@itwin/core-frontend 3.7.0-dev.5 → 3.7.0-dev.6
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/ElementLocateManager.js +1 -1
- package/lib/cjs/ElementLocateManager.js.map +1 -1
- package/lib/cjs/SpatialViewState.d.ts.map +1 -1
- package/lib/cjs/SpatialViewState.js +2 -0
- package/lib/cjs/SpatialViewState.js.map +1 -1
- package/lib/cjs/ViewState.d.ts +2 -0
- package/lib/cjs/ViewState.d.ts.map +1 -1
- package/lib/cjs/ViewState.js.map +1 -1
- package/lib/cjs/Viewport.d.ts +2 -0
- package/lib/cjs/Viewport.d.ts.map +1 -1
- package/lib/cjs/Viewport.js +10 -6
- package/lib/cjs/Viewport.js.map +1 -1
- package/lib/cjs/core-frontend.d.ts +1 -0
- package/lib/cjs/core-frontend.d.ts.map +1 -1
- package/lib/cjs/core-frontend.js +1 -0
- package/lib/cjs/core-frontend.js.map +1 -1
- package/lib/cjs/gltf/GltfModel.d.ts +91 -0
- package/lib/cjs/gltf/GltfModel.d.ts.map +1 -0
- package/lib/cjs/gltf/GltfModel.js +10 -0
- package/lib/cjs/gltf/GltfModel.js.map +1 -0
- package/lib/cjs/gltf/GltfParser.d.ts +26 -0
- package/lib/cjs/gltf/GltfParser.d.ts.map +1 -0
- package/lib/cjs/gltf/GltfParser.js +357 -0
- package/lib/cjs/gltf/GltfParser.js.map +1 -0
- package/lib/cjs/gltf/GltfSchema.d.ts +557 -0
- package/lib/cjs/gltf/GltfSchema.d.ts.map +1 -0
- package/lib/cjs/gltf/GltfSchema.js +138 -0
- package/lib/cjs/gltf/GltfSchema.js.map +1 -0
- package/lib/cjs/render/GraphicBuilder.d.ts +5 -2
- package/lib/cjs/render/GraphicBuilder.d.ts.map +1 -1
- package/lib/cjs/render/GraphicBuilder.js +12 -3
- package/lib/cjs/render/GraphicBuilder.js.map +1 -1
- package/lib/cjs/render/MockRender.d.ts +4 -4
- package/lib/cjs/render/MockRender.js.map +1 -1
- package/lib/cjs/render/Pixel.d.ts +13 -4
- package/lib/cjs/render/Pixel.d.ts.map +1 -1
- package/lib/cjs/render/Pixel.js +20 -13
- package/lib/cjs/render/Pixel.js.map +1 -1
- package/lib/cjs/render/RenderSystem.d.ts +2 -2
- package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
- package/lib/cjs/render/RenderSystem.js.map +1 -1
- package/lib/cjs/render/VisibleFeature.js +2 -2
- package/lib/cjs/render/VisibleFeature.js.map +1 -1
- package/lib/cjs/render/webgl/BatchState.d.ts +3 -2
- package/lib/cjs/render/webgl/BatchState.d.ts.map +1 -1
- package/lib/cjs/render/webgl/BatchState.js +4 -3
- package/lib/cjs/render/webgl/BatchState.js.map +1 -1
- package/lib/cjs/render/webgl/DrawCommand.d.ts.map +1 -1
- package/lib/cjs/render/webgl/DrawCommand.js +4 -2
- package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
- package/lib/cjs/render/webgl/FeatureOverrides.d.ts +3 -3
- package/lib/cjs/render/webgl/FeatureOverrides.d.ts.map +1 -1
- package/lib/cjs/render/webgl/FeatureOverrides.js +24 -28
- package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
- package/lib/cjs/render/webgl/Graphic.d.ts +3 -3
- package/lib/cjs/render/webgl/Graphic.js.map +1 -1
- package/lib/cjs/render/webgl/RenderCommands.js +1 -1
- package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
- package/lib/cjs/render/webgl/SceneCompositor.d.ts.map +1 -1
- package/lib/cjs/render/webgl/SceneCompositor.js +13 -4
- package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
- package/lib/cjs/render/webgl/System.d.ts +2 -2
- package/lib/cjs/render/webgl/System.js.map +1 -1
- package/lib/cjs/render/webgl/VisibleTileFeatures.js +6 -7
- package/lib/cjs/render/webgl/VisibleTileFeatures.js.map +1 -1
- package/lib/cjs/tile/B3dmReader.d.ts +2 -1
- package/lib/cjs/tile/B3dmReader.d.ts.map +1 -1
- package/lib/cjs/tile/B3dmReader.js +2 -1
- package/lib/cjs/tile/B3dmReader.js.map +1 -1
- package/lib/cjs/tile/GltfReader.d.ts +13 -420
- package/lib/cjs/tile/GltfReader.d.ts.map +1 -1
- package/lib/cjs/tile/GltfReader.js +121 -192
- package/lib/cjs/tile/GltfReader.js.map +1 -1
- package/lib/cjs/tile/ImdlReader.d.ts +3 -2
- package/lib/cjs/tile/ImdlReader.d.ts.map +1 -1
- package/lib/cjs/tile/ImdlReader.js +34 -25
- package/lib/cjs/tile/ImdlReader.js.map +1 -1
- package/lib/cjs/tile/PrimaryTileTree.d.ts +5 -1
- package/lib/cjs/tile/PrimaryTileTree.d.ts.map +1 -1
- package/lib/cjs/tile/PrimaryTileTree.js +2 -0
- package/lib/cjs/tile/PrimaryTileTree.js.map +1 -1
- package/lib/cjs/tile/RealityTileLoader.d.ts.map +1 -1
- package/lib/cjs/tile/RealityTileLoader.js +14 -2
- package/lib/cjs/tile/RealityTileLoader.js.map +1 -1
- package/lib/cjs/tile/Tile.d.ts +10 -1
- package/lib/cjs/tile/Tile.d.ts.map +1 -1
- package/lib/cjs/tile/Tile.js +22 -2
- package/lib/cjs/tile/Tile.js.map +1 -1
- package/lib/esm/ElementLocateManager.js +1 -1
- package/lib/esm/ElementLocateManager.js.map +1 -1
- package/lib/esm/SpatialViewState.d.ts.map +1 -1
- package/lib/esm/SpatialViewState.js +2 -0
- package/lib/esm/SpatialViewState.js.map +1 -1
- package/lib/esm/ViewState.d.ts +2 -0
- package/lib/esm/ViewState.d.ts.map +1 -1
- package/lib/esm/ViewState.js.map +1 -1
- package/lib/esm/Viewport.d.ts +2 -0
- package/lib/esm/Viewport.d.ts.map +1 -1
- package/lib/esm/Viewport.js +10 -6
- package/lib/esm/Viewport.js.map +1 -1
- package/lib/esm/core-frontend.d.ts +1 -0
- package/lib/esm/core-frontend.d.ts.map +1 -1
- package/lib/esm/core-frontend.js +1 -0
- package/lib/esm/core-frontend.js.map +1 -1
- package/lib/esm/gltf/GltfModel.d.ts +91 -0
- package/lib/esm/gltf/GltfModel.d.ts.map +1 -0
- package/lib/esm/gltf/GltfModel.js +9 -0
- package/lib/esm/gltf/GltfModel.js.map +1 -0
- package/lib/esm/gltf/GltfParser.d.ts +26 -0
- package/lib/esm/gltf/GltfParser.d.ts.map +1 -0
- package/lib/esm/gltf/GltfParser.js +334 -0
- package/lib/esm/gltf/GltfParser.js.map +1 -0
- package/lib/esm/gltf/GltfSchema.d.ts +557 -0
- package/lib/esm/gltf/GltfSchema.d.ts.map +1 -0
- package/lib/esm/gltf/GltfSchema.js +131 -0
- package/lib/esm/gltf/GltfSchema.js.map +1 -0
- package/lib/esm/render/GraphicBuilder.d.ts +5 -2
- package/lib/esm/render/GraphicBuilder.d.ts.map +1 -1
- package/lib/esm/render/GraphicBuilder.js +13 -4
- package/lib/esm/render/GraphicBuilder.js.map +1 -1
- package/lib/esm/render/MockRender.d.ts +4 -4
- package/lib/esm/render/MockRender.js.map +1 -1
- package/lib/esm/render/Pixel.d.ts +13 -4
- package/lib/esm/render/Pixel.d.ts.map +1 -1
- package/lib/esm/render/Pixel.js +21 -14
- package/lib/esm/render/Pixel.js.map +1 -1
- package/lib/esm/render/RenderSystem.d.ts +2 -2
- package/lib/esm/render/RenderSystem.d.ts.map +1 -1
- package/lib/esm/render/RenderSystem.js.map +1 -1
- package/lib/esm/render/VisibleFeature.js +2 -2
- package/lib/esm/render/VisibleFeature.js.map +1 -1
- package/lib/esm/render/webgl/BatchState.d.ts +3 -2
- package/lib/esm/render/webgl/BatchState.d.ts.map +1 -1
- package/lib/esm/render/webgl/BatchState.js +4 -3
- package/lib/esm/render/webgl/BatchState.js.map +1 -1
- package/lib/esm/render/webgl/DrawCommand.d.ts.map +1 -1
- package/lib/esm/render/webgl/DrawCommand.js +4 -2
- package/lib/esm/render/webgl/DrawCommand.js.map +1 -1
- package/lib/esm/render/webgl/FeatureOverrides.d.ts +3 -3
- package/lib/esm/render/webgl/FeatureOverrides.d.ts.map +1 -1
- package/lib/esm/render/webgl/FeatureOverrides.js +24 -28
- package/lib/esm/render/webgl/FeatureOverrides.js.map +1 -1
- package/lib/esm/render/webgl/Graphic.d.ts +3 -3
- package/lib/esm/render/webgl/Graphic.js.map +1 -1
- package/lib/esm/render/webgl/RenderCommands.js +1 -1
- package/lib/esm/render/webgl/RenderCommands.js.map +1 -1
- package/lib/esm/render/webgl/SceneCompositor.d.ts.map +1 -1
- package/lib/esm/render/webgl/SceneCompositor.js +14 -5
- package/lib/esm/render/webgl/SceneCompositor.js.map +1 -1
- package/lib/esm/render/webgl/System.d.ts +2 -2
- package/lib/esm/render/webgl/System.js.map +1 -1
- package/lib/esm/render/webgl/VisibleTileFeatures.js +7 -8
- package/lib/esm/render/webgl/VisibleTileFeatures.js.map +1 -1
- package/lib/esm/tile/B3dmReader.d.ts +2 -1
- package/lib/esm/tile/B3dmReader.d.ts.map +1 -1
- package/lib/esm/tile/B3dmReader.js +2 -1
- package/lib/esm/tile/B3dmReader.js.map +1 -1
- package/lib/esm/tile/GltfReader.d.ts +13 -420
- package/lib/esm/tile/GltfReader.d.ts.map +1 -1
- package/lib/esm/tile/GltfReader.js +78 -149
- package/lib/esm/tile/GltfReader.js.map +1 -1
- package/lib/esm/tile/ImdlReader.d.ts +3 -2
- package/lib/esm/tile/ImdlReader.d.ts.map +1 -1
- package/lib/esm/tile/ImdlReader.js +35 -26
- package/lib/esm/tile/ImdlReader.js.map +1 -1
- package/lib/esm/tile/PrimaryTileTree.d.ts +5 -1
- package/lib/esm/tile/PrimaryTileTree.d.ts.map +1 -1
- package/lib/esm/tile/PrimaryTileTree.js +2 -0
- package/lib/esm/tile/PrimaryTileTree.js.map +1 -1
- package/lib/esm/tile/RealityTileLoader.d.ts.map +1 -1
- package/lib/esm/tile/RealityTileLoader.js +14 -2
- package/lib/esm/tile/RealityTileLoader.js.map +1 -1
- package/lib/esm/tile/Tile.d.ts +10 -1
- package/lib/esm/tile/Tile.d.ts.map +1 -1
- package/lib/esm/tile/Tile.js +22 -2
- package/lib/esm/tile/Tile.js.map +1 -1
- package/package.json +20 -20
package/lib/cjs/tile/Tile.js.map
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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 Tiles\r\n */\r\n\r\nimport { assert, dispose } from \"@itwin/core-bentley\";\r\nimport { Arc3d, ClipPlaneContainment, Matrix4d, Point2d, Point3d, Point4d, Range3d, Transform, Vector3d } from \"@itwin/core-geometry\";\r\nimport { BoundingSphere, ColorDef, ElementAlignedBox3d, Frustum, FrustumPlanes } from \"@itwin/core-common\";\r\nimport { IModelApp } from \"../IModelApp\";\r\nimport { IModelConnection } from \"../IModelConnection\";\r\nimport { GraphicBuilder } from \"../render/GraphicBuilder\";\r\nimport { RenderGraphic } from \"../render/RenderGraphic\";\r\nimport { RenderMemory } from \"../render/RenderMemory\";\r\nimport { RenderSystem } from \"../render/RenderSystem\";\r\nimport { SceneContext } from \"../ViewContext\";\r\nimport { Viewport } from \"../Viewport\";\r\nimport {\r\n LRUTileListNode, TileContent, TileDrawArgs, TileParams, TileRequest, TileRequestChannel, TileTree, TileTreeLoadStatus, TileUsageMarker, TileUser, TileUserIdSet,\r\n} from \"./internal\";\r\n\r\n// cSpell:ignore undisplayable bitfield\r\n\r\nconst scratchRange2d = [new Point2d(), new Point2d(), new Point2d(), new Point2d()];\r\n\r\n/** @internal */\r\nexport function addRangeGraphic(builder: GraphicBuilder, range: Range3d, is2d: boolean): void {\r\n if (!is2d) {\r\n builder.addRangeBox(range);\r\n return;\r\n }\r\n\r\n // 3d box is useless in 2d and will be clipped by near/far planes anyway\r\n const pts = scratchRange2d;\r\n pts[0].set(range.low.x, range.low.y);\r\n pts[1].set(range.high.x, range.low.y);\r\n pts[2].set(range.high.x, range.high.y);\r\n pts[3].set(range.low.x, range.high.y);\r\n builder.addLineString2d(pts, 0);\r\n}\r\n\r\nconst scratchWorldFrustum = new Frustum();\r\nconst scratchRootFrustum = new Frustum();\r\nconst scratchWorldSphere = new BoundingSphere();\r\nconst scratchPoint4d = Point4d.createZero();\r\nconst scratchFrustum = new Frustum();\r\n\r\n/** A 3d tile within a [[TileTree]].\r\n *\r\n * A tile represents the contents of some sub-volume of the tile tree's volume. It may produce graphics representing those contents, or may have no graphics.\r\n * A tile can have child tiles that further sub-divide its own volume, providing higher-resolution representations of its contents. A tile that has no children is\r\n * referred to as a \"leaf\" of the tile tree. A non-leaf tile's children are produced when they are needed, and discarded when no longer needed.\r\n * A tile's contents can be discarded at any time by [[TileAdmin]] when GPU memory needs to be reclaimed; or when the Tile itself is discarded via\r\n * [[Tile.dispose]].\r\n *\r\n * Several public [[Tile]] methods carry a warning that they should **not** be overridden by subclasses; typically a protected method exists that can be overridden instead.\r\n * For example, [[loadChildren]] should not be overridden, but it calls [[_loadChildren]], which must be overridden because it is abstract.\r\n * @public\r\n * @extensions\r\n */\r\nexport abstract class Tile {\r\n private _state: TileState = TileState.NotReady;\r\n private _children: Tile[] | undefined;\r\n private _rangeGraphic?: RenderGraphic;\r\n private _rangeGraphicType: TileBoundingBoxes = TileBoundingBoxes.None;\r\n /** This tile's renderable content. */\r\n protected _graphic?: RenderGraphic;\r\n /** True if this tile ever had graphics loaded. Used to determine when a tile's graphics were later freed to conserve memory. */\r\n protected _hadGraphics = false;\r\n /** Uniquely identifies this tile's content in the context of its tree. */\r\n protected _contentId: string;\r\n /** The current loading state of this tile's children. Child tiles are loaded on-demand, potentially asynchronously. */\r\n protected _childrenLoadStatus: TileTreeLoadStatus;\r\n /** @internal */\r\n protected _request?: TileRequest;\r\n /** @internal */\r\n protected _isLeaf: boolean;\r\n /** A volume no larger than this tile's `range`, and optionally more tightly encompassing its contents, used for more accurate culling.\r\n * [[contentRange]] uses this range if defined; otherwise it uses [[range]].\r\n */\r\n protected _contentRange?: ElementAlignedBox3d;\r\n /** The maximum size in pixels this tile can be drawn. If the size of the tile on screen exceeds this maximum, a higher-resolution tile should be drawn in its place. */\r\n protected _maximumSize: number;\r\n /** The [[TileTree]] to which this tile belongs. */\r\n public readonly tree: TileTree;\r\n /** The volume of space occupied by this tile. Its children are guaranteed to also be contained within this volume. */\r\n public readonly range: ElementAlignedBox3d;\r\n /** The parent of this tile, or undefined if it is the [[TileTree]]'s root tile. */\r\n public readonly parent: Tile | undefined;\r\n /** The depth of this tile within its [[TileTree]]. The root tile has a depth of zero. */\r\n public readonly depth: number;\r\n /** The bounding sphere for this tile. */\r\n public readonly boundingSphere: BoundingSphere;\r\n /** The point at the center of this tile's volume. */\r\n public get center(): Point3d { return this.boundingSphere.center; }\r\n /** The radius of a sphere fully encompassing this tile's volume - used for culling. */\r\n public get radius(): number { return this.boundingSphere.radius; }\r\n /** Tracks the usage of this tile. After a period of disuse, the tile may be [[prune]]d to free up memory. */\r\n public readonly usageMarker = new TileUsageMarker();\r\n\r\n /** Exclusively for use by LRUTileList. @internal */\r\n public previous?: LRUTileListNode;\r\n /** Exclusively for use by LRUTileList. @internal */\r\n public next?: LRUTileListNode;\r\n /** Exclusively for use by LRUTileList. @internal */\r\n public bytesUsed = 0;\r\n /** Exclusively for use by LRUTileList. @internal */\r\n public tileUserIds?: TileUserIdSet;\r\n\r\n /** Load this tile's children, possibly asynchronously. Pass them to `resolve`, or an error to `reject`. */\r\n protected abstract _loadChildren(resolve: (children: Tile[] | undefined) => void, reject: (error: Error) => void): void;\r\n\r\n /** Return the channel via which this tile's content should be requested.\r\n * @note The channel *must* be registered with `IModelApp.tileAdmin.channels`.\r\n * @see [[TileRequestChannels.getForHttp]] to create a channel that requests content over HTTP.\r\n * @see [[TileAdmin.channels]].\r\n * @public\r\n */\r\n public abstract get channel(): TileRequestChannel;\r\n\r\n /** Return a Promise that resolves to the raw data representing this tile's content. */\r\n public abstract requestContent(isCanceled: () => boolean): Promise<TileRequest.Response>;\r\n\r\n /** Return a Promise that deserializes this tile's content from raw format produced by [[requestContent]]. */\r\n public abstract readContent(data: TileRequest.ResponseData, system: RenderSystem, isCanceled?: () => boolean): Promise<TileContent>;\r\n\r\n /** Constructor */\r\n protected constructor(params: TileParams, tree: TileTree) {\r\n this.tree = tree;\r\n this.parent = params.parent;\r\n this.depth = undefined !