@itwin/core-frontend 4.0.0-dev.4 → 4.0.0-dev.40

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (606) hide show
  1. package/CHANGELOG.md +67 -37
  2. package/lib/cjs/AccuDraw.js +1 -1
  3. package/lib/cjs/AccuDraw.js.map +1 -1
  4. package/lib/cjs/AccuSnap.js +3 -3
  5. package/lib/cjs/AccuSnap.js.map +1 -1
  6. package/lib/cjs/BriefcaseConnection.js +9 -11
  7. package/lib/cjs/BriefcaseConnection.js.map +1 -1
  8. package/lib/cjs/DisplayStyleState.js +8 -12
  9. package/lib/cjs/DisplayStyleState.js.map +1 -1
  10. package/lib/cjs/DrawingViewState.js +4 -6
  11. package/lib/cjs/DrawingViewState.js.map +1 -1
  12. package/lib/cjs/ElementLocateManager.d.ts.map +1 -1
  13. package/lib/cjs/ElementLocateManager.js +2 -0
  14. package/lib/cjs/ElementLocateManager.js.map +1 -1
  15. package/lib/cjs/EnvironmentDecorations.js +2 -3
  16. package/lib/cjs/EnvironmentDecorations.js.map +1 -1
  17. package/lib/cjs/FlashSettings.js +3 -4
  18. package/lib/cjs/FlashSettings.js.map +1 -1
  19. package/lib/cjs/GeoServices.d.ts +57 -5
  20. package/lib/cjs/GeoServices.d.ts.map +1 -1
  21. package/lib/cjs/GeoServices.js +180 -155
  22. package/lib/cjs/GeoServices.js.map +1 -1
  23. package/lib/cjs/IModelApp.d.ts +1 -3
  24. package/lib/cjs/IModelApp.d.ts.map +1 -1
  25. package/lib/cjs/IModelApp.js +20 -24
  26. package/lib/cjs/IModelApp.js.map +1 -1
  27. package/lib/cjs/IModelConnection.d.ts +1 -1
  28. package/lib/cjs/IModelConnection.js +2 -2
  29. package/lib/cjs/IModelConnection.js.map +1 -1
  30. package/lib/cjs/IpcApp.js +1 -1
  31. package/lib/cjs/IpcApp.js.map +1 -1
  32. package/lib/cjs/LocalhostIpcApp.js +3 -4
  33. package/lib/cjs/LocalhostIpcApp.js.map +1 -1
  34. package/lib/cjs/ModelState.js +2 -3
  35. package/lib/cjs/ModelState.js.map +1 -1
  36. package/lib/cjs/NativeApp.d.ts +1 -1
  37. package/lib/cjs/NativeApp.js +4 -7
  38. package/lib/cjs/NativeApp.js.map +1 -1
  39. package/lib/cjs/NoRenderApp.d.ts +11 -4
  40. package/lib/cjs/NoRenderApp.d.ts.map +1 -1
  41. package/lib/cjs/NoRenderApp.js +14 -8
  42. package/lib/cjs/NoRenderApp.js.map +1 -1
  43. package/lib/cjs/PlanarClipMaskState.js +1 -1
  44. package/lib/cjs/PlanarClipMaskState.js.map +1 -1
  45. package/lib/cjs/RealityDataSourceContextShareImpl.js +2 -4
  46. package/lib/cjs/RealityDataSourceContextShareImpl.js.map +1 -1
  47. package/lib/cjs/SelectionSet.d.ts +0 -1
  48. package/lib/cjs/SelectionSet.d.ts.map +1 -1
  49. package/lib/cjs/SelectionSet.js +0 -1
  50. package/lib/cjs/SelectionSet.js.map +1 -1
  51. package/lib/cjs/SheetViewState.js +15 -23
  52. package/lib/cjs/SheetViewState.js.map +1 -1
  53. package/lib/cjs/Tiles.js +2 -2
  54. package/lib/cjs/Tiles.js.map +1 -1
  55. package/lib/cjs/ViewContext.js +1 -1
  56. package/lib/cjs/ViewContext.js.map +1 -1
  57. package/lib/cjs/ViewCreator2d.js +4 -5
  58. package/lib/cjs/ViewCreator2d.js.map +1 -1
  59. package/lib/cjs/ViewCreator3d.js +5 -5
  60. package/lib/cjs/ViewCreator3d.js.map +1 -1
  61. package/lib/cjs/ViewRect.d.ts +1 -1
  62. package/lib/cjs/ViewRect.d.ts.map +1 -1
  63. package/lib/cjs/ViewRect.js +1 -1
  64. package/lib/cjs/ViewRect.js.map +1 -1
  65. package/lib/cjs/ViewState.js +17 -24
  66. package/lib/cjs/ViewState.js.map +1 -1
  67. package/lib/cjs/Viewport.js +23 -33
  68. package/lib/cjs/Viewport.js.map +1 -1
  69. package/lib/cjs/extension/ExtensionImpl.js +1 -1
  70. package/lib/cjs/extension/ExtensionImpl.js.map +1 -1
  71. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js +2 -3
  72. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js.map +1 -1
  73. package/lib/cjs/quantity-formatting/QuantityFormatter.js +7 -9
  74. package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
  75. package/lib/cjs/render/FeatureSymbology.js +1 -2
  76. package/lib/cjs/render/FeatureSymbology.js.map +1 -1
  77. package/lib/cjs/render/GraphicBuilder.js +7 -9
  78. package/lib/cjs/render/GraphicBuilder.js.map +1 -1
  79. package/lib/cjs/render/MockRender.js +1 -2
  80. package/lib/cjs/render/MockRender.js.map +1 -1
  81. package/lib/cjs/render/ParticleCollectionBuilder.js +2 -3
  82. package/lib/cjs/render/ParticleCollectionBuilder.js.map +1 -1
  83. package/lib/cjs/render/RealityMeshParams.d.ts +2 -2
  84. package/lib/cjs/render/RealityMeshParams.d.ts.map +1 -1
  85. package/lib/cjs/render/RealityMeshParams.js +8 -11
  86. package/lib/cjs/render/RealityMeshParams.js.map +1 -1
  87. package/lib/cjs/render/RenderPlan.js +1 -1
  88. package/lib/cjs/render/RenderPlan.js.map +1 -1
  89. package/lib/cjs/render/RenderSystem.js +1 -2
  90. package/lib/cjs/render/RenderSystem.js.map +1 -1
  91. package/lib/cjs/render/VisibleFeature.js +2 -4
  92. package/lib/cjs/render/VisibleFeature.js.map +1 -1
  93. package/lib/cjs/render/primitives/AuxChannelTable.js +6 -9
  94. package/lib/cjs/render/primitives/AuxChannelTable.js.map +1 -1
  95. package/lib/cjs/render/primitives/EdgeParams.js +6 -7
  96. package/lib/cjs/render/primitives/EdgeParams.js.map +1 -1
  97. package/lib/cjs/render/primitives/PolylineParams.js +2 -3
  98. package/lib/cjs/render/primitives/PolylineParams.js.map +1 -1
  99. package/lib/cjs/render/primitives/VertexKey.js +1 -1
  100. package/lib/cjs/render/primitives/VertexKey.js.map +1 -1
  101. package/lib/cjs/render/primitives/VertexTable.js +1 -1
  102. package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
  103. package/lib/cjs/render/primitives/VertexTableSplitter.js +6 -8
  104. package/lib/cjs/render/primitives/VertexTableSplitter.js.map +1 -1
  105. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js +9 -11
  106. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
  107. package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js +3 -5
  108. package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js.map +1 -1
  109. package/lib/cjs/render/primitives/mesh/MeshBuilder.js +1 -1
  110. package/lib/cjs/render/primitives/mesh/MeshBuilder.js.map +1 -1
  111. package/lib/cjs/render/primitives/mesh/MeshPrimitives.js +2 -3
  112. package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +1 -1
  113. package/lib/cjs/render/webgl/BranchState.js +9 -10
  114. package/lib/cjs/render/webgl/BranchState.js.map +1 -1
  115. package/lib/cjs/render/webgl/EDL.js +17 -21
  116. package/lib/cjs/render/webgl/EDL.js.map +1 -1
  117. package/lib/cjs/render/webgl/FeatureOverrides.js +2 -2
  118. package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
  119. package/lib/cjs/render/webgl/Graphic.js +3 -5
  120. package/lib/cjs/render/webgl/Graphic.js.map +1 -1
  121. package/lib/cjs/render/webgl/IndexedEdgeGeometry.js +1 -1
  122. package/lib/cjs/render/webgl/IndexedEdgeGeometry.js.map +1 -1
  123. package/lib/cjs/render/webgl/InstancedGeometry.js +2 -3
  124. package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
  125. package/lib/cjs/render/webgl/Mesh.js +7 -10
  126. package/lib/cjs/render/webgl/Mesh.js.map +1 -1
  127. package/lib/cjs/render/webgl/MeshData.js +1 -2
  128. package/lib/cjs/render/webgl/MeshData.js.map +1 -1
  129. package/lib/cjs/render/webgl/PlanarClassifier.js +10 -15
  130. package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
  131. package/lib/cjs/render/webgl/RealityMesh.js +5 -8
  132. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  133. package/lib/cjs/render/webgl/RealityModelUniforms.js +3 -4
  134. package/lib/cjs/render/webgl/RealityModelUniforms.js.map +1 -1
  135. package/lib/cjs/render/webgl/RenderCommands.js +7 -8
  136. package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
  137. package/lib/cjs/render/webgl/SceneCompositor.js +7 -9
  138. package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
  139. package/lib/cjs/render/webgl/ShaderBuilder.js +1 -2
  140. package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
  141. package/lib/cjs/render/webgl/SolarShadowMap.d.ts.map +1 -1
  142. package/lib/cjs/render/webgl/SolarShadowMap.js +1 -11
  143. package/lib/cjs/render/webgl/SolarShadowMap.js.map +1 -1
  144. package/lib/cjs/render/webgl/SurfaceGeometry.js +1 -1
  145. package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
  146. package/lib/cjs/render/webgl/System.d.ts +0 -1
  147. package/lib/cjs/render/webgl/System.d.ts.map +1 -1
  148. package/lib/cjs/render/webgl/System.js +12 -17
  149. package/lib/cjs/render/webgl/System.js.map +1 -1
  150. package/lib/cjs/render/webgl/Target.js +9 -14
  151. package/lib/cjs/render/webgl/Target.js.map +1 -1
  152. package/lib/cjs/render/webgl/TargetGraphics.js +1 -2
  153. package/lib/cjs/render/webgl/TargetGraphics.js.map +1 -1
  154. package/lib/cjs/render/webgl/Texture.js +1 -2
  155. package/lib/cjs/render/webgl/Texture.js.map +1 -1
  156. package/lib/cjs/render/webgl/ThematicSensors.js +2 -4
  157. package/lib/cjs/render/webgl/ThematicSensors.js.map +1 -1
  158. package/lib/cjs/render/webgl/VisibleTileFeatures.js +1 -2
  159. package/lib/cjs/render/webgl/VisibleTileFeatures.js.map +1 -1
  160. package/lib/cjs/render/webgl/glsl/Animation.js +6 -9
  161. package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
  162. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +1 -2
  163. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  164. package/lib/cjs/render/webgl/glsl/Instancing.js +4 -5
  165. package/lib/cjs/render/webgl/glsl/Instancing.js.map +1 -1
  166. package/lib/cjs/render/webgl/glsl/RealityMesh.js +2 -4
  167. package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
  168. package/lib/cjs/render/webgl/glsl/Surface.js +1 -2
  169. package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
  170. package/lib/cjs/render/webgl/glsl/Thematic.js +1 -2
  171. package/lib/cjs/render/webgl/glsl/Thematic.js.map +1 -1
  172. package/lib/cjs/request/Request.d.ts.map +1 -1
  173. package/lib/cjs/request/Request.js.map +1 -1
  174. package/lib/cjs/tile/ClassifierTileTree.js +3 -3
  175. package/lib/cjs/tile/ClassifierTileTree.js.map +1 -1
  176. package/lib/cjs/tile/GltfReader.js +62 -76
  177. package/lib/cjs/tile/GltfReader.js.map +1 -1
  178. package/lib/cjs/tile/IModelTile.js +2 -3
  179. package/lib/cjs/tile/IModelTile.js.map +1 -1
  180. package/lib/cjs/tile/IModelTileRequestChannels.js +6 -11
  181. package/lib/cjs/tile/IModelTileRequestChannels.js.map +1 -1
  182. package/lib/cjs/tile/IModelTileTree.js +5 -9
  183. package/lib/cjs/tile/IModelTileTree.js.map +1 -1
  184. package/lib/cjs/tile/ImdlReader.js +13 -17
  185. package/lib/cjs/tile/ImdlReader.js.map +1 -1
  186. package/lib/cjs/tile/OrbitGtTileTree.js +2 -2
  187. package/lib/cjs/tile/OrbitGtTileTree.js.map +1 -1
  188. package/lib/cjs/tile/PntsReader.js +4 -5
  189. package/lib/cjs/tile/PntsReader.js.map +1 -1
  190. package/lib/cjs/tile/PrimaryTileTree.js +22 -32
  191. package/lib/cjs/tile/PrimaryTileTree.js.map +1 -1
  192. package/lib/cjs/tile/RealityModelTileTree.js +12 -19
  193. package/lib/cjs/tile/RealityModelTileTree.js.map +1 -1
  194. package/lib/cjs/tile/RealityTile.d.ts +1 -1
  195. package/lib/cjs/tile/RealityTile.js +4 -6
  196. package/lib/cjs/tile/RealityTile.js.map +1 -1
  197. package/lib/cjs/tile/RealityTileLoader.js +2 -2
  198. package/lib/cjs/tile/RealityTileLoader.js.map +1 -1
  199. package/lib/cjs/tile/RealityTileTree.d.ts +1 -1
  200. package/lib/cjs/tile/RealityTileTree.d.ts.map +1 -1
  201. package/lib/cjs/tile/RealityTileTree.js +2 -3
  202. package/lib/cjs/tile/RealityTileTree.js.map +1 -1
  203. package/lib/cjs/tile/ThreeDTileFormatInterpreter.js +3 -5
  204. package/lib/cjs/tile/ThreeDTileFormatInterpreter.js.map +1 -1
  205. package/lib/cjs/tile/Tile.js +1 -1
  206. package/lib/cjs/tile/Tile.js.map +1 -1
  207. package/lib/cjs/tile/TileAdmin.d.ts +5 -1
  208. package/lib/cjs/tile/TileAdmin.d.ts.map +1 -1
  209. package/lib/cjs/tile/TileAdmin.js +22 -27
  210. package/lib/cjs/tile/TileAdmin.js.map +1 -1
  211. package/lib/cjs/tile/TileDrawArgs.js +3 -6
  212. package/lib/cjs/tile/TileDrawArgs.js.map +1 -1
  213. package/lib/cjs/tile/TileRequest.d.ts.map +1 -1
  214. package/lib/cjs/tile/TileRequest.js +2 -1
  215. package/lib/cjs/tile/TileRequest.js.map +1 -1
  216. package/lib/cjs/tile/TileRequestChannel.d.ts +23 -1
