@itwin/core-frontend 3.2.0-dev.1 → 3.2.0-dev.3

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (159) hide show
  1. package/lib/cjs/HitDetail.js.map +1 -1
  2. package/lib/cjs/render/ParticleCollectionBuilder.d.ts.map +1 -1
  3. package/lib/cjs/render/ParticleCollectionBuilder.js +16 -9
  4. package/lib/cjs/render/ParticleCollectionBuilder.js.map +1 -1
  5. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  6. package/lib/cjs/render/RenderSystem.js +19 -17
  7. package/lib/cjs/render/RenderSystem.js.map +1 -1
  8. package/lib/cjs/render/primitives/EdgeParams.d.ts.map +1 -1
  9. package/lib/cjs/render/primitives/EdgeParams.js +3 -1
  10. package/lib/cjs/render/primitives/EdgeParams.js.map +1 -1
  11. package/lib/cjs/render/primitives/PolylineParams.d.ts.map +1 -1
  12. package/lib/cjs/render/primitives/PolylineParams.js +10 -5
  13. package/lib/cjs/render/primitives/PolylineParams.js.map +1 -1
  14. package/lib/cjs/render/primitives/VertexKey.d.ts +11 -8
  15. package/lib/cjs/render/primitives/VertexKey.d.ts.map +1 -1
  16. package/lib/cjs/render/primitives/VertexKey.js +24 -6
  17. package/lib/cjs/render/primitives/VertexKey.js.map +1 -1
  18. package/lib/cjs/render/primitives/VertexTable.d.ts +15 -2
  19. package/lib/cjs/render/primitives/VertexTable.d.ts.map +1 -1
  20. package/lib/cjs/render/primitives/VertexTable.js +273 -108
  21. package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
  22. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.d.ts.map +1 -1
  23. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js +22 -10
  24. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
  25. package/lib/cjs/render/primitives/mesh/MeshBuilder.d.ts +4 -6
  26. package/lib/cjs/render/primitives/mesh/MeshBuilder.d.ts.map +1 -1
  27. package/lib/cjs/render/primitives/mesh/MeshBuilder.js +16 -13
  28. package/lib/cjs/render/primitives/mesh/MeshBuilder.js.map +1 -1
  29. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.d.ts.map +1 -1
  30. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js +12 -1
  31. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js.map +1 -1
  32. package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts +45 -28
  33. package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts.map +1 -1
  34. package/lib/cjs/render/primitives/mesh/MeshPrimitives.js +107 -146
  35. package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +1 -1
  36. package/lib/cjs/render/webgl/CachedGeometry.d.ts +6 -0
  37. package/lib/cjs/render/webgl/CachedGeometry.d.ts.map +1 -1
  38. package/lib/cjs/render/webgl/CachedGeometry.js +6 -0
  39. package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
  40. package/lib/cjs/render/webgl/ShaderBuilder.d.ts +8 -7
  41. package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
  42. package/lib/cjs/render/webgl/ShaderBuilder.js +12 -5
  43. package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
  44. package/lib/cjs/render/webgl/VertexLUT.d.ts +2 -1
  45. package/lib/cjs/render/webgl/VertexLUT.d.ts.map +1 -1
  46. package/lib/cjs/render/webgl/VertexLUT.js +4 -3
  47. package/lib/cjs/render/webgl/VertexLUT.js.map +1 -1
  48. package/lib/cjs/render/webgl/glsl/Color.js +1 -1
  49. package/lib/cjs/render/webgl/glsl/Color.js.map +1 -1
  50. package/lib/cjs/render/webgl/glsl/Decode.d.ts +6 -0
  51. package/lib/cjs/render/webgl/glsl/Decode.d.ts.map +1 -1
  52. package/lib/cjs/render/webgl/glsl/Decode.js +18 -1
  53. package/lib/cjs/render/webgl/glsl/Decode.js.map +1 -1
  54. package/lib/cjs/render/webgl/glsl/Edge.d.ts.map +1 -1
  55. package/lib/cjs/render/webgl/glsl/Edge.js +15 -6
  56. package/lib/cjs/render/webgl/glsl/Edge.js.map +1 -1
  57. package/lib/cjs/render/webgl/glsl/PointString.d.ts.map +1 -1
  58. package/lib/cjs/render/webgl/glsl/PointString.js +1 -1
  59. package/lib/cjs/render/webgl/glsl/PointString.js.map +1 -1
  60. package/lib/cjs/render/webgl/glsl/Polyline.d.ts +2 -2
  61. package/lib/cjs/render/webgl/glsl/Polyline.d.ts.map +1 -1
  62. package/lib/cjs/render/webgl/glsl/Polyline.js +24 -9
  63. package/lib/cjs/render/webgl/glsl/Polyline.js.map +1 -1
  64. package/lib/cjs/render/webgl/glsl/Surface.d.ts.map +1 -1
  65. package/lib/cjs/render/webgl/glsl/Surface.js +18 -19
  66. package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
  67. package/lib/cjs/render/webgl/glsl/Thematic.d.ts.map +1 -1
  68. package/lib/cjs/render/webgl/glsl/Thematic.js +1 -6
  69. package/lib/cjs/render/webgl/glsl/Thematic.js.map +1 -1
  70. package/lib/cjs/render/webgl/glsl/Vertex.d.ts.map +1 -1
  71. package/lib/cjs/render/webgl/glsl/Vertex.js +31 -14
  72. package/lib/cjs/render/webgl/glsl/Vertex.js.map +1 -1
  73. package/lib/cjs/tile/GltfReader.d.ts.map +1 -1
  74. package/lib/cjs/tile/GltfReader.js +8 -6
  75. package/lib/cjs/tile/GltfReader.js.map +1 -1
  76. package/lib/cjs/tile/map/BingElevation.d.ts +2 -16
  77. package/lib/cjs/tile/map/BingElevation.d.ts.map +1 -1
  78. package/lib/cjs/tile/map/BingElevation.js +1 -63
  79. package/lib/cjs/tile/map/BingElevation.js.map +1 -1
  80. package/lib/esm/HitDetail.js.map +1 -1
  81. package/lib/esm/render/ParticleCollectionBuilder.d.ts.map +1 -1
  82. package/lib/esm/render/ParticleCollectionBuilder.js +17 -10
  83. package/lib/esm/render/ParticleCollectionBuilder.js.map +1 -1
  84. package/lib/esm/render/RenderSystem.d.ts.map +1 -1
  85. package/lib/esm/render/RenderSystem.js +20 -18
  86. package/lib/esm/render/RenderSystem.js.map +1 -1
  87. package/lib/esm/render/primitives/EdgeParams.d.ts.map +1 -1
  88. package/lib/esm/render/primitives/EdgeParams.js +3 -1
  89. package/lib/esm/render/primitives/EdgeParams.js.map +1 -1
  90. package/lib/esm/render/primitives/PolylineParams.d.ts.map +1 -1
  91. package/lib/esm/render/primitives/PolylineParams.js +11 -6
  92. package/lib/esm/render/primitives/PolylineParams.js.map +1 -1
  93. package/lib/esm/render/primitives/VertexKey.d.ts +11 -8
  94. package/lib/esm/render/primitives/VertexKey.d.ts.map +1 -1
  95. package/lib/esm/render/primitives/VertexKey.js +24 -6
  96. package/lib/esm/render/primitives/VertexKey.js.map +1 -1
  97. package/lib/esm/render/primitives/VertexTable.d.ts +15 -2
  98. package/lib/esm/render/primitives/VertexTable.d.ts.map +1 -1
  99. package/lib/esm/render/primitives/VertexTable.js +274 -109
  100. package/lib/esm/render/primitives/VertexTable.js.map +1 -1
  101. package/lib/esm/render/primitives/geometry/GeometryAccumulator.d.ts.map +1 -1
  102. package/lib/esm/render/primitives/geometry/GeometryAccumulator.js +23 -11
  103. package/lib/esm/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
  104. package/lib/esm/render/primitives/mesh/MeshBuilder.d.ts +4 -6
  105. package/lib/esm/render/primitives/mesh/MeshBuilder.d.ts.map +1 -1
  106. package/lib/esm/render/primitives/mesh/MeshBuilder.js +17 -14
  107. package/lib/esm/render/primitives/mesh/MeshBuilder.js.map +1 -1
  108. package/lib/esm/render/primitives/mesh/MeshBuilderMap.d.ts.map +1 -1
  109. package/lib/esm/render/primitives/mesh/MeshBuilderMap.js +12 -1
  110. package/lib/esm/render/primitives/mesh/MeshBuilderMap.js.map +1 -1
  111. package/lib/esm/render/primitives/mesh/MeshPrimitives.d.ts +45 -28
  112. package/lib/esm/render/primitives/mesh/MeshPrimitives.d.ts.map +1 -1
  113. package/lib/esm/render/primitives/mesh/MeshPrimitives.js +108 -144
  114. package/lib/esm/render/primitives/mesh/MeshPrimitives.js.map +1 -1
  115. package/lib/esm/render/webgl/CachedGeometry.d.ts +6 -0
  116. package/lib/esm/render/webgl/CachedGeometry.d.ts.map +1 -1
  117. package/lib/esm/render/webgl/CachedGeometry.js +6 -0
  118. package/lib/esm/render/webgl/CachedGeometry.js.map +1 -1
  119. package/lib/esm/render/webgl/ShaderBuilder.d.ts +8 -7
  120. package/lib/esm/render/webgl/ShaderBuilder.d.ts.map +1 -1
  121. package/lib/esm/render/webgl/ShaderBuilder.js +12 -5
  122. package/lib/esm/render/webgl/ShaderBuilder.js.map +1 -1
  123. package/lib/esm/render/webgl/VertexLUT.d.ts +2 -1
  124. package/lib/esm/render/webgl/VertexLUT.d.ts.map +1 -1
  125. package/lib/esm/render/webgl/VertexLUT.js +4 -3
  126. package/lib/esm/render/webgl/VertexLUT.js.map +1 -1
  127. package/lib/esm/render/webgl/glsl/Color.js +1 -1
  128. package/lib/esm/render/webgl/glsl/Color.js.map +1 -1
  129. package/lib/esm/render/webgl/glsl/Decode.d.ts +6 -0
  130. package/lib/esm/render/webgl/glsl/Decode.d.ts.map +1 -1
  131. package/lib/esm/render/webgl/glsl/Decode.js +17 -0
  132. package/lib/esm/render/webgl/glsl/Decode.js.map +1 -1
  133. package/lib/esm/render/webgl/glsl/Edge.d.ts.map +1 -1
  134. package/lib/esm/render/webgl/glsl/Edge.js +15 -6
  135. package/lib/esm/render/webgl/glsl/Edge.js.map +1 -1
  136. package/lib/esm/render/webgl/glsl/PointString.d.ts.map +1 -1
  137. package/lib/esm/render/webgl/glsl/PointString.js +1 -1
  138. package/lib/esm/render/webgl/glsl/PointString.js.map +1 -1
  139. package/lib/esm/render/webgl/glsl/Polyline.d.ts +2 -2
  140. package/lib/esm/render/webgl/glsl/Polyline.d.ts.map +1 -1
  141. package/lib/esm/render/webgl/glsl/Polyline.js +24 -9