== this.parent ? this.parent.depth + 1 : 0;\r\n this.range = params.range;\r\n this._maximumSize = params.maximumSize;\r\n this._contentRange = params.contentRange;\r\n this._contentId = params.contentId;\r\n\r\n const center = this.range.low.interpolate(0.5, this.range.high);\r\n const radius = 0.5 * this.range.low.distance(this.range.high);\r\n this.boundingSphere = new BoundingSphere(center, radius);\r\n\r\n if (params.maximumSize <= 0)\r\n this.setIsReady();\r\n\r\n this._isLeaf = true === params.isLeaf;\r\n this._childrenLoadStatus = (undefined !== tree.maxDepth && this.depth < tree.maxDepth) ? TileTreeLoadStatus.NotLoaded : TileTreeLoadStatus.Loaded;\r\n }\r\n\r\n /** Free memory-consuming resources owned by this tile to reduce memory pressure.\r\n * By default, this calls [[disposeContents]]. Problematic subclasses (MapTile, ImageryMapTile) may opt out for now by overriding this method to do nothing.\r\n * That option may be removed in the future.\r\n * @alpha\r\n */\r\n public freeMemory(): void {\r\n this.disposeContents();\r\n }\r\n\r\n /** Dispose of resources held by this tile. */\r\n public disposeContents(): void {\r\n this._state = TileState.NotReady;\r\n this._graphic = dispose(this._graphic);\r\n this._rangeGraphic = dispose(this._rangeGraphic);\r\n this._rangeGraphicType = TileBoundingBoxes.None;\r\n IModelApp.tileAdmin.onTileContentDisposed(this);\r\n }\r\n\r\n /** Dispose of resources held by this tile and all of its children, marking it and all of its children as \"abandoned\". */\r\n public dispose(): void {\r\n this.disposeContents();\r\n this._state = TileState.Abandoned;\r\n this.disposeChildren();\r\n }\r\n\r\n /** This tile's child tiles, if they exist and are loaded. The children are fully contained within this tile's volume and provide higher-resolution graphics than this tile.\r\n * @see [[loadChildren]]\r\n */\r\n public get children(): Tile[] | undefined { return this._children; }\r\n /** The [[IModelConnection]] to which this tile belongs. */\r\n public get iModel(): IModelConnection { return this.tree.iModel; }\r\n /** Uniquely identifies this tile's content. */\r\n public get contentId(): string { return this._contentId; }\r\n\r\n /** True if this tile's content is currently being loaded. */\r\n public get isLoading(): boolean { return TileLoadStatus.Loading === this.loadStatus; }\r\n /** True if a request for this tile's content has been enqueued. */\r\n public get isQueued(): boolean { return TileLoadStatus.Queued === this.loadStatus; }\r\n /** True if an attempt to load this tile's content failed. */\r\n public get isNotFound(): boolean { return TileLoadStatus.NotFound === this.loadStatus; }\r\n /** True if this tile's content has been loaded and is ready to be drawn. */\r\n public get isReady(): boolean { return TileLoadStatus.Ready === this.loadStatus; }\r\n\r\n /** Indicates the tile should not be selected for display because it is out of the range of LODs supported by the tile provider.\r\n * @see [[ImageryMapTile.isOutOfLodRange]].\r\n * @alpha\r\n */\r\n public get isOutOfLodRange(): boolean { return false;}\r\n\r\n /** @public */\r\n public setNotFound(): void {\r\n this._state = TileState.NotFound;\r\n }\r\n\r\n /** @public */\r\n public setIsReady(): void {\r\n if (this.hasGraphics)\r\n this._hadGraphics = true;\r\n\r\n this._state = TileState.Ready;\r\n IModelApp.tileAdmin.onTileContentLoaded(this);\r\n }\r\n\r\n /** @public */\r\n public setLeaf(): void {\r\n // Don't potentially re-request the children later.\r\n this.disposeChildren();\r\n this._isLeaf = true;\r\n this._childrenLoadStatus = TileTreeLoadStatus.Loaded;\r\n }\r\n\r\n /** True if this tile has no child tiles. */\r\n public get isLeaf(): boolean { return this._isLeaf; }\r\n /** @internal */\r\n public get isEmpty(): boolean { return this.isReady && !this.hasGraphics && this.isLeaf; }\r\n /** @internal */\r\n public get isDisplayable(): boolean { return 0 < this.maximumSize; }\r\n /** The maximum size in pixels this tile can be drawn. If the size of the tile on screen exceeds this maximum, a higher-resolution tile should be drawn in its place. */\r\n public get maximumSize(): number { return this._maximumSize; }\r\n /** @internal */\r\n public get isParentDisplayable(): boolean { return undefined !== this.parent && this.parent.isDisplayable; }\r\n /** @internal */\r\n public get isUndisplayableRootTile(): boolean { return undefined === this.parent && !this.isDisplayable; }\r\n\r\n /** @internal */\r\n public get request(): TileRequest | undefined { return this._request; }\r\n public set request(request: TileRequest | undefined) {\r\n assert(undefined === request || undefined === this.request);\r\n this._request = request;\r\n }\r\n\r\n /** Compute the load priority of this tile. This determines which tiles' contents are requested first.\r\n * @param _viewports The subset of `users` that are [[Viewport]]s - typically, these viewports want to display the tile's content.\r\n * @param users The [[TileUser]]s that are currently using the tile for some purpose, such as displaying its content.\r\n * @returns The priority.\r\n * @see [[TileLoadPriority]] for suggested priority values.\r\n */\r\n public computeLoadPriority(_viewports: Iterable<Viewport>, _users: Iterable<TileUser>): number {\r\n return this.depth;\r\n }\r\n\r\n /** True if this tile has graphics ready to draw. */\r\n public get hasGraphics(): boolean { return undefined !== this._graphic; }\r\n /** True if this tile has a known volume tightly encompassing its graphics. */\r\n public get hasContentRange(): boolean { return undefined !== this._contentRange; }\r\n /** A volume no larger than this tile's `range`, and optionally more tightly encompassing its contents, used for more accurate culling. */\r\n public get contentRange(): ElementAlignedBox3d {\r\n if (undefined !== this._contentRange)\r\n return this._contentRange;\r\n else if (undefined === this.parent && undefined !== this.tree.contentRange)\r\n return this.tree.contentRange;\r\n else\r\n return this.range;\r\n }\r\n\r\n /** Tile contents are loaded asynchronously on demand. This member tracks the current loading status of this tile's contents. */\r\n public get loadStatus(): TileLoadStatus {\r\n switch (this._state) {\r\n case TileState.NotReady: {\r\n if (undefined === this.request)\r\n return TileLoadStatus.NotLoaded;\r\n else if (TileRequest.State.Loading === this.request.state)\r\n return TileLoadStatus.Loading;\r\n\r\n assert(TileRequest.State.Completed !== this.request.state && TileRequest.State.Failed !== this.request.state); // this.request should be undefined in these cases...\r\n return TileLoadStatus.Queued;\r\n }\r\n case TileState.Ready: {\r\n assert(undefined === this.request);\r\n return TileLoadStatus.Ready;\r\n }\r\n case TileState.NotFound: {\r\n assert(undefined === this.request);\r\n return TileLoadStatus.NotFound;\r\n }\r\n default: {\r\n assert(TileState.Abandoned === this._state);\r\n return TileLoadStatus.Abandoned;\r\n }\r\n }\r\n }\r\n\r\n /** Produce the graphics that should be drawn. */\r\n public produceGraphics(): RenderGraphic | undefined {\r\n return this._graphic;\r\n }\r\n\r\n protected setGraphic(graphic: RenderGraphic | undefined): void {\r\n dispose(this._graphic);\r\n this._graphic = graphic;\r\n this.setIsReady();\r\n }\r\n\r\n /** Set this tile's content to the result of [[readContent]] */\r\n public setContent(content: TileContent): void {\r\n const { graphic, isLeaf, contentRange } = content;\r\n this.setGraphic(graphic);\r\n\r\n if (undefined !== isLeaf && isLeaf !== this._isLeaf) {\r\n if (isLeaf)\r\n this.setLeaf();\r\n else\r\n this._isLeaf = false;\r\n }\r\n\r\n if (undefined !== contentRange)\r\n this._contentRange = contentRange;\r\n\r\n this.setIsReady();\r\n }\r\n\r\n /** Disclose any resources owned by this tile, other than its [[RenderGraphic]].\r\n * @internal\r\n */\r\n protected _collectStatistics(_stats: RenderMemory.Statistics): void { }\r\n\r\n /** Disclose resources owned by this tile and (by default) all of its child tiles.\r\n * @note Do not override this method! Override `_collectStatistics` instead.\r\n * @internal\r\n */\r\n public collectStatistics(stats: RenderMemory.Statistics, includeChildren = true): void {\r\n if (undefined !== this._graphic)\r\n this._graphic.collectStatistics(stats);\r\n\r\n this._collectStatistics(stats);\r\n if (!includeChildren)\r\n return;\r\n\r\n const children = this.children;\r\n if (undefined !== children)\r\n for (const child of children)\r\n child.collectStatistics(stats);\r\n }\r\n\r\n /** If this tile's child tiles have not yet been requested, enqueue an asynchronous request to load them.\r\n * @note This function itself is *not* asynchronous - it immediately returns the current loading status.\r\n * @note Do not override this method - implement [[_loadChildren]].\r\n */\r\n protected loadChildren(): TileTreeLoadStatus {\r\n if (this._childrenLoadStatus !== TileTreeLoadStatus.NotLoaded)\r\n return this._childrenLoadStatus;\r\n\r\n this._childrenLoadStatus = TileTreeLoadStatus.Loading;\r\n\r\n this._loadChildren((children: Tile[] | undefined) => {\r\n this._children = children;\r\n this._childrenLoadStatus = TileTreeLoadStatus.Loaded;\r\n\r\n if (undefined === children || 0 === children.length)\r\n this._isLeaf = true;\r\n\r\n IModelApp.tileAdmin.onTileChildrenLoad.raiseEvent(this);\r\n }, (_error: Error) => {\r\n this._isLeaf = true;\r\n this._childrenLoadStatus = TileTreeLoadStatus.NotFound;\r\n\r\n IModelApp.tileAdmin.onTileChildrenLoad.raiseEvent(this);\r\n });\r\n\r\n return this._childrenLoadStatus;\r\n }\r\n\r\n /** Dispose of this tile's child tiles and mark them as \"not loaded\". */\r\n protected disposeChildren(): void {\r\n const children = this.children;\r\n if (undefined === children)\r\n return;\r\n\r\n for (const child of children)\r\n child.dispose();\r\n\r\n this._childrenLoadStatus = TileTreeLoadStatus.NotLoaded;\r\n this._children = undefined;\r\n }\r\n\r\n /** Returns true if this tile's bounding volume is culled by the frustum or clip volumes specified by `args`. */\r\n protected isRegionCulled(args: TileDrawArgs): boolean {\r\n return this.isCulled(this.range, args, true, this.boundingSphere);\r\n }\r\n\r\n /** Returns true if this tile's content bounding volume is culled by the frustum or clip volumes specified by `args`. */\r\n protected isContentCulled(args: TileDrawArgs): boolean {\r\n return this.isCulled(this.contentRange, args, false);\r\n }\r\n\r\n private isCulled(range: ElementAlignedBox3d, args: TileDrawArgs, testClipIntersection: boolean, sphere?: BoundingSphere) {\r\n const box = Frustum.fromRange(range, scratchRootFrustum);\r\n return this.isFrustumCulled(box, args, testClipIntersection, sphere);\r\n }\r\n\r\n protected isFrustumCulled(box: Frustum, args: TileDrawArgs, testClipIntersection: boolean, sphere?: BoundingSphere) {\r\n const worldBox = box.transformBy(args.location, scratchWorldFrustum);\r\n const worldSphere = sphere?.transformBy(args.location, scratchWorldSphere);\r\n\r\n // Test against frustum.\r\n if (FrustumPlanes.Containment.Outside === args.frustumPlanes.computeFrustumContainment(worldBox, worldSphere))\r\n return true;\r\n\r\n // Test against TileTree's own clip volume, if any.\r\n if (undefined !== args.clip && ClipPlaneContainment.StronglyOutside === args.clip.classifyPointContainment(worldBox.points))\r\n return true;\r\n\r\n // Test against view clip, if any (will be undefined if TileTree does not want view clip applied to it).\r\n if (undefined !== args.viewClip && ClipPlaneContainment.StronglyOutside === args.viewClip.classifyPointContainment(worldBox.points))\r\n return true;\r\n\r\n // Test against intersection clip - reject if tile doesn't intersect (used for section-cut graphics).\r\n if (testClipIntersection && undefined !== args.intersectionClip && ClipPlaneContainment.Ambiguous !== args.intersectionClip.classifyPointContainment(worldBox.points))\r\n return true;\r\n\r\n return false;\r\n }\r\n\r\n /** Determine the visibility of this tile according to the specified args. */\r\n public computeVisibility(args: TileDrawArgs): TileVisibility {\r\n if (this.isEmpty)\r\n return TileVisibility.OutsideFrustum;\r\n\r\n if (args.boundingRange && !args.boundingRange.intersectsRange(this.range))\r\n return TileVisibility.OutsideFrustum;\r\n\r\n // NB: We test for region culling before isDisplayable - otherwise we will never unload children of undisplayed tiles when\r\n // they are outside frustum\r\n if (this.isRegionCulled(args))\r\n return TileVisibility.OutsideFrustum;\r\n\r\n // some nodes are merely for structure and don't have any geometry\r\n if (!this.isDisplayable)\r\n return TileVisibility.TooCoarse;\r\n\r\n if (this.isLeaf) {\r\n if (this.hasContentRange && this.isContentCulled(args))\r\n return TileVisibility.OutsideFrustum;\r\n else\r\n return TileVisibility.Visible;\r\n }\r\n\r\n const pixelSize = args.getPixelSize(this) * args.pixelSizeScaleFactor;\r\n const maxSize = this.maximumSize * args.tileSizeModifier;\r\n\r\n return pixelSize > maxSize ? TileVisibility.TooCoarse : TileVisibility.Visible;\r\n }\r\n\r\n /** @internal */\r\n public extendRangeForContent(range: Range3d, matrix: Matrix4d, treeTransform: Transform, frustumPlanes?: FrustumPlanes): void {\r\n if (this.isEmpty || this.contentRange.isNull)\r\n return;\r\n\r\n const box = Frustum.fromRange(this.contentRange, scratchFrustum);\r\n box.transformBy(treeTransform, box);\r\n if (frustumPlanes !== undefined && FrustumPlanes.Containment.Outside === frustumPlanes.computeFrustumContainment(box))\r\n return;\r\n\r\n if (this.children === undefined) {\r\n for (const boxPoint of box.points) {\r\n const pt = matrix.multiplyPoint3d(boxPoint, 1, scratchPoint4d);\r\n if (pt.w > .0001)\r\n range.extendXYZW(pt.x, pt.y, pt.z, pt.w);\r\n else\r\n range.high.z = Math.max(1.0, range.high.z); // behind eye plane...\r\n }\r\n } else {\r\n for (const child of this.children)\r\n child.extendRangeForContent(range, matrix, treeTransform, frustumPlanes);\r\n }\r\n }\r\n\r\n /** Primarily for debugging purposes, compute the number of tiles below this one in the [[TileTree]]. */\r\n public countDescendants(): number {\r\n const children = this.children;\r\n if (undefined === children || 0 === children.length)\r\n return 0;\r\n\r\n let count = 0;\r\n for (const child of children)\r\n count += child.countDescendants();\r\n\r\n return count;\r\n }\r\n\r\n /** Output this tile's graphics. */\r\n public drawGraphics(args: TileDrawArgs): void {\r\n const gfx = this.produceGraphics();\r\n if (undefined === gfx)\r\n return;\r\n\r\n args.graphics.add(gfx);\r\n const rangeGfx = this.getRangeGraphic(args.context);\r\n if (undefined !== rangeGfx)\r\n args.graphics.add(rangeGfx);\r\n }\r\n\r\n /** @internal */\r\n protected get rangeGraphicColor(): ColorDef {\r\n return this.isLeaf ? ColorDef.blue : ColorDef.green;\r\n }\r\n\r\n /** @internal */\r\n public getRangeGraphic(context: SceneContext): RenderGraphic | undefined {\r\n const type = context.viewport.debugBoundingBoxes;\r\n if (type === this._rangeGraphicType)\r\n return this._rangeGraphic;\r\n\r\n this._rangeGraphic = dispose(this._rangeGraphic);\r\n this._rangeGraphicType = type;\r\n if (TileBoundingBoxes.None !