@itwin/core-frontend 3.2.0-dev.69 → 3.2.0-dev.71
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/lib/cjs/render/GraphicBuilder.d.ts +25 -2
- package/lib/cjs/render/GraphicBuilder.d.ts.map +1 -1
- package/lib/cjs/render/GraphicBuilder.js +24 -0
- package/lib/cjs/render/GraphicBuilder.js.map +1 -1
- package/lib/cjs/render/RenderSystem.d.ts +3 -3
- package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
- package/lib/cjs/render/RenderSystem.js +3 -3
- package/lib/cjs/render/RenderSystem.js.map +1 -1
- package/lib/cjs/render/primitives/VertexKey.d.ts +4 -2
- package/lib/cjs/render/primitives/VertexKey.d.ts.map +1 -1
- package/lib/cjs/render/primitives/VertexKey.js +23 -12
- package/lib/cjs/render/primitives/VertexKey.js.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryAccumulator.d.ts +12 -4
- package/lib/cjs/render/primitives/geometry/GeometryAccumulator.d.ts.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js +13 -12
- package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryListBuilder.d.ts +2 -1
- package/lib/cjs/render/primitives/geometry/GeometryListBuilder.d.ts.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js +6 -1
- package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryPrimitives.d.ts +14 -12
- package/lib/cjs/render/primitives/geometry/GeometryPrimitives.d.ts.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryPrimitives.js +26 -25
- package/lib/cjs/render/primitives/geometry/GeometryPrimitives.js.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshBuilder.d.ts +8 -8
- package/lib/cjs/render/primitives/mesh/MeshBuilder.d.ts.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshBuilder.js +15 -15
- package/lib/cjs/render/primitives/mesh/MeshBuilder.js.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshBuilderMap.d.ts +11 -6
- package/lib/cjs/render/primitives/mesh/MeshBuilderMap.d.ts.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js +12 -15
- package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts +1 -1
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.js +6 -2
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +1 -1
- package/lib/cjs/render/webgl/RealityMesh.d.ts +10 -9
- package/lib/cjs/render/webgl/RealityMesh.d.ts.map +1 -1
- package/lib/cjs/render/webgl/RealityMesh.js +20 -18
- package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
- package/lib/cjs/render/webgl/System.d.ts +3 -3
- package/lib/cjs/render/webgl/System.d.ts.map +1 -1
- package/lib/cjs/render/webgl/System.js +6 -6
- package/lib/cjs/render/webgl/System.js.map +1 -1
- package/lib/cjs/tile/GltfReader.d.ts +1 -4
- package/lib/cjs/tile/GltfReader.d.ts.map +1 -1
- package/lib/cjs/tile/GltfReader.js +1 -1
- package/lib/cjs/tile/GltfReader.js.map +1 -1
- package/lib/cjs/tile/internal.d.ts +0 -2
- package/lib/cjs/tile/internal.d.ts.map +1 -1
- package/lib/cjs/tile/internal.js +0 -2
- package/lib/cjs/tile/internal.js.map +1 -1
- package/lib/cjs/tile/map/ArcGisUtilities.d.ts +2 -1
- package/lib/cjs/tile/map/ArcGisUtilities.d.ts.map +1 -1
- package/lib/cjs/tile/map/ArcGisUtilities.js +31 -20
- package/lib/cjs/tile/map/ArcGisUtilities.js.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts +2 -1
- package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +50 -27
- package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
- package/lib/cjs/tile/map/MapLayerAuthentication.d.ts +20 -9
- package/lib/cjs/tile/map/MapLayerAuthentication.d.ts.map +1 -1
- package/lib/cjs/tile/map/MapLayerAuthentication.js +0 -8
- package/lib/cjs/tile/map/MapLayerAuthentication.js.map +1 -1
- package/lib/cjs/tile/map/MapLayerFormatRegistry.d.ts +19 -5
- package/lib/cjs/tile/map/MapLayerFormatRegistry.d.ts.map +1 -1
- package/lib/cjs/tile/map/MapLayerFormatRegistry.js +28 -7
- package/lib/cjs/tile/map/MapLayerFormatRegistry.js.map +1 -1
- package/lib/cjs/tile/map/MapLayerImageryFormats.d.ts.map +1 -1
- package/lib/cjs/tile/map/MapLayerImageryFormats.js +1 -3
- package/lib/cjs/tile/map/MapLayerImageryFormats.js.map +1 -1
- package/lib/cjs/tile/map/MapLayerSources.d.ts +1 -1
- package/lib/cjs/tile/map/MapLayerSources.d.ts.map +1 -1
- package/lib/cjs/tile/map/MapLayerSources.js +1 -1
- package/lib/cjs/tile/map/MapLayerSources.js.map +1 -1
- package/lib/cjs/tile/map/MapTile.js +2 -2
- package/lib/cjs/tile/map/MapTile.js.map +1 -1
- package/lib/cjs/tile/map/MapTileLoader.js +1 -1
- package/lib/cjs/tile/map/MapTileLoader.js.map +1 -1
- package/lib/cjs/tools/ToolAdmin.d.ts.map +1 -1
- package/lib/cjs/tools/ToolAdmin.js +5 -1
- package/lib/cjs/tools/ToolAdmin.js.map +1 -1
- package/lib/esm/render/GraphicBuilder.d.ts +25 -2
- package/lib/esm/render/GraphicBuilder.d.ts.map +1 -1
- package/lib/esm/render/GraphicBuilder.js +25 -1
- package/lib/esm/render/GraphicBuilder.js.map +1 -1
- package/lib/esm/render/RenderSystem.d.ts +3 -3
- package/lib/esm/render/RenderSystem.d.ts.map +1 -1
- package/lib/esm/render/RenderSystem.js +3 -3
- package/lib/esm/render/RenderSystem.js.map +1 -1
- package/lib/esm/render/primitives/VertexKey.d.ts +4 -2
- package/lib/esm/render/primitives/VertexKey.d.ts.map +1 -1
- package/lib/esm/render/primitives/VertexKey.js +24 -13
- package/lib/esm/render/primitives/VertexKey.js.map +1 -1
- package/lib/esm/render/primitives/geometry/GeometryAccumulator.d.ts +12 -4
- package/lib/esm/render/primitives/geometry/GeometryAccumulator.d.ts.map +1 -1
- package/lib/esm/render/primitives/geometry/GeometryAccumulator.js +13 -12
- package/lib/esm/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
- package/lib/esm/render/primitives/geometry/GeometryListBuilder.d.ts +2 -1
- package/lib/esm/render/primitives/geometry/GeometryListBuilder.d.ts.map +1 -1
- package/lib/esm/render/primitives/geometry/GeometryListBuilder.js +7 -2
- package/lib/esm/render/primitives/geometry/GeometryListBuilder.js.map +1 -1
- package/lib/esm/render/primitives/geometry/GeometryPrimitives.d.ts +14 -12
- package/lib/esm/render/primitives/geometry/GeometryPrimitives.d.ts.map +1 -1
- package/lib/esm/render/primitives/geometry/GeometryPrimitives.js +26 -25
- package/lib/esm/render/primitives/geometry/GeometryPrimitives.js.map +1 -1
- package/lib/esm/render/primitives/mesh/MeshBuilder.d.ts +8 -8
- package/lib/esm/render/primitives/mesh/MeshBuilder.d.ts.map +1 -1
- package/lib/esm/render/primitives/mesh/MeshBuilder.js +15 -15
- package/lib/esm/render/primitives/mesh/MeshBuilder.js.map +1 -1
- package/lib/esm/render/primitives/mesh/MeshBuilderMap.d.ts +11 -6
- package/lib/esm/render/primitives/mesh/MeshBuilderMap.d.ts.map +1 -1
- package/lib/esm/render/primitives/mesh/MeshBuilderMap.js +13 -16
- package/lib/esm/render/primitives/mesh/MeshBuilderMap.js.map +1 -1
- package/lib/esm/render/primitives/mesh/MeshPrimitives.d.ts +1 -1
- package/lib/esm/render/primitives/mesh/MeshPrimitives.d.ts.map +1 -1
- package/lib/esm/render/primitives/mesh/MeshPrimitives.js +6 -2
- package/lib/esm/render/primitives/mesh/MeshPrimitives.js.map +1 -1
- package/lib/esm/render/webgl/RealityMesh.d.ts +10 -9
- package/lib/esm/render/webgl/RealityMesh.d.ts.map +1 -1
- package/lib/esm/render/webgl/RealityMesh.js +20 -18
- package/lib/esm/render/webgl/RealityMesh.js.map +1 -1
- package/lib/esm/render/webgl/System.d.ts +3 -3
- package/lib/esm/render/webgl/System.d.ts.map +1 -1
- package/lib/esm/render/webgl/System.js +6 -6
- package/lib/esm/render/webgl/System.js.map +1 -1
- package/lib/esm/tile/GltfReader.d.ts +1 -4
- package/lib/esm/tile/GltfReader.d.ts.map +1 -1
- package/lib/esm/tile/GltfReader.js +1 -1
- package/lib/esm/tile/GltfReader.js.map +1 -1
- package/lib/esm/tile/internal.d.ts +0 -2
- package/lib/esm/tile/internal.d.ts.map +1 -1
- package/lib/esm/tile/internal.js +0 -2
- package/lib/esm/tile/internal.js.map +1 -1
- package/lib/esm/tile/map/ArcGisUtilities.d.ts +2 -1
- package/lib/esm/tile/map/ArcGisUtilities.d.ts.map +1 -1
- package/lib/esm/tile/map/ArcGisUtilities.js +32 -21
- package/lib/esm/tile/map/ArcGisUtilities.js.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts +2 -1
- package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +51 -28
- package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
- package/lib/esm/tile/map/MapLayerAuthentication.d.ts +20 -9
- package/lib/esm/tile/map/MapLayerAuthentication.d.ts.map +1 -1
- package/lib/esm/tile/map/MapLayerAuthentication.js +1 -7
- package/lib/esm/tile/map/MapLayerAuthentication.js.map +1 -1
- package/lib/esm/tile/map/MapLayerFormatRegistry.d.ts +19 -5
- package/lib/esm/tile/map/MapLayerFormatRegistry.d.ts.map +1 -1
- package/lib/esm/tile/map/MapLayerFormatRegistry.js +28 -7
- package/lib/esm/tile/map/MapLayerFormatRegistry.js.map +1 -1
- package/lib/esm/tile/map/MapLayerImageryFormats.d.ts.map +1 -1
- package/lib/esm/tile/map/MapLayerImageryFormats.js +2 -4
- package/lib/esm/tile/map/MapLayerImageryFormats.js.map +1 -1
- package/lib/esm/tile/map/MapLayerSources.d.ts +1 -1
- package/lib/esm/tile/map/MapLayerSources.d.ts.map +1 -1
- package/lib/esm/tile/map/MapLayerSources.js +1 -1
- package/lib/esm/tile/map/MapLayerSources.js.map +1 -1
- package/lib/esm/tile/map/MapTile.js +2 -2
- package/lib/esm/tile/map/MapTile.js.map +1 -1
- package/lib/esm/tile/map/MapTileLoader.js +1 -1
- package/lib/esm/tile/map/MapTileLoader.js.map +1 -1
- package/lib/esm/tools/ToolAdmin.d.ts.map +1 -1
- package/lib/esm/tools/ToolAdmin.js +5 -1
- package/lib/esm/tools/ToolAdmin.js.map +1 -1
- package/package.json +20 -20
- package/lib/cjs/tile/map/ArcGisTokenGenerator.d.ts +0 -35
- package/lib/cjs/tile/map/ArcGisTokenGenerator.d.ts.map +0 -1
- package/lib/cjs/tile/map/ArcGisTokenGenerator.js +0 -116
- package/lib/cjs/tile/map/ArcGisTokenGenerator.js.map +0 -1
- package/lib/cjs/tile/map/ArcGisTokenManager.d.ts +0 -13
- package/lib/cjs/tile/map/ArcGisTokenManager.d.ts.map +0 -1
- package/lib/cjs/tile/map/ArcGisTokenManager.js +0 -39
- package/lib/cjs/tile/map/ArcGisTokenManager.js.map +0 -1
- package/lib/esm/tile/map/ArcGisTokenGenerator.d.ts +0 -35
- package/lib/esm/tile/map/ArcGisTokenGenerator.d.ts.map +0 -1
- package/lib/esm/tile/map/ArcGisTokenGenerator.js +0 -112
- package/lib/esm/tile/map/ArcGisTokenGenerator.js.map +0 -1
- package/lib/esm/tile/map/ArcGisTokenManager.d.ts +0 -13
- package/lib/esm/tile/map/ArcGisTokenManager.d.ts.map +0 -1
- package/lib/esm/tile/map/ArcGisTokenManager.js +0 -35
- package/lib/esm/tile/map/ArcGisTokenManager.js.map +0 -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 { 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/** A Point3d[] with an [[add]] method used to enable compatibility with the [[MeshPointList]] union type.\r\n * It is provided a range to contain all of the points. Each point added to the list is transformed to be relative to\r\n * the center of that range.\r\n * In the finished graphic, a transform is applied to transform back from the range's center.\r\n * @internal\r\n */\r\nexport interface Point3dList extends Array<Point3d> {\r\n /** Identical to `push`, except it returns `void` instead of `number`; compatible with [QPoint3dList.add]($common). */\r\n add(point: Point3d): void;\r\n /** The range containing all of the points to be contained in the list, computed in advance. */\r\n range: Range3d;\r\n}\r\n\r\n/** The list of points associated with a [[Mesh]].\r\n * @see [[Mesh.Props.quantizePositions]] to specify whether points should be quantized or not.\r\n * @internal\r\n */\r\nexport type MeshPointList = Point3dList | QPoint3dList;\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 interface PolylineArgs {\r\n colors: ColorIndex;\r\n features: FeatureIndex;\r\n width: number;\r\n linePixels: LinePixels;\r\n flags: PolylineFlags;\r\n points: QPoint3dList | Omit<Point3dList, \"add\">;\r\n polylines: PolylineData[];\r\n}\r\n\r\n/** @internal */\r\nexport namespace PolylineArgs {\r\n export function fromMesh(mesh: Mesh): PolylineArgs | undefined {\r\n if (!mesh.polylines || mesh.polylines.length === 0)\r\n return undefined;\r\n\r\n const polylines = [];\r\n for (const polyline of mesh.polylines) {\r\n const polylineData = new PolylineData();\r\n if (polylineData.init(polyline))\r\n polylines.push(polylineData);\r\n }\r\n\r\n if (polylines.length === 0)\r\n return undefined;\r\n\r\n const flags = new PolylineFlags(mesh.is2d, mesh.isPlanar);\r\n flags.isDisjoint = mesh.type === Mesh.PrimitiveType.Point;\r\n if (mesh.displayParams.regionEdgeType === DisplayParams.RegionEdgeType.Outline) {\r\n // This polyline is behaving as the edges of a region surface.\r\n if (!mesh.displayParams.gradient || mesh.displayParams.gradient.isOutlined)\r\n flags.setIsNormalEdge();\r\n else\r\n flags.setIsOutlineEdge(); // edges only displayed if fill undisplayed\r\n }\r\n\r\n const colors = new ColorIndex();\r\n mesh.colorMap.toColorIndex(colors, mesh.colors);\r\n\r\n const features = new FeatureIndex();\r\n mesh.toFeatureIndex(features);\r\n\r\n return {\r\n width: mesh.displayParams.width,\r\n linePixels: mesh.displayParams.linePixels,\r\n flags,\r\n polylines,\r\n points: mesh.points,\r\n colors,\r\n features,\r\n };\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 interface MeshArgs {\r\n edges?: MeshArgsEdges;\r\n vertIndices: number[];\r\n points: QPoint3dList | Omit<Point3dList, \"add\">;\r\n normals?: OctEncodedNormal[];\r\n colors: ColorIndex;\r\n features: FeatureIndex;\r\n fillFlags: FillFlags;\r\n isPlanar?: boolean;\r\n is2d?: boolean;\r\n hasBakedLighting?: boolean;\r\n isVolumeClassifier?: boolean;\r\n hasFixedNormals?: boolean;\r\n auxChannels?: ReadonlyArray<AuxChannel>;\r\n material?: RenderMaterial;\r\n textureMapping?: {\r\n texture: RenderTexture;\r\n uvParams: Point2d[];\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport namespace MeshArgs {\r\n export function fromMesh(mesh: Mesh): MeshArgs | undefined {\r\n if (!mesh.triangles || mesh.triangles.isEmpty || mesh.points.length === 0)\r\n return undefined;\r\n\r\n const texture = mesh.displayParams.textureMapping?.texture;\r\n const textureMapping = texture && mesh.uvParams.length > 0 ? { texture, uvParams: mesh.uvParams } : undefined;\r\n\r\n const colors = new ColorIndex();\r\n mesh.colorMap.toColorIndex(colors, mesh.colors);\r\n\r\n const features = new FeatureIndex();\r\n mesh.toFeatureIndex(features);\r\n\r\n let edges;\r\n if (mesh.edges) {\r\n edges = new MeshArgsEdges();\r\n edges.width = mesh.displayParams.width;\r\n edges.linePixels = mesh.displayParams.linePixels;\r\n edges.edges.init(mesh.edges);\r\n edges.silhouettes.init(mesh.edges);\r\n\r\n const polylines = [];\r\n for (const meshPolyline of mesh.edges.polylines) {\r\n const polyline = new PolylineData();\r\n if (polyline.init(meshPolyline))\r\n polylines.push(polyline);\r\n }\r\n\r\n edges.polylines.init(polylines);\r\n }\r\n\r\n return {\r\n vertIndices: mesh.triangles.indices,\r\n points: mesh.points,\r\n normals: !mesh.displayParams.ignoreLighting && mesh.normals.length > 0 ? mesh.normals : undefined,\r\n textureMapping,\r\n colors,\r\n features,\r\n material: mesh.displayParams.material,\r\n fillFlags: mesh.displayParams.fillFlags,\r\n isPlanar: mesh.isPlanar,\r\n is2d: mesh.is2d,\r\n hasBakedLighting: true === mesh.hasBakedLighting,\r\n hasFixedNormals: false,\r\n isVolumeClassifier: true === mesh.isVolumeClassifier,\r\n edges,\r\n auxChannels: mesh.auxChannels,\r\n };\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class Mesh {\r\n private readonly _data: TriangleList | MeshPolylineList;\r\n public readonly points: MeshPointList;\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 if (props.quantizePositions) {\r\n this.points = new QPoint3dList(QParams3d.fromRange(range));\r\n } else {\r\n const points = [] as unknown as Point3dList;\r\n points.range = range;\r\n const center = range.center;\r\n points.add = (pt: Point3d) => {\r\n // assert(range.containsPoint(pt)); rounding error triggers this sometimes...\r\n points.push(pt.minus(center));\r\n };\r\n this.points = points;\r\n }\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 toMeshArgs(): MeshArgs | undefined {\r\n return MeshArgs.fromMesh(this);\r\n }\r\n\r\n public toPolylineArgs(): PolylineArgs | undefined {\r\n return PolylineArgs.fromMesh(this);\r\n }\r\n\r\n public getGraphics(system: RenderSystem, instancesOrViewIndependentOrigin?: InstancedGraphicParams | Point3d): RenderGraphic | undefined {\r\n const meshArgs = this.toMeshArgs();\r\n if (meshArgs)\r\n return system.createTriMesh(meshArgs, instancesOrViewIndependentOrigin);\r\n\r\n const plArgs = this.toPolylineArgs();\r\n return plArgs ? system.createIndexedPolylines(plArgs, instancesOrViewIndependentOrigin) : 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.add(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 quantizePositions: boolean;\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/** A Point3d[] with an [[add]] method used to enable compatibility with the [[MeshPointList]] union type.\r\n * It is provided a range to contain all of the points. Each point added to the list is transformed to be relative to\r\n * the center of that range.\r\n * In the finished graphic, a transform is applied to transform back from the range's center.\r\n * @internal\r\n */\r\nexport interface Point3dList extends Array<Point3d> {\r\n /** Identical to `push`, except it returns `void` instead of `number`; compatible with [QPoint3dList.add]($common). */\r\n add(point: Point3d): void;\r\n /** The range containing all of the points to be contained in the list, computed in advance. */\r\n range: Range3d;\r\n}\r\n\r\n/** The list of points associated with a [[Mesh]].\r\n * @see [[Mesh.Props.quantizePositions]] to specify whether points should be quantized or not.\r\n * @internal\r\n */\r\nexport type MeshPointList = Point3dList | QPoint3dList;\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 interface PolylineArgs {\r\n colors: ColorIndex;\r\n features: FeatureIndex;\r\n width: number;\r\n linePixels: LinePixels;\r\n flags: PolylineFlags;\r\n points: QPoint3dList | Omit<Point3dList, \"add\">;\r\n polylines: PolylineData[];\r\n}\r\n\r\n/** @internal */\r\nexport namespace PolylineArgs {\r\n export function fromMesh(mesh: Mesh): PolylineArgs | undefined {\r\n if (!mesh.polylines || mesh.polylines.length === 0)\r\n return undefined;\r\n\r\n const polylines = [];\r\n for (const polyline of mesh.polylines) {\r\n const polylineData = new PolylineData();\r\n if (polylineData.init(polyline))\r\n polylines.push(polylineData);\r\n }\r\n\r\n if (polylines.length === 0)\r\n return undefined;\r\n\r\n const flags = new PolylineFlags(mesh.is2d, mesh.isPlanar);\r\n flags.isDisjoint = mesh.type === Mesh.PrimitiveType.Point;\r\n if (mesh.displayParams.regionEdgeType === DisplayParams.RegionEdgeType.Outline) {\r\n // This polyline is behaving as the edges of a region surface.\r\n if (!mesh.displayParams.gradient || mesh.displayParams.gradient.isOutlined)\r\n flags.setIsNormalEdge();\r\n else\r\n flags.setIsOutlineEdge(); // edges only displayed if fill undisplayed\r\n }\r\n\r\n const colors = new ColorIndex();\r\n mesh.colorMap.toColorIndex(colors, mesh.colors);\r\n\r\n const features = new FeatureIndex();\r\n mesh.toFeatureIndex(features);\r\n\r\n return {\r\n width: mesh.displayParams.width,\r\n linePixels: mesh.displayParams.linePixels,\r\n flags,\r\n polylines,\r\n points: mesh.points,\r\n colors,\r\n features,\r\n };\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 interface MeshArgs {\r\n edges?: MeshArgsEdges;\r\n vertIndices: number[];\r\n points: QPoint3dList | Omit<Point3dList, \"add\">;\r\n normals?: OctEncodedNormal[];\r\n colors: ColorIndex;\r\n features: FeatureIndex;\r\n fillFlags: FillFlags;\r\n isPlanar?: boolean;\r\n is2d?: boolean;\r\n hasBakedLighting?: boolean;\r\n isVolumeClassifier?: boolean;\r\n hasFixedNormals?: boolean;\r\n auxChannels?: ReadonlyArray<AuxChannel>;\r\n material?: RenderMaterial;\r\n textureMapping?: {\r\n texture: RenderTexture;\r\n uvParams: Point2d[];\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport namespace MeshArgs {\r\n export function fromMesh(mesh: Mesh): MeshArgs | undefined {\r\n if (!mesh.triangles || mesh.triangles.isEmpty || mesh.points.length === 0)\r\n return undefined;\r\n\r\n const texture = mesh.displayParams.textureMapping?.texture;\r\n const textureMapping = texture && mesh.uvParams.length > 0 ? { texture, uvParams: mesh.uvParams } : undefined;\r\n\r\n const colors = new ColorIndex();\r\n mesh.colorMap.toColorIndex(colors, mesh.colors);\r\n\r\n const features = new FeatureIndex();\r\n mesh.toFeatureIndex(features);\r\n\r\n let edges;\r\n if (mesh.edges) {\r\n edges = new MeshArgsEdges();\r\n edges.width = mesh.displayParams.width;\r\n edges.linePixels = mesh.displayParams.linePixels;\r\n edges.edges.init(mesh.edges);\r\n edges.silhouettes.init(mesh.edges);\r\n\r\n const polylines = [];\r\n for (const meshPolyline of mesh.edges.polylines) {\r\n const polyline = new PolylineData();\r\n if (polyline.init(meshPolyline))\r\n polylines.push(polyline);\r\n }\r\n\r\n edges.polylines.init(polylines);\r\n }\r\n\r\n return {\r\n vertIndices: mesh.triangles.indices,\r\n points: mesh.points,\r\n normals: !mesh.displayParams.ignoreLighting && mesh.normals.length > 0 ? mesh.normals : undefined,\r\n textureMapping,\r\n colors,\r\n features,\r\n material: mesh.displayParams.material,\r\n fillFlags: mesh.displayParams.fillFlags,\r\n isPlanar: mesh.isPlanar,\r\n is2d: mesh.is2d,\r\n hasBakedLighting: true === mesh.hasBakedLighting,\r\n hasFixedNormals: false,\r\n isVolumeClassifier: true === mesh.isVolumeClassifier,\r\n edges,\r\n auxChannels: mesh.auxChannels,\r\n };\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class Mesh {\r\n private readonly _data: TriangleList | MeshPolylineList;\r\n public readonly points: MeshPointList;\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 ? new Mesh.Features(features) : undefined;\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 if (props.quantizePositions) {\r\n this.points = new QPoint3dList(QParams3d.fromRange(range));\r\n } else {\r\n const points = [] as unknown as Point3dList;\r\n points.range = range;\r\n const center = range.center;\r\n points.add = (pt: Point3d) => {\r\n // assert(range.containsPoint(pt)); rounding error triggers this sometimes...\r\n points.push(pt.minus(center));\r\n };\r\n this.points = points;\r\n }\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 toMeshArgs(): MeshArgs | undefined {\r\n return MeshArgs.fromMesh(this);\r\n }\r\n\r\n public toPolylineArgs(): PolylineArgs | undefined {\r\n return PolylineArgs.fromMesh(this);\r\n }\r\n\r\n public getGraphics(system: RenderSystem, instancesOrViewIndependentOrigin?: InstancedGraphicParams | Point3d): RenderGraphic | undefined {\r\n const meshArgs = this.toMeshArgs();\r\n if (meshArgs)\r\n return system.createTriMesh(meshArgs, instancesOrViewIndependentOrigin);\r\n\r\n const plArgs = this.toPolylineArgs();\r\n return plArgs ? system.createIndexedPolylines(plArgs, instancesOrViewIndependentOrigin) : 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 { feature, position, normal, uvParam, fillColor } = props;\r\n\r\n this.points.add(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 if (feature) {\r\n assert(undefined !== this.features);\r\n this.features.add(feature, this.points.length);\r\n }\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?: FeatureTable;\r\n type: Mesh.PrimitiveType;\r\n range: Range3d;\r\n quantizePositions: boolean;\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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@@ -56,12 +56,6 @@ export declare class RealityMeshGeometryParams extends IndexedGeometryParams {
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}
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/** @internal */
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export declare class RealityMeshGeometry extends IndexedGeometry implements IDisposable, RenderMemory.Consumer {
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private _realityMeshParams;
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textureParams: RealityTextureParams | undefined;
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private readonly _transform;
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readonly baseColor: ColorDef | undefined;
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private _baseIsTransparent;
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private _isTerrain;
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readonly hasTextures: boolean;
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get asRealityMesh(): RealityMeshGeometry | undefined;
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get isDisposed(): boolean;
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@@ -70,12 +64,19 @@ export declare class RealityMeshGeometry extends IndexedGeometry implements IDis
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get supportsThematicDisplay(): boolean;
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get overrideColorMix(): number;
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get transform(): Transform | undefined;
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private _realityMeshParams;
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textureParams: RealityTextureParams | undefined;
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private readonly _transform;
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readonly baseColor: ColorDef | undefined;
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private _baseIsTransparent;
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private _isTerrain;
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private _disableTextureDisposal;
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private constructor();
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dispose(): void;
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static createFromTerrainMesh(terrainMesh: TerrainMeshPrimitive, transform: Transform | undefined): RealityMeshGeometry | undefined;
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static createFromRealityMesh(realityMesh: RealityMeshPrimitive): RealityMeshGeometry | undefined;
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static createFromTerrainMesh(terrainMesh: TerrainMeshPrimitive, transform: Transform | undefined, disableTextureDisposal?: boolean): RealityMeshGeometry | undefined;
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static createFromRealityMesh(realityMesh: RealityMeshPrimitive, disableTextureDisposal?: boolean): RealityMeshGeometry | undefined;
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getRange(): Range3d;
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static createGraphic(system: RenderSystem, params: RealityMeshGraphicParams): RenderGraphic | undefined;
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static createGraphic(system: RenderSystem, params: RealityMeshGraphicParams, disableTextureDisposal?: boolean): RenderGraphic | undefined;
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collectStatistics(stats: RenderMemory.Statistics): void;
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get techniqueId(): TechniqueId;
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getPass(target: Target): "none" | "opaque" | "translucent";
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@@ -1 +1 @@
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-
{"version":3,"file":"RealityMesh.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/RealityMesh.ts"],"names":[],"mappings":"AAKA;;GAEG;AAEH,OAAO,EAAiC,WAAW,EAAE,MAAM,qBAAqB,CAAC;AACjF,OAAO,EAAE,QAAQ,EAAgB,aAAa,EAAE,MAAM,oBAAoB,CAAC;AAC3E,OAAO,EAAE,QAAQ,EAAE,OAAO,EAAE,OAAO,EAAE,SAAS,EAAY,MAAM,sBAAsB,CAAC;AAEvF,OAAO,EAAE,wBAAwB,EAAE,oBAAoB,EAAE,MAAM,yCAAyC,CAAC;AACzG,OAAO,EAAE,oBAAoB,EAAE,MAAM,yCAAyC,CAAC;AAC/E,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AACjD,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAC/C,OAAO,EAAE,sBAAsB,EAAE,MAAM,2BAA2B,CAAC;AACnE,OAAO,EAAE,YAAY,EAAE,cAAc,EAAE,MAAM,iBAAiB,CAAC;AAC/D,OAAO,EAAE,YAAY,EAAoB,eAAe,EAAE,eAAe,EAAE,MAAM,oBAAoB,CAAC;AAEtG,OAAO,EAAE,eAAe,EAAE,qBAAqB,EAAE,MAAM,kBAAkB,CAAC;AAE1E,OAAO,EAAE,OAAO,EAAE,MAAM,UAAU,CAAC;AACnC,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAEtD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAM5C,cAAM,gBAAgB;IAEmC,UAAU,EAAE,wBAAwB;IAAS,eAAe,EAAE,OAAO;IADrH,UAAU,EAAE,gBAAgB,CAAC;gBACxB,UAAU,EAAE,sBAAsB,EAAS,UAAU,EAAE,wBAAwB,EAAS,eAAe,EAAE,OAAO;IAGrH,KAAK,CAAC,eAAe,EAAE,OAAO;CAGtC;AACD,aAAK,yBAAyB,GAAG,cAAc,GAAG,gBAAgB,CAAC;AAEnE,cAAM,mBAAoB,YAAW,WAAW;IAC3B,OAAO,EAAE,aAAa,GAAG,SAAS;IAAE,OAAO,CAAC,yBAAyB;gBAArE,OAAO,EAAE,aAAa,GAAG,SAAS,EAAU,yBAAyB,EAAE,gBAAgB,GAAG,OAAO;IACpH,IAAW,WAAW,YAAyE;IAExF,OAAO,IAAI,IAAI;IAef,mBAAmB,IAAI,QAAQ,GAAG,SAAS;IAG3C,gBAAgB,IAAI,OAAO,GAAG,SAAS;IAIvC,SAAS,CAAC,MAAM,EAAE,OAAO,GAAG,OAAO;CA8C3C;AAED,gBAAgB;AAChB,qBAAa,oBAAqB,YAAW,WAAW;IACnC,MAAM,EAAE,mBAAmB,EAAE;gBAA7B,MAAM,EAAE,mBAAmB,EAAE;WAClC,MAAM,CAAC,QAAQ,EAAE,yBAAyB,EAAE;IA6CnD,OAAO,IAAI,IAAI;CAGvB;AACD,gBAAgB;AAEhB,qBAAa,yBAA0B,SAAQ,qBAAqB;IAClE,SAAgB,QAAQ,EAAE,eAAe,CAAC;IAC1C,SAAgB,SAAS,CAAC,EAAE,MAAM,CAAC;IACnC,SAAgB,OAAO,CAAC,EAAE,YAAY,CAAC;IAEvC,SAAS,aAAa,SAAS,EAAE,eAAe,EAAE,OAAO,EAAE,YAAY,GAAG,SAAS,EAAE,QAAQ,EAAE,eAAe,EAAE,OAAO,EAAE,YAAY,EAAE,UAAU,EAAE,MAAM,EAAE,SAAS,CAAC,EAAE,MAAM;IAiB7K,OAAO,CAAC,MAAM,CAAC,iBAAiB;WAUlB,qBAAqB,CAAC,IAAI,EAAE,oBAAoB;IAO9D,IAAoB,UAAU,IAAI,OAAO,CAExC;IACD,IAAW,SAAS,IAAI,MAAM,CAAoJ;IAElK,OAAO;CAIxB;AAED,gBAAgB;AAChB,qBAAa,mBAAoB,SAAQ,eAAgB,YAAW,WAAW,EAAE,YAAY,CAAC,QAAQ;
|
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1
|
+
{"version":3,"file":"RealityMesh.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/RealityMesh.ts"],"names":[],"mappings":"AAKA;;GAEG;AAEH,OAAO,EAAiC,WAAW,EAAE,MAAM,qBAAqB,CAAC;AACjF,OAAO,EAAE,QAAQ,EAAgB,aAAa,EAAE,MAAM,oBAAoB,CAAC;AAC3E,OAAO,EAAE,QAAQ,EAAE,OAAO,EAAE,OAAO,EAAE,SAAS,EAAY,MAAM,sBAAsB,CAAC;AAEvF,OAAO,EAAE,wBAAwB,EAAE,oBAAoB,EAAE,MAAM,yCAAyC,CAAC;AACzG,OAAO,EAAE,oBAAoB,EAAE,MAAM,yCAAyC,CAAC;AAC/E,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AACjD,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAC/C,OAAO,EAAE,sBAAsB,EAAE,MAAM,2BAA2B,CAAC;AACnE,OAAO,EAAE,YAAY,EAAE,cAAc,EAAE,MAAM,iBAAiB,CAAC;AAC/D,OAAO,EAAE,YAAY,EAAoB,eAAe,EAAE,eAAe,EAAE,MAAM,oBAAoB,CAAC;AAEtG,OAAO,EAAE,eAAe,EAAE,qBAAqB,EAAE,MAAM,kBAAkB,CAAC;AAE1E,OAAO,EAAE,OAAO,EAAE,MAAM,UAAU,CAAC;AACnC,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAEtD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAM5C,cAAM,gBAAgB;IAEmC,UAAU,EAAE,wBAAwB;IAAS,eAAe,EAAE,OAAO;IADrH,UAAU,EAAE,gBAAgB,CAAC;gBACxB,UAAU,EAAE,sBAAsB,EAAS,UAAU,EAAE,wBAAwB,EAAS,eAAe,EAAE,OAAO;IAGrH,KAAK,CAAC,eAAe,EAAE,OAAO;CAGtC;AACD,aAAK,yBAAyB,GAAG,cAAc,GAAG,gBAAgB,CAAC;AAEnE,cAAM,mBAAoB,YAAW,WAAW;IAC3B,OAAO,EAAE,aAAa,GAAG,SAAS;IAAE,OAAO,CAAC,yBAAyB;gBAArE,OAAO,EAAE,aAAa,GAAG,SAAS,EAAU,yBAAyB,EAAE,gBAAgB,GAAG,OAAO;IACpH,IAAW,WAAW,YAAyE;IAExF,OAAO,IAAI,IAAI;IAef,mBAAmB,IAAI,QAAQ,GAAG,SAAS;IAG3C,gBAAgB,IAAI,OAAO,GAAG,SAAS;IAIvC,SAAS,CAAC,MAAM,EAAE,OAAO,GAAG,OAAO;CA8C3C;AAED,gBAAgB;AAChB,qBAAa,oBAAqB,YAAW,WAAW;IACnC,MAAM,EAAE,mBAAmB,EAAE;gBAA7B,MAAM,EAAE,mBAAmB,EAAE;WAClC,MAAM,CAAC,QAAQ,EAAE,yBAAyB,EAAE;IA6CnD,OAAO,IAAI,IAAI;CAGvB;AACD,gBAAgB;AAEhB,qBAAa,yBAA0B,SAAQ,qBAAqB;IAClE,SAAgB,QAAQ,EAAE,eAAe,CAAC;IAC1C,SAAgB,SAAS,CAAC,EAAE,MAAM,CAAC;IACnC,SAAgB,OAAO,CAAC,EAAE,YAAY,CAAC;IAEvC,SAAS,aAAa,SAAS,EAAE,eAAe,EAAE,OAAO,EAAE,YAAY,GAAG,SAAS,EAAE,QAAQ,EAAE,eAAe,EAAE,OAAO,EAAE,YAAY,EAAE,UAAU,EAAE,MAAM,EAAE,SAAS,CAAC,EAAE,MAAM;IAiB7K,OAAO,CAAC,MAAM,CAAC,iBAAiB;WAUlB,qBAAqB,CAAC,IAAI,EAAE,oBAAoB;IAO9D,IAAoB,UAAU,IAAI,OAAO,CAExC;IACD,IAAW,SAAS,IAAI,MAAM,CAAoJ;IAElK,OAAO;CAIxB;AAED,gBAAgB;AAChB,qBAAa,mBAAoB,SAAQ,eAAgB,YAAW,WAAW,EAAE,YAAY,CAAC,QAAQ;IACpG,SAAgB,WAAW,EAAE,OAAO,CAAC;IACrC,IAAoB,aAAa,IAAI,mBAAmB,GAAG,SAAS,CAAiB;IACrF,IAAoB,UAAU,IAAI,OAAO,CAA+C;IACxF,IAAW,SAAS,iBAAsD;IAC1E,IAAoB,WAAW,IAAI,OAAO,CAA4D;IACtG,IAAoB,uBAAuB,YAAmB;IAC9D,IAAW,gBAAgB,WAAiB;IAC5C,IAAW,SAAS,IAAI,SAAS,GAAG,SAAS,CAA4B;IAEzE,OAAO,CAAC,kBAAkB,CAA4B;IAC/C,aAAa,EAAE,oBAAoB,GAAG,SAAS,CAAC;IACvD,OAAO,CAAC,QAAQ,CAAC,UAAU,CAAwB;IACnD,SAAgB,SAAS,EAAE,QAAQ,GAAG,SAAS,CAAC;IAChD,OAAO,CAAC,kBAAkB,CAAU;IACpC,OAAO,CAAC,UAAU,CAAU;IAC5B,OAAO,CAAC,uBAAuB,CAAU;IAEzC,OAAO;IAoBS,OAAO;WAOT,qBAAqB,CAAC,WAAW,EAAE,oBAAoB,EAAE,SAAS,EAAE,SAAS,GAAG,SAAS,EAAE,sBAAsB,UAAQ;WAKzH,qBAAqB,CAAC,WAAW,EAAE,oBAAoB,EAAE,sBAAsB,UAAQ,GAAG,mBAAmB,GAAG,SAAS;IAShI,QAAQ,IAAI,OAAO;WAIZ,aAAa,CAAC,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,wBAAwB,EAAE,sBAAsB,UAAQ,GAAG,aAAa,GAAG,SAAS;IA4EvI,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAI9D,IAAW,WAAW,IAAI,WAAW,CAAoC;IAEzD,OAAO,CAAC,MAAM,EAAE,MAAM;IAStC,IAAW,WAAW,IAAI,WAAW,CAAqC;IAE1D,IAAI,IAAI,IAAI;CAK7B"}
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@@ -195,15 +195,16 @@ export class RealityMeshGeometryParams extends IndexedGeometryParams {
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195
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}
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/** @internal */
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export class RealityMeshGeometry extends IndexedGeometry {
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constructor(
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super(
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this._realityMeshParams =
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this.textureParams = textureParams;
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this._transform =
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this.baseColor = baseColor;
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this._baseIsTransparent =
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this._isTerrain =
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this.
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+
constructor(props) {
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super(props.realityMeshParams);
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this._realityMeshParams = props.realityMeshParams;
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this.textureParams = props.textureParams;
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this._transform = props.transform;
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this.baseColor = props.baseColor;
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this._baseIsTransparent = props.baseIsTransparent;
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this._isTerrain = props.isTerrain;
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this._disableTextureDisposal = props.disableTextureDisposal;
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this.hasTextures = undefined !== this.textureParams && this.textureParams.params.some((x) => undefined !== x.texture);
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208
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}
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209
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get asRealityMesh() { return this; }
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|
get isDisposed() { return this._realityMeshParams.isDisposed; }
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@@ -215,23 +216,24 @@ export class RealityMeshGeometry extends IndexedGeometry {
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dispose() {
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super.dispose();
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dispose(this._realityMeshParams);
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-
|
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if (true !== this._disableTextureDisposal)
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dispose(this.textureParams);
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}
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-
static createFromTerrainMesh(terrainMesh, transform) {
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+
static createFromTerrainMesh(terrainMesh, transform, disableTextureDisposal = false) {
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223
|
const params = RealityMeshGeometryParams.createFromRealityMesh(terrainMesh);
|
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-
return params ? new RealityMeshGeometry(params,
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return params ? new RealityMeshGeometry({ realityMeshParams: params, transform, baseIsTransparent: false, isTerrain: true, disableTextureDisposal }) : undefined;
|
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}
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-
static createFromRealityMesh(realityMesh) {
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226
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+
static createFromRealityMesh(realityMesh, disableTextureDisposal = false) {
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|
const params = RealityMeshGeometryParams.createFromRealityMesh(realityMesh);
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if (!params)
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return undefined;
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const texture = realityMesh.texture ? new TerrainTexture(realityMesh.texture, realityMesh.featureID, Vector2d.create(1.0, -1.0), Vector2d.create(0.0, 1.0), Range2d.createXYXY(0, 0, 1, 1), 0, 0) : undefined;
|
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|
-
return new RealityMeshGeometry(params, texture ? RealityTextureParams.create([texture]) : undefined,
|
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231
|
+
return new RealityMeshGeometry({ realityMeshParams: params, textureParams: texture ? RealityTextureParams.create([texture]) : undefined, baseIsTransparent: false, isTerrain: false, disableTextureDisposal });
|
|
230
232
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}
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|
getRange() {
|
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234
|
return Range3d.createXYZXYZ(this.qOrigin[0], this.qOrigin[1], this.qOrigin[2], this.qOrigin[0] + Quantization.rangeScale16 * this.qScale[0], this.qOrigin[1] + Quantization.rangeScale16 * this.qScale[1], this.qOrigin[2] + Quantization.rangeScale16 * this.qScale[2]);
|
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235
|
}
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234
|
-
static createGraphic(system, params) {
|
|
236
|
+
static createGraphic(system, params, disableTextureDisposal = false) {
|
|
235
237
|
var _a, _b;
|
|
236
238
|
const meshes = [];
|
|
237
239
|
const textures = (_a = params.textures) !== null && _a !== void 0 ? _a : [];
|
|
@@ -252,7 +254,7 @@ export class RealityMeshGeometry extends IndexedGeometry {
|
|
|
252
254
|
(_b = params.layerClassifiers) === null || _b === void 0 ? void 0 : _b.forEach((layerClassifier, layerIndex) => layers[layerIndex] = [new ProjectedTexture(layerClassifier, params, params.tileRectangle)]);
|
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253
255
|
if (layers.length < 2 && !(layerClassifiers === null || layerClassifiers === void 0 ? void 0 : layerClassifiers.size) && textures.length < texturesPerMesh) {
|
|
254
256
|
// If only there is not more than one layer then we can group all of the textures into a single draw call.
|
|
255
|
-
meshes.push(new RealityMeshGeometry(realityMesh._realityMeshParams, RealityTextureParams.create(textures), realityMesh._transform, baseColor, baseTransparent, realityMesh._isTerrain));
|
|
257
|
+
meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(textures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));
|
|
256
258
|
}
|
|
257
259
|
else {
|
|
258
260
|
let primaryLayer;
|
|
@@ -288,10 +290,10 @@ export class RealityMeshGeometry extends IndexedGeometry {
|
|
|
288
290
|
}
|
|
289
291
|
}
|
|
290
292
|
while (layerTextures.length > texturesPerMesh) {
|
|
291
|
-
meshes.push(new RealityMeshGeometry(realityMesh._realityMeshParams, RealityTextureParams.create(layerTextures.slice(0, texturesPerMesh)), realityMesh._transform, baseColor, baseTransparent, realityMesh._isTerrain));
|
|
293
|
+
meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(layerTextures.slice(0, texturesPerMesh)), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));
|
|
292
294
|
layerTextures = layerTextures.slice(texturesPerMesh);
|
|
293
295
|
}
|
|
294
|
-
meshes.push(new RealityMeshGeometry(realityMesh._realityMeshParams, RealityTextureParams.create(layerTextures), realityMesh._transform, baseColor, baseTransparent, realityMesh._isTerrain));
|
|
296
|
+
meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(layerTextures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));
|
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|
}
|
|
296
298
|
}
|
|
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|
if (meshes.length === 0)
|
|
@@ -1 +1 @@
|
|
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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\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose, disposeArray, IDisposable } from \"@itwin/core-bentley\";\r\nimport { ColorDef, Quantization, RenderTexture } from \"@itwin/core-common\";\r\nimport { Matrix4d, Range2d, Range3d, Transform, Vector2d } from \"@itwin/core-geometry\";\r\nimport { GraphicBranch } from \"../GraphicBranch\";\r\nimport { RealityMeshGraphicParams, RealityMeshPrimitive } from \"../primitives/mesh/RealityMeshPrimitive\";\r\nimport { TerrainMeshPrimitive } from \"../primitives/mesh/TerrainMeshPrimitive\";\r\nimport { RenderGraphic } from \"../RenderGraphic\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\r\nimport { RenderSystem, TerrainTexture } from \"../RenderSystem\";\r\nimport { BufferHandle, BufferParameters, QBufferHandle2d, QBufferHandle3d } from \"./AttributeBuffers\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { IndexedGeometry, IndexedGeometryParams } from \"./CachedGeometry\";\r\nimport { GL } from \"./GL\";\r\nimport { Matrix4 } from \"./Matrix\";\r\nimport { PlanarClassifier } from \"./PlanarClassifier\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { RenderOrder } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\n\r\nconst scratchOverlapRange = Range2d.createNull();\r\nconst scratchBytes = new Uint8Array(4);\r\nconst scratchBatchBaseId = new Uint32Array(scratchBytes.buffer);\r\nconst scratchRange2d = Range2d.createNull();\r\nclass ProjectedTexture {\r\n public classifier: PlanarClassifier;\r\n constructor(classifier: RenderPlanarClassifier, public meshParams: RealityMeshGraphicParams, public targetRectangle: Range2d) {\r\n this.classifier = classifier as PlanarClassifier;\r\n }\r\n public clone(targetRectangle: Range2d) {\r\n return new ProjectedTexture(this.classifier, this.meshParams, targetRectangle.clone());\r\n }\r\n}\r\ntype TerrainOrProjectedTexture = TerrainTexture | ProjectedTexture;\r\n\r\nclass RealityTextureParam implements IDisposable {\r\n constructor(public texture: RenderTexture | undefined, private _projectedTextureOrMatrix: ProjectedTexture | Matrix4) { }\r\n public get isProjected() { return this._projectedTextureOrMatrix instanceof ProjectedTexture; }\r\n\r\n public dispose(): void {\r\n this.texture = dispose(this.texture);\r\n }\r\n\r\n /* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\r\n method is to be used. A value of zero indicates a standard texture and one represents a classified texture.\r\n\r\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\r\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\r\n\r\n A \"classified\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\r\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\r\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\r\n followed by the model to texture projection.\r\n*/\r\n public getProjectionMatrix(): Matrix4d | undefined {\r\n return this._projectedTextureOrMatrix instanceof ProjectedTexture ? this._projectedTextureOrMatrix.classifier.projectionMatrix : undefined;\r\n }\r\n public getTerrainMatrix(): Matrix4 | undefined {\r\n return this._projectedTextureOrMatrix instanceof Matrix4 ? this._projectedTextureOrMatrix : undefined;\r\n }\r\n\r\n public getParams(result: Matrix4): Matrix4 {\r\n /** Entry 0 is 0 for */\r\n if (this._projectedTextureOrMatrix instanceof ProjectedTexture) {\r\n const projectedTexture = this._projectedTextureOrMatrix;\r\n\r\n result.data[0] = 1;\r\n result.data[1] = projectedTexture.classifier.textureImageCount;\r\n result.data[2] = projectedTexture.classifier.sourceTransparency === undefined ? 1.0 : (1.0 - projectedTexture.classifier.sourceTransparency);\r\n scratchBatchBaseId[0] = projectedTexture.classifier.baseBatchId;\r\n result.data[4] = scratchBytes[0];\r\n result.data[5] = scratchBytes[1];\r\n result.data[6] = scratchBytes[2];\r\n result.data[7] = scratchBytes[3];\r\n\r\n const points = [];\r\n const meshParams = projectedTexture.meshParams;\r\n // Calculate range in the tiles local coordinates.\r\n const low = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.low, scratchRange2d.low)!;\r\n const high = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.high, scratchRange2d.high)!;\r\n points.push(meshParams.projection.getGlobalPoint(low.x, low.y, 0));\r\n points.push( meshParams.projection.getGlobalPoint(high.x, low.y, 0));\r\n points.push(meshParams.projection.getGlobalPoint(high.x, high.y, 0));\r\n points.push(meshParams.projection.getGlobalPoint(low.x, high.y, 0));\r\n for (let i = 0, j = 8; i < 4; i++) {\r\n const projectedPoint = projectedTexture.classifier.projectionMatrix.multiplyPoint3dQuietNormalize(points[i]);\r\n result.data[j++] = projectedPoint.x;\r\n result.data[j++] = projectedPoint.y;\r\n }\r\n const x0 = result.data[10] - result.data[8], y0 = result.data[11] - result.data[9];\r\n const x1 = result.data[12] - result.data[8], y1 = result.data[13] - result.data[9];\r\n if (x0 * y1 - x1 * y0 < 0) {\r\n const swap = ((i: number, j: number) => {\r\n const temp = result.data[i];\r\n result.data[i] = result.data[j];\r\n result.data[j] = temp;\r\n });\r\n for (let i = 8, j = 14; i <= 10; i += 2, j -= 2) {\r\n swap(i, j);\r\n swap(i + 1, j + 1);\r\n }\r\n }\r\n } else {\r\n result.data[0] = 0;\r\n }\r\n return result;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class RealityTextureParams implements IDisposable {\r\n constructor(public params: RealityTextureParam[]) { }\r\n public static create(textures: TerrainOrProjectedTexture[]) {\r\n const maxTexturesPerMesh = System.instance.maxRealityImageryLayers;\r\n assert(textures.length <= maxTexturesPerMesh);\r\n\r\n const textureParams = new Array<RealityTextureParam>();\r\n for (const texture of textures) {\r\n if (texture instanceof TerrainTexture) {\r\n const terrainTexture = texture;\r\n const matrix = new Matrix4(); // Published as Mat4.\r\n assert(terrainTexture.texture !== undefined, \"Texture not defined in TerrainTextureParams constructor\");\r\n matrix.data[0] = terrainTexture.translate.x;\r\n matrix.data[1] = terrainTexture.translate.y;\r\n matrix.data[2] = terrainTexture.scale.x;\r\n matrix.data[3] = terrainTexture.scale.y;\r\n\r\n if (terrainTexture.clipRectangle) {\r\n matrix.data[4] = terrainTexture.clipRectangle.low.x;\r\n matrix.data[5] = terrainTexture.clipRectangle.low.y;\r\n matrix.data[6] = terrainTexture.clipRectangle.high.x;\r\n matrix.data[7] = terrainTexture.clipRectangle.high.y;\r\n } else {\r\n matrix.data[4] = matrix.data[5] = 0;\r\n matrix.data[6] = matrix.data[7] = 1;\r\n }\r\n matrix.data[8] = (1.0 - terrainTexture.transparency);\r\n matrix.data[9] = terrainTexture.featureId;\r\n textureParams.push(new RealityTextureParam(terrainTexture.texture, matrix));\r\n } else {\r\n const classifier = texture.classifier;\r\n textureParams.push(new RealityTextureParam(classifier.getOrCreateClassifierTexture(), texture));\r\n }\r\n }\r\n\r\n for (let i = textures.length; i < maxTexturesPerMesh; i++) {\r\n const matrix = new Matrix4();\r\n matrix.data[0] = matrix.data[1] = 0.0;\r\n matrix.data[2] = matrix.data[3] = 1.0;\r\n matrix.data[4] = matrix.data[5] = 1;\r\n matrix.data[6] = matrix.data[7] = -1;\r\n matrix.data[15] = 0; // Denotes a terrain texture.\r\n textureParams.push(new RealityTextureParam(undefined, matrix));\r\n }\r\n return new RealityTextureParams(textureParams);\r\n }\r\n\r\n public dispose(): void {\r\n disposeArray(this.params);\r\n }\r\n}\r\n/** @internal */\r\n\r\nexport class RealityMeshGeometryParams extends IndexedGeometryParams {\r\n public readonly uvParams: QBufferHandle2d;\r\n public readonly featureID?: number;\r\n public readonly normals?: BufferHandle;\r\n\r\n protected constructor(positions: QBufferHandle3d, normals: BufferHandle | undefined, uvParams: QBufferHandle2d, indices: BufferHandle, numIndices: number, featureID?: number) {\r\n super(positions, indices, numIndices);\r\n let attrParams = AttributeMap.findAttribute(\"a_uvParam\", TechniqueId.RealityMesh, false);\r\n assert(attrParams !== undefined);\r\n this.buffers.addBuffer(uvParams, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedShort, false, 0, 0, false)]);\r\n this.uvParams = uvParams;\r\n\r\n if (undefined !== normals) {\r\n attrParams = AttributeMap.findAttribute(\"a_norm\", TechniqueId.RealityMesh, false);\r\n assert(attrParams !== undefined);\r\n if (normals.bytesUsed > 0)\r\n this.buffers.addBuffer(normals, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this.normals = normals;\r\n }\r\n this.featureID = featureID;\r\n }\r\n\r\n private static createFromBuffers(posBuf: QBufferHandle3d, uvParamBuf: QBufferHandle2d, indices: Uint16Array, normBuf: BufferHandle | undefined, featureID: number) {\r\n const indBuf = BufferHandle.createBuffer(GL.Buffer.Target.ElementArrayBuffer, indices);\r\n\r\n if (undefined === indBuf)\r\n return undefined;\r\n\r\n return new RealityMeshGeometryParams(posBuf, normBuf, uvParamBuf, indBuf, indices.length, featureID);\r\n\r\n }\r\n\r\n public static createFromRealityMesh(mesh: RealityMeshPrimitive) {\r\n const posBuf = QBufferHandle3d.create(mesh.pointQParams, mesh.points);\r\n const uvParamBuf = QBufferHandle2d.create(mesh.uvQParams, mesh.uvs);\r\n const normalBuf = mesh.normals ? BufferHandle.createArrayBuffer(mesh.normals) : undefined;\r\n return (undefined === posBuf || undefined === uvParamBuf) ? undefined : this.createFromBuffers(posBuf, uvParamBuf, mesh.indices, normalBuf, mesh.featureID);\r\n }\r\n\r\n public override get isDisposed(): boolean {\r\n return super.isDisposed && this.uvParams.isDisposed;\r\n }\r\n public get bytesUsed(): number { return this.positions.bytesUsed + (undefined === this.normals ? 0 : this.normals.bytesUsed) + this.uvParams.bytesUsed + this.indices.bytesUsed; }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n dispose(this.uvParams);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class RealityMeshGeometry extends IndexedGeometry implements IDisposable, RenderMemory.Consumer {\r\n public readonly hasTextures: boolean;\r\n public override get asRealityMesh(): RealityMeshGeometry | undefined { return this; }\r\n public override get isDisposed(): boolean { return this._realityMeshParams.isDisposed; }\r\n public get uvQParams() { return this._realityMeshParams.uvParams.params; }\r\n public override get hasFeatures(): boolean { return this._realityMeshParams.featureID !== undefined; }\r\n public override get supportsThematicDisplay() { return true; }\r\n public get overrideColorMix() { return .5; } // This could be a setting from either the mesh or the override if required.\r\n public get transform(): Transform | undefined { return this._transform; }\r\n\r\n private constructor(private _realityMeshParams: RealityMeshGeometryParams, public textureParams: RealityTextureParams | undefined, private readonly _transform: Transform | undefined, public readonly baseColor: ColorDef | undefined, private _baseIsTransparent: boolean, private _isTerrain: boolean) {\r\n super(_realityMeshParams);\r\n this.hasTextures = undefined !== textureParams && textureParams.params.some((x) => undefined !== x.texture);\r\n }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n dispose(this._realityMeshParams);\r\n dispose(this.textureParams);\r\n }\r\n\r\n public static createFromTerrainMesh(terrainMesh: TerrainMeshPrimitive, transform: Transform | undefined) {\r\n const params = RealityMeshGeometryParams.createFromRealityMesh(terrainMesh);\r\n return params ? new RealityMeshGeometry(params, undefined, transform, undefined, false, true) : undefined;\r\n }\r\n\r\n public static createFromRealityMesh(realityMesh: RealityMeshPrimitive): RealityMeshGeometry | undefined {\r\n const params = RealityMeshGeometryParams.createFromRealityMesh(realityMesh);\r\n if (!params)\r\n return undefined;\r\n const texture = realityMesh.texture ? new TerrainTexture(realityMesh.texture, realityMesh.featureID, Vector2d.create(1.0, -1.0), Vector2d.create(0.0, 1.0), Range2d.createXYXY(0, 0, 1, 1), 0, 0) : undefined;\r\n\r\n return new RealityMeshGeometry(params, texture ? RealityTextureParams.create([texture]) : undefined, undefined, undefined, false, false);\r\n }\r\n\r\n public getRange(): Range3d {\r\n return Range3d.createXYZXYZ(this.qOrigin[0], this.qOrigin[1], this.qOrigin[2], this.qOrigin[0] + Quantization.rangeScale16 * this.qScale[0], this.qOrigin[1] + Quantization.rangeScale16 * this.qScale[1], this.qOrigin[2] + Quantization.rangeScale16 * this.qScale[2]);\r\n }\r\n\r\n public static createGraphic(system: RenderSystem, params: RealityMeshGraphicParams): RenderGraphic | undefined {\r\n const meshes = [];\r\n const textures = params.textures ?? [];\r\n const realityMesh = params.realityMesh as RealityMeshGeometry;\r\n const { baseColor, baseTransparent, featureTable, tileId, layerClassifiers } = params;\r\n\r\n const texturesPerMesh = System.instance.maxRealityImageryLayers;\r\n const layers = new Array<(TerrainTexture | ProjectedTexture)[]>();\r\n // Collate the textures and classifiers layers into a single array.\r\n for (const texture of textures) {\r\n const layer = layers[texture.layerIndex];\r\n if (layer) {\r\n (layer as TerrainTexture[]).push(texture);\r\n } else {\r\n layers[texture.layerIndex] = [texture];\r\n }\r\n }\r\n params.layerClassifiers?.forEach((layerClassifier, layerIndex) => layers[layerIndex] = [new ProjectedTexture(layerClassifier, params, params.tileRectangle)]);\r\n\r\n if (layers.length < 2 && !layerClassifiers?.size && textures.length < texturesPerMesh) {\r\n // If only there is not more than one layer then we can group all of the textures into a single draw call.\r\n meshes.push(new RealityMeshGeometry(realityMesh._realityMeshParams, RealityTextureParams.create(textures), realityMesh._transform, baseColor, baseTransparent, realityMesh._isTerrain));\r\n } else {\r\n let primaryLayer;\r\n while (primaryLayer === undefined)\r\n primaryLayer = layers.shift();\r\n if (!primaryLayer)\r\n return undefined;\r\n for (const primaryTexture of primaryLayer) {\r\n const targetRectangle = primaryTexture.targetRectangle;\r\n const overlapMinimum = 1.0E-5 * (targetRectangle.high.x - targetRectangle.low.x) * (targetRectangle.high.y - targetRectangle.low.y);\r\n let layerTextures = [primaryTexture];\r\n for (const secondaryLayer of layers) {\r\n if (!secondaryLayer)\r\n continue;\r\n for (const secondaryTexture of secondaryLayer) {\r\n if (secondaryTexture instanceof ProjectedTexture) {\r\n layerTextures.push(secondaryTexture.clone(targetRectangle));\r\n } else {\r\n const secondaryRectangle = secondaryTexture.targetRectangle;\r\n const overlap = targetRectangle.intersect(secondaryRectangle, scratchOverlapRange);\r\n if (!overlap.isNull && (overlap.high.x - overlap.low.x) * (overlap.high.y - overlap.low.y) > overlapMinimum) {\r\n const textureRange = Range2d.createXYXY(overlap.low.x, overlap.low.y, overlap.high.x, overlap.high.y);\r\n secondaryRectangle.worldToLocal(textureRange.low, textureRange.low);\r\n secondaryRectangle.worldToLocal(textureRange.high, textureRange.high);\r\n\r\n if (secondaryTexture.clipRectangle)\r\n textureRange.intersect(secondaryTexture.clipRectangle, textureRange);\r\n\r\n if (!textureRange.isNull && textureRange) {\r\n layerTextures.push(secondaryTexture.cloneWithClip(textureRange));\r\n }\r\n }\r\n }\r\n }\r\n }\r\n while (layerTextures.length > texturesPerMesh) {\r\n meshes.push(new RealityMeshGeometry(realityMesh._realityMeshParams, RealityTextureParams.create(layerTextures.slice(0, texturesPerMesh)), realityMesh._transform, baseColor, baseTransparent, realityMesh._isTerrain));\r\n layerTextures = layerTextures.slice(texturesPerMesh);\r\n }\r\n meshes.push(new RealityMeshGeometry(realityMesh._realityMeshParams, RealityTextureParams.create(layerTextures), realityMesh._transform, baseColor, baseTransparent, realityMesh._isTerrain));\r\n }\r\n }\r\n\r\n if (meshes.length === 0)\r\n return undefined;\r\n\r\n const branch = new GraphicBranch(true);\r\n for (const mesh of meshes) {\r\n const primitive = Primitive.create(mesh);\r\n branch.add(system.createBatch(primitive!, featureTable, mesh.getRange(), { tileId }));\r\n }\r\n\r\n return system.createBranch(branch, realityMesh._transform ? realityMesh._transform : Transform.createIdentity());\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this._isTerrain ? stats.addTerrain(this._realityMeshParams.bytesUsed) : stats.addRealityMesh(this._realityMeshParams.bytesUsed);\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.RealityMesh; }\r\n\r\n public override getPass(target: Target) {\r\n if (target.isDrawingShadowMap)\r\n return \"none\";\r\n\r\n if (this._baseIsTransparent || (target.wantThematicDisplay && target.uniforms.thematic.wantIsoLines))\r\n return \"translucent\";\r\n\r\n return \"opaque\";\r\n }\r\n public get renderOrder(): RenderOrder { return RenderOrder.UnlitSurface; }\r\n\r\n public override draw(): void {\r\n this._params.buffers.bind();\r\n System.instance.context.drawElements(GL.PrimitiveType.Triangles, this._params.numIndices, GL.DataType.UnsignedShort, 0);\r\n this._params.buffers.unbind();\r\n }\r\n}\r\n"]}
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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\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose, disposeArray, IDisposable } from \"@itwin/core-bentley\";\r\nimport { ColorDef, Quantization, RenderTexture } from \"@itwin/core-common\";\r\nimport { Matrix4d, Range2d, Range3d, Transform, Vector2d } from \"@itwin/core-geometry\";\r\nimport { GraphicBranch } from \"../GraphicBranch\";\r\nimport { RealityMeshGraphicParams, RealityMeshPrimitive } from \"../primitives/mesh/RealityMeshPrimitive\";\r\nimport { TerrainMeshPrimitive } from \"../primitives/mesh/TerrainMeshPrimitive\";\r\nimport { RenderGraphic } from \"../RenderGraphic\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\r\nimport { RenderSystem, TerrainTexture } from \"../RenderSystem\";\r\nimport { BufferHandle, BufferParameters, QBufferHandle2d, QBufferHandle3d } from \"./AttributeBuffers\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { IndexedGeometry, IndexedGeometryParams } from \"./CachedGeometry\";\r\nimport { GL } from \"./GL\";\r\nimport { Matrix4 } from \"./Matrix\";\r\nimport { PlanarClassifier } from \"./PlanarClassifier\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { RenderOrder } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\n\r\nconst scratchOverlapRange = Range2d.createNull();\r\nconst scratchBytes = new Uint8Array(4);\r\nconst scratchBatchBaseId = new Uint32Array(scratchBytes.buffer);\r\nconst scratchRange2d = Range2d.createNull();\r\nclass ProjectedTexture {\r\n public classifier: PlanarClassifier;\r\n constructor(classifier: RenderPlanarClassifier, public meshParams: RealityMeshGraphicParams, public targetRectangle: Range2d) {\r\n this.classifier = classifier as PlanarClassifier;\r\n }\r\n public clone(targetRectangle: Range2d) {\r\n return new ProjectedTexture(this.classifier, this.meshParams, targetRectangle.clone());\r\n }\r\n}\r\ntype TerrainOrProjectedTexture = TerrainTexture | ProjectedTexture;\r\n\r\nclass RealityTextureParam implements IDisposable {\r\n constructor(public texture: RenderTexture | undefined, private _projectedTextureOrMatrix: ProjectedTexture | Matrix4) { }\r\n public get isProjected() { return this._projectedTextureOrMatrix instanceof ProjectedTexture; }\r\n\r\n public dispose(): void {\r\n this.texture = dispose(this.texture);\r\n }\r\n\r\n /* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\r\n method is to be used. A value of zero indicates a standard texture and one represents a classified texture.\r\n\r\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\r\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\r\n\r\n A \"classified\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\r\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\r\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\r\n followed by the model to texture projection.\r\n*/\r\n public getProjectionMatrix(): Matrix4d | undefined {\r\n return this._projectedTextureOrMatrix instanceof ProjectedTexture ? this._projectedTextureOrMatrix.classifier.projectionMatrix : undefined;\r\n }\r\n public getTerrainMatrix(): Matrix4 | undefined {\r\n return this._projectedTextureOrMatrix instanceof Matrix4 ? this._projectedTextureOrMatrix : undefined;\r\n }\r\n\r\n public getParams(result: Matrix4): Matrix4 {\r\n /** Entry 0 is 0 for */\r\n if (this._projectedTextureOrMatrix instanceof ProjectedTexture) {\r\n const projectedTexture = this._projectedTextureOrMatrix;\r\n\r\n result.data[0] = 1;\r\n result.data[1] = projectedTexture.classifier.textureImageCount;\r\n result.data[2] = projectedTexture.classifier.sourceTransparency === undefined ? 1.0 : (1.0 - projectedTexture.classifier.sourceTransparency);\r\n scratchBatchBaseId[0] = projectedTexture.classifier.baseBatchId;\r\n result.data[4] = scratchBytes[0];\r\n result.data[5] = scratchBytes[1];\r\n result.data[6] = scratchBytes[2];\r\n result.data[7] = scratchBytes[3];\r\n\r\n const points = [];\r\n const meshParams = projectedTexture.meshParams;\r\n // Calculate range in the tiles local coordinates.\r\n const low = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.low, scratchRange2d.low)!;\r\n const high = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.high, scratchRange2d.high)!;\r\n points.push(meshParams.projection.getGlobalPoint(low.x, low.y, 0));\r\n points.push( meshParams.projection.getGlobalPoint(high.x, low.y, 0));\r\n points.push(meshParams.projection.getGlobalPoint(high.x, high.y, 0));\r\n points.push(meshParams.projection.getGlobalPoint(low.x, high.y, 0));\r\n for (let i = 0, j = 8; i < 4; i++) {\r\n const projectedPoint = projectedTexture.classifier.projectionMatrix.multiplyPoint3dQuietNormalize(points[i]);\r\n result.data[j++] = projectedPoint.x;\r\n result.data[j++] = projectedPoint.y;\r\n }\r\n const x0 = result.data[10] - result.data[8], y0 = result.data[11] - result.data[9];\r\n const x1 = result.data[12] - result.data[8], y1 = result.data[13] - result.data[9];\r\n if (x0 * y1 - x1 * y0 < 0) {\r\n const swap = ((i: number, j: number) => {\r\n const temp = result.data[i];\r\n result.data[i] = result.data[j];\r\n result.data[j] = temp;\r\n });\r\n for (let i = 8, j = 14; i <= 10; i += 2, j -= 2) {\r\n swap(i, j);\r\n swap(i + 1, j + 1);\r\n }\r\n }\r\n } else {\r\n result.data[0] = 0;\r\n }\r\n return result;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class RealityTextureParams implements IDisposable {\r\n constructor(public params: RealityTextureParam[]) { }\r\n public static create(textures: TerrainOrProjectedTexture[]) {\r\n const maxTexturesPerMesh = System.instance.maxRealityImageryLayers;\r\n assert(textures.length <= maxTexturesPerMesh);\r\n\r\n const textureParams = new Array<RealityTextureParam>();\r\n for (const texture of textures) {\r\n if (texture instanceof TerrainTexture) {\r\n const terrainTexture = texture;\r\n const matrix = new Matrix4(); // Published as Mat4.\r\n assert(terrainTexture.texture !== undefined, \"Texture not defined in TerrainTextureParams constructor\");\r\n matrix.data[0] = terrainTexture.translate.x;\r\n matrix.data[1] = terrainTexture.translate.y;\r\n matrix.data[2] = terrainTexture.scale.x;\r\n matrix.data[3] = terrainTexture.scale.y;\r\n\r\n if (terrainTexture.clipRectangle) {\r\n matrix.data[4] = terrainTexture.clipRectangle.low.x;\r\n matrix.data[5] = terrainTexture.clipRectangle.low.y;\r\n matrix.data[6] = terrainTexture.clipRectangle.high.x;\r\n matrix.data[7] = terrainTexture.clipRectangle.high.y;\r\n } else {\r\n matrix.data[4] = matrix.data[5] = 0;\r\n matrix.data[6] = matrix.data[7] = 1;\r\n }\r\n matrix.data[8] = (1.0 - terrainTexture.transparency);\r\n matrix.data[9] = terrainTexture.featureId;\r\n textureParams.push(new RealityTextureParam(terrainTexture.texture, matrix));\r\n } else {\r\n const classifier = texture.classifier;\r\n textureParams.push(new RealityTextureParam(classifier.getOrCreateClassifierTexture(), texture));\r\n }\r\n }\r\n\r\n for (let i = textures.length; i < maxTexturesPerMesh; i++) {\r\n const matrix = new Matrix4();\r\n matrix.data[0] = matrix.data[1] = 0.0;\r\n matrix.data[2] = matrix.data[3] = 1.0;\r\n matrix.data[4] = matrix.data[5] = 1;\r\n matrix.data[6] = matrix.data[7] = -1;\r\n matrix.data[15] = 0; // Denotes a terrain texture.\r\n textureParams.push(new RealityTextureParam(undefined, matrix));\r\n }\r\n return new RealityTextureParams(textureParams);\r\n }\r\n\r\n public dispose(): void {\r\n disposeArray(this.params);\r\n }\r\n}\r\n/** @internal */\r\n\r\nexport class RealityMeshGeometryParams extends IndexedGeometryParams {\r\n public readonly uvParams: QBufferHandle2d;\r\n public readonly featureID?: number;\r\n public readonly normals?: BufferHandle;\r\n\r\n protected constructor(positions: QBufferHandle3d, normals: BufferHandle | undefined, uvParams: QBufferHandle2d, indices: BufferHandle, numIndices: number, featureID?: number) {\r\n super(positions, indices, numIndices);\r\n let attrParams = AttributeMap.findAttribute(\"a_uvParam\", TechniqueId.RealityMesh, false);\r\n assert(attrParams !== undefined);\r\n this.buffers.addBuffer(uvParams, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedShort, false, 0, 0, false)]);\r\n this.uvParams = uvParams;\r\n\r\n if (undefined !== normals) {\r\n attrParams = AttributeMap.findAttribute(\"a_norm\", TechniqueId.RealityMesh, false);\r\n assert(attrParams !== undefined);\r\n if (normals.bytesUsed > 0)\r\n this.buffers.addBuffer(normals, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this.normals = normals;\r\n }\r\n this.featureID = featureID;\r\n }\r\n\r\n private static createFromBuffers(posBuf: QBufferHandle3d, uvParamBuf: QBufferHandle2d, indices: Uint16Array, normBuf: BufferHandle | undefined, featureID: number) {\r\n const indBuf = BufferHandle.createBuffer(GL.Buffer.Target.ElementArrayBuffer, indices);\r\n\r\n if (undefined === indBuf)\r\n return undefined;\r\n\r\n return new RealityMeshGeometryParams(posBuf, normBuf, uvParamBuf, indBuf, indices.length, featureID);\r\n\r\n }\r\n\r\n public static createFromRealityMesh(mesh: RealityMeshPrimitive) {\r\n const posBuf = QBufferHandle3d.create(mesh.pointQParams, mesh.points);\r\n const uvParamBuf = QBufferHandle2d.create(mesh.uvQParams, mesh.uvs);\r\n const normalBuf = mesh.normals ? BufferHandle.createArrayBuffer(mesh.normals) : undefined;\r\n return (undefined === posBuf || undefined === uvParamBuf) ? undefined : this.createFromBuffers(posBuf, uvParamBuf, mesh.indices, normalBuf, mesh.featureID);\r\n }\r\n\r\n public override get isDisposed(): boolean {\r\n return super.isDisposed && this.uvParams.isDisposed;\r\n }\r\n public get bytesUsed(): number { return this.positions.bytesUsed + (undefined === this.normals ? 0 : this.normals.bytesUsed) + this.uvParams.bytesUsed + this.indices.bytesUsed; }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n dispose(this.uvParams);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class RealityMeshGeometry extends IndexedGeometry implements IDisposable, RenderMemory.Consumer {\r\n public readonly hasTextures: boolean;\r\n public override get asRealityMesh(): RealityMeshGeometry | undefined { return this; }\r\n public override get isDisposed(): boolean { return this._realityMeshParams.isDisposed; }\r\n public get uvQParams() { return this._realityMeshParams.uvParams.params; }\r\n public override get hasFeatures(): boolean { return this._realityMeshParams.featureID !== undefined; }\r\n public override get supportsThematicDisplay() { return true; }\r\n public get overrideColorMix() { return .5; } // This could be a setting from either the mesh or the override if required.\r\n public get transform(): Transform | undefined { return this._transform; }\r\n\r\n private _realityMeshParams: RealityMeshGeometryParams;\r\n public textureParams: RealityTextureParams | undefined;\r\n private readonly _transform: Transform | undefined;\r\n public readonly baseColor: ColorDef | undefined;\r\n private _baseIsTransparent: boolean;\r\n private _isTerrain: boolean;\r\n private _disableTextureDisposal: boolean;\r\n\r\n private constructor(props: {\r\n realityMeshParams: RealityMeshGeometryParams;\r\n textureParams?: RealityTextureParams;\r\n transform?: Transform;\r\n baseColor?: ColorDef;\r\n baseIsTransparent: boolean;\r\n isTerrain: boolean;\r\n disableTextureDisposal: boolean;\r\n }) {\r\n super(props.realityMeshParams);\r\n this._realityMeshParams = props.realityMeshParams;\r\n this.textureParams = props.textureParams;\r\n this._transform = props.transform;\r\n this.baseColor = props.baseColor;\r\n this._baseIsTransparent = props.baseIsTransparent;\r\n this._isTerrain = props.isTerrain;\r\n this._disableTextureDisposal = props.disableTextureDisposal;\r\n this.hasTextures = undefined !== this.textureParams && this.textureParams.params.some((x) => undefined !== x.texture);\r\n }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n dispose(this._realityMeshParams);\r\n if (true !== this._disableTextureDisposal)\r\n dispose(this.textureParams);\r\n }\r\n\r\n public static createFromTerrainMesh(terrainMesh: TerrainMeshPrimitive, transform: Transform | undefined, disableTextureDisposal = false) {\r\n const params = RealityMeshGeometryParams.createFromRealityMesh(terrainMesh);\r\n return params ? new RealityMeshGeometry({realityMeshParams: params, transform, baseIsTransparent: false, isTerrain: true, disableTextureDisposal}) : undefined;\r\n }\r\n\r\n public static createFromRealityMesh(realityMesh: RealityMeshPrimitive, disableTextureDisposal = false): RealityMeshGeometry | undefined {\r\n const params = RealityMeshGeometryParams.createFromRealityMesh(realityMesh);\r\n if (!params)\r\n return undefined;\r\n const texture = realityMesh.texture ? new TerrainTexture(realityMesh.texture, realityMesh.featureID, Vector2d.create(1.0, -1.0), Vector2d.create(0.0, 1.0), Range2d.createXYXY(0, 0, 1, 1), 0, 0) : undefined;\r\n\r\n return new RealityMeshGeometry({realityMeshParams: params, textureParams: texture ? RealityTextureParams.create([texture]) : undefined, baseIsTransparent: false, isTerrain: false, disableTextureDisposal});\r\n }\r\n\r\n public getRange(): Range3d {\r\n return Range3d.createXYZXYZ(this.qOrigin[0], this.qOrigin[1], this.qOrigin[2], this.qOrigin[0] + Quantization.rangeScale16 * this.qScale[0], this.qOrigin[1] + Quantization.rangeScale16 * this.qScale[1], this.qOrigin[2] + Quantization.rangeScale16 * this.qScale[2]);\r\n }\r\n\r\n public static createGraphic(system: RenderSystem, params: RealityMeshGraphicParams, disableTextureDisposal = false): RenderGraphic | undefined {\r\n const meshes = [];\r\n const textures = params.textures ?? [];\r\n const realityMesh = params.realityMesh as RealityMeshGeometry;\r\n const { baseColor, baseTransparent, featureTable, tileId, layerClassifiers } = params;\r\n\r\n const texturesPerMesh = System.instance.maxRealityImageryLayers;\r\n const layers = new Array<(TerrainTexture | ProjectedTexture)[]>();\r\n // Collate the textures and classifiers layers into a single array.\r\n for (const texture of textures) {\r\n const layer = layers[texture.layerIndex];\r\n if (layer) {\r\n (layer as TerrainTexture[]).push(texture);\r\n } else {\r\n layers[texture.layerIndex] = [texture];\r\n }\r\n }\r\n params.layerClassifiers?.forEach((layerClassifier, layerIndex) => layers[layerIndex] = [new ProjectedTexture(layerClassifier, params, params.tileRectangle)]);\r\n\r\n if (layers.length < 2 && !layerClassifiers?.size && textures.length < texturesPerMesh) {\r\n // If only there is not more than one layer then we can group all of the textures into a single draw call.\r\n meshes.push(new RealityMeshGeometry({realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(textures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal}));\r\n } else {\r\n let primaryLayer;\r\n while (primaryLayer === undefined)\r\n primaryLayer = layers.shift();\r\n if (!primaryLayer)\r\n return undefined;\r\n for (const primaryTexture of primaryLayer) {\r\n const targetRectangle = primaryTexture.targetRectangle;\r\n const overlapMinimum = 1.0E-5 * (targetRectangle.high.x - targetRectangle.low.x) * (targetRectangle.high.y - targetRectangle.low.y);\r\n let layerTextures = [primaryTexture];\r\n for (const secondaryLayer of layers) {\r\n if (!secondaryLayer)\r\n continue;\r\n for (const secondaryTexture of secondaryLayer) {\r\n if (secondaryTexture instanceof ProjectedTexture) {\r\n layerTextures.push(secondaryTexture.clone(targetRectangle));\r\n } else {\r\n const secondaryRectangle = secondaryTexture.targetRectangle;\r\n const overlap = targetRectangle.intersect(secondaryRectangle, scratchOverlapRange);\r\n if (!overlap.isNull && (overlap.high.x - overlap.low.x) * (overlap.high.y - overlap.low.y) > overlapMinimum) {\r\n const textureRange = Range2d.createXYXY(overlap.low.x, overlap.low.y, overlap.high.x, overlap.high.y);\r\n secondaryRectangle.worldToLocal(textureRange.low, textureRange.low);\r\n secondaryRectangle.worldToLocal(textureRange.high, textureRange.high);\r\n\r\n if (secondaryTexture.clipRectangle)\r\n textureRange.intersect(secondaryTexture.clipRectangle, textureRange);\r\n\r\n if (!textureRange.isNull && textureRange) {\r\n layerTextures.push(secondaryTexture.cloneWithClip(textureRange));\r\n }\r\n }\r\n }\r\n }\r\n }\r\n while (layerTextures.length > texturesPerMesh) {\r\n meshes.push(new RealityMeshGeometry({realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(layerTextures.slice(0, texturesPerMesh)), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal}));\r\n layerTextures = layerTextures.slice(texturesPerMesh);\r\n }\r\n meshes.push(new RealityMeshGeometry({realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(layerTextures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal}));\r\n }\r\n }\r\n\r\n if (meshes.length === 0)\r\n return undefined;\r\n\r\n const branch = new GraphicBranch(true);\r\n for (const mesh of meshes) {\r\n const primitive = Primitive.create(mesh);\r\n branch.add(system.createBatch(primitive!, featureTable, mesh.getRange(), { tileId }));\r\n }\r\n\r\n return system.createBranch(branch, realityMesh._transform ? realityMesh._transform : Transform.createIdentity());\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this._isTerrain ? stats.addTerrain(this._realityMeshParams.bytesUsed) : stats.addRealityMesh(this._realityMeshParams.bytesUsed);\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.RealityMesh; }\r\n\r\n public override getPass(target: Target) {\r\n if (target.isDrawingShadowMap)\r\n return \"none\";\r\n\r\n if (this._baseIsTransparent || (target.wantThematicDisplay && target.uniforms.thematic.wantIsoLines))\r\n return \"translucent\";\r\n\r\n return \"opaque\";\r\n }\r\n public get renderOrder(): RenderOrder { return RenderOrder.UnlitSurface; }\r\n\r\n public override draw(): void {\r\n this._params.buffers.bind();\r\n System.instance.context.drawElements(GL.PrimitiveType.Triangles, this._params.numIndices, GL.DataType.UnsignedShort, 0);\r\n this._params.buffers.unbind();\r\n }\r\n}\r\n"]}
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@@ -130,9 +130,9 @@ export declare class System extends RenderSystem implements RenderSystemDebugCon
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createOffscreenTarget(rect: ViewRect): RenderTarget;
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createGraphic(options: CustomGraphicBuilderOptions | ViewportGraphicBuilderOptions): GraphicBuilder;
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createPlanarGrid(frustum: Frustum, grid: PlanarGridProps): RenderGraphic | undefined;
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createRealityMeshFromTerrain(terrainMesh: TerrainMeshPrimitive, transform?: Transform): RealityMeshGeometry | undefined;
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createRealityMeshGraphic(params: RealityMeshGraphicParams): RenderGraphic | undefined;
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createRealityMesh(realityMesh: RealityMeshPrimitive): RenderGraphic | undefined;
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createRealityMeshFromTerrain(terrainMesh: TerrainMeshPrimitive, transform?: Transform, disableTextureDisposal?: boolean): RealityMeshGeometry | undefined;
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createRealityMeshGraphic(params: RealityMeshGraphicParams, disableTextureDisposal?: boolean): RenderGraphic | undefined;
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createRealityMesh(realityMesh: RealityMeshPrimitive, disableTextureDisposal?: boolean): RenderGraphic | undefined;
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createMeshGeometry(params: MeshParams, viOrigin?: Point3d): MeshRenderGeometry | undefined;
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createPolylineGeometry(params: PolylineParams, viOrigin?: Point3d): PolylineGeometry | undefined;
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createPointStringGeometry(params: PointStringParams, viOrigin?: Point3d): PointStringGeometry | undefined;
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@@ -1 +1 @@
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-
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@@ -406,14 +406,14 @@ export class System extends RenderSystem {
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406
406
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createPlanarGrid(frustum, grid) {
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407
407
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return PlanarGridGeometry.create(frustum, grid, this);
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408
408
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}
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|
409
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-
createRealityMeshFromTerrain(terrainMesh, transform) {
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|
410
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-
return RealityMeshGeometry.createFromTerrainMesh(terrainMesh, transform);
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|
409
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+
createRealityMeshFromTerrain(terrainMesh, transform, disableTextureDisposal = false) {
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|
410
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+
return RealityMeshGeometry.createFromTerrainMesh(terrainMesh, transform, disableTextureDisposal);
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|
411
411
|
}
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|
412
|
-
createRealityMeshGraphic(params) {
|
|
413
|
-
return RealityMeshGeometry.createGraphic(this, params);
|
|
412
|
+
createRealityMeshGraphic(params, disableTextureDisposal = false) {
|
|
413
|
+
return RealityMeshGeometry.createGraphic(this, params, disableTextureDisposal);
|
|
414
414
|
}
|
|
415
|
-
createRealityMesh(realityMesh) {
|
|
416
|
-
const geom = RealityMeshGeometry.createFromRealityMesh(realityMesh);
|
|
415
|
+
createRealityMesh(realityMesh, disableTextureDisposal = false) {
|
|
416
|
+
const geom = RealityMeshGeometry.createFromRealityMesh(realityMesh, disableTextureDisposal);
|
|
417
417
|
return geom ? Primitive.create(geom) : undefined;
|
|
418
418
|
}
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|
419
419
|
createMeshGeometry(params, viOrigin) {
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