  217. package/lib/cjs/tile/TileRequestChannel.d.ts.map +1 -1
  218. package/lib/cjs/tile/TileRequestChannel.js +28 -7
  219. package/lib/cjs/tile/TileRequestChannel.js.map +1 -1
  220. package/lib/cjs/tile/TileRequestChannels.js +1 -1
  221. package/lib/cjs/tile/TileRequestChannels.js.map +1 -1
  222. package/lib/cjs/tile/TileTree.js +2 -3
  223. package/lib/cjs/tile/TileTree.js.map +1 -1
  224. package/lib/cjs/tile/TiledGraphicsProvider.js +1 -1
  225. package/lib/cjs/tile/TiledGraphicsProvider.js.map +1 -1
  226. package/lib/cjs/tile/map/ArcGISTileMap.js +5 -6
  227. package/lib/cjs/tile/map/ArcGISTileMap.js.map +1 -1
  228. package/lib/cjs/tile/map/ArcGisUtilities.d.ts.map +1 -1
  229. package/lib/cjs/tile/map/ArcGisUtilities.js +6 -8
  230. package/lib/cjs/tile/map/ArcGisUtilities.js.map +1 -1
  231. package/lib/cjs/tile/map/EllipsoidTerrainProvider.d.ts +11 -3
  232. package/lib/cjs/tile/map/EllipsoidTerrainProvider.d.ts.map +1 -1
  233. package/lib/cjs/tile/map/EllipsoidTerrainProvider.js +17 -5
  234. package/lib/cjs/tile/map/EllipsoidTerrainProvider.js.map +1 -1
  235. package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.js +4 -7
  236. package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.js.map +1 -1
  237. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
  238. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +6 -9
  239. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  240. package/lib/cjs/tile/map/ImageryProviders/BingImageryProvider.js +1 -2
  241. package/lib/cjs/tile/map/ImageryProviders/BingImageryProvider.js.map +1 -1
  242. package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js +14 -19
  243. package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js.map +1 -1
  244. package/lib/cjs/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js +14 -20
  245. package/lib/cjs/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js.map +1 -1
  246. package/lib/cjs/tile/map/ImageryTileTree.d.ts +2 -2
  247. package/lib/cjs/tile/map/ImageryTileTree.d.ts.map +1 -1
  248. package/lib/cjs/tile/map/ImageryTileTree.js +10 -5
  249. package/lib/cjs/tile/map/ImageryTileTree.js.map +1 -1
  250. package/lib/cjs/tile/map/MapCartoRectangle.d.ts +1 -1
  251. package/lib/cjs/tile/map/MapCartoRectangle.js +2 -2
  252. package/lib/cjs/tile/map/MapCartoRectangle.js.map +1 -1
  253. package/lib/cjs/tile/map/MapLayerFormatRegistry.js +5 -6
  254. package/lib/cjs/tile/map/MapLayerFormatRegistry.js.map +1 -1
  255. package/lib/cjs/tile/map/MapLayerImageryFormats.js +11 -14
  256. package/lib/cjs/tile/map/MapLayerImageryFormats.js.map +1 -1
  257. package/lib/cjs/tile/map/MapLayerImageryProvider.js +2 -3
  258. package/lib/cjs/tile/map/MapLayerImageryProvider.js.map +1 -1
  259. package/lib/cjs/tile/map/MapLayerSources.js +1 -1
  260. package/lib/cjs/tile/map/MapLayerSources.js.map +1 -1
  261. package/lib/cjs/tile/map/MapTile.d.ts +10 -2
  262. package/lib/cjs/tile/map/MapTile.d.ts.map +1 -1
  263. package/lib/cjs/tile/map/MapTile.js +34 -12
  264. package/lib/cjs/tile/map/MapTile.js.map +1 -1
  265. package/lib/cjs/tile/map/MapTileLoader.js +1 -1
  266. package/lib/cjs/tile/map/MapTileLoader.js.map +1 -1
  267. package/lib/cjs/tile/map/MapTileTree.d.ts +3 -2
  268. package/lib/cjs/tile/map/MapTileTree.d.ts.map +1 -1
  269. package/lib/cjs/tile/map/MapTileTree.js +24 -26
  270. package/lib/cjs/tile/map/MapTileTree.js.map +1 -1
  271. package/lib/cjs/tile/map/MapTiledGraphicsProvider.js +6 -7
  272. package/lib/cjs/tile/map/MapTiledGraphicsProvider.js.map +1 -1
  273. package/lib/cjs/tile/map/MapTilingScheme.d.ts +1 -1
  274. package/lib/cjs/tile/map/MapTilingScheme.js +1 -1
  275. package/lib/cjs/tile/map/MapTilingScheme.js.map +1 -1
  276. package/lib/cjs/tile/map/QuadId.d.ts +1 -1
  277. package/lib/cjs/tile/map/QuadId.js +1 -1
  278. package/lib/cjs/tile/map/QuadId.js.map +1 -1
  279. package/lib/cjs/tile/map/TerrainMeshProvider.d.ts +9 -4
  280. package/lib/cjs/tile/map/TerrainMeshProvider.d.ts.map +1 -1
  281. package/lib/cjs/tile/map/TerrainMeshProvider.js +6 -1
  282. package/lib/cjs/tile/map/TerrainMeshProvider.js.map +1 -1
  283. package/lib/cjs/tile/map/TerrainProvider.d.ts +2 -2
  284. package/lib/cjs/tile/map/TerrainProvider.js +1 -1
  285. package/lib/cjs/tile/map/TerrainProvider.js.map +1 -1
  286. package/lib/cjs/tile/map/WmsCapabilities.js +4 -5
  287. package/lib/cjs/tile/map/WmsCapabilities.js.map +1 -1
  288. package/lib/cjs/tile/map/WmtsCapabilities.js +17 -25
  289. package/lib/cjs/tile/map/WmtsCapabilities.js.map +1 -1
  290. package/lib/cjs/tools/ClipViewTool.js +1 -1
  291. package/lib/cjs/tools/ClipViewTool.js.map +1 -1
  292. package/lib/cjs/tools/MeasureTool.js +2 -4
  293. package/lib/cjs/tools/MeasureTool.js.map +1 -1
  294. package/lib/cjs/tools/PrimitiveTool.js +2 -3
  295. package/lib/cjs/tools/PrimitiveTool.js.map +1 -1
  296. package/lib/cjs/tools/SelectTool.js +1 -2
  297. package/lib/cjs/tools/SelectTool.js.map +1 -1
  298. package/lib/cjs/tools/Tool.js +2 -3
  299. package/lib/cjs/tools/Tool.js.map +1 -1
  300. package/lib/cjs/tools/ToolAdmin.js +2 -4
  301. package/lib/cjs/tools/ToolAdmin.js.map +1 -1
  302. package/lib/cjs/tools/ViewTool.js +3 -3
  303. package/lib/cjs/tools/ViewTool.js.map +1 -1
  304. package/lib/esm/AccuDraw.js +1 -1
  305. package/lib/esm/AccuDraw.js.map +1 -1
  306. package/lib/esm/AccuSnap.js +3 -3
  307. package/lib/esm/AccuSnap.js.map +1 -1
  308. package/lib/esm/BriefcaseConnection.js +9 -11
  309. package/lib/esm/BriefcaseConnection.js.map +1 -1
  310. package/lib/esm/DisplayStyleState.js +8 -12
  311. package/lib/esm/DisplayStyleState.js.map +1 -1
  312. package/lib/esm/DrawingViewState.js +4 -6
  313. package/lib/esm/DrawingViewState.js.map +1 -1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { dispose } from \"@itwin/core-bentley\";\r\nimport {\r\n ColorDef, Frustum, FrustumPlanes, RenderMode, RenderTexture, SpatialClassifier, SpatialClassifierInsideDisplay, SpatialClassifierOutsideDisplay, TextureTransparency,\r\n} from \"@itwin/core-common\";\r\nimport { Matrix4d, Plane3dByOriginAndUnitNormal, Point3d, Vector3d } from \"@itwin/core-geometry\";\r\nimport { PlanarClipMaskState } from \"../../PlanarClipMaskState\";\r\nimport { GraphicsCollectorDrawArgs, SpatialClassifierTileTreeReference, TileTreeReference } from \"../../tile/internal\";\r\nimport { SceneContext } from \"../../ViewContext\";\r\nimport { ViewState3d } from \"../../ViewState\";\r\nimport { FeatureSymbology } from \"../FeatureSymbology\";\r\nimport { RenderGraphic } from \"../RenderGraphic\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { PlanarClassifierTarget, RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\r\nimport { BatchState } from \"./BatchState\";\r\nimport { BranchStack } from \"./BranchStack\";\r\nimport { CachedGeometry, Combine3TexturesGeometry, CombineTexturesGeometry, ViewportQuadGeometry } from \"./CachedGeometry\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { DrawCommands } from \"./DrawCommand\";\r\nimport { FrameBuffer } from \"./FrameBuffer\";\r\nimport { GL } from \"./GL\";\r\nimport { Batch, Branch } from \"./Graphic\";\r\nimport { PlanarTextureProjection } from \"./PlanarTextureProjection\";\r\nimport { RenderCommands } from \"./RenderCommands\";\r\nimport { RenderPass } from \"./RenderFlags\";\r\nimport { RenderState } from \"./RenderState\";\r\nimport { getDrawParams } from \"./ScratchDrawParams\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\nimport { Texture, TextureHandle } from \"./Texture\";\r\n\r\nexport enum PlanarClassifierContent { None = 0, MaskOnly = 1, ClassifierOnly = 2, ClassifierAndMask = 3 }\r\n\r\nfunction createTexture(handle: TextureHandle): Texture {\r\n return new Texture({\r\n handle,\r\n ownership: \"external\",\r\n type: RenderTexture.Type.TileSection,\r\n transparency: TextureTransparency.Opaque,\r\n });\r\n}\r\n\r\nfunction createTextureHandle(width: number, height: number, heightMult = 1.0) {\r\n return TextureHandle.createForAttachment(width, height * heightMult, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\r\n}\r\n\r\nclass ClassifierTextures implements WebGLDisposable {\r\n private constructor(public readonly color: Texture,\r\n public readonly feature: Texture,\r\n public readonly hilite: Texture) { }\r\n\r\n public get isDisposed(): boolean {\r\n return this.color.isDisposed\r\n && this.feature.isDisposed\r\n && this.hilite.isDisposed;\r\n }\r\n\r\n public dispose(): void {\r\n dispose(this.color);\r\n dispose(this.feature);\r\n dispose(this.hilite);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n stats.addPlanarClassifier(this.color.bytesUsed);\r\n stats.addPlanarClassifier(this.feature.bytesUsed);\r\n stats.addPlanarClassifier(this.hilite.bytesUsed);\r\n }\r\n\r\n public static create(width: number, height: number): ClassifierTextures | undefined {\r\n const hColor = createTextureHandle(width, height);\r\n const hFeature = createTextureHandle(width, height);\r\n const hHilite = createTextureHandle(width, height);\r\n if (!hColor || !hFeature || !hHilite)\r\n return undefined;\r\n\r\n const color = createTexture(hColor);\r\n const feature = createTexture(hFeature);\r\n const hilite = createTexture(hHilite);\r\n if (!color || !feature || !hilite)\r\n return undefined;\r\n\r\n return new ClassifierTextures(color, feature, hilite);\r\n }\r\n}\r\n\r\nclass ClassifierFrameBuffers implements WebGLDisposable {\r\n private constructor(\r\n public readonly textures: ClassifierTextures,\r\n private readonly _hilite: FrameBuffer,\r\n private readonly _fbo: FrameBuffer,\r\n private readonly _clearGeom: ViewportQuadGeometry) {\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this.textures.isDisposed && this._hilite.isDisposed && this._fbo.isDisposed && this._clearGeom.isDisposed;\r\n }\r\n\r\n public dispose(): void {\r\n dispose(this._fbo);\r\n dispose(this._clearGeom);\r\n dispose(this.textures);\r\n dispose(this._hilite);\r\n }\r\n\r\n public draw(cmds: DrawCommands, target: Target): void {\r\n System.instance.frameBufferStack.execute(this._fbo, true, false, () => {\r\n target.techniques.draw(getDrawParams(target, this._clearGeom));\r\n target.techniques.execute(target, cmds, RenderPass.PlanarClassification);\r\n });\r\n }\r\n\r\n public drawHilite(cmds: DrawCommands, target: Target): void {\r\n const system = System.instance;\r\n const gl = system.context;\r\n system.frameBufferStack.execute(this._hilite, true, false, () => {\r\n gl.clearColor(0, 0, 0, 0);\r\n gl.clear(GL.BufferBit.Color);\r\n target.techniques.execute(target, cmds, RenderPass.Hilite);\r\n });\r\n }\r\n\r\n public static create(width: number, height: number): ClassifierFrameBuffers | undefined {\r\n const textures = ClassifierTextures.create(width, height);\r\n if (undefined === textures)\r\n return undefined;\r\n\r\n const hiliteFbo = FrameBuffer.create([textures.hilite.texture]);\r\n if (undefined === hiliteFbo)\r\n return undefined;\r\n\r\n const fbo = FrameBuffer.create([textures.color.texture, textures.feature.texture]);\r\n if (undefined === fbo)\r\n return undefined;\r\n\r\n const geom = ViewportQuadGeometry.create(TechniqueId.ClearPickAndColor);\r\n return undefined !