@itwin/core-frontend 3.5.0-dev.4 → 3.5.0-dev.5
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/ContextRealityModelState.d.ts.map +1 -1
- package/lib/cjs/ContextRealityModelState.js +2 -0
- package/lib/cjs/ContextRealityModelState.js.map +1 -1
- package/lib/cjs/ModelState.d.ts.map +1 -1
- package/lib/cjs/ModelState.js +5 -0
- package/lib/cjs/ModelState.js.map +1 -1
- package/lib/cjs/Viewport.d.ts.map +1 -1
- package/lib/cjs/Viewport.js +1 -0
- package/lib/cjs/Viewport.js.map +1 -1
- package/lib/cjs/render/GraphicBranch.d.ts +5 -1
- package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
- package/lib/cjs/render/GraphicBranch.js.map +1 -1
- package/lib/cjs/render/primitives/PointCloudPrimitive.d.ts +4 -8
- package/lib/cjs/render/primitives/PointCloudPrimitive.d.ts.map +1 -1
- package/lib/cjs/render/primitives/PointCloudPrimitive.js +0 -16
- package/lib/cjs/render/primitives/PointCloudPrimitive.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 +3 -1
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +1 -1
- package/lib/cjs/render/webgl/BranchState.d.ts +3 -1
- package/lib/cjs/render/webgl/BranchState.d.ts.map +1 -1
- package/lib/cjs/render/webgl/BranchState.js +18 -15
- package/lib/cjs/render/webgl/BranchState.js.map +1 -1
- package/lib/cjs/render/webgl/BranchUniforms.d.ts.map +1 -1
- package/lib/cjs/render/webgl/BranchUniforms.js +4 -0
- package/lib/cjs/render/webgl/BranchUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/PointCloud.d.ts +1 -2
- package/lib/cjs/render/webgl/PointCloud.d.ts.map +1 -1
- package/lib/cjs/render/webgl/PointCloud.js +7 -7
- package/lib/cjs/render/webgl/PointCloud.js.map +1 -1
- package/lib/cjs/render/webgl/RealityModelUniforms.d.ts +35 -0
- package/lib/cjs/render/webgl/RealityModelUniforms.d.ts.map +1 -0
- package/lib/cjs/render/webgl/RealityModelUniforms.js +73 -0
- package/lib/cjs/render/webgl/RealityModelUniforms.js.map +1 -0
- package/lib/cjs/render/webgl/TargetUniforms.d.ts +2 -0
- package/lib/cjs/render/webgl/TargetUniforms.d.ts.map +1 -1
- package/lib/cjs/render/webgl/TargetUniforms.js +2 -0
- package/lib/cjs/render/webgl/TargetUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/Technique.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Technique.js +3 -30
- package/lib/cjs/render/webgl/Technique.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/PointCloud.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/PointCloud.js +43 -20
- package/lib/cjs/render/webgl/glsl/PointCloud.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/RealityMesh.d.ts +4 -2
- package/lib/cjs/render/webgl/glsl/RealityMesh.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/RealityMesh.js +5 -3
- package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
- package/lib/cjs/tile/OrbitGtTileTree.d.ts.map +1 -1
- package/lib/cjs/tile/OrbitGtTileTree.js +8 -2
- package/lib/cjs/tile/OrbitGtTileTree.js.map +1 -1
- package/lib/cjs/tile/PntsReader.d.ts.map +1 -1
- package/lib/cjs/tile/PntsReader.js +8 -2
- package/lib/cjs/tile/PntsReader.js.map +1 -1
- package/lib/cjs/tile/RealityModelTileTree.d.ts +4 -1
- package/lib/cjs/tile/RealityModelTileTree.d.ts.map +1 -1
- package/lib/cjs/tile/RealityModelTileTree.js +8 -0
- package/lib/cjs/tile/RealityModelTileTree.js.map +1 -1
- package/lib/cjs/tile/TileAdmin.d.ts +1 -0
- package/lib/cjs/tile/TileAdmin.d.ts.map +1 -1
- package/lib/cjs/tile/TileAdmin.js +19 -12
- package/lib/cjs/tile/TileAdmin.js.map +1 -1
- package/lib/cjs/webgl.d.ts +1 -0
- package/lib/cjs/webgl.d.ts.map +1 -1
- package/lib/cjs/webgl.js +1 -0
- package/lib/cjs/webgl.js.map +1 -1
- package/lib/esm/ContextRealityModelState.d.ts.map +1 -1
- package/lib/esm/ContextRealityModelState.js +2 -0
- package/lib/esm/ContextRealityModelState.js.map +1 -1
- package/lib/esm/ModelState.d.ts.map +1 -1
- package/lib/esm/ModelState.js +6 -1
- package/lib/esm/ModelState.js.map +1 -1
- package/lib/esm/Viewport.d.ts.map +1 -1
- package/lib/esm/Viewport.js +1 -0
- package/lib/esm/Viewport.js.map +1 -1
- package/lib/esm/render/GraphicBranch.d.ts +5 -1
- package/lib/esm/render/GraphicBranch.d.ts.map +1 -1
- package/lib/esm/render/GraphicBranch.js.map +1 -1
- package/lib/esm/render/primitives/PointCloudPrimitive.d.ts +4 -8
- package/lib/esm/render/primitives/PointCloudPrimitive.d.ts.map +1 -1
- package/lib/esm/render/primitives/PointCloudPrimitive.js +1 -14
- package/lib/esm/render/primitives/PointCloudPrimitive.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 +3 -1
- package/lib/esm/render/primitives/mesh/MeshPrimitives.js.map +1 -1
- package/lib/esm/render/webgl/BranchState.d.ts +3 -1
- package/lib/esm/render/webgl/BranchState.d.ts.map +1 -1
- package/lib/esm/render/webgl/BranchState.js +18 -15
- package/lib/esm/render/webgl/BranchState.js.map +1 -1
- package/lib/esm/render/webgl/BranchUniforms.d.ts.map +1 -1
- package/lib/esm/render/webgl/BranchUniforms.js +4 -0
- package/lib/esm/render/webgl/BranchUniforms.js.map +1 -1
- package/lib/esm/render/webgl/PointCloud.d.ts +1 -2
- package/lib/esm/render/webgl/PointCloud.d.ts.map +1 -1
- package/lib/esm/render/webgl/PointCloud.js +7 -7
- package/lib/esm/render/webgl/PointCloud.js.map +1 -1
- package/lib/esm/render/webgl/RealityModelUniforms.d.ts +35 -0
- package/lib/esm/render/webgl/RealityModelUniforms.d.ts.map +1 -0
- package/lib/esm/render/webgl/RealityModelUniforms.js +68 -0
- package/lib/esm/render/webgl/RealityModelUniforms.js.map +1 -0
- package/lib/esm/render/webgl/TargetUniforms.d.ts +2 -0
- package/lib/esm/render/webgl/TargetUniforms.d.ts.map +1 -1
- package/lib/esm/render/webgl/TargetUniforms.js +2 -0
- package/lib/esm/render/webgl/TargetUniforms.js.map +1 -1
- package/lib/esm/render/webgl/Technique.d.ts.map +1 -1
- package/lib/esm/render/webgl/Technique.js +2 -10
- package/lib/esm/render/webgl/Technique.js.map +1 -1
- package/lib/esm/render/webgl/glsl/PointCloud.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/PointCloud.js +44 -21
- package/lib/esm/render/webgl/glsl/PointCloud.js.map +1 -1
- package/lib/esm/render/webgl/glsl/RealityMesh.d.ts +4 -2
- package/lib/esm/render/webgl/glsl/RealityMesh.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/RealityMesh.js +4 -3
- package/lib/esm/render/webgl/glsl/RealityMesh.js.map +1 -1
- package/lib/esm/tile/OrbitGtTileTree.d.ts.map +1 -1
- package/lib/esm/tile/OrbitGtTileTree.js +8 -2
- package/lib/esm/tile/OrbitGtTileTree.js.map +1 -1
- package/lib/esm/tile/PntsReader.d.ts.map +1 -1
- package/lib/esm/tile/PntsReader.js +8 -2
- package/lib/esm/tile/PntsReader.js.map +1 -1
- package/lib/esm/tile/RealityModelTileTree.d.ts +4 -1
- package/lib/esm/tile/RealityModelTileTree.d.ts.map +1 -1
- package/lib/esm/tile/RealityModelTileTree.js +9 -1
- package/lib/esm/tile/RealityModelTileTree.js.map +1 -1
- package/lib/esm/tile/TileAdmin.d.ts +1 -0
- package/lib/esm/tile/TileAdmin.d.ts.map +1 -1
- package/lib/esm/tile/TileAdmin.js +19 -12
- package/lib/esm/tile/TileAdmin.js.map +1 -1
- package/lib/esm/webgl.d.ts +1 -0
- package/lib/esm/webgl.d.ts.map +1 -1
- package/lib/esm/webgl.js +1 -0
- package/lib/esm/webgl.js.map +1 -1
- package/package.json +20 -20
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* @module Rendering
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*/
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import { Id64String, IDisposable } from "@itwin/core-bentley";
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import { FeatureAppearanceProvider, HiddenLine, RenderSchedule, ViewFlagOverrides, ViewFlags } from "@itwin/core-common";
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import { FeatureAppearanceProvider, HiddenLine, RealityModelDisplaySettings, RenderSchedule, ViewFlagOverrides, ViewFlags } from "@itwin/core-common";
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import { IModelConnection } from "../IModelConnection";
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import { FeatureSymbology } from "./FeatureSymbology";
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import { RenderClipVolume } from "./RenderClipVolume";
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@@ -44,6 +44,10 @@ export declare class GraphicBranch implements IDisposable {
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* @see [[setViewFlagOverrides]].