  142. package/lib/esm/render/webgl/glsl/Polyline.js.map +1 -1
  143. package/lib/esm/render/webgl/glsl/Surface.d.ts.map +1 -1
  144. package/lib/esm/render/webgl/glsl/Surface.js +18 -19
  145. package/lib/esm/render/webgl/glsl/Surface.js.map +1 -1
  146. package/lib/esm/render/webgl/glsl/Thematic.d.ts.map +1 -1
  147. package/lib/esm/render/webgl/glsl/Thematic.js +1 -6
  148. package/lib/esm/render/webgl/glsl/Thematic.js.map +1 -1
  149. package/lib/esm/render/webgl/glsl/Vertex.d.ts.map +1 -1
  150. package/lib/esm/render/webgl/glsl/Vertex.js +32 -15
  151. package/lib/esm/render/webgl/glsl/Vertex.js.map +1 -1
  152. package/lib/esm/tile/GltfReader.d.ts.map +1 -1
  153. package/lib/esm/tile/GltfReader.js +9 -7
  154. package/lib/esm/tile/GltfReader.js.map +1 -1
  155. package/lib/esm/tile/map/BingElevation.d.ts +2 -16
  156. package/lib/esm/tile/map/BingElevation.d.ts.map +1 -1
  157. package/lib/esm/tile/map/BingElevation.js +1 -63
  158. package/lib/esm/tile/map/BingElevation.js.map +1 -1
  159. package/package.json +20 -20
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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 { Point2d, Range2d } from \"@itwin/core-geometry\";\r\nimport { ColorDef, ColorIndex, FeatureIndex, FeatureIndexType, QParams2d, QParams3d, QPoint2d } from \"@itwin/core-common\";\r\nimport { IModelApp } from \"../../IModelApp\";\r\nimport { AuxChannelTable } from \"./AuxChannelTable\";\r\nimport { MeshArgs, PolylineArgs } from \"./mesh/MeshPrimitives\";\r\nimport { createSurfaceMaterial, SurfaceParams, SurfaceType } from \"./SurfaceParams\";\r\nimport { EdgeParams } from \"./EdgeParams\";\r\n\r\n/**\r\n * Holds an array of indices into a VertexTable. Each index is a 24-bit unsigned integer.\r\n * The order of the indices specifies the order in which vertices are drawn.\r\n * @internal\r\n */\r\nexport class VertexIndices {\r\n public readonly data: Uint8Array;\r\n\r\n /**\r\n * Directly construct from an array of bytes in which each index occupies 3 contiguous bytes.\r\n * The length of the array must be a multiple of 3. This object takes ownership of the array.\r\n */\r\n public constructor(data: Uint8Array) {\r\n this.data = data;\r\n assert(0 === this.data.length % 3);\r\n }\r\n\r\n /** Get the number of 24-bit indices. */\r\n public get length(): number { return this.data.length / 3; }\r\n\r\n /** Convert an array of 24-bit unsigned integer values into a VertexIndices object. */\r\n public static fromArray(indices: number[]): VertexIndices {\r\n const bytes = new Uint8Array(indices.length * 3);\r\n for (let i = 0; i < indices.length; i++)\r\n this.encodeIndex(indices[i], bytes, i * 3);\r\n\r\n return new VertexIndices(bytes);\r\n }\r\n\r\n public static encodeIndex(index: number, bytes: Uint8Array, byteIndex: number): void {\r\n assert(byteIndex + 2 < bytes.length);\r\n bytes[byteIndex + 0] = index & 0x000000ff;\r\n bytes[byteIndex + 1] = (index & 0x0000ff00) >> 8;\r\n bytes[byteIndex + 2] = (index & 0x00ff0000) >> 16;\r\n }\r\n\r\n public setNthIndex(n: number, value: number): void {\r\n VertexIndices.encodeIndex(value, this.data, n * 3);\r\n }\r\n\r\n public decodeIndex(index: number): number {\r\n assert(index < this.length);\r\n const byteIndex = index * 3;\r\n return this.data[byteIndex] | (this.data[byteIndex + 1] << 8) | (this.data[byteIndex + 2] << 16);\r\n }\r\n\r\n public decodeIndices(): number[] {\r\n const indices = [];\r\n for (let i = 0; i < this.length; i++)\r\n indices.push(this.decodeIndex(i));\r\n\r\n return indices;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport interface Dimensions {\r\n width: number;\r\n height: number;\r\n}\r\n\r\n/** @internal */\r\nexport function computeDimensions(nEntries: number, nRgbaPerEntry: number, nExtraRgba: number): Dimensions {\r\n const maxSize = IModelApp.renderSystem.maxTextureSize;\r\n const nRgba = nEntries * nRgbaPerEntry + nExtraRgba;\r\n\r\n if (nRgba < maxSize)\r\n return { width: nRgba, height: 1 };\r\n\r\n // Make roughly square to reduce unused space in last row\r\n let width = Math.ceil(Math.sqrt(nRgba));\r\n\r\n // Ensure a given entry's RGBA values all fit on the same row.\r\n const remainder = width % nRgbaPerEntry;\r\n if (0 !== remainder) {\r\n width += nRgbaPerEntry - remainder;\r\n }\r\n\r\n // Compute height\r\n let height = Math.ceil(nRgba / width);\r\n if (width * height < nRgba)\r\n ++height;\r\n\r\n assert(height <= maxSize);\r\n assert(width <= maxSize);\r\n assert(width * height >= nRgba);\r\n assert(Math.floor(height) === height);\r\n assert(Math.floor(width) === width);\r\n\r\n // Row padding should never be necessary...\r\n assert(0 === width % nRgbaPerEntry);\r\n\r\n return { width, height };\r\n}\r\n\r\n/** Describes a VertexTable.\r\n * @internal\r\n */\r\nexport interface VertexTableProps {\r\n /** The rectangular array of vertex data, of size width*height*numRgbaPerVertex bytes. */\r\n readonly data: Uint8Array;\r\n /** Quantization parameters for the vertex positions encoded into the array. */\r\n readonly qparams: QParams3d;\r\n /** The number of 4-byte 'RGBA' values in each row of the array. Must be divisible by numRgbaPerVertex. */\r\n readonly width: number;\r\n /** The number of rows in the array. */\r\n readonly height: number;\r\n /** Whether or not the vertex colors contain translucent colors. */\r\n readonly hasTranslucency: boolean;\r\n /** If no color table exists, the color to use for all vertices. */\r\n readonly uniformColor?: ColorDef;\r\n /** Describes the number of features (none, one, or multiple) contained. */\r\n readonly featureIndexType: FeatureIndexType;\r\n /** If featureIndexType is 'Uniform', the feature ID associated with all vertices. */\r\n readonly uniformFeatureID?: number;\r\n /** The number of vertices in the table. Must be less than (width*height)/numRgbaPerVertex. */\r\n readonly numVertices: number;\r\n /** The number of 4-byte 'RGBA' values associated with each vertex. */\r\n readonly numRgbaPerVertex: number;\r\n /** If vertex data include texture UV coordinates, the quantization params for those coordinates. */\r\n readonly uvParams?: QParams2d;\r\n}\r\n\r\n/**\r\n * Represents vertex data (position, color, normal, UV params, etc) in a rectangular array.\r\n * Each vertex is described by one or more contiguous 4-byte ('RGBA') values.\r\n * This allows vertex data to be uploaded to the GPU as a texture and vertex data to be sampled\r\n * from that texture using a single vertex ID representing an index into the array.\r\n * Vertex color is identified by a 16-bit index into a color table appended to the vertex data.\r\n * @internal\r\n */\r\nexport class VertexTable implements VertexTableProps {\r\n /** The rectangular array of vertex data, of size width*height*numRgbaPerVertex bytes. */\r\n public readonly data: Uint8Array;\r\n /** Quantization parameters for the vertex positions encoded into the array. */\r\n public readonly qparams: QParams3d;\r\n /** The number of 4-byte 'RGBA' values in each row of the array. Must be divisible by numRgbaPerVertex. */\r\n public readonly width: number;\r\n /** The number of rows in the array. */\r\n public readonly height: number;\r\n /** Whether or not the vertex colors contain translucent colors. */\r\n public readonly hasTranslucency: boolean;\r\n /** If no color table exists, the color to use for all vertices. */\r\n public readonly uniformColor?: ColorDef;\r\n /** Describes the number of features (none, one, or multiple) contained. */\r\n public readonly featureIndexType: FeatureIndexType;\r\n /** If featureIndexType is 'Uniform', the feature ID associated with all vertices. */\r\n public readonly uniformFeatureID?: number;\r\n /** The number of vertices in the table. Must be less than (width*height)/numRgbaPerVertex. */\r\n public readonly numVertices: number;\r\n /** The number of 4-byte 'RGBA' values associated with each vertex. */\r\n public readonly numRgbaPerVertex: number;\r\n /** If vertex data include texture UV coordinates, the quantization params for those coordinates. */\r\n public readonly uvParams?: QParams2d;\r\n\r\n /** Construct a VertexTable. The VertexTable takes ownership of all input data - it must not be later modified by the caller. */\r\n public constructor(props: VertexTableProps) {\r\n this.data = props.data;\r\n this.qparams = props.qparams;\r\n this.width = props.width;\r\n this.height = props.height;\r\n this.hasTranslucency = true === props.hasTranslucency;\r\n this.uniformColor = props.uniformColor;\r\n this.featureIndexType = props.featureIndexType;\r\n this.uniformFeatureID = props.uniformFeatureID;\r\n this.numVertices = props.numVertices;\r\n this.numRgbaPerVertex = props.numRgbaPerVertex;\r\n this.uvParams = props.uvParams;\r\n }\r\n\r\n public static buildFrom(builder: VertexTableBuilder, colorIndex: ColorIndex, featureIndex: FeatureIndex): VertexTable {\r\n const { numVertices, numRgbaPerVertex } = builder;\r\n const numColors = colorIndex.isUniform ? 