== geom ? new this(textures, hiliteFbo, fbo, geom) : undefined;\r\n }\r\n}\r\n\r\ninterface TextureAndFbo {\r\n texture: Texture;\r\n fbo: FrameBuffer;\r\n}\r\n\r\nabstract class SingleTextureFrameBuffer implements WebGLDisposable {\r\n public texture: Texture;\r\n protected fbo: FrameBuffer;\r\n public get isDisposed(): boolean { return this.texture.isDisposed && this.fbo.isDisposed; }\r\n public collectStatistics(stats: RenderMemory.Statistics): void { stats.addPlanarClassifier(this.texture.bytesUsed); }\r\n protected constructor(textureAndFbo: TextureAndFbo) {\r\n this.texture = textureAndFbo.texture;\r\n this.fbo = textureAndFbo.fbo;\r\n }\r\n public dispose(): void {\r\n dispose(this.texture);\r\n dispose(this.fbo);\r\n }\r\n public static createTextureAndFrameBuffer(width: number, height: number): TextureAndFbo | undefined {\r\n const hTexture = TextureHandle.createForAttachment(width, height, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\r\n if (!hTexture)\r\n return undefined;\r\n\r\n const texture = new Texture({ type: RenderTexture.Type.TileSection, ownership: \"external\", handle: hTexture, transparency: TextureTransparency.Opaque });\r\n if (!texture)\r\n return undefined;\r\n\r\n const fbo = FrameBuffer.create([texture.texture]);\r\n if (undefined === fbo)\r\n return undefined;\r\n\r\n return { texture, fbo };\r\n }\r\n}\r\nclass MaskFrameBuffer extends SingleTextureFrameBuffer {\r\n public static create(width: number, height: number): MaskFrameBuffer | undefined {\r\n const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, height);\r\n return undefined === textureFbo ? undefined : new MaskFrameBuffer(textureFbo);\r\n }\r\n public draw(cmds: DrawCommands, target: Target): void {\r\n const system = System.instance;\r\n const gl = system.context;\r\n\r\n system.frameBufferStack.execute(this.fbo, true, false, () => {\r\n gl.clearColor(0, 0, 0, 0);\r\n gl.clear(GL.BufferBit.Color);\r\n target.techniques.execute(target, cmds, RenderPass.PlanarClassification);\r\n });\r\n }\r\n}\r\nabstract class CombineTexturesFrameBuffer extends SingleTextureFrameBuffer {\r\n constructor(textureAndFbo: TextureAndFbo, private _combineGeom: CachedGeometry, private _width: number, private _height: number, private _heightMult: number) { super(textureAndFbo); }\r\n public compose(target: Target): void {\r\n const system = System.instance;\r\n const gl = system.context;\r\n system.context.viewport(0, 0, this._width, this._heightMult * this._height);\r\n system.frameBufferStack.execute(this.fbo, true, false, () => {\r\n gl.clearColor(0, 0, 0, 0);\r\n gl.clear(GL.BufferBit.Color);\r\n target.techniques.draw(getDrawParams(target, this._combineGeom));\r\n });\r\n }\r\n}\r\n\r\nclass ClassifierCombinationBuffer extends CombineTexturesFrameBuffer {\r\n public static create(width: number, height: number, classifierColor: Texture, classifierFeature: Texture): ClassifierAndMaskCombinationBuffer | undefined {\r\n const combineGeom = CombineTexturesGeometry.createGeometry(classifierColor.texture.getHandle()!, classifierFeature.texture.getHandle()!);\r\n if (undefined === combineGeom)\r\n return undefined;\r\n\r\n const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, 2 * height);\r\n return undefined === textureFbo ? undefined : new ClassifierCombinationBuffer(textureFbo, combineGeom, width, height, 2);\r\n }\r\n}\r\nclass ClassifierAndMaskCombinationBuffer extends CombineTexturesFrameBuffer {\r\n public static create(width: number, height: number, classifierColor: Texture, classifierFeature: Texture, mask: Texture): ClassifierAndMaskCombinationBuffer | undefined {\r\n const combineGeom = Combine3TexturesGeometry.createGeometry(classifierColor.texture.getHandle()!, classifierFeature.texture.getHandle()!, mask.texture.getHandle()!);\r\n if (undefined === combineGeom)\r\n return undefined;\r\n\r\n const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, 3 * height);\r\n return undefined === textureFbo ? undefined : new ClassifierAndMaskCombinationBuffer(textureFbo, combineGeom, width, height, 3);\r\n }\r\n}\r\n\r\nconst scratchPrevRenderState = new RenderState();\r\n\r\n/** @internal */\r\nexport class PlanarClassifier extends RenderPlanarClassifier implements RenderMemory.Consumer, WebGLDisposable {\r\n private _classifierBuffers?: ClassifierFrameBuffers;\r\n private _maskBuffer?: MaskFrameBuffer;\r\n private _classifierCombinedBuffer?: ClassifierCombinationBuffer;\r\n private _classifierAndMaskCombinedBuffer?: ClassifierAndMaskCombinationBuffer;\r\n private _projectionMatrix = Matrix4d.createIdentity();\r\n private _graphics?: RenderGraphic[];\r\n private readonly _classifierGraphics: RenderGraphic[] = [];\r\n private readonly _maskGraphics: RenderGraphic[] = [];\r\n private _frustum?: Frustum;\r\n private _width = 0;\r\n private _height = 0;\r\n private _baseBatchId = 0;\r\n private _anyHilited = false;\r\n private _anyOpaque = false;\r\n private _anyTranslucent = false;\r\n private _classifier?: SpatialClassifier;\r\n private readonly _plane = Plane3dByOriginAndUnitNormal.create(new Point3d(0, 0, 0), new Vector3d(0, 0, 1))!; // TBD -- Support other planes - default to X-Y for now.\r\n private readonly _renderState = new RenderState();\r\n private readonly _renderCommands: RenderCommands;\r\n private readonly _branchStack = new BranchStack();\r\n private readonly _batchState: BatchState;\r\n private _planarClipMask?: PlanarClipMaskState;\r\n private _classifierTreeRef?: SpatialClassifierTileTreeReference;\r\n private _planarClipMaskOverrides?: FeatureSymbology.Overrides;\r\n private _contentMode: PlanarClassifierContent = PlanarClassifierContent.None;\r\n\r\n private static _postProjectionMatrix = Matrix4d.createRowValues(\r\n 0, 1, 0, 0,\r\n 0, 0, -1, 0,\r\n 1, 0, 0, 0,\r\n 0, 0, 0, 1);\r\n private _debugFrustum?: Frustum;\r\n private _doDebugFrustum = false;\r\n private _debugFrustumGraphic?: RenderGraphic = undefined;\r\n private _isClassifyingPointCloud?: boolean; // we will detect this the first time we draw\r\n private readonly _bgColor = ColorDef.from(0, 0, 0, 255);\r\n\r\n private constructor(classifier: SpatialClassifier | undefined, target: Target) {\r\n super();\r\n this._classifier = classifier;\r\n\r\n const flags = this._renderState.flags;\r\n flags.depthMask = flags.blend = flags.depthTest = false;\r\n\r\n this._batchState = new BatchState(this._branchStack);\r\n this._renderCommands = new RenderCommands(target, this._branchStack, this._batchState);\r\n }\r\n public get textureImageCount(): number { return this._contentMode; }\r\n\r\n public getParams(params: Float32Array): void {\r\n params[0] = this.insideDisplay;\r\n params[1] = this.outsideDisplay;\r\n params[2] = this._contentMode;\r\n if (this._planarClipMask?.settings.invert) // If the mask sense is inverted, negate the contentMode to indicate this to the shader.\r\n params[2] = - params[2];\r\n\r\n params[3] = (this._planarClipMask?.settings.transparency === undefined) ? -1 : this._planarClipMask.settings.transparency;\r\n\r\n }\r\n\r\n public get hiliteTexture(): Texture | undefined { return undefined !== this._classifierBuffers ? this._classifierBuffers.textures.hilite : undefined; }\r\n public get projectionMatrix(): Matrix4d { return this._projectionMatrix; }\r\n // public get properties(): SpatialClassifier { return this._classifier; }\r\n public get baseBatchId(): number { return this._baseBatchId; }\r\n public get anyHilited(): boolean { return this._anyHilited; }\r\n public get anyOpaque(): boolean { return this._anyOpaque; }\r\n public get anyTranslucent(): boolean { return this._anyTranslucent; }\r\n public get insideDisplay(): SpatialClassifierInsideDisplay { return this._classifier ? this._classifier.flags.inside : SpatialClassifierInsideDisplay.Off; }\r\n public get outsideDisplay(): SpatialClassifierOutsideDisplay { return this._classifier ? this._classifier.flags.outside : SpatialClassifierOutsideDisplay.On; }\r\n public get isClassifyingPointCloud(): boolean { return true === this._isClassifyingPointCloud; }\r\n\r\n public addGraphic(graphic: RenderGraphic) {\r\n this._graphics!.push(graphic);\r\n }\r\n\r\n public static create(properties: SpatialClassifier | undefined, target: Target): PlanarClassifier {\r\n return new PlanarClassifier(properties, target);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n if (undefined !== this._classifierBuffers)\r\n this._classifierBuffers.textures.collectStatistics(stats);\r\n\r\n if (undefined !== this._maskBuffer)\r\n this._maskBuffer.collectStatistics(stats);\r\n\r\n if (undefined !== this._classifierCombinedBuffer)\r\n this._classifierCombinedBuffer.collectStatistics(stats);\r\n\r\n if (undefined !== this._classifierAndMaskCombinedBuffer)\r\n this._classifierAndMaskCombinedBuffer.collectStatistics(stats);\r\n }\r\n\r\n public get isDisposed(): boolean { return undefined === this._classifierBuffers; }\r\n\r\n public dispose() {\r\n this._classifierBuffers = dispose(this._classifierBuffers);\r\n this._maskBuffer = dispose(this._maskBuffer);\r\n this._classifierCombinedBuffer = dispose(this._classifierCombinedBuffer);\r\n this._classifierAndMaskCombinedBuffer = dispose(this._classifierAndMaskCombinedBuffer);\r\n }\r\n\r\n public get texture(): Texture | undefined {\r\n switch (this._contentMode) {\r\n case PlanarClassifierContent.None:\r\n return undefined;\r\n case PlanarClassifierContent.ClassifierOnly:\r\n return this._classifierCombinedBuffer?.texture;\r\n case PlanarClassifierContent.MaskOnly:\r\n return this._maskBuffer?.texture;\r\n case PlanarClassifierContent.ClassifierAndMask:\r\n return this._classifierAndMaskCombinedBuffer?.texture;\r\n }\r\n }\r\n public getOrCreateClassifierTexture(): Texture | undefined {\r\n if (undefined === this._classifierBuffers)\r\n this._classifierBuffers = ClassifierFrameBuffers.create(this._width, this._height);\r\n if (undefined !== this._classifierBuffers && undefined === this._classifierCombinedBuffer)\r\n this._classifierCombinedBuffer = ClassifierCombinationBuffer.create(this._width, this._height, this._classifierBuffers.textures.color, this._classifierBuffers.textures.feature);\r\n\r\n return this._classifierCombinedBuffer?.texture;\r\n }\r\n\r\n private pushBatches(batchState: BatchState, graphics: RenderGraphic[]) {\r\n graphics.forEach((graphic) => {\r\n if (graphic instanceof Batch) {\r\n batchState.push(graphic, true);\r\n batchState.pop();\r\n } else if (graphic instanceof Branch) {\r\n this.pushBatches(batchState, graphic.branch.entries);\r\n }\r\n });\r\n }\r\n public get sourceTransparency() {\r\n return this._classifierTreeRef?.transparency;\r\n }\r\n\r\n public pushBatchState(batchState: BatchState) {\r\n this._baseBatchId = batchState.nextBatchId - 1;\r\n if (undefined !== this._classifierGraphics)\r\n this.pushBatches(batchState, this._classifierGraphics);\r\n }\r\n\r\n public setSource(classifierTreeRef?: SpatialClassifierTileTreeReference, planarClipMask?: PlanarClipMaskState) {\r\n this._classifierTreeRef = classifierTreeRef;\r\n this._classifier = classifierTreeRef?.activeClassifier;\r\n this._planarClipMask = planarClipMask;\r\n }\r\n\r\n public collectGraphics(context: SceneContext, target: PlanarClassifierTarget): void {\r\n this._classifierGraphics.length = this._maskGraphics.length = 0;\r\n if (undefined === context.viewingSpace)\r\n return;\r\n\r\n const viewState = context.viewingSpace.view as ViewState3d;\r\n if (undefined === viewState)\r\n return;\r\n\r\n const requiredHeight = context.target.viewRect.height;\r\n const requiredWidth = context.target.viewRect.width;\r\n\r\n if (requiredWidth !== this._width || requiredHeight !== this._height)\r\n this.dispose();\r\n\r\n this._width = requiredWidth;\r\n this._height = requiredHeight;\r\n const maskTrees = this._planarClipMask?.getTileTrees(viewState, target.modelId);\r\n if (!maskTrees && !this._classifierTreeRef)\r\n return;\r\n\r\n const allTrees = maskTrees ? maskTrees.slice() : new Array<TileTreeReference>();\r\n if (this._classifierTreeRef)\r\n allTrees.push(this._classifierTreeRef);\r\n\r\n const projection = PlanarTextureProjection.computePlanarTextureProjection(this._plane, context, target, allTrees, viewState, this._width, this._height);\r\n if (!projection.textureFrustum || !projection.projectionMatrix || !projection.worldToViewMap)\r\n return;\r\n\r\n this._projectionMatrix = projection.projectionMatrix;\r\n this._frustum = projection.textureFrustum;\r\n this._debugFrustum = projection.debugFrustum;\r\n this._planarClipMaskOverrides = this._planarClipMask?.getPlanarClipMaskSymbologyOverrides();\r\n\r\n const drawTree = (treeRef: TileTreeReference, graphics: RenderGraphic[]) => {\r\n this._graphics = graphics;\r\n const frustumPlanes = this._frustum ? FrustumPlanes.fromFrustum(this._frustum) : FrustumPlanes.createEmpty();\r\n const drawArgs = GraphicsCollectorDrawArgs.create(context, this, treeRef, frustumPlanes, projection.worldToViewMap!);\r\n if (undefined !