== type) {\r\n const builder = context.createSceneGraphicBuilder();\r\n this.addRangeGraphic(builder, type);\r\n this._rangeGraphic = builder.finish();\r\n }\r\n\r\n return this._rangeGraphic;\r\n }\r\n\r\n /** @internal */\r\n protected addRangeGraphic(builder: GraphicBuilder, type: TileBoundingBoxes): void {\r\n if (TileBoundingBoxes.Both === type) {\r\n builder.setSymbology(ColorDef.blue, ColorDef.blue, 1);\r\n addRangeGraphic(builder, this.range, this.tree.is2d);\r\n\r\n if (this.hasContentRange) {\r\n builder.setSymbology(ColorDef.red, ColorDef.red, 1);\r\n addRangeGraphic(builder, this.contentRange, this.tree.is2d);\r\n }\r\n } else if (TileBoundingBoxes.Sphere === type) {\r\n builder.setSymbology(ColorDef.green, ColorDef.green, 1);\r\n\r\n const x = new Vector3d(this.radius, 0, 0);\r\n const y = new Vector3d(0, this.radius, 0);\r\n const z = new Vector3d(0, 0, this.radius);\r\n\r\n builder.addArc(Arc3d.create(this.center, x, y), false, false);\r\n builder.addArc(Arc3d.create(this.center, x, z), false, false);\r\n builder.addArc(Arc3d.create(this.center, y, z), false, false);\r\n } else {\r\n const color = this.rangeGraphicColor;\r\n builder.setSymbology(color, color, 1);\r\n const range = TileBoundingBoxes.Content === type ? this.contentRange : this.range;\r\n addRangeGraphic(builder, range, this.tree.is2d);\r\n }\r\n }\r\n\r\n /** Optional corners used to compute the screen size of the tile. These are used, e.g., by reality tiles with oriented bounding boxes to\r\n * produce more accurate size calculation.\r\n */\r\n public getSizeProjectionCorners(): Point3d[] | undefined { return undefined; }\r\n}\r\n\r\n/** Describes the current status of a [[Tile]]'s content. Tile content is loaded via an asynchronous [[TileRequest]].\r\n * @see [[Tile.loadStatus]].\r\n * @public\r\n * @extensions\r\n */\r\nexport enum TileLoadStatus {\r\n /** No attempt to load the tile's content has been made, or the tile has since been unloaded. It currently has no graphics. */\r\n NotLoaded = 0,\r\n /** A request has been dispatched to load the tile's contents, and a response is pending. */\r\n Queued = 1,\r\n /** A response has been received and the tile's graphics and other data are being loaded on the frontend. */\r\n Loading = 2,\r\n /** The tile has been loaded, and if the tile is displayable it has graphics. */\r\n Ready = 3,\r\n /** A request to load the tile's contents failed. */\r\n NotFound = 4,\r\n /** The tile has been disposed. */\r\n Abandoned = 5,\r\n}\r\n\r\n/**\r\n * Describes the visibility of a tile based on its size and a view frustum.\r\n * @public\r\n * @extensions\r\n */\r\nexport enum TileVisibility {\r\n /** The tile is entirely outside of the viewing frustum. */\r\n OutsideFrustum,\r\n /** The tile's graphics are of too low a resolution for the viewing frustum. */\r\n TooCoarse,\r\n /** The tile's graphics are of appropriate resolution for the viewing frustum. */\r\n Visible,\r\n}\r\n\r\n/**\r\n * Loosely describes the \"importance\" of a [[Tile]]. Requests for tiles of greater \"importance\" are prioritized for loading.\r\n * @note A lower priority value indicates higher importance.\r\n * @public\r\n * @extensions\r\n */\r\nexport enum TileLoadPriority {\r\n /** Contents of geometric models that are being interactively edited. */\r\n Dynamic = 5,\r\n /** Background map tiles. */\r\n Map = 15,\r\n /** Typically, tiles generated from the contents of geometric models. */\r\n Primary = 20,\r\n /** 3d terrain tiles onto which background map imagery is draped. */\r\n Terrain = 10,\r\n /** Typically, reality models. */\r\n Context = 40,\r\n /** Supplementary tiles used to classify the contents of geometric or reality models. */\r\n Classifier = 50,\r\n}\r\n\r\n/**\r\n * Options for displaying tile bounding boxes for debugging purposes.\r\n *\r\n * Bounding boxes are color-coded based on refinement strategy:\r\n * - Blue: A leaf tile (has no child tiles).\r\n * - Green: An ordinary tile (sub-divides into 4 or 8 child tiles).\r\n * - Red: A tile which refines to a single higher-resolution child occupying the same volume.\r\n * @see [[Viewport.debugBoundingBoxes]]\r\n * @public\r\n * @extensions\r\n */\r\nexport enum TileBoundingBoxes {\r\n /** Display no bounding boxes */\r\n None = 0,\r\n /** Display boxes representing the tile's full volume. */\r\n Volume,\r\n /** Display boxes representing the range of the tile's contents, which may be tighter than (but never larger than) the tile's full volume. */\r\n Content,\r\n /** Display both volume and content boxes. */\r\n Both,\r\n /** Display boxes for direct children, where blue boxes indicate empty volumes. */\r\n ChildVolumes,\r\n /** Display bounding sphere. */\r\n Sphere,\r\n}\r\n\r\n// TileLoadStatus is computed from the combination of Tile._state and, if Tile.request is defined, Tile.request.state.\r\nconst enum TileState {// eslint-disable-line no-restricted-syntax\r\n NotReady = TileLoadStatus.NotLoaded, // Tile requires loading, but no request has yet completed.\r\n Ready = TileLoadStatus.Ready, // request completed successfully, or no loading was required.\r\n NotFound = TileLoadStatus.NotFound, // request failed.\r\n Abandoned = TileLoadStatus.Abandoned, // tile was abandoned.\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 Tiles\r\n */\r\n\r\nimport { assert, dispose } from \"@itwin/core-bentley\";\r\nimport { Arc3d, ClipPlaneContainment, Matrix4d, Point2d, Point3d, Point4d, Range3d, Transform, Vector3d } from \"@itwin/core-geometry\";\r\nimport { BoundingSphere, ColorDef, ElementAlignedBox3d, Frustum, FrustumPlanes } from \"@itwin/core-common\";\r\nimport { IModelApp } from \"../IModelApp\";\r\nimport { IModelConnection } from \"../IModelConnection\";\r\nimport { GraphicBuilder } from \"../render/GraphicBuilder\";\r\nimport { RenderGraphic } from \"../render/RenderGraphic\";\r\nimport { RenderMemory } from \"../render/RenderMemory\";\r\nimport { RenderSystem } from \"../render/RenderSystem\";\r\nimport { SceneContext } from \"../ViewContext\";\r\nimport { Viewport } from \"../Viewport\";\r\nimport {\r\n LRUTileListNode, TileContent, TileDrawArgs, TileParams, TileRequest, TileRequestChannel, TileTree, TileTreeLoadStatus, TileUsageMarker, TileUser, TileUserIdSet,\r\n} from \"./internal\";\r\n\r\n// cSpell:ignore undisplayable bitfield\r\n\r\nconst scratchRange2d = [new Point2d(), new Point2d(), new Point2d(), new Point2d()];\r\n\r\n/** @internal */\r\nexport function addRangeGraphic(builder: GraphicBuilder, range: Range3d, is2d: boolean): void {\r\n if (!is2d) {\r\n builder.addRangeBox(range);\r\n return;\r\n }\r\n\r\n // 3d box is useless in 2d and will be clipped by near/far planes anyway\r\n const pts = scratchRange2d;\r\n pts[0].set(range.low.x, range.low.y);\r\n pts[1].set(range.high.x, range.low.y);\r\n pts[2].set(range.high.x, range.high.y);\r\n pts[3].set(range.low.x, range.high.y);\r\n builder.addLineString2d(pts, 0);\r\n}\r\n\r\nconst scratchWorldFrustum = new Frustum();\r\nconst scratchRootFrustum = new Frustum();\r\nconst scratchWorldSphere = new BoundingSphere();\r\nconst scratchPoint4d = Point4d.createZero();\r\nconst scratchFrustum = new Frustum();\r\n\r\n/** A 3d tile within a [[TileTree]].\r\n *\r\n * A tile represents the contents of some sub-volume of the tile tree's volume. It may produce graphics representing those contents, or may have no graphics.\r\n * A tile can have child tiles that further sub-divide its own volume, providing higher-resolution representations of its contents. A tile that has no children is\r\n * referred to as a \"leaf\" of the tile tree. A non-leaf tile's children are produced when they are needed, and discarded when no longer needed.\r\n * A tile's contents can be discarded at any time by [[TileAdmin]] when GPU memory needs to be reclaimed; or when the Tile itself is discarded via\r\n * [[Tile.dispose]].\r\n *\r\n * Several public [[Tile]] methods carry a warning that they should **not** be overridden by subclasses; typically a protected method exists that can be overridden instead.\r\n * For example, [[loadChildren]] should not be overridden, but it calls [[_loadChildren]], which must be overridden because it is abstract.\r\n * @public\r\n * @extensions\r\n */\r\nexport abstract class Tile {\r\n private _state: TileState = TileState.NotReady;\r\n private _children: Tile[] | undefined;\r\n private _rangeGraphic?: RenderGraphic;\r\n private _rangeGraphicType: TileBoundingBoxes = TileBoundingBoxes.None;\r\n /** This tile's renderable content. */\r\n protected _graphic?: RenderGraphic;\r\n /** True if this tile ever had graphics loaded. Used to determine when a tile's graphics were later freed to conserve memory. */\r\n protected _hadGraphics = false;\r\n /** Uniquely identifies this tile's content in the context of its tree. */\r\n protected _contentId: string;\r\n /** The current loading state of this tile's children. Child tiles are loaded on-demand, potentially asynchronously. */\r\n protected _childrenLoadStatus: TileTreeLoadStatus;\r\n /** @internal */\r\n protected _request?: TileRequest;\r\n /** @internal */\r\n protected _isLeaf: boolean;\r\n /** A volume no larger than this tile's `range`, and optionally more tightly encompassing its contents, used for more accurate culling.\r\n * [[contentRange]] uses this range if defined; otherwise it uses [[range]].\r\n */\r\n protected _contentRange?: ElementAlignedBox3d;\r\n /** The maximum size in pixels this tile can be drawn. If the size of the tile on screen exceeds this maximum, a higher-resolution tile should be drawn in its place. */\r\n protected _maximumSize: number;\r\n /** The [[TileTree]] to which this tile belongs. */\r\n public readonly tree: TileTree;\r\n /** The volume of space occupied by this tile. Its children are guaranteed to also be contained within this volume. */\r\n public readonly range: ElementAlignedBox3d;\r\n /** The parent of this tile, or undefined if it is the [[TileTree]]'s root tile. */\r\n public readonly parent: Tile | undefined;\r\n /** The depth of this tile within its [[TileTree]]. The root tile has a depth of zero. */\r\n public readonly depth: number;\r\n /** The bounding sphere for this tile. */\r\n public readonly boundingSphere: BoundingSphere;\r\n /** The point at the center of this tile's volume. */\r\n public get center(): Point3d { return this.boundingSphere.center; }\r\n /** The radius of a sphere fully encompassing this tile's volume - used for culling. */\r\n public get radius(): number { return this.boundingSphere.radius; }\r\n /** Tracks the usage of this tile. After a period of disuse, the tile may be [[prune]]d to free up memory. */\r\n public readonly usageMarker = new TileUsageMarker();\r\n\r\n /** Exclusively for use by LRUTileList. @internal */\r\n public previous?: LRUTileListNode;\r\n /** Exclusively for use by LRUTileList. @internal */\r\n public next?: LRUTileListNode;\r\n /** Exclusively for use by LRUTileList. @internal */\r\n public bytesUsed = 0;\r\n /** Exclusively for use by LRUTileList. @internal */\r\n public tileUserIds?: TileUserIdSet;\r\n\r\n /** Load this tile's children, possibly asynchronously. Pass them to `resolve`, or an error to `reject`. */\r\n protected abstract _loadChildren(resolve: (children: Tile[] | undefined) => void, reject: (error: Error) => void): void;\r\n\r\n /** Return the channel via which this tile's content should be requested.\r\n * @note The channel *must* be registered with `IModelApp.tileAdmin.channels`.\r\n * @see [[TileRequestChannels.getForHttp]] to create a channel that requests content over HTTP.\r\n * @see [[TileAdmin.channels]].\r\n * @public\r\n */\r\n public abstract get channel(): TileRequestChannel;\r\n\r\n /** Return a Promise that resolves to the raw data representing this tile's content. */\r\n public abstract requestContent(isCanceled: () => boolean): Promise<TileRequest.Response>;\r\n\r\n /** Return a Promise that deserializes this tile's content from raw format produced by [[requestContent]]. */\r\n public abstract readContent(data: TileRequest.ResponseData, system: RenderSystem, isCanceled?: () => boolean): Promise<TileContent>;\r\n\r\n /** Constructor */\r\n protected constructor(params: TileParams, tree: TileTree) {\r\n this.tree = tree;\r\n this.parent = params.parent;\r\n this.depth = undefined !== this.parent ? this.parent.depth + 1 : 0;\r\n this.range = params.range;\r\n this._maximumSize = params.maximumSize;\r\n this._contentRange = params.contentRange;\r\n this._contentId = params.contentId;\r\n\r\n const center = this.range.low.interpolate(0.5, this.range.high);\r\n const radius = 0.5 * this.range.low.distance(this.range.high);\r\n this.boundingSphere = new BoundingSphere(center, radius);\r\n\r\n if (params.maximumSize <= 0)\r\n this.setIsReady();\r\n\r\n this._isLeaf = true === params.isLeaf;\r\n this._childrenLoadStatus = (undefined === tree.maxDepth || this.depth < tree.maxDepth) ? TileTreeLoadStatus.NotLoaded : TileTreeLoadStatus.Loaded;\r\n }\r\n\r\n /** Free memory-consuming resources owned by this tile to reduce memory pressure.\r\n * By default, this calls [[disposeContents]]. Problematic subclasses (MapTile, ImageryMapTile) may opt out for now by overriding this method to do nothing.\r\n * That option may be removed in the future.\r\n * @alpha\r\n */\r\n public freeMemory(): void {\r\n this.disposeContents();\r\n }\r\n\r\n /** Dispose of resources held by this tile. */\r\n public disposeContents(): void {\r\n this._state = TileState.NotReady;\r\n this._graphic = dispose(this._graphic);\r\n this._rangeGraphic = dispose(this._rangeGraphic);\r\n this._rangeGraphicType = TileBoundingBoxes.None;\r\n IModelApp.tileAdmin.onTileContentDisposed(this);\r\n }\r\n\r\n /** Dispose of resources held by this tile and all of its children, marking it and all of its children as \"abandoned\". */\r\n public dispose(): void {\r\n this.disposeContents();\r\n this._state = TileState.Abandoned;\r\n this.disposeChildren();\r\n }\r\n\r\n /** This tile's child tiles, if they exist and are loaded. The children are fully contained within this tile's volume and provide higher-resolution graphics than this tile.\r\n * @see [[loadChildren]]\r\n */\r\n public get children(): Tile[] | undefined { return this._children; }\r\n /** The [[IModelConnection]] to which this tile belongs. */\r\n public get iModel(): IModelConnection { return this.tree.iModel; }\r\n /** Uniquely identifies this tile's content. */\r\n public get contentId(): string { return this._contentId; }\r\n\r\n /** True if this tile's content is currently being loaded. */\r\n public get isLoading(): boolean { return TileLoadStatus.Loading === this.loadStatus; }\r\n /** True if a request for this tile's content has been enqueued. */\r\n public get isQueued(): boolean { return TileLoadStatus.Queued === this.loadStatus; }\r\n /** True if an attempt to load this tile's content failed. */\r\n public get isNotFound(): boolean { return TileLoadStatus.NotFound === this.loadStatus; }\r\n /** True if this tile's content has been loaded and is ready to be drawn. */\r\n public get isReady(): boolean { return TileLoadStatus.Ready === this.loadStatus; }\r\n\r\n /** Indicates the tile should not be selected for display because it is out of the range of LODs supported by the tile provider.\r\n * @see [[ImageryMapTile.isOutOfLodRange]].\r\n * @alpha\r\n */\r\n public get isOutOfLodRange(): boolean { return false;}\r\n\r\n /** @public */\r\n public setNotFound(): void {\r\n this._state = TileState.NotFound;\r\n }\r\n\r\n /** @public */\r\n public setIsReady(): void {\r\n if (this.hasGraphics)\r\n this._hadGraphics = true;\r\n\r\n this._state = TileState.Ready;\r\n IModelApp.tileAdmin.onTileContentLoaded(this);\r\n }\r\n\r\n /** @public */\r\n public setLeaf(): void {\r\n // Don't potentially re-request the children later.