0 : colorIndex.numColors;\r\n const dimensions = computeDimensions(numVertices, numRgbaPerVertex, numColors);\r\n assert(0 === dimensions.width % numRgbaPerVertex || (0 < numColors && 1 === dimensions.height));\r\n\r\n const data = new Uint8Array(dimensions.width * dimensions.height * 4);\r\n\r\n builder.data = data;\r\n for (let i = 0; i < numVertices; i++)\r\n builder.appendVertex(i);\r\n\r\n builder.appendColorTable(colorIndex);\r\n\r\n builder.data = undefined;\r\n\r\n return new VertexTable({\r\n data,\r\n qparams: builder.qparams,\r\n width: dimensions.width,\r\n height: dimensions.height,\r\n hasTranslucency: colorIndex.hasAlpha,\r\n uniformColor: colorIndex.uniform,\r\n numVertices,\r\n numRgbaPerVertex,\r\n uvParams: builder.uvParams,\r\n featureIndexType: featureIndex.type,\r\n uniformFeatureID: featureIndex.type === FeatureIndexType.Uniform ? featureIndex.featureID : undefined,\r\n });\r\n }\r\n\r\n public static createForPolylines(args: PolylineArgs): VertexTable | undefined {\r\n const polylines = args.polylines;\r\n if (0 < polylines.length)\r\n return this.buildFrom(new SimpleBuilder(args), args.colors, args.features);\r\n else\r\n return undefined;\r\n }\r\n}\r\n\r\n/**\r\n * Describes mesh geometry to be submitted to the rendering system.\r\n * A mesh consists of a surface and its edges, which may include any combination of silhouettes, polylines, and single segments.\r\n * The surface and edges all refer to the same vertex table.\r\n */\r\nexport class MeshParams {\r\n public readonly vertices: VertexTable;\r\n public readonly surface: SurfaceParams;\r\n public readonly edges?: EdgeParams;\r\n public readonly isPlanar: boolean;\r\n public readonly auxChannels?: AuxChannelTable;\r\n\r\n /** Directly construct a MeshParams. The MeshParams takes ownership of all input data. */\r\n public constructor(vertices: VertexTable, surface: SurfaceParams, edges?: EdgeParams, isPlanar?: boolean, auxChannels?: AuxChannelTable) {\r\n this.vertices = vertices;\r\n this.surface = surface;\r\n this.edges = edges;\r\n this.isPlanar = !!isPlanar;\r\n this.auxChannels = auxChannels;\r\n }\r\n\r\n /** Construct from a MeshArgs. */\r\n public static create(args: MeshArgs): MeshParams {\r\n const builder = MeshBuilder.create(args);\r\n const vertices = VertexTable.buildFrom(builder, args.colors, args.features);\r\n\r\n const surfaceIndices = VertexIndices.fromArray(args.vertIndices!);\r\n\r\n const surface: SurfaceParams = {\r\n type: builder.type,\r\n indices: surfaceIndices,\r\n fillFlags: args.fillFlags,\r\n hasBakedLighting: args.hasBakedLighting,\r\n hasFixedNormals: args.hasFixedNormals,\r\n textureMapping: undefined !== args.texture ? { texture: args.texture, alwaysDisplayed: false } : undefined,\r\n material: createSurfaceMaterial(args.material),\r\n };\r\n\r\n const channels = undefined !== args.auxChannels ? AuxChannelTable.fromChannels(args.auxChannels, vertices.numVertices) : undefined;\r\n const edges = EdgeParams.fromMeshArgs(args);\r\n return new MeshParams(vertices, surface, edges, args.isPlanar, channels);\r\n }\r\n}\r\n\r\n/** Builds a VertexTable from some data type supplying the vertex data. */\r\nexport abstract class VertexTableBuilder {\r\n public data?: Uint8Array;\r\n private _curIndex: number = 0;\r\n\r\n public abstract get numVertices(): number;\r\n public abstract get numRgbaPerVertex(): number;\r\n public abstract get qparams(): QParams3d;\r\n public get uvParams(): QParams2d | undefined { return undefined; }\r\n public abstract appendVertex(vertIndex: number): void;\r\n\r\n public appendColorTable(colorIndex: ColorIndex) {\r\n if (undefined !== colorIndex.nonUniform) {\r\n for (const color of colorIndex.nonUniform.colors) {\r\n this.appendColor(color);\r\n }\r\n }\r\n }\r\n\r\n protected advance(nBytes: number) {\r\n this._curIndex += nBytes;\r\n assert(this._curIndex <= this.data!.length);\r\n }\r\n\r\n protected append8(val: number) {\r\n assert(0 <= val);\r\n assert(val <= 0xff);\r\n assert(val === Math.floor(val));\r\n\r\n this.data![this._curIndex] = val;\r\n this.advance(1);\r\n }\r\n protected append16(val: number) {\r\n this.append8(val & 0x00ff);\r\n this.append8(val >>> 8);\r\n }\r\n protected append32(val: number) {\r\n this.append16(val & 0x0000ffff);\r\n this.append16(val >>> 16);\r\n }\r\n\r\n private appendColor(tbgr: number) {\r\n const colors = ColorDef.getColors(tbgr);\r\n\r\n // invert transparency => alpha\r\n colors.t = 255 - colors.t;\r\n\r\n // premultiply alpha...\r\n switch (colors.t) {\r\n case 0:\r\n colors.r = colors.g = colors.b = 0;\r\n break;\r\n case 255:\r\n break;\r\n default: {\r\n const f = colors.t / 255.0;\r\n colors.r = Math.floor(colors.r * f + 0.5);\r\n colors.g = Math.floor(colors.g * f + 0.5);\r\n colors.b = Math.floor(colors.b * f + 0.5);\r\n break;\r\n }\r\n }\r\n\r\n // Store 32-bit value in little-endian order (red first)\r\n this.append8(colors.r);\r\n this.append8(colors.g);\r\n this.append8(colors.b);\r\n this.append8(colors.t);\r\n }\r\n}\r\n\r\ntype SimpleVertexData = PolylineArgs | MeshArgs;\r\n\r\n/**\r\n * Supplies vertex data from a PolylineArgs or MeshArgs. Each vertex consists of 12 bytes:\r\n * pos.x 00\r\n * pos.y 02\r\n * pos.z 04\r\n * colorIndex 06\r\n * featureIndex 08\r\n */\r\nclass SimpleBuilder<T extends SimpleVertexData> extends VertexTableBuilder {\r\n public args: T;\r\n\r\n public constructor(args: T) {\r\n super();\r\n this.args = args;\r\n assert(undefined !== this.args.points);\r\n }\r\n\r\n public get numVertices() { return this.args.points!.length; }\r\n public get numRgbaPerVertex() { return 3; }\r\n public get qparams() { return this.args.points!.params; }\r\n\r\n public appendVertex(vertIndex: number): void {\r\n this.appendPosition(vertIndex);\r\n this.appendColorIndex(vertIndex);\r\n this.appendFeatureIndex(vertIndex);\r\n }\r\n\r\n protected appendPosition(vertIndex: number) {\r\n const points = this.args.points!;\r\n this.append16(points.list[vertIndex].x);\r\n this.append16(points.list[vertIndex].y);\r\n this.append16(points.list[vertIndex].z);\r\n }\r\n\r\n protected appendColorIndex(vertIndex: number) {\r\n if (undefined !== this.args.colors.nonUniform) {\r\n this.append16(this.args.colors.nonUniform.indices[vertIndex]);\r\n } else {\r\n this.advance(2);\r\n }\r\n }\r\n\r\n protected appendFeatureIndex(vertIndex: number) {\r\n if (undefined !== this.args.features.featureIDs) {\r\n this.append32(this.args.features.featureIDs[vertIndex]);\r\n } else {\r\n this.advance(4);\r\n }\r\n }\r\n}\r\n\r\n/** Supplies vertex data from a MeshArgs. */\r\nclass MeshBuilder extends SimpleBuilder<MeshArgs> {\r\n public readonly type: SurfaceType;\r\n\r\n protected constructor(args: MeshArgs, type: SurfaceType) {\r\n super(args);\r\n this.type = type;\r\n }\r\n\r\n public static create(args: MeshArgs): MeshBuilder {\r\n if (args.isVolumeClassifier)\r\n return new MeshBuilder(args, SurfaceType.VolumeClassifier);\r\n\r\n const isLit = undefined !== args.normals && 0 < args.normals.length;\r\n const isTextured = undefined !== args.texture;\r\n\r\n let uvParams: QParams2d | undefined;\r\n\r\n if (isTextured) {\r\n const uvRange = Range2d.createNull();\r\n const fpts = args.textureUv;\r\n const pt2d = new Point2d();\r\n if (undefined !== fpts && fpts.length > 0)\r\n for (let i = 0; i < args.points!.length; i++)\r\n uvRange.extendPoint(Point2d.create(fpts[i].x, fpts[i].y, pt2d));\r\n\r\n uvParams = QParams2d.fromRange(uvRange);\r\n }\r\n\r\n if (isLit)\r\n return isTextured ? new TexturedLitMeshBuilder(args, uvParams!) : new LitMeshBuilder(args);\r\n else\r\n return isTextured ? new TexturedMeshBuilder(args, uvParams!) : new MeshBuilder(args, SurfaceType.Unlit);\r\n }\r\n}\r\n\r\n/** Supplies vertex data from a MeshArgs where each vertex consists of 16 bytes.\r\n * In addition to the SimpleBuilder data, the final 4 bytes hold the quantized UV params\r\n * The color index is left uninitialized as it is unused.\r\n */\r\nclass TexturedMeshBuilder extends MeshBuilder {\r\n private _qparams: QParams2d;\r\n private _qpoint = new QPoint2d();\r\n\r\n public constructor(args: MeshArgs, qparams: QParams2d, type: SurfaceType = SurfaceType.Textured) {\r\n super(args, type);\r\n this._qparams = qparams;\r\n assert(undefined !== args.textureUv);\r\n }\r\n\r\n public override get numRgbaPerVertex() { return 4; }\r\n public override get uvParams() { return this._qparams; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n this.appendPosition(vertIndex);\r\n this.appendNormal(vertIndex);\r\n this.appendFeatureIndex(vertIndex);\r\n this.appendUVParams(vertIndex);\r\n }\r\n\r\n protected appendNormal(_vertIndex: number): void { this.advance(2); } // no normal for unlit meshes\r\n\r\n protected appendUVParams(vertIndex: number) {\r\n this._qpoint.init(this.args.textureUv![vertIndex], this._qparams);\r\n this.append16(this._qpoint.x);\r\n this.append16(this._qpoint.y);\r\n }\r\n}\r\n\r\n/** As with TexturedMeshBuilder, but the color index is replaced with the oct-encoded normal value. */\r\nclass TexturedLitMeshBuilder extends TexturedMeshBuilder {\r\n public constructor(args: MeshArgs, qparams: QParams2d) {\r\n super(args, qparams, SurfaceType.TexturedLit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n protected override appendNormal(vertIndex: number) { this.append16(this.args.normals![vertIndex].value); }\r\n}\r\n\r\n/** 16 bytes. The last 2 bytes are unused; the 2 immediately preceding it hold the oct-encoded normal value. */\r\nclass LitMeshBuilder extends MeshBuilder {\r\n public constructor(args: MeshArgs) {\r\n super(args, SurfaceType.Lit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n public override get numRgbaPerVertex() { return 4; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n super.appendVertex(vertIndex);\r\n this.append16(this.args.normals![vertIndex].value);\r\n this.advance(2); // 2 unused bytes\r\n }\r\n}\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Point2d, Point3d, Range2d } from \"@itwin/core-geometry\";\r\nimport { ColorDef, ColorIndex, FeatureIndex, FeatureIndexType, QParams2d, QParams3d, QPoint2d, QPoint3dList } from \"@itwin/core-common\";\r\nimport { IModelApp } from \"../../IModelApp\";\r\nimport { AuxChannelTable } from \"./AuxChannelTable\";\r\nimport { MeshArgs, Point3dList, PolylineArgs } from \"./mesh/MeshPrimitives\";\r\nimport { createSurfaceMaterial, SurfaceParams, SurfaceType } from \"./SurfaceParams\";\r\nimport { EdgeParams } from \"./EdgeParams\";\r\n\r\n/**\r\n * Holds an array of indices into a VertexTable. Each index is a 24-bit unsigned integer.\r\n * The order of the indices specifies the order in which vertices are drawn.\r\n * @internal\r\n */\r\nexport class VertexIndices {\r\n public readonly data: Uint8Array;\r\n\r\n /**\r\n * Directly construct from an array of bytes in which each index occupies 3 contiguous bytes.\r\n * The length of the array must be a multiple of 3. This object takes ownership of the array.\r\n */\r\n public constructor(data: Uint8Array) {\r\n this.data = data;\r\n assert(0 === this.data.length % 3);\r\n }\r\n\r\n /** Get the number of 24-bit indices. */\r\n public get length(): number { return this.data.length / 3; }\r\n\r\n /** Convert an array of 24-bit unsigned integer values into a VertexIndices object. */\r\n public static fromArray(indices: number[]): VertexIndices {\r\n const bytes = new Uint8Array(indices.length * 3);\r\n for (let i = 0; i < indices.length; i++)\r\n this.encodeIndex(indices[i], bytes, i * 3);\r\n\r\n return new VertexIndices(bytes);\r\n }\r\n\r\n public static encodeIndex(index: number, bytes: Uint8Array, byteIndex: number): void {\r\n assert(byteIndex + 2 < bytes.length);\r\n bytes[byteIndex + 0] = index & 0x000000ff;\r\n bytes[byteIndex + 1] = (index & 0x0000ff00) >> 8;\r\n bytes[byteIndex + 2] = (index & 0x00ff0000) >> 16;\r\n }\r\n\r\n public setNthIndex(n: number, value: number): void {\r\n VertexIndices.encodeIndex(value, this.data, n * 3);\r\n }\r\n\r\n public decodeIndex(index: number): number {\r\n assert(index < this.length);\r\n const byteIndex = index * 3;\r\n return this.data[byteIndex] | (this.data[byteIndex + 1] << 8) | (this.data[byteIndex + 2] << 16);\r\n }\r\n\r\n public decodeIndices(): number[] {\r\n const indices = [];\r\n for (let i = 0; i < this.length; i++)\r\n indices.push(this.decodeIndex(i));\r\n\r\n return indices;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport interface Dimensions {\r\n width: number;\r\n height: number;\r\n}\r\n\r\n/** @internal */\r\nexport function computeDimensions(nEntries: number, nRgbaPerEntry: number, nExtraRgba: number): Dimensions {\r\n const maxSize = IModelApp.renderSystem.maxTextureSize;\r\n const nRgba = nEntries * nRgbaPerEntry + nExtraRgba;\r\n\r\n if (nRgba < maxSize)\r\n return { width: nRgba, height: 1 };\r\n\r\n // Make roughly square to reduce unused space in last row\r\n let width = Math.ceil(Math.sqrt(nRgba));\r\n\r\n // Ensure a given entry's RGBA values all fit on the same row.\r\n const remainder = width % nRgbaPerEntry;\r\n if (0 !== remainder) {\r\n width += nRgbaPerEntry - remainder;\r\n }\r\n\r\n // Compute height\r\n let height = Math.ceil(nRgba / width);\r\n if (width * height < nRgba)\r\n ++height;\r\n\r\n assert(height <= maxSize);\r\n assert(width <= maxSize);\r\n assert(width * height >= nRgba);\r\n assert(Math.floor(height) === height);\r\n assert(Math.floor(width) === width);\r\n\r\n // Row padding should never be necessary...\r\n assert(0 === width % nRgbaPerEntry);\r\n\r\n return { width, height };\r\n}\r\n\r\n/** Describes a VertexTable.\r\n * @internal\r\n */\r\nexport interface VertexTableProps {\r\n /** The rectangular array of vertex data, of size width*height*numRgbaPerVertex bytes. */\r\n readonly data: Uint8Array;\r\n /** If true, positions are not quantized but instead stored as 32-bit floats.\r\n * [[qparams]] will still be defined; it can be used to derive the range of positions in the table.\r\n */\r\n readonly usesUnquantizedPositions?: boolean;\r\n /** Quantization parameters for the vertex positions encoded into the array, the positions are quantized;\r\n * and for deriving the range of positions in the table, whether quantized or not.\r\n */\r\n readonly qparams: QParams3d;\r\n /** The number of 4-byte 'RGBA' values in each row of the array. Must be divisible by numRgbaPerVertex. */\r\n readonly width: number;\r\n /** The number of rows in the array. */\r\n readonly height: number;\r\n /** Whether or not the vertex colors contain translucent colors. */\r\n readonly hasTranslucency: boolean;\r\n /** If no color table exists, the color to use for all vertices. */\r\n readonly uniformColor?: ColorDef;\r\n /** Describes the number of features (none, one, or multiple) contained. */\r\n readonly featureIndexType: FeatureIndexType;\r\n /** If featureIndexType is 'Uniform', the feature ID associated with all vertices. */\r\n readonly uniformFeatureID?: number;\r\n /** The number of vertices in the table. Must be less than (width*height)/numRgbaPerVertex. */\r\n readonly numVertices: number;\r\n /** The number of 4-byte 'RGBA' values associated with each vertex. */\r\n readonly numRgbaPerVertex: number;\r\n /** If vertex data include texture UV coordinates, the quantization params for those coordinates. */\r\n readonly uvParams?: QParams2d;\r\n}\r\n\r\n/**\r\n * Represents vertex data (position, color, normal, UV params, etc) in a rectangular array.\r\n * Each vertex is described by one or more contiguous 4-byte ('RGBA') values.\r\n * This allows vertex data to be uploaded to the GPU as a texture and vertex data to be sampled\r\n * from that texture using a single vertex ID representing an index into the array.\r\n * Vertex color is identified by a 16-bit index into a color table appended to the vertex data.\r\n * @internal\r\n */\r\nexport class VertexTable implements VertexTableProps {\r\n /** The rectangular array of vertex data, of size width*height*numRgbaPerVertex bytes. */\r\n public readonly data: Uint8Array;\r\n /** If true, positions are not quantized but instead stored as 32-bit floats.\r\n * [[qparams]] will still be defined; it can be used to derive the range of positions in the table.\r\n */\r\n public readonly usesUnquantizedPositions?: boolean;\r\n /** Quantization parameters for the vertex positions encoded into the array, the positions are quantized;\r\n * and for deriving the range of positions in the table, whether quantized or not.\r\n */\r\n public readonly qparams: QParams3d;\r\n /** The number of 4-byte 'RGBA' values in each row of the array. Must be divisible by numRgbaPerVertex. */\r\n public readonly width: number;\r\n /** The number of rows in the array. */\r\n public readonly height: number;\r\n /** Whether or not the vertex colors contain translucent colors. */\r\n public readonly hasTranslucency: boolean;\r\n /** If no color table exists, the color to use for all vertices. */\r\n public readonly uniformColor?: ColorDef;\r\n /** Describes the number of features (none, one, or multiple) contained. */\r\n public readonly featureIndexType: FeatureIndexType;\r\n /** If featureIndexType is 'Uniform', the feature ID associated with all vertices. */\r\n public readonly uniformFeatureID?: number;\r\n /** The number of vertices in the table. Must be less than (width*height)/numRgbaPerVertex. */\r\n public readonly numVertices: number;\r\n /** The number of 4-byte 'RGBA' values associated with each vertex. */\r\n public readonly numRgbaPerVertex: number;\r\n /** If vertex data include texture UV coordinates, the quantization params for those coordinates. */\r\n public readonly uvParams?: QParams2d;\r\n\r\n /** Construct a VertexTable. The VertexTable takes ownership of all input data - it must not be later modified by the caller. */\r\n public constructor(props: VertexTableProps) {\r\n this.data = props.data;\r\n this.qparams = props.qparams;\r\n this.usesUnquantizedPositions = !!props.usesUnquantizedPositions;\r\n this.width = props.width;\r\n this.height = props.height;\r\n this.hasTranslucency = true === props.hasTranslucency;\r\n this.uniformColor = props.uniformColor;\r\n this.featureIndexType = props.featureIndexType;\r\n this.uniformFeatureID = props.uniformFeatureID;\r\n this.numVertices = props.numVertices;\r\n this.numRgbaPerVertex = props.numRgbaPerVertex;\r\n this.uvParams = props.uvParams;\r\n }\r\n\r\n public static buildFrom(builder: VertexTableBuilder, colorIndex: ColorIndex, featureIndex: FeatureIndex): VertexTable {\r\n const { numVertices, numRgbaPerVertex } = builder;\r\n const numColors = colorIndex.isUniform ? 0 : colorIndex.numColors;\r\n const dimensions = computeDimensions(numVertices, numRgbaPerVertex, numColors);\r\n assert(0 === dimensions.width % numRgbaPerVertex || (0 < numColors && 1 === dimensions.height));\r\n\r\n const data = new Uint8Array(dimensions.width * dimensions.height * 4);\r\n\r\n builder.data = data;\r\n for (let i = 0; i < numVertices; i++)\r\n builder.appendVertex(i);\r\n\r\n builder.appendColorTable(colorIndex);\r\n\r\n builder.data = undefined;\r\n\r\n return new VertexTable({\r\n data,\r\n qparams: builder.qparams,\r\n usesUnquantizedPositions: builder.usesUnquantizedPositions,\r\n width: dimensions.width,\r\n height: dimensions.height,\r\n hasTranslucency: colorIndex.hasAlpha,\r\n uniformColor: colorIndex.uniform,\r\n numVertices,\r\n numRgbaPerVertex,\r\n uvParams: builder.uvParams,\r\n featureIndexType: featureIndex.type,\r\n uniformFeatureID: featureIndex.type === FeatureIndexType.Uniform ? featureIndex.featureID : undefined,\r\n });\r\n }\r\n\r\n public static createForPolylines(args: PolylineArgs): VertexTable | undefined {\r\n const polylines = args.polylines;\r\n if (0 < polylines.length)\r\n return this.buildFrom(createPolylineBuilder(args), args.colors, args.features);\r\n else\r\n return undefined;\r\n }\r\n}\r\n\r\n/**\r\n * Describes mesh geometry to be submitted to the rendering system.\r\n * A mesh consists of a surface and its edges, which may include any combination of silhouettes, polylines, and single segments.\r\n * The surface and edges all refer to the same vertex table.\r\n */\r\nexport class MeshParams {\r\n public readonly vertices: VertexTable;\r\n public readonly surface: SurfaceParams;\r\n public readonly edges?: EdgeParams;\r\n public readonly isPlanar: boolean;\r\n public readonly auxChannels?: AuxChannelTable;\r\n\r\n /** Directly construct a MeshParams. The MeshParams takes ownership of all input data. */\r\n public constructor(vertices: VertexTable, surface: SurfaceParams, edges?: EdgeParams, isPlanar?: boolean, auxChannels?: AuxChannelTable) {\r\n this.vertices = vertices;\r\n this.surface = surface;\r\n this.edges = edges;\r\n this.isPlanar = !!isPlanar;\r\n this.auxChannels = auxChannels;\r\n }\r\n\r\n /** Construct from a MeshArgs. */\r\n public static create(args: MeshArgs): MeshParams {\r\n const builder = createMeshBuilder(args);\r\n const vertices = VertexTable.buildFrom(builder, args.colors, args.features);\r\n\r\n const surfaceIndices = VertexIndices.fromArray(args.vertIndices);\r\n\r\n const surface: SurfaceParams = {\r\n type: builder.type,\r\n indices: surfaceIndices,\r\n fillFlags: args.fillFlags,\r\n hasBakedLighting: true === args.hasBakedLighting,\r\n hasFixedNormals: true === args.hasFixedNormals,\r\n textureMapping: undefined !== args.textureMapping ? { texture: args.textureMapping.texture, alwaysDisplayed: false } : undefined,\r\n material: createSurfaceMaterial(args.material),\r\n };\r\n\r\n const channels = undefined !== args.auxChannels ? AuxChannelTable.fromChannels(args.auxChannels, vertices.numVertices) : undefined;\r\n const edges = EdgeParams.fromMeshArgs(args);\r\n return new MeshParams(vertices, surface, edges, args.isPlanar, channels);\r\n }\r\n}\r\n\r\n/** Builds a VertexTable from some data type supplying the vertex data. */\r\nexport abstract class VertexTableBuilder {\r\n public data?: Uint8Array;\r\n private _curIndex: number = 0;\r\n\r\n public abstract get numVertices(): number;\r\n public abstract get numRgbaPerVertex(): number;\r\n public abstract get qparams(): QParams3d;\r\n public abstract get usesUnquantizedPositions(): boolean;\r\n public get uvParams(): QParams2d | undefined { return undefined; }\r\n public abstract appendVertex(vertIndex: number): void;\r\n\r\n public appendColorTable(colorIndex: ColorIndex) {\r\n if (undefined !== colorIndex.nonUniform) {\r\n for (const color of colorIndex.nonUniform.colors) {\r\n this.appendColor(color);\r\n }\r\n }\r\n }\r\n\r\n protected advance(nBytes: number) {\r\n this._curIndex += nBytes;\r\n assert(this._curIndex <= this.data!.length);\r\n }\r\n\r\n protected append8(val: number) {\r\n assert(0 <= val);\r\n assert(val <= 0xff);\r\n assert(val === Math.floor(val));\r\n\r\n this.data![this._curIndex] = val;\r\n this.advance(1);\r\n }\r\n protected append16(val: number) {\r\n this.append8(val & 0x00ff);\r\n this.append8(val >>> 8);\r\n }\r\n protected append32(val: number) {\r\n this.append16(val & 0x0000ffff);\r\n this.append16(val >>> 16);\r\n }\r\n\r\n private appendColor(tbgr: number) {\r\n const colors = ColorDef.getColors(tbgr);\r\n\r\n // invert transparency => alpha\r\n colors.t = 255 - colors.t;\r\n\r\n // premultiply alpha...\r\n switch (colors.t) {\r\n case 0:\r\n colors.r = colors.g = colors.b = 0;\r\n break;\r\n case 255:\r\n break;\r\n default: {\r\n const f = colors.t / 255.0;\r\n colors.r = Math.floor(colors.r * f + 0.5);\r\n colors.g = Math.floor(colors.g * f + 0.5);\r\n colors.b = Math.floor(colors.b * f + 0.5);\r\n break;\r\n }\r\n }\r\n\r\n // Store 32-bit value in little-endian order (red first)\r\n this.append8(colors.r);\r\n this.append8(colors.g);\r\n this.append8(colors.b);\r\n this.append8(colors.t);\r\n }\r\n}\r\n\r\ntype VertexData = PolylineArgs | MeshArgs;\r\ntype Quantized<T extends VertexData> = Omit<T, \"points\"> & { points: QPoint3dList };\r\ntype Unquantized<T extends VertexData> = Omit<T, \"points\"> & { points: Omit<Point3dList, \"add\"> };\r\n\r\nnamespace Quantized { // eslint-disable-line @typescript-eslint/no-redeclare\r\n /**\r\n * Supplies vertex data from a PolylineArgs or MeshArgs. Each vertex consists of 12 bytes:\r\n * pos.x 00\r\n * pos.y 02\r\n * pos.z 04\r\n * colorIndex 06\r\n * featureIndex 08 (24 bits)\r\n * materialIndex 0B (for meshes that use a material atlas; otherwise unused). NOTE: Currently front-end code does not produce material atlases.\r\n */\r\n export class SimpleBuilder<T extends Quantized<VertexData>> extends VertexTableBuilder {\r\n public args: T;\r\n protected _qpoints: QPoint3dList;\r\n\r\n public constructor(args: T) {\r\n super();\r\n this._qpoints = args.points;\r\n this.args = args;\r\n assert(undefined !== this.args.points);\r\n }\r\n\r\n public get numVertices() { return this.args.points.length; }\r\n public get numRgbaPerVertex() { return 3; }\r\n public get usesUnquantizedPositions() { return false; }\r\n public get qparams() {\r\n return this._qpoints.params;\r\n }\r\n\r\n public appendVertex(vertIndex: number): void {\r\n this.appendPosition(vertIndex);\r\n this.appendColorIndex(vertIndex);\r\n this.appendFeatureIndex(vertIndex);\r\n }\r\n\r\n protected appendPosition(vertIndex: number) {\r\n this.append16(this._qpoints.list[vertIndex].x);\r\n this.append16(this._qpoints.list[vertIndex].y);\r\n this.append16(this._qpoints.list[vertIndex].z);\r\n }\r\n\r\n protected appendColorIndex(vertIndex: number) {\r\n if (undefined !== this.args.colors.nonUniform) {\r\n this.append16(this.args.colors.nonUniform.indices[vertIndex]);\r\n } else {\r\n this.advance(2);\r\n }\r\n }\r\n\r\n protected appendFeatureIndex(vertIndex: number) {\r\n if (undefined !== this.args.features.featureIDs) {\r\n this.append32(this.args.features.featureIDs[vertIndex]);\r\n } else {\r\n this.advance(4);\r\n }\r\n }\r\n }\r\n\r\n /** Supplies vertex data from a MeshArgs. */\r\n export class MeshBuilder extends SimpleBuilder<Quantized<MeshArgs>> {\r\n public readonly type: SurfaceType;\r\n\r\n protected constructor(args: Quantized<MeshArgs>, type: SurfaceType) {\r\n super(args);\r\n this.type = type;\r\n }\r\n\r\n public static create(args: Quantized<MeshArgs>): MeshBuilder {\r\n if (args.isVolumeClassifier)\r\n return new MeshBuilder(args, SurfaceType.VolumeClassifier);\r\n\r\n const isLit = undefined !== args.normals && 0 < args.normals.length;\r\n const isTextured = undefined !== args.textureMapping;\r\n\r\n let uvParams: QParams2d | undefined;\r\n\r\n if (args.textureMapping) {\r\n const uvRange = Range2d.createNull();\r\n const fpts = args.textureMapping.uvParams;\r\n const pt2d = new Point2d();\r\n if (undefined !== fpts && fpts.length > 0)\r\n for (let i = 0; i < args.points.length; i++)\r\n uvRange.extendPoint(Point2d.create(fpts[i].x, fpts[i].y, pt2d));\r\n\r\n uvParams = QParams2d.fromRange(uvRange);\r\n }\r\n\r\n if (isLit)\r\n return isTextured ? new TexturedLitMeshBuilder(args, uvParams!) : new LitMeshBuilder(args);\r\n else\r\n return isTextured ? new TexturedMeshBuilder(args, uvParams!) : new MeshBuilder(args, SurfaceType.Unlit);\r\n }\r\n }\r\n\r\n /** Supplies vertex data from a MeshArgs where each vertex consists of 16 bytes.\r\n * In addition to the SimpleBuilder data, the final 4 bytes hold the quantized UV params\r\n * The color index is left uninitialized as it is unused.\r\n */\r\n class TexturedMeshBuilder extends MeshBuilder {\r\n private _qparams: QParams2d;\r\n private _qpoint = new QPoint2d();\r\n\r\n public constructor(args: Quantized<MeshArgs>, qparams: QParams2d, type: SurfaceType = SurfaceType.Textured) {\r\n super(args, type);\r\n this._qparams = qparams;\r\n assert(undefined !== args.textureMapping);\r\n }\r\n\r\n public override get numRgbaPerVertex() { return 4; }\r\n public override get uvParams() { return this._qparams; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n this.appendPosition(vertIndex);\r\n this.appendNormal(vertIndex);\r\n this.appendFeatureIndex(vertIndex);\r\n this.appendUVParams(vertIndex);\r\n }\r\n\r\n protected appendNormal(_vertIndex: number): void { this.advance(2); } // no normal for unlit meshes\r\n\r\n protected appendUVParams(vertIndex: number) {\r\n this._qpoint.init(this.args.textureMapping!.uvParams[vertIndex], this._qparams);\r\n this.append16(this._qpoint.x);\r\n this.append16(this._qpoint.y);\r\n }\r\n }\r\n\r\n /** As with TexturedMeshBuilder, but the color index is replaced with the oct-encoded normal value. */\r\n class TexturedLitMeshBuilder extends TexturedMeshBuilder {\r\n public constructor(args: Quantized<MeshArgs>, qparams: QParams2d) {\r\n super(args, qparams, SurfaceType.TexturedLit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n protected override appendNormal(vertIndex: number) { this.append16(this.args.normals![vertIndex].value); }\r\n }\r\n\r\n /** 16 bytes. The last 2 bytes are unused; the 2 immediately preceding it hold the oct-encoded normal value. */\r\n class LitMeshBuilder extends MeshBuilder {\r\n public constructor(args: Quantized<MeshArgs>) {\r\n super(args, SurfaceType.Lit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n public override get numRgbaPerVertex() { return 4; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n super.appendVertex(vertIndex);\r\n this.append16(this.args.normals![vertIndex].value);\r\n this.advance(2); // 2 unused bytes\r\n }\r\n }\r\n}\r\n\r\n/** Builders in this namespace store vertex positions as 32-bit floats instead of quantizing to 16-bit unsigned integers.\r\n * This is preferred for decoration graphics, which might contain ranges of positions that exceed the limits for quantization; if quantized,\r\n * they could produce visual artifacts.\r\n * Each builder produces a VertexTable that starts with the following layout:\r\n * pos.x: 00\r\n * pos.y: 04\r\n * pos.z: 08\r\n * featureIndex: 0C\r\n * materialIndex:0F (NOTE: frontend code currently doesn't produce material atlases, so this is always zero).\r\n * Followed (by default) by:\r\n * colorIndex: 10\r\n * unused: 12\r\n * Subclasses may add 4 more bytes and/or overwrite the final 4 bytes above.\r\n */\r\nnamespace Unquantized { // eslint-disable-line @typescript-eslint/no-redeclare\r\n const u32Array = new Uint32Array(1);\r\n const f32Array = new Float32Array(u32Array.buffer);\r\n\r\n // colorIndex: 10\r\n // unused: 12\r\n export class SimpleBuilder<T extends Unquantized<VertexData>> extends VertexTableBuilder {\r\n public args: T;\r\n protected _points: Point3d[];\r\n private _qparams3d: QParams3d;\r\n\r\n public constructor(args: T) {\r\n super();\r\n assert(!(args.points instanceof QPoint3dList));\r\n this._qparams3d = QParams3d.fromRange(args.points.range);\r\n this.args = args;\r\n this._points = args.points;\r\n }\r\n\r\n public get numVertices() { return this._points.length; }\r\n public get numRgbaPerVertex() { return 5; }\r\n public get usesUnquantizedPositions() { return true; }\r\n public get qparams() { return this._qparams3d; }\r\n\r\n public appendVertex(vertIndex: number): void {\r\n this.appendPosition(vertIndex);\r\n this.appendFeatureIndex(vertIndex);\r\n this.appendColorIndex(vertIndex);\r\n }\r\n\r\n private appendFloat32(val: number) {\r\n f32Array[0] = val;\r\n this.append32(u32Array[0]);\r\n }\r\n\r\n protected appendPosition(vertIndex: number) {\r\n const pt = this._points[vertIndex];\r\n this.appendFloat32(pt.x);\r\n this.appendFloat32(pt.y);\r\n this.appendFloat32(pt.z);\r\n }\r\n\r\n protected appendFeatureIndex(vertIndex: number) {\r\n if (this.args.features.featureIDs)\r\n this.append32(this.args.features.featureIDs[vertIndex]);\r\n else\r\n this.advance(4);\r\n }\r\n\r\n protected _appendColorIndex(vertIndex: number) {\r\n if (undefined !== this.args.colors.nonUniform)\r\n this.append16(this.args.colors.nonUniform.indices[vertIndex]);\r\n else\r\n this.advance(2);\r\n }\r\n\r\n protected appendColorIndex(vertIndex: number) {\r\n this._appendColorIndex(vertIndex);\r\n this.advance(2);\r\n }\r\n }\r\n\r\n export class MeshBuilder extends SimpleBuilder<Unquantized<MeshArgs>> {\r\n public readonly type: SurfaceType;\r\n\r\n protected constructor(args: Unquantized<MeshArgs>, type: SurfaceType) {\r\n super(args);\r\n this.type = type;\r\n }\r\n\r\n public static create(args: Unquantized<MeshArgs>): MeshBuilder {\r\n if (args.isVolumeClassifier)\r\n return new MeshBuilder(args, SurfaceType.VolumeClassifier);\r\n\r\n const isLit = undefined !== args.normals && 0 < args.normals.length;\r\n const isTextured = undefined !== args.textureMapping;\r\n\r\n let uvParams: QParams2d | undefined;\r\n\r\n if (args.textureMapping) {\r\n const uvRange = Range2d.createNull();\r\n const fpts = args.textureMapping.uvParams;\r\n const pt2d = new Point2d();\r\n if (undefined !== fpts && fpts.length > 0)\r\n for (let i = 0; i < args.points.length; i++)\r\n uvRange.extendPoint(Point2d.create(fpts[i].x, fpts[i].y, pt2d));\r\n\r\n uvParams = QParams2d.fromRange(uvRange);\r\n }\r\n\r\n if (isLit)\r\n return isTextured ? new TexturedLitMeshBuilder(args, uvParams!) : new LitMeshBuilder(args);\r\n else\r\n return isTextured ? new TexturedMeshBuilder(args, uvParams!) : new MeshBuilder(args, SurfaceType.Unlit);\r\n }\r\n }\r\n\r\n // u: 10\r\n // v: 12\r\n class TexturedMeshBuilder extends MeshBuilder {\r\n private _qparams: QParams2d;\r\n private _qpoint = new QPoint2d();\r\n\r\n public constructor(args: Unquantized<MeshArgs>, qparams: QParams2d, type = SurfaceType.Textured) {\r\n super(args, type);\r\n this._qparams = qparams;\r\n assert(undefined !== args.textureMapping);\r\n }\r\n\r\n public override get uvParams() { return this._qparams; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n super.appendVertex(vertIndex);\r\n\r\n this._qpoint.init(this.args.textureMapping!.uvParams[vertIndex], this._qparams);\r\n this.append16(this._qpoint.x);\r\n this.append16(this._qpoint.y);\r\n }\r\n\r\n protected override appendColorIndex() { }\r\n }\r\n\r\n // u: 10\r\n // v: 12\r\n // normal: 14\r\n // unused: 16\r\n class TexturedLitMeshBuilder extends TexturedMeshBuilder {\r\n public constructor(args: Unquantized<MeshArgs>, qparams: QParams2d) {\r\n super(args, qparams, SurfaceType.TexturedLit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n public override get numRgbaPerVertex() { return 6; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n super.appendVertex(vertIndex);\r\n this.append16(this.args.normals![vertIndex].value);\r\n this.advance(2);\r\n }\r\n }\r\n\r\n // color: 10\r\n // normal: 12\r\n class LitMeshBuilder extends MeshBuilder {\r\n public constructor(args: Unquantized<MeshArgs>) {\r\n super(args, SurfaceType.Lit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n protected override appendColorIndex(vertIndex: number) {\r\n super._appendColorIndex(vertIndex);\r\n }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n super.appendVertex(vertIndex);\r\n this.append16(this.args.normals![vertIndex].value);\r\n }\r\n }\r\n}\r\n\r\nfunction createMeshBuilder(args: MeshArgs): VertexTableBuilder & { type: SurfaceType } {\r\n if (args.points instanceof QPoint3dList)\r\n return Quantized.MeshBuilder.create(args as Quantized<MeshArgs>); // wtf compiler?\r\n else\r\n return Unquantized.MeshBuilder.create(args as Unquantized<MeshArgs>); // seriously wtf?\r\n}\r\n\r\nfunction createPolylineBuilder(args: PolylineArgs): VertexTableBuilder {\r\n if (args.points instanceof QPoint3dList)\r\n return new Quantized.SimpleBuilder(args as Quantized<PolylineArgs>); // wtf compiler?\r\n else\r\n return new Unquantized.SimpleBuilder(args as Unquantized<PolylineArgs>); // seriously wtf?\r\n}\r\n"]}
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@@ -10,6 +10,7 @@ Object.defineProperty(exports, "__esModule", { value: true });
10
10
  exports.GeometryAccumulator = void 0;
11
11
  const core_bentley_1 = require("@itwin/core-bentley");
12
12
  const core_geometry_1 = require("@itwin/core-geometry");
13
+ const core_common_1 = require("@itwin/core-common");
13
14
  const GraphicBranch_1 = require("../../GraphicBranch");
14
15
  const MeshBuilderMap_1 = require("../mesh/MeshBuilderMap");
15
16
  const MeshPrimitives_1 = require("../mesh/MeshPrimitives");
@@ -132,27 +133,38 @@ class GeometryAccumulator {
132
133
  const meshes = this.toMeshes(options, tolerance, pickableId);
133
134
  if (0 === meshes.length)
134
135
  return undefined;
135
- const args = new MeshPrimitives_1.MeshGraphicArgs();
136
- // All of the meshes are quantized to the same range.
137
- // If that range is small relative to the distance from the origin, quantization errors can produce display artifacts.
138
- // Remove the translation from the quantization parameters and apply it in the transform instead.
136
+ // If the meshes contain quantized positions, they are all quantized to the same range. If that range is small relative to the distance
137
+ // from the origin, quantization errors can produce display artifacts. Remove the translation from the quantization parameters and apply
138
+ // it in the transform instead.
139
+ //
140
+ // If the positions are not quantized, they have already been transformed to be relative to the center of the meshes' range.
141
+ // Apply the inverse translation to put them back into model space.
139
142
  const branch = new GraphicBranch_1.GraphicBranch(true);
140
- const qorigin = new core_geometry_1.Point3d();
143
+ let transformOrigin;
141
144
  for (const mesh of meshes) {
142
145
  const verts = mesh.points;
143
146
  if (branch.isEmpty) {
144
- qorigin.setFrom(verts.params.origin);
147
+ (0, core_bentley_1.assert)(transformOrigin === undefined);
148
+ if (verts instanceof core_common_1.QPoint3dList) {
149
+ transformOrigin = verts.params.origin.clone();
150
+ verts.params.origin.setZero();
151
+ }
152
+ else {
153
+ transformOrigin = verts.range.center;
154
+ }
145
155
  }
146
156
  else {
147
- (0, core_bentley_1.assert)(verts.params.origin.isAlmostEqual(qorigin));
157
+ (0, core_bentley_1.assert)(undefined !== transformOrigin);
158
+ (0, core_bentley_1.assert)((verts instanceof core_common_1.QPoint3dList && transformOrigin.isAlmostEqual(verts.params.origin))
159
+ || (!(verts instanceof core_common_1.QPoint3dList) && transformOrigin.isAlmostEqual(verts.range.center)));
148
160
  }
149
- verts.params.origin.setZero();
150
- const graphic = mesh.getGraphics(args, this.system, this._viewIndependentOrigin);
161
+ const graphic = mesh.getGraphics(this.system, this._viewIndependentOrigin);
151
162
  if (undefined !== graphic)
152
163
  branch.add(graphic);
153
164
  }
154
165
  if (!branch.isEmpty) {
155
- const transform = core_geometry_1.Transform.createTranslationXYZ(qorigin.x, qorigin.y, qorigin.z);
166
+ (0, core_bentley_1.assert)(undefined !== transformOrigin);
167
+ const transform = core_geometry_1.Transform.createTranslation(transformOrigin);
156
168
  graphics.push(this.system.createBranch(branch, transform));
157
169
  }
158
170
  return meshes;
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module 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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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, QPoint3dList } 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 { 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 // If the meshes contain quantized positions, they are all quantized to the same range. If that range is small relative to the distance\r\n // from the origin, quantization errors can produce display artifacts. Remove the translation from the quantization parameters and apply\r\n // it in the transform instead.\r\n //\r\n // If the positions are not quantized, they have already been transformed to be relative to the center of the meshes' range.\r\n // Apply the inverse translation to put them back into model space.\r\n const branch = new GraphicBranch(true);\r\n let transformOrigin: Point3d | undefined;\r\n\r\n for (const mesh of meshes) {\r\n const verts = mesh.points;\r\n if (branch.isEmpty) {\r\n assert(transformOrigin === undefined);\r\n if (verts instanceof QPoint3dList) {\r\n transformOrigin = verts.params.origin.clone();\r\n verts.params.origin.setZero();\r\n } else {\r\n transformOrigin = verts.range.center;\r\n }\r\n } else {\r\n assert(undefined !== transformOrigin);\r\n assert((verts instanceof QPoint3dList && transformOrigin.isAlmostEqual(verts.params.origin))\r\n || (!(verts instanceof QPoint3dList) && transformOrigin.isAlmostEqual(verts.range.center)));\r\n }\r\n\r\n const graphic = mesh.getGraphics(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 assert(undefined !== transformOrigin);\r\n const transform = Transform.createTranslation(transformOrigin);\r\n graphics.push(this.system.createBranch(branch, transform));\r\n }\r\n\r\n return meshes;\r\n }\r\n}\r\n"]}
@@ -2,7 +2,7 @@
2
2
  * @module Rendering
3
3
  */
4
4
  import { IndexedPolyface, Point3d, Polyface, PolyfaceVisitor, Range3d } from "@itwin/core-geometry";
5
- import { QPoint3dList, TextureMapping } from "@itwin/core-common";
5
+ import { TextureMapping } from "@itwin/core-common";
6
6
  import { DisplayParams } from "../DisplayParams";
7
7
  import { Triangle, TriangleSet } from "../Primitives";
8
8
  import { StrokesPrimitivePointLists } from "../Strokes";
@@ -13,7 +13,7 @@ declare type VertexKeyPropsWithIndex = VertexKeyProps & {
13
13
  };
14
14
  /** @internal */
15
15
  export declare class MeshBuilder {
16
- private _vertexMap?;
16
+ readonly vertexMap: VertexMap;
17
17
  private _triangleSet?;
18
18
  private _currentPolyface?;
19
19
  readonly mesh: Mesh;
@@ -22,8 +22,6 @@ export declare class MeshBuilder {
22
22
  readonly tileRange: Range3d;
23
23
  get currentPolyface(): MeshBuilderPolyface | undefined;
24
24
  set displayParams(params: DisplayParams);
25
- /** create reference for vertexMap on demand */
26
- get vertexMap(): VertexMap;
27
25
  /** create reference for triangleSet on demand */
28
26
  get triangleSet(): TriangleSet;
29
27
  private constructor();
@@ -50,9 +48,9 @@ export declare class MeshBuilder {
50
48
  createTriangleVertices(triangleIndex: number, visitor: PolyfaceVisitor, options: MeshBuilder.PolyfaceVisitorOptions): VertexKeyPropsWithIndex[] | undefined;
51
49
  createTriangle(triangleIndex: number, visitor: PolyfaceVisitor, options: MeshBuilder.PolyfaceVisitorOptions): Triangle | undefined;
52
50
  /** removed Feature for now */
53
- addPolyline(pts: QPoint3dList | Point3d[], fillColor: number): void;
51
+ addPolyline(points: Point3d[], fillColor: number): void;
54
52
  /** removed Feature for now */
55
- addPointString(pts: Point3d[], fillColor: number): void;
53
+ addPointString(points: Point3d[], fillColor: number): void;
56
54
  beginPolyface(polyface: Polyface, options: MeshEdgeCreationOptions): void;
57
55
  endPolyface(): void;
58
56
  addVertex(vertex: VertexKeyProps, addToMeshOnInsert?: boolean): number;
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"MeshBuilder.d.ts","sourceRoot":"","sources":["../../../../../src/render/primitives/mesh/MeshBuilder.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAS,eAAe,EAAW,OAAO,EAAE,QAAQ,EAAE,eAAe,EAAE,OAAO,EAAY,MAAM,sBAAsB,CAAC;AAC9H,OAAO,EAA2F,cAAc,EAAE,MAAM,oBAAoB,CAAC;AAC7I,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AACjD,OAAO,EAAE,QAAQ,EAAe,WAAW,EAAE,MAAM,eAAe,CAAC;AACnE,OAAO,EAAE,0BAA0B,EAAE,MAAM,YAAY,CAAC;AACxD,OAAO,EAAa,cAAc,EAAE,SAAS,EAAE,MAAM,cAAc,CAAC;AACpE,OAAO,EAAE,IAAI,EAAE,MAAM,kBAAkB,CAAC;AAGxC,aAAK,uBAAuB,GAAG,cAAc,GAAG;IAAE,WAAW,EAAE,MAAM,CAAA;CAAE,CAAC;AAExE,gBAAgB;AAChB,qBAAa,WAAW;IACtB,SAAgB,SAAS,EAAE,SAAS,CAAC;IACrC,OAAO,CAAC,YAAY,CAAC,CAAc;IACnC,OAAO,CAAC,gBAAgB,CAAC,CAAsB;IAC/C,SAAgB,IAAI,EAAE,IAAI,CAAC;IAC3B,SAAgB,SAAS,EAAE,MAAM,CAAC;IAClC,SAAgB,aAAa,EAAE,MAAM,CAAC;IACtC,SAAgB,SAAS,EAAE,OAAO,CAAC;IACnC,IAAW,eAAe,IAAI,mBAAmB,GAAG,SAAS,CAAkC;IAC/F,IAAW,aAAa,CAAC,MAAM,EAAE,aAAa,EAAuC;IAErF,iDAAiD;IACjD,IAAW,WAAW,IAAI,WAAW,CAGpC;IAED,OAAO;IAkBP,+BAA+B;WACjB,MAAM,CAAC,KAAK,EAAE,WAAW,CAAC,KAAK,GAAG,WAAW;IAM3D;;;;;OAKG;IACI,mBAAmB,CAAC,OAAO,EAAE,0BAA0B,EAAE,UAAU,EAAE,OAAO,EAAE,SAAS,EAAE,MAAM,GAAG,IAAI;IAS7G;;;;OAIG;IACI,eAAe,CAAC,QAAQ,EAAE,eAAe,EAAE,KAAK,EAAE,WAAW,CAAC,eAAe,GAAG,IAAI;IAW3F;;;OAGG;IACI,sBAAsB,CAAC,OAAO,EAAE,eAAe,EAAE,OAAO,EAAE,WAAW,CAAC,eAAe,GAAG,IAAI;IAyB5F,sBAAsB,CAAC,aAAa,EAAE,MAAM,EAAE,OAAO,EAAE,eAAe,EAAE,OAAO,EAAE,WAAW,CAAC,sBAAsB,GAAG,uBAAuB,EAAE,GAAG,SAAS;IAmC3J,cAAc,CAAC,aAAa,EAAE,MAAM,EAAE,OAAO,EAAE,eAAe,EAAE,OAAO,EAAE,WAAW,CAAC,sBAAsB,GAAG,QAAQ,GAAG,SAAS;IAuCzI,8BAA8B;IACvB,WAAW,CAAC,MAAM,EAAE,OAAO,EAAE,EAAE,SAAS,EAAE,MAAM,GAAG,IAAI;IAU9D,8BAA8B;IACvB,cAAc,CAAC,MAAM,EAAE,OAAO,EAAE,EAAE,SAAS,EAAE,MAAM,GAAG,IAAI;IAU1D,aAAa,CAAC,QAAQ,EAAE,QAAQ,EAAE,OAAO,EAAE,uBAAuB,GAAG,IAAI;IAOzE,WAAW,IAAI,IAAI;IASnB,SAAS,CAAC,MAAM,EAAE,cAAc,EAAE,iBAAiB,UAAO,GAAG,MAAM;IAMnE,WAAW,CAAC,QAAQ,EAAE,QAAQ,GAAG,IAAI;CAO7C;AAED,gBAAgB;AAChB,yBAAiB,WAAW,CAAC;IAC3B,UAAiB,KAAM,SAAQ,IAAI,CAAC,KAAK;QACvC,SAAS,EAAE,MAAM,CAAC;QAClB,aAAa,EAAE,MAAM,CAAC;KACvB;IACD,UAAiB,eAAe;QAC9B,aAAa,EAAE,OAAO,CAAC;QACvB,SAAS,EAAE,MAAM,CAAC;QAClB,aAAa,CAAC,EAAE,cAAc,CAAC;QAC/B,WAAW,EAAE,uBAAuB,CAAC;KACtC;IAED,UAAiB,sBAAuB,SAAQ,eAAe;QAC7D,aAAa,EAAE,MAAM,CAAC;QACtB,SAAS,EAAE,OAAO,CAAC;KACpB;CACF;AAED,gBAAgB;AAChB,qBAAa,uBAAuB;IAClC,SAAgB,IAAI,EAAE,uBAAuB,CAAC,IAAI,CAAC;IACnD,SAAgB,cAAc,SAAiC;IAC/D,IAAW,gBAAgB,IAAI,OAAO,CAAgE;IACtG,IAAW,eAAe,IAAI,OAAO,CAA+D;IACpG,IAAW,mBAAmB,IAAI,OAAO,CAAyE;IAClH,sEAAsE;IACtE,IAAW,gBAAgB,IAAI,OAAO,CAA0E;gBACpG,IAAI,+BAAuC;CACxD;AAED,gBAAgB;AAChB,yBAAiB,uBAAuB,CAAC;IACvC,KAAY,IAAI;QACd,OAAO,IAAS;QAChB,WAAW,IAAc;QACzB,WAAW,IAAc;QACzB,YAAY,IAAc;QAC1B,YAAY,IAAc;QAC1B,QAAQ,IAA4B;KACrC;CACF;AAED,gBAAgB;AAChB,qBAAa,mBAAmB;IAC9B,SAAgB,QAAQ,EAAE,QAAQ,CAAC;IACnC,SAAgB,WAAW,EAAE,uBAAuB,CAAC;IACrD,SAAgB,cAAc,EAAE,GAAG,CAAC,MAAM,EAAE,MAAM,CAAC,CAA6B;IAChF,SAAgB,iBAAiB,EAAE,MAAM,CAAC;gBAC9B,QAAQ,EAAE,QAAQ,EAAE,WAAW,EAAE,uBAAuB,EAAE,iBAAiB,EAAE,MAAM;CAKhG"}
@@ -21,15 +21,19 @@ class MeshBuilder {
21
21
  this.tolerance = tolerance;
22
22
  this.areaTolerance = areaTolerance;
23
23
  this.tileRange = tileRange;
24
+ let vertexTolerance;
25
+ if (mesh.points instanceof core_common_1.QPoint3dList) {
26
+ const p0 = mesh.points.params.unquantize(0, 0, 0);
27
+ const p1 = mesh.points.params.unquantize(1, 1, 1);
28
+ vertexTolerance = p1.minus(p0, p0);
29
+ }
30
+ else {
31
+ vertexTolerance = { x: tolerance, y: tolerance, z: tolerance };
32
+ }
33
+ this.vertexMap = new VertexKey_1.VertexMap(vertexTolerance);
24
34
  }
25
35
  get currentPolyface() { return this._currentPolyface; }
26
36
  set displayParams(params) { this.mesh.displayParams = params; }
27
- /** create reference for vertexMap on demand */
28
- get vertexMap() {
29
- if (undefined === this._vertexMap)
30
- this._vertexMap = new VertexKey_1.VertexMap();
31
- return this._vertexMap;
32
- }
33
37
  /** create reference for triangleSet on demand */
34
38
  get triangleSet() {
35
39
  if (undefined === this._triangleSet)
@@ -95,7 +99,6 @@ class MeshBuilder {
95
99
  createTriangleVertices(triangleIndex, visitor, options) {
96
100
  const { point, requireNormals } = visitor;
97
101
  const { fillColor, haveParam } = options;
98
- const qPointParams = this.mesh.points.params;
99
102
  // If we do not have UVParams stored on the IndexedPolyface, compute them now
100
103
  let params;
101
104
  if (haveParam && options.mappedTexture) {
@@ -109,7 +112,7 @@ class MeshBuilder {
109
112
  const vertices = [];
110
113
  for (let i = 0; i < 3; ++i) {
111
114
  const vertexIndex = 0 === i ? 0 : triangleIndex + i;
112
- const position = core_common_1.QPoint3d.create(point.getPoint3dAtUncheckedPointIndex(vertexIndex), qPointParams);
115
+ const position = point.getPoint3dAtUncheckedPointIndex(vertexIndex);
113
116
  const normal = requireNormals ? core_common_1.OctEncodedNormal.fromVector(visitor.getNormal(vertexIndex)) : undefined;
114
117
  const uvParam = params ? params[vertexIndex] : undefined;
115
118
  vertices[i] = { position, fillColor, normal, uvParam, sourceIndex: vertexIndex };
@@ -117,7 +120,9 @@ class MeshBuilder {
117
120
  // Previously we would add all 3 vertices to our map, then detect degenerate triangles in AddTriangle().
118
121
  // This led to unused vertex data, and caused mismatch in # of vertices when recreating the MeshBuilder from the data in the tile cache.
119
122
  // Detect beforehand instead.
120
- if (vertices[0].position.equals(vertices[1].position) || vertices[0].position.equals(vertices[2].position) || vertices[1].position.equals(vertices[2].position))
123
+ if (this.vertexMap.arePositionsAlmostEqual(vertices[0], vertices[1])
124
+ || this.vertexMap.arePositionsAlmostEqual(vertices[0], vertices[2])
125
+ || this.vertexMap.arePositionsAlmostEqual(vertices[1], vertices[2]))
121
126
  return undefined;
122
127
  return vertices;
123
128
  }
@@ -149,19 +154,17 @@ class MeshBuilder {
149
154
  return triangle;
150
155
  }
151
156
  /** removed Feature for now */
152
- addPolyline(pts, fillColor) {
157
+ addPolyline(points, fillColor) {
153
158
  const { mesh } = this;
154
159
  const poly = new core_common_1.MeshPolyline();
155
- const points = pts instanceof core_common_1.QPoint3dList ? pts : core_common_1.QPoint3dList.createFrom(pts, mesh.points.params);
156
160
  for (const position of points)
157
161
  poly.addIndex(this.addVertex({ position, fillColor }));
158
162
  mesh.addPolyline(poly);
159
163
  }
160
164
  /** removed Feature for now */
161
- addPointString(pts, fillColor) {
165
+ addPointString(points, fillColor) {
162
166
  const { mesh } = this;
163
167
  const poly = new core_common_1.MeshPolyline();
164
- const points = core_common_1.QPoint3dList.createFrom(pts, mesh.points.params);
165
168
  for (const position of points)
166
169
  poly.addIndex(this.addVertex({ position, fillColor }));
167
170
  mesh.addPolyline(poly);