== drawArgs)\r\n treeRef.draw(drawArgs);\r\n\r\n this._graphics = undefined;\r\n };\r\n if (this._classifierTreeRef)\r\n drawTree(this._classifierTreeRef, this._classifierGraphics);\r\n\r\n if (maskTrees)\r\n maskTrees.forEach((maskTree) => drawTree(maskTree, this._maskGraphics));\r\n\r\n // Shader behaves slightly differently when classifying surfaces vs point clouds.\r\n this._isClassifyingPointCloud = target.isPointCloud;\r\n\r\n if (this._doDebugFrustum) {\r\n this._debugFrustumGraphic = dispose(this._debugFrustumGraphic);\r\n const builder = context.createSceneGraphicBuilder();\r\n\r\n builder.setSymbology(ColorDef.green, ColorDef.green, 1);\r\n builder.addFrustum(context.viewingSpace.getFrustum());\r\n builder.setSymbology(ColorDef.red, ColorDef.red, 1);\r\n builder.addFrustum(this._debugFrustum!);\r\n builder.setSymbology(ColorDef.white, ColorDef.white, 1);\r\n builder.addFrustum(this._frustum);\r\n this._debugFrustumGraphic = builder.finish();\r\n }\r\n }\r\n\r\n public draw(target: Target) {\r\n if (undefined === this._frustum)\r\n return;\r\n\r\n this._contentMode = PlanarClassifierContent.None;\r\n let combinationBuffer: ClassifierCombinationBuffer | undefined;\r\n if (this._classifierGraphics.length === 0) {\r\n if (this._maskGraphics.length === 0) {\r\n return;\r\n } else {\r\n if (undefined === this._maskBuffer) {\r\n this._maskBuffer = MaskFrameBuffer.create(this._width, this._height);\r\n if (undefined === this._maskBuffer)\r\n return;\r\n }\r\n this._contentMode = PlanarClassifierContent.MaskOnly;\r\n }\r\n } else {\r\n if (undefined === this._classifierBuffers) {\r\n this._classifierBuffers = ClassifierFrameBuffers.create(this._width, this._height);\r\n if (undefined === this._classifierBuffers)\r\n return;\r\n }\r\n if (this._maskGraphics.length === 0) {\r\n if (undefined === this._classifierCombinedBuffer) {\r\n combinationBuffer = this._classifierCombinedBuffer = ClassifierCombinationBuffer.create(this._width, this._height, this._classifierBuffers.textures.color, this._classifierBuffers.textures.feature);\r\n if (undefined === this._classifierCombinedBuffer)\r\n return;\r\n }\r\n this._contentMode = PlanarClassifierContent.ClassifierOnly;\r\n combinationBuffer = this._classifierCombinedBuffer;\r\n } else {\r\n if (undefined === this._maskBuffer) {\r\n this._maskBuffer = MaskFrameBuffer.create(this._width, this._height);\r\n if (undefined === this._maskBuffer)\r\n return;\r\n }\r\n if (undefined === this._classifierAndMaskCombinedBuffer) {\r\n combinationBuffer = this._classifierAndMaskCombinedBuffer = ClassifierAndMaskCombinationBuffer.create(this._width, this._height, this._classifierBuffers.textures.color, this._classifierBuffers.textures.feature, this._maskBuffer.texture);\r\n if (undefined === this._classifierAndMaskCombinedBuffer)\r\n return;\r\n }\r\n combinationBuffer = this._classifierAndMaskCombinedBuffer;\r\n this._contentMode = PlanarClassifierContent.ClassifierAndMask;\r\n }\r\n }\r\n\r\n if (undefined !== this._debugFrustumGraphic)\r\n target.graphics.foreground.push(this._debugFrustumGraphic);\r\n\r\n // Temporarily override the Target's state.\r\n const system = System.instance;\r\n const maskViewFlags = {\r\n renderMode: RenderMode.SmoothShade,\r\n wiremesh: false,\r\n transparency: !this.isClassifyingPointCloud, // point clouds don't support transparency.\r\n textures: false,\r\n lighting: false,\r\n shadows: false,\r\n monochrome: false,\r\n materials: false,\r\n ambientOcclusion: false,\r\n visibleEdges: false,\r\n hiddenEdges: false,\r\n };\r\n const prevState = system.currentRenderState.clone(scratchPrevRenderState);\r\n system.context.viewport(0, 0, this._width, this._height);\r\n const vf = target.currentViewFlags.copy(this._classifierTreeRef ? this._classifierTreeRef.viewFlags : maskViewFlags);\r\n\r\n system.applyRenderState(this._renderState);\r\n const prevPlan = target.plan;\r\n const prevOverrides = target.currentFeatureSymbologyOverrides;\r\n\r\n target.uniforms.style.changeBackgroundColor(this._bgColor); // Avoid white on white reversal. Will be reset in changeRenderPlan below.\r\n target.changeFrustum(this._frustum, this._frustum.getFraction(), true);\r\n this._anyTranslucent = false;\r\n\r\n const prevProjMatrix = target.uniforms.frustum.projectionMatrix;\r\n target.uniforms.frustum.changeProjectionMatrix(PlanarClassifier._postProjectionMatrix.multiplyMatrixMatrix(prevProjMatrix));\r\n target.uniforms.branch.changeRenderPlan(vf, target.plan.is3d, target.plan.hline);\r\n\r\n const renderCommands = this._renderCommands;\r\n const getDrawCommands = (graphics: RenderGraphic[]) => {\r\n this._batchState.reset();\r\n renderCommands.reset(target, this._branchStack, this._batchState);\r\n renderCommands.collectGraphicsForPlanarProjection(graphics);\r\n\r\n // Draw the classifiers into our attachments.\r\n // When using Display.ElementColor, the color and transparency come from the classifier geometry. Therefore we may need to draw the classified geometry\r\n // in a different pass - or both passes - depending on the transparency of the classifiers.\r\n // NB: \"Outside\" geometry by definition cannot take color/transparency from element...\r\n const cmds = renderCommands.getCommands(RenderPass.OpaquePlanar);\r\n\r\n // NB: We don't strictly require the classifier geometry to be planar, and sometimes (e.g., \"planar\" polyface/bspsurf) we do not detect planarity.\r\n cmds.push(...renderCommands.getCommands(RenderPass.OpaqueGeneral));\r\n cmds.push(...renderCommands.getCommands(RenderPass.OpaqueLinear));\r\n this._anyOpaque = cmds.length > 0;\r\n const transCmds = renderCommands.getCommands(RenderPass.Translucent);\r\n if (transCmds.length > 0) {\r\n cmds.push(...transCmds);\r\n this._anyTranslucent = true;\r\n }\r\n return cmds;\r\n };\r\n\r\n if (this._classifierGraphics.length > 0 && this._classifierBuffers) {\r\n this._classifierBuffers.draw(getDrawCommands(this._classifierGraphics), target);\r\n\r\n // Draw any hilited classifiers.\r\n const hiliteCommands = renderCommands.getCommands(RenderPass.Hilite);\r\n this._anyHilited = 0 !== hiliteCommands.length;\r\n if (this._anyHilited)\r\n this._classifierBuffers.drawHilite(hiliteCommands, target);\r\n }\r\n if (this._maskGraphics.length > 0 && this._maskBuffer) {\r\n if (this._planarClipMaskOverrides)\r\n target.overrideFeatureSymbology(this._planarClipMaskOverrides);\r\n if (this._planarClipMask && this._planarClipMask.settings.transparency !== undefined && this._planarClipMask.settings.transparency > 0.0)\r\n this._anyTranslucent = true;\r\n\r\n this._maskBuffer.draw(getDrawCommands(this._maskGraphics), target);\r\n\r\n }\r\n if (combinationBuffer)\r\n combinationBuffer.compose(target);\r\n\r\n this._batchState.reset();\r\n target.changeRenderPlan(prevPlan);\r\n target.overrideFeatureSymbology(prevOverrides);\r\n\r\n system.applyRenderState(prevState);\r\n system.context.viewport(0, 0, target.viewRect.width, target.viewRect.height);\r\n }\r\n}\r\n\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { dispose } from \"@itwin/core-bentley\";\r\nimport {\r\n ColorDef, Frustum, FrustumPlanes, RenderMode, RenderTexture, SpatialClassifier, SpatialClassifierInsideDisplay, SpatialClassifierOutsideDisplay, TextureTransparency,\r\n} from \"@itwin/core-common\";\r\nimport { Matrix4d, Plane3dByOriginAndUnitNormal, Point3d, Vector3d } from \"@itwin/core-geometry\";\r\nimport { PlanarClipMaskState } from \"../../PlanarClipMaskState\";\r\nimport { GraphicsCollectorDrawArgs, SpatialClassifierTileTreeReference, TileTreeReference } from \"../../tile/internal\";\r\nimport { SceneContext } from \"../../ViewContext\";\r\nimport { ViewState3d } from \"../../ViewState\";\r\nimport { FeatureSymbology } from \"../FeatureSymbology\";\r\nimport { RenderGraphic } from \"../RenderGraphic\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { PlanarClassifierTarget, RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\r\nimport { BatchState } from \"./BatchState\";\r\nimport { BranchStack } from \"./BranchStack\";\r\nimport { CachedGeometry, Combine3TexturesGeometry, CombineTexturesGeometry, ViewportQuadGeometry } from \"./CachedGeometry\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { DrawCommands } from \"./DrawCommand\";\r\nimport { FrameBuffer } from \"./FrameBuffer\";\r\nimport { GL } from \"./GL\";\r\nimport { Batch, Branch } from \"./Graphic\";\r\nimport { PlanarTextureProjection } from \"./PlanarTextureProjection\";\r\nimport { RenderCommands } from \"./RenderCommands\";\r\nimport { RenderPass } from \"./RenderFlags\";\r\nimport { RenderState } from \"./RenderState\";\r\nimport { getDrawParams } from \"./ScratchDrawParams\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\nimport { Texture, TextureHandle } from \"./Texture\";\r\n\r\nexport enum PlanarClassifierContent { None = 0, MaskOnly = 1, ClassifierOnly = 2, ClassifierAndMask = 3 }\r\n\r\nfunction createTexture(handle: TextureHandle): Texture {\r\n return new Texture({\r\n handle,\r\n ownership: \"external\",\r\n type: RenderTexture.Type.TileSection,\r\n transparency: TextureTransparency.Opaque,\r\n });\r\n}\r\n\r\nfunction createTextureHandle(width: number, height: number, heightMult = 1.0) {\r\n return TextureHandle.createForAttachment(width, height * heightMult, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\r\n}\r\n\r\nclass ClassifierTextures implements WebGLDisposable {\r\n private constructor(public readonly color: Texture,\r\n public readonly feature: Texture,\r\n public readonly hilite: Texture) { }\r\n\r\n public get isDisposed(): boolean {\r\n return this.color.isDisposed\r\n && this.feature.isDisposed\r\n && this.hilite.isDisposed;\r\n }\r\n\r\n public dispose(): void {\r\n dispose(this.color);\r\n dispose(this.feature);\r\n dispose(this.hilite);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n stats.addPlanarClassifier(this.color.bytesUsed);\r\n stats.addPlanarClassifier(this.feature.bytesUsed);\r\n stats.addPlanarClassifier(this.hilite.bytesUsed);\r\n }\r\n\r\n public static create(width: number, height: number): ClassifierTextures | undefined {\r\n const hColor = createTextureHandle(width, height);\r\n const hFeature = createTextureHandle(width, height);\r\n const hHilite = createTextureHandle(width, height);\r\n if (!hColor || !hFeature || !hHilite)\r\n return undefined;\r\n\r\n const color = createTexture(hColor);\r\n const feature = createTexture(hFeature);\r\n const hilite = createTexture(hHilite);\r\n if (!color || !feature || !hilite)\r\n return undefined;\r\n\r\n return new ClassifierTextures(color, feature, hilite);\r\n }\r\n}\r\n\r\nclass ClassifierFrameBuffers implements WebGLDisposable {\r\n private constructor(\r\n public readonly textures: ClassifierTextures,\r\n private readonly _hilite: FrameBuffer,\r\n private readonly _fbo: FrameBuffer,\r\n private readonly _clearGeom: ViewportQuadGeometry) {\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this.textures.isDisposed && this._hilite.isDisposed && this._fbo.isDisposed && this._clearGeom.isDisposed;\r\n }\r\n\r\n public dispose(): void {\r\n dispose(this._fbo);\r\n dispose(this._clearGeom);\r\n dispose(this.textures);\r\n dispose(this._hilite);\r\n }\r\n\r\n public draw(cmds: DrawCommands, target: Target): void {\r\n System.instance.frameBufferStack.execute(this._fbo, true, false, () => {\r\n target.techniques.draw(getDrawParams(target, this._clearGeom));\r\n target.techniques.execute(target, cmds, RenderPass.PlanarClassification);\r\n });\r\n }\r\n\r\n public drawHilite(cmds: DrawCommands, target: Target): void {\r\n const system = System.instance;\r\n const gl = system.context;\r\n system.frameBufferStack.execute(this._hilite, true, false, () => {\r\n gl.clearColor(0, 0, 0, 0);\r\n gl.clear(GL.BufferBit.Color);\r\n target.techniques.execute(target, cmds, RenderPass.Hilite);\r\n });\r\n }\r\n\r\n public static create(width: number, height: number): ClassifierFrameBuffers | undefined {\r\n const textures = ClassifierTextures.create(width, height);\r\n if (undefined === textures)\r\n return undefined;\r\n\r\n const hiliteFbo = FrameBuffer.create([textures.hilite.texture]);\r\n if (undefined === hiliteFbo)\r\n return undefined;\r\n\r\n const fbo = FrameBuffer.create([textures.color.texture, textures.feature.texture]);\r\n if (undefined === fbo)\r\n return undefined;\r\n\r\n const geom = ViewportQuadGeometry.create(TechniqueId.ClearPickAndColor);\r\n return undefined !