@itwin/core-frontend 3.0.0-extension.1 → 3.1.0-dev.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +89 -1
- package/LICENSE.md +1 -1
- package/lib/cjs/AccuSnap.js +3 -3
- package/lib/cjs/AccuSnap.js.map +1 -1
- package/lib/cjs/ApproximateTerrainHeights.d.ts.map +1 -1
- package/lib/cjs/ApproximateTerrainHeights.js +10 -5
- package/lib/cjs/ApproximateTerrainHeights.js.map +1 -1
- package/lib/cjs/BackgroundMapGeometry.d.ts +1 -1
- package/lib/cjs/BackgroundMapGeometry.d.ts.map +1 -1
- package/lib/cjs/BackgroundMapGeometry.js +2 -2
- package/lib/cjs/BackgroundMapGeometry.js.map +1 -1
- package/lib/cjs/BingLocation.js +2 -2
- package/lib/cjs/BingLocation.js.map +1 -1
- package/lib/cjs/CheckpointConnection.js +1 -1
- package/lib/cjs/CheckpointConnection.js.map +1 -1
- package/lib/cjs/ContextRealityModelState.js +1 -1
- package/lib/cjs/ContextRealityModelState.js.map +1 -1
- package/lib/cjs/DisplayStyleState.d.ts +10 -163
- package/lib/cjs/DisplayStyleState.d.ts.map +1 -1
- package/lib/cjs/DisplayStyleState.js +69 -350
- package/lib/cjs/DisplayStyleState.js.map +1 -1
- package/lib/cjs/DrawingViewState.d.ts +2 -2
- package/lib/cjs/DrawingViewState.d.ts.map +1 -1
- package/lib/cjs/DrawingViewState.js +3 -3
- package/lib/cjs/DrawingViewState.js.map +1 -1
- package/lib/cjs/EmphasizeElements.d.ts.map +1 -1
- package/lib/cjs/EmphasizeElements.js +14 -4
- package/lib/cjs/EmphasizeElements.js.map +1 -1
- package/lib/cjs/EnvironmentDecorations.d.ts +39 -0
- package/lib/cjs/EnvironmentDecorations.d.ts.map +1 -0
- package/lib/cjs/EnvironmentDecorations.js +203 -0
- package/lib/cjs/EnvironmentDecorations.js.map +1 -0
- package/lib/cjs/FrontendHubAccess.d.ts +11 -7
- package/lib/cjs/FrontendHubAccess.d.ts.map +1 -1
- package/lib/cjs/FrontendHubAccess.js.map +1 -1
- package/lib/cjs/FrontendLoggerCategory.d.ts +2 -8
- package/lib/cjs/FrontendLoggerCategory.d.ts.map +1 -1
- package/lib/cjs/FrontendLoggerCategory.js +2 -8
- package/lib/cjs/FrontendLoggerCategory.js.map +1 -1
- package/lib/cjs/HitDetail.js +7 -7
- package/lib/cjs/HitDetail.js.map +1 -1
- package/lib/cjs/IModelApp.d.ts +31 -24
- package/lib/cjs/IModelApp.d.ts.map +1 -1
- package/lib/cjs/IModelApp.js +35 -36
- package/lib/cjs/IModelApp.js.map +1 -1
- package/lib/cjs/IModelConnection.d.ts +4 -6
- package/lib/cjs/IModelConnection.d.ts.map +1 -1
- package/lib/cjs/IModelConnection.js +6 -11
- package/lib/cjs/IModelConnection.js.map +1 -1
- package/lib/cjs/IModeljs-css.d.ts.map +1 -1
- package/lib/cjs/IModeljs-css.js +8 -6
- package/lib/cjs/IModeljs-css.js.map +1 -1
- package/lib/cjs/ImageUtil.d.ts +3 -3
- package/lib/cjs/ImageUtil.d.ts.map +1 -1
- package/lib/cjs/ImageUtil.js +7 -4
- package/lib/cjs/ImageUtil.js.map +1 -1
- package/lib/cjs/LocalhostIpcApp.d.ts +2 -1
- package/lib/cjs/LocalhostIpcApp.d.ts.map +1 -1
- package/lib/cjs/LocalhostIpcApp.js +21 -7
- package/lib/cjs/LocalhostIpcApp.js.map +1 -1
- package/lib/cjs/Marker.d.ts +9 -2
- package/lib/cjs/Marker.d.ts.map +1 -1
- package/lib/cjs/Marker.js +33 -5
- package/lib/cjs/Marker.js.map +1 -1
- package/lib/cjs/ModelState.js +1 -1
- package/lib/cjs/ModelState.js.map +1 -1
- package/lib/cjs/NativeApp.d.ts +3 -38
- package/lib/cjs/NativeApp.d.ts.map +1 -1
- package/lib/cjs/NativeApp.js +4 -73
- package/lib/cjs/NativeApp.js.map +1 -1
- package/lib/cjs/NoRenderApp.d.ts +0 -1
- package/lib/cjs/NoRenderApp.d.ts.map +1 -1
- package/lib/cjs/NoRenderApp.js +0 -1
- package/lib/cjs/NoRenderApp.js.map +1 -1
- package/lib/cjs/NotificationManager.d.ts +3 -1
- package/lib/cjs/NotificationManager.d.ts.map +1 -1
- package/lib/cjs/NotificationManager.js +2 -0
- package/lib/cjs/NotificationManager.js.map +1 -1
- package/lib/cjs/RealityDataSource.d.ts +59 -29
- package/lib/cjs/RealityDataSource.d.ts.map +1 -1
- package/lib/cjs/RealityDataSource.js +247 -94
- package/lib/cjs/RealityDataSource.js.map +1 -1
- package/lib/cjs/RenderScheduleState.d.ts +2 -0
- package/lib/cjs/RenderScheduleState.d.ts.map +1 -1
- package/lib/cjs/RenderScheduleState.js +10 -5
- package/lib/cjs/RenderScheduleState.js.map +1 -1
- package/lib/cjs/SheetViewState.d.ts +2 -2
- package/lib/cjs/SheetViewState.d.ts.map +1 -1
- package/lib/cjs/SheetViewState.js +7 -6
- package/lib/cjs/SheetViewState.js.map +1 -1
- package/lib/cjs/SpatialViewState.d.ts +10 -2
- package/lib/cjs/SpatialViewState.d.ts.map +1 -1
- package/lib/cjs/SpatialViewState.js +12 -2
- package/lib/cjs/SpatialViewState.js.map +1 -1
- package/lib/cjs/SubCategoriesCache.js +1 -1
- package/lib/cjs/SubCategoriesCache.js.map +1 -1
- package/lib/cjs/Tiles.d.ts +11 -1
- package/lib/cjs/Tiles.d.ts.map +1 -1
- package/lib/cjs/Tiles.js +7 -0
- package/lib/cjs/Tiles.js.map +1 -1
- package/lib/cjs/TwoWayViewportSync.d.ts +35 -6
- package/lib/cjs/TwoWayViewportSync.d.ts.map +1 -1
- package/lib/cjs/TwoWayViewportSync.js +51 -11
- package/lib/cjs/TwoWayViewportSync.js.map +1 -1
- package/lib/cjs/UserPreferences.d.ts +72 -0
- package/lib/cjs/UserPreferences.d.ts.map +1 -0
- package/lib/cjs/{extension/ExtensionLoader.js → UserPreferences.js} +1 -5
- package/lib/cjs/UserPreferences.js.map +1 -0
- package/lib/cjs/ViewContext.d.ts +3 -1
- package/lib/cjs/ViewContext.d.ts.map +1 -1
- package/lib/cjs/ViewContext.js +4 -0
- package/lib/cjs/ViewContext.js.map +1 -1
- package/lib/cjs/ViewCreator2d.js +3 -3
- package/lib/cjs/ViewCreator2d.js.map +1 -1
- package/lib/cjs/ViewCreator3d.d.ts +1 -1
- package/lib/cjs/ViewCreator3d.d.ts.map +1 -1
- package/lib/cjs/ViewCreator3d.js +4 -5
- package/lib/cjs/ViewCreator3d.js.map +1 -1
- package/lib/cjs/ViewManager.d.ts +6 -6
- package/lib/cjs/ViewManager.d.ts.map +1 -1
- package/lib/cjs/ViewManager.js +13 -13
- package/lib/cjs/ViewManager.js.map +1 -1
- package/lib/cjs/ViewState.d.ts +11 -5
- package/lib/cjs/ViewState.d.ts.map +1 -1
- package/lib/cjs/ViewState.js +18 -63
- package/lib/cjs/ViewState.js.map +1 -1
- package/lib/cjs/ViewingSpace.js +1 -1
- package/lib/cjs/ViewingSpace.js.map +1 -1
- package/lib/cjs/Viewport.d.ts +34 -6
- package/lib/cjs/Viewport.d.ts.map +1 -1
- package/lib/cjs/Viewport.js +42 -22
- package/lib/cjs/Viewport.js.map +1 -1
- package/lib/cjs/core-frontend.d.ts +16 -31
- package/lib/cjs/core-frontend.d.ts.map +1 -1
- package/lib/cjs/core-frontend.js +16 -31
- package/lib/cjs/core-frontend.js.map +1 -1
- package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.d.ts +3 -2
- package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.d.ts.map +1 -1
- package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js +3 -2
- package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js.map +1 -1
- package/lib/cjs/quantity-formatting/BasicUnitsProvider.d.ts +5 -1
- package/lib/cjs/quantity-formatting/BasicUnitsProvider.d.ts.map +1 -1
- package/lib/cjs/quantity-formatting/BasicUnitsProvider.js +20 -5
- package/lib/cjs/quantity-formatting/BasicUnitsProvider.js.map +1 -1
- package/lib/cjs/quantity-formatting/QuantityFormatter.d.ts +26 -3
- package/lib/cjs/quantity-formatting/QuantityFormatter.d.ts.map +1 -1
- package/lib/cjs/quantity-formatting/QuantityFormatter.js +46 -7
- package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
- package/lib/cjs/render/FeatureSymbology.d.ts.map +1 -1
- package/lib/cjs/render/FeatureSymbology.js +3 -3
- package/lib/cjs/render/FeatureSymbology.js.map +1 -1
- package/lib/cjs/render/GraphicBranch.d.ts +18 -2
- package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
- package/lib/cjs/render/GraphicBranch.js +9 -1
- package/lib/cjs/render/GraphicBranch.js.map +1 -1
- package/lib/cjs/render/GraphicBuilder.d.ts +7 -1
- package/lib/cjs/render/GraphicBuilder.d.ts.map +1 -1
- package/lib/cjs/render/GraphicBuilder.js.map +1 -1
- package/lib/cjs/render/MockRender.d.ts +3 -1
- package/lib/cjs/render/MockRender.d.ts.map +1 -1
- package/lib/cjs/render/MockRender.js.map +1 -1
- package/lib/cjs/render/RenderMemory.d.ts +21 -15
- package/lib/cjs/render/RenderMemory.d.ts.map +1 -1
- package/lib/cjs/render/RenderMemory.js +21 -15
- package/lib/cjs/render/RenderMemory.js.map +1 -1
- package/lib/cjs/render/RenderSystem.d.ts +38 -7
- package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
- package/lib/cjs/render/RenderSystem.js +24 -9
- package/lib/cjs/render/RenderSystem.js.map +1 -1
- package/lib/cjs/render/RenderTarget.d.ts +10 -2
- package/lib/cjs/render/RenderTarget.d.ts.map +1 -1
- package/lib/cjs/render/RenderTarget.js +2 -1
- package/lib/cjs/render/RenderTarget.js.map +1 -1
- package/lib/cjs/render/RenderTexture.d.ts +2 -17
- package/lib/cjs/render/RenderTexture.d.ts.map +1 -1
- package/lib/cjs/render/RenderTexture.js +0 -17
- package/lib/cjs/render/RenderTexture.js.map +1 -1
- package/lib/cjs/render/primitives/EdgeParams.d.ts +84 -0
- package/lib/cjs/render/primitives/EdgeParams.d.ts.map +1 -0
- package/lib/cjs/render/primitives/EdgeParams.js +220 -0
- package/lib/cjs/render/primitives/EdgeParams.js.map +1 -0
- package/lib/cjs/render/primitives/PointStringParams.d.ts +16 -0
- package/lib/cjs/render/primitives/PointStringParams.d.ts.map +1 -0
- package/lib/cjs/render/primitives/PointStringParams.js +43 -0
- package/lib/cjs/render/primitives/PointStringParams.js.map +1 -0
- package/lib/cjs/render/primitives/PolylineParams.d.ts +44 -0
- package/lib/cjs/render/primitives/PolylineParams.d.ts.map +1 -0
- package/lib/cjs/render/primitives/PolylineParams.js +205 -0
- package/lib/cjs/render/primitives/PolylineParams.js.map +1 -0
- package/lib/cjs/render/primitives/Primitives.d.ts +1 -1
- package/lib/cjs/render/primitives/Primitives.d.ts.map +1 -1
- package/lib/cjs/render/primitives/Primitives.js.map +1 -1
- package/lib/cjs/render/primitives/SurfaceParams.d.ts +46 -0
- package/lib/cjs/render/primitives/SurfaceParams.d.ts.map +1 -0
- package/lib/cjs/render/primitives/SurfaceParams.js +42 -0
- package/lib/cjs/render/primitives/SurfaceParams.js.map +1 -0
- package/lib/cjs/render/primitives/VertexTable.d.ts +4 -123
- package/lib/cjs/render/primitives/VertexTable.d.ts.map +1 -1
- package/lib/cjs/render/primitives/VertexTable.js +16 -352
- package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryAccumulator.d.ts +2 -0
- package/lib/cjs/render/primitives/geometry/GeometryAccumulator.d.ts.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js +2 -1
- package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryListBuilder.d.ts.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js +1 -0
- package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts +2 -2
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.js +3 -3
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +1 -1
- package/lib/cjs/render/primitives/mesh/TerrainMeshPrimitive.d.ts +1 -1
- package/lib/cjs/render/primitives/mesh/TerrainMeshPrimitive.js +1 -1
- package/lib/cjs/render/primitives/mesh/TerrainMeshPrimitive.js.map +1 -1
- package/lib/cjs/render/webgl/AttributeMap.js +5 -5
- package/lib/cjs/render/webgl/BackgroundMapDrape.js +1 -1
- package/lib/cjs/render/webgl/BackgroundMapDrape.js.map +1 -1
- package/lib/cjs/render/webgl/BranchUniforms.d.ts.map +1 -1
- package/lib/cjs/render/webgl/BranchUniforms.js +8 -5
- package/lib/cjs/render/webgl/BranchUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/CachedGeometry.d.ts +16 -11
- package/lib/cjs/render/webgl/CachedGeometry.d.ts.map +1 -1
- package/lib/cjs/render/webgl/CachedGeometry.js +26 -23
- package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/DrawCommand.d.ts +2 -3
- package/lib/cjs/render/webgl/DrawCommand.d.ts.map +1 -1
- package/lib/cjs/render/webgl/DrawCommand.js +6 -4
- package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
- package/lib/cjs/render/webgl/EdgeGeometry.d.ts +73 -0
- package/lib/cjs/render/webgl/EdgeGeometry.d.ts.map +1 -0
- package/lib/cjs/render/webgl/EdgeGeometry.js +141 -0
- package/lib/cjs/render/webgl/EdgeGeometry.js.map +1 -0
- package/lib/cjs/render/webgl/FeatureOverrides.d.ts +2 -0
- package/lib/cjs/render/webgl/FeatureOverrides.d.ts.map +1 -1
- package/lib/cjs/render/webgl/FeatureOverrides.js +11 -3
- package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
- package/lib/cjs/render/webgl/FloatRGBA.d.ts.map +1 -1
- package/lib/cjs/render/webgl/FloatRGBA.js +13 -11
- package/lib/cjs/render/webgl/FloatRGBA.js.map +1 -1
- package/lib/cjs/render/webgl/Graphic.d.ts +13 -0
- package/lib/cjs/render/webgl/Graphic.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Graphic.js +41 -3
- package/lib/cjs/render/webgl/Graphic.js.map +1 -1
- package/lib/cjs/render/webgl/IndexedEdgeGeometry.d.ts +51 -0
- package/lib/cjs/render/webgl/IndexedEdgeGeometry.d.ts.map +1 -0
- package/lib/cjs/render/webgl/IndexedEdgeGeometry.js +90 -0
- package/lib/cjs/render/webgl/IndexedEdgeGeometry.js.map +1 -0
- package/lib/cjs/render/webgl/InstancedGeometry.d.ts +6 -5
- package/lib/cjs/render/webgl/InstancedGeometry.d.ts.map +1 -1
- package/lib/cjs/render/webgl/InstancedGeometry.js +2 -1
- package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/Material.d.ts +1 -1
- package/lib/cjs/render/webgl/Material.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Material.js.map +1 -1
- package/lib/cjs/render/webgl/Mesh.d.ts +8 -162
- package/lib/cjs/render/webgl/Mesh.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Mesh.js +18 -458
- package/lib/cjs/render/webgl/Mesh.js.map +1 -1
- package/lib/cjs/render/webgl/MeshData.d.ts +38 -0
- package/lib/cjs/render/webgl/MeshData.d.ts.map +1 -0
- package/lib/cjs/render/webgl/MeshData.js +66 -0
- package/lib/cjs/render/webgl/MeshData.js.map +1 -0
- package/lib/cjs/render/webgl/MeshGeometry.d.ts +38 -0
- package/lib/cjs/render/webgl/MeshGeometry.d.ts.map +1 -0
- package/lib/cjs/render/webgl/MeshGeometry.js +59 -0
- package/lib/cjs/render/webgl/MeshGeometry.js.map +1 -0
- package/lib/cjs/render/webgl/PlanarClassifier.d.ts.map +1 -1
- package/lib/cjs/render/webgl/PlanarClassifier.js +8 -4
- package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
- package/lib/cjs/render/webgl/PlanarGrid.d.ts +2 -3
- package/lib/cjs/render/webgl/PlanarGrid.d.ts.map +1 -1
- package/lib/cjs/render/webgl/PlanarGrid.js +3 -3
- package/lib/cjs/render/webgl/PlanarGrid.js.map +1 -1
- package/lib/cjs/render/webgl/PlanarTextureProjection.d.ts.map +1 -1
- package/lib/cjs/render/webgl/PlanarTextureProjection.js +1 -0
- package/lib/cjs/render/webgl/PlanarTextureProjection.js.map +1 -1
- package/lib/cjs/render/webgl/PointCloud.d.ts +2 -2
- package/lib/cjs/render/webgl/PointCloud.d.ts.map +1 -1
- package/lib/cjs/render/webgl/PointCloud.js +2 -2
- package/lib/cjs/render/webgl/PointCloud.js.map +1 -1
- package/lib/cjs/render/webgl/PointString.d.ts +3 -3
- package/lib/cjs/render/webgl/PointString.d.ts.map +1 -1
- package/lib/cjs/render/webgl/PointString.js +1 -1
- package/lib/cjs/render/webgl/PointString.js.map +1 -1
- package/lib/cjs/render/webgl/Polyline.d.ts +3 -3
- package/lib/cjs/render/webgl/Polyline.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Polyline.js +6 -6
- package/lib/cjs/render/webgl/Polyline.js.map +1 -1
- package/lib/cjs/render/webgl/Primitive.d.ts +2 -2
- package/lib/cjs/render/webgl/Primitive.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Primitive.js +5 -5
- package/lib/cjs/render/webgl/Primitive.js.map +1 -1
- package/lib/cjs/render/webgl/RealityMesh.d.ts +2 -2
- package/lib/cjs/render/webgl/RealityMesh.d.ts.map +1 -1
- package/lib/cjs/render/webgl/RealityMesh.js +9 -9
- package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
- package/lib/cjs/render/webgl/RenderCommands.d.ts +6 -2
- package/lib/cjs/render/webgl/RenderCommands.d.ts.map +1 -1
- package/lib/cjs/render/webgl/RenderCommands.js +81 -48
- package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
- package/lib/cjs/render/webgl/RenderFlags.d.ts +48 -1
- package/lib/cjs/render/webgl/RenderFlags.d.ts.map +1 -1
- package/lib/cjs/render/webgl/RenderFlags.js +64 -2
- package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
- package/lib/cjs/render/webgl/SceneCompositor.js +10 -9
- package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
- package/lib/cjs/render/webgl/ScreenSpaceEffect.js +1 -1
- package/lib/cjs/render/webgl/ShaderBuilder.d.ts +23 -20
- package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
- package/lib/cjs/render/webgl/ShaderBuilder.js +38 -32
- package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
- package/lib/cjs/render/webgl/ShaderProgram.d.ts +1 -1
- package/lib/cjs/render/webgl/ShaderProgram.d.ts.map +1 -1
- package/lib/cjs/render/webgl/ShaderProgram.js +4 -4
- package/lib/cjs/render/webgl/ShaderProgram.js.map +1 -1
- package/lib/cjs/render/webgl/SolarShadowMap.d.ts.map +1 -1
- package/lib/cjs/render/webgl/SolarShadowMap.js +4 -3
- package/lib/cjs/render/webgl/SolarShadowMap.js.map +1 -1
- package/lib/cjs/render/webgl/SurfaceGeometry.d.ts +54 -0
- package/lib/cjs/render/webgl/SurfaceGeometry.d.ts.map +1 -0
- package/lib/cjs/render/webgl/SurfaceGeometry.js +248 -0
- package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -0
- package/lib/cjs/render/webgl/System.d.ts +11 -10
- package/lib/cjs/render/webgl/System.d.ts.map +1 -1
- package/lib/cjs/render/webgl/System.js +32 -21
- package/lib/cjs/render/webgl/System.js.map +1 -1
- package/lib/cjs/render/webgl/Target.d.ts +13 -1
- package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Target.js +88 -2
- package/lib/cjs/render/webgl/Target.js.map +1 -1
- package/lib/cjs/render/webgl/Technique.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Technique.js +112 -119
- package/lib/cjs/render/webgl/Technique.js.map +1 -1
- package/lib/cjs/render/webgl/TechniqueFlags.d.ts +7 -1
- package/lib/cjs/render/webgl/TechniqueFlags.d.ts.map +1 -1
- package/lib/cjs/render/webgl/TechniqueFlags.js +10 -1
- package/lib/cjs/render/webgl/TechniqueFlags.js.map +1 -1
- package/lib/cjs/render/webgl/TechniqueId.d.ts +29 -28
- package/lib/cjs/render/webgl/TechniqueId.d.ts.map +1 -1
- package/lib/cjs/render/webgl/TechniqueId.js +7 -7
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- package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
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- package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.d.ts.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js +51 -10
- package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.d.ts +6 -1
- package/lib/esm/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.d.ts.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js +63 -21
- package/lib/esm/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js.map +1 -1
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- package/lib/esm/tile/map/ImageryTileTree.d.ts.map +1 -1
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- package/lib/esm/tools/ElementSetTool.js +2 -2
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- package/lib/esm/tools/PrimitiveTool.d.ts.map +1 -1
- package/lib/esm/tools/PrimitiveTool.js +2 -2
- package/lib/esm/tools/PrimitiveTool.js.map +1 -1
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- package/lib/esm/tools/Tool.d.ts.map +1 -1
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- package/lib/cjs/RealityDataAccessProps.js +0 -23
- package/lib/cjs/RealityDataAccessProps.js.map +0 -1
- package/lib/cjs/RealityDataConnection.d.ts +0 -31
- package/lib/cjs/RealityDataConnection.d.ts.map +0 -1
- package/lib/cjs/RealityDataConnection.js +0 -101
- package/lib/cjs/RealityDataConnection.js.map +0 -1
- package/lib/cjs/extension/Extension.d.ts +0 -39
- package/lib/cjs/extension/Extension.d.ts.map +0 -1
- package/lib/cjs/extension/Extension.js +0 -39
- package/lib/cjs/extension/Extension.js.map +0 -1
- package/lib/cjs/extension/ExtensionAdmin.d.ts +0 -70
- package/lib/cjs/extension/ExtensionAdmin.d.ts.map +0 -1
- package/lib/cjs/extension/ExtensionAdmin.js +0 -105
- package/lib/cjs/extension/ExtensionAdmin.js.map +0 -1
- package/lib/cjs/extension/ExtensionHost.d.ts +0 -22
- package/lib/cjs/extension/ExtensionHost.d.ts.map +0 -1
- package/lib/cjs/extension/ExtensionHost.js +0 -24
- package/lib/cjs/extension/ExtensionHost.js.map +0 -1
- package/lib/cjs/extension/ExtensionImpl.d.ts +0 -16
- package/lib/cjs/extension/ExtensionImpl.d.ts.map +0 -1
- package/lib/cjs/extension/ExtensionImpl.js +0 -40
- package/lib/cjs/extension/ExtensionImpl.js.map +0 -1
- package/lib/cjs/extension/ExtensionLoader.d.ts +0 -20
- package/lib/cjs/extension/ExtensionLoader.d.ts.map +0 -1
- package/lib/cjs/extension/ExtensionLoader.js.map +0 -1
- package/lib/cjs/extension/ExtensionRuntime.d.ts +0 -2
- package/lib/cjs/extension/ExtensionRuntime.d.ts.map +0 -1
- package/lib/cjs/extension/ExtensionRuntime.js +0 -71
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- package/lib/esm/RealityDataConnection.d.ts +0 -31
- package/lib/esm/RealityDataConnection.d.ts.map +0 -1
- package/lib/esm/RealityDataConnection.js +0 -98
- package/lib/esm/RealityDataConnection.js.map +0 -1
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- package/lib/esm/extension/Extension.d.ts.map +0 -1
- package/lib/esm/extension/Extension.js +0 -38
- package/lib/esm/extension/Extension.js.map +0 -1
- package/lib/esm/extension/ExtensionAdmin.d.ts +0 -70
- package/lib/esm/extension/ExtensionAdmin.d.ts.map +0 -1
- package/lib/esm/extension/ExtensionAdmin.js +0 -101
- package/lib/esm/extension/ExtensionAdmin.js.map +0 -1
- package/lib/esm/extension/ExtensionHost.d.ts +0 -22
- package/lib/esm/extension/ExtensionHost.d.ts.map +0 -1
- package/lib/esm/extension/ExtensionHost.js +0 -20
- package/lib/esm/extension/ExtensionHost.js.map +0 -1
- package/lib/esm/extension/ExtensionImpl.d.ts +0 -16
- package/lib/esm/extension/ExtensionImpl.d.ts.map +0 -1
- package/lib/esm/extension/ExtensionImpl.js +0 -35
- package/lib/esm/extension/ExtensionImpl.js.map +0 -1
- package/lib/esm/extension/ExtensionLoader.d.ts +0 -20
- package/lib/esm/extension/ExtensionLoader.d.ts.map +0 -1
- package/lib/esm/extension/ExtensionLoader.js.map +0 -1
- package/lib/esm/extension/ExtensionRuntime.d.ts +0 -2
- package/lib/esm/extension/ExtensionRuntime.d.ts.map +0 -1
- package/lib/esm/extension/ExtensionRuntime.js +0 -69
- package/lib/esm/extension/ExtensionRuntime.js.map +0 -1
- package/lib/esm/extension/extensions.d.ts +0 -18
- package/lib/esm/extension/extensions.d.ts.map +0 -1
- package/lib/esm/extension/extensions.js +0 -23
- package/lib/esm/extension/extensions.js.map +0 -1
- package/lib/esm/tile/map/MapLayerSettingsService.d.ts +0 -39
- package/lib/esm/tile/map/MapLayerSettingsService.d.ts.map +0 -1
- package/lib/esm/tile/map/MapLayerSettingsService.js +0 -186
- package/lib/esm/tile/map/MapLayerSettingsService.js.map +0 -1
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@@ -23,6 +23,7 @@ export class GeometryAccumulator {
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this._surfacesOnly = true === (options === null || options === void 0 ? void 0 : options.surfacesOnly);
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this._transform = (_c = options === null || options === void 0 ? void 0 : options.transform) !== null && _c !== void 0 ? _c : Transform.createIdentity();
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this._analysisDisplacement = options === null || options === void 0 ? void 0 : options.analysisStyleDisplacement;
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this._viewIndependentOrigin = options === null || options === void 0 ? void 0 : options.viewIndependentOrigin;
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}
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get surfacesOnly() { return this._surfacesOnly; }
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get transform() { return this._transform; }
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@@ -143,7 +144,7 @@ export class GeometryAccumulator {
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assert(verts.params.origin.isAlmostEqual(qorigin));
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}
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verts.params.origin.setZero();
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const graphic = mesh.getGraphics(args, this.system);
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const graphic = mesh.getGraphics(args, this.system, this._viewIndependentOrigin);
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if (undefined !== graphic)
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branch.add(graphic);
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}
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@@ -1 +1 @@
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-
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { IndexedPolyface, Loop, Path, Point3d, Range3d, SolidPrimitive, Transform } from \"@itwin/core-geometry\";\r\nimport { AnalysisStyleDisplacement } from \"@itwin/core-common\";\r\nimport { GraphicBranch } from \"../../GraphicBranch\";\r\nimport { RenderGraphic } from \"../../RenderGraphic\";\r\nimport { RenderSystem } from \"../../RenderSystem\";\r\nimport { DisplayParams } from \"../DisplayParams\";\r\nimport { MeshBuilderMap } from \"../mesh/MeshBuilderMap\";\r\nimport { MeshGraphicArgs, MeshList } from \"../mesh/MeshPrimitives\";\r\nimport { GeometryOptions } from \"../Primitives\";\r\nimport { GeometryList } from \"./GeometryList\";\r\nimport { Geometry, PrimitiveGeometryType } from \"./GeometryPrimitives\";\r\nimport { IModelApp } from \"../../../IModelApp\";\r\n\r\n/** @internal */\r\nexport class GeometryAccumulator {\r\n private _transform: Transform;\r\n private _surfacesOnly: boolean;\r\n private readonly _analysisDisplacement?: AnalysisStyleDisplacement;\r\n\r\n public readonly tileRange: Range3d;\r\n public readonly geometries: GeometryList = new GeometryList();\r\n public readonly system: RenderSystem;\r\n\r\n public get surfacesOnly(): boolean { return this._surfacesOnly; }\r\n public get transform(): Transform { return this._transform; }\r\n public get isEmpty(): boolean { return this.geometries.isEmpty; }\r\n public get haveTransform(): boolean { return !this._transform.isIdentity; }\r\n\r\n public constructor(options?: {\r\n system?: RenderSystem;\r\n surfacesOnly?: boolean;\r\n transform?: Transform;\r\n tileRange?: Range3d;\r\n analysisStyleDisplacement?: AnalysisStyleDisplacement;\r\n }) {\r\n this.system = options?.system ?? IModelApp.renderSystem;\r\n this.tileRange = options?.tileRange ?? Range3d.createNull();\r\n this._surfacesOnly = true === options?.surfacesOnly;\r\n this._transform = options?.transform ?? Transform.createIdentity();\r\n this._analysisDisplacement = options?.analysisStyleDisplacement;\r\n }\r\n\r\n private getPrimitiveRange(geom: PrimitiveGeometryType): Range3d | undefined {\r\n const range = new Range3d();\r\n geom.range(undefined, range);\r\n return range.isNull ? undefined : range;\r\n }\r\n\r\n private calculateTransform(transform: Transform, range: Range3d): Transform {\r\n if (this.haveTransform)\r\n transform = this._transform.multiplyTransformTransform(transform);\r\n\r\n transform.multiplyRange(range, range);\r\n return transform;\r\n }\r\n\r\n public addLoop(loop: Loop, displayParams: DisplayParams, transform: Transform, disjoint: boolean): boolean {\r\n const range = this.getPrimitiveRange(loop);\r\n if (!range)\r\n return false;\r\n\r\n const xform = this.calculateTransform(transform, range);\r\n return this.addGeometry(Geometry.createFromLoop(loop, xform, range, displayParams, disjoint));\r\n }\r\n\r\n public addLineString(pts: Point3d[], displayParams: DisplayParams, transform: Transform): boolean {\r\n // Do this.getPrimitiveRange() manually, so there is no need to create a PointString3d object just to find the range\r\n const range = Range3d.createNull();\r\n range.extendArray(pts, undefined);\r\n if (range.isNull)\r\n return false;\r\n\r\n const xform = this.calculateTransform(transform, range);\r\n return this.addGeometry(Geometry.createFromLineString(pts, xform, range, displayParams));\r\n }\r\n\r\n public addPointString(pts: Point3d[], displayParams: DisplayParams, transform: Transform): boolean {\r\n // Do this.getPrimitiveRange() manually, so there is no need to create a PointString3d object just to find the range\r\n const range = Range3d.createNull();\r\n range.extendArray(pts, undefined);\r\n if (range.isNull)\r\n return false;\r\n\r\n const xform = this.calculateTransform(transform, range);\r\n return this.addGeometry(Geometry.createFromPointString(pts, xform, range, displayParams));\r\n }\r\n\r\n public addPath(path: Path, displayParams: DisplayParams, transform: Transform, disjoint: boolean): boolean {\r\n const range = this.getPrimitiveRange(path);\r\n if (!range)\r\n return false;\r\n\r\n const xform = this.calculateTransform(transform, range);\r\n return this.addGeometry(Geometry.createFromPath(path, xform, range, displayParams, disjoint));\r\n }\r\n\r\n public addPolyface(pf: IndexedPolyface, displayParams: DisplayParams, transform: Transform): boolean {\r\n // Adjust the mesh range based on displacements applied to vertices by analysis style, if applicable.\r\n let range;\r\n if (this._analysisDisplacement) {\r\n const channel = pf.data.auxData?.channels.find((x) => x.name === this._analysisDisplacement!.channelName);\r\n const displacementRange = channel?.computeDisplacementRange(this._analysisDisplacement.scale);\r\n if (displacementRange && !displacementRange.isNull) {\r\n range = Range3d.createNull();\r\n const pt = new Point3d();\r\n for (let i = 0; i < pf.data.point.length; i++) {\r\n pf.data.point.getPoint3dAtUncheckedPointIndex(i, pt);\r\n range.extendXYZ(pt.x + displacementRange.low.x, pt.y + displacementRange.low.y, pt.z + displacementRange.low.z);\r\n range.extendXYZ(pt.x + displacementRange.high.x, pt.y + displacementRange.high.y, pt.z + displacementRange.high.z);\r\n }\r\n }\r\n }\r\n\r\n if (!range && !(range = this.getPrimitiveRange(pf)))\r\n return false;\r\n\r\n const xform = this.calculateTransform(transform, range);\r\n return this.addGeometry(Geometry.createFromPolyface(pf, xform, range, displayParams));\r\n }\r\n\r\n public addSolidPrimitive(primitive: SolidPrimitive, displayParams: DisplayParams, transform: Transform): boolean {\r\n const range = this.getPrimitiveRange(primitive);\r\n if (!range)\r\n return false;\r\n\r\n const xform = this.calculateTransform(transform, range);\r\n return this.addGeometry(Geometry.createFromSolidPrimitive(primitive, xform, range, displayParams));\r\n }\r\n\r\n public addGeometry(geom: Geometry): boolean { this.geometries.push(geom); return true; }\r\n\r\n public clear(): void { this.geometries.clear(); }\r\n\r\n /**\r\n * Generates a MeshBuilderMap\r\n * native: GeometryAccumulator::ToMeshBuilderMap(GeometryOptionsCR options, double tolerance, FeatureTableP featureTable, ViewContextR context) const\r\n * note : removed featureTable, ViewContext\r\n * @param tolerance should derive from Viewport.getPixelSizeAtPoint\r\n */\r\n public toMeshBuilderMap(options: GeometryOptions, tolerance: number, pickableId?: string): MeshBuilderMap {\r\n const { geometries } = this; // declare internal dependencies\r\n\r\n const range = geometries.computeRange();\r\n const is2d = !range.isNull && range.isAlmostZeroZ;\r\n\r\n return MeshBuilderMap.createFromGeometries(geometries, tolerance, range, is2d, options, pickableId);\r\n }\r\n\r\n public toMeshes(options: GeometryOptions, tolerance: number, pickableId?: string): MeshList {\r\n if (this.geometries.isEmpty)\r\n return new MeshList();\r\n\r\n const builderMap = this.toMeshBuilderMap(options, tolerance, pickableId);\r\n return builderMap.toMeshes();\r\n }\r\n\r\n /**\r\n * Populate a list of Graphic objects from the accumulated Geometry objects.\r\n * removed ViewContext\r\n */\r\n public saveToGraphicList(graphics: RenderGraphic[], options: GeometryOptions, tolerance: number, pickableId?: string): MeshList | undefined {\r\n const meshes = this.toMeshes(options, tolerance, pickableId);\r\n if (0 === meshes.length)\r\n return undefined;\r\n\r\n const args = new MeshGraphicArgs();\r\n\r\n // All of the meshes are quantized to the same range.\r\n // If that range is small relative to the distance from the origin, quantization errors can produce display artifacts.\r\n // Remove the translation from the quantization parameters and apply it in the transform instead.\r\n const branch = new GraphicBranch(true);\r\n const qorigin = new Point3d();\r\n\r\n for (const mesh of meshes) {\r\n const verts = mesh.points;\r\n if (branch.isEmpty) {\r\n qorigin.setFrom(verts.params.origin);\r\n } else {\r\n assert(verts.params.origin.isAlmostEqual(qorigin));\r\n }\r\n\r\n verts.params.origin.setZero();\r\n\r\n const graphic = mesh.getGraphics(args, this.system);\r\n if (undefined !== graphic)\r\n branch.add(graphic);\r\n }\r\n\r\n if (!branch.isEmpty) {\r\n const transform = Transform.createTranslationXYZ(qorigin.x, qorigin.y, qorigin.z);\r\n graphics.push(this.system.createBranch(branch, transform));\r\n }\r\n\r\n return meshes;\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { IndexedPolyface, Loop, Path, Point3d, Range3d, SolidPrimitive, Transform } from \"@itwin/core-geometry\";\r\nimport { AnalysisStyleDisplacement } from \"@itwin/core-common\";\r\nimport { GraphicBranch } from \"../../GraphicBranch\";\r\nimport { RenderGraphic } from \"../../RenderGraphic\";\r\nimport { RenderSystem } from \"../../RenderSystem\";\r\nimport { DisplayParams } from \"../DisplayParams\";\r\nimport { MeshBuilderMap } from \"../mesh/MeshBuilderMap\";\r\nimport { MeshGraphicArgs, MeshList } from \"../mesh/MeshPrimitives\";\r\nimport { GeometryOptions } from \"../Primitives\";\r\nimport { GeometryList } from \"./GeometryList\";\r\nimport { Geometry, PrimitiveGeometryType } from \"./GeometryPrimitives\";\r\nimport { IModelApp } from \"../../../IModelApp\";\r\n\r\n/** @internal */\r\nexport class GeometryAccumulator {\r\n private _transform: Transform;\r\n private _surfacesOnly: boolean;\r\n private readonly _analysisDisplacement?: AnalysisStyleDisplacement;\r\n private readonly _viewIndependentOrigin?: Point3d;\r\n\r\n public readonly tileRange: Range3d;\r\n public readonly geometries: GeometryList = new GeometryList();\r\n public readonly system: RenderSystem;\r\n\r\n public get surfacesOnly(): boolean { return this._surfacesOnly; }\r\n public get transform(): Transform { return this._transform; }\r\n public get isEmpty(): boolean { return this.geometries.isEmpty; }\r\n public get haveTransform(): boolean { return !this._transform.isIdentity; }\r\n\r\n public constructor(options?: {\r\n system?: RenderSystem;\r\n surfacesOnly?: boolean;\r\n transform?: Transform;\r\n tileRange?: Range3d;\r\n analysisStyleDisplacement?: AnalysisStyleDisplacement;\r\n viewIndependentOrigin?: Point3d;\r\n }) {\r\n this.system = options?.system ?? IModelApp.renderSystem;\r\n this.tileRange = options?.tileRange ?? Range3d.createNull();\r\n this._surfacesOnly = true === options?.surfacesOnly;\r\n this._transform = options?.transform ?? Transform.createIdentity();\r\n this._analysisDisplacement = options?.analysisStyleDisplacement;\r\n this._viewIndependentOrigin = options?.viewIndependentOrigin;\r\n }\r\n\r\n private getPrimitiveRange(geom: PrimitiveGeometryType): Range3d | undefined {\r\n const range = new Range3d();\r\n geom.range(undefined, range);\r\n return range.isNull ? undefined : range;\r\n }\r\n\r\n private calculateTransform(transform: Transform, range: Range3d): Transform {\r\n if (this.haveTransform)\r\n transform = this._transform.multiplyTransformTransform(transform);\r\n\r\n transform.multiplyRange(range, range);\r\n return transform;\r\n }\r\n\r\n public addLoop(loop: Loop, displayParams: DisplayParams, transform: Transform, disjoint: boolean): boolean {\r\n const range = this.getPrimitiveRange(loop);\r\n if (!range)\r\n return false;\r\n\r\n const xform = this.calculateTransform(transform, range);\r\n return this.addGeometry(Geometry.createFromLoop(loop, xform, range, displayParams, disjoint));\r\n }\r\n\r\n public addLineString(pts: Point3d[], displayParams: DisplayParams, transform: Transform): boolean {\r\n // Do this.getPrimitiveRange() manually, so there is no need to create a PointString3d object just to find the range\r\n const range = Range3d.createNull();\r\n range.extendArray(pts, undefined);\r\n if (range.isNull)\r\n return false;\r\n\r\n const xform = this.calculateTransform(transform, range);\r\n return this.addGeometry(Geometry.createFromLineString(pts, xform, range, displayParams));\r\n }\r\n\r\n public addPointString(pts: Point3d[], displayParams: DisplayParams, transform: Transform): boolean {\r\n // Do this.getPrimitiveRange() manually, so there is no need to create a PointString3d object just to find the range\r\n const range = Range3d.createNull();\r\n range.extendArray(pts, undefined);\r\n if (range.isNull)\r\n return false;\r\n\r\n const xform = this.calculateTransform(transform, range);\r\n return this.addGeometry(Geometry.createFromPointString(pts, xform, range, displayParams));\r\n }\r\n\r\n public addPath(path: Path, displayParams: DisplayParams, transform: Transform, disjoint: boolean): boolean {\r\n const range = this.getPrimitiveRange(path);\r\n if (!range)\r\n return false;\r\n\r\n const xform = this.calculateTransform(transform, range);\r\n return this.addGeometry(Geometry.createFromPath(path, xform, range, displayParams, disjoint));\r\n }\r\n\r\n public addPolyface(pf: IndexedPolyface, displayParams: DisplayParams, transform: Transform): boolean {\r\n // Adjust the mesh range based on displacements applied to vertices by analysis style, if applicable.\r\n let range;\r\n if (this._analysisDisplacement) {\r\n const channel = pf.data.auxData?.channels.find((x) => x.name === this._analysisDisplacement!.channelName);\r\n const displacementRange = channel?.computeDisplacementRange(this._analysisDisplacement.scale);\r\n if (displacementRange && !displacementRange.isNull) {\r\n range = Range3d.createNull();\r\n const pt = new Point3d();\r\n for (let i = 0; i < pf.data.point.length; i++) {\r\n pf.data.point.getPoint3dAtUncheckedPointIndex(i, pt);\r\n range.extendXYZ(pt.x + displacementRange.low.x, pt.y + displacementRange.low.y, pt.z + displacementRange.low.z);\r\n range.extendXYZ(pt.x + displacementRange.high.x, pt.y + displacementRange.high.y, pt.z + displacementRange.high.z);\r\n }\r\n }\r\n }\r\n\r\n if (!range && !(range = this.getPrimitiveRange(pf)))\r\n return false;\r\n\r\n const xform = this.calculateTransform(transform, range);\r\n return this.addGeometry(Geometry.createFromPolyface(pf, xform, range, displayParams));\r\n }\r\n\r\n public addSolidPrimitive(primitive: SolidPrimitive, displayParams: DisplayParams, transform: Transform): boolean {\r\n const range = this.getPrimitiveRange(primitive);\r\n if (!range)\r\n return false;\r\n\r\n const xform = this.calculateTransform(transform, range);\r\n return this.addGeometry(Geometry.createFromSolidPrimitive(primitive, xform, range, displayParams));\r\n }\r\n\r\n public addGeometry(geom: Geometry): boolean { this.geometries.push(geom); return true; }\r\n\r\n public clear(): void { this.geometries.clear(); }\r\n\r\n /**\r\n * Generates a MeshBuilderMap\r\n * native: GeometryAccumulator::ToMeshBuilderMap(GeometryOptionsCR options, double tolerance, FeatureTableP featureTable, ViewContextR context) const\r\n * note : removed featureTable, ViewContext\r\n * @param tolerance should derive from Viewport.getPixelSizeAtPoint\r\n */\r\n public toMeshBuilderMap(options: GeometryOptions, tolerance: number, pickableId?: string): MeshBuilderMap {\r\n const { geometries } = this; // declare internal dependencies\r\n\r\n const range = geometries.computeRange();\r\n const is2d = !range.isNull && range.isAlmostZeroZ;\r\n\r\n return MeshBuilderMap.createFromGeometries(geometries, tolerance, range, is2d, options, pickableId);\r\n }\r\n\r\n public toMeshes(options: GeometryOptions, tolerance: number, pickableId?: string): MeshList {\r\n if (this.geometries.isEmpty)\r\n return new MeshList();\r\n\r\n const builderMap = this.toMeshBuilderMap(options, tolerance, pickableId);\r\n return builderMap.toMeshes();\r\n }\r\n\r\n /**\r\n * Populate a list of Graphic objects from the accumulated Geometry objects.\r\n * removed ViewContext\r\n */\r\n public saveToGraphicList(graphics: RenderGraphic[], options: GeometryOptions, tolerance: number, pickableId?: string): MeshList | undefined {\r\n const meshes = this.toMeshes(options, tolerance, pickableId);\r\n if (0 === meshes.length)\r\n return undefined;\r\n\r\n const args = new MeshGraphicArgs();\r\n\r\n // All of the meshes are quantized to the same range.\r\n // If that range is small relative to the distance from the origin, quantization errors can produce display artifacts.\r\n // Remove the translation from the quantization parameters and apply it in the transform instead.\r\n const branch = new GraphicBranch(true);\r\n const qorigin = new Point3d();\r\n\r\n for (const mesh of meshes) {\r\n const verts = mesh.points;\r\n if (branch.isEmpty) {\r\n qorigin.setFrom(verts.params.origin);\r\n } else {\r\n assert(verts.params.origin.isAlmostEqual(qorigin));\r\n }\r\n\r\n verts.params.origin.setZero();\r\n\r\n const graphic = mesh.getGraphics(args, this.system, this._viewIndependentOrigin);\r\n if (undefined !== graphic)\r\n branch.add(graphic);\r\n }\r\n\r\n if (!branch.isEmpty) {\r\n const transform = Transform.createTranslationXYZ(qorigin.x, qorigin.y, qorigin.z);\r\n graphics.push(this.system.createBranch(branch, transform));\r\n }\r\n\r\n return meshes;\r\n }\r\n}\r\n"]}
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@@ -1 +1 @@
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|
1
|
+
{"version":3,"file":"GeometryListBuilder.d.ts","sourceRoot":"","sources":["../../../../../src/render/primitives/geometry/GeometryListBuilder.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EACL,KAAK,EAAgE,IAAI,EAAE,IAAI,EAAE,OAAO,EAAE,OAAO,EAAE,QAAQ,EAAW,cAAc,EAAE,SAAS,EAChJ,MAAM,sBAAsB,CAAC;AAC9B,OAAO,EAA0B,aAAa,EAAqC,MAAM,oBAAoB,CAAC;AAC9G,OAAO,EAAE,2BAA2B,EAAE,cAAc,EAAE,6BAA6B,EAAE,MAAM,sBAAsB,CAAC;AAClH,OAAO,EAAE,aAAa,EAAE,MAAM,qBAAqB,CAAC;AACpD,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAClD,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AAEjD,OAAO,EAAE,mBAAmB,EAAE,MAAM,uBAAuB,CAAC;AAC5D,OAAO,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AAUhD,gBAAgB;AAChB,8BAAsB,mBAAoB,SAAQ,cAAc;IACvD,KAAK,EAAE,mBAAmB,CAAC;IAClC,SAAgB,aAAa,EAAE,aAAa,CAAuB;aAEnD,aAAa,CAAC,KAAK,EAAE,mBAAmB,GAAG,aAAa;gBAErD,MAAM,EAAE,YAAY,EAAE,OAAO,EAAE,6BAA6B,GAAG,2BAA2B,EAAE,oBAAoB,YAAqB;IAUjJ,MAAM,IAAI,aAAa;IAMvB,qBAAqB,CAAC,aAAa,EAAE,aAAa,GAAG,IAAI;IAIzD,QAAQ,CAAC,OAAO,EAAE,KAAK,EAAE,SAAS,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI;IAUnF,MAAM,CAAC,OAAO,EAAE,KAAK,EAAE,SAAS,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,GAAG,IAAI;IAoBxE,8EAA8E;IACvE,aAAa,CAAC,MAAM,EAAE,OAAO,EAAE,GAAG,IAAI;IAOtC,eAAe,CAAC,MAAM,EAAE,OAAO,EAAE,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI;IAK/D,+EAA+E;IACxE,cAAc,CAAC,MAAM,EAAE,OAAO,EAAE,GAAG,IAAI;IAIvC,gBAAgB,CAAC,MAAM,EAAE,OAAO,EAAE,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI;IAKzD,QAAQ,CAAC,MAAM,EAAE,OAAO,EAAE,GAAG,IAAI;IAKjC,UAAU,CAAC,MAAM,EAAE,OAAO,EAAE,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI;IAKnD,OAAO,CAAC,IAAI,EAAE,IAAI,GAAG,IAAI;IAIzB,OAAO,CAAC,IAAI,EAAE,IAAI,GAAG,IAAI;IAIzB,WAAW,CAAC,QAAQ,EAAE,QAAQ,GAAG,IAAI;IAIrC,iBAAiB,CAAC,SAAS,EAAE,cAAc,GAAG,IAAI;IAIlD,gBAAgB,IAAI,aAAa;IAEjC,gBAAgB,CAAC,IAAI,EAAE,aAAa,CAAC,IAAI,GAAG,aAAa;IACzD,oBAAoB,IAAI,aAAa;IACrC,sBAAsB,IAAI,aAAa;IAC9C,IAAW,iBAAiB,IAAI,aAAa,CAA4D;IAEzG,IAAW,MAAM,IAAI,YAAY,CAA8B;IAExD,GAAG,CAAC,IAAI,EAAE,QAAQ,GAAG,IAAI;IAEhC,OAAO,CAAC,eAAe;CAGxB;AAKD,gBAAgB;AAChB,qBAAa,gBAAiB,SAAQ,mBAAmB;IAChD,UAAU,EAAE,aAAa,EAAE,CAAM;IAEjC,aAAa,CAAC,KAAK,EAAE,mBAAmB,GAAG,aAAa;IAmCxD,gBAAgB,CAAC,KAAK,EAAE,mBAAmB,GAAG,MAAM;CAM5D"}
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@@ -27,6 +27,7 @@ export class GeometryListBuilder extends GraphicBuilder {
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27
27
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system,
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28
28
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transform: accumulatorTransform,
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29
29
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analysisStyleDisplacement: (_a = this.analysisStyle) === null || _a === void 0 ? void 0 : _a.displacement,
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30
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+
viewIndependentOrigin: options.viewIndependentOrigin,
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30
31
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});
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31
32
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}
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finish() {
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@@ -1 +1 @@
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-
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport {\r\n Arc3d, CurvePrimitive, IndexedPolyface, LineSegment3d, LineString3d, Loop, Path, Point2d, Point3d, Polyface, Range3d, SolidPrimitive, Transform,\r\n} from \"@itwin/core-geometry\";\r\nimport { FeatureTable, Gradient, GraphicParams, PackedFeatureTable, RenderTexture } from \"@itwin/core-common\";\r\nimport { CustomGraphicBuilderOptions, GraphicBuilder, ViewportGraphicBuilderOptions } from \"../../GraphicBuilder\";\r\nimport { RenderGraphic } from \"../../RenderGraphic\";\r\nimport { RenderSystem } from \"../../RenderSystem\";\r\nimport { DisplayParams } from \"../DisplayParams\";\r\nimport { GeometryOptions } from \"../Primitives\";\r\nimport { GeometryAccumulator } from \"./GeometryAccumulator\";\r\nimport { Geometry } from \"./GeometryPrimitives\";\r\nimport { MeshList } from \"../mesh/MeshPrimitives\";\r\n\r\nfunction copy2dTo3d(pts2d: Point2d[], depth: number): Point3d[] {\r\n const pts3d: Point3d[] = [];\r\n for (const point of pts2d)\r\n pts3d.push(Point3d.create(point.x, point.y, depth));\r\n return pts3d;\r\n}\r\n\r\n/** @internal */\r\nexport abstract class GeometryListBuilder extends GraphicBuilder {\r\n public accum: GeometryAccumulator;\r\n public readonly graphicParams: GraphicParams = new GraphicParams();\r\n\r\n public abstract finishGraphic(accum: GeometryAccumulator): RenderGraphic; // Invoked by Finish() to obtain the finished RenderGraphic.\r\n\r\n public constructor(system: RenderSystem, options: ViewportGraphicBuilderOptions | CustomGraphicBuilderOptions, accumulatorTransform = Transform.identity) {\r\n super(options);\r\n this.accum = new GeometryAccumulator({\r\n system,\r\n transform: accumulatorTransform,\r\n analysisStyleDisplacement: this.analysisStyle?.displacement,\r\n });\r\n }\r\n\r\n public finish(): RenderGraphic {\r\n const graphic = this.finishGraphic(this.accum);\r\n this.accum.clear();\r\n return graphic;\r\n }\r\n\r\n public activateGraphicParams(graphicParams: GraphicParams): void {\r\n graphicParams.clone(this.graphicParams);\r\n }\r\n\r\n public addArc2d(ellipse: Arc3d, isEllipse: boolean, filled: boolean, zDepth: number): void {\r\n if (0.0 === zDepth) {\r\n this.addArc(ellipse, isEllipse, filled);\r\n } else {\r\n const ell: Arc3d = ellipse;\r\n ell.center.z = zDepth;\r\n this.addArc(ell, isEllipse, filled);\r\n }\r\n }\r\n\r\n public addArc(ellipse: Arc3d, isEllipse: boolean, filled: boolean): void {\r\n let curve;\r\n if (isEllipse || filled) {\r\n curve = Loop.create(ellipse);\r\n } else {\r\n curve = Path.create(ellipse);\r\n }\r\n\r\n if (filled && !isEllipse && !ellipse.sweep.isFullCircle) {\r\n const gapSegment: CurvePrimitive = LineSegment3d.create(ellipse.startPoint(), ellipse.endPoint());\r\n (gapSegment as any).markerBits = 0x00010000; // Set the CURVE_PRIMITIVE_BIT_GapCurve marker bit\r\n curve.children.push(gapSegment);\r\n }\r\n const displayParams = curve.isAnyRegionType ? this.getMeshDisplayParams() : this.getLinearDisplayParams();\r\n if (curve instanceof Loop)\r\n this.accum.addLoop(curve, displayParams, this.placement, false);\r\n else\r\n this.accum.addPath(curve, displayParams, this.placement, false);\r\n }\r\n\r\n /** take ownership of input points and add as a line string to this builder */\r\n public addLineString(points: Point3d[]): void {\r\n if (2 === points.length && points[0].isAlmostEqual(points[1]))\r\n this.accum.addPointString(points, this.getLinearDisplayParams(), this.placement);\r\n else\r\n this.accum.addLineString(points, this.getLinearDisplayParams(), this.placement);\r\n }\r\n\r\n public addLineString2d(points: Point2d[], zDepth: number): void {\r\n const pts3d = copy2dTo3d(points, zDepth);\r\n this.addLineString(pts3d);\r\n }\r\n\r\n /** take ownership of input points and add as a point string to this builder */\r\n public addPointString(points: Point3d[]): void {\r\n this.accum.addPointString(points, this.getLinearDisplayParams(), this.placement);\r\n }\r\n\r\n public addPointString2d(points: Point2d[], zDepth: number): void {\r\n const pts3d = copy2dTo3d(points, zDepth);\r\n this.addPointString(pts3d);\r\n }\r\n\r\n public addShape(points: Point3d[]): void {\r\n const loop = Loop.create(LineString3d.create(points));\r\n this.accum.addLoop(loop, this.getMeshDisplayParams(), this.placement, false);\r\n }\r\n\r\n public addShape2d(points: Point2d[], zDepth: number): void {\r\n const pts3d = copy2dTo3d(points, zDepth);\r\n this.addShape(pts3d);\r\n }\r\n\r\n public addPath(path: Path): void {\r\n this.accum.addPath(path, this.getLinearDisplayParams(), this.placement, false);\r\n }\r\n\r\n public addLoop(loop: Loop): void {\r\n this.accum.addLoop(loop, this.getMeshDisplayParams(), this.placement, false);\r\n }\r\n\r\n public addPolyface(meshData: Polyface): void {\r\n this.accum.addPolyface(meshData as IndexedPolyface, this.getMeshDisplayParams(), this.placement);\r\n }\r\n\r\n public addSolidPrimitive(primitive: SolidPrimitive): void {\r\n this.accum.addSolidPrimitive(primitive, this.getMeshDisplayParams(), this.placement);\r\n }\r\n\r\n public getGraphicParams(): GraphicParams { return this.graphicParams; }\r\n\r\n public getDisplayParams(type: DisplayParams.Type): DisplayParams { return DisplayParams.createForType(type, this.graphicParams); }\r\n public getMeshDisplayParams(): DisplayParams { return DisplayParams.createForMesh(this.graphicParams, !this.wantNormals, (grad) => this.resolveGradient(grad)); }\r\n public getLinearDisplayParams(): DisplayParams { return DisplayParams.createForLinear(this.graphicParams); }\r\n public get textDisplayParams(): DisplayParams { return DisplayParams.createForText(this.graphicParams); }\r\n\r\n public get system(): RenderSystem { return this.accum.system; }\r\n\r\n public add(geom: Geometry): void { this.accum.addGeometry(geom); }\r\n\r\n private resolveGradient(gradient: Gradient.Symb): RenderTexture | undefined {\r\n return this.system.getGradientTexture(gradient, this.iModel);\r\n }\r\n}\r\n\r\n// Set to true to add a range box to every graphic produced by PrimitiveBuilder.\r\nlet addDebugRangeBox = false;\r\n\r\n/** @internal */\r\nexport class PrimitiveBuilder extends GeometryListBuilder {\r\n public primitives: RenderGraphic[] = [];\r\n\r\n public finishGraphic(accum: GeometryAccumulator): RenderGraphic {\r\n let meshes: MeshList | undefined;\r\n let range: Range3d | undefined;\r\n let featureTable: FeatureTable | undefined;\r\n if (!accum.isEmpty) {\r\n // Overlay decorations don't test Z. Tools like to layer multiple primitives on top of one another; they rely on the primitives rendering\r\n // in that same order to produce correct results (e.g., a thin line rendered atop a thick line of another color).\r\n // No point generating edges for graphics that are always rendered in smooth shade mode.\r\n const options = GeometryOptions.createForGraphicBuilder(this);\r\n const tolerance = this.computeTolerance(accum);\r\n meshes = accum.saveToGraphicList(this.primitives, options, tolerance, this.pickId);\r\n if (undefined !== meshes) {\r\n featureTable = meshes.features;\r\n range = meshes.range;\r\n }\r\n }\r\n\r\n let graphic = (this.primitives.length !== 1) ? this.accum.system.createGraphicList(this.primitives) : this.primitives.pop() as RenderGraphic;\r\n if (undefined !== featureTable) {\r\n const batchRange = range ?? new Range3d();\r\n const batchOptions = this._options.pickable;\r\n graphic = this.accum.system.createBatch(graphic, PackedFeatureTable.pack(featureTable), batchRange, batchOptions);\r\n }\r\n\r\n if (addDebugRangeBox && range) {\r\n addDebugRangeBox = false;\r\n const builder = this.accum.system.createGraphic({ ...this._options });\r\n builder.addRangeBox(range);\r\n graphic = this.accum.system.createGraphicList([graphic, builder.finish()]);\r\n addDebugRangeBox = true;\r\n }\r\n\r\n return graphic;\r\n }\r\n\r\n public computeTolerance(accum: GeometryAccumulator): number {\r\n return this._computeChordTolerance({\r\n graphic: this,\r\n computeRange: () => accum.geometries.computeRange(),\r\n });\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport {\r\n Arc3d, CurvePrimitive, IndexedPolyface, LineSegment3d, LineString3d, Loop, Path, Point2d, Point3d, Polyface, Range3d, SolidPrimitive, Transform,\r\n} from \"@itwin/core-geometry\";\r\nimport { FeatureTable, Gradient, GraphicParams, PackedFeatureTable, RenderTexture } from \"@itwin/core-common\";\r\nimport { CustomGraphicBuilderOptions, GraphicBuilder, ViewportGraphicBuilderOptions } from \"../../GraphicBuilder\";\r\nimport { RenderGraphic } from \"../../RenderGraphic\";\r\nimport { RenderSystem } from \"../../RenderSystem\";\r\nimport { DisplayParams } from \"../DisplayParams\";\r\nimport { GeometryOptions } from \"../Primitives\";\r\nimport { GeometryAccumulator } from \"./GeometryAccumulator\";\r\nimport { Geometry } from \"./GeometryPrimitives\";\r\nimport { MeshList } from \"../mesh/MeshPrimitives\";\r\n\r\nfunction copy2dTo3d(pts2d: Point2d[], depth: number): Point3d[] {\r\n const pts3d: Point3d[] = [];\r\n for (const point of pts2d)\r\n pts3d.push(Point3d.create(point.x, point.y, depth));\r\n return pts3d;\r\n}\r\n\r\n/** @internal */\r\nexport abstract class GeometryListBuilder extends GraphicBuilder {\r\n public accum: GeometryAccumulator;\r\n public readonly graphicParams: GraphicParams = new GraphicParams();\r\n\r\n public abstract finishGraphic(accum: GeometryAccumulator): RenderGraphic; // Invoked by Finish() to obtain the finished RenderGraphic.\r\n\r\n public constructor(system: RenderSystem, options: ViewportGraphicBuilderOptions | CustomGraphicBuilderOptions, accumulatorTransform = Transform.identity) {\r\n super(options);\r\n this.accum = new GeometryAccumulator({\r\n system,\r\n transform: accumulatorTransform,\r\n analysisStyleDisplacement: this.analysisStyle?.displacement,\r\n viewIndependentOrigin: options.viewIndependentOrigin,\r\n });\r\n }\r\n\r\n public finish(): RenderGraphic {\r\n const graphic = this.finishGraphic(this.accum);\r\n this.accum.clear();\r\n return graphic;\r\n }\r\n\r\n public activateGraphicParams(graphicParams: GraphicParams): void {\r\n graphicParams.clone(this.graphicParams);\r\n }\r\n\r\n public addArc2d(ellipse: Arc3d, isEllipse: boolean, filled: boolean, zDepth: number): void {\r\n if (0.0 === zDepth) {\r\n this.addArc(ellipse, isEllipse, filled);\r\n } else {\r\n const ell: Arc3d = ellipse;\r\n ell.center.z = zDepth;\r\n this.addArc(ell, isEllipse, filled);\r\n }\r\n }\r\n\r\n public addArc(ellipse: Arc3d, isEllipse: boolean, filled: boolean): void {\r\n let curve;\r\n if (isEllipse || filled) {\r\n curve = Loop.create(ellipse);\r\n } else {\r\n curve = Path.create(ellipse);\r\n }\r\n\r\n if (filled && !isEllipse && !ellipse.sweep.isFullCircle) {\r\n const gapSegment: CurvePrimitive = LineSegment3d.create(ellipse.startPoint(), ellipse.endPoint());\r\n (gapSegment as any).markerBits = 0x00010000; // Set the CURVE_PRIMITIVE_BIT_GapCurve marker bit\r\n curve.children.push(gapSegment);\r\n }\r\n const displayParams = curve.isAnyRegionType ? this.getMeshDisplayParams() : this.getLinearDisplayParams();\r\n if (curve instanceof Loop)\r\n this.accum.addLoop(curve, displayParams, this.placement, false);\r\n else\r\n this.accum.addPath(curve, displayParams, this.placement, false);\r\n }\r\n\r\n /** take ownership of input points and add as a line string to this builder */\r\n public addLineString(points: Point3d[]): void {\r\n if (2 === points.length && points[0].isAlmostEqual(points[1]))\r\n this.accum.addPointString(points, this.getLinearDisplayParams(), this.placement);\r\n else\r\n this.accum.addLineString(points, this.getLinearDisplayParams(), this.placement);\r\n }\r\n\r\n public addLineString2d(points: Point2d[], zDepth: number): void {\r\n const pts3d = copy2dTo3d(points, zDepth);\r\n this.addLineString(pts3d);\r\n }\r\n\r\n /** take ownership of input points and add as a point string to this builder */\r\n public addPointString(points: Point3d[]): void {\r\n this.accum.addPointString(points, this.getLinearDisplayParams(), this.placement);\r\n }\r\n\r\n public addPointString2d(points: Point2d[], zDepth: number): void {\r\n const pts3d = copy2dTo3d(points, zDepth);\r\n this.addPointString(pts3d);\r\n }\r\n\r\n public addShape(points: Point3d[]): void {\r\n const loop = Loop.create(LineString3d.create(points));\r\n this.accum.addLoop(loop, this.getMeshDisplayParams(), this.placement, false);\r\n }\r\n\r\n public addShape2d(points: Point2d[], zDepth: number): void {\r\n const pts3d = copy2dTo3d(points, zDepth);\r\n this.addShape(pts3d);\r\n }\r\n\r\n public addPath(path: Path): void {\r\n this.accum.addPath(path, this.getLinearDisplayParams(), this.placement, false);\r\n }\r\n\r\n public addLoop(loop: Loop): void {\r\n this.accum.addLoop(loop, this.getMeshDisplayParams(), this.placement, false);\r\n }\r\n\r\n public addPolyface(meshData: Polyface): void {\r\n this.accum.addPolyface(meshData as IndexedPolyface, this.getMeshDisplayParams(), this.placement);\r\n }\r\n\r\n public addSolidPrimitive(primitive: SolidPrimitive): void {\r\n this.accum.addSolidPrimitive(primitive, this.getMeshDisplayParams(), this.placement);\r\n }\r\n\r\n public getGraphicParams(): GraphicParams { return this.graphicParams; }\r\n\r\n public getDisplayParams(type: DisplayParams.Type): DisplayParams { return DisplayParams.createForType(type, this.graphicParams); }\r\n public getMeshDisplayParams(): DisplayParams { return DisplayParams.createForMesh(this.graphicParams, !this.wantNormals, (grad) => this.resolveGradient(grad)); }\r\n public getLinearDisplayParams(): DisplayParams { return DisplayParams.createForLinear(this.graphicParams); }\r\n public get textDisplayParams(): DisplayParams { return DisplayParams.createForText(this.graphicParams); }\r\n\r\n public get system(): RenderSystem { return this.accum.system; }\r\n\r\n public add(geom: Geometry): void { this.accum.addGeometry(geom); }\r\n\r\n private resolveGradient(gradient: Gradient.Symb): RenderTexture | undefined {\r\n return this.system.getGradientTexture(gradient, this.iModel);\r\n }\r\n}\r\n\r\n// Set to true to add a range box to every graphic produced by PrimitiveBuilder.\r\nlet addDebugRangeBox = false;\r\n\r\n/** @internal */\r\nexport class PrimitiveBuilder extends GeometryListBuilder {\r\n public primitives: RenderGraphic[] = [];\r\n\r\n public finishGraphic(accum: GeometryAccumulator): RenderGraphic {\r\n let meshes: MeshList | undefined;\r\n let range: Range3d | undefined;\r\n let featureTable: FeatureTable | undefined;\r\n if (!accum.isEmpty) {\r\n // Overlay decorations don't test Z. Tools like to layer multiple primitives on top of one another; they rely on the primitives rendering\r\n // in that same order to produce correct results (e.g., a thin line rendered atop a thick line of another color).\r\n // No point generating edges for graphics that are always rendered in smooth shade mode.\r\n const options = GeometryOptions.createForGraphicBuilder(this);\r\n const tolerance = this.computeTolerance(accum);\r\n meshes = accum.saveToGraphicList(this.primitives, options, tolerance, this.pickId);\r\n if (undefined !== meshes) {\r\n featureTable = meshes.features;\r\n range = meshes.range;\r\n }\r\n }\r\n\r\n let graphic = (this.primitives.length !== 1) ? this.accum.system.createGraphicList(this.primitives) : this.primitives.pop() as RenderGraphic;\r\n if (undefined !== featureTable) {\r\n const batchRange = range ?? new Range3d();\r\n const batchOptions = this._options.pickable;\r\n graphic = this.accum.system.createBatch(graphic, PackedFeatureTable.pack(featureTable), batchRange, batchOptions);\r\n }\r\n\r\n if (addDebugRangeBox && range) {\r\n addDebugRangeBox = false;\r\n const builder = this.accum.system.createGraphic({ ...this._options });\r\n builder.addRangeBox(range);\r\n graphic = this.accum.system.createGraphicList([graphic, builder.finish()]);\r\n addDebugRangeBox = true;\r\n }\r\n\r\n return graphic;\r\n }\r\n\r\n public computeTolerance(accum: GeometryAccumulator): number {\r\n return this._computeChordTolerance({\r\n graphic: this,\r\n computeRange: () => accum.geometries.computeRange(),\r\n });\r\n }\r\n}\r\n"]}
|
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@@ -1,7 +1,7 @@
|
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1
1
|
/** @packageDocumentation
|
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2
2
|
* @module Rendering
|
|
3
3
|
*/
|
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4
|
-
import { AuxChannel, Point2d, Range3d } from "@itwin/core-geometry";
|
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4
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+
import { AuxChannel, Point2d, Point3d, Range3d } from "@itwin/core-geometry";
|
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5
5
|
import { ColorIndex, EdgeArgs, Feature, FeatureIndex, FeatureTable, FillFlags, LinePixels, MeshEdges, MeshPolyline, MeshPolylineList, OctEncodedNormal, PolylineData, PolylineEdgeArgs, PolylineFlags, QParams3d, QPoint3dList, RenderMaterial, RenderTexture, SilhouetteEdgeArgs } from "@itwin/core-common";
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6
6
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import { InstancedGraphicParams } from "../../InstancedGraphicParams";
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7
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import { RenderGraphic } from "../../RenderGraphic";
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@@ -86,7 +86,7 @@ export declare class Mesh {
|
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get auxChannels(): ReadonlyArray<AuxChannel> | undefined;
|
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addAuxChannels(channels: ReadonlyArray<AuxChannel>, srcIndex: number): void;
|
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88
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toFeatureIndex(index: FeatureIndex): void;
|
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89
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-
getGraphics(args: MeshGraphicArgs, system: RenderSystem,
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+
getGraphics(args: MeshGraphicArgs, system: RenderSystem, instancesOrViewIndependentOrigin?: InstancedGraphicParams | Point3d): RenderGraphic | undefined;
|
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90
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addPolyline(poly: MeshPolyline): void;
|
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addTriangle(triangle: Triangle): void;
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addVertex(props: VertexKeyProps): number;
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"MeshPrimitives.d.ts","sourceRoot":"","sources":["../../../../../src/render/primitives/mesh/MeshPrimitives.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,UAAU,EAAkB,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;
|
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1
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+
{"version":3,"file":"MeshPrimitives.d.ts","sourceRoot":"","sources":["../../../../../src/render/primitives/mesh/MeshPrimitives.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,UAAU,EAAkB,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC7F,OAAO,EACL,UAAU,EAAE,QAAQ,EAAE,OAAO,EAAE,YAAY,EAAoB,YAAY,EAAE,SAAS,EAAE,UAAU,EAAE,SAAS,EAAE,YAAY,EAAE,gBAAgB,EAC7I,gBAAgB,EAAE,YAAY,EAAE,gBAAgB,EAAE,aAAa,EAAE,SAAS,EAAE,YAAY,EAAE,cAAc,EAAE,aAAa,EAAE,kBAAkB,EAC5I,MAAM,oBAAoB,CAAC;AAC5B,OAAO,EAAE,sBAAsB,EAAE,MAAM,8BAA8B,CAAC;AACtE,OAAO,EAAE,aAAa,EAAE,MAAM,qBAAqB,CAAC;AACpD,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAClD,OAAO,EAAE,QAAQ,EAAE,MAAM,aAAa,CAAC;AACvC,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AACjD,OAAO,EAAE,QAAQ,EAAE,YAAY,EAAE,MAAM,eAAe,CAAC;AACvD,OAAO,EAAE,cAAc,EAAE,MAAM,cAAc,CAAC;AAK9C,qBAAa,YAAY;IAChB,MAAM,aAAoB;IAC1B,QAAQ,eAAsB;IAC9B,KAAK,SAAK;IACV,UAAU,aAAoB;IAC9B,KAAK,EAAE,aAAa,CAAC;IACrB,MAAM,EAAE,YAAY,CAAC;IACrB,SAAS,EAAE,YAAY,EAAE,CAAC;IAC1B,WAAW,EAAE,SAAS,CAAC;gBAEX,MAAM,GAAE,YAA0E,EACnG,SAAS,GAAE,YAAY,EAAO,EAAE,WAAW,CAAC,EAAE,SAAS,EAAE,IAAI,UAAQ,EAAE,QAAQ,UAAQ;IAWzF,IAAW,OAAO,IAAI,OAAO,CAAwC;IAC9D,KAAK,IAAI,IAAI;IAOb,IAAI,CAAC,IAAI,EAAE,IAAI;IA0Bf,UAAU,CAAC,IAAI,EAAE,IAAI;CAM7B;AAED;;GAEG;AACH,qBAAa,aAAa;IACjB,KAAK,WAAkB;IACvB,WAAW,qBAA4B;IACvC,SAAS,mBAA0B;IACnC,KAAK,SAAK;IACV,UAAU,aAAoB;IAE9B,KAAK,IAAI,IAAI;IAOpB,IAAW,OAAO,IAAI,OAAO,CAAqF;CACnH;AAKD,qBAAa,QAAQ;IACZ,KAAK,gBAAuB;IAC5B,WAAW,CAAC,EAAE,MAAM,EAAE,CAAC;IACvB,MAAM,CAAC,EAAE,YAAY,CAAC;IACtB,OAAO,CAAC,EAAE,gBAAgB,EAAE,CAAC;IAC7B,SAAS,CAAC,EAAE,OAAO,EAAE,CAAC;IACtB,OAAO,CAAC,EAAE,aAAa,CAAC;IACxB,MAAM,aAAoB;IAC1B,QAAQ,eAAsB;IAC9B,QAAQ,CAAC,EAAE,cAAc,CAAC;IAC1B,SAAS,YAAkB;IAC3B,QAAQ,UAAS;IACjB,IAAI,UAAS;IACb,gBAAgB,UAAS;IACzB,kBAAkB,UAAS;IAC3B,eAAe,UAAS;IACxB,WAAW,CAAC,EAAE,aAAa,CAAC,UAAU,CAAC,CAAC;IAExC,KAAK;IAeL,IAAI,CAAC,IAAI,EAAE,IAAI,GAAG,OAAO;CAkDjC;AAED,gBAAgB;AAChB,qBAAa,eAAe;IACnB,YAAY,eAAsB;IAClC,QAAQ,EAAE,QAAQ,CAAkB;CAC5C;AAED,gBAAgB;AAChB,qBAAa,IAAI;IACf,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAkC;IACxD,SAAgB,MAAM,EAAE,YAAY,CAAC;IACrC,SAAgB,OAAO,EAAE,gBAAgB,EAAE,CAAM;IACjD,SAAgB,QAAQ,EAAE,OAAO,EAAE,CAAM;IACzC,SAAgB,QAAQ,EAAE,QAAQ,CAAkB;IAC7C,MAAM,EAAE,MAAM,EAAE,CAAM;IACtB,KAAK,CAAC,EAAE,SAAS,CAAC;IACzB,SAAgB,QAAQ,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC;IACzC,SAAgB,IAAI,EAAE,IAAI,CAAC,aAAa,CAAC;IACzC,SAAgB,IAAI,EAAE,OAAO,CAAC;IAC9B,SAAgB,QAAQ,EAAE,OAAO,CAAC;IAClC,SAAgB,gBAAgB,EAAE,OAAO,CAAC;IAC1C,SAAgB,kBAAkB,EAAE,OAAO,CAAC;IACrC,aAAa,EAAE,aAAa,CAAC;IACpC,OAAO,CAAC,YAAY,CAAC,CAAe;IAEpC,OAAO;WAaO,MAAM,CAAC,KAAK,EAAE,IAAI,CAAC,KAAK,GAAG,IAAI;IAE7C,IAAW,SAAS,IAAI,YAAY,GAAG,SAAS,CAE/C;IAED,IAAW,SAAS,IAAI,gBAAgB,GAAG,SAAS,CAEnD;IAED,IAAW,WAAW,IAAI,aAAa,CAAC,UAAU,CAAC,GAAG,SAAS,CAE9D;IAEM,cAAc,CAAC,QAAQ,EAAE,aAAa,CAAC,UAAU,CAAC,EAAE,QAAQ,EAAE,MAAM,GAAG,IAAI;IAiC3E,cAAc,CAAC,KAAK,EAAE,YAAY,GAAG,IAAI;IAKzC,WAAW,CAAC,IAAI,EAAE,eAAe,EAAE,MAAM,EAAE,YAAY,EAAE,gCAAgC,CAAC,EAAE,sBAAsB,GAAG,OAAO,GAAG,aAAa,GAAG,SAAS;IAWxJ,WAAW,CAAC,IAAI,EAAE,YAAY,GAAG,IAAI;IAarC,WAAW,CAAC,QAAQ,EAAE,QAAQ,GAAG,IAAI;IAUrC,SAAS,CAAC,KAAK,EAAE,cAAc,GAAG,MAAM;CA2BhD;AAED,gBAAgB;AAChB,yBAAiB,IAAI,CAAC;IACpB,KAAY,aAAa;QACvB,IAAI,IAAA;QACJ,QAAQ,IAAA;QACR,KAAK,IAAA;KACN;IAED,MAAa,QAAQ;QACnB,SAAgB,KAAK,EAAE,YAAY,CAAC;QAC7B,OAAO,EAAE,MAAM,EAAE,CAAM;QACvB,OAAO,SAAK;QACZ,WAAW,UAAS;oBAER,KAAK,EAAE,YAAY;QAE/B,GAAG,CAAC,IAAI,EAAE,OAAO,EAAE,QAAQ,EAAE,MAAM,GAAG,IAAI;QAkB1C,UAAU,CAAC,OAAO,EAAE,MAAM,EAAE;QAY5B,cAAc,CAAC,KAAK,EAAE,YAAY,GAAG,IAAI;KAWjD;IAED,UAAiB,KAAK;QACpB,aAAa,EAAE,aAAa,CAAC;QAC7B,QAAQ,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC;QACzB,IAAI,EAAE,IAAI,CAAC,aAAa,CAAC;QACzB,KAAK,EAAE,OAAO,CAAC;QACf,IAAI,EAAE,OAAO,CAAC;QACd,QAAQ,EAAE,OAAO,CAAC;QAClB,gBAAgB,CAAC,EAAE,OAAO,CAAC;QAC3B,kBAAkB,CAAC,EAAE,OAAO,CAAC;KAC9B;CACF;AAED,gBAAgB;AAChB,qBAAa,QAAS,SAAQ,KAAK,CAAC,IAAI,CAAC;IACvC,SAAgB,QAAQ,CAAC,EAAE,YAAY,CAAC;IACxC,SAAgB,KAAK,CAAC,EAAE,OAAO,CAAC;gBACpB,QAAQ,CAAC,EAAE,YAAY,EAAE,KAAK,CAAC,EAAE,OAAO;CAKrD"}
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@@ -230,13 +230,13 @@ export class Mesh {
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if (undefined !== this.features)
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this.features.toFeatureIndex(index);
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getGraphics(args, system,
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getGraphics(args, system, instancesOrViewIndependentOrigin) {
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if (undefined !== this.triangles && this.triangles.length !== 0) {
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if (args.meshArgs.init(this))
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-
return system.createTriMesh(args.meshArgs,
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return system.createTriMesh(args.meshArgs, instancesOrViewIndependentOrigin);
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}
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else if (undefined !== this.polylines && this.polylines.length !== 0 && args.polylineArgs.init(this)) {
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return system.createIndexedPolylines(args.polylineArgs,
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return system.createIndexedPolylines(args.polylineArgs, instancesOrViewIndependentOrigin);
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}
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return undefined;
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}
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@@ -1 +1 @@
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1
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-
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { AuxChannel, AuxChannelData, Point2d, Range3d } from \"@itwin/core-geometry\";\r\nimport {\r\n ColorIndex, EdgeArgs, Feature, FeatureIndex, FeatureIndexType, FeatureTable, FillFlags, LinePixels, MeshEdges, MeshPolyline, MeshPolylineList,\r\n OctEncodedNormal, PolylineData, PolylineEdgeArgs, PolylineFlags, QParams3d, QPoint3dList, RenderMaterial, RenderTexture, SilhouetteEdgeArgs,\r\n} from \"@itwin/core-common\";\r\nimport { InstancedGraphicParams } from \"../../InstancedGraphicParams\";\r\nimport { RenderGraphic } from \"../../RenderGraphic\";\r\nimport { RenderSystem } from \"../../RenderSystem\";\r\nimport { ColorMap } from \"../ColorMap\";\r\nimport { DisplayParams } from \"../DisplayParams\";\r\nimport { Triangle, TriangleList } from \"../Primitives\";\r\nimport { VertexKeyProps } from \"../VertexKey\";\r\n\r\n/* Information needed to draw a set of indexed polylines using a shared vertex buffer.\r\n * @internal\r\n */\r\nexport class PolylineArgs {\r\n public colors = new ColorIndex();\r\n public features = new FeatureIndex();\r\n public width = 0;\r\n public linePixels = LinePixels.Solid;\r\n public flags: PolylineFlags;\r\n public points: QPoint3dList;\r\n public polylines: PolylineData[];\r\n public pointParams: QParams3d;\r\n\r\n public constructor(points: QPoint3dList = new QPoint3dList(QParams3d.fromRange(Range3d.createNull())),\r\n polylines: PolylineData[] = [], pointParams?: QParams3d, is2d = false, isPlanar = false) {\r\n this.points = points;\r\n this.polylines = polylines;\r\n if (undefined === pointParams) {\r\n this.pointParams = QParams3d.fromRange(Range3d.createNull());\r\n } else {\r\n this.pointParams = pointParams;\r\n }\r\n this.flags = new PolylineFlags(is2d, isPlanar);\r\n }\r\n\r\n public get isValid(): boolean { return this.polylines.length !== 0; }\r\n public reset(): void {\r\n this.flags.initDefaults();\r\n this.points = new QPoint3dList(QParams3d.fromRange(Range3d.createNull()));\r\n this.polylines = [];\r\n this.colors.reset();\r\n this.features.reset();\r\n }\r\n public init(mesh: Mesh) {\r\n this.reset();\r\n if (undefined === mesh.polylines)\r\n return;\r\n\r\n this.width = mesh.displayParams.width;\r\n this.linePixels = mesh.displayParams.linePixels;\r\n this.flags.is2d = mesh.is2d;\r\n this.flags.isPlanar = mesh.isPlanar;\r\n this.flags.isDisjoint = Mesh.PrimitiveType.Point === mesh.type;\r\n if (DisplayParams.RegionEdgeType.Outline === mesh.displayParams.regionEdgeType) {\r\n // This polyline is behaving as the edges of a region surface.\r\n if (undefined === mesh.displayParams.gradient || mesh.displayParams.gradient.isOutlined)\r\n this.flags.setIsNormalEdge();\r\n else\r\n this.flags.setIsOutlineEdge(); // edges only displayed if fill undisplayed...\r\n }\r\n\r\n mesh.polylines.forEach((polyline) => {\r\n const indexedPolyline = new PolylineData();\r\n if (indexedPolyline.init(polyline)) { this.polylines.push(indexedPolyline); }\r\n });\r\n if (!this.isValid) { return false; }\r\n this.finishInit(mesh);\r\n return true;\r\n }\r\n public finishInit(mesh: Mesh) {\r\n this.pointParams = mesh.points.params;\r\n this.points = mesh.points;\r\n mesh.colorMap.toColorIndex(this.colors, mesh.colors);\r\n mesh.toFeatureIndex(this.features);\r\n }\r\n}\r\n\r\n/** The vertices of the edges are shared with those of the surface\r\n * @internal\r\n */\r\nexport class MeshArgsEdges {\r\n public edges = new EdgeArgs();\r\n public silhouettes = new SilhouetteEdgeArgs();\r\n public polylines = new PolylineEdgeArgs();\r\n public width = 0;\r\n public linePixels = LinePixels.Solid;\r\n\r\n public clear(): void {\r\n this.edges.clear();\r\n this.silhouettes.clear();\r\n this.polylines.clear();\r\n this.width = 0;\r\n this.linePixels = LinePixels.Solid;\r\n }\r\n public get isValid(): boolean { return this.edges.isValid || this.silhouettes.isValid || this.polylines.isValid; }\r\n}\r\n\r\n/* A carrier of information needed to describe a triangle mesh and its edges.\r\n * @internal\r\n */\r\nexport class MeshArgs {\r\n public edges = new MeshArgsEdges();\r\n public vertIndices?: number[];\r\n public points?: QPoint3dList;\r\n public normals?: OctEncodedNormal[];\r\n public textureUv?: Point2d[];\r\n public texture?: RenderTexture;\r\n public colors = new ColorIndex();\r\n public features = new FeatureIndex();\r\n public material?: RenderMaterial;\r\n public fillFlags = FillFlags.None;\r\n public isPlanar = false;\r\n public is2d = false;\r\n public hasBakedLighting = false;\r\n public isVolumeClassifier = false;\r\n public hasFixedNormals = false;\r\n public auxChannels?: ReadonlyArray<AuxChannel>;\r\n\r\n public clear() {\r\n this.edges.clear();\r\n this.vertIndices = undefined;\r\n this.points = undefined;\r\n this.normals = undefined;\r\n this.textureUv = undefined;\r\n this.texture = undefined;\r\n this.colors.reset();\r\n this.features.reset();\r\n this.material = undefined;\r\n this.fillFlags = FillFlags.None;\r\n this.isPlanar = this.is2d = this.hasBakedLighting = this.isVolumeClassifier = this.hasFixedNormals = false;\r\n this.auxChannels = undefined;\r\n }\r\n\r\n public init(mesh: Mesh): boolean {\r\n this.clear();\r\n if (undefined === mesh.triangles || mesh.triangles.isEmpty)\r\n return false;\r\n\r\n assert(0 < mesh.points.length);\r\n\r\n this.vertIndices = mesh.triangles.indices;\r\n this.points = mesh.points;\r\n\r\n if (!mesh.displayParams.ignoreLighting && 0 < mesh.normals.length)\r\n this.normals = mesh.normals;\r\n\r\n if (0 < mesh.uvParams.length)\r\n this.textureUv = mesh.uvParams;\r\n\r\n mesh.colorMap.toColorIndex(this.colors, mesh.colors);\r\n mesh.toFeatureIndex(this.features);\r\n\r\n this.material = mesh.displayParams.material;\r\n if (undefined !== mesh.displayParams.textureMapping)\r\n this.texture = mesh.displayParams.textureMapping.texture;\r\n\r\n this.fillFlags = mesh.displayParams.fillFlags;\r\n this.isPlanar = mesh.isPlanar;\r\n this.is2d = mesh.is2d;\r\n this.hasBakedLighting = (true === mesh.hasBakedLighting);\r\n this.isVolumeClassifier = (true === mesh.isVolumeClassifier);\r\n\r\n this.edges.width = mesh.displayParams.width;\r\n this.edges.linePixels = mesh.displayParams.linePixels;\r\n this.auxChannels = mesh.auxChannels;\r\n\r\n const meshEdges = mesh.edges;\r\n if (undefined === meshEdges)\r\n return true;\r\n\r\n this.edges.edges.init(mesh.edges);\r\n this.edges.silhouettes.init(mesh.edges);\r\n\r\n const polylines: PolylineData[] = [];\r\n meshEdges.polylines.forEach((meshPolyline: MeshPolyline) => {\r\n const polyline = new PolylineData();\r\n if (polyline.init(meshPolyline)) { polylines.push(polyline); }\r\n });\r\n\r\n this.edges.polylines.init(polylines);\r\n\r\n return true;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class MeshGraphicArgs {\r\n public polylineArgs = new PolylineArgs();\r\n public meshArgs: MeshArgs = new MeshArgs();\r\n}\r\n\r\n/** @internal */\r\nexport class Mesh {\r\n private readonly _data: TriangleList | MeshPolylineList;\r\n public readonly points: QPoint3dList;\r\n public readonly normals: OctEncodedNormal[] = [];\r\n public readonly uvParams: Point2d[] = [];\r\n public readonly colorMap: ColorMap = new ColorMap(); // used to be called ColorTable\r\n public colors: number[] = [];\r\n public edges?: MeshEdges;\r\n public readonly features?: Mesh.Features;\r\n public readonly type: Mesh.PrimitiveType;\r\n public readonly is2d: boolean;\r\n public readonly isPlanar: boolean;\r\n public readonly hasBakedLighting: boolean;\r\n public readonly isVolumeClassifier: boolean;\r\n public displayParams: DisplayParams;\r\n private _auxChannels?: AuxChannel[];\r\n\r\n private constructor(props: Mesh.Props) {\r\n const { displayParams, features, type, range, is2d, isPlanar } = props;\r\n this._data = Mesh.PrimitiveType.Mesh === type ? new TriangleList() : new MeshPolylineList();\r\n this.displayParams = displayParams;\r\n this.features = features;\r\n this.type = type;\r\n this.is2d = is2d;\r\n this.isPlanar = isPlanar;\r\n this.hasBakedLighting = (true === props.hasBakedLighting);\r\n this.isVolumeClassifier = (true === props.isVolumeClassifier);\r\n this.points = new QPoint3dList(QParams3d.fromRange(range));\r\n }\r\n\r\n public static create(props: Mesh.Props): Mesh { return new Mesh(props); }\r\n\r\n public get triangles(): TriangleList | undefined {\r\n return Mesh.PrimitiveType.Mesh === this.type ? this._data as TriangleList : undefined;\r\n }\r\n\r\n public get polylines(): MeshPolylineList | undefined {\r\n return Mesh.PrimitiveType.Mesh !== this.type ? this._data as MeshPolylineList : undefined;\r\n }\r\n\r\n public get auxChannels(): ReadonlyArray<AuxChannel> | undefined {\r\n return this._auxChannels;\r\n }\r\n\r\n public addAuxChannels(channels: ReadonlyArray<AuxChannel>, srcIndex: number): void {\r\n // The native version of this function appears to assume that all polyfaces added to the Mesh will have\r\n // the same number + type of aux channels.\r\n // ###TODO We should really produce a separate Mesh for each unique combination. For now just bail on mismatch.\r\n if (this._auxChannels) {\r\n if (this._auxChannels.length !== channels.length)\r\n return;\r\n\r\n for (let i = 0; i < channels.length; i++) {\r\n const src = channels[i];\r\n const dst = this._auxChannels[i];\r\n if (src.dataType !== dst.dataType || src.name !== dst.name || src.inputName !== dst.inputName)\r\n return;\r\n }\r\n }\r\n\r\n if (!this._auxChannels) {\r\n // Copy the channels, leaving each AuxData's values array empty.\r\n this._auxChannels = channels.map((x) => new AuxChannel(x.data.map((y) => new AuxChannelData(y.input, [])), x.dataType, x.name, x.inputName));\r\n }\r\n\r\n // Append the value at srcIndex from each source channel's data to our channels.\r\n for (let channelIndex = 0; channelIndex < channels.length; channelIndex++) {\r\n const srcChannel = channels[channelIndex];\r\n const dstChannel = this._auxChannels[channelIndex];\r\n const dstIndex = dstChannel.valueCount;\r\n for (let dataIndex = 0; dataIndex < srcChannel.data.length; dataIndex++) {\r\n const dstData = dstChannel.data[dataIndex];\r\n dstData.copyValues(srcChannel.data[dataIndex], dstIndex, srcIndex, dstChannel.entriesPerValue);\r\n }\r\n }\r\n }\r\n\r\n public toFeatureIndex(index: FeatureIndex): void {\r\n if (undefined !== this.features)\r\n this.features.toFeatureIndex(index);\r\n }\r\n\r\n public getGraphics(args: MeshGraphicArgs, system: RenderSystem, instances?: InstancedGraphicParams): RenderGraphic | undefined {\r\n if (undefined !== this.triangles && this.triangles.length !== 0) {\r\n if (args.meshArgs.init(this))\r\n return system.createTriMesh(args.meshArgs, instances);\r\n } else if (undefined !== this.polylines && this.polylines.length !== 0 && args.polylineArgs.init(this)) {\r\n return system.createIndexedPolylines(args.polylineArgs, instances);\r\n }\r\n\r\n return undefined;\r\n }\r\n\r\n public addPolyline(poly: MeshPolyline): void {\r\n const { type, polylines } = this;\r\n\r\n assert(Mesh.PrimitiveType.Polyline === type || Mesh.PrimitiveType.Point === type);\r\n assert(undefined !== polylines);\r\n\r\n if (Mesh.PrimitiveType.Polyline === type && poly.indices.length < 2)\r\n return;\r\n\r\n if (undefined !== polylines)\r\n polylines.push(poly);\r\n }\r\n\r\n public addTriangle(triangle: Triangle): void {\r\n const { triangles, type } = this;\r\n\r\n assert(Mesh.PrimitiveType.Mesh === type);\r\n assert(undefined !== triangles);\r\n\r\n if (undefined !== triangles)\r\n triangles.addTriangle(triangle);\r\n }\r\n\r\n public addVertex(props: VertexKeyProps): number {\r\n const { position, normal, uvParam, fillColor } = props;\r\n\r\n this.points.push(position);\r\n\r\n if (undefined !== normal)\r\n this.normals.push(normal);\r\n\r\n if (undefined !== uvParam)\r\n this.uvParams.push(uvParam);\r\n\r\n // Don't allocate color indices until we have non-uniform colors\r\n if (0 === this.colorMap.length) {\r\n this.colorMap.insert(fillColor);\r\n assert(this.colorMap.isUniform);\r\n assert(0 === this.colorMap.indexOf(fillColor));\r\n } else if (!this.colorMap.isUniform || !this.colorMap.hasColor(fillColor)) {\r\n // Back-fill uniform value (index=0) for existing vertices if previously uniform\r\n if (0 === this.colors.length)\r\n this.colors.length = this.points.length - 1;\r\n\r\n this.colors.push(this.colorMap.insert(fillColor));\r\n assert(!this.colorMap.isUniform);\r\n }\r\n\r\n return this.points.length - 1;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport namespace Mesh { // eslint-disable-line no-redeclare\r\n export enum PrimitiveType {\r\n Mesh, // eslint-disable-line @typescript-eslint/no-shadow\r\n Polyline,\r\n Point,\r\n }\r\n\r\n export class Features {\r\n public readonly table: FeatureTable;\r\n public indices: number[] = [];\r\n public uniform = 0;\r\n public initialized = false;\r\n\r\n public constructor(table: FeatureTable) { this.table = table; }\r\n\r\n public add(feat: Feature, numVerts: number): void {\r\n const index = this.table.insert(feat);\r\n if (!this.initialized) {\r\n // First feature - uniform.\r\n this.uniform = index;\r\n this.initialized = true;\r\n } else if (0 < this.indices.length) {\r\n // Already non-uniform\r\n this.indices.push(index);\r\n } else {\r\n // Second feature - back-fill uniform for existing verts\r\n while (this.indices.length < numVerts - 1)\r\n this.indices.push(this.uniform);\r\n\r\n this.indices.push(index);\r\n }\r\n }\r\n\r\n public setIndices(indices: number[]) {\r\n this.indices.length = 0;\r\n this.uniform = 0;\r\n this.initialized = 0 < indices.length;\r\n\r\n assert(0 < indices.length);\r\n if (1 === indices.length)\r\n this.uniform = indices[0];\r\n else if (1 < indices.length)\r\n this.indices = indices;\r\n }\r\n\r\n public toFeatureIndex(index: FeatureIndex): void {\r\n if (!this.initialized) {\r\n index.type = FeatureIndexType.Empty;\r\n } else if (this.indices.length === 0) {\r\n index.type = FeatureIndexType.Uniform;\r\n index.featureID = this.uniform;\r\n } else {\r\n index.type = FeatureIndexType.NonUniform;\r\n index.featureIDs = new Uint32Array(this.indices);\r\n }\r\n }\r\n }\r\n\r\n export interface Props {\r\n displayParams: DisplayParams;\r\n features?: Mesh.Features;\r\n type: Mesh.PrimitiveType;\r\n range: Range3d;\r\n is2d: boolean;\r\n isPlanar: boolean;\r\n hasBakedLighting?: boolean;\r\n isVolumeClassifier?: boolean;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class MeshList extends Array<Mesh> {\r\n public readonly features?: FeatureTable;\r\n public readonly range?: Range3d;\r\n constructor(features?: FeatureTable, range?: Range3d) {\r\n super();\r\n this.features = features;\r\n this.range = range;\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { AuxChannel, AuxChannelData, Point2d, Point3d, Range3d } from \"@itwin/core-geometry\";\r\nimport {\r\n ColorIndex, EdgeArgs, Feature, FeatureIndex, FeatureIndexType, FeatureTable, FillFlags, LinePixels, MeshEdges, MeshPolyline, MeshPolylineList,\r\n OctEncodedNormal, PolylineData, PolylineEdgeArgs, PolylineFlags, QParams3d, QPoint3dList, RenderMaterial, RenderTexture, SilhouetteEdgeArgs,\r\n} from \"@itwin/core-common\";\r\nimport { InstancedGraphicParams } from \"../../InstancedGraphicParams\";\r\nimport { RenderGraphic } from \"../../RenderGraphic\";\r\nimport { RenderSystem } from \"../../RenderSystem\";\r\nimport { ColorMap } from \"../ColorMap\";\r\nimport { DisplayParams } from \"../DisplayParams\";\r\nimport { Triangle, TriangleList } from \"../Primitives\";\r\nimport { VertexKeyProps } from \"../VertexKey\";\r\n\r\n/* Information needed to draw a set of indexed polylines using a shared vertex buffer.\r\n * @internal\r\n */\r\nexport class PolylineArgs {\r\n public colors = new ColorIndex();\r\n public features = new FeatureIndex();\r\n public width = 0;\r\n public linePixels = LinePixels.Solid;\r\n public flags: PolylineFlags;\r\n public points: QPoint3dList;\r\n public polylines: PolylineData[];\r\n public pointParams: QParams3d;\r\n\r\n public constructor(points: QPoint3dList = new QPoint3dList(QParams3d.fromRange(Range3d.createNull())),\r\n polylines: PolylineData[] = [], pointParams?: QParams3d, is2d = false, isPlanar = false) {\r\n this.points = points;\r\n this.polylines = polylines;\r\n if (undefined === pointParams) {\r\n this.pointParams = QParams3d.fromRange(Range3d.createNull());\r\n } else {\r\n this.pointParams = pointParams;\r\n }\r\n this.flags = new PolylineFlags(is2d, isPlanar);\r\n }\r\n\r\n public get isValid(): boolean { return this.polylines.length !== 0; }\r\n public reset(): void {\r\n this.flags.initDefaults();\r\n this.points = new QPoint3dList(QParams3d.fromRange(Range3d.createNull()));\r\n this.polylines = [];\r\n this.colors.reset();\r\n this.features.reset();\r\n }\r\n public init(mesh: Mesh) {\r\n this.reset();\r\n if (undefined === mesh.polylines)\r\n return;\r\n\r\n this.width = mesh.displayParams.width;\r\n this.linePixels = mesh.displayParams.linePixels;\r\n this.flags.is2d = mesh.is2d;\r\n this.flags.isPlanar = mesh.isPlanar;\r\n this.flags.isDisjoint = Mesh.PrimitiveType.Point === mesh.type;\r\n if (DisplayParams.RegionEdgeType.Outline === mesh.displayParams.regionEdgeType) {\r\n // This polyline is behaving as the edges of a region surface.\r\n if (undefined === mesh.displayParams.gradient || mesh.displayParams.gradient.isOutlined)\r\n this.flags.setIsNormalEdge();\r\n else\r\n this.flags.setIsOutlineEdge(); // edges only displayed if fill undisplayed...\r\n }\r\n\r\n mesh.polylines.forEach((polyline) => {\r\n const indexedPolyline = new PolylineData();\r\n if (indexedPolyline.init(polyline)) { this.polylines.push(indexedPolyline); }\r\n });\r\n if (!this.isValid) { return false; }\r\n this.finishInit(mesh);\r\n return true;\r\n }\r\n public finishInit(mesh: Mesh) {\r\n this.pointParams = mesh.points.params;\r\n this.points = mesh.points;\r\n mesh.colorMap.toColorIndex(this.colors, mesh.colors);\r\n mesh.toFeatureIndex(this.features);\r\n }\r\n}\r\n\r\n/** The vertices of the edges are shared with those of the surface\r\n * @internal\r\n */\r\nexport class MeshArgsEdges {\r\n public edges = new EdgeArgs();\r\n public silhouettes = new SilhouetteEdgeArgs();\r\n public polylines = new PolylineEdgeArgs();\r\n public width = 0;\r\n public linePixels = LinePixels.Solid;\r\n\r\n public clear(): void {\r\n this.edges.clear();\r\n this.silhouettes.clear();\r\n this.polylines.clear();\r\n this.width = 0;\r\n this.linePixels = LinePixels.Solid;\r\n }\r\n public get isValid(): boolean { return this.edges.isValid || this.silhouettes.isValid || this.polylines.isValid; }\r\n}\r\n\r\n/* A carrier of information needed to describe a triangle mesh and its edges.\r\n * @internal\r\n */\r\nexport class MeshArgs {\r\n public edges = new MeshArgsEdges();\r\n public vertIndices?: number[];\r\n public points?: QPoint3dList;\r\n public normals?: OctEncodedNormal[];\r\n public textureUv?: Point2d[];\r\n public texture?: RenderTexture;\r\n public colors = new ColorIndex();\r\n public features = new FeatureIndex();\r\n public material?: RenderMaterial;\r\n public fillFlags = FillFlags.None;\r\n public isPlanar = false;\r\n public is2d = false;\r\n public hasBakedLighting = false;\r\n public isVolumeClassifier = false;\r\n public hasFixedNormals = false;\r\n public auxChannels?: ReadonlyArray<AuxChannel>;\r\n\r\n public clear() {\r\n this.edges.clear();\r\n this.vertIndices = undefined;\r\n this.points = undefined;\r\n this.normals = undefined;\r\n this.textureUv = undefined;\r\n this.texture = undefined;\r\n this.colors.reset();\r\n this.features.reset();\r\n this.material = undefined;\r\n this.fillFlags = FillFlags.None;\r\n this.isPlanar = this.is2d = this.hasBakedLighting = this.isVolumeClassifier = this.hasFixedNormals = false;\r\n this.auxChannels = undefined;\r\n }\r\n\r\n public init(mesh: Mesh): boolean {\r\n this.clear();\r\n if (undefined === mesh.triangles || mesh.triangles.isEmpty)\r\n return false;\r\n\r\n assert(0 < mesh.points.length);\r\n\r\n this.vertIndices = mesh.triangles.indices;\r\n this.points = mesh.points;\r\n\r\n if (!mesh.displayParams.ignoreLighting && 0 < mesh.normals.length)\r\n this.normals = mesh.normals;\r\n\r\n if (0 < mesh.uvParams.length)\r\n this.textureUv = mesh.uvParams;\r\n\r\n mesh.colorMap.toColorIndex(this.colors, mesh.colors);\r\n mesh.toFeatureIndex(this.features);\r\n\r\n this.material = mesh.displayParams.material;\r\n if (undefined !== mesh.displayParams.textureMapping)\r\n this.texture = mesh.displayParams.textureMapping.texture;\r\n\r\n this.fillFlags = mesh.displayParams.fillFlags;\r\n this.isPlanar = mesh.isPlanar;\r\n this.is2d = mesh.is2d;\r\n this.hasBakedLighting = (true === mesh.hasBakedLighting);\r\n this.isVolumeClassifier = (true === mesh.isVolumeClassifier);\r\n\r\n this.edges.width = mesh.displayParams.width;\r\n this.edges.linePixels = mesh.displayParams.linePixels;\r\n this.auxChannels = mesh.auxChannels;\r\n\r\n const meshEdges = mesh.edges;\r\n if (undefined === meshEdges)\r\n return true;\r\n\r\n this.edges.edges.init(mesh.edges);\r\n this.edges.silhouettes.init(mesh.edges);\r\n\r\n const polylines: PolylineData[] = [];\r\n meshEdges.polylines.forEach((meshPolyline: MeshPolyline) => {\r\n const polyline = new PolylineData();\r\n if (polyline.init(meshPolyline)) { polylines.push(polyline); }\r\n });\r\n\r\n this.edges.polylines.init(polylines);\r\n\r\n return true;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class MeshGraphicArgs {\r\n public polylineArgs = new PolylineArgs();\r\n public meshArgs: MeshArgs = new MeshArgs();\r\n}\r\n\r\n/** @internal */\r\nexport class Mesh {\r\n private readonly _data: TriangleList | MeshPolylineList;\r\n public readonly points: QPoint3dList;\r\n public readonly normals: OctEncodedNormal[] = [];\r\n public readonly uvParams: Point2d[] = [];\r\n public readonly colorMap: ColorMap = new ColorMap(); // used to be called ColorTable\r\n public colors: number[] = [];\r\n public edges?: MeshEdges;\r\n public readonly features?: Mesh.Features;\r\n public readonly type: Mesh.PrimitiveType;\r\n public readonly is2d: boolean;\r\n public readonly isPlanar: boolean;\r\n public readonly hasBakedLighting: boolean;\r\n public readonly isVolumeClassifier: boolean;\r\n public displayParams: DisplayParams;\r\n private _auxChannels?: AuxChannel[];\r\n\r\n private constructor(props: Mesh.Props) {\r\n const { displayParams, features, type, range, is2d, isPlanar } = props;\r\n this._data = Mesh.PrimitiveType.Mesh === type ? new TriangleList() : new MeshPolylineList();\r\n this.displayParams = displayParams;\r\n this.features = features;\r\n this.type = type;\r\n this.is2d = is2d;\r\n this.isPlanar = isPlanar;\r\n this.hasBakedLighting = (true === props.hasBakedLighting);\r\n this.isVolumeClassifier = (true === props.isVolumeClassifier);\r\n this.points = new QPoint3dList(QParams3d.fromRange(range));\r\n }\r\n\r\n public static create(props: Mesh.Props): Mesh { return new Mesh(props); }\r\n\r\n public get triangles(): TriangleList | undefined {\r\n return Mesh.PrimitiveType.Mesh === this.type ? this._data as TriangleList : undefined;\r\n }\r\n\r\n public get polylines(): MeshPolylineList | undefined {\r\n return Mesh.PrimitiveType.Mesh !== this.type ? this._data as MeshPolylineList : undefined;\r\n }\r\n\r\n public get auxChannels(): ReadonlyArray<AuxChannel> | undefined {\r\n return this._auxChannels;\r\n }\r\n\r\n public addAuxChannels(channels: ReadonlyArray<AuxChannel>, srcIndex: number): void {\r\n // The native version of this function appears to assume that all polyfaces added to the Mesh will have\r\n // the same number + type of aux channels.\r\n // ###TODO We should really produce a separate Mesh for each unique combination. For now just bail on mismatch.\r\n if (this._auxChannels) {\r\n if (this._auxChannels.length !== channels.length)\r\n return;\r\n\r\n for (let i = 0; i < channels.length; i++) {\r\n const src = channels[i];\r\n const dst = this._auxChannels[i];\r\n if (src.dataType !== dst.dataType || src.name !== dst.name || src.inputName !== dst.inputName)\r\n return;\r\n }\r\n }\r\n\r\n if (!this._auxChannels) {\r\n // Copy the channels, leaving each AuxData's values array empty.\r\n this._auxChannels = channels.map((x) => new AuxChannel(x.data.map((y) => new AuxChannelData(y.input, [])), x.dataType, x.name, x.inputName));\r\n }\r\n\r\n // Append the value at srcIndex from each source channel's data to our channels.\r\n for (let channelIndex = 0; channelIndex < channels.length; channelIndex++) {\r\n const srcChannel = channels[channelIndex];\r\n const dstChannel = this._auxChannels[channelIndex];\r\n const dstIndex = dstChannel.valueCount;\r\n for (let dataIndex = 0; dataIndex < srcChannel.data.length; dataIndex++) {\r\n const dstData = dstChannel.data[dataIndex];\r\n dstData.copyValues(srcChannel.data[dataIndex], dstIndex, srcIndex, dstChannel.entriesPerValue);\r\n }\r\n }\r\n }\r\n\r\n public toFeatureIndex(index: FeatureIndex): void {\r\n if (undefined !== this.features)\r\n this.features.toFeatureIndex(index);\r\n }\r\n\r\n public getGraphics(args: MeshGraphicArgs, system: RenderSystem, instancesOrViewIndependentOrigin?: InstancedGraphicParams | Point3d): RenderGraphic | undefined {\r\n if (undefined !== this.triangles && this.triangles.length !== 0) {\r\n if (args.meshArgs.init(this))\r\n return system.createTriMesh(args.meshArgs, instancesOrViewIndependentOrigin);\r\n } else if (undefined !== this.polylines && this.polylines.length !== 0 && args.polylineArgs.init(this)) {\r\n return system.createIndexedPolylines(args.polylineArgs, instancesOrViewIndependentOrigin);\r\n }\r\n\r\n return undefined;\r\n }\r\n\r\n public addPolyline(poly: MeshPolyline): void {\r\n const { type, polylines } = this;\r\n\r\n assert(Mesh.PrimitiveType.Polyline === type || Mesh.PrimitiveType.Point === type);\r\n assert(undefined !== polylines);\r\n\r\n if (Mesh.PrimitiveType.Polyline === type && poly.indices.length < 2)\r\n return;\r\n\r\n if (undefined !== polylines)\r\n polylines.push(poly);\r\n }\r\n\r\n public addTriangle(triangle: Triangle): void {\r\n const { triangles, type } = this;\r\n\r\n assert(Mesh.PrimitiveType.Mesh === type);\r\n assert(undefined !== triangles);\r\n\r\n if (undefined !== triangles)\r\n triangles.addTriangle(triangle);\r\n }\r\n\r\n public addVertex(props: VertexKeyProps): number {\r\n const { position, normal, uvParam, fillColor } = props;\r\n\r\n this.points.push(position);\r\n\r\n if (undefined !== normal)\r\n this.normals.push(normal);\r\n\r\n if (undefined !== uvParam)\r\n this.uvParams.push(uvParam);\r\n\r\n // Don't allocate color indices until we have non-uniform colors\r\n if (0 === this.colorMap.length) {\r\n this.colorMap.insert(fillColor);\r\n assert(this.colorMap.isUniform);\r\n assert(0 === this.colorMap.indexOf(fillColor));\r\n } else if (!this.colorMap.isUniform || !this.colorMap.hasColor(fillColor)) {\r\n // Back-fill uniform value (index=0) for existing vertices if previously uniform\r\n if (0 === this.colors.length)\r\n this.colors.length = this.points.length - 1;\r\n\r\n this.colors.push(this.colorMap.insert(fillColor));\r\n assert(!this.colorMap.isUniform);\r\n }\r\n\r\n return this.points.length - 1;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport namespace Mesh { // eslint-disable-line no-redeclare\r\n export enum PrimitiveType {\r\n Mesh, // eslint-disable-line @typescript-eslint/no-shadow\r\n Polyline,\r\n Point,\r\n }\r\n\r\n export class Features {\r\n public readonly table: FeatureTable;\r\n public indices: number[] = [];\r\n public uniform = 0;\r\n public initialized = false;\r\n\r\n public constructor(table: FeatureTable) { this.table = table; }\r\n\r\n public add(feat: Feature, numVerts: number): void {\r\n const index = this.table.insert(feat);\r\n if (!this.initialized) {\r\n // First feature - uniform.\r\n this.uniform = index;\r\n this.initialized = true;\r\n } else if (0 < this.indices.length) {\r\n // Already non-uniform\r\n this.indices.push(index);\r\n } else {\r\n // Second feature - back-fill uniform for existing verts\r\n while (this.indices.length < numVerts - 1)\r\n this.indices.push(this.uniform);\r\n\r\n this.indices.push(index);\r\n }\r\n }\r\n\r\n public setIndices(indices: number[]) {\r\n this.indices.length = 0;\r\n this.uniform = 0;\r\n this.initialized = 0 < indices.length;\r\n\r\n assert(0 < indices.length);\r\n if (1 === indices.length)\r\n this.uniform = indices[0];\r\n else if (1 < indices.length)\r\n this.indices = indices;\r\n }\r\n\r\n public toFeatureIndex(index: FeatureIndex): void {\r\n if (!this.initialized) {\r\n index.type = FeatureIndexType.Empty;\r\n } else if (this.indices.length === 0) {\r\n index.type = FeatureIndexType.Uniform;\r\n index.featureID = this.uniform;\r\n } else {\r\n index.type = FeatureIndexType.NonUniform;\r\n index.featureIDs = new Uint32Array(this.indices);\r\n }\r\n }\r\n }\r\n\r\n export interface Props {\r\n displayParams: DisplayParams;\r\n features?: Mesh.Features;\r\n type: Mesh.PrimitiveType;\r\n range: Range3d;\r\n is2d: boolean;\r\n isPlanar: boolean;\r\n hasBakedLighting?: boolean;\r\n isVolumeClassifier?: boolean;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class MeshList extends Array<Mesh> {\r\n public readonly features?: FeatureTable;\r\n public readonly range?: Range3d;\r\n constructor(features?: FeatureTable, range?: Range3d) {\r\n super();\r\n this.features = features;\r\n this.range = range;\r\n }\r\n}\r\n"]}
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/** These are currently retained on terrain leaf tiles for upsampling.
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export declare class TerrainMeshPrimitive extends RealityMeshPrimitive {
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const scratchQPoint2d = new QPoint2d(), scratchQPoint2d1 = new QPoint2d();
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@@ -1 +1 @@
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Point3d, Range1d, Range2d, Vector3d } from \"@itwin/core-geometry\";\r\nimport { OctEncodedNormal, QParams2d, QParams3d, QPoint2d, QPoint3d, Quantization } from \"@itwin/core-common\";\r\nimport { RenderMemory } from \"../../RenderMemory\";\r\nimport { RealityMeshPrimitive, RealityMeshProps } from \"./RealityMeshPrimitive\";\r\n\r\nexport enum Child { Q00, Q01, Q10, Q11 }\r\nclass UpsampleIndexMap extends Map<number, number> {\r\n private _next = 0;\r\n public indices = new Array<number>();\r\n public addTriangle(indices: number[]) {\r\n for (const index of indices) {\r\n let mapIndex = this.get(index);\r\n if (undefined === mapIndex)\r\n this.set(index, mapIndex = this._next++);\r\n this.indices.push(mapIndex);\r\n }\r\n }\r\n}\r\nclass ClipAxis {\r\n constructor(public vertical: boolean, public lessThan: boolean, public value: number) { }\r\n}\r\n\r\nconst scratchQPoint3d = QPoint3d.fromScalars(0, 0, 0), scratchQPoint3d1 = QPoint3d.fromScalars(0, 0, 0);\r\nconst scratchQPoint2d = new QPoint2d(), scratchQPoint2d1 = new QPoint2d();\r\n\r\n/** These are currently retained on terrain leaf tiles for upsampling.\r\n * It may be worthwhile to pack the data into buffers...\r\n * @internal.\r\n */\r\nexport class TerrainMeshPrimitive extends RealityMeshPrimitive {\r\n private _currPointCount = 0;\r\n private _currIndexCount = 0;\r\n\r\n private constructor(props: RealityMeshProps, private _pointCapacity: number, private _indexCapacity: number) {\r\n super(props);\r\n }\r\n\r\n public get isCompleted() { return this._currIndexCount === this._indexCapacity && this._currPointCount === this._pointCapacity; }\r\n public get nextPointIndex() { return this._currPointCount; }\r\n\r\n public static create(props: TerrainMesh.Props) {\r\n let totalIndices = props.indexCount;\r\n let totalPoints = props.pointCount;\r\n if (props.wantSkirts) {\r\n totalIndices += 6 * (Math.max(0, props.northCount - 1) + Math.max(0, props.southCount - 1) + Math.max(0, props.eastCount - 1) + Math.max(0, props.westCount - 1));\r\n totalPoints += (props.northCount + props.southCount + props.eastCount + props.westCount);\r\n }\r\n const realityMeshProps = {\r\n indices: new Uint16Array(totalIndices), pointQParams: props.pointQParams, points: new Uint16Array(3 * totalPoints),\r\n uvQParams: QParams2d.fromZeroToOne(), uvs: new Uint16Array(2 * totalPoints), normals: props.wantNormals ? new Uint16Array(totalPoints) : undefined, featureID: 0,\r\n };\r\n return new TerrainMeshPrimitive(realityMeshProps, totalPoints, totalIndices);\r\n }\r\n\r\n public override collectStatistics(stats: RenderMemory.Statistics): void {\r\n stats.addTerrain(this.bytesUsed);\r\n }\r\n\r\n public addVertex(point: Point3d, uvParam: QPoint2d, normal?: number) {\r\n scratchQPoint3d.init(point, this.pointQParams);\r\n this.addQuantizedVertex(scratchQPoint3d, uvParam, normal);\r\n }\r\n\r\n public addQuantizedVertex(point: QPoint3d, uv: QPoint2d, normal?: number) {\r\n if (this._currPointCount >= this._pointCapacity) {\r\n assert(false, \"terrain point capacity exceeded\");\r\n return;\r\n }\r\n let pointIndex = 3 * this._currPointCount;\r\n this.points[pointIndex++] = point.x;\r\n this.points[pointIndex++] = point.y;\r\n this.points[pointIndex++] = point.z;\r\n\r\n let paramIndex = 2 * this._currPointCount;\r\n this.uvs[paramIndex++] = uv.x;\r\n this.uvs[paramIndex++] = uv.y;\r\n\r\n if (normal && this.normals)\r\n this.normals[this._currPointCount] = normal;\r\n\r\n this._currPointCount++;\r\n }\r\n public addQuad(i0: number, i1: number, i2: number, i3: number) {\r\n this.addTriangle(i0, i1, i2);\r\n this.addTriangle(i1, i3, i2);\r\n }\r\n\r\n public addTriangle(i0: number, i1: number, i2: number) {\r\n if (this._currIndexCount + 3 > this._indexCapacity) {\r\n assert(false, \"terrain index capacity exceeded\");\r\n return;\r\n }\r\n this.indices[this._currIndexCount++] = i0;\r\n this.indices[this._currIndexCount++] = i1;\r\n this.indices[this._currIndexCount++] = i2;\r\n }\r\n public addIndices(indices: number[]) {\r\n for (const index of indices)\r\n this.indices[this._currIndexCount++] = index;\r\n }\r\n\r\n private static _scratchZRange = Range1d.createNull();\r\n private static _scratchTriangleRange = Range2d.createNull();\r\n private static _scratchUVRange = Range2d.createNull();\r\n private static _scratchUVQParams = QParams2d.fromZeroToOne();\r\n public upsample(uvSampleRange: Range2d): { heightRange: Range1d, mesh: TerrainMeshPrimitive } {\r\n const indexMap = new UpsampleIndexMap();\r\n const uvLow = QPoint2d.create(uvSampleRange.low, TerrainMeshPrimitive._scratchUVQParams);\r\n const uvHigh = QPoint2d.create(uvSampleRange.high, TerrainMeshPrimitive._scratchUVQParams);\r\n const uvRange = Range2d.createXYXY(uvLow.x, uvLow.y, uvHigh.x, uvHigh.y, TerrainMeshPrimitive._scratchUVRange);\r\n const clipAxes = new Array<ClipAxis>();\r\n const addedPoints = new Array<QPoint3d>(), addedParams = new Array<QPoint2d>(), addedNormals = new Array<number>();\r\n if (uvLow.x > 0)\r\n clipAxes.push(new ClipAxis(true, false, uvLow.x));\r\n if (uvHigh.x < Quantization.rangeScale16)\r\n clipAxes.push(new ClipAxis(true, true, uvHigh.x));\r\n if (uvLow.y > 0)\r\n clipAxes.push(new ClipAxis(false, false, uvLow.y));\r\n if (uvHigh.y < Quantization.rangeScale16)\r\n clipAxes.push(new ClipAxis(false, true, uvHigh.y));\r\n\r\n for (let i = 0; i < this.indices.length;) {\r\n const triangleIndices = [this.indices[i++], this.indices[i++], this.indices[i++]];\r\n\r\n const triangleRange = Range2d.createNull(TerrainMeshPrimitive._scratchTriangleRange);\r\n for (const index of triangleIndices) {\r\n const paramIndex = 2 * index;\r\n triangleRange.extendXY(this.uvs[paramIndex], this.uvs[paramIndex + 1]);\r\n }\r\n\r\n if (uvRange.intersectsRange(triangleRange)) {\r\n if (uvRange.containsRange(triangleRange)) {\r\n indexMap.addTriangle(triangleIndices);\r\n } else {\r\n this.addClipped(triangleIndices, indexMap, clipAxes, 0, addedPoints, addedParams, addedNormals);\r\n }\r\n }\r\n }\r\n\r\n const parentPoints = this.points;\r\n const parentParams = this.uvs;\r\n const parentNormals = this.normals;\r\n const parentPointCount = this.points.length / 3;\r\n\r\n const zRange = Range1d.createNull(TerrainMeshPrimitive._scratchZRange);\r\n\r\n const mesh = TerrainMeshPrimitive.create({ pointQParams: this.pointQParams, pointCount: indexMap.size, indexCount: indexMap.indices.length, wantSkirts: false, northCount: 0, southCount: 0, eastCount: 0, westCount: 0, wantNormals: this.normals !== undefined });\r\n for (const mapEntry of indexMap.entries()) {\r\n const parentIndex = mapEntry[0];\r\n\r\n let normal: number | undefined;\r\n if (parentIndex < parentPointCount) {\r\n const pointIndex = 3 * parentIndex;\r\n scratchQPoint3d.setFromScalars(parentPoints[pointIndex], parentPoints[pointIndex + 1], parentPoints[pointIndex + 2]);\r\n const paramIndex = 2 * parentIndex;\r\n scratchQPoint2d.setFromScalars(parentParams[paramIndex], parentParams[paramIndex + 1]);\r\n if (parentNormals)\r\n normal = parentNormals[parentIndex];\r\n } else {\r\n const addedIndex = parentIndex - parentPointCount;\r\n addedPoints[addedIndex].clone(scratchQPoint3d);\r\n addedParams[addedIndex].clone(scratchQPoint2d);\r\n if (addedNormals.length)\r\n normal = addedNormals[addedIndex];\r\n }\r\n mesh.addQuantizedVertex(scratchQPoint3d, scratchQPoint2d, normal);\r\n zRange.extendX(scratchQPoint3d.z);\r\n }\r\n mesh.addIndices(indexMap.indices);\r\n\r\n assert(mesh.isCompleted);\r\n const qParams = this.pointQParams;\r\n const heightRange = Range1d.createXX(Quantization.unquantize(zRange.low, qParams.origin.z, qParams.scale.z), Quantization.unquantize(zRange.high, qParams.origin.z, qParams.scale.z));\r\n return { heightRange, mesh };\r\n }\r\n private addClipped(triangleIndices: number[], indexMap: UpsampleIndexMap, clipAxes: ClipAxis[], clipIndex: number, addedPoints: QPoint3d[], addedParams: QPoint2d[], addedNormals: number[]) {\r\n if (clipIndex === clipAxes.length) {\r\n indexMap.addTriangle(triangleIndices);\r\n return;\r\n }\r\n\r\n const inside = new Array<boolean>(3);\r\n const values = new Array<number>(3);\r\n const clipOutput = new Array<number>();\r\n const clipAxis = clipAxes[clipIndex++];\r\n const parentPoints = this.points;\r\n const parentParams = this.uvs;\r\n const parentNormals = this.normals;\r\n const clipValue = clipAxis.value;\r\n const parentPointCount = parentPoints.length / 3;\r\n const getPoint = (index: number, result: QPoint3d): QPoint3d => {\r\n if (index < parentPointCount) {\r\n const pointIndex = index * 3;\r\n result.setFromScalars(parentPoints[pointIndex], parentPoints[pointIndex + 1], parentPoints[pointIndex + 2]);\r\n } else {\r\n addedPoints[index - parentPointCount].clone(result);\r\n }\r\n return result;\r\n };\r\n const getParam = (index: number, result: QPoint2d): QPoint2d => {\r\n if (index < parentPointCount) {\r\n const pointIndex = index * 2;\r\n result.setFromScalars(parentParams[pointIndex], parentParams[pointIndex + 1]);\r\n } else {\r\n addedParams[index - parentPointCount].clone(result);\r\n }\r\n return result;\r\n };\r\n const getNormal = (index: number): number | undefined => {\r\n if (!parentNormals)\r\n return undefined;\r\n\r\n return (index < parentPointCount) ? parentNormals[index] : addedNormals[index - parentPointCount];\r\n };\r\n\r\n for (let i = 0; i < 3; i++) {\r\n const index = triangleIndices[i];\r\n const thisParam = getParam(index, scratchQPoint2d);\r\n const thisValue = clipAxis.vertical ? thisParam.x : thisParam.y;\r\n values[i] = thisValue;\r\n inside[i] = clipAxis.lessThan ? (thisValue < clipValue) : (thisValue > clipValue);\r\n }\r\n\r\n for (let i = 0; i < 3; i++) {\r\n const index = triangleIndices[i];\r\n const next = (i + 1) % 3;\r\n if (inside[i])\r\n clipOutput.push(index);\r\n if (inside[i] !== inside[next]) {\r\n const nextIndex = triangleIndices[next];\r\n const fraction = (clipValue - values[i]) / (values[next] - values[i]);\r\n\r\n clipOutput.push(parentPointCount + addedPoints.length);\r\n addedPoints.push(interpolateQPoint3d(getPoint(index, scratchQPoint3d), getPoint(nextIndex, scratchQPoint3d1), fraction));\r\n addedParams.push(interpolateQPoint2d(getParam(index, scratchQPoint2d), getParam(nextIndex, scratchQPoint2d1), fraction));\r\n if (parentNormals)\r\n addedNormals.push(interpolateOctEncodedNormal(getNormal(index)!, getNormal(nextIndex)!, fraction));\r\n\r\n }\r\n }\r\n if (clipOutput.length > 2) {\r\n this.addClipped(clipOutput.slice(0, 3), indexMap, clipAxes, clipIndex, addedPoints, addedParams, addedNormals);\r\n if (clipOutput.length > 3)\r\n this.addClipped([clipOutput[0], clipOutput[2], clipOutput[3]], indexMap, clipAxes, clipIndex, addedPoints, addedParams, addedNormals);\r\n }\r\n }\r\n}\r\n\r\nfunction interpolate(value0: number, value1: number, fraction: number) { return value0 + (value1 - value0) * fraction; }\r\nfunction interpolateInt(value0: number, value1: number, fraction: number) { return Math.floor(.5 + interpolate(value0, value1, fraction)); }\r\n\r\nfunction interpolateQPoint3d(qPoint: QPoint3d, qNext: QPoint3d, fraction: number): QPoint3d {\r\n return QPoint3d.fromScalars(interpolateInt(qPoint.x, qNext.x, fraction), interpolateInt(qPoint.y, qNext.y, fraction), interpolateInt(qPoint.z, qNext.z, fraction));\r\n}\r\n\r\nfunction interpolateQPoint2d(qPoint: QPoint2d, qNext: QPoint2d, fraction: number): QPoint2d {\r\n return QPoint2d.fromScalars(interpolateInt(qPoint.x, qNext.x, fraction), interpolateInt(qPoint.y, qNext.y, fraction));\r\n}\r\n\r\nfunction interpolateOctEncodedNormal(normal0: number, normal1: number, fraction: number): number {\r\n const n0 = OctEncodedNormal.decodeValue(normal0);\r\n const n1 = OctEncodedNormal.decodeValue(normal1);\r\n if (undefined !== n0 && undefined !== n1) {\r\n const n = Vector3d.create(interpolate(n0.x, n1.x, fraction), interpolate(n0.y, n1.y, fraction), interpolate(n0.z, n1.z, fraction));\r\n n.normalizeInPlace();\r\n return OctEncodedNormal.encode(n);\r\n } else {\r\n return OctEncodedNormal.encode(Vector3d.create(0, 0, 1));\r\n }\r\n}\r\n\r\nexport namespace TerrainMesh {\r\n export interface Props {\r\n readonly wantNormals: boolean;\r\n readonly pointQParams: QParams3d;\r\n readonly pointCount: number;\r\n readonly indexCount: number;\r\n readonly wantSkirts: boolean;\r\n readonly eastCount: number;\r\n readonly westCount: number;\r\n readonly northCount: number;\r\n readonly southCount: number;\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Point3d, Range1d, Range2d, Vector3d } from \"@itwin/core-geometry\";\r\nimport { OctEncodedNormal, QParams2d, QParams3d, QPoint2d, QPoint3d, Quantization } from \"@itwin/core-common\";\r\nimport { RenderMemory } from \"../../RenderMemory\";\r\nimport { RealityMeshPrimitive, RealityMeshProps } from \"./RealityMeshPrimitive\";\r\n\r\nexport enum Child { Q00, Q01, Q10, Q11 }\r\nclass UpsampleIndexMap extends Map<number, number> {\r\n private _next = 0;\r\n public indices = new Array<number>();\r\n public addTriangle(indices: number[]) {\r\n for (const index of indices) {\r\n let mapIndex = this.get(index);\r\n if (undefined === mapIndex)\r\n this.set(index, mapIndex = this._next++);\r\n this.indices.push(mapIndex);\r\n }\r\n }\r\n}\r\nclass ClipAxis {\r\n constructor(public vertical: boolean, public lessThan: boolean, public value: number) { }\r\n}\r\n\r\nconst scratchQPoint3d = QPoint3d.fromScalars(0, 0, 0), scratchQPoint3d1 = QPoint3d.fromScalars(0, 0, 0);\r\nconst scratchQPoint2d = new QPoint2d(), scratchQPoint2d1 = new QPoint2d();\r\n\r\n/** These are currently retained on terrain leaf tiles for upsampling.\r\n * It may be worthwhile to pack the data into buffers...\r\n * @internal\r\n */\r\nexport class TerrainMeshPrimitive extends RealityMeshPrimitive {\r\n private _currPointCount = 0;\r\n private _currIndexCount = 0;\r\n\r\n private constructor(props: RealityMeshProps, private _pointCapacity: number, private _indexCapacity: number) {\r\n super(props);\r\n }\r\n\r\n public get isCompleted() { return this._currIndexCount === this._indexCapacity && this._currPointCount === this._pointCapacity; }\r\n public get nextPointIndex() { return this._currPointCount; }\r\n\r\n public static create(props: TerrainMesh.Props) {\r\n let totalIndices = props.indexCount;\r\n let totalPoints = props.pointCount;\r\n if (props.wantSkirts) {\r\n totalIndices += 6 * (Math.max(0, props.northCount - 1) + Math.max(0, props.southCount - 1) + Math.max(0, props.eastCount - 1) + Math.max(0, props.westCount - 1));\r\n totalPoints += (props.northCount + props.southCount + props.eastCount + props.westCount);\r\n }\r\n const realityMeshProps = {\r\n indices: new Uint16Array(totalIndices), pointQParams: props.pointQParams, points: new Uint16Array(3 * totalPoints),\r\n uvQParams: QParams2d.fromZeroToOne(), uvs: new Uint16Array(2 * totalPoints), normals: props.wantNormals ? new Uint16Array(totalPoints) : undefined, featureID: 0,\r\n };\r\n return new TerrainMeshPrimitive(realityMeshProps, totalPoints, totalIndices);\r\n }\r\n\r\n public override collectStatistics(stats: RenderMemory.Statistics): void {\r\n stats.addTerrain(this.bytesUsed);\r\n }\r\n\r\n public addVertex(point: Point3d, uvParam: QPoint2d, normal?: number) {\r\n scratchQPoint3d.init(point, this.pointQParams);\r\n this.addQuantizedVertex(scratchQPoint3d, uvParam, normal);\r\n }\r\n\r\n public addQuantizedVertex(point: QPoint3d, uv: QPoint2d, normal?: number) {\r\n if (this._currPointCount >= this._pointCapacity) {\r\n assert(false, \"terrain point capacity exceeded\");\r\n return;\r\n }\r\n let pointIndex = 3 * this._currPointCount;\r\n this.points[pointIndex++] = point.x;\r\n this.points[pointIndex++] = point.y;\r\n this.points[pointIndex++] = point.z;\r\n\r\n let paramIndex = 2 * this._currPointCount;\r\n this.uvs[paramIndex++] = uv.x;\r\n this.uvs[paramIndex++] = uv.y;\r\n\r\n if (normal && this.normals)\r\n this.normals[this._currPointCount] = normal;\r\n\r\n this._currPointCount++;\r\n }\r\n public addQuad(i0: number, i1: number, i2: number, i3: number) {\r\n this.addTriangle(i0, i1, i2);\r\n this.addTriangle(i1, i3, i2);\r\n }\r\n\r\n public addTriangle(i0: number, i1: number, i2: number) {\r\n if (this._currIndexCount + 3 > this._indexCapacity) {\r\n assert(false, \"terrain index capacity exceeded\");\r\n return;\r\n }\r\n this.indices[this._currIndexCount++] = i0;\r\n this.indices[this._currIndexCount++] = i1;\r\n this.indices[this._currIndexCount++] = i2;\r\n }\r\n public addIndices(indices: number[]) {\r\n for (const index of indices)\r\n this.indices[this._currIndexCount++] = index;\r\n }\r\n\r\n private static _scratchZRange = Range1d.createNull();\r\n private static _scratchTriangleRange = Range2d.createNull();\r\n private static _scratchUVRange = Range2d.createNull();\r\n private static _scratchUVQParams = QParams2d.fromZeroToOne();\r\n public upsample(uvSampleRange: Range2d): { heightRange: Range1d, mesh: TerrainMeshPrimitive } {\r\n const indexMap = new UpsampleIndexMap();\r\n const uvLow = QPoint2d.create(uvSampleRange.low, TerrainMeshPrimitive._scratchUVQParams);\r\n const uvHigh = QPoint2d.create(uvSampleRange.high, TerrainMeshPrimitive._scratchUVQParams);\r\n const uvRange = Range2d.createXYXY(uvLow.x, uvLow.y, uvHigh.x, uvHigh.y, TerrainMeshPrimitive._scratchUVRange);\r\n const clipAxes = new Array<ClipAxis>();\r\n const addedPoints = new Array<QPoint3d>(), addedParams = new Array<QPoint2d>(), addedNormals = new Array<number>();\r\n if (uvLow.x > 0)\r\n clipAxes.push(new ClipAxis(true, false, uvLow.x));\r\n if (uvHigh.x < Quantization.rangeScale16)\r\n clipAxes.push(new ClipAxis(true, true, uvHigh.x));\r\n if (uvLow.y > 0)\r\n clipAxes.push(new ClipAxis(false, false, uvLow.y));\r\n if (uvHigh.y < Quantization.rangeScale16)\r\n clipAxes.push(new ClipAxis(false, true, uvHigh.y));\r\n\r\n for (let i = 0; i < this.indices.length;) {\r\n const triangleIndices = [this.indices[i++], this.indices[i++], this.indices[i++]];\r\n\r\n const triangleRange = Range2d.createNull(TerrainMeshPrimitive._scratchTriangleRange);\r\n for (const index of triangleIndices) {\r\n const paramIndex = 2 * index;\r\n triangleRange.extendXY(this.uvs[paramIndex], this.uvs[paramIndex + 1]);\r\n }\r\n\r\n if (uvRange.intersectsRange(triangleRange)) {\r\n if (uvRange.containsRange(triangleRange)) {\r\n indexMap.addTriangle(triangleIndices);\r\n } else {\r\n this.addClipped(triangleIndices, indexMap, clipAxes, 0, addedPoints, addedParams, addedNormals);\r\n }\r\n }\r\n }\r\n\r\n const parentPoints = this.points;\r\n const parentParams = this.uvs;\r\n const parentNormals = this.normals;\r\n const parentPointCount = this.points.length / 3;\r\n\r\n const zRange = Range1d.createNull(TerrainMeshPrimitive._scratchZRange);\r\n\r\n const mesh = TerrainMeshPrimitive.create({ pointQParams: this.pointQParams, pointCount: indexMap.size, indexCount: indexMap.indices.length, wantSkirts: false, northCount: 0, southCount: 0, eastCount: 0, westCount: 0, wantNormals: this.normals !== undefined });\r\n for (const mapEntry of indexMap.entries()) {\r\n const parentIndex = mapEntry[0];\r\n\r\n let normal: number | undefined;\r\n if (parentIndex < parentPointCount) {\r\n const pointIndex = 3 * parentIndex;\r\n scratchQPoint3d.setFromScalars(parentPoints[pointIndex], parentPoints[pointIndex + 1], parentPoints[pointIndex + 2]);\r\n const paramIndex = 2 * parentIndex;\r\n scratchQPoint2d.setFromScalars(parentParams[paramIndex], parentParams[paramIndex + 1]);\r\n if (parentNormals)\r\n normal = parentNormals[parentIndex];\r\n } else {\r\n const addedIndex = parentIndex - parentPointCount;\r\n addedPoints[addedIndex].clone(scratchQPoint3d);\r\n addedParams[addedIndex].clone(scratchQPoint2d);\r\n if (addedNormals.length)\r\n normal = addedNormals[addedIndex];\r\n }\r\n mesh.addQuantizedVertex(scratchQPoint3d, scratchQPoint2d, normal);\r\n zRange.extendX(scratchQPoint3d.z);\r\n }\r\n mesh.addIndices(indexMap.indices);\r\n\r\n assert(mesh.isCompleted);\r\n const qParams = this.pointQParams;\r\n const heightRange = Range1d.createXX(Quantization.unquantize(zRange.low, qParams.origin.z, qParams.scale.z), Quantization.unquantize(zRange.high, qParams.origin.z, qParams.scale.z));\r\n return { heightRange, mesh };\r\n }\r\n private addClipped(triangleIndices: number[], indexMap: UpsampleIndexMap, clipAxes: ClipAxis[], clipIndex: number, addedPoints: QPoint3d[], addedParams: QPoint2d[], addedNormals: number[]) {\r\n if (clipIndex === clipAxes.length) {\r\n indexMap.addTriangle(triangleIndices);\r\n return;\r\n }\r\n\r\n const inside = new Array<boolean>(3);\r\n const values = new Array<number>(3);\r\n const clipOutput = new Array<number>();\r\n const clipAxis = clipAxes[clipIndex++];\r\n const parentPoints = this.points;\r\n const parentParams = this.uvs;\r\n const parentNormals = this.normals;\r\n const clipValue = clipAxis.value;\r\n const parentPointCount = parentPoints.length / 3;\r\n const getPoint = (index: number, result: QPoint3d): QPoint3d => {\r\n if (index < parentPointCount) {\r\n const pointIndex = index * 3;\r\n result.setFromScalars(parentPoints[pointIndex], parentPoints[pointIndex + 1], parentPoints[pointIndex + 2]);\r\n } else {\r\n addedPoints[index - parentPointCount].clone(result);\r\n }\r\n return result;\r\n };\r\n const getParam = (index: number, result: QPoint2d): QPoint2d => {\r\n if (index < parentPointCount) {\r\n const pointIndex = index * 2;\r\n result.setFromScalars(parentParams[pointIndex], parentParams[pointIndex + 1]);\r\n } else {\r\n addedParams[index - parentPointCount].clone(result);\r\n }\r\n return result;\r\n };\r\n const getNormal = (index: number): number | undefined => {\r\n if (!parentNormals)\r\n return undefined;\r\n\r\n return (index < parentPointCount) ? parentNormals[index] : addedNormals[index - parentPointCount];\r\n };\r\n\r\n for (let i = 0; i < 3; i++) {\r\n const index = triangleIndices[i];\r\n const thisParam = getParam(index, scratchQPoint2d);\r\n const thisValue = clipAxis.vertical ? thisParam.x : thisParam.y;\r\n values[i] = thisValue;\r\n inside[i] = clipAxis.lessThan ? (thisValue < clipValue) : (thisValue > clipValue);\r\n }\r\n\r\n for (let i = 0; i < 3; i++) {\r\n const index = triangleIndices[i];\r\n const next = (i + 1) % 3;\r\n if (inside[i])\r\n clipOutput.push(index);\r\n if (inside[i] !== inside[next]) {\r\n const nextIndex = triangleIndices[next];\r\n const fraction = (clipValue - values[i]) / (values[next] - values[i]);\r\n\r\n clipOutput.push(parentPointCount + addedPoints.length);\r\n addedPoints.push(interpolateQPoint3d(getPoint(index, scratchQPoint3d), getPoint(nextIndex, scratchQPoint3d1), fraction));\r\n addedParams.push(interpolateQPoint2d(getParam(index, scratchQPoint2d), getParam(nextIndex, scratchQPoint2d1), fraction));\r\n if (parentNormals)\r\n addedNormals.push(interpolateOctEncodedNormal(getNormal(index)!, getNormal(nextIndex)!, fraction));\r\n\r\n }\r\n }\r\n if (clipOutput.length > 2) {\r\n this.addClipped(clipOutput.slice(0, 3), indexMap, clipAxes, clipIndex, addedPoints, addedParams, addedNormals);\r\n if (clipOutput.length > 3)\r\n this.addClipped([clipOutput[0], clipOutput[2], clipOutput[3]], indexMap, clipAxes, clipIndex, addedPoints, addedParams, addedNormals);\r\n }\r\n }\r\n}\r\n\r\nfunction interpolate(value0: number, value1: number, fraction: number) { return value0 + (value1 - value0) * fraction; }\r\nfunction interpolateInt(value0: number, value1: number, fraction: number) { return Math.floor(.5 + interpolate(value0, value1, fraction)); }\r\n\r\nfunction interpolateQPoint3d(qPoint: QPoint3d, qNext: QPoint3d, fraction: number): QPoint3d {\r\n return QPoint3d.fromScalars(interpolateInt(qPoint.x, qNext.x, fraction), interpolateInt(qPoint.y, qNext.y, fraction), interpolateInt(qPoint.z, qNext.z, fraction));\r\n}\r\n\r\nfunction interpolateQPoint2d(qPoint: QPoint2d, qNext: QPoint2d, fraction: number): QPoint2d {\r\n return QPoint2d.fromScalars(interpolateInt(qPoint.x, qNext.x, fraction), interpolateInt(qPoint.y, qNext.y, fraction));\r\n}\r\n\r\nfunction interpolateOctEncodedNormal(normal0: number, normal1: number, fraction: number): number {\r\n const n0 = OctEncodedNormal.decodeValue(normal0);\r\n const n1 = OctEncodedNormal.decodeValue(normal1);\r\n if (undefined !== n0 && undefined !== n1) {\r\n const n = Vector3d.create(interpolate(n0.x, n1.x, fraction), interpolate(n0.y, n1.y, fraction), interpolate(n0.z, n1.z, fraction));\r\n n.normalizeInPlace();\r\n return OctEncodedNormal.encode(n);\r\n } else {\r\n return OctEncodedNormal.encode(Vector3d.create(0, 0, 1));\r\n }\r\n}\r\n\r\nexport namespace TerrainMesh {\r\n export interface Props {\r\n readonly wantNormals: boolean;\r\n readonly pointQParams: QParams3d;\r\n readonly pointCount: number;\r\n readonly indexCount: number;\r\n readonly wantSkirts: boolean;\r\n readonly eastCount: number;\r\n readonly westCount: number;\r\n readonly northCount: number;\r\n readonly southCount: number;\r\n }\r\n}\r\n"]}
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@@ -76,15 +76,15 @@ export class AttributeMap {
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]);
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this._attrMaps = new Map([
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[
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[
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[24 /* SkySphereGradient */, skySphere],
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[25 /* SkySphereTexture */, skySphere],
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[1 /* Polyline */, polyline],
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[4 /* Edge */, edge],
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[5 /* SilhouetteEdge */, silhouette],
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[2 /* PointCloud */, pointCloud],
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[
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[
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[
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[30 /* VolClassCopyZ */, screenPoints],
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[7 /* RealityMesh */, realityMesh],
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[8 /* PlanarGrid */, planarGrid],
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]);
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}
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static findAttributeMap(techniqueId, instanced) {
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*/
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import { assert, dispose } from "@itwin/core-bentley";
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import { Matrix4d, Plane3dByOriginAndUnitNormal, Point3d, Vector3d } from "@itwin/core-geometry";
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import { ColorDef, FrustumPlanes, RenderTexture } from "@itwin/core-common";
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import { ColorDef, FrustumPlanes, RenderTexture, TextureTransparency } from "@itwin/core-common";
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import { GraphicsCollectorDrawArgs } from "../../tile/internal";
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import { FeatureSymbology } from "../FeatureSymbology";
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import { BatchState } from "./BatchState";
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@@ -97,7 +97,7 @@ export class BackgroundMapDrape extends TextureDrape {
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assert(false, "Failed to create planar texture");
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return;
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this._texture = new Texture({ ownership: "external", type: RenderTexture.Type.TileSection, handle: colorTextureHandle });
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this._fbo = FrameBuffer.create([colorTextureHandle]);
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if (undefined === this._fbo) {
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