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*/
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viewFlagOverrides: ViewFlagOverrides;
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/** Controls how reality models are displayed within this branch.
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* @beta
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*/
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realityModelDisplaySettings?: RealityModelDisplaySettings;
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/** Optional symbology overrides to be applied to all graphics in this branch */
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symbologyOverrides?: FeatureSymbology.Overrides;
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/** Optional animation branch Id that incorporates the model Id and, for element timelines, the batch Id.
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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 { disposeArray, Id64String, IDisposable } from \"@itwin/core-bentley\";\r\nimport {\r\n FeatureAppearanceProvider, HiddenLine, RenderSchedule, ViewFlagOverrides, ViewFlags,\r\n} from \"@itwin/core-common\";\r\nimport { IModelConnection } from \"../IModelConnection\";\r\nimport { IModelApp } from \"../IModelApp\";\r\nimport { FeatureSymbology } from \"./FeatureSymbology\";\r\nimport { RenderClipVolume } from \"./RenderClipVolume\";\r\nimport { RenderGraphic } from \"./RenderGraphic\";\r\nimport { RenderMemory } from \"./RenderMemory\";\r\nimport { RenderPlanarClassifier } from \"./RenderPlanarClassifier\";\r\nimport { RenderTextureDrape } from \"./RenderSystem\";\r\n\r\n/** Carries information in a GraphicBranchOptions about a GraphicBranch produced by drawing one view into the context of another.\r\n * @internal\r\n */\r\nexport interface GraphicBranchFrustum {\r\n is3d: boolean;\r\n scale: {\r\n x: number;\r\n y: number;\r\n };\r\n}\r\n\r\n/** Special values of [[GraphicBranch.animationNodeId]].\r\n * All other values refer to an [ElementTimeline.batchId]($common) that applies a transform to the graphics in the branch.\r\n * @internal\r\n */\r\nexport enum AnimationNodeId {\r\n Untransformed = 0xffffffff,\r\n}\r\n\r\n/**\r\n * A node in a scene graph. The branch itself is not renderable. Instead it contains a list of RenderGraphics,\r\n * and a transform, symbology overrides, and clip volume which are to be applied when rendering them.\r\n * Branches can be nested to build an arbitrarily-complex scene graph.\r\n * @see [[RenderSystem.createBranch]]\r\n * @public\r\n * @extensions\r\n */\r\nexport class GraphicBranch implements IDisposable /* , RenderMemory.Consumer */ {\r\n /** The child nodes of this branch */\r\n public readonly entries: RenderGraphic[] = [];\r\n /** If true, when the branch is disposed of, the RenderGraphics in its entries array will also be disposed */\r\n public readonly ownsEntries: boolean;\r\n /** Selectively overrides the view's [ViewFlags]($common) while drawing graphics within this branch. The default overrides nothing.\r\n * @see [[setViewFlagOverrides]].\r\n */\r\n public viewFlagOverrides: ViewFlagOverrides = {};\r\n /** Optional symbology overrides to be applied to all graphics in this branch */\r\n public symbologyOverrides?: FeatureSymbology.Overrides;\r\n /** Optional animation branch Id that incorporates the model Id and, for element timelines, the batch Id.\r\n * @internal\r\n */\r\n public animationId?: string;\r\n /** Identifies the node in the [RenderSchedule.Script]($backend) with which this branch is associated.\r\n * @internal\r\n */\r\n public animationNodeId?: AnimationNodeId | number;\r\n\r\n /** Constructor\r\n * @param ownsEntries If true, when this branch is [[dispose]]d, all of the [[RenderGraphic]]s it contains will also be disposed.\r\n */\r\n public constructor(ownsEntries: boolean = false) {\r\n this.ownsEntries = ownsEntries;\r\n }\r\n\r\n /** Add a graphic to this branch. */\r\n public add(graphic: RenderGraphic): void {\r\n this.entries.push(graphic);\r\n }\r\n\r\n /** Compute the view flags that result from applying this branch's [[viewFlagOverrides]] to the input flags.\r\n * @param flags The input view flags, e.g., from the view's [[DisplayStyleState]].\r\n * @returns The result of applying [[viewFlagOverrides]] to `flags`.\r\n */\r\n public getViewFlags(flags: ViewFlags): ViewFlags {\r\n return flags.override(this.viewFlagOverrides);\r\n }\r\n\r\n /** Set [[viewFlagOverrides]] to override **all** ViewFlags as specified by `flags`. */\r\n public setViewFlags(flags: ViewFlags): void {\r\n this.viewFlagOverrides = { ...flags };\r\n }\r\n\r\n /** Change [[viewFlagOverrides]]. */\r\n public setViewFlagOverrides(ovr: ViewFlagOverrides): void {\r\n this.viewFlagOverrides = { ...ovr };\r\n }\r\n\r\n /** Disposes of all graphics in this branch, if and only if [[ownsEntries]] is true. */\r\n public dispose() {\r\n this.clear();\r\n }\r\n\r\n /** Returns true if this branch contains no graphics. */\r\n public get isEmpty(): boolean {\r\n return 0 === this.entries.length;\r\n }\r\n\r\n /** Empties the list of [[RenderGraphic]]s contained in this branch, and if the [[ownsEntries]] flag is set, also disposes of them. */\r\n public clear(): void {\r\n if (this.ownsEntries)\r\n disposeArray(this.entries);\r\n else\r\n this.entries.length = 0;\r\n }\r\n\r\n /** @internal */\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n for (const entry of this.entries)\r\n entry.collectStatistics(stats);\r\n }\r\n}\r\n\r\n/** Options passed to [[RenderSystem.createGraphicBranch]].\r\n * @public\r\n * @extensions\r\n */\r\nexport interface GraphicBranchOptions {\r\n /** Clip applied to the graphics in the branch. */\r\n clipVolume?: RenderClipVolume;\r\n /** @internal */\r\n classifierOrDrape?: RenderPlanarClassifier | RenderTextureDrape;\r\n /** Optionally replaces the view's hidden line settings when drawing the branch. */\r\n hline?: HiddenLine.Settings;\r\n /** The iModel from which the graphics originate, if different than that associated with the view. */\r\n iModel?: IModelConnection;\r\n /** @internal */\r\n frustum?: GraphicBranchFrustum;\r\n /** Supplements the view's [[FeatureSymbology.Overrides]] for graphics in the branch. */\r\n appearanceProvider?: FeatureAppearanceProvider;\r\n /** @internal Secondary planar classifiers (map layers) */\r\n secondaryClassifiers?: Map<number, RenderPlanarClassifier>;\r\n}\r\n\r\n/** Clip/Transform for a branch that are varied over time.\r\n * @internal\r\n */\r\nexport interface AnimationBranchState {\r\n readonly clip?: RenderClipVolume;\r\n readonly omit?: boolean;\r\n}\r\n\r\n/** @internal */\r\nexport function formatAnimationBranchId(modelId: Id64String, branchId: number): string {\r\n if (branchId < 0)\r\n return modelId;\r\n\r\n return `${modelId}_Node_${branchId.toString()}`;\r\n}\r\n\r\nfunction addAnimationBranch(modelId: Id64String, timeline: RenderSchedule.Timeline, branchId: number, branches: Map<string, AnimationBranchState>, time: number): void {\r\n const clipVector = timeline.getClipVector(time);\r\n const clip = clipVector ? IModelApp.renderSystem.createClipVolume(clipVector) : undefined;\r\n if (clip)\r\n branches.set(formatAnimationBranchId(modelId, branchId), { clip });\r\n}\r\n\r\n/** Mapping from node/branch IDs to animation branch state\r\n * @internal\r\n */\r\nexport interface AnimationBranchStates {\r\n /** Maps node Id to branch state. */\r\n readonly branchStates: Map<string, AnimationBranchState>;\r\n /** Ids of nodes that apply a transform. */\r\n readonly transformNodeIds: ReadonlySet<number>;\r\n}\r\n\r\n/** @internal */\r\nexport namespace AnimationBranchStates {\r\n export function fromScript(script: RenderSchedule.Script, time: number): AnimationBranchStates | undefined {\r\n if (!script.containsModelClipping && !script.requiresBatching)\r\n return undefined;\r\n\r\n const branches = new Map<string, AnimationBranchState>();\r\n for (const model of script.modelTimelines) {\r\n addAnimationBranch(model.modelId, model, -1, branches, time);\r\n for (const elem of model.elementTimelines) {\r\n if (elem.getVisibility(time) <= 0)\r\n branches.set(formatAnimationBranchId(model.modelId, elem.batchId), { omit: true });\r\n else\r\n addAnimationBranch(model.modelId, elem, elem.batchId, branches, time);\r\n }\r\n }\r\n\r\n return {\r\n branchStates: branches,\r\n transformNodeIds: script.transformBatchIds,\r\n };\r\n }\r\n}\r\n"]}
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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 { disposeArray, Id64String, IDisposable } from \"@itwin/core-bentley\";\r\nimport {\r\n FeatureAppearanceProvider, HiddenLine, RealityModelDisplaySettings, RenderSchedule, ViewFlagOverrides, ViewFlags,\r\n} from \"@itwin/core-common\";\r\nimport { IModelConnection } from \"../IModelConnection\";\r\nimport { IModelApp } from \"../IModelApp\";\r\nimport { FeatureSymbology } from \"./FeatureSymbology\";\r\nimport { RenderClipVolume } from \"./RenderClipVolume\";\r\nimport { RenderGraphic } from \"./RenderGraphic\";\r\nimport { RenderMemory } from \"./RenderMemory\";\r\nimport { RenderPlanarClassifier } from \"./RenderPlanarClassifier\";\r\nimport { RenderTextureDrape } from \"./RenderSystem\";\r\n\r\n/** Carries information in a GraphicBranchOptions about a GraphicBranch produced by drawing one view into the context of another.\r\n * @internal\r\n */\r\nexport interface GraphicBranchFrustum {\r\n is3d: boolean;\r\n scale: {\r\n x: number;\r\n y: number;\r\n };\r\n}\r\n\r\n/** Special values of [[GraphicBranch.animationNodeId]].\r\n * All other values refer to an [ElementTimeline.batchId]($common) that applies a transform to the graphics in the branch.\r\n * @internal\r\n */\r\nexport enum AnimationNodeId {\r\n Untransformed = 0xffffffff,\r\n}\r\n\r\n/**\r\n * A node in a scene graph. The branch itself is not renderable. Instead it contains a list of RenderGraphics,\r\n * and a transform, symbology overrides, and clip volume which are to be applied when rendering them.\r\n * Branches can be nested to build an arbitrarily-complex scene graph.\r\n * @see [[RenderSystem.createBranch]]\r\n * @public\r\n * @extensions\r\n */\r\nexport class GraphicBranch implements IDisposable /* , RenderMemory.Consumer */ {\r\n /** The child nodes of this branch */\r\n public readonly entries: RenderGraphic[] = [];\r\n /** If true, when the branch is disposed of, the RenderGraphics in its entries array will also be disposed */\r\n public readonly ownsEntries: boolean;\r\n /** Selectively overrides the view's [ViewFlags]($common) while drawing graphics within this branch. The default overrides nothing.\r\n * @see [[setViewFlagOverrides]].\r\n */\r\n public viewFlagOverrides: ViewFlagOverrides = {};\r\n /** Controls how reality models are displayed within this branch.\r\n * @beta\r\n */\r\n public realityModelDisplaySettings?: RealityModelDisplaySettings;\r\n /** Optional symbology overrides to be applied to all graphics in this branch */\r\n public symbologyOverrides?: FeatureSymbology.Overrides;\r\n /** Optional animation branch Id that incorporates the model Id and, for element timelines, the batch Id.\r\n * @internal\r\n */\r\n public animationId?: string;\r\n /** Identifies the node in the [RenderSchedule.Script]($backend) with which this branch is associated.\r\n * @internal\r\n */\r\n public animationNodeId?: AnimationNodeId | number;\r\n\r\n /** Constructor\r\n * @param ownsEntries If true, when this branch is [[dispose]]d, all of the [[RenderGraphic]]s it contains will also be disposed.\r\n */\r\n public constructor(ownsEntries: boolean = false) {\r\n this.ownsEntries = ownsEntries;\r\n }\r\n\r\n /** Add a graphic to this branch. */\r\n public add(graphic: RenderGraphic): void {\r\n this.entries.push(graphic);\r\n }\r\n\r\n /** Compute the view flags that result from applying this branch's [[viewFlagOverrides]] to the input flags.\r\n * @param flags The input view flags, e.g., from the view's [[DisplayStyleState]].\r\n * @returns The result of applying [[viewFlagOverrides]] to `flags`.\r\n */\r\n public getViewFlags(flags: ViewFlags): ViewFlags {\r\n return flags.override(this.viewFlagOverrides);\r\n }\r\n\r\n /** Set [[viewFlagOverrides]] to override **all** ViewFlags as specified by `flags`. */\r\n public setViewFlags(flags: ViewFlags): void {\r\n this.viewFlagOverrides = { ...flags };\r\n }\r\n\r\n /** Change [[viewFlagOverrides]]. */\r\n public setViewFlagOverrides(ovr: ViewFlagOverrides): void {\r\n this.viewFlagOverrides = { ...ovr };\r\n }\r\n\r\n /** Disposes of all graphics in this branch, if and only if [[ownsEntries]] is true. */\r\n public dispose() {\r\n this.clear();\r\n }\r\n\r\n /** Returns true if this branch contains no graphics. */\r\n public get isEmpty(): boolean {\r\n return 0 === this.entries.length;\r\n }\r\n\r\n /** Empties the list of [[RenderGraphic]]s contained in this branch, and if the [[ownsEntries]] flag is set, also disposes of them. */\r\n public clear(): void {\r\n if (this.ownsEntries)\r\n disposeArray(this.entries);\r\n else\r\n this.entries.length = 0;\r\n }\r\n\r\n /** @internal */\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n for (const entry of this.entries)\r\n entry.collectStatistics(stats);\r\n }\r\n}\r\n\r\n/** Options passed to [[RenderSystem.createGraphicBranch]].\r\n * @public\r\n * @extensions\r\n */\r\nexport interface GraphicBranchOptions {\r\n /** Clip applied to the graphics in the branch. */\r\n clipVolume?: RenderClipVolume;\r\n /** @internal */\r\n classifierOrDrape?: RenderPlanarClassifier | RenderTextureDrape;\r\n /** Optionally replaces the view's hidden line settings when drawing the branch. */\r\n hline?: HiddenLine.Settings;\r\n /** The iModel from which the graphics originate, if different than that associated with the view. */\r\n iModel?: IModelConnection;\r\n /** @internal */\r\n frustum?: GraphicBranchFrustum;\r\n /** Supplements the view's [[FeatureSymbology.Overrides]] for graphics in the branch. */\r\n appearanceProvider?: FeatureAppearanceProvider;\r\n /** @internal Secondary planar classifiers (map layers) */\r\n secondaryClassifiers?: Map<number, RenderPlanarClassifier>;\r\n}\r\n\r\n/** Clip/Transform for a branch that are varied over time.\r\n * @internal\r\n */\r\nexport interface AnimationBranchState {\r\n readonly clip?: RenderClipVolume;\r\n readonly omit?: boolean;\r\n}\r\n\r\n/** @internal */\r\nexport function formatAnimationBranchId(modelId: Id64String, branchId: number): string {\r\n if (branchId < 0)\r\n return modelId;\r\n\r\n return `${modelId}_Node_${branchId.toString()}`;\r\n}\r\n\r\nfunction addAnimationBranch(modelId: Id64String, timeline: RenderSchedule.Timeline, branchId: number, branches: Map<string, AnimationBranchState>, time: number): void {\r\n const clipVector = timeline.getClipVector(time);\r\n const clip = clipVector ? IModelApp.renderSystem.createClipVolume(clipVector) : undefined;\r\n if (clip)\r\n branches.set(formatAnimationBranchId(modelId, branchId), { clip });\r\n}\r\n\r\n/** Mapping from node/branch IDs to animation branch state\r\n * @internal\r\n */\r\nexport interface AnimationBranchStates {\r\n /** Maps node Id to branch state. */\r\n readonly branchStates: Map<string, AnimationBranchState>;\r\n /** Ids of nodes that apply a transform. */\r\n readonly transformNodeIds: ReadonlySet<number>;\r\n}\r\n\r\n/** @internal */\r\nexport namespace AnimationBranchStates {\r\n export function fromScript(script: RenderSchedule.Script, time: number): AnimationBranchStates | undefined {\r\n if (!script.containsModelClipping && !script.requiresBatching)\r\n return undefined;\r\n\r\n const branches = new Map<string, AnimationBranchState>();\r\n for (const model of script.modelTimelines) {\r\n addAnimationBranch(model.modelId, model, -1, branches, time);\r\n for (const elem of model.elementTimelines) {\r\n if (elem.getVisibility(time) <= 0)\r\n branches.set(formatAnimationBranchId(model.modelId, elem.batchId), { omit: true });\r\n else\r\n addAnimationBranch(model.modelId, elem, elem.batchId, branches, time);\r\n }\r\n }\r\n\r\n return {\r\n branchStates: branches,\r\n transformNodeIds: script.transformBatchIds,\r\n };\r\n }\r\n}\r\n"]}
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{"version":3,"file":"PointCloudPrimitive.d.ts","sourceRoot":"","sources":["../../../../src/render/primitives/PointCloudPrimitive.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,YAAY,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;
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{"version":3,"file":"PointCloudPrimitive.d.ts","sourceRoot":"","sources":["../../../../src/render/primitives/PointCloudPrimitive.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,YAAY,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAE7D,MAAM,WAAW,cAAc;IAC7B,SAAS,EAAE,UAAU,GAAG,WAAW,CAAC;IACpC,OAAO,EAAE,SAAS,CAAC;IACnB,MAAM,EAAE,UAAU,CAAC;IACnB,QAAQ,EAAE,YAAY,CAAC;IACvB,SAAS,EAAE,MAAM,CAAC;IAClB,WAAW,EAAE,KAAK,GAAG,KAAK,CAAC;CAC5B"}
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{"version":3,"file":"PointCloudPrimitive.js","sourceRoot":"","sources":["../../../../src/render/primitives/PointCloudPrimitive.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG
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{"version":3,"file":"PointCloudPrimitive.js","sourceRoot":"","sources":["../../../../src/render/primitives/PointCloudPrimitive.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* 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 { FeatureIndex, QParams3d } from \"@itwin/core-common\";\r\n\r\nexport interface PointCloudArgs {\r\n positions: Uint8Array | Uint16Array;\r\n qparams: QParams3d;\r\n colors: Uint8Array;\r\n features: FeatureIndex;\r\n voxelSize: number;\r\n colorFormat: \"bgr\" | \"rgb\";\r\n}\r\n"]}
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{"version":3,"file":"MeshPrimitives.d.ts","sourceRoot":"","sources":["../../../../../src/render/primitives/mesh/MeshPrimitives.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,UAAU,EAAkB,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC7F,OAAO,EACL,UAAU,EAAE,QAAQ,EAAE,OAAO,EAAE,YAAY,EAAoB,YAAY,EAAE,SAAS,EAAE,UAAU,EAAE,SAAS,EAAE,YAAY,EAAE,gBAAgB,EAC7I,gBAAgB,EAAE,YAAY,EAAE,gBAAgB,EAAE,aAAa,EAAa,YAAY,EAAE,cAAc,EAAE,aAAa,EAAE,kBAAkB,EAC5I,MAAM,oBAAoB,CAAC;AAC5B,OAAO,EAAE,sBAAsB,EAAE,MAAM,8BAA8B,CAAC;AACtE,OAAO,EAAE,aAAa,EAAE,MAAM,qBAAqB,CAAC;AACpD,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAClD,OAAO,EAAE,QAAQ,EAAE,MAAM,aAAa,CAAC;AACvC,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AACjD,OAAO,EAAE,QAAQ,EAAE,YAAY,EAAE,MAAM,eAAe,CAAC;AACvD,OAAO,EAAE,cAAc,EAAE,MAAM,cAAc,CAAC;AAE9C;;;;;GAKG;AACH,MAAM,WAAW,WAAY,SAAQ,KAAK,CAAC,OAAO,CAAC;IACjD,sHAAsH;IACtH,GAAG,CAAC,KAAK,EAAE,OAAO,GAAG,IAAI,CAAC;IAC1B,+FAA+F;IAC/F,KAAK,EAAE,OAAO,CAAC;CAChB;AAED;;;GAGG;AACH,oBAAY,aAAa,GAAG,WAAW,GAAG,YAAY,CAAC;AAKvD,MAAM,WAAW,YAAY;IAC3B,MAAM,EAAE,UAAU,CAAC;IACnB,QAAQ,EAAE,YAAY,CAAC;IACvB,KAAK,EAAE,MAAM,CAAC;IACd,UAAU,EAAE,UAAU,CAAC;IACvB,KAAK,EAAE,aAAa,CAAC;IACrB,MAAM,EAAE,YAAY,GAAG,IAAI,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IAChD,SAAS,EAAE,YAAY,EAAE,CAAC;CAC3B;AAED,gBAAgB;AAChB,yBAAiB,YAAY,CAAC;IAC5B,SAAgB,QAAQ,CAAC,IAAI,EAAE,IAAI,GAAG,YAAY,GAAG,SAAS,CAuC7D;CACF;AAED;;GAEG;AACH,qBAAa,aAAa;IACjB,KAAK,WAAkB;IACvB,WAAW,qBAA4B;IACvC,SAAS,mBAA0B;IACnC,KAAK,SAAK;IACV,UAAU,aAAoB;IAE9B,KAAK,IAAI,IAAI;IAOpB,IAAW,OAAO,IAAI,OAAO,CAAqF;CACnH;AAKD,MAAM,WAAW,QAAQ;IACvB,KAAK,CAAC,EAAE,aAAa,CAAC;IACtB,WAAW,EAAE,MAAM,EAAE,CAAC;IACtB,MAAM,EAAE,YAAY,GAAG,IAAI,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IAChD,OAAO,CAAC,EAAE,gBAAgB,EAAE,CAAC;IAC7B,MAAM,EAAE,UAAU,CAAC;IACnB,QAAQ,EAAE,YAAY,CAAC;IACvB,SAAS,EAAE,SAAS,CAAC;IACrB,QAAQ,CAAC,EAAE,OAAO,CAAC;IACnB,IAAI,CAAC,EAAE,OAAO,CAAC;IACf,gBAAgB,CAAC,EAAE,OAAO,CAAC;IAC3B,kBAAkB,CAAC,EAAE,OAAO,CAAC;IAC7B,eAAe,CAAC,EAAE,OAAO,CAAC;IAC1B,WAAW,CAAC,EAAE,aAAa,CAAC,UAAU,CAAC,CAAC;IACxC,QAAQ,CAAC,EAAE,cAAc,CAAC;IAC1B,cAAc,CAAC,EAAE;QACf,OAAO,EAAE,aAAa,CAAC;QACvB,QAAQ,EAAE,OAAO,EAAE,CAAC;KACrB,CAAC;CACH;AAED,gBAAgB;AAChB,yBAAiB,QAAQ,CAAC;IACxB,SAAgB,QAAQ,CAAC,IAAI,EAAE,IAAI,GAAG,QAAQ,GAAG,SAAS,CAgDzD;CACF;AAED,gBAAgB;AAChB,qBAAa,IAAI;IACf,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAkC;IACxD,SAAgB,MAAM,EAAE,aAAa,CAAC;IACtC,SAAgB,OAAO,EAAE,gBAAgB,EAAE,CAAM;IACjD,SAAgB,QAAQ,EAAE,OAAO,EAAE,CAAM;IACzC,SAAgB,QAAQ,EAAE,QAAQ,CAAkB;IAC7C,MAAM,EAAE,MAAM,EAAE,CAAM;IACtB,KAAK,CAAC,EAAE,SAAS,CAAC;IACzB,SAAgB,QAAQ,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC;IACzC,SAAgB,IAAI,EAAE,IAAI,CAAC,aAAa,CAAC;IACzC,SAAgB,IAAI,EAAE,OAAO,CAAC;IAC9B,SAAgB,QAAQ,EAAE,OAAO,CAAC;IAClC,SAAgB,gBAAgB,EAAE,OAAO,CAAC;IAC1C,SAAgB,kBAAkB,EAAE,OAAO,CAAC;IACrC,aAAa,EAAE,aAAa,CAAC;IACpC,OAAO,CAAC,YAAY,CAAC,CAAe;IAEpC,OAAO;WAwBO,MAAM,CAAC,KAAK,EAAE,IAAI,CAAC,KAAK,GAAG,IAAI;IAE7C,IAAW,SAAS,IAAI,YAAY,GAAG,SAAS,CAE/C;IAED,IAAW,SAAS,IAAI,gBAAgB,GAAG,SAAS,CAEnD;IAED,IAAW,WAAW,IAAI,aAAa,CAAC,UAAU,CAAC,GAAG,SAAS,CAE9D;IAEM,cAAc,CAAC,QAAQ,EAAE,aAAa,CAAC,UAAU,CAAC,EAAE,QAAQ,EAAE,MAAM,GAAG,IAAI;IAiC3E,cAAc,CAAC,KAAK,EAAE,YAAY,GAAG,IAAI;IAKzC,UAAU,IAAI,QAAQ,GAAG,SAAS;IAIlC,cAAc,IAAI,YAAY,GAAG,SAAS;IAI1C,WAAW,CAAC,MAAM,EAAE,YAAY,EAAE,gCAAgC,CAAC,EAAE,sBAAsB,GAAG,OAAO,GAAG,aAAa,GAAG,SAAS;IASjI,WAAW,CAAC,IAAI,EAAE,YAAY,GAAG,IAAI;IAarC,WAAW,CAAC,QAAQ,EAAE,QAAQ,GAAG,IAAI;IAUrC,SAAS,CAAC,KAAK,EAAE,cAAc,GAAG,MAAM;CAgChD;AAED,gBAAgB;AAChB,yBAAiB,IAAI,CAAC;IACpB,KAAY,aAAa;QACvB,IAAI,IAAA;QACJ,QAAQ,IAAA;QACR,KAAK,IAAA;KACN;IAED,MAAa,QAAQ;QACnB,SAAgB,KAAK,EAAE,YAAY,CAAC;QAC7B,OAAO,EAAE,MAAM,EAAE,CAAM;QACvB,OAAO,SAAK;QACZ,WAAW,UAAS;oBAER,KAAK,EAAE,YAAY;QAE/B,GAAG,CAAC,IAAI,EAAE,OAAO,EAAE,QAAQ,EAAE,MAAM,GAAG,IAAI;QAkB1C,UAAU,CAAC,OAAO,EAAE,MAAM,EAAE;QAY5B,cAAc,CAAC,
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+
{"version":3,"file":"MeshPrimitives.d.ts","sourceRoot":"","sources":["../../../../../src/render/primitives/mesh/MeshPrimitives.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,UAAU,EAAkB,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC7F,OAAO,EACL,UAAU,EAAE,QAAQ,EAAE,OAAO,EAAE,YAAY,EAAoB,YAAY,EAAE,SAAS,EAAE,UAAU,EAAE,SAAS,EAAE,YAAY,EAAE,gBAAgB,EAC7I,gBAAgB,EAAE,YAAY,EAAE,gBAAgB,EAAE,aAAa,EAAa,YAAY,EAAE,cAAc,EAAE,aAAa,EAAE,kBAAkB,EAC5I,MAAM,oBAAoB,CAAC;AAC5B,OAAO,EAAE,sBAAsB,EAAE,MAAM,8BAA8B,CAAC;AACtE,OAAO,EAAE,aAAa,EAAE,MAAM,qBAAqB,CAAC;AACpD,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAClD,OAAO,EAAE,QAAQ,EAAE,MAAM,aAAa,CAAC;AACvC,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AACjD,OAAO,EAAE,QAAQ,EAAE,YAAY,EAAE,MAAM,eAAe,CAAC;AACvD,OAAO,EAAE,cAAc,EAAE,MAAM,cAAc,CAAC;AAE9C;;;;;GAKG;AACH,MAAM,WAAW,WAAY,SAAQ,KAAK,CAAC,OAAO,CAAC;IACjD,sHAAsH;IACtH,GAAG,CAAC,KAAK,EAAE,OAAO,GAAG,IAAI,CAAC;IAC1B,+FAA+F;IAC/F,KAAK,EAAE,OAAO,CAAC;CAChB;AAED;;;GAGG;AACH,oBAAY,aAAa,GAAG,WAAW,GAAG,YAAY,CAAC;AAKvD,MAAM,WAAW,YAAY;IAC3B,MAAM,EAAE,UAAU,CAAC;IACnB,QAAQ,EAAE,YAAY,CAAC;IACvB,KAAK,EAAE,MAAM,CAAC;IACd,UAAU,EAAE,UAAU,CAAC;IACvB,KAAK,EAAE,aAAa,CAAC;IACrB,MAAM,EAAE,YAAY,GAAG,IAAI,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IAChD,SAAS,EAAE,YAAY,EAAE,CAAC;CAC3B;AAED,gBAAgB;AAChB,yBAAiB,YAAY,CAAC;IAC5B,SAAgB,QAAQ,CAAC,IAAI,EAAE,IAAI,GAAG,YAAY,GAAG,SAAS,CAuC7D;CACF;AAED;;GAEG;AACH,qBAAa,aAAa;IACjB,KAAK,WAAkB;IACvB,WAAW,qBAA4B;IACvC,SAAS,mBAA0B;IACnC,KAAK,SAAK;IACV,UAAU,aAAoB;IAE9B,KAAK,IAAI,IAAI;IAOpB,IAAW,OAAO,IAAI,OAAO,CAAqF;CACnH;AAKD,MAAM,WAAW,QAAQ;IACvB,KAAK,CAAC,EAAE,aAAa,CAAC;IACtB,WAAW,EAAE,MAAM,EAAE,CAAC;IACtB,MAAM,EAAE,YAAY,GAAG,IAAI,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IAChD,OAAO,CAAC,EAAE,gBAAgB,EAAE,CAAC;IAC7B,MAAM,EAAE,UAAU,CAAC;IACnB,QAAQ,EAAE,YAAY,CAAC;IACvB,SAAS,EAAE,SAAS,CAAC;IACrB,QAAQ,CAAC,EAAE,OAAO,CAAC;IACnB,IAAI,CAAC,EAAE,OAAO,CAAC;IACf,gBAAgB,CAAC,EAAE,OAAO,CAAC;IAC3B,kBAAkB,CAAC,EAAE,OAAO,CAAC;IAC7B,eAAe,CAAC,EAAE,OAAO,CAAC;IAC1B,WAAW,CAAC,EAAE,aAAa,CAAC,UAAU,CAAC,CAAC;IACxC,QAAQ,CAAC,EAAE,cAAc,CAAC;IAC1B,cAAc,CAAC,EAAE;QACf,OAAO,EAAE,aAAa,CAAC;QACvB,QAAQ,EAAE,OAAO,EAAE,CAAC;KACrB,CAAC;CACH;AAED,gBAAgB;AAChB,yBAAiB,QAAQ,CAAC;IACxB,SAAgB,QAAQ,CAAC,IAAI,EAAE,IAAI,GAAG,QAAQ,GAAG,SAAS,CAgDzD;CACF;AAED,gBAAgB;AAChB,qBAAa,IAAI;IACf,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAkC;IACxD,SAAgB,MAAM,EAAE,aAAa,CAAC;IACtC,SAAgB,OAAO,EAAE,gBAAgB,EAAE,CAAM;IACjD,SAAgB,QAAQ,EAAE,OAAO,EAAE,CAAM;IACzC,SAAgB,QAAQ,EAAE,QAAQ,CAAkB;IAC7C,MAAM,EAAE,MAAM,EAAE,CAAM;IACtB,KAAK,CAAC,EAAE,SAAS,CAAC;IACzB,SAAgB,QAAQ,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC;IACzC,SAAgB,IAAI,EAAE,IAAI,CAAC,aAAa,CAAC;IACzC,SAAgB,IAAI,EAAE,OAAO,CAAC;IAC9B,SAAgB,QAAQ,EAAE,OAAO,CAAC;IAClC,SAAgB,gBAAgB,EAAE,OAAO,CAAC;IAC1C,SAAgB,kBAAkB,EAAE,OAAO,CAAC;IACrC,aAAa,EAAE,aAAa,CAAC;IACpC,OAAO,CAAC,YAAY,CAAC,CAAe;IAEpC,OAAO;WAwBO,MAAM,CAAC,KAAK,EAAE,IAAI,CAAC,KAAK,GAAG,IAAI;IAE7C,IAAW,SAAS,IAAI,YAAY,GAAG,SAAS,CAE/C;IAED,IAAW,SAAS,IAAI,gBAAgB,GAAG,SAAS,CAEnD;IAED,IAAW,WAAW,IAAI,aAAa,CAAC,UAAU,CAAC,GAAG,SAAS,CAE9D;IAEM,cAAc,CAAC,QAAQ,EAAE,aAAa,CAAC,UAAU,CAAC,EAAE,QAAQ,EAAE,MAAM,GAAG,IAAI;IAiC3E,cAAc,CAAC,KAAK,EAAE,YAAY,GAAG,IAAI;IAKzC,UAAU,IAAI,QAAQ,GAAG,SAAS;IAIlC,cAAc,IAAI,YAAY,GAAG,SAAS;IAI1C,WAAW,CAAC,MAAM,EAAE,YAAY,EAAE,gCAAgC,CAAC,EAAE,sBAAsB,GAAG,OAAO,GAAG,aAAa,GAAG,SAAS;IASjI,WAAW,CAAC,IAAI,EAAE,YAAY,GAAG,IAAI;IAarC,WAAW,CAAC,QAAQ,EAAE,QAAQ,GAAG,IAAI;IAUrC,SAAS,CAAC,KAAK,EAAE,cAAc,GAAG,MAAM;CAgChD;AAED,gBAAgB;AAChB,yBAAiB,IAAI,CAAC;IACpB,KAAY,aAAa;QACvB,IAAI,IAAA;QACJ,QAAQ,IAAA;QACR,KAAK,IAAA;KACN;IAED,MAAa,QAAQ;QACnB,SAAgB,KAAK,EAAE,YAAY,CAAC;QAC7B,OAAO,EAAE,MAAM,EAAE,CAAM;QACvB,OAAO,SAAK;QACZ,WAAW,UAAS;oBAER,KAAK,EAAE,YAAY;QAE/B,GAAG,CAAC,IAAI,EAAE,OAAO,EAAE,QAAQ,EAAE,MAAM,GAAG,IAAI;QAkB1C,UAAU,CAAC,OAAO,EAAE,MAAM,EAAE;QAY5B,cAAc,CAAC,MAAM,CAAC,EAAE,YAAY,GAAG,YAAY;KAc3D;IAED,UAAiB,KAAK;QACpB,aAAa,EAAE,aAAa,CAAC;QAC7B,QAAQ,CAAC,EAAE,YAAY,CAAC;QACxB,IAAI,EAAE,IAAI,CAAC,aAAa,CAAC;QACzB,KAAK,EAAE,OAAO,CAAC;QACf,iBAAiB,EAAE,OAAO,CAAC;QAC3B,IAAI,EAAE,OAAO,CAAC;QACd,QAAQ,EAAE,OAAO,CAAC;QAClB,gBAAgB,CAAC,EAAE,OAAO,CAAC;QAC3B,kBAAkB,CAAC,EAAE,OAAO,CAAC;KAC9B;CACF;AAED,gBAAgB;AAChB,qBAAa,QAAS,SAAQ,KAAK,CAAC,IAAI,CAAC;IACvC,SAAgB,QAAQ,CAAC,EAAE,YAAY,CAAC;IACxC,SAAgB,KAAK,CAAC,EAAE,OAAO,CAAC;gBACpB,QAAQ,CAAC,EAAE,YAAY,EAAE,KAAK,CAAC,EAAE,OAAO;CAKrD"}
|
|
@@ -295,7 +295,8 @@ exports.Mesh = Mesh;
|
|
|
295
295
|
else if (1 < indices.length)
|
|
296
296
|
this.indices = indices;
|
|
297
297
|
}
|
|
298
|
-
toFeatureIndex(
|
|
298
|
+
toFeatureIndex(output) {
|
|
299
|
+
const index = output !== null && output !== void 0 ? output : new core_common_1.FeatureIndex();
|
|
299
300
|
if (!this.initialized) {
|
|
300
301
|
index.type = core_common_1.FeatureIndexType.Empty;
|
|
301
302
|
}
|
|
@@ -307,6 +308,7 @@ exports.Mesh = Mesh;
|
|
|
307
308
|
index.type = core_common_1.FeatureIndexType.NonUniform;
|
|
308
309
|
index.featureIDs = new Uint32Array(this.indices);
|
|
309
310
|
}
|
|
311
|
+
return index;
|
|
310
312
|
}
|
|
311
313
|
}
|
|
312
314
|
Mesh.Features = Features;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { 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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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(output?: FeatureIndex): FeatureIndex {\r\n const index = output ?? new FeatureIndex();\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 return index;\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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@@ -2,7 +2,7 @@
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* @module WebGL
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*/
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import { Transform } from "@itwin/core-geometry";
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import { BatchType, FeatureAppearance, FeatureAppearanceProvider, GeometryClass, HiddenLine, ViewFlags } from "@itwin/core-common";
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import { BatchType, FeatureAppearance, FeatureAppearanceProvider, GeometryClass, HiddenLine, RealityModelDisplaySettings, ViewFlags } from "@itwin/core-common";
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import { IModelConnection } from "../../IModelConnection";
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import { FeatureSymbology } from "../FeatureSymbology";
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import { ClipVolume } from "./ClipVolume";
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@@ -35,6 +35,7 @@ export interface BranchStateOptions {
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y: number;
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};
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readonly appearanceProvider?: FeatureAppearanceProvider;
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readonly realityModelDisplaySettings?: RealityModelDisplaySettings;
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}
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/**
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* Represents a branch node in the scene graph, with associated view flags and transform to be applied to
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@@ -58,6 +59,7 @@ export declare class BranchState {
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};
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get appearanceProvider(): FeatureAppearanceProvider | undefined;
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get secondaryClassifiers(): PlanarClassifier[] | undefined;
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get realityModelDisplaySettings(): RealityModelDisplaySettings | undefined;
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get symbologyOverrides(): FeatureSymbology.Overrides;
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set symbologyOverrides(ovrs: FeatureSymbology.Overrides);
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changeRenderPlan(viewFlags: ViewFlags, is3d: boolean, hline: HiddenLine.Settings | undefined): void;
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@@ -1 +1 @@
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-
{"version":3,"file":"BranchState.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/BranchState.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjD,OAAO,EACL,SAAS,EAAE,iBAAiB,EAAE,yBAAyB,EAAE,aAAa,EAAE,UAAU,EAAc,SAAS,
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{"version":3,"file":"BranchState.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/BranchState.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjD,OAAO,EACL,SAAS,EAAE,iBAAiB,EAAE,yBAAyB,EAAE,aAAa,EAAE,UAAU,EAAE,2BAA2B,EAAc,SAAS,EACvI,MAAM,oBAAoB,CAAC;AAC5B,OAAO,EAAE,gBAAgB,EAAE,MAAM,wBAAwB,CAAC;AAC1D,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AACvD,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAC1C,OAAO,EAAE,MAAM,EAAE,MAAM,WAAW,CAAC;AACnC,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AACtD,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAC9C,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAE9C;;GAEG;AACH,MAAM,WAAW,kBAAkB;IACjC,QAAQ,CAAC,SAAS,EAAE,SAAS,CAAC;IAC9B,SAAS,EAAE,SAAS,CAAC;IACrB,kBAAkB,EAAE,gBAAgB,CAAC,SAAS,CAAC;IAC/C,UAAU,CAAC,EAAE,UAAU,CAAC;IACxB,QAAQ,CAAC,gBAAgB,CAAC,EAAE,gBAAgB,CAAC;IAC7C,QAAQ,CAAC,oBAAoB,CAAC,EAAE,gBAAgB,EAAE,CAAC;IACnD,QAAQ,CAAC,YAAY,CAAC,EAAE,YAAY,CAAC;IACrC,QAAQ,CAAC,YAAY,EAAE,YAAY,CAAC;IACpC,kIAAkI;IAClI,QAAQ,CAAC,MAAM,CAAC,EAAE,gBAAgB,CAAC;IACnC;;;;OAIG;IACH,IAAI,EAAE,OAAO,CAAC;IACd,YAAY,CAAC,EAAE;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,CAAC;IACxC,QAAQ,CAAC,kBAAkB,CAAC,EAAE,yBAAyB,CAAC;IACxD,QAAQ,CAAC,2BAA2B,CAAC,EAAE,2BAA2B,CAAC;CACpE;AAED;;;;GAIG;AACH,qBAAa,WAAW;IACtB,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAqB;IAE3C,IAAW,SAAS,cAAmC;IACvD,IAAW,SAAS,IACK,SAAS,CADqB;IACvD,IAAW,SAAS,CAAC,EAAE,EAAE,SAAS,EAA4C;IAC9E,IAAW,UAAU,2BAAoC;IACzD,IAAW,gBAAgB,iCAA0C;IACrE,IAAW,YAAY,6BAAsC;IAC7D,IAAW,YAAY,iBAAsC;IAC7D,IAAW,MAAM,iCAAgC;IACjD,IAAW,IAAI,YAA8B;IAC7C,IAAW,YAAY;;;MAAuC;IAC9D,IAAW,kBAAkB,0CAA4C;IACzE,IAAW,oBAAoB,mCAA8C;IAC7E,IAAW,2BAA2B,4CAAqD;IAE3F,IAAW,kBAAkB,IAGO,gBAAgB,CAAC,SAAS,CAD7D;IACD,IAAW,kBAAkB,CAAC,IAAI,EAAE,gBAAgB,CAAC,SAAS,EAE7D;IAEM,gBAAgB,CAAC,SAAS,EAAE,SAAS,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,UAAU,CAAC,QAAQ,GAAG,SAAS,GAAG,IAAI;IAM1G,iJAAiJ;WACnI,UAAU,CAAC,IAAI,EAAE,WAAW,EAAE,MAAM,EAAE,MAAM,GAAG,WAAW;IAmBjE,oBAAoB,CAAC,SAAS,EAAE,gBAAgB,CAAC,SAAS,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,SAAS,EAAE,aAAa,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,EAAE,IAAI,EAAE,SAAS,EAAE,eAAe,EAAE,MAAM,GAAG,iBAAiB,GAAG,SAAS;WAO7P,oBAAoB,IAAI,WAAW;gBAM9B,IAAI,EAAE,kBAAkB;CAO5C"}
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get frustumScale() { return this._opts.frustumScale; }
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get appearanceProvider() { return this._opts.appearanceProvider; }
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get secondaryClassifiers() { return this._opts.secondaryClassifiers; }
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get realityModelDisplaySettings() { return this._opts.realityModelDisplaySettings; }
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get symbologyOverrides() {
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}
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/** Create a BranchState from a Branch. Any properties not explicitly specified by the new Branch are inherited from the previous BranchState. */
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static fromBranch(prev, branch) {
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var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l;
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return new BranchState({
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viewFlags: branch.branch.getViewFlags(prev.viewFlags),
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transform: prev.transform.multiplyTransformTransform(branch.localToWorldTransform),
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symbologyOverrides: (_a = branch.branch.symbologyOverrides) !== null && _a !== void 0 ? _a : prev.symbologyOverrides,
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iModel: (_b = branch.iModel) !== null && _b !== void 0 ? _b : prev.iModel,
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planarClassifier: (undefined !== branch.planarClassifier && undefined !== branch.planarClassifier.texture) ? branch.planarClassifier : prev.planarClassifier,
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textureDrape: (_c = branch.textureDrape) !== null && _c !== void 0 ? _c : prev.textureDrape,
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clipVolume: branch.clips,
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edgeSettings: (_d = branch.edgeSettings) !== null && _d !== void 0 ? _d : prev.edgeSettings,
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is3d: (_f = (_e = branch.frustum) === null || _e === void 0 ? void 0 : _e.is3d) !== null && _f !== void 0 ? _f : prev.is3d,
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frustumScale: (_h = (_g = branch.frustum) === null || _g === void 0 ? void 0 : _g.scale) !== null && _h !== void 0 ? _h : prev.frustumScale,
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secondaryClassifiers: (_j = branch.secondaryClassifiers) !== null && _j !== void 0 ? _j : prev.secondaryClassifiers,
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// The branch can augment the symbology overrides. If it doesn't want to, allow its parent to do so, unless this branch supplies its own symbology overrides.
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appearanceProvider: (_k = branch.appearanceProvider) !== null && _k !== void 0 ? _k : (branch.branch.symbologyOverrides ? undefined : prev.appearanceProvider),
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realityModelDisplaySettings: (_l = branch.branch.realityModelDisplaySettings) !== null && _l !== void 0 ? _l : prev.realityModelDisplaySettings,
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});
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}
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getFeatureAppearance(overrides, elemLo, elemHi, subcatLo, subcatHi, geomClass, modelLo, modelHi, type, animationNodeId) {
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@@ -1 +1 @@
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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 WebGL\r\n */\r\n\r\nimport { Transform } from \"@itwin/core-geometry\";\r\nimport {\r\n BatchType, FeatureAppearance, FeatureAppearanceProvider, GeometryClass, HiddenLine, RenderMode, ViewFlags,\r\n} from \"@itwin/core-common\";\r\nimport { IModelConnection } from \"../../IModelConnection\";\r\nimport { FeatureSymbology } from \"../FeatureSymbology\";\r\nimport { ClipVolume } from \"./ClipVolume\";\r\nimport { Branch } from \"./Graphic\";\r\nimport { PlanarClassifier } from \"./PlanarClassifier\";\r\nimport { TextureDrape } from \"./TextureDrape\";\r\nimport { EdgeSettings } from \"./EdgeSettings\";\r\n\r\n/** Options used to construct a BranchState.\r\n * @internal\r\n */\r\nexport interface BranchStateOptions {\r\n readonly transform: Transform;\r\n viewFlags: ViewFlags;\r\n symbologyOverrides: FeatureSymbology.Overrides;\r\n clipVolume?: ClipVolume;\r\n readonly planarClassifier?: PlanarClassifier;\r\n readonly secondaryClassifiers?: PlanarClassifier[];\r\n readonly textureDrape?: TextureDrape;\r\n readonly edgeSettings: EdgeSettings;\r\n /** Used chiefly for readPixels() to identify context of picked Ids when graphics from multiple iModels are displayed together. */\r\n readonly iModel?: IModelConnection;\r\n /** Whether the graphics in this branch are 2d or 3d.\r\n * Sometimes we draw 3d orthographic views in the context of a 2d view (e.g., sheet view attachments).\r\n * Currently this only affects the logic for discarding surfaces (in 2d, we relay on display priority to enforce draw order between different elements;\r\n * in 3d we use the pick buffers.\r\n */\r\n is3d: boolean;\r\n frustumScale?: { x: number, y: number };\r\n readonly appearanceProvider?: FeatureAppearanceProvider;\r\n}\r\n\r\n/**\r\n * Represents a branch node in the scene graph, with associated view flags and transform to be applied to\r\n * all sub-nodes of the branch.\r\n * @internal\r\n */\r\nexport class BranchState {\r\n private readonly _opts: BranchStateOptions;\r\n\r\n public get transform() { return this._opts.transform; }\r\n public get viewFlags() { return this._opts.viewFlags; }\r\n public set viewFlags(vf: ViewFlags) { this._opts.viewFlags = vf.normalize(); }\r\n public get clipVolume() { return this._opts.clipVolume; }\r\n public get planarClassifier() { return this._opts.planarClassifier; }\r\n public get textureDrape() { return this._opts.textureDrape; }\r\n public get edgeSettings() { return this._opts.edgeSettings; }\r\n public get iModel() { return this._opts.iModel; }\r\n public get is3d() { return this._opts.is3d; }\r\n public get frustumScale() { return this._opts.frustumScale!; }\r\n public get appearanceProvider() { return this._opts.appearanceProvider; }\r\n public get secondaryClassifiers() { return this._opts.secondaryClassifiers; }\r\n\r\n public get symbologyOverrides() {\r\n return this._opts.symbologyOverrides;\r\n }\r\n public set symbologyOverrides(ovrs: FeatureSymbology.Overrides) {\r\n this._opts.symbologyOverrides = ovrs;\r\n }\r\n\r\n public changeRenderPlan(viewFlags: ViewFlags, is3d: boolean, hline: HiddenLine.Settings | undefined): void {\r\n this.viewFlags = viewFlags;\r\n this._opts.is3d = is3d;\r\n this.edgeSettings.init(hline);\r\n }\r\n\r\n /** Create a BranchState from a Branch. Any properties not explicitly specified by the new Branch are inherited from the previous BranchState. */\r\n public static fromBranch(prev: BranchState, branch: Branch): BranchState {\r\n const viewFlags = branch.branch.getViewFlags(prev.viewFlags);\r\n const transform = prev.transform.multiplyTransformTransform(branch.localToWorldTransform);\r\n const symbologyOverrides = branch.branch.symbologyOverrides ?? prev.symbologyOverrides;\r\n const iModel = branch.iModel ?? prev.iModel;\r\n const planarClassifier = (undefined !== branch.planarClassifier && undefined !== branch.planarClassifier.texture) ? branch.planarClassifier : prev.planarClassifier;\r\n const textureDrape = branch.textureDrape ?? prev.textureDrape;\r\n const clipVolume = branch.clips;\r\n const edgeSettings = branch.edgeSettings ?? prev.edgeSettings;\r\n const is3d = branch.frustum?.is3d ?? prev.is3d;\r\n const frustumScale = branch.frustum?.scale ?? prev.frustumScale;\r\n const secondaryClassifiers = branch.secondaryClassifiers?? prev.secondaryClassifiers;\r\n\r\n // The branch can augment the symbology overrides. If it doesn't want to, allow its parent to do so, unless this branch supplies its own symbology overrides.\r\n const appearanceProvider = branch.appearanceProvider ?? (branch.branch.symbologyOverrides ? undefined : prev.appearanceProvider);\r\n\r\n return new BranchState({ viewFlags, transform, symbologyOverrides, clipVolume, planarClassifier, textureDrape, edgeSettings, iModel, is3d, frustumScale, appearanceProvider, secondaryClassifiers });\r\n }\r\n\r\n public getFeatureAppearance(overrides: FeatureSymbology.Overrides, elemLo: number, elemHi: number, subcatLo: number, subcatHi: number, geomClass: GeometryClass, modelLo: number, modelHi: number, type: BatchType, animationNodeId: number): FeatureAppearance | undefined {\r\n if (this._opts.appearanceProvider)\r\n return this._opts.appearanceProvider.getFeatureAppearance(overrides, elemLo, elemHi, subcatLo, subcatHi, geomClass, modelLo, modelHi, type, animationNodeId);\r\n\r\n return overrides.getAppearance(elemLo, elemHi, subcatLo, subcatHi, geomClass, modelLo, modelHi, type, animationNodeId);\r\n }\r\n\r\n public static createForDecorations(): BranchState {\r\n const vf = new ViewFlags({ renderMode: RenderMode.SmoothShade, lighting: false, whiteOnWhiteReversal: false });\r\n\r\n return new BranchState({ viewFlags: vf, transform: Transform.createIdentity(), symbologyOverrides: new FeatureSymbology.Overrides(), edgeSettings: EdgeSettings.create(undefined), is3d: true });\r\n }\r\n\r\n public constructor(opts: BranchStateOptions) {\r\n if (!opts.frustumScale)\r\n opts.frustumScale = { x: 1, y: 1 };\r\n\r\n this._opts = opts;\r\n this._opts.viewFlags = this._opts.viewFlags.normalize();\r\n }\r\n}\r\n"]}
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+
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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 WebGL\r\n */\r\n\r\nimport { Transform } from \"@itwin/core-geometry\";\r\nimport {\r\n BatchType, FeatureAppearance, FeatureAppearanceProvider, GeometryClass, HiddenLine, RealityModelDisplaySettings, RenderMode, ViewFlags,\r\n} from \"@itwin/core-common\";\r\nimport { IModelConnection } from \"../../IModelConnection\";\r\nimport { FeatureSymbology } from \"../FeatureSymbology\";\r\nimport { ClipVolume } from \"./ClipVolume\";\r\nimport { Branch } from \"./Graphic\";\r\nimport { PlanarClassifier } from \"./PlanarClassifier\";\r\nimport { TextureDrape } from \"./TextureDrape\";\r\nimport { EdgeSettings } from \"./EdgeSettings\";\r\n\r\n/** Options used to construct a BranchState.\r\n * @internal\r\n */\r\nexport interface BranchStateOptions {\r\n readonly transform: Transform;\r\n viewFlags: ViewFlags;\r\n symbologyOverrides: FeatureSymbology.Overrides;\r\n clipVolume?: ClipVolume;\r\n readonly planarClassifier?: PlanarClassifier;\r\n readonly secondaryClassifiers?: PlanarClassifier[];\r\n readonly textureDrape?: TextureDrape;\r\n readonly edgeSettings: EdgeSettings;\r\n /** Used chiefly for readPixels() to identify context of picked Ids when graphics from multiple iModels are displayed together. */\r\n readonly iModel?: IModelConnection;\r\n /** Whether the graphics in this branch are 2d or 3d.\r\n * Sometimes we draw 3d orthographic views in the context of a 2d view (e.g., sheet view attachments).\r\n * Currently this only affects the logic for discarding surfaces (in 2d, we relay on display priority to enforce draw order between different elements;\r\n * in 3d we use the pick buffers.\r\n */\r\n is3d: boolean;\r\n frustumScale?: { x: number, y: number };\r\n readonly appearanceProvider?: FeatureAppearanceProvider;\r\n readonly realityModelDisplaySettings?: RealityModelDisplaySettings;\r\n}\r\n\r\n/**\r\n * Represents a branch node in the scene graph, with associated view flags and transform to be applied to\r\n * all sub-nodes of the branch.\r\n * @internal\r\n */\r\nexport class BranchState {\r\n private readonly _opts: BranchStateOptions;\r\n\r\n public get transform() { return this._opts.transform; }\r\n public get viewFlags() { return this._opts.viewFlags; }\r\n public set viewFlags(vf: ViewFlags) { this._opts.viewFlags = vf.normalize(); }\r\n public get clipVolume() { return this._opts.clipVolume; }\r\n public get planarClassifier() { return this._opts.planarClassifier; }\r\n public get textureDrape() { return this._opts.textureDrape; }\r\n public get edgeSettings() { return this._opts.edgeSettings; }\r\n public get iModel() { return this._opts.iModel; }\r\n public get is3d() { return this._opts.is3d; }\r\n public get frustumScale() { return this._opts.frustumScale!; }\r\n public get appearanceProvider() { return this._opts.appearanceProvider; }\r\n public get secondaryClassifiers() { return this._opts.secondaryClassifiers; }\r\n public get realityModelDisplaySettings() { return this._opts.realityModelDisplaySettings; }\r\n\r\n public get symbologyOverrides() {\r\n return this._opts.symbologyOverrides;\r\n }\r\n public set symbologyOverrides(ovrs: FeatureSymbology.Overrides) {\r\n this._opts.symbologyOverrides = ovrs;\r\n }\r\n\r\n public changeRenderPlan(viewFlags: ViewFlags, is3d: boolean, hline: HiddenLine.Settings | undefined): void {\r\n this.viewFlags = viewFlags;\r\n this._opts.is3d = is3d;\r\n this.edgeSettings.init(hline);\r\n }\r\n\r\n /** Create a BranchState from a Branch. Any properties not explicitly specified by the new Branch are inherited from the previous BranchState. */\r\n public static fromBranch(prev: BranchState, branch: Branch): BranchState {\r\n return new BranchState({\r\n viewFlags: branch.branch.getViewFlags(prev.viewFlags),\r\n transform: prev.transform.multiplyTransformTransform(branch.localToWorldTransform),\r\n symbologyOverrides: branch.branch.symbologyOverrides ?? prev.symbologyOverrides,\r\n iModel: branch.iModel ?? prev.iModel,\r\n planarClassifier: (undefined !== branch.planarClassifier && undefined !== branch.planarClassifier.texture) ? branch.planarClassifier : prev.planarClassifier,\r\n textureDrape: branch.textureDrape ?? prev.textureDrape,\r\n clipVolume: branch.clips,\r\n edgeSettings: branch.edgeSettings ?? prev.edgeSettings,\r\n is3d: branch.frustum?.is3d ?? prev.is3d,\r\n frustumScale: branch.frustum?.scale ?? prev.frustumScale,\r\n secondaryClassifiers: branch.secondaryClassifiers?? prev.secondaryClassifiers,\r\n // The branch can augment the symbology overrides. If it doesn't want to, allow its parent to do so, unless this branch supplies its own symbology overrides.\r\n appearanceProvider: branch.appearanceProvider ?? (branch.branch.symbologyOverrides ? undefined : prev.appearanceProvider),\r\n realityModelDisplaySettings: branch.branch.realityModelDisplaySettings ?? prev.realityModelDisplaySettings,\r\n });\r\n }\r\n\r\n public getFeatureAppearance(overrides: FeatureSymbology.Overrides, elemLo: number, elemHi: number, subcatLo: number, subcatHi: number, geomClass: GeometryClass, modelLo: number, modelHi: number, type: BatchType, animationNodeId: number): FeatureAppearance | undefined {\r\n if (this._opts.appearanceProvider)\r\n return this._opts.appearanceProvider.getFeatureAppearance(overrides, elemLo, elemHi, subcatLo, subcatHi, geomClass, modelLo, modelHi, type, animationNodeId);\r\n\r\n return overrides.getAppearance(elemLo, elemHi, subcatLo, subcatHi, geomClass, modelLo, modelHi, type, animationNodeId);\r\n }\r\n\r\n public static createForDecorations(): BranchState {\r\n const vf = new ViewFlags({ renderMode: RenderMode.SmoothShade, lighting: false, whiteOnWhiteReversal: false });\r\n\r\n return new BranchState({ viewFlags: vf, transform: Transform.createIdentity(), symbologyOverrides: new FeatureSymbology.Overrides(), edgeSettings: EdgeSettings.create(undefined), is3d: true });\r\n }\r\n\r\n public constructor(opts: BranchStateOptions) {\r\n if (!opts.frustumScale)\r\n opts.frustumScale = { x: 1, y: 1 };\r\n\r\n this._opts = opts;\r\n this._opts.viewFlags = this._opts.viewFlags.normalize();\r\n }\r\n}\r\n"]}
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@@ -1 +1 @@
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1
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-
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|
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1
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+
{"version":3,"file":"BranchUniforms.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/BranchUniforms.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,UAAU,EAAY,QAAQ,EAA2B,MAAM,sBAAsB,CAAC;AAC/F,OAAO,EAAE,SAAS,EAAE,UAAU,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AACtE,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AACvD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAC1C,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAClD,OAAO,EAAE,MAAM,EAAE,MAAM,WAAW,CAAC;AACnC,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAClD,OAAO,EAAgB,SAAS,EAAE,MAAM,QAAQ,CAAC;AAEjD,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AAgBxC;;GAEG;AACH,qBAAa,cAAc;IACzB,SAAgB,SAAS,EAAE,SAAS,CAAC;IACrC,OAAO,CAAC,gBAAgB,CAAS;IAG1B,SAAS,CAAC,EAAE,SAAS,CAAC;IACtB,OAAO,SAAK;IACnB,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAqB;IAC5C,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAS;IAGjC,OAAO,CAAC,YAAY,CAAS;IAC7B,OAAO,CAAC,sBAAsB,CAAC,CAAU;IAGzC,OAAO,CAAC,QAAQ,CAAC,GAAG,CAA6B;IACjD,OAAO,CAAC,QAAQ,CAAC,IAAI,CAA6B;IAGlD,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAiB;IACvC,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAiB;IACxC,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAiB;IACtC,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAiB;IACtC,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAiB;IAGxC,OAAO,CAAC,QAAQ,CAAC,iBAAiB,CAA8B;IAChE,OAAO,CAAC,QAAQ,CAAC,kBAAkB,CAA8B;IACjE,OAAO,CAAC,QAAQ,CAAC,mBAAmB,CAA6B;IACjE,OAAO,CAAC,QAAQ,CAAC,qBAAqB,CAA8B;IACpE,OAAO,CAAC,QAAQ,CAAC,UAAU,CAAwB;IAEnD,IAAW,KAAK,IAAI,WAAW,CAAwB;gBAEpC,MAAM,EAAE,MAAM;IAQ1B,gBAAgB,IAAI,UAAU;IAI9B,oBAAoB,CAAC,UAAU,EAAE,UAAU,GAAG,cAAc;IAInE,IAAW,eAAe,IAAI,QAAQ,CAErC;IAED,IAAW,GAAG,IAAI,WAAW,CAE5B;IAED,IAAW,MAAM,IAAI,MAAM,CAE1B;IAEM,UAAU,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IAUhC,SAAS,CAAC,KAAK,EAAE,WAAW,GAAG,IAAI;IAUnC,GAAG,IAAI,IAAI;IAQX,YAAY,IAAI,IAAI;IAQpB,WAAW,IAAI,IAAI;IAMnB,gBAAgB,CAAC,EAAE,EAAE,SAAS,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,UAAU,CAAC,QAAQ,GAAG,SAAS,GAAG,IAAI;IAI5F,cAAc,CAAC,IAAI,EAAE,UAAU,GAAG,SAAS,EAAE,KAAK,EAAE,SAAS,GAAG,IAAI;IAIpE,wBAAwB,CAAC,GAAG,EAAE,gBAAgB,CAAC,SAAS,GAAG,IAAI;IAI/D,mBAAmB,CAAC,OAAO,EAAE,aAAa,EAAE,IAAI,EAAE,cAAc,EAAE,YAAY,EAAE,OAAO,GAAG,IAAI;IAK9F,6BAA6B,CAAC,OAAO,EAAE,aAAa,EAAE,IAAI,EAAE,cAAc,EAAE,YAAY,EAAE,OAAO,GAAG,IAAI;IAKxG,yBAAyB,CAAC,OAAO,EAAE,aAAa,EAAE,IAAI,EAAE,cAAc,EAAE,YAAY,EAAE,OAAO;IAK7F,yBAAyB,CAAC,OAAO,EAAE,aAAa,EAAE,IAAI,EAAE,cAAc,EAAE,YAAY,EAAE,OAAO;IAK7F,uBAAuB,CAAC,OAAO,EAAE,aAAa,EAAE,IAAI,EAAE,cAAc,EAAE,YAAY,EAAE,OAAO;IAKlG,OAAO,CAAC,MAAM;CAmFf"}
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@@ -76,12 +76,16 @@ class BranchUniforms {
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this._stack.pushBranch(branch);
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if (this.top.clipVolume)
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this.clipStack.push(this.top.clipVolume);
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if (branch.branch.realityModelDisplaySettings)
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this._target.uniforms.realityModel.update(branch.branch.realityModelDisplaySettings);
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}
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pushState(state) {
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(0, Sync_1.desync)(this);
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this._stack.pushState(state);
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if (this.top.clipVolume)
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this.clipStack.push(this.top.clipVolume);
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if (state.realityModelDisplaySettings)
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this._target.uniforms.realityModel.update(state.realityModelDisplaySettings);
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}
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pop() {
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(0, Sync_1.desync)(this);
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