== geom ? new this(textures, hiliteFbo, fbo, geom) : undefined;\r\n }\r\n}\r\n\r\ninterface TextureAndFbo {\r\n texture: Texture;\r\n fbo: FrameBuffer;\r\n}\r\n\r\nabstract class SingleTextureFrameBuffer implements WebGLDisposable {\r\n public texture: Texture;\r\n protected fbo: FrameBuffer;\r\n public get isDisposed(): boolean { return this.texture.isDisposed && this.fbo.isDisposed; }\r\n public collectStatistics(stats: RenderMemory.Statistics): void { stats.addPlanarClassifier(this.texture.bytesUsed); }\r\n protected constructor(textureAndFbo: TextureAndFbo) {\r\n this.texture = textureAndFbo.texture;\r\n this.fbo = textureAndFbo.fbo;\r\n }\r\n public dispose(): void {\r\n dispose(this.texture);\r\n dispose(this.fbo);\r\n }\r\n public static createTextureAndFrameBuffer(width: number, height: number): TextureAndFbo | undefined {\r\n const hTexture = TextureHandle.createForAttachment(width, height, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\r\n if (!hTexture)\r\n return undefined;\r\n\r\n const texture = new Texture({ type: RenderTexture.Type.TileSection, ownership: \"external\", handle: hTexture, transparency: TextureTransparency.Opaque });\r\n if (!texture)\r\n return undefined;\r\n\r\n const fbo = FrameBuffer.create([texture.texture]);\r\n if (undefined === fbo)\r\n return undefined;\r\n\r\n return { texture, fbo };\r\n }\r\n}\r\nclass MaskFrameBuffer extends SingleTextureFrameBuffer {\r\n public static create(width: number, height: number): MaskFrameBuffer | undefined {\r\n const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, height);\r\n return undefined === textureFbo ? undefined : new MaskFrameBuffer(textureFbo);\r\n }\r\n public draw(cmds: DrawCommands, target: Target): void {\r\n const system = System.instance;\r\n const gl = system.context;\r\n\r\n system.frameBufferStack.execute(this.fbo, true, false, () => {\r\n gl.clearColor(0, 0, 0, 0);\r\n gl.clear(GL.BufferBit.Color);\r\n target.techniques.execute(target, cmds, RenderPass.PlanarClassification);\r\n });\r\n }\r\n}\r\nabstract class CombineTexturesFrameBuffer extends SingleTextureFrameBuffer {\r\n constructor(textureAndFbo: TextureAndFbo, private _combineGeom: CachedGeometry, private _width: number, private _height: number, private _heightMult: number) { super(textureAndFbo); }\r\n public compose(target: Target): void {\r\n const system = System.instance;\r\n const gl = system.context;\r\n system.context.viewport(0, 0, this._width, this._heightMult * this._height);\r\n system.frameBufferStack.execute(this.fbo, true, false, () => {\r\n gl.clearColor(0, 0, 0, 0);\r\n gl.clear(GL.BufferBit.Color);\r\n target.techniques.draw(getDrawParams(target, this._combineGeom));\r\n });\r\n }\r\n}\r\n\r\nclass ClassifierCombinationBuffer extends CombineTexturesFrameBuffer {\r\n public static create(width: number, height: number, classifierColor: Texture, classifierFeature: Texture): ClassifierAndMaskCombinationBuffer | undefined {\r\n const combineGeom = CombineTexturesGeometry.createGeometry(classifierColor.texture.getHandle()!, classifierFeature.texture.getHandle()!);\r\n if (undefined === combineGeom)\r\n return undefined;\r\n\r\n const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, 2 * height);\r\n return undefined === textureFbo ? undefined : new ClassifierCombinationBuffer(textureFbo, combineGeom, width, height, 2);\r\n }\r\n}\r\nclass ClassifierAndMaskCombinationBuffer extends CombineTexturesFrameBuffer {\r\n public static create(width: number, height: number, classifierColor: Texture, classifierFeature: Texture, mask: Texture): ClassifierAndMaskCombinationBuffer | undefined {\r\n const combineGeom = Combine3TexturesGeometry.createGeometry(classifierColor.texture.getHandle()!, classifierFeature.texture.getHandle()!, mask.texture.getHandle()!);\r\n if (undefined === combineGeom)\r\n return undefined;\r\n\r\n const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, 3 * height);\r\n return undefined === textureFbo ? undefined : new ClassifierAndMaskCombinationBuffer(textureFbo, combineGeom, width, height, 3);\r\n }\r\n}\r\n\r\nconst scratchPrevRenderState = new RenderState();\r\n\r\n/** @internal */\r\nexport class PlanarClassifier extends RenderPlanarClassifier implements RenderMemory.Consumer, WebGLDisposable {\r\n private _classifierBuffers?: ClassifierFrameBuffers;\r\n private _maskBuffer?: MaskFrameBuffer;\r\n private _classifierCombinedBuffer?: ClassifierCombinationBuffer;\r\n private _classifierAndMaskCombinedBuffer?: ClassifierAndMaskCombinationBuffer;\r\n private _projectionMatrix = Matrix4d.createIdentity();\r\n private _graphics?: RenderGraphic[];\r\n private readonly _classifierGraphics: RenderGraphic[] = [];\r\n private readonly _maskGraphics: RenderGraphic[] = [];\r\n private _frustum?: Frustum;\r\n private _width = 0;\r\n private _height = 0;\r\n private _baseBatchId = 0;\r\n private _anyHilited = false;\r\n private _anyOpaque = false;\r\n private _anyTranslucent = false;\r\n private _classifier?: SpatialClassifier;\r\n private readonly _plane = Plane3dByOriginAndUnitNormal.create(new Point3d(0, 0, 0), new Vector3d(0, 0, 1))!; // TBD -- Support other planes - default to X-Y for now.\r\n private readonly _renderState = new RenderState();\r\n private readonly _renderCommands: RenderCommands;\r\n private readonly _branchStack = new BranchStack();\r\n private readonly _batchState: BatchState;\r\n private _planarClipMask?: PlanarClipMaskState;\r\n private _classifierTreeRef?: SpatialClassifierTileTreeReference;\r\n private _planarClipMaskOverrides?: FeatureSymbology.Overrides;\r\n private _contentMode: PlanarClassifierContent = PlanarClassifierContent.None;\r\n\r\n private static _postProjectionMatrix = Matrix4d.createRowValues(\r\n 0, 1, 0, 0,\r\n 0, 0, -1, 0,\r\n 1, 0, 0, 0,\r\n 0, 0, 0, 1);\r\n private _debugFrustum?: Frustum;\r\n private _doDebugFrustum = false;\r\n private _debugFrustumGraphic?: RenderGraphic = undefined;\r\n private _isClassifyingPointCloud?: boolean; // we will detect this the first time we draw\r\n private readonly _bgColor = ColorDef.from(0, 0, 0, 255);\r\n\r\n private constructor(classifier: SpatialClassifier | undefined, target: Target) {\r\n super();\r\n this._classifier = classifier;\r\n\r\n const flags = this._renderState.flags;\r\n flags.depthMask = flags.blend = flags.depthTest = false;\r\n\r\n this._batchState = new BatchState(this._branchStack);\r\n this._renderCommands = new RenderCommands(target, this._branchStack, this._batchState);\r\n }\r\n public get textureImageCount(): number { return this._contentMode; }\r\n\r\n public getParams(params: Float32Array): void {\r\n params[0] = this.insideDisplay;\r\n params[1] = this.outsideDisplay;\r\n params[2] = this._contentMode;\r\n if (this._planarClipMask?.settings.invert) // If the mask sense is inverted, negate the contentMode to indicate this to the shader.\r\n params[2] = - params[2];\r\n\r\n params[3] = (this._planarClipMask?.settings.transparency === undefined) ? -1 : this._planarClipMask.settings.transparency;\r\n\r\n }\r\n\r\n public get hiliteTexture(): Texture | undefined { return undefined !== this._classifierBuffers ? this._classifierBuffers.textures.hilite : undefined; }\r\n public get projectionMatrix(): Matrix4d { return this._projectionMatrix; }\r\n // public get properties(): SpatialClassifier { return this._classifier; }\r\n public get baseBatchId(): number { return this._baseBatchId; }\r\n public get anyHilited(): boolean { return this._anyHilited; }\r\n public get anyOpaque(): boolean { return this._anyOpaque; }\r\n public get anyTranslucent(): boolean { return this._anyTranslucent; }\r\n public get insideDisplay(): SpatialClassifierInsideDisplay { return this._classifier ? this._classifier.flags.inside : SpatialClassifierInsideDisplay.Off; }\r\n public get outsideDisplay(): SpatialClassifierOutsideDisplay { return this._classifier ? this._classifier.flags.outside : SpatialClassifierOutsideDisplay.On; }\r\n public get isClassifyingPointCloud(): boolean { return true === this._isClassifyingPointCloud; }\r\n\r\n public addGraphic(graphic: RenderGraphic) {\r\n this._graphics!.push(graphic);\r\n }\r\n\r\n public static create(properties: SpatialClassifier | undefined, target: Target): PlanarClassifier {\r\n return new PlanarClassifier(properties, target);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n if (undefined !== this._classifierBuffers)\r\n this._classifierBuffers.textures.collectStatistics(stats);\r\n\r\n if (undefined !== this._maskBuffer)\r\n this._maskBuffer.collectStatistics(stats);\r\n\r\n if (undefined !== this._classifierCombinedBuffer)\r\n this._classifierCombinedBuffer.collectStatistics(stats);\r\n\r\n if (undefined !== this._classifierAndMaskCombinedBuffer)\r\n this._classifierAndMaskCombinedBuffer.collectStatistics(stats);\r\n }\r\n\r\n public get isDisposed(): boolean { return undefined === this._classifierBuffers; }\r\n\r\n public dispose() {\r\n this._classifierBuffers = dispose(this._classifierBuffers);\r\n this._maskBuffer = dispose(this._maskBuffer);\r\n this._classifierCombinedBuffer = dispose(this._classifierCombinedBuffer);\r\n this._classifierAndMaskCombinedBuffer = dispose(this._classifierAndMaskCombinedBuffer);\r\n }\r\n\r\n public get texture(): Texture | undefined {\r\n switch (this._contentMode) {\r\n case PlanarClassifierContent.None:\r\n return undefined;\r\n case PlanarClassifierContent.ClassifierOnly:\r\n return this._classifierCombinedBuffer?.texture;\r\n case PlanarClassifierContent.MaskOnly:\r\n return this._maskBuffer?.texture;\r\n case PlanarClassifierContent.ClassifierAndMask:\r\n return this._classifierAndMaskCombinedBuffer?.texture;\r\n }\r\n }\r\n public getOrCreateClassifierTexture(): Texture | undefined {\r\n if (undefined === this._classifierBuffers)\r\n this._classifierBuffers = ClassifierFrameBuffers.create(this._width, this._height);\r\n if (undefined !== this._classifierBuffers && undefined === this._classifierCombinedBuffer)\r\n this._classifierCombinedBuffer = ClassifierCombinationBuffer.create(this._width, this._height, this._classifierBuffers.textures.color, this._classifierBuffers.textures.feature);\r\n\r\n return this._classifierCombinedBuffer?.texture;\r\n }\r\n\r\n private pushBatches(batchState: BatchState, graphics: RenderGraphic[]) {\r\n graphics.forEach((graphic) => {\r\n if (graphic instanceof Batch) {\r\n batchState.push(graphic, true);\r\n batchState.pop();\r\n } else if (graphic instanceof Branch) {\r\n this.pushBatches(batchState, graphic.branch.entries);\r\n }\r\n });\r\n }\r\n public get sourceTransparency() {\r\n return this._classifierTreeRef?.transparency;\r\n }\r\n\r\n public pushBatchState(batchState: BatchState) {\r\n this._baseBatchId = batchState.nextBatchId - 1;\r\n if (undefined !== this._classifierGraphics)\r\n this.pushBatches(batchState, this._classifierGraphics);\r\n }\r\n\r\n public setSource(classifierTreeRef?: SpatialClassifierTileTreeReference, planarClipMask?: PlanarClipMaskState) {\r\n this._classifierTreeRef = classifierTreeRef;\r\n this._classifier = classifierTreeRef?.activeClassifier;\r\n this._planarClipMask = planarClipMask;\r\n }\r\n\r\n public collectGraphics(context: SceneContext, target: PlanarClassifierTarget): void {\r\n this._classifierGraphics.length = this._maskGraphics.length = 0;\r\n if (undefined === context.viewingSpace)\r\n return;\r\n\r\n const viewState = context.viewingSpace.view as ViewState3d;\r\n if (undefined === viewState)\r\n return;\r\n\r\n const requiredHeight = context.target.viewRect.height;\r\n const requiredWidth = context.target.viewRect.width;\r\n\r\n if (requiredWidth !== this._width || requiredHeight !== this._height)\r\n this.dispose();\r\n\r\n this._width = requiredWidth;\r\n this._height = requiredHeight;\r\n const maskTrees = this._planarClipMask?.getTileTrees(viewState, target.modelId);\r\n if (!maskTrees && !this._classifierTreeRef)\r\n return;\r\n\r\n const allTrees = maskTrees ? maskTrees.slice() : new Array<TileTreeReference>();\r\n if (this._classifierTreeRef)\r\n allTrees.push(this._classifierTreeRef);\r\n\r\n const projection = PlanarTextureProjection.computePlanarTextureProjection(this._plane, context, target, allTrees, viewState, this._width, this._height);\r\n if (!projection.textureFrustum || !projection.projectionMatrix || !projection.worldToViewMap)\r\n return;\r\n\r\n this._projectionMatrix = projection.projectionMatrix;\r\n this._frustum = projection.textureFrustum;\r\n this._debugFrustum = projection.debugFrustum;\r\n this._planarClipMaskOverrides = this._planarClipMask?.getPlanarClipMaskSymbologyOverrides();\r\n\r\n const drawTree = (treeRef: TileTreeReference, graphics: RenderGraphic[]) => {\r\n this._graphics = graphics;\r\n const frustumPlanes = this._frustum ? FrustumPlanes.fromFrustum(this._frustum) : FrustumPlanes.createEmpty();\r\n const drawArgs = GraphicsCollectorDrawArgs.create(context, this, treeRef, frustumPlanes, projection.worldToViewMap!);\r\n if (undefined !== drawArgs)\r\n treeRef.draw(drawArgs);\r\n\r\n this._graphics = undefined;\r\n };\r\n if (this._classifierTreeRef)\r\n drawTree(this._classifierTreeRef, this._classifierGraphics);\r\n\r\n if (maskTrees)\r\n maskTrees.forEach((maskTree) => drawTree(maskTree, this._maskGraphics));\r\n\r\n // Shader behaves slightly differently when classifying surfaces vs point clouds.\r\n this._isClassifyingPointCloud = target.isPointCloud;\r\n\r\n if (this._doDebugFrustum) {\r\n this._debugFrustumGraphic = dispose(this._debugFrustumGraphic);\r\n const builder = context.createSceneGraphicBuilder();\r\n\r\n builder.setSymbology(ColorDef.green, ColorDef.green, 1);\r\n builder.addFrustum(context.viewingSpace.getFrustum());\r\n builder.setSymbology(ColorDef.red, ColorDef.red, 1);\r\n builder.addFrustum(this._debugFrustum!);\r\n builder.setSymbology(ColorDef.white, ColorDef.white, 1);\r\n builder.addFrustum(this._frustum);\r\n this._debugFrustumGraphic = builder.finish();\r\n }\r\n }\r\n\r\n public draw(target: Target) {\r\n if (undefined === this._frustum)\r\n return;\r\n\r\n this._contentMode = PlanarClassifierContent.None;\r\n let combinationBuffer: ClassifierCombinationBuffer | undefined;\r\n if (this._classifierGraphics.length === 0) {\r\n if (this._maskGraphics.length === 0) {\r\n return;\r\n } else {\r\n if (undefined === this._maskBuffer) {\r\n this._maskBuffer = MaskFrameBuffer.create(this._width, this._height);\r\n if (undefined === this._maskBuffer)\r\n return;\r\n }\r\n this._contentMode = PlanarClassifierContent.MaskOnly;\r\n }\r\n } else {\r\n if (undefined === this._classifierBuffers) {\r\n this._classifierBuffers = ClassifierFrameBuffers.create(this._width, this._height);\r\n if (undefined === this._classifierBuffers)\r\n return;\r\n }\r\n if (this._maskGraphics.length === 0) {\r\n if (undefined === this._classifierCombinedBuffer) {\r\n combinationBuffer = this._classifierCombinedBuffer = ClassifierCombinationBuffer.create(this._width, this._height, this._classifierBuffers.textures.color, this._classifierBuffers.textures.feature);\r\n if (undefined === this._classifierCombinedBuffer)\r\n return;\r\n }\r\n this._contentMode = PlanarClassifierContent.ClassifierOnly;\r\n combinationBuffer = this._classifierCombinedBuffer;\r\n } else {\r\n if (undefined === this._maskBuffer) {\r\n this._maskBuffer = MaskFrameBuffer.create(this._width, this._height);\r\n if (undefined === this._maskBuffer)\r\n return;\r\n }\r\n if (undefined === this._classifierAndMaskCombinedBuffer) {\r\n combinationBuffer = this._classifierAndMaskCombinedBuffer = ClassifierAndMaskCombinationBuffer.create(this._width, this._height, this._classifierBuffers.textures.color, this._classifierBuffers.textures.feature, this._maskBuffer.texture);\r\n if (undefined === this._classifierAndMaskCombinedBuffer)\r\n return;\r\n }\r\n combinationBuffer = this._classifierAndMaskCombinedBuffer;\r\n this._contentMode = PlanarClassifierContent.ClassifierAndMask;\r\n }\r\n }\r\n\r\n if (undefined !== this._debugFrustumGraphic)\r\n target.graphics.foreground.push(this._debugFrustumGraphic);\r\n\r\n // Temporarily override the Target's state.\r\n const system = System.instance;\r\n const maskViewFlags = {\r\n renderMode: RenderMode.SmoothShade,\r\n wiremesh: false,\r\n transparency: !this.isClassifyingPointCloud, // point clouds don't support transparency.\r\n textures: false,\r\n lighting: false,\r\n shadows: false,\r\n monochrome: false,\r\n materials: false,\r\n ambientOcclusion: false,\r\n visibleEdges: false,\r\n hiddenEdges: false,\r\n };\r\n const prevState = system.currentRenderState.clone(scratchPrevRenderState);\r\n system.context.viewport(0, 0, this._width, this._height);\r\n const vf = target.currentViewFlags.copy(this._classifierTreeRef ? this._classifierTreeRef.viewFlags : maskViewFlags);\r\n\r\n system.applyRenderState(this._renderState);\r\n const prevPlan = target.plan;\r\n const prevOverrides = target.currentFeatureSymbologyOverrides;\r\n\r\n target.uniforms.style.changeBackgroundColor(this._bgColor); // Avoid white on white reversal. Will be reset in changeRenderPlan below.\r\n target.changeFrustum(this._frustum, this._frustum.getFraction(), true);\r\n this._anyTranslucent = false;\r\n\r\n const prevProjMatrix = target.uniforms.frustum.projectionMatrix;\r\n target.uniforms.frustum.changeProjectionMatrix(PlanarClassifier._postProjectionMatrix.multiplyMatrixMatrix(prevProjMatrix));\r\n target.uniforms.branch.changeRenderPlan(vf, target.plan.is3d, target.plan.hline);\r\n\r\n const renderCommands = this._renderCommands;\r\n const getDrawCommands = (graphics: RenderGraphic[]) => {\r\n this._batchState.reset();\r\n renderCommands.reset(target, this._branchStack, this._batchState);\r\n renderCommands.collectGraphicsForPlanarProjection(graphics);\r\n\r\n // Draw the classifiers into our attachments.\r\n // When using Display.ElementColor, the color and transparency come from the classifier geometry. Therefore we may need to draw the classified geometry\r\n // in a different pass - or both passes - depending on the transparency of the classifiers.\r\n // NB: \"Outside\" geometry by definition cannot take color/transparency from element...\r\n const cmds = renderCommands.getCommands(RenderPass.OpaquePlanar);\r\n\r\n // NB: We don't strictly require the classifier geometry to be planar, and sometimes (e.g., \"planar\" polyface/bspsurf) we do not detect planarity.\r\n cmds.push(...renderCommands.getCommands(RenderPass.OpaqueGeneral));\r\n cmds.push(...renderCommands.getCommands(RenderPass.OpaqueLinear));\r\n this._anyOpaque = cmds.length > 0;\r\n const transCmds = renderCommands.getCommands(RenderPass.Translucent);\r\n if (transCmds.length > 0) {\r\n cmds.push(...transCmds);\r\n this._anyTranslucent = true;\r\n }\r\n return cmds;\r\n };\r\n\r\n if (this._classifierGraphics.length > 0 && this._classifierBuffers) {\r\n this._classifierBuffers.draw(getDrawCommands(this._classifierGraphics), target);\r\n\r\n // Draw any hilited classifiers.\r\n const hiliteCommands = renderCommands.getCommands(RenderPass.Hilite);\r\n this._anyHilited = 0 !== hiliteCommands.length;\r\n if (this._anyHilited)\r\n this._classifierBuffers.drawHilite(hiliteCommands, target);\r\n }\r\n if (this._maskGraphics.length > 0 && this._maskBuffer) {\r\n if (this._planarClipMaskOverrides)\r\n target.overrideFeatureSymbology(this._planarClipMaskOverrides);\r\n if (this._planarClipMask && this._planarClipMask.settings.transparency !== undefined && this._planarClipMask.settings.transparency > 0.0)\r\n this._anyTranslucent = true;\r\n\r\n this._maskBuffer.draw(getDrawCommands(this._maskGraphics), target);\r\n\r\n }\r\n if (combinationBuffer)\r\n combinationBuffer.compose(target);\r\n\r\n this._batchState.reset();\r\n target.changeRenderPlan(prevPlan);\r\n target.overrideFeatureSymbology(prevOverrides);\r\n\r\n system.applyRenderState(prevState);\r\n system.context.viewport(0, 0, target.viewRect.width, target.viewRect.height);\r\n }\r\n}\r\n\r\n"]}
@@ -186,11 +186,10 @@ class RealityMeshGeometryParams extends CachedGeometry_1.IndexedGeometryParams {
186
186
  return new RealityMeshGeometryParams(posBuf, normBuf, uvParamBuf, indBuf, indices.length, bytesPerIndex, featureID);
187
187
  }
188
188
  static fromRealityMesh(params) {
189
- var _a;
190
189
  const posBuf = AttributeBuffers_1.QBufferHandle3d.create(params.positions.params, params.positions.points);
191
190
  const uvParamBuf = AttributeBuffers_1.QBufferHandle2d.create(params.uvs.params, params.uvs.points);
192
191
  const normalBuf = params.normals ? AttributeBuffers_1.BufferHandle.createArrayBuffer(params.normals) : undefined;
193
- return (undefined === posBuf || undefined === uvParamBuf) ? undefined : this.createFromBuffers(posBuf, uvParamBuf, params.indices, normalBuf, (_a = params.featureID) !== null && _a !== void 0 ? _a : 0);
192
+ return (undefined === posBuf || undefined === uvParamBuf) ? undefined : this.createFromBuffers(posBuf, uvParamBuf, params.indices, normalBuf, params.featureID ?? 0);
194
193
  }
195
194
  get isDisposed() {
196
195
  return super.isDisposed && this.uvParams.isDisposed;
@@ -243,20 +242,18 @@ class RealityMeshGeometry extends CachedGeometry_1.IndexedGeometry {
243
242
  });
244
243
  }
245
244
  static createFromRealityMesh(realityMesh, disableTextureDisposal = false) {
246
- var _a;
247
245
  const params = RealityMeshGeometryParams.fromRealityMesh(realityMesh);
248
246
  if (!params)
249
247
  return undefined;
250
- const texture = realityMesh.texture ? new RenderSystem_1.TerrainTexture(realityMesh.texture, (_a = realityMesh.featureID) !== null && _a !== void 0 ? _a : 0, core_geometry_1.Vector2d.create(1.0, -1.0), core_geometry_1.Vector2d.create(0.0, 1.0), core_geometry_1.Range2d.createXYXY(0, 0, 1, 1), 0, 0) : undefined;
248
+ const texture = realityMesh.texture ? new RenderSystem_1.TerrainTexture(realityMesh.texture, realityMesh.featureID ?? 0, core_geometry_1.Vector2d.create(1.0, -1.0), core_geometry_1.Vector2d.create(0.0, 1.0), core_geometry_1.Range2d.createXYXY(0, 0, 1, 1), 0, 0) : undefined;
251
249
  return new RealityMeshGeometry({ realityMeshParams: params, textureParams: texture ? RealityTextureParams.create([texture]) : undefined, baseIsTransparent: false, isTerrain: false, disableTextureDisposal });
252
250
  }
253
251
  getRange() {
254
252
  return core_geometry_1.Range3d.createXYZXYZ(this.qOrigin[0], this.qOrigin[1], this.qOrigin[2], this.qOrigin[0] + core_common_1.Quantization.rangeScale16 * this.qScale[0], this.qOrigin[1] + core_common_1.Quantization.rangeScale16 * this.qScale[1], this.qOrigin[2] + core_common_1.Quantization.rangeScale16 * this.qScale[2]);
255
253
  }
256
254
  static createGraphic(system, params, disableTextureDisposal = false) {
257
- var _a, _b;
258
255
  const meshes = [];
259
- const textures = (_a = params.textures) !== null && _a !== void 0 ? _a : [];
256
+ const textures = params.textures ?? [];
260
257
  const realityMesh = params.realityMesh;
261
258
  const { baseColor, baseTransparent, featureTable, tileId, layerClassifiers } = params;
262
259
  const texturesPerMesh = System_1.System.instance.maxRealityImageryLayers;
@@ -271,8 +268,8 @@ class RealityMeshGeometry extends CachedGeometry_1.IndexedGeometry {
271
268
  layers[texture.layerIndex] = [texture];
272
269
  }
273
270
  }
274
- (_b = params.layerClassifiers) === null || _b === void 0 ? void 0 : _b.forEach((layerClassifier, layerIndex) => layers[layerIndex] = [new ProjectedTexture(layerClassifier, params, params.tileRectangle)]);
275
- if (layers.length < 2 && !(layerClassifiers === null || layerClassifiers === void 0 ? void 0 : layerClassifiers.size) && textures.length < texturesPerMesh) {
271
+ params.layerClassifiers?.forEach((layerClassifier, layerIndex) => layers[layerIndex] = [new ProjectedTexture(layerClassifier, params, params.tileRectangle)]);
272
+ if (layers.length < 2 && !layerClassifiers?.size && textures.length < texturesPerMesh) {
276
273
  // If only there is not more than one layer then we can group all of the textures into a single draw call.
277
274
  meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(textures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));
278
275
  }
@@ -1 +1 @@
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose, disposeArray, IDisposable, UintArray } from \"@itwin/core-bentley\";\r\nimport { ColorDef, Quantization, RenderTexture } from \"@itwin/core-common\";\r\nimport { Matrix4d, Range2d, Range3d, Transform, Vector2d } from \"@itwin/core-geometry\";\r\nimport { GraphicBranch } from \"../GraphicBranch\";\r\nimport { RealityMeshGraphicParams } from \"../RealityMeshGraphicParams\";\r\nimport { RealityMeshParams } from \"../RealityMeshParams\";\r\nimport { RenderGraphic } from \"../RenderGraphic\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\r\nimport { RenderSystem, TerrainTexture } from \"../RenderSystem\";\r\nimport { BufferHandle, BufferParameters, QBufferHandle2d, QBufferHandle3d } from \"./AttributeBuffers\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { IndexedGeometry, IndexedGeometryParams } from \"./CachedGeometry\";\r\nimport { GL } from \"./GL\";\r\nimport { Matrix4 } from \"./Matrix\";\r\nimport { PlanarClassifier } from \"./PlanarClassifier\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { RenderOrder } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\n\r\nconst scratchOverlapRange = Range2d.createNull();\r\nconst scratchBytes = new Uint8Array(4);\r\nconst scratchBatchBaseId = new Uint32Array(scratchBytes.buffer);\r\nconst scratchRange2d = Range2d.createNull();\r\nclass ProjectedTexture {\r\n public classifier: PlanarClassifier;\r\n constructor(classifier: RenderPlanarClassifier, public meshParams: RealityMeshGraphicParams, public targetRectangle: Range2d) {\r\n this.classifier = classifier as PlanarClassifier;\r\n }\r\n public clone(targetRectangle: Range2d) {\r\n return new ProjectedTexture(this.classifier, this.meshParams, targetRectangle.clone());\r\n }\r\n}\r\ntype TerrainOrProjectedTexture = TerrainTexture | ProjectedTexture;\r\n\r\nclass RealityTextureParam implements IDisposable {\r\n constructor(public texture: RenderTexture | undefined, private _projectedTextureOrMatrix: ProjectedTexture | Matrix4) { }\r\n public get isProjected() { return this._projectedTextureOrMatrix instanceof ProjectedTexture; }\r\n\r\n public dispose(): void {\r\n this.texture = dispose(this.texture);\r\n }\r\n\r\n /* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\r\n method is to be used. A value of zero indicates a standard texture and one represents a classified texture.\r\n\r\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\r\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\r\n\r\n A \"classified\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\r\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\r\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\r\n followed by the model to texture projection.\r\n*/\r\n public getProjectionMatrix(): Matrix4d | undefined {\r\n return this._projectedTextureOrMatrix instanceof ProjectedTexture ? this._projectedTextureOrMatrix.classifier.projectionMatrix : undefined;\r\n }\r\n public getTerrainMatrix(): Matrix4 | undefined {\r\n return this._projectedTextureOrMatrix instanceof Matrix4 ? this._projectedTextureOrMatrix : undefined;\r\n }\r\n\r\n public getParams(result: Matrix4): Matrix4 {\r\n /** Entry 0 is 0 for */\r\n if (this._projectedTextureOrMatrix instanceof ProjectedTexture) {\r\n const projectedTexture = this._projectedTextureOrMatrix;\r\n\r\n result.data[0] = 1;\r\n result.data[1] = projectedTexture.classifier.textureImageCount;\r\n result.data[2] = projectedTexture.classifier.sourceTransparency === undefined ? 1.0 : (1.0 - projectedTexture.classifier.sourceTransparency);\r\n scratchBatchBaseId[0] = projectedTexture.classifier.baseBatchId;\r\n result.data[4] = scratchBytes[0];\r\n result.data[5] = scratchBytes[1];\r\n result.data[6] = scratchBytes[2];\r\n result.data[7] = scratchBytes[3];\r\n\r\n const points = [];\r\n const meshParams = projectedTexture.meshParams;\r\n // Calculate range in the tiles local coordinates.\r\n const low = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.low, scratchRange2d.low)!;\r\n const high = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.high, scratchRange2d.high)!;\r\n points.push(meshParams.projection.getGlobalPoint(low.x, low.y, 0));\r\n points.push( meshParams.projection.getGlobalPoint(high.x, low.y, 0));\r\n points.push(meshParams.projection.getGlobalPoint(high.x, high.y, 0));\r\n points.push(meshParams.projection.getGlobalPoint(low.x, high.y, 0));\r\n for (let i = 0, j = 8; i < 4; i++) {\r\n const projectedPoint = projectedTexture.classifier.projectionMatrix.multiplyPoint3dQuietNormalize(points[i]);\r\n result.data[j++] = projectedPoint.x;\r\n result.data[j++] = projectedPoint.y;\r\n }\r\n const x0 = result.data[10] - result.data[8], y0 = result.data[11] - result.data[9];\r\n const x1 = result.data[12] - result.data[8], y1 = result.data[13] - result.data[9];\r\n if (x0 * y1 - x1 * y0 < 0) {\r\n const swap = ((i: number, j: number) => {\r\n const temp = result.data[i];\r\n result.data[i] = result.data[j];\r\n result.data[j] = temp;\r\n });\r\n for (let i = 8, j = 14; i <= 10; i += 2, j -= 2) {\r\n swap(i, j);\r\n swap(i + 1, j + 1);\r\n }\r\n }\r\n } else {\r\n result.data[0] = 0;\r\n }\r\n return result;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class RealityTextureParams implements IDisposable {\r\n constructor(public params: RealityTextureParam[]) { }\r\n public static create(textures: TerrainOrProjectedTexture[]) {\r\n const maxTexturesPerMesh = System.instance.maxRealityImageryLayers;\r\n assert(textures.length <= maxTexturesPerMesh);\r\n\r\n const textureParams = new Array<RealityTextureParam>();\r\n for (const texture of textures) {\r\n if (texture instanceof TerrainTexture) {\r\n const terrainTexture = texture;\r\n const matrix = new Matrix4(); // Published as Mat4.\r\n assert(terrainTexture.texture !== undefined, \"Texture not defined in TerrainTextureParams constructor\");\r\n matrix.data[0] = terrainTexture.translate.x;\r\n matrix.data[1] = terrainTexture.translate.y;\r\n matrix.data[2] = terrainTexture.scale.x;\r\n matrix.data[3] = terrainTexture.scale.y;\r\n\r\n if (terrainTexture.clipRectangle) {\r\n matrix.data[4] = terrainTexture.clipRectangle.low.x;\r\n matrix.data[5] = terrainTexture.clipRectangle.low.y;\r\n matrix.data[6] = terrainTexture.clipRectangle.high.x;\r\n matrix.data[7] = terrainTexture.clipRectangle.high.y;\r\n } else {\r\n matrix.data[4] = matrix.data[5] = 0;\r\n matrix.data[6] = matrix.data[7] = 1;\r\n }\r\n matrix.data[8] = (1.0 - terrainTexture.transparency);\r\n matrix.data[9] = terrainTexture.featureId;\r\n textureParams.push(new RealityTextureParam(terrainTexture.texture, matrix));\r\n } else {\r\n const classifier = texture.classifier;\r\n textureParams.push(new RealityTextureParam(classifier.getOrCreateClassifierTexture(), texture));\r\n }\r\n }\r\n\r\n for (let i = textures.length; i < maxTexturesPerMesh; i++) {\r\n const matrix = new Matrix4();\r\n matrix.data[0] = matrix.data[1] = 0.0;\r\n matrix.data[2] = matrix.data[3] = 1.0;\r\n matrix.data[4] = matrix.data[5] = 1;\r\n matrix.data[6] = matrix.data[7] = -1;\r\n matrix.data[15] = 0; // Denotes a terrain texture.\r\n textureParams.push(new RealityTextureParam(undefined, matrix));\r\n }\r\n return new RealityTextureParams(textureParams);\r\n }\r\n\r\n public dispose(): void {\r\n disposeArray(this.params);\r\n }\r\n}\r\n/** @internal */\r\n\r\nexport class RealityMeshGeometryParams extends IndexedGeometryParams {\r\n public readonly uvParams: QBufferHandle2d;\r\n public readonly featureID?: number;\r\n public readonly normals?: BufferHandle;\r\n public readonly numBytesPerIndex: 1 | 2 | 4;\r\n\r\n protected constructor(positions: QBufferHandle3d, normals: BufferHandle | undefined, uvParams: QBufferHandle2d, indices: BufferHandle, numIndices: number, numBytesPerIndex: 1 | 2 | 4, featureID?: number) {\r\n super(positions, indices, numIndices);\r\n this.numBytesPerIndex = numBytesPerIndex;\r\n let attrParams = AttributeMap.findAttribute(\"a_uvParam\", TechniqueId.RealityMesh, false);\r\n assert(attrParams !== undefined);\r\n this.buffers.addBuffer(uvParams, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedShort, false, 0, 0, false)]);\r\n this.uvParams = uvParams;\r\n\r\n if (undefined !== normals) {\r\n attrParams = AttributeMap.findAttribute(\"a_norm\", TechniqueId.RealityMesh, false);\r\n assert(attrParams !== undefined);\r\n if (normals.bytesUsed > 0)\r\n this.buffers.addBuffer(normals, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this.normals = normals;\r\n }\r\n this.featureID = featureID;\r\n }\r\n\r\n private static createFromBuffers(posBuf: QBufferHandle3d, uvParamBuf: QBufferHandle2d, indices: UintArray, normBuf: BufferHandle | undefined, featureID: number) {\r\n const indBuf = BufferHandle.createBuffer(GL.Buffer.Target.ElementArrayBuffer, indices);\r\n\r\n if (undefined === indBuf)\r\n return undefined;\r\n\r\n const bytesPerIndex = indices.BYTES_PER_ELEMENT;\r\n assert(1 === bytesPerIndex || 2 === bytesPerIndex || 4 === bytesPerIndex);\r\n return new RealityMeshGeometryParams(posBuf, normBuf, uvParamBuf, indBuf, indices.length, bytesPerIndex, featureID);\r\n\r\n }\r\n\r\n public static fromRealityMesh(params: RealityMeshParams) {\r\n const posBuf = QBufferHandle3d.create(params.positions.params, params.positions.points);\r\n const uvParamBuf = QBufferHandle2d.create(params.uvs.params, params.uvs.points);\r\n const normalBuf = params.normals ? BufferHandle.createArrayBuffer(params.normals) : undefined;\r\n return (undefined === posBuf || undefined === uvParamBuf) ? undefined : this.createFromBuffers(posBuf, uvParamBuf, params.indices, normalBuf, params.featureID ?? 0);\r\n }\r\n\r\n public override get isDisposed(): boolean {\r\n return super.isDisposed && this.uvParams.isDisposed;\r\n }\r\n public get bytesUsed(): number { return this.positions.bytesUsed + (undefined === this.normals ? 0 : this.normals.bytesUsed) + this.uvParams.bytesUsed + this.indices.bytesUsed; }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n dispose(this.uvParams);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class RealityMeshGeometry extends IndexedGeometry implements IDisposable, RenderMemory.Consumer {\r\n public readonly hasTextures: boolean;\r\n public override get asRealityMesh(): RealityMeshGeometry | undefined { return this; }\r\n public override get isDisposed(): boolean { return this._realityMeshParams.isDisposed; }\r\n public get uvQParams() { return this._realityMeshParams.uvParams.params; }\r\n public override get hasFeatures(): boolean { return this._realityMeshParams.featureID !== undefined; }\r\n public override get supportsThematicDisplay() { return true; }\r\n public get overrideColorMix() { return .5; } // This could be a setting from either the mesh or the override if required.\r\n public get transform(): Transform | undefined { return this._transform; }\r\n\r\n private _realityMeshParams: RealityMeshGeometryParams;\r\n private readonly _indexType: GL.DataType;\r\n public textureParams: RealityTextureParams | undefined;\r\n private readonly _transform: Transform | undefined;\r\n public readonly baseColor: ColorDef | undefined;\r\n private _baseIsTransparent: boolean;\r\n private _isTerrain: boolean;\r\n private _disableTextureDisposal: boolean;\r\n\r\n private constructor(props: {\r\n realityMeshParams: RealityMeshGeometryParams;\r\n textureParams?: RealityTextureParams;\r\n transform?: Transform;\r\n baseColor?: ColorDef;\r\n baseIsTransparent: boolean;\r\n isTerrain: boolean;\r\n disableTextureDisposal: boolean;\r\n }) {\r\n super(props.realityMeshParams);\r\n this._realityMeshParams = props.realityMeshParams;\r\n this.textureParams = props.textureParams;\r\n this._transform = props.transform;\r\n this.baseColor = props.baseColor;\r\n this._baseIsTransparent = props.baseIsTransparent;\r\n this._isTerrain = props.isTerrain;\r\n this._disableTextureDisposal = props.disableTextureDisposal;\r\n this.hasTextures = undefined !== this.textureParams && this.textureParams.params.some((x) => undefined !== x.texture);\r\n\r\n const bytesPerIndex = props.realityMeshParams.numBytesPerIndex;\r\n this._indexType = 1 === bytesPerIndex ? GL.DataType.UnsignedByte : (2 === bytesPerIndex ? GL.DataType.UnsignedShort : GL.DataType.UnsignedInt);\r\n }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n dispose(this._realityMeshParams);\r\n if (true !== this._disableTextureDisposal)\r\n dispose(this.textureParams);\r\n }\r\n\r\n public static createForTerrain(mesh: RealityMeshParams, transform: Transform | undefined, disableTextureDisposal = false) {\r\n const params = RealityMeshGeometryParams.fromRealityMesh(mesh);\r\n if (!params)\r\n return undefined;\r\n\r\n return new RealityMeshGeometry({\r\n realityMeshParams: params,\r\n transform,\r\n baseIsTransparent: false,\r\n isTerrain: true,\r\n disableTextureDisposal,\r\n });\r\n }\r\n\r\n public static createFromRealityMesh(realityMesh: RealityMeshParams, disableTextureDisposal = false): RealityMeshGeometry | undefined {\r\n const params = RealityMeshGeometryParams.fromRealityMesh(realityMesh);\r\n if (!params)\r\n return undefined;\r\n const texture = realityMesh.texture ? new TerrainTexture(realityMesh.texture, realityMesh.featureID ?? 0, Vector2d.create(1.0, -1.0), Vector2d.create(0.0, 1.0), Range2d.createXYXY(0, 0, 1, 1), 0, 0) : undefined;\r\n\r\n return new RealityMeshGeometry({realityMeshParams: params, textureParams: texture ? RealityTextureParams.create([texture]) : undefined, baseIsTransparent: false, isTerrain: false, disableTextureDisposal});\r\n }\r\n\r\n public getRange(): Range3d {\r\n return Range3d.createXYZXYZ(this.qOrigin[0], this.qOrigin[1], this.qOrigin[2], this.qOrigin[0] + Quantization.rangeScale16 * this.qScale[0], this.qOrigin[1] + Quantization.rangeScale16 * this.qScale[1], this.qOrigin[2] + Quantization.rangeScale16 * this.qScale[2]);\r\n }\r\n\r\n public static createGraphic(system: RenderSystem, params: RealityMeshGraphicParams, disableTextureDisposal = false): RenderGraphic | undefined {\r\n const meshes = [];\r\n const textures = params.textures ?? [];\r\n const realityMesh = params.realityMesh as RealityMeshGeometry;\r\n const { baseColor, baseTransparent, featureTable, tileId, layerClassifiers } = params;\r\n\r\n const texturesPerMesh = System.instance.maxRealityImageryLayers;\r\n const layers = new Array<(TerrainTexture | ProjectedTexture)[]>();\r\n // Collate the textures and classifiers layers into a single array.\r\n for (const texture of textures) {\r\n const layer = layers[texture.layerIndex];\r\n if (layer) {\r\n (layer as TerrainTexture[]).push(texture);\r\n } else {\r\n layers[texture.layerIndex] = [texture];\r\n }\r\n }\r\n params.layerClassifiers?.forEach((layerClassifier, layerIndex) => layers[layerIndex] = [new ProjectedTexture(layerClassifier, params, params.tileRectangle)]);\r\n\r\n if (layers.length < 2 && !layerClassifiers?.size && textures.length < texturesPerMesh) {\r\n // If only there is not more than one layer then we can group all of the textures into a single draw call.