\r\n this.disposeChildren();\r\n this._isLeaf = true;\r\n this._childrenLoadStatus = TileTreeLoadStatus.Loaded;\r\n }\r\n\r\n /** True if this tile has no child tiles. */\r\n public get isLeaf(): boolean { return this._isLeaf; }\r\n /** @internal */\r\n public get isEmpty(): boolean { return this.isReady && !this.hasGraphics && this.isLeaf; }\r\n /** @internal */\r\n public get isDisplayable(): boolean { return 0 < this.maximumSize; }\r\n /** The maximum size in pixels this tile can be drawn. If the size of the tile on screen exceeds this maximum, a higher-resolution tile should be drawn in its place. */\r\n public get maximumSize(): number { return this._maximumSize; }\r\n /** @internal */\r\n public get isParentDisplayable(): boolean { return undefined !== this.parent && this.parent.isDisplayable; }\r\n /** @internal */\r\n public get isUndisplayableRootTile(): boolean { return undefined === this.parent && !this.isDisplayable; }\r\n\r\n /** @internal */\r\n public get request(): TileRequest | undefined { return this._request; }\r\n public set request(request: TileRequest | undefined) {\r\n assert(undefined === request || undefined === this.request);\r\n this._request = request;\r\n }\r\n\r\n /** Compute the load priority of this tile. This determines which tiles' contents are requested first.\r\n * @param _viewports The subset of `users` that are [[Viewport]]s - typically, these viewports want to display the tile's content.\r\n * @param users The [[TileUser]]s that are currently using the tile for some purpose, such as displaying its content.\r\n * @returns The priority.\r\n * @see [[TileLoadPriority]] for suggested priority values.\r\n */\r\n public computeLoadPriority(_viewports: Iterable<Viewport>, _users: Iterable<TileUser>): number {\r\n return this.depth;\r\n }\r\n\r\n /** True if this tile has graphics ready to draw. */\r\n public get hasGraphics(): boolean { return undefined !== this._graphic; }\r\n /** True if this tile has a known volume tightly encompassing its graphics. */\r\n public get hasContentRange(): boolean { return undefined !== this._contentRange; }\r\n /** A volume no larger than this tile's `range`, and optionally more tightly encompassing its contents, used for more accurate culling. */\r\n public get contentRange(): ElementAlignedBox3d {\r\n if (undefined !== this._contentRange)\r\n return this._contentRange;\r\n else if (undefined === this.parent && undefined !== this.tree.contentRange)\r\n return this.tree.contentRange;\r\n else\r\n return this.range;\r\n }\r\n\r\n /** Tile contents are loaded asynchronously on demand. This member tracks the current loading status of this tile's contents. */\r\n public get loadStatus(): TileLoadStatus {\r\n switch (this._state) {\r\n case TileState.NotReady: {\r\n if (undefined === this.request)\r\n return TileLoadStatus.NotLoaded;\r\n else if (TileRequest.State.Loading === this.request.state)\r\n return TileLoadStatus.Loading;\r\n\r\n assert(TileRequest.State.Completed !== this.request.state && TileRequest.State.Failed !== this.request.state); // this.request should be undefined in these cases...\r\n return TileLoadStatus.Queued;\r\n }\r\n case TileState.Ready: {\r\n assert(undefined === this.request);\r\n return TileLoadStatus.Ready;\r\n }\r\n case TileState.NotFound: {\r\n assert(undefined === this.request);\r\n return TileLoadStatus.NotFound;\r\n }\r\n default: {\r\n assert(TileState.Abandoned === this._state);\r\n return TileLoadStatus.Abandoned;\r\n }\r\n }\r\n }\r\n\r\n /** Produce the graphics that should be drawn. */\r\n public produceGraphics(): RenderGraphic | undefined {\r\n return this._graphic;\r\n }\r\n\r\n protected setGraphic(graphic: RenderGraphic | undefined): void {\r\n dispose(this._graphic);\r\n this._graphic = graphic;\r\n this.setIsReady();\r\n }\r\n\r\n /** Set this tile's content to the result of [[readContent]] */\r\n public setContent(content: TileContent): void {\r\n const { graphic, isLeaf, contentRange } = content;\r\n this.setGraphic(graphic);\r\n\r\n if (undefined !== isLeaf && isLeaf !== this._isLeaf) {\r\n if (isLeaf)\r\n this.setLeaf();\r\n else\r\n this._isLeaf = false;\r\n }\r\n\r\n if (undefined !== contentRange)\r\n this._contentRange = contentRange;\r\n\r\n this.setIsReady();\r\n }\r\n\r\n /** Disclose any resources owned by this tile, other than its [[RenderGraphic]].\r\n * @internal\r\n */\r\n protected _collectStatistics(_stats: RenderMemory.Statistics): void { }\r\n\r\n /** Disclose resources owned by this tile and (by default) all of its child tiles.\r\n * @note Do not override this method! Override `_collectStatistics` instead.\r\n * @internal\r\n */\r\n public collectStatistics(stats: RenderMemory.Statistics, includeChildren = true): void {\r\n if (undefined !== this._graphic)\r\n this._graphic.collectStatistics(stats);\r\n\r\n this._collectStatistics(stats);\r\n if (!includeChildren)\r\n return;\r\n\r\n const children = this.children;\r\n if (undefined !== children)\r\n for (const child of children)\r\n child.collectStatistics(stats);\r\n }\r\n\r\n /** If this tile's child tiles have not yet been requested, enqueue an asynchronous request to load them.\r\n * @note This function itself is *not* asynchronous - it immediately returns the current loading status.\r\n * @note Do not override this method - implement [[_loadChildren]].\r\n */\r\n protected loadChildren(): TileTreeLoadStatus {\r\n if (this._childrenLoadStatus !== TileTreeLoadStatus.NotLoaded)\r\n return this._childrenLoadStatus;\r\n\r\n this._childrenLoadStatus = TileTreeLoadStatus.Loading;\r\n\r\n this._loadChildren((children: Tile[] | undefined) => {\r\n this._children = children;\r\n this._childrenLoadStatus = TileTreeLoadStatus.Loaded;\r\n\r\n if (undefined === children || 0 === children.length)\r\n this._isLeaf = true;\r\n\r\n IModelApp.tileAdmin.onTileChildrenLoad.raiseEvent(this);\r\n }, (_error: Error) => {\r\n this._isLeaf = true;\r\n this._childrenLoadStatus = TileTreeLoadStatus.NotFound;\r\n\r\n IModelApp.tileAdmin.onTileChildrenLoad.raiseEvent(this);\r\n });\r\n\r\n return this._childrenLoadStatus;\r\n }\r\n\r\n /** Dispose of this tile's child tiles and mark them as \"not loaded\". */\r\n protected disposeChildren(): void {\r\n const children = this.children;\r\n if (undefined === children)\r\n return;\r\n\r\n for (const child of children)\r\n child.dispose();\r\n\r\n this._childrenLoadStatus = TileTreeLoadStatus.NotLoaded;\r\n this._children = undefined;\r\n }\r\n\r\n /** Returns true if this tile's bounding volume is culled by the frustum or clip volumes specified by `args`. */\r\n protected isRegionCulled(args: TileDrawArgs): boolean {\r\n return this.isCulled(this.range, args, true, this.boundingSphere);\r\n }\r\n\r\n /** Returns true if this tile's content bounding volume is culled by the frustum or clip volumes specified by `args`. */\r\n protected isContentCulled(args: TileDrawArgs): boolean {\r\n return this.isCulled(this.contentRange, args, false);\r\n }\r\n\r\n private isCulled(range: ElementAlignedBox3d, args: TileDrawArgs, testClipIntersection: boolean, sphere?: BoundingSphere) {\r\n const box = Frustum.fromRange(range, scratchRootFrustum);\r\n return this.isFrustumCulled(box, args, testClipIntersection, sphere);\r\n }\r\n\r\n protected isFrustumCulled(box: Frustum, args: TileDrawArgs, testClipIntersection: boolean, sphere?: BoundingSphere) {\r\n const worldBox = box.transformBy(args.location, scratchWorldFrustum);\r\n const worldSphere = sphere?.transformBy(args.location, scratchWorldSphere);\r\n\r\n // Test against frustum.\r\n if (FrustumPlanes.Containment.Outside === args.frustumPlanes.computeFrustumContainment(worldBox, worldSphere))\r\n return true;\r\n\r\n // Test against TileTree's own clip volume, if any.\r\n if (undefined !== args.clip && ClipPlaneContainment.StronglyOutside === args.clip.classifyPointContainment(worldBox.points))\r\n return true;\r\n\r\n // Test against view clip, if any (will be undefined if TileTree does not want view clip applied to it).\r\n if (undefined !== args.viewClip && ClipPlaneContainment.StronglyOutside === args.viewClip.classifyPointContainment(worldBox.points))\r\n return true;\r\n\r\n // Test against intersection clip - reject if tile doesn't intersect (used for section-cut graphics).\r\n if (testClipIntersection && undefined !== args.intersectionClip && ClipPlaneContainment.Ambiguous !== args.intersectionClip.classifyPointContainment(worldBox.points))\r\n return true;\r\n\r\n return false;\r\n }\r\n\r\n /** Determine the visibility of this tile according to the specified args. */\r\n public computeVisibility(args: TileDrawArgs): TileVisibility {\r\n if (this.isEmpty)\r\n return TileVisibility.OutsideFrustum;\r\n\r\n if (args.boundingRange && !args.boundingRange.intersectsRange(this.range))\r\n return TileVisibility.OutsideFrustum;\r\n\r\n // NB: We test for region culling before isDisplayable - otherwise we will never unload children of undisplayed tiles when\r\n // they are outside frustum\r\n if (this.isRegionCulled(args))\r\n return TileVisibility.OutsideFrustum;\r\n\r\n // some nodes are merely for structure and don't have any geometry\r\n if (!this.isDisplayable)\r\n return TileVisibility.TooCoarse;\r\n\r\n if (this.isLeaf) {\r\n if (this.hasContentRange && this.isContentCulled(args))\r\n return TileVisibility.OutsideFrustum;\r\n else\r\n return TileVisibility.Visible;\r\n }\r\n\r\n return this.meetsScreenSpaceError(args) ? TileVisibility.Visible : TileVisibility.TooCoarse;\r\n }\r\n\r\n /** Returns true if this tile is of at least high enough resolution to be displayed, per the supplied [[TileDrawArgs]]; or false if\r\n * a higher-resolution tile should be substituted for it.\r\n * This method is called by [[computeVisibility]] if the tile has passed all culling checks.\r\n */\r\n protected meetsScreenSpaceError(args: TileDrawArgs): boolean {\r\n const pixelSize = args.getPixelSize(this) * args.pixelSizeScaleFactor;\r\n const maxSize = this.maximumSize * args.tileSizeModifier;\r\n return pixelSize <= maxSize;\r\n }\r\n\r\n /** @internal */\r\n public extendRangeForContent(range: Range3d, matrix: Matrix4d, treeTransform: Transform, frustumPlanes?: FrustumPlanes): void {\r\n if (this.isEmpty || this.contentRange.isNull)\r\n return;\r\n\r\n const box = Frustum.fromRange(this.contentRange, scratchFrustum);\r\n box.transformBy(treeTransform, box);\r\n if (frustumPlanes !== undefined && FrustumPlanes.Containment.Outside === frustumPlanes.computeFrustumContainment(box))\r\n return;\r\n\r\n if (this.children === undefined) {\r\n for (const boxPoint of box.points) {\r\n const pt = matrix.multiplyPoint3d(boxPoint, 1, scratchPoint4d);\r\n if (pt.w > .0001)\r\n range.extendXYZW(pt.x, pt.y, pt.z, pt.w);\r\n else\r\n range.high.z = Math.max(1.0, range.high.z); // behind eye plane...\r\n }\r\n } else {\r\n for (const child of this.children)\r\n child.extendRangeForContent(range, matrix, treeTransform, frustumPlanes);\r\n }\r\n }\r\n\r\n /** Primarily for debugging purposes, compute the number of tiles below this one in the [[TileTree]]. */\r\n public countDescendants(): number {\r\n const children = this.children;\r\n if (undefined === children || 0 === children.length)\r\n return 0;\r\n\r\n let count = 0;\r\n for (const child of children)\r\n count += child.countDescendants();\r\n\r\n return count;\r\n }\r\n\r\n /** Output this tile's graphics. */\r\n public drawGraphics(args: TileDrawArgs): void {\r\n const gfx = this.produceGraphics();\r\n if (undefined === gfx)\r\n return;\r\n\r\n args.graphics.add(gfx);\r\n const rangeGfx = this.getRangeGraphic(args.context);\r\n if (undefined !== rangeGfx)\r\n args.graphics.add(rangeGfx);\r\n }\r\n\r\n /** @internal */\r\n protected get rangeGraphicColor(): ColorDef {\r\n return this.isLeaf ? ColorDef.blue : ColorDef.green;\r\n }\r\n\r\n /** @internal */\r\n public getRangeGraphic(context: SceneContext): RenderGraphic | undefined {\r\n const type = context.viewport.debugBoundingBoxes;\r\n if (type === this._rangeGraphicType)\r\n return this._rangeGraphic;\r\n\r\n this._rangeGraphic = dispose(this._rangeGraphic);\r\n this._rangeGraphicType = type;\r\n if (TileBoundingBoxes.None !== type) {\r\n const builder = context.createSceneGraphicBuilder();\r\n this.addRangeGraphic(builder, type);\r\n this._rangeGraphic = builder.finish();\r\n }\r\n\r\n return this._rangeGraphic;\r\n }\r\n\r\n /** @internal */\r\n protected addRangeGraphic(builder: GraphicBuilder, type: TileBoundingBoxes): void {\r\n if (TileBoundingBoxes.Both === type) {\r\n builder.setSymbology(ColorDef.blue, ColorDef.blue, 1);\r\n addRangeGraphic(builder, this.range, this.tree.is2d);\r\n\r\n if (this.hasContentRange) {\r\n builder.setSymbology(ColorDef.red, ColorDef.red, 1);\r\n addRangeGraphic(builder, this.contentRange, this.tree.is2d);\r\n }\r\n } else if (TileBoundingBoxes.Sphere === type) {\r\n builder.setSymbology(ColorDef.green, ColorDef.green, 1);\r\n\r\n const x = new Vector3d(this.radius, 0, 0);\r\n const y = new Vector3d(0, this.radius, 0);\r\n const z = new Vector3d(0, 0, this.radius);\r\n\r\n builder.addArc(Arc3d.create(this.center, x, y), false, false);\r\n builder.addArc(Arc3d.create(this.center, x, z), false, false);\r\n builder.addArc(Arc3d.create(this.center, y, z), false, false);\r\n } else if (TileBoundingBoxes.SolidBox === type) {\r\n const range = this.range;\r\n let color = this.rangeGraphicColor;\r\n builder.setSymbology(color, color, 1);\r\n addRangeGraphic(builder, range, this.tree.is2d);\r\n color = color.withTransparency(0xcf);\r\n builder.setSymbology(color, color, 1);\r\n builder.addRangeBox(range, true);\r\n } else {\r\n const color = this.rangeGraphicColor;\r\n builder.setSymbology(color, color, 1);\r\n const range = TileBoundingBoxes.Content === type ? this.contentRange : this.range;\r\n addRangeGraphic(builder, range, this.tree.is2d);\r\n }\r\n }\r\n\r\n /** Optional corners used to compute the screen size of the tile. These are used, e.g., by reality tiles with oriented bounding boxes to\r\n * produce more accurate size calculation.\r\n */\r\n public getSizeProjectionCorners(): Point3d[] | undefined { return undefined; }\r\n}\r\n\r\n/** Describes the current status of a [[Tile]]'s content. Tile content is loaded via an asynchronous [[TileRequest]].\r\n * @see [[Tile.loadStatus]].\r\n * @public\r\n * @extensions\r\n */\r\nexport enum TileLoadStatus {\r\n /** No attempt to load the tile's content has been made, or the tile has since been unloaded. It currently has no graphics. */\r\n NotLoaded = 0,\r\n /** A request has been dispatched to load the tile's contents, and a response is pending. */\r\n Queued = 1,\r\n /** A response has been received and the tile's graphics and other data are being loaded on the frontend. */\r\n Loading = 2,\r\n /** The tile has been loaded, and if the tile is displayable it has graphics. */\r\n Ready = 3,\r\n /** A request to load the tile's contents failed. */\r\n NotFound = 4,\r\n /** The tile has been disposed. */\r\n Abandoned = 5,\r\n}\r\n\r\n/**\r\n * Describes the visibility of a tile based on its size and a view frustum.\r\n * @public\r\n * @extensions\r\n */\r\nexport enum TileVisibility {\r\n /** The tile is entirely outside of the viewing frustum. */\r\n OutsideFrustum,\r\n /** The tile's graphics are of too low a resolution for the viewing frustum. */\r\n TooCoarse,\r\n /** The tile's graphics are of appropriate resolution for the viewing frustum. */\r\n Visible,\r\n}\r\n\r\n/**\r\n * Loosely describes the \"importance\" of a [[Tile]]. Requests for tiles of greater \"importance\" are prioritized for loading.\r\n * @note A lower priority value indicates higher importance.\r\n * @public\r\n * @extensions\r\n */\r\nexport enum TileLoadPriority {\r\n /** Contents of geometric models that are being interactively edited. */\r\n Dynamic = 5,\r\n /** Background map tiles. */\r\n Map = 15,\r\n /** Typically, tiles generated from the contents of geometric models. */\r\n Primary = 20,\r\n /** 3d terrain tiles onto which background map imagery is draped. */\r\n Terrain = 10,\r\n /** Typically, reality models. */\r\n Context = 40,\r\n /** Supplementary tiles used to classify the contents of geometric or reality models. */\r\n Classifier = 50,\r\n}\r\n\r\n/**\r\n * Options for displaying tile bounding boxes for debugging purposes.\r\n *\r\n * Bounding boxes are color-coded based on refinement strategy:\r\n * - Blue: A leaf tile (has no child tiles).\r\n * - Green: An ordinary tile (sub-divides into 4 or 8 child tiles).\r\n * - Red: A tile which refines to a single higher-resolution child occupying the same volume.\r\n * @see [[Viewport.debugBoundingBoxes]]\r\n * @public\r\n * @extensions\r\n */\r\nexport enum TileBoundingBoxes {\r\n /** Display no bounding boxes */\r\n None = 0,\r\n /** Display boxes representing the tile's full volume. */\r\n Volume,\r\n /** Display boxes representing the range of the tile's contents, which may be tighter than (but never larger than) the tile's full volume. */\r\n Content,\r\n /** Display both volume and content boxes. */\r\n Both,\r\n /** Display boxes for direct children, where blue boxes indicate empty volumes. */\r\n ChildVolumes,\r\n /** Display bounding sphere. */\r\n Sphere,\r\n /** Display a transparent solid box representing the tile's full volume.\r\n * @alpha To be replaced with a separate option that applies to any of the other TileBoundingBoxes modes.\r\n */\r\n SolidBox,\r\n}\r\n\r\n// TileLoadStatus is computed from the combination of Tile._state and, if Tile.request is defined, Tile.request.state.\r\nconst enum TileState {// eslint-disable-line no-restricted-syntax\r\n NotReady = TileLoadStatus.NotLoaded, // Tile requires loading, but no request has yet completed.\r\n Ready = TileLoadStatus.Ready, // request completed successfully, or no loading was required.\r\n NotFound = TileLoadStatus.NotFound, // request failed.\r\n Abandoned = TileLoadStatus.Abandoned, // tile was abandoned.\r\n}\r\n"]}
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@@ -238,7 +238,7 @@ export class ElementPicker {
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});
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if (!hitPointWorld)
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continue;
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-
const modelId =
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+
const modelId = pixel.modelId;
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const hit = new HitDetail(pickPointWorld, vp, options.hitSource, hitPointWorld, pixel.elementId, this.getPixelPriority(pixel), testPointView.distance(elmPoint), pixel.distanceFraction, pixel.subCategoryId, pixel.geometryClass, modelId, pixel.iModel, pixel.tileId, pixel.isClassifier);
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this.hitList.addHit(hit);
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if (this.hitList.hits.length > options.maxHits)
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@@ -1 +1 @@
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-
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module LocatingElements\r\n */\r\n\r\nimport { Id64 } from \"@itwin/core-bentley\";\r\nimport { Point2d, Point3d } from \"@itwin/core-geometry\";\r\nimport { HitDetail, HitList, HitPriority, HitSource } from \"./HitDetail\";\r\nimport { IModelApp } from \"./IModelApp\";\r\nimport { Pixel } from \"./render/Pixel\";\r\nimport { InputSource, InteractiveTool } from \"./tools/Tool\";\r\nimport { ScreenViewport, Viewport } from \"./Viewport\";\r\nimport { ViewRect } from \"./ViewRect\";\r\n\r\n/** The possible actions for which a locate filter can be called.\r\n * @public\r\n * @extensions\r\n */\r\nexport enum LocateAction {\r\n Identify = 0,\r\n AutoLocate = 1,\r\n}\r\n\r\n/** Values to return from a locate filter.\r\n * Return `Reject` to indicate the element is unacceptable.\r\n * @public\r\n * @extensions\r\n */\r\nexport enum LocateFilterStatus {\r\n Accept = 0,\r\n Reject = 1,\r\n}\r\n\r\n/**\r\n * @public\r\n * @extensions\r\n */\r\nexport enum SnapStatus {\r\n Success = 0,\r\n Aborted = 1,\r\n NoElements = 2,\r\n Disabled = 100,\r\n NoSnapPossible = 200,\r\n NotSnappable = 300,\r\n FilteredByApp = 600,\r\n FilteredByAppQuietly = 700,\r\n}\r\n\r\n/** Options that customize the way element location (i.e. *picking*) works.\r\n * @public\r\n * @extensions\r\n */\r\nexport class LocateOptions {\r\n /** If true, also test graphics from view decorations. */\r\n public allowDecorations = false;\r\n /** If true, also test graphics with non-locatable flag set. */\r\n public allowNonLocatable = false;\r\n /** Maximum number of hits to return. */\r\n public maxHits = 20;\r\n /** The [[HitSource]] identifying the caller. */\r\n public hitSource = HitSource.DataPoint;\r\n /** If true, also test graphics from an IModelConnection other than the one associated with the Viewport. This can occur if, e.g., a\r\n * [[TiledGraphicsProvider]] is used to display graphics from a different iModel into the [[Viewport]].\r\n * @note If you override this, you must be prepared to properly handle [[HitDetail]]s originating from other IModelConnections.\r\n * @see [[HitDetail.iModel]] and [[HitDetail.isExternalIModelHit]]\r\n */\r\n public allowExternalIModels = false;\r\n /** If true, then the world point of a hit on a model will preserve any transforms applied to the model at display time,\r\n * such as those supplied by a [[ModelDisplayTransformProvider]] or [PlanProjectionSettings.elevation]($common).\r\n * Otherwise, the world point will be multiplied by the inverse of any such transforms to correlate it with the model's true coordinate space.\r\n */\r\n public preserveModelDisplayTransforms = false;\r\n\r\n /** Make a copy of this LocateOptions. */\r\n public clone(): LocateOptions {\r\n const other = new LocateOptions();\r\n other.allowDecorations = this.allowDecorations;\r\n other.allowNonLocatable = this.allowNonLocatable;\r\n other.maxHits = this.maxHits;\r\n other.hitSource = this.hitSource;\r\n other.allowExternalIModels = this.allowExternalIModels;\r\n return other;\r\n }\r\n public setFrom(other: LocateOptions): void {\r\n this.allowDecorations = other.allowDecorations;\r\n this.allowNonLocatable = other.allowNonLocatable;\r\n this.maxHits = other.maxHits;\r\n this.hitSource = other.hitSource;\r\n this.allowExternalIModels = other.allowExternalIModels;\r\n }\r\n public init() {\r\n this.allowDecorations = this.allowNonLocatable = this.allowExternalIModels = false;\r\n this.maxHits = 20;\r\n this.hitSource = HitSource.DataPoint;\r\n }\r\n}\r\n\r\n/**\r\n * @public\r\n * @extensions\r\n */\r\nexport class LocateResponse {\r\n public snapStatus = SnapStatus.Success;\r\n public reason?: string;\r\n public explanation = \"\";\r\n\r\n /** @internal */\r\n public clone(): LocateResponse {\r\n const other = new LocateResponse();\r\n other.snapStatus = this.snapStatus;\r\n other.reason = this.reason;\r\n other.explanation = this.explanation;\r\n return other;\r\n }\r\n\r\n /** @internal */\r\n public setFrom(other: LocateResponse): void {\r\n this.snapStatus = other.snapStatus;\r\n this.reason = other.reason;\r\n this.explanation = other.explanation;\r\n }\r\n}\r\n\r\n/**\r\n * @public\r\n * @extensions\r\n */\r\nexport interface HitListHolder {\r\n setHitList(list: HitList<HitDetail> | undefined): void;\r\n}\r\n\r\n/**\r\n * @public\r\n * @extensions\r\n */\r\nexport class ElementPicker {\r\n public viewport?: Viewport;\r\n public readonly pickPointWorld = new Point3d();\r\n public hitList?: HitList<HitDetail>;\r\n\r\n public empty() {\r\n this.pickPointWorld.setZero();\r\n this.viewport = undefined;\r\n if (this.hitList)\r\n this.hitList.empty();\r\n else\r\n this.hitList = new HitList<HitDetail>();\r\n }\r\n\r\n /** return the HitList for the last Pick performed. Optionally allows the caller to take ownership of the list. */\r\n public getHitList(takeOwnership: boolean): HitList<HitDetail> {\r\n const list = this.hitList!;\r\n if (takeOwnership)\r\n this.hitList = undefined;\r\n return list;\r\n }\r\n\r\n public getNextHit(): HitDetail | undefined { return this.hitList ? this.hitList.getNextHit() : undefined; }\r\n\r\n /** Return a hit from the list of hits created the last time pickElements was called. */\r\n public getHit(i: number): HitDetail | undefined { return this.hitList ? this.hitList.getHit(i) : undefined; }\r\n\r\n public resetCurrentHit(): void {\r\n if (this.hitList)\r\n this.hitList.resetCurrentHit();\r\n }\r\n\r\n private getPixelPriority(pixel: Pixel.Data) {\r\n switch (pixel.type) {\r\n case Pixel.GeometryType.Surface:\r\n return Pixel.Planarity.Planar === pixel.planarity ? HitPriority.PlanarSurface : HitPriority.NonPlanarSurface;\r\n case Pixel.GeometryType.Linear:\r\n return HitPriority.WireEdge;\r\n case Pixel.GeometryType.Edge:\r\n return Pixel.Planarity.Planar === pixel.planarity ? HitPriority.PlanarEdge : HitPriority.NonPlanarEdge;\r\n case Pixel.GeometryType.Silhouette:\r\n return HitPriority.SilhouetteEdge;\r\n default:\r\n return HitPriority.Unknown;\r\n }\r\n }\r\n\r\n private comparePixel(pixel1: Pixel.Data, pixel2: Pixel.Data, distXY1: number, distXY2: number) {\r\n const priority1 = this.getPixelPriority(pixel1);\r\n const priority2 = this.getPixelPriority(pixel2);\r\n if (priority1 < priority2)\r\n return -1;\r\n if (priority1 > priority2)\r\n return 1;\r\n if (distXY1 < distXY2)\r\n return -1;\r\n if (distXY1 > distXY2)\r\n return 1;\r\n if (pixel1.distanceFraction > pixel2.distanceFraction)\r\n return -1;\r\n if (pixel1.distanceFraction < pixel2.distanceFraction)\r\n return 1;\r\n\r\n return 0;\r\n }\r\n\r\n /** Generate a list of elements that are close to a given point.\r\n * @returns The number of hits in the hitList of this object.\r\n */\r\n public doPick(vp: ScreenViewport, pickPointWorld: Point3d, pickRadiusView: number, options: LocateOptions): number {\r\n if (this.hitList && this.hitList.length > 0 && vp === this.viewport && pickPointWorld.isAlmostEqual(this.pickPointWorld)) {\r\n this.hitList.resetCurrentHit();\r\n return this.hitList.length;\r\n }\r\n\r\n this.empty(); // empty the hit list\r\n this.viewport = vp;\r\n this.pickPointWorld.setFrom(pickPointWorld);\r\n\r\n const pickPointView = vp.worldToView(pickPointWorld);\r\n const testPointView = new Point2d(Math.floor(pickPointView.x + 0.5), Math.floor(pickPointView.y + 0.5));\r\n let pixelRadius = Math.floor(pickRadiusView + 0.5);\r\n const rect = new ViewRect(testPointView.x - pixelRadius, testPointView.y - pixelRadius, testPointView.x + pixelRadius, testPointView.y + pixelRadius);\r\n if (rect.isNull)\r\n return 0;\r\n let result: number = 0;\r\n vp.readPixels(rect, Pixel.Selector.All, (pixels) => {\r\n if (undefined === pixels)\r\n return;\r\n\r\n testPointView.x = vp.cssPixelsToDevicePixels(testPointView.x);\r\n testPointView.y = vp.cssPixelsToDevicePixels(testPointView.y);\r\n pixelRadius = vp.cssPixelsToDevicePixels(pixelRadius);\r\n\r\n const elmHits = new Map<string, Point2d>();\r\n const testPoint = Point2d.createZero();\r\n for (testPoint.x = testPointView.x - pixelRadius; testPoint.x <= testPointView.x + pixelRadius; ++testPoint.x) {\r\n for (testPoint.y = testPointView.y - pixelRadius; testPoint.y <= testPointView.y + pixelRadius; ++testPoint.y) {\r\n const pixel = pixels.getPixel(testPoint.x, testPoint.y);\r\n if (undefined === pixel || undefined === pixel.elementId || Id64.isInvalid(pixel.elementId))\r\n continue; // no geometry at this location...\r\n\r\n const distXY = testPointView.distance(testPoint);\r\n if (distXY > pixelRadius)\r\n continue; // ignore corners. it's a locate circle not square...\r\n\r\n const oldPoint = elmHits.get(pixel.elementId);\r\n if (undefined !== oldPoint) {\r\n if (this.comparePixel(pixel, pixels.getPixel(oldPoint.x, oldPoint.y), distXY, testPointView.distance(oldPoint)) < 0)\r\n oldPoint.setFrom(testPoint); // new hit is better, update location...\r\n } else {\r\n elmHits.set(pixel.elementId, testPoint.clone());\r\n }\r\n }\r\n }\r\n if (0 === elmHits.size)\r\n return;\r\n\r\n for (const elmPoint of elmHits.values()) {\r\n const pixel = pixels.getPixel(elmPoint.x, elmPoint.y);\r\n if (undefined === pixel || undefined === pixel.elementId)\r\n continue;\r\n\r\n const hitPointWorld = vp.getPixelDataWorldPoint({\r\n pixels,\r\n x: elmPoint.x,\r\n y: elmPoint.y,\r\n preserveModelDisplayTransforms: options.preserveModelDisplayTransforms,\r\n });\r\n\r\n if (!hitPointWorld)\r\n continue;\r\n\r\n const modelId = undefined !== pixel.featureTable ? pixel.featureTable.modelId : undefined;\r\n const hit = new HitDetail(pickPointWorld, vp, options.hitSource, hitPointWorld, pixel.elementId, this.getPixelPriority(pixel), testPointView.distance(elmPoint), pixel.distanceFraction, pixel.subCategoryId, pixel.geometryClass, modelId, pixel.iModel, pixel.tileId, pixel.isClassifier);\r\n this.hitList!.addHit(hit);\r\n\r\n if (this.hitList!.hits.length > options.maxHits)\r\n this.hitList!.hits.length = options.maxHits; // truncate array...\r\n }\r\n\r\n result = this.hitList!.length;\r\n }, !options.allowNonLocatable);\r\n\r\n return result;\r\n }\r\n\r\n public testHit(hit: HitDetail, vp: ScreenViewport, pickPointWorld: Point3d, pickRadiusView: number, options: LocateOptions): boolean {\r\n if (0 === this.doPick(vp, pickPointWorld, pickRadiusView, options))\r\n return false;\r\n\r\n return this.hitList!.hits.some((thisHit) => hit.isSameHit(thisHit));\r\n }\r\n}\r\n\r\n/**\r\n * @public\r\n * @extensions\r\n */\r\nexport class ElementLocateManager {\r\n public hitList?: HitList<HitDetail>;\r\n public currHit?: HitDetail;\r\n public readonly options = new LocateOptions();\r\n public readonly picker = new ElementPicker();\r\n\r\n /** get the full message key for a locate failure */\r\n public static getFailureMessageKey(key: string) { return `LocateFailure.${key}`; }\r\n public onInitialized() { }\r\n public get apertureInches() { return 0.11; }\r\n public get touchApertureInches() { return 0.22; }\r\n\r\n public clear(): void { this.setCurrHit(undefined); }\r\n public setHitList(list?: HitList<HitDetail>) { this.hitList = list; }\r\n public setCurrHit(hit?: HitDetail): void { this.currHit = hit; }\r\n public getNextHit(): HitDetail | undefined { return this.hitList ? this.hitList.getNextHit() : undefined; }\r\n\r\n /** return the current path from either the snapping logic or the pre-locating systems. */\r\n public getPreLocatedHit(): HitDetail | undefined {\r\n // NOTE: Check AccuSnap first as Tentative is used to build intersect snap. For normal snaps when a Tentative is active there should be no AccuSnap.\r\n let preLocated = IModelApp.accuSnap.getHitAndList(this);\r\n\r\n if (!preLocated && !!(preLocated = IModelApp.tentativePoint.getHitAndList(this))) {\r\n const vp = preLocated.viewport;\r\n this.picker.empty(); // Get new hit list at hit point; want reset to cycle hits using adjusted point location...\r\n this.picker.doPick(vp, preLocated.getPoint(), (vp.pixelsFromInches(this.apertureInches) / 2.0) + 1.5, this.options);\r\n this.setHitList(this.picker.getHitList(true));\r\n }\r\n\r\n if (this.hitList)\r\n this.hitList.resetCurrentHit();\r\n\r\n return preLocated;\r\n }\r\n\r\n public async filterHit(hit: HitDetail, _action: LocateAction, out: LocateResponse): Promise<LocateFilterStatus> {\r\n // Tools must opt-in to locate of transient geometry as it requires special treatment.\r\n if (!this.options.allowDecorations && !hit.isElementHit) {\r\n if (hit.isModelHit)\r\n out.reason = ElementLocateManager.getFailureMessageKey(\"RealityModel\");\r\n else if (hit.isMapHit)\r\n out.reason = ElementLocateManager.getFailureMessageKey(\"Map\");\r\n else\r\n out.reason = ElementLocateManager.getFailureMessageKey(\"Transient\");\r\n return LocateFilterStatus.Reject;\r\n }\r\n\r\n // Tools must opt-in to locate geometry from external iModels.\r\n if (!this.options.allowExternalIModels && hit.isExternalIModelHit) {\r\n out.reason = ElementLocateManager.getFailureMessageKey(\"ExternalIModel\");\r\n return LocateFilterStatus.Reject;\r\n }\r\n\r\n if (undefined !== hit.subCategoryId && !hit.isExternalIModelHit) {\r\n const appearance = hit.viewport.getSubCategoryAppearance(hit.subCategoryId);\r\n if (appearance.dontLocate) {\r\n out.reason = ElementLocateManager.getFailureMessageKey(\"NotLocatableSubCategory\");\r\n return LocateFilterStatus.Reject;\r\n }\r\n }\r\n\r\n const tool = IModelApp.toolAdmin.activeTool;\r\n if (!(tool && tool instanceof InteractiveTool))\r\n return LocateFilterStatus.Accept;\r\n\r\n const status = await tool.filterHit(hit, out);\r\n if (LocateFilterStatus.Reject === status)\r\n out.reason = ElementLocateManager.getFailureMessageKey(\"ByApp\");\r\n\r\n return status;\r\n }\r\n\r\n public initLocateOptions() { this.options.init(); }\r\n public initToolLocate() {\r\n this.initLocateOptions();\r\n this.clear();\r\n this.picker.empty();\r\n IModelApp.tentativePoint.clear(true);\r\n }\r\n\r\n private async _doLocate(response: LocateResponse, newSearch: boolean, testPoint: Point3d, vp: ScreenViewport | undefined, source: InputSource, filterHits: boolean): Promise<HitDetail | undefined> {\r\n if (!vp)\r\n return;\r\n\r\n // the \"newSearch\" flag indicates whether the caller wants us to conduct a new search at the testPoint, or just continue returning paths from the previous search.\r\n if (newSearch) {\r\n const hit = this.getPreLocatedHit();\r\n\r\n // if we're snapped to something, that path has the highest priority and becomes the active hit.\r\n if (hit) {\r\n if (!filterHits || LocateFilterStatus.Accept === await this.filterHit(hit, LocateAction.Identify, response))\r\n return hit;\r\n\r\n response = new LocateResponse(); // we have the reason and explanation we want.\r\n }\r\n\r\n this.picker.empty();\r\n this.picker.doPick(vp, testPoint, (vp.pixelsFromInches(InputSource.Touch === source ? this.touchApertureInches : this.apertureInches) / 2.0) + 1.5, this.options);\r\n\r\n const hitList = this.picker.getHitList(true);\r\n this.setHitList(hitList);\r\n }\r\n\r\n let newHit: HitDetail | undefined;\r\n while (undefined !== (newHit = this.getNextHit())) {\r\n if (!filterHits || LocateFilterStatus.Accept === await this.filterHit(newHit, LocateAction.Identify, response))\r\n return newHit;\r\n response = new LocateResponse(); // we have the reason and explanation we want.\r\n }\r\n\r\n return undefined;\r\n }\r\n\r\n public async doLocate(response: LocateResponse, newSearch: boolean, testPoint: Point3d, view: ScreenViewport | undefined, source: InputSource, filterHits = true): Promise<HitDetail | undefined> {\r\n response.reason = ElementLocateManager.getFailureMessageKey(\"NoElements\");\r\n response.explanation = \"\";\r\n\r\n const hit = await this._doLocate(response, newSearch, testPoint, view, source, filterHits);\r\n this.setCurrHit(hit);\r\n\r\n // if we found a hit, remove it from the list of remaining hits near the current search point.\r\n if (hit && this.hitList)\r\n this.hitList.removeHitsFrom(hit.sourceId);\r\n return hit;\r\n }\r\n}\r\n"]}
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1
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+
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module LocatingElements\r\n */\r\n\r\nimport { Id64 } from \"@itwin/core-bentley\";\r\nimport { Point2d, Point3d } from \"@itwin/core-geometry\";\r\nimport { HitDetail, HitList, HitPriority, HitSource } from \"./HitDetail\";\r\nimport { IModelApp } from \"./IModelApp\";\r\nimport { Pixel } from \"./render/Pixel\";\r\nimport { InputSource, InteractiveTool } from \"./tools/Tool\";\r\nimport { ScreenViewport, Viewport } from \"./Viewport\";\r\nimport { ViewRect } from \"./ViewRect\";\r\n\r\n/** The possible actions for which a locate filter can be called.\r\n * @public\r\n * @extensions\r\n */\r\nexport enum LocateAction {\r\n Identify = 0,\r\n AutoLocate = 1,\r\n}\r\n\r\n/** Values to return from a locate filter.\r\n * Return `Reject` to indicate the element is unacceptable.\r\n * @public\r\n * @extensions\r\n */\r\nexport enum LocateFilterStatus {\r\n Accept = 0,\r\n Reject = 1,\r\n}\r\n\r\n/**\r\n * @public\r\n * @extensions\r\n */\r\nexport enum SnapStatus {\r\n Success = 0,\r\n Aborted = 1,\r\n NoElements = 2,\r\n Disabled = 100,\r\n NoSnapPossible = 200,\r\n NotSnappable = 300,\r\n FilteredByApp = 600,\r\n FilteredByAppQuietly = 700,\r\n}\r\n\r\n/** Options that customize the way element location (i.e. *picking*) works.\r\n * @public\r\n * @extensions\r\n */\r\nexport class LocateOptions {\r\n /** If true, also test graphics from view decorations. */\r\n public allowDecorations = false;\r\n /** If true, also test graphics with non-locatable flag set. */\r\n public allowNonLocatable = false;\r\n /** Maximum number of hits to return. */\r\n public maxHits = 20;\r\n /** The [[HitSource]] identifying the caller. */\r\n public hitSource = HitSource.DataPoint;\r\n /** If true, also test graphics from an IModelConnection other than the one associated with the Viewport. This can occur if, e.g., a\r\n * [[TiledGraphicsProvider]] is used to display graphics from a different iModel into the [[Viewport]].\r\n * @note If you override this, you must be prepared to properly handle [[HitDetail]]s originating from other IModelConnections.\r\n * @see [[HitDetail.iModel]] and [[HitDetail.isExternalIModelHit]]\r\n */\r\n public allowExternalIModels = false;\r\n /** If true, then the world point of a hit on a model will preserve any transforms applied to the model at display time,\r\n * such as those supplied by a [[ModelDisplayTransformProvider]] or [PlanProjectionSettings.elevation]($common).\r\n * Otherwise, the world point will be multiplied by the inverse of any such transforms to correlate it with the model's true coordinate space.\r\n */\r\n public preserveModelDisplayTransforms = false;\r\n\r\n /** Make a copy of this LocateOptions. */\r\n public clone(): LocateOptions {\r\n const other = new LocateOptions();\r\n other.allowDecorations = this.allowDecorations;\r\n other.allowNonLocatable = this.allowNonLocatable;\r\n other.maxHits = this.maxHits;\r\n other.hitSource = this.hitSource;\r\n other.allowExternalIModels = this.allowExternalIModels;\r\n return other;\r\n }\r\n public setFrom(other: LocateOptions): void {\r\n this.allowDecorations = other.allowDecorations;\r\n this.allowNonLocatable = other.allowNonLocatable;\r\n this.maxHits = other.maxHits;\r\n this.hitSource = other.hitSource;\r\n this.allowExternalIModels = other.allowExternalIModels;\r\n }\r\n public init() {\r\n this.allowDecorations = this.allowNonLocatable = this.allowExternalIModels = false;\r\n this.maxHits = 20;\r\n this.hitSource = HitSource.DataPoint;\r\n }\r\n}\r\n\r\n/**\r\n * @public\r\n * @extensions\r\n */\r\nexport class LocateResponse {\r\n public snapStatus = SnapStatus.Success;\r\n public reason?: string;\r\n public explanation = \"\";\r\n\r\n /** @internal */\r\n public clone(): LocateResponse {\r\n const other = new LocateResponse();\r\n other.snapStatus = this.snapStatus;\r\n other.reason = this.reason;\r\n other.explanation = this.explanation;\r\n return other;\r\n }\r\n\r\n /** @internal */\r\n public setFrom(other: LocateResponse): void {\r\n this.snapStatus = other.snapStatus;\r\n this.reason = other.reason;\r\n this.explanation = other.explanation;\r\n }\r\n}\r\n\r\n/**\r\n * @public\r\n * @extensions\r\n */\r\nexport interface HitListHolder {\r\n setHitList(list: HitList<HitDetail> | undefined): void;\r\n}\r\n\r\n/**\r\n * @public\r\n * @extensions\r\n */\r\nexport class ElementPicker {\r\n public viewport?: Viewport;\r\n public readonly pickPointWorld = new Point3d();\r\n public hitList?: HitList<HitDetail>;\r\n\r\n public empty() {\r\n this.pickPointWorld.setZero();\r\n this.viewport = undefined;\r\n if (this.hitList)\r\n this.hitList.empty();\r\n else\r\n this.hitList = new HitList<HitDetail>();\r\n }\r\n\r\n /** return the HitList for the last Pick performed. Optionally allows the caller to take ownership of the list. */\r\n public getHitList(takeOwnership: boolean): HitList<HitDetail> {\r\n const list = this.hitList!;\r\n if (takeOwnership)\r\n this.hitList = undefined;\r\n return list;\r\n }\r\n\r\n public getNextHit(): HitDetail | undefined { return this.hitList ? this.hitList.getNextHit() : undefined; }\r\n\r\n /** Return a hit from the list of hits created the last time pickElements was called. */\r\n public getHit(i: number): HitDetail | undefined { return this.hitList ? this.hitList.getHit(i) : undefined; }\r\n\r\n public resetCurrentHit(): void {\r\n if (this.hitList)\r\n this.hitList.resetCurrentHit();\r\n }\r\n\r\n private getPixelPriority(pixel: Pixel.Data) {\r\n switch (pixel.type) {\r\n case Pixel.GeometryType.Surface:\r\n return Pixel.Planarity.Planar === pixel.planarity ? HitPriority.PlanarSurface : HitPriority.NonPlanarSurface;\r\n case Pixel.GeometryType.Linear:\r\n return HitPriority.WireEdge;\r\n case Pixel.GeometryType.Edge:\r\n return Pixel.Planarity.Planar === pixel.planarity ? HitPriority.PlanarEdge : HitPriority.NonPlanarEdge;\r\n case Pixel.GeometryType.Silhouette:\r\n return HitPriority.SilhouetteEdge;\r\n default:\r\n return HitPriority.Unknown;\r\n }\r\n }\r\n\r\n private comparePixel(pixel1: Pixel.Data, pixel2: Pixel.Data, distXY1: number, distXY2: number) {\r\n const priority1 = this.getPixelPriority(pixel1);\r\n const priority2 = this.getPixelPriority(pixel2);\r\n if (priority1 < priority2)\r\n return -1;\r\n if (priority1 > priority2)\r\n return 1;\r\n if (distXY1 < distXY2)\r\n return -1;\r\n if (distXY1 > distXY2)\r\n return 1;\r\n if (pixel1.distanceFraction > pixel2.distanceFraction)\r\n return -1;\r\n if (pixel1.distanceFraction < pixel2.distanceFraction)\r\n return 1;\r\n\r\n return 0;\r\n }\r\n\r\n /** Generate a list of elements that are close to a given point.\r\n * @returns The number of hits in the hitList of this object.\r\n */\r\n public doPick(vp: ScreenViewport, pickPointWorld: Point3d, pickRadiusView: number, options: LocateOptions): number {\r\n if (this.hitList && this.hitList.length > 0 && vp === this.viewport && pickPointWorld.isAlmostEqual(this.pickPointWorld)) {\r\n this.hitList.resetCurrentHit();\r\n return this.hitList.length;\r\n }\r\n\r\n this.empty(); // empty the hit list\r\n this.viewport = vp;\r\n this.pickPointWorld.setFrom(pickPointWorld);\r\n\r\n const pickPointView = vp.worldToView(pickPointWorld);\r\n const testPointView = new Point2d(Math.floor(pickPointView.x + 0.5), Math.floor(pickPointView.y + 0.5));\r\n let pixelRadius = Math.floor(pickRadiusView + 0.5);\r\n const rect = new ViewRect(testPointView.x - pixelRadius, testPointView.y - pixelRadius, testPointView.x + pixelRadius, testPointView.y + pixelRadius);\r\n if (rect.isNull)\r\n return 0;\r\n let result: number = 0;\r\n vp.readPixels(rect, Pixel.Selector.All, (pixels) => {\r\n if (undefined === pixels)\r\n return;\r\n\r\n testPointView.x = vp.cssPixelsToDevicePixels(testPointView.x);\r\n testPointView.y = vp.cssPixelsToDevicePixels(testPointView.y);\r\n pixelRadius = vp.cssPixelsToDevicePixels(pixelRadius);\r\n\r\n const elmHits = new Map<string, Point2d>();\r\n const testPoint = Point2d.createZero();\r\n for (testPoint.x = testPointView.x - pixelRadius; testPoint.x <= testPointView.x + pixelRadius; ++testPoint.x) {\r\n for (testPoint.y = testPointView.y - pixelRadius; testPoint.y <= testPointView.y + pixelRadius; ++testPoint.y) {\r\n const pixel = pixels.getPixel(testPoint.x, testPoint.y);\r\n if (undefined === pixel || undefined === pixel.elementId || Id64.isInvalid(pixel.elementId))\r\n continue; // no geometry at this location...\r\n\r\n const distXY = testPointView.distance(testPoint);\r\n if (distXY > pixelRadius)\r\n continue; // ignore corners. it's a locate circle not square...\r\n\r\n const oldPoint = elmHits.get(pixel.elementId);\r\n if (undefined !== oldPoint) {\r\n if (this.comparePixel(pixel, pixels.getPixel(oldPoint.x, oldPoint.y), distXY, testPointView.distance(oldPoint)) < 0)\r\n oldPoint.setFrom(testPoint); // new hit is better, update location...\r\n } else {\r\n elmHits.set(pixel.elementId, testPoint.clone());\r\n }\r\n }\r\n }\r\n if (0 === elmHits.size)\r\n return;\r\n\r\n for (const elmPoint of elmHits.values()) {\r\n const pixel = pixels.getPixel(elmPoint.x, elmPoint.y);\r\n if (undefined === pixel || undefined === pixel.elementId)\r\n continue;\r\n\r\n const hitPointWorld = vp.getPixelDataWorldPoint({\r\n pixels,\r\n x: elmPoint.x,\r\n y: elmPoint.y,\r\n preserveModelDisplayTransforms: options.preserveModelDisplayTransforms,\r\n });\r\n\r\n if (!hitPointWorld)\r\n continue;\r\n\r\n const modelId = pixel.modelId;\r\n const hit = new HitDetail(pickPointWorld, vp, options.hitSource, hitPointWorld, pixel.elementId, this.getPixelPriority(pixel), testPointView.distance(elmPoint), pixel.distanceFraction, pixel.subCategoryId, pixel.geometryClass, modelId, pixel.iModel, pixel.tileId, pixel.isClassifier);\r\n this.hitList!.addHit(hit);\r\n\r\n if (this.hitList!.hits.length > options.maxHits)\r\n this.hitList!.hits.length = options.maxHits; // truncate array...\r\n }\r\n\r\n result = this.hitList!.length;\r\n }, !options.allowNonLocatable);\r\n\r\n return result;\r\n }\r\n\r\n public testHit(hit: HitDetail, vp: ScreenViewport, pickPointWorld: Point3d, pickRadiusView: number, options: LocateOptions): boolean {\r\n if (0 === this.doPick(vp, pickPointWorld, pickRadiusView, options))\r\n return false;\r\n\r\n return this.hitList!.hits.some((thisHit) => hit.isSameHit(thisHit));\r\n }\r\n}\r\n\r\n/**\r\n * @public\r\n * @extensions\r\n */\r\nexport class ElementLocateManager {\r\n public hitList?: HitList<HitDetail>;\r\n public currHit?: HitDetail;\r\n public readonly options = new LocateOptions();\r\n public readonly picker = new ElementPicker();\r\n\r\n /** get the full message key for a locate failure */\r\n public static getFailureMessageKey(key: string) { return `LocateFailure.${key}`; }\r\n public onInitialized() { }\r\n public get apertureInches() { return 0.11; }\r\n public get touchApertureInches() { return 0.22; }\r\n\r\n public clear(): void { this.setCurrHit(undefined); }\r\n public setHitList(list?: HitList<HitDetail>) { this.hitList = list; }\r\n public setCurrHit(hit?: HitDetail): void { this.currHit = hit; }\r\n public getNextHit(): HitDetail | undefined { return this.hitList ? this.hitList.getNextHit() : undefined; }\r\n\r\n /** return the current path from either the snapping logic or the pre-locating systems. */\r\n public getPreLocatedHit(): HitDetail | undefined {\r\n // NOTE: Check AccuSnap first as Tentative is used to build intersect snap. For normal snaps when a Tentative is active there should be no AccuSnap.\r\n let preLocated = IModelApp.accuSnap.getHitAndList(this);\r\n\r\n if (!preLocated && !!(preLocated = IModelApp.tentativePoint.getHitAndList(this))) {\r\n const vp = preLocated.viewport;\r\n this.picker.empty(); // Get new hit list at hit point; want reset to cycle hits using adjusted point location...\r\n this.picker.doPick(vp, preLocated.getPoint(), (vp.pixelsFromInches(this.apertureInches) / 2.0) + 1.5, this.options);\r\n this.setHitList(this.picker.getHitList(true));\r\n }\r\n\r\n if (this.hitList)\r\n this.hitList.resetCurrentHit();\r\n\r\n return preLocated;\r\n }\r\n\r\n public async filterHit(hit: HitDetail, _action: LocateAction, out: LocateResponse): Promise<LocateFilterStatus> {\r\n // Tools must opt-in to locate of transient geometry as it requires special treatment.\r\n if (!this.options.allowDecorations && !hit.isElementHit) {\r\n if (hit.isModelHit)\r\n out.reason = ElementLocateManager.getFailureMessageKey(\"RealityModel\");\r\n else if (hit.isMapHit)\r\n out.reason = ElementLocateManager.getFailureMessageKey(\"Map\");\r\n else\r\n out.reason = ElementLocateManager.getFailureMessageKey(\"Transient\");\r\n return LocateFilterStatus.Reject;\r\n }\r\n\r\n // Tools must opt-in to locate geometry from external iModels.\r\n if (!this.options.allowExternalIModels && hit.isExternalIModelHit) {\r\n out.reason = ElementLocateManager.getFailureMessageKey(\"ExternalIModel\");\r\n return LocateFilterStatus.Reject;\r\n }\r\n\r\n if (undefined !== hit.subCategoryId && !hit.isExternalIModelHit) {\r\n const appearance = hit.viewport.getSubCategoryAppearance(hit.subCategoryId);\r\n if (appearance.dontLocate) {\r\n out.reason = ElementLocateManager.getFailureMessageKey(\"NotLocatableSubCategory\");\r\n return LocateFilterStatus.Reject;\r\n }\r\n }\r\n\r\n const tool = IModelApp.toolAdmin.activeTool;\r\n if (!(tool && tool instanceof InteractiveTool))\r\n return LocateFilterStatus.Accept;\r\n\r\n const status = await tool.filterHit(hit, out);\r\n if (LocateFilterStatus.Reject === status)\r\n out.reason = ElementLocateManager.getFailureMessageKey(\"ByApp\");\r\n\r\n return status;\r\n }\r\n\r\n public initLocateOptions() { this.options.init(); }\r\n public initToolLocate() {\r\n this.initLocateOptions();\r\n this.clear();\r\n this.picker.empty();\r\n IModelApp.tentativePoint.clear(true);\r\n }\r\n\r\n private async _doLocate(response: LocateResponse, newSearch: boolean, testPoint: Point3d, vp: ScreenViewport | undefined, source: InputSource, filterHits: boolean): Promise<HitDetail | undefined> {\r\n if (!vp)\r\n return;\r\n\r\n // the \"newSearch\" flag indicates whether the caller wants us to conduct a new search at the testPoint, or just continue returning paths from the previous search.\r\n if (newSearch) {\r\n const hit = this.getPreLocatedHit();\r\n\r\n // if we're snapped to something, that path has the highest priority and becomes the active hit.\r\n if (hit) {\r\n if (!filterHits || LocateFilterStatus.Accept === await this.filterHit(hit, LocateAction.Identify, response))\r\n return hit;\r\n\r\n response = new LocateResponse(); // we have the reason and explanation we want.\r\n }\r\n\r\n this.picker.empty();\r\n this.picker.doPick(vp, testPoint, (vp.pixelsFromInches(InputSource.Touch === source ? this.touchApertureInches : this.apertureInches) / 2.0) + 1.5, this.options);\r\n\r\n const hitList = this.picker.getHitList(true);\r\n this.setHitList(hitList);\r\n }\r\n\r\n let newHit: HitDetail | undefined;\r\n while (undefined !== (newHit = this.getNextHit())) {\r\n if (!filterHits || LocateFilterStatus.Accept === await this.filterHit(newHit, LocateAction.Identify, response))\r\n return newHit;\r\n response = new LocateResponse(); // we have the reason and explanation we want.\r\n }\r\n\r\n return undefined;\r\n }\r\n\r\n public async doLocate(response: LocateResponse, newSearch: boolean, testPoint: Point3d, view: ScreenViewport | undefined, source: InputSource, filterHits = true): Promise<HitDetail | undefined> {\r\n response.reason = ElementLocateManager.getFailureMessageKey(\"NoElements\");\r\n response.explanation = \"\";\r\n\r\n const hit = await this._doLocate(response, newSearch, testPoint, view, source, filterHits);\r\n this.setCurrHit(hit);\r\n\r\n // if we found a hit, remove it from the list of remaining hits near the current search point.\r\n if (hit && this.hitList)\r\n this.hitList.removeHitsFrom(hit.sourceId);\r\n return hit;\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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1
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+
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@@ -174,10 +174,12 @@ export class SpatialViewState extends ViewState3d {
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attachToViewport(args) {
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super.attachToViewport(args);
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this.registerModelSelectorListeners();
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this._treeRefs.attachToViewport(args);
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}
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/** @internal */
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detachFromViewport() {
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181
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super.detachFromViewport();
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this._treeRefs.detachFromViewport();
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this.unregisterModelSelectorListeners();
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}
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/** Chiefly for debugging: change the "deactivated" state of one or more tile tree references. Deactivated references are
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@@ -1 +1 @@
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1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Views\r\n */\r\n\r\nimport { BeEvent, CompressedId64Set, Id64String } from \"@itwin/core-bentley\";\r\nimport { Constant, Matrix3d, Range3d, XYAndZ } from \"@itwin/core-geometry\";\r\nimport { AxisAlignedBox3d, HydrateViewStateRequestProps, HydrateViewStateResponseProps, SpatialViewDefinitionProps, ViewStateProps } from \"@itwin/core-common\";\r\nimport { AuxCoordSystemSpatialState, AuxCoordSystemState } from \"./AuxCoordSys\";\r\nimport { ModelSelectorState } from \"./ModelSelectorState\";\r\nimport { CategorySelectorState } from \"./CategorySelectorState\";\r\nimport { DisplayStyle3dState } from \"./DisplayStyleState\";\r\nimport { GeometricModel3dState, GeometricModelState } from \"./ModelState\";\r\nimport { SceneContext } from \"./ViewContext\";\r\nimport { IModelConnection } from \"./IModelConnection\";\r\nimport { AttachToViewportArgs, ViewState3d } from \"./ViewState\";\r\nimport { SpatialTileTreeReferences, TileTreeReference } from \"./tile/internal\";\r\n\r\n/** Defines a view of one or more SpatialModels.\r\n * The list of viewed models is stored in the ModelSelector.\r\n * @public\r\n * @extensions\r\n */\r\nexport class SpatialViewState extends ViewState3d {\r\n /** @internal */\r\n public static override get className() { return \"SpatialViewDefinition\"; }\r\n\r\n private readonly _treeRefs: SpatialTileTreeReferences;\r\n private _modelSelector: ModelSelectorState;\r\n private readonly _unregisterModelSelectorListeners: VoidFunction[] = [];\r\n\r\n /** An event raised when the set of models viewed by this view changes, *only* if the view is attached to a [[Viewport]].\r\n * @public\r\n */\r\n public readonly onViewedModelsChanged = new BeEvent<() => void>();\r\n\r\n public get modelSelector(): ModelSelectorState {\r\n return this._modelSelector;\r\n }\r\n\r\n public set modelSelector(selector: ModelSelectorState) {\r\n if (selector === this.modelSelector)\r\n return;\r\n\r\n const isAttached = this.isAttachedToViewport;\r\n this.unregisterModelSelectorListeners();\r\n\r\n this._modelSelector = selector;\r\n\r\n if (isAttached) {\r\n this.registerModelSelectorListeners();\r\n this.onViewedModelsChanged.raiseEvent();\r\n }\r\n }\r\n\r\n /** Create a new *blank* SpatialViewState. The returned SpatialViewState will nave non-persistent empty [[CategorySelectorState]] and [[ModelSelectorState]],\r\n * and a non-persistent [[DisplayStyle3dState]] with default values for all of its components. Generally after creating a blank SpatialViewState,\r\n * callers will modify the state to suit specific needs.\r\n * @param iModel The IModelConnection for the new SpatialViewState\r\n * @param origin The origin for the new SpatialViewState\r\n * @param extents The extents for the new SpatialViewState\r\n * @param rotation The rotation of the new SpatialViewState. If undefined, use top view.\r\n * @public\r\n */\r\n public static createBlank(iModel: IModelConnection, origin: XYAndZ, extents: XYAndZ, rotation?: Matrix3d): SpatialViewState {\r\n const blank = {} as any;\r\n const cat = new CategorySelectorState(blank, iModel);\r\n const modelSelectorState = new ModelSelectorState(blank, iModel);\r\n const displayStyleState = new DisplayStyle3dState(blank, iModel);\r\n const view = new this(blank, iModel, cat, displayStyleState, modelSelectorState);\r\n view.setOrigin(origin);\r\n view.setExtents(extents);\r\n if (undefined !== rotation)\r\n view.setRotation(rotation);\r\n return view;\r\n }\r\n\r\n public static override createFromProps(props: ViewStateProps, iModel: IModelConnection): SpatialViewState {\r\n const cat = new CategorySelectorState(props.categorySelectorProps, iModel);\r\n const displayStyleState = new DisplayStyle3dState(props.displayStyleProps, iModel);\r\n const modelSelectorState = new ModelSelectorState(props.modelSelectorProps!, iModel);\r\n return new this(props.viewDefinitionProps as SpatialViewDefinitionProps, iModel, cat, displayStyleState, modelSelectorState);\r\n }\r\n\r\n public override toProps(): ViewStateProps {\r\n const props = super.toProps();\r\n props.modelSelectorProps = this.modelSelector.toJSON();\r\n return props;\r\n }\r\n\r\n constructor(props: SpatialViewDefinitionProps, iModel: IModelConnection, arg3: CategorySelectorState, displayStyle: DisplayStyle3dState, modelSelector: ModelSelectorState) {\r\n super(props, iModel, arg3, displayStyle);\r\n this._modelSelector = modelSelector;\r\n if (arg3 instanceof SpatialViewState) // from clone\r\n this._modelSelector = arg3.modelSelector.clone();\r\n\r\n this._treeRefs = SpatialTileTreeReferences.create(this);\r\n }\r\n\r\n /** @internal */\r\n public override isSpatialView(): this is SpatialViewState { return true; }\r\n\r\n public override equals(other: this): boolean { return super.equals(other) && this.modelSelector.equals(other.modelSelector); }\r\n\r\n public override createAuxCoordSystem(acsName: string): AuxCoordSystemState { return AuxCoordSystemSpatialState.createNew(acsName, this.iModel); }\r\n public get defaultExtentLimits() { return { min: Constant.oneMillimeter, max: 3 * Constant.diameterOfEarth }; } // Increased max by 3X to support globe mode.\r\n\r\n /** @internal */\r\n public markModelSelectorChanged(): void {\r\n this._treeRefs.update();\r\n }\r\n\r\n /** Get world-space viewed extents based on the iModel's project extents.\r\n * @deprecated in 3.6. These extents are based on [[IModelConnection.displayedExtents]], which is deprecated. Consider using [[computeFitRange]] or [[getViewedExtents]] instead.\r\n */\r\n protected getDisplayedExtents(): AxisAlignedBox3d {\r\n /* eslint-disable-next-line deprecation/deprecation */\r\n const extents = Range3d.fromJSON<AxisAlignedBox3d>(this.iModel.displayedExtents);\r\n extents.scaleAboutCenterInPlace(1.0001); // projectExtents. lying smack up against the extents is not excluded by frustum...\r\n extents.extendRange(this.getGroundExtents());\r\n return extents;\r\n }\r\n\r\n private computeBaseExtents(): AxisAlignedBox3d {\r\n const extents = Range3d.fromJSON<AxisAlignedBox3d>(this.iModel.projectExtents);\r\n\r\n // Ensure geometry coincident with planes of the project extents is not clipped.\r\n extents.scaleAboutCenterInPlace(1.0001);\r\n\r\n // Ensure ground plane is not clipped, if it's being drawn.\r\n extents.extendRange(this.getGroundExtents());\r\n\r\n return extents;\r\n }\r\n\r\n /** Compute world-space range appropriate for fitting the view. If that range is null, use the displayed extents. */\r\n public computeFitRange(): AxisAlignedBox3d {\r\n // Fit to the union of the ranges of all loaded tile trees.\r\n const range = new Range3d();\r\n this.forEachTileTreeRef((ref) => {\r\n ref.unionFitRange(range);\r\n });\r\n\r\n // Fall back to the project extents if necessary.\r\n if (range.isNull)\r\n range.setFrom(this.computeBaseExtents());\r\n\r\n // Avoid ridiculously small extents.\r\n range.ensureMinLengths(1.0);\r\n\r\n return range;\r\n }\r\n\r\n public getViewedExtents(): AxisAlignedBox3d {\r\n // Encompass the project extents and ground plane.\r\n const extents = this.computeBaseExtents();\r\n\r\n // Include any tile trees that extend outside the project extents.\r\n extents.extendRange(this.computeFitRange());\r\n\r\n return extents;\r\n }\r\n\r\n public override toJSON(): SpatialViewDefinitionProps {\r\n const val = super.toJSON() as SpatialViewDefinitionProps;\r\n val.modelSelectorId = this.modelSelector.id;\r\n return val;\r\n }\r\n\r\n /** @internal */\r\n protected override preload(hydrateRequest: HydrateViewStateRequestProps): void {\r\n super.preload(hydrateRequest);\r\n const notLoaded = this.iModel.models.filterLoaded(this.modelSelector.models);\r\n if (undefined === notLoaded)\r\n return; // all requested models are already loaded\r\n hydrateRequest.notLoadedModelSelectorStateModels = CompressedId64Set.sortAndCompress(notLoaded);\r\n }\r\n\r\n /** @internal */\r\n protected override async postload(hydrateResponse: HydrateViewStateResponseProps): Promise<void> {\r\n const promises = [];\r\n promises.push(super.postload(hydrateResponse));\r\n if (hydrateResponse.modelSelectorStateModels !== undefined)\r\n promises.push(this.iModel.models.updateLoadedWithModelProps(hydrateResponse.modelSelectorStateModels));\r\n await Promise.all(promises);\r\n }\r\n\r\n public viewsModel(modelId: Id64String): boolean { return this.modelSelector.containsModel(modelId); }\r\n public clearViewedModels() { this.modelSelector.models.clear(); }\r\n public addViewedModel(id: Id64String) { this.modelSelector.addModels(id); }\r\n public removeViewedModel(id: Id64String) { this.modelSelector.dropModels(id); }\r\n\r\n public forEachModel(func: (model: GeometricModelState) => void) {\r\n for (const modelId of this.modelSelector.models) {\r\n const model = this.iModel.models.getLoaded(modelId);\r\n if (undefined !== model && undefined !== model.asGeometricModel3d)\r\n func(model as GeometricModel3dState);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override forEachModelTreeRef(func: (treeRef: TileTreeReference) => void): void {\r\n for (const ref of this._treeRefs)\r\n func(ref);\r\n }\r\n\r\n /** @internal */\r\n public override createScene(context: SceneContext): void {\r\n super.createScene(context);\r\n context.textureDrapes.forEach((drape) => drape.collectGraphics(context));\r\n context.viewport.target.updateSolarShadows(this.getDisplayStyle3d().wantShadows ? context : undefined);\r\n }\r\n\r\n /** @internal */\r\n public override attachToViewport(args: AttachToViewportArgs): void {\r\n super.attachToViewport(args);\r\n this.registerModelSelectorListeners();\r\n }\r\n\r\n /** @internal */\r\n public override detachFromViewport(): void {\r\n super.detachFromViewport();\r\n this.unregisterModelSelectorListeners();\r\n }\r\n\r\n /** Chiefly for debugging: change the \"deactivated\" state of one or more tile tree references. Deactivated references are\r\n * omitted when iterating the references, so e.g. their graphics are omitted from the scene.\r\n * @param modelIds The Ids of one or more models whose tile tree references are to be affected. If omitted, all models are affected.\r\n * @param deactivated True to deactivate the specified references, false to reactivate them, undefined to invert each one's current state.\r\n * @param which The references to be affected as either a broad category or one or more indices of animated references.\r\n * @internal\r\n */\r\n public setTileTreeReferencesDeactivated(modelIds: Id64String | Id64String[] | undefined, deactivated: boolean | undefined, which: \"all\" | \"animated\" | \"primary\" | \"section\" | number[]): void {\r\n this._treeRefs.setDeactivated(modelIds, deactivated, which);\r\n }\r\n\r\n private registerModelSelectorListeners(): void {\r\n const models = this.modelSelector.observableModels;\r\n const func = () => {\r\n this.markModelSelectorChanged();\r\n this.onViewedModelsChanged.raiseEvent();\r\n };\r\n\r\n this._unregisterModelSelectorListeners.push(models.onAdded.addListener(func));\r\n this._unregisterModelSelectorListeners.push(models.onDeleted.addListener(func));\r\n this._unregisterModelSelectorListeners.push(models.onCleared.addListener(func));\r\n }\r\n\r\n private unregisterModelSelectorListeners(): void {\r\n this._unregisterModelSelectorListeners.forEach((f) => f());\r\n this._unregisterModelSelectorListeners.length = 0;\r\n }\r\n}\r\n/** Defines a spatial view that displays geometry on the image plane using a parallel orthographic projection.\r\n * @public\r\n * @extensions\r\n */\r\nexport class OrthographicViewState extends SpatialViewState {\r\n /** @internal */\r\n public static override get className() { return \"OrthographicViewDefinition\"; }\r\n\r\n constructor(props: SpatialViewDefinitionProps, iModel: IModelConnection, categories: CategorySelectorState, displayStyle: DisplayStyle3dState, modelSelector: ModelSelectorState) { super(props, iModel, categories, displayStyle, modelSelector); }\r\n\r\n public override supportsCamera(): boolean { return false; }\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 Views\r\n */\r\n\r\nimport { BeEvent, CompressedId64Set, Id64String } from \"@itwin/core-bentley\";\r\nimport { Constant, Matrix3d, Range3d, XYAndZ } from \"@itwin/core-geometry\";\r\nimport { AxisAlignedBox3d, HydrateViewStateRequestProps, HydrateViewStateResponseProps, SpatialViewDefinitionProps, ViewStateProps } from \"@itwin/core-common\";\r\nimport { AuxCoordSystemSpatialState, AuxCoordSystemState } from \"./AuxCoordSys\";\r\nimport { ModelSelectorState } from \"./ModelSelectorState\";\r\nimport { CategorySelectorState } from \"./CategorySelectorState\";\r\nimport { DisplayStyle3dState } from \"./DisplayStyleState\";\r\nimport { GeometricModel3dState, GeometricModelState } from \"./ModelState\";\r\nimport { SceneContext } from \"./ViewContext\";\r\nimport { IModelConnection } from \"./IModelConnection\";\r\nimport { AttachToViewportArgs, ViewState3d } from \"./ViewState\";\r\nimport { SpatialTileTreeReferences, TileTreeReference } from \"./tile/internal\";\r\n\r\n/** Defines a view of one or more SpatialModels.\r\n * The list of viewed models is stored in the ModelSelector.\r\n * @public\r\n * @extensions\r\n */\r\nexport class SpatialViewState extends ViewState3d {\r\n /** @internal */\r\n public static override get className() { return \"SpatialViewDefinition\"; }\r\n\r\n private readonly _treeRefs: SpatialTileTreeReferences;\r\n private _modelSelector: ModelSelectorState;\r\n private readonly _unregisterModelSelectorListeners: VoidFunction[] = [];\r\n\r\n /** An event raised when the set of models viewed by this view changes, *only* if the view is attached to a [[Viewport]].\r\n * @public\r\n */\r\n public readonly onViewedModelsChanged = new BeEvent<() => void>();\r\n\r\n public get modelSelector(): ModelSelectorState {\r\n return this._modelSelector;\r\n }\r\n\r\n public set modelSelector(selector: ModelSelectorState) {\r\n if (selector === this.modelSelector)\r\n return;\r\n\r\n const isAttached = this.isAttachedToViewport;\r\n this.unregisterModelSelectorListeners();\r\n\r\n this._modelSelector = selector;\r\n\r\n if (isAttached) {\r\n this.registerModelSelectorListeners();\r\n this.onViewedModelsChanged.raiseEvent();\r\n }\r\n }\r\n\r\n /** Create a new *blank* SpatialViewState. The returned SpatialViewState will nave non-persistent empty [[CategorySelectorState]] and [[ModelSelectorState]],\r\n * and a non-persistent [[DisplayStyle3dState]] with default values for all of its components. Generally after creating a blank SpatialViewState,\r\n * callers will modify the state to suit specific needs.\r\n * @param iModel The IModelConnection for the new SpatialViewState\r\n * @param origin The origin for the new SpatialViewState\r\n * @param extents The extents for the new SpatialViewState\r\n * @param rotation The rotation of the new SpatialViewState. If undefined, use top view.\r\n * @public\r\n */\r\n public static createBlank(iModel: IModelConnection, origin: XYAndZ, extents: XYAndZ, rotation?: Matrix3d): SpatialViewState {\r\n const blank = {} as any;\r\n const cat = new CategorySelectorState(blank, iModel);\r\n const modelSelectorState = new ModelSelectorState(blank, iModel);\r\n const displayStyleState = new DisplayStyle3dState(blank, iModel);\r\n const view = new this(blank, iModel, cat, displayStyleState, modelSelectorState);\r\n view.setOrigin(origin);\r\n view.setExtents(extents);\r\n if (undefined !== rotation)\r\n view.setRotation(rotation);\r\n return view;\r\n }\r\n\r\n public static override createFromProps(props: ViewStateProps, iModel: IModelConnection): SpatialViewState {\r\n const cat = new CategorySelectorState(props.categorySelectorProps, iModel);\r\n const displayStyleState = new DisplayStyle3dState(props.displayStyleProps, iModel);\r\n const modelSelectorState = new ModelSelectorState(props.modelSelectorProps!, iModel);\r\n return new this(props.viewDefinitionProps as SpatialViewDefinitionProps, iModel, cat, displayStyleState, modelSelectorState);\r\n }\r\n\r\n public override toProps(): ViewStateProps {\r\n const props = super.toProps();\r\n props.modelSelectorProps = this.modelSelector.toJSON();\r\n return props;\r\n }\r\n\r\n constructor(props: SpatialViewDefinitionProps, iModel: IModelConnection, arg3: CategorySelectorState, displayStyle: DisplayStyle3dState, modelSelector: ModelSelectorState) {\r\n super(props, iModel, arg3, displayStyle);\r\n this._modelSelector = modelSelector;\r\n if (arg3 instanceof SpatialViewState) // from clone\r\n this._modelSelector = arg3.modelSelector.clone();\r\n\r\n this._treeRefs = SpatialTileTreeReferences.create(this);\r\n }\r\n\r\n /** @internal */\r\n public override isSpatialView(): this is SpatialViewState { return true; }\r\n\r\n public override equals(other: this): boolean { return super.equals(other) && this.modelSelector.equals(other.modelSelector); }\r\n\r\n public override createAuxCoordSystem(acsName: string): AuxCoordSystemState { return AuxCoordSystemSpatialState.createNew(acsName, this.iModel); }\r\n public get defaultExtentLimits() { return { min: Constant.oneMillimeter, max: 3 * Constant.diameterOfEarth }; } // Increased max by 3X to support globe mode.\r\n\r\n /** @internal */\r\n public markModelSelectorChanged(): void {\r\n this._treeRefs.update();\r\n }\r\n\r\n /** Get world-space viewed extents based on the iModel's project extents.\r\n * @deprecated in 3.6. These extents are based on [[IModelConnection.displayedExtents]], which is deprecated. Consider using [[computeFitRange]] or [[getViewedExtents]] instead.\r\n */\r\n protected getDisplayedExtents(): AxisAlignedBox3d {\r\n /* eslint-disable-next-line deprecation/deprecation */\r\n const extents = Range3d.fromJSON<AxisAlignedBox3d>(this.iModel.displayedExtents);\r\n extents.scaleAboutCenterInPlace(1.0001); // projectExtents. lying smack up against the extents is not excluded by frustum...\r\n extents.extendRange(this.getGroundExtents());\r\n return extents;\r\n }\r\n\r\n private computeBaseExtents(): AxisAlignedBox3d {\r\n const extents = Range3d.fromJSON<AxisAlignedBox3d>(this.iModel.projectExtents);\r\n\r\n // Ensure geometry coincident with planes of the project extents is not clipped.\r\n extents.scaleAboutCenterInPlace(1.0001);\r\n\r\n // Ensure ground plane is not clipped, if it's being drawn.\r\n extents.extendRange(this.getGroundExtents());\r\n\r\n return extents;\r\n }\r\n\r\n /** Compute world-space range appropriate for fitting the view. If that range is null, use the displayed extents. */\r\n public computeFitRange(): AxisAlignedBox3d {\r\n // Fit to the union of the ranges of all loaded tile trees.\r\n const range = new Range3d();\r\n this.forEachTileTreeRef((ref) => {\r\n ref.unionFitRange(range);\r\n });\r\n\r\n // Fall back to the project extents if necessary.\r\n if (range.isNull)\r\n range.setFrom(this.computeBaseExtents());\r\n\r\n // Avoid ridiculously small extents.\r\n range.ensureMinLengths(1.0);\r\n\r\n return range;\r\n }\r\n\r\n public getViewedExtents(): AxisAlignedBox3d {\r\n // Encompass the project extents and ground plane.\r\n const extents = this.computeBaseExtents();\r\n\r\n // Include any tile trees that extend outside the project extents.\r\n extents.extendRange(this.computeFitRange());\r\n\r\n return extents;\r\n }\r\n\r\n public override toJSON(): SpatialViewDefinitionProps {\r\n const val = super.toJSON() as SpatialViewDefinitionProps;\r\n val.modelSelectorId = this.modelSelector.id;\r\n return val;\r\n }\r\n\r\n /** @internal */\r\n protected override preload(hydrateRequest: HydrateViewStateRequestProps): void {\r\n super.preload(hydrateRequest);\r\n const notLoaded = this.iModel.models.filterLoaded(this.modelSelector.models);\r\n if (undefined === notLoaded)\r\n return; // all requested models are already loaded\r\n hydrateRequest.notLoadedModelSelectorStateModels = CompressedId64Set.sortAndCompress(notLoaded);\r\n }\r\n\r\n /** @internal */\r\n protected override async postload(hydrateResponse: HydrateViewStateResponseProps): Promise<void> {\r\n const promises = [];\r\n promises.push(super.postload(hydrateResponse));\r\n if (hydrateResponse.modelSelectorStateModels !== undefined)\r\n promises.push(this.iModel.models.updateLoadedWithModelProps(hydrateResponse.modelSelectorStateModels));\r\n await Promise.all(promises);\r\n }\r\n\r\n public viewsModel(modelId: Id64String): boolean { return this.modelSelector.containsModel(modelId); }\r\n public clearViewedModels() { this.modelSelector.models.clear(); }\r\n public addViewedModel(id: Id64String) { this.modelSelector.addModels(id); }\r\n public removeViewedModel(id: Id64String) { this.modelSelector.dropModels(id); }\r\n\r\n public forEachModel(func: (model: GeometricModelState) => void) {\r\n for (const modelId of this.modelSelector.models) {\r\n const model = this.iModel.models.getLoaded(modelId);\r\n if (undefined !== model && undefined !== model.asGeometricModel3d)\r\n func(model as GeometricModel3dState);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override forEachModelTreeRef(func: (treeRef: TileTreeReference) => void): void {\r\n for (const ref of this._treeRefs)\r\n func(ref);\r\n }\r\n\r\n /** @internal */\r\n public override createScene(context: SceneContext): void {\r\n super.createScene(context);\r\n context.textureDrapes.forEach((drape) => drape.collectGraphics(context));\r\n context.viewport.target.updateSolarShadows(this.getDisplayStyle3d().wantShadows ? context : undefined);\r\n }\r\n\r\n /** @internal */\r\n public override attachToViewport(args: AttachToViewportArgs): void {\r\n super.attachToViewport(args);\r\n this.registerModelSelectorListeners();\r\n this._treeRefs.attachToViewport(args);\r\n }\r\n\r\n /** @internal */\r\n public override detachFromViewport(): void {\r\n super.detachFromViewport();\r\n this._treeRefs.detachFromViewport();\r\n this.unregisterModelSelectorListeners();\r\n }\r\n\r\n /** Chiefly for debugging: change the \"deactivated\" state of one or more tile tree references. Deactivated references are\r\n * omitted when iterating the references, so e.g. their graphics are omitted from the scene.\r\n * @param modelIds The Ids of one or more models whose tile tree references are to be affected. If omitted, all models are affected.\r\n * @param deactivated True to deactivate the specified references, false to reactivate them, undefined to invert each one's current state.\r\n * @param which The references to be affected as either a broad category or one or more indices of animated references.\r\n * @internal\r\n */\r\n public setTileTreeReferencesDeactivated(modelIds: Id64String | Id64String[] | undefined, deactivated: boolean | undefined, which: \"all\" | \"animated\" | \"primary\" | \"section\" | number[]): void {\r\n this._treeRefs.setDeactivated(modelIds, deactivated, which);\r\n }\r\n\r\n private registerModelSelectorListeners(): void {\r\n const models = this.modelSelector.observableModels;\r\n const func = () => {\r\n this.markModelSelectorChanged();\r\n this.onViewedModelsChanged.raiseEvent();\r\n };\r\n\r\n this._unregisterModelSelectorListeners.push(models.onAdded.addListener(func));\r\n this._unregisterModelSelectorListeners.push(models.onDeleted.addListener(func));\r\n this._unregisterModelSelectorListeners.push(models.onCleared.addListener(func));\r\n }\r\n\r\n private unregisterModelSelectorListeners(): void {\r\n this._unregisterModelSelectorListeners.forEach((f) => f());\r\n this._unregisterModelSelectorListeners.length = 0;\r\n }\r\n}\r\n/** Defines a spatial view that displays geometry on the image plane using a parallel orthographic projection.\r\n * @public\r\n * @extensions\r\n */\r\nexport class OrthographicViewState extends SpatialViewState {\r\n /** @internal */\r\n public static override get className() { return \"OrthographicViewDefinition\"; }\r\n\r\n constructor(props: SpatialViewDefinitionProps, iModel: IModelConnection, categories: CategorySelectorState, displayStyle: DisplayStyle3dState, modelSelector: ModelSelectorState) { super(props, iModel, categories, displayStyle, modelSelector); }\r\n\r\n public override supportsCamera(): boolean { return false; }\r\n}\r\n"]}
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package/lib/esm/ViewState.d.ts
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@@ -121,6 +121,8 @@ export interface AttachToViewportArgs {
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* and likely to break existing code -- so instead the SheetViewState specifies this transform to be consumed by DrawingViewState.attachToViewport.
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*/
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drawingToSheetTransform?: Transform;
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/** A function that can be invoked to notify the viewport that its feature symbology overrides should be recreated. */
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invalidateSymbologyOverrides: () => void;
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}
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/** The front-end state of a [[ViewDefinition]] element.
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* A ViewState is typically associated with a [[Viewport]] to display the contents of the view on the screen. A ViewState being displayed by a Viewport is considered to be
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-
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