\r\n meshes.push(new RealityMeshGeometry({realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(textures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal}));\r\n } else {\r\n let primaryLayer;\r\n while (primaryLayer === undefined)\r\n primaryLayer = layers.shift();\r\n if (!primaryLayer)\r\n return undefined;\r\n for (const primaryTexture of primaryLayer) {\r\n const targetRectangle = primaryTexture.targetRectangle;\r\n const overlapMinimum = 1.0E-5 * (targetRectangle.high.x - targetRectangle.low.x) * (targetRectangle.high.y - targetRectangle.low.y);\r\n let layerTextures = [primaryTexture];\r\n for (const secondaryLayer of layers) {\r\n if (!secondaryLayer)\r\n continue;\r\n for (const secondaryTexture of secondaryLayer) {\r\n if (secondaryTexture instanceof ProjectedTexture) {\r\n layerTextures.push(secondaryTexture.clone(targetRectangle));\r\n } else {\r\n const secondaryRectangle = secondaryTexture.targetRectangle;\r\n const overlap = targetRectangle.intersect(secondaryRectangle, scratchOverlapRange);\r\n if (!overlap.isNull && (overlap.high.x - overlap.low.x) * (overlap.high.y - overlap.low.y) > overlapMinimum) {\r\n const textureRange = Range2d.createXYXY(overlap.low.x, overlap.low.y, overlap.high.x, overlap.high.y);\r\n secondaryRectangle.worldToLocal(textureRange.low, textureRange.low);\r\n secondaryRectangle.worldToLocal(textureRange.high, textureRange.high);\r\n\r\n if (secondaryTexture.clipRectangle)\r\n textureRange.intersect(secondaryTexture.clipRectangle, textureRange);\r\n\r\n if (!textureRange.isNull && textureRange) {\r\n layerTextures.push(secondaryTexture.cloneWithClip(textureRange));\r\n }\r\n }\r\n }\r\n }\r\n }\r\n while (layerTextures.length > texturesPerMesh) {\r\n meshes.push(new RealityMeshGeometry({realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(layerTextures.slice(0, texturesPerMesh)), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal}));\r\n layerTextures = layerTextures.slice(texturesPerMesh);\r\n }\r\n meshes.push(new RealityMeshGeometry({realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(layerTextures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal}));\r\n }\r\n }\r\n\r\n if (meshes.length === 0)\r\n return undefined;\r\n\r\n const branch = new GraphicBranch(true);\r\n for (const mesh of meshes) {\r\n const primitive = Primitive.create(mesh);\r\n branch.add(system.createBatch(primitive!, featureTable, mesh.getRange(), { tileId }));\r\n }\r\n\r\n return system.createBranch(branch, realityMesh._transform ? realityMesh._transform : Transform.createIdentity());\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this._isTerrain ? stats.addTerrain(this._realityMeshParams.bytesUsed) : stats.addRealityMesh(this._realityMeshParams.bytesUsed);\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.RealityMesh; }\r\n\r\n public override getPass(target: Target) {\r\n if (this._baseIsTransparent || (target.wantThematicDisplay && target.uniforms.thematic.wantIsoLines))\r\n return \"translucent\";\r\n\r\n return \"opaque\";\r\n }\r\n public get renderOrder(): RenderOrder { return RenderOrder.UnlitSurface; }\r\n\r\n public override draw(): void {\r\n this._params.buffers.bind();\r\n System.instance.context.drawElements(GL.PrimitiveType.Triangles, this._params.numIndices, this._indexType, 0);\r\n this._params.buffers.unbind();\r\n }\r\n}\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose, disposeArray, IDisposable, UintArray } from \"@itwin/core-bentley\";\r\nimport { ColorDef, Quantization, RenderTexture } from \"@itwin/core-common\";\r\nimport { Matrix4d, Range2d, Range3d, Transform, Vector2d } from \"@itwin/core-geometry\";\r\nimport { GraphicBranch } from \"../GraphicBranch\";\r\nimport { RealityMeshGraphicParams } from \"../RealityMeshGraphicParams\";\r\nimport { RealityMeshParams } from \"../RealityMeshParams\";\r\nimport { RenderGraphic } from \"../RenderGraphic\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\r\nimport { RenderSystem, TerrainTexture } from \"../RenderSystem\";\r\nimport { BufferHandle, BufferParameters, QBufferHandle2d, QBufferHandle3d } from \"./AttributeBuffers\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { IndexedGeometry, IndexedGeometryParams } from \"./CachedGeometry\";\r\nimport { GL } from \"./GL\";\r\nimport { Matrix4 } from \"./Matrix\";\r\nimport { PlanarClassifier } from \"./PlanarClassifier\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { RenderOrder } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\n\r\nconst scratchOverlapRange = Range2d.createNull();\r\nconst scratchBytes = new Uint8Array(4);\r\nconst scratchBatchBaseId = new Uint32Array(scratchBytes.buffer);\r\nconst scratchRange2d = Range2d.createNull();\r\nclass ProjectedTexture {\r\n public classifier: PlanarClassifier;\r\n constructor(classifier: RenderPlanarClassifier, public meshParams: RealityMeshGraphicParams, public targetRectangle: Range2d) {\r\n this.classifier = classifier as PlanarClassifier;\r\n }\r\n public clone(targetRectangle: Range2d) {\r\n return new ProjectedTexture(this.classifier, this.meshParams, targetRectangle.clone());\r\n }\r\n}\r\ntype TerrainOrProjectedTexture = TerrainTexture | ProjectedTexture;\r\n\r\nclass RealityTextureParam implements IDisposable {\r\n constructor(public texture: RenderTexture | undefined, private _projectedTextureOrMatrix: ProjectedTexture | Matrix4) { }\r\n public get isProjected() { return this._projectedTextureOrMatrix instanceof ProjectedTexture; }\r\n\r\n public dispose(): void {\r\n this.texture = dispose(this.texture);\r\n }\r\n\r\n /* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\r\n method is to be used. A value of zero indicates a standard texture and one represents a classified texture.\r\n\r\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\r\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\r\n\r\n A \"classified\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\r\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\r\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\r\n followed by the model to texture projection.\r\n*/\r\n public getProjectionMatrix(): Matrix4d | undefined {\r\n return this._projectedTextureOrMatrix instanceof ProjectedTexture ? this._projectedTextureOrMatrix.classifier.projectionMatrix : undefined;\r\n }\r\n public getTerrainMatrix(): Matrix4 | undefined {\r\n return this._projectedTextureOrMatrix instanceof Matrix4 ? this._projectedTextureOrMatrix : undefined;\r\n }\r\n\r\n public getParams(result: Matrix4): Matrix4 {\r\n /** Entry 0 is 0 for */\r\n if (this._projectedTextureOrMatrix instanceof ProjectedTexture) {\r\n const projectedTexture = this._projectedTextureOrMatrix;\r\n\r\n result.data[0] = 1;\r\n result.data[1] = projectedTexture.classifier.textureImageCount;\r\n result.data[2] = projectedTexture.classifier.sourceTransparency === undefined ? 1.0 : (1.0 - projectedTexture.classifier.sourceTransparency);\r\n scratchBatchBaseId[0] = projectedTexture.classifier.baseBatchId;\r\n result.data[4] = scratchBytes[0];\r\n result.data[5] = scratchBytes[1];\r\n result.data[6] = scratchBytes[2];\r\n result.data[7] = scratchBytes[3];\r\n\r\n const points = [];\r\n const meshParams = projectedTexture.meshParams;\r\n // Calculate range in the tiles local coordinates.\r\n const low = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.low, scratchRange2d.low)!;\r\n const high = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.high, scratchRange2d.high)!;\r\n points.push(meshParams.projection.getGlobalPoint(low.x, low.y, 0));\r\n points.push( meshParams.projection.getGlobalPoint(high.x, low.y, 0));\r\n points.push(meshParams.projection.getGlobalPoint(high.x, high.y, 0));\r\n points.push(meshParams.projection.getGlobalPoint(low.x, high.y, 0));\r\n for (let i = 0, j = 8; i < 4; i++) {\r\n const projectedPoint = projectedTexture.classifier.projectionMatrix.multiplyPoint3dQuietNormalize(points[i]);\r\n result.data[j++] = projectedPoint.x;\r\n result.data[j++] = projectedPoint.y;\r\n }\r\n const x0 = result.data[10] - result.data[8], y0 = result.data[11] - result.data[9];\r\n const x1 = result.data[12] - result.data[8], y1 = result.data[13] - result.data[9];\r\n if (x0 * y1 - x1 * y0 < 0) {\r\n const swap = ((i: number, j: number) => {\r\n const temp = result.data[i];\r\n result.data[i] = result.data[j];\r\n result.data[j] = temp;\r\n });\r\n for (let i = 8, j = 14; i <= 10; i += 2, j -= 2) {\r\n swap(i, j);\r\n swap(i + 1, j + 1);\r\n }\r\n }\r\n } else {\r\n result.data[0] = 0;\r\n }\r\n return result;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class RealityTextureParams implements IDisposable {\r\n constructor(public params: RealityTextureParam[]) { }\r\n public static create(textures: TerrainOrProjectedTexture[]) {\r\n const maxTexturesPerMesh = System.instance.maxRealityImageryLayers;\r\n assert(textures.length <= maxTexturesPerMesh);\r\n\r\n const textureParams = new Array<RealityTextureParam>();\r\n for (const texture of textures) {\r\n if (texture instanceof TerrainTexture) {\r\n const terrainTexture = texture;\r\n const matrix = new Matrix4(); // Published as Mat4.\r\n assert(terrainTexture.texture !== undefined, \"Texture not defined in TerrainTextureParams constructor\");\r\n matrix.data[0] = terrainTexture.translate.x;\r\n matrix.data[1] = terrainTexture.translate.y;\r\n matrix.data[2] = terrainTexture.scale.x;\r\n matrix.data[3] = terrainTexture.scale.y;\r\n\r\n if (terrainTexture.clipRectangle) {\r\n matrix.data[4] = terrainTexture.clipRectangle.low.x;\r\n matrix.data[5] = terrainTexture.clipRectangle.low.y;\r\n matrix.data[6] = terrainTexture.clipRectangle.high.x;\r\n matrix.data[7] = terrainTexture.clipRectangle.high.y;\r\n } else {\r\n matrix.data[4] = matrix.data[5] = 0;\r\n matrix.data[6] = matrix.data[7] = 1;\r\n }\r\n matrix.data[8] = (1.0 - terrainTexture.transparency);\r\n matrix.data[9] = terrainTexture.featureId;\r\n textureParams.push(new RealityTextureParam(terrainTexture.texture, matrix));\r\n } else {\r\n const classifier = texture.classifier;\r\n textureParams.push(new RealityTextureParam(classifier.getOrCreateClassifierTexture(), texture));\r\n }\r\n }\r\n\r\n for (let i = textures.length; i < maxTexturesPerMesh; i++) {\r\n const matrix = new Matrix4();\r\n matrix.data[0] = matrix.data[1] = 0.0;\r\n matrix.data[2] = matrix.data[3] = 1.0;\r\n matrix.data[4] = matrix.data[5] = 1;\r\n matrix.data[6] = matrix.data[7] = -1;\r\n matrix.data[15] = 0; // Denotes a terrain texture.\r\n textureParams.push(new RealityTextureParam(undefined, matrix));\r\n }\r\n return new RealityTextureParams(textureParams);\r\n }\r\n\r\n public dispose(): void {\r\n disposeArray(this.params);\r\n }\r\n}\r\n/** @internal */\r\n\r\nexport class RealityMeshGeometryParams extends IndexedGeometryParams {\r\n public readonly uvParams: QBufferHandle2d;\r\n public readonly featureID?: number;\r\n public readonly normals?: BufferHandle;\r\n public readonly numBytesPerIndex: 1 | 2 | 4;\r\n\r\n protected constructor(positions: QBufferHandle3d, normals: BufferHandle | undefined, uvParams: QBufferHandle2d, indices: BufferHandle, numIndices: number, numBytesPerIndex: 1 | 2 | 4, featureID?: number) {\r\n super(positions, indices, numIndices);\r\n this.numBytesPerIndex = numBytesPerIndex;\r\n let attrParams = AttributeMap.findAttribute(\"a_uvParam\", TechniqueId.RealityMesh, false);\r\n assert(attrParams !== undefined);\r\n this.buffers.addBuffer(uvParams, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedShort, false, 0, 0, false)]);\r\n this.uvParams = uvParams;\r\n\r\n if (undefined !== normals) {\r\n attrParams = AttributeMap.findAttribute(\"a_norm\", TechniqueId.RealityMesh, false);\r\n assert(attrParams !== undefined);\r\n if (normals.bytesUsed > 0)\r\n this.buffers.addBuffer(normals, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this.normals = normals;\r\n }\r\n this.featureID = featureID;\r\n }\r\n\r\n private static createFromBuffers(posBuf: QBufferHandle3d, uvParamBuf: QBufferHandle2d, indices: UintArray, normBuf: BufferHandle | undefined, featureID: number) {\r\n const indBuf = BufferHandle.createBuffer(GL.Buffer.Target.ElementArrayBuffer, indices);\r\n\r\n if (undefined === indBuf)\r\n return undefined;\r\n\r\n const bytesPerIndex = indices.BYTES_PER_ELEMENT;\r\n assert(1 === bytesPerIndex || 2 === bytesPerIndex || 4 === bytesPerIndex);\r\n return new RealityMeshGeometryParams(posBuf, normBuf, uvParamBuf, indBuf, indices.length, bytesPerIndex, featureID);\r\n\r\n }\r\n\r\n public static fromRealityMesh(params: RealityMeshParams) {\r\n const posBuf = QBufferHandle3d.create(params.positions.params, params.positions.points);\r\n const uvParamBuf = QBufferHandle2d.create(params.uvs.params, params.uvs.points);\r\n const normalBuf = params.normals ? BufferHandle.createArrayBuffer(params.normals) : undefined;\r\n return (undefined === posBuf || undefined === uvParamBuf) ? undefined : this.createFromBuffers(posBuf, uvParamBuf, params.indices, normalBuf, params.featureID ?? 0);\r\n }\r\n\r\n public override get isDisposed(): boolean {\r\n return super.isDisposed && this.uvParams.isDisposed;\r\n }\r\n public get bytesUsed(): number { return this.positions.bytesUsed + (undefined === this.normals ? 0 : this.normals.bytesUsed) + this.uvParams.bytesUsed + this.indices.bytesUsed; }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n dispose(this.uvParams);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class RealityMeshGeometry extends IndexedGeometry implements IDisposable, RenderMemory.Consumer {\r\n public readonly hasTextures: boolean;\r\n public override get asRealityMesh(): RealityMeshGeometry | undefined { return this; }\r\n public override get isDisposed(): boolean { return this._realityMeshParams.isDisposed; }\r\n public get uvQParams() { return this._realityMeshParams.uvParams.params; }\r\n public override get hasFeatures(): boolean { return this._realityMeshParams.featureID !== undefined; }\r\n public override get supportsThematicDisplay() { return true; }\r\n public get overrideColorMix() { return .5; } // This could be a setting from either the mesh or the override if required.\r\n public get transform(): Transform | undefined { return this._transform; }\r\n\r\n private _realityMeshParams: RealityMeshGeometryParams;\r\n private readonly _indexType: GL.DataType;\r\n public textureParams: RealityTextureParams | undefined;\r\n private readonly _transform: Transform | undefined;\r\n public readonly baseColor: ColorDef | undefined;\r\n private _baseIsTransparent: boolean;\r\n private _isTerrain: boolean;\r\n private _disableTextureDisposal: boolean;\r\n\r\n private constructor(props: {\r\n realityMeshParams: RealityMeshGeometryParams;\r\n textureParams?: RealityTextureParams;\r\n transform?: Transform;\r\n baseColor?: ColorDef;\r\n baseIsTransparent: boolean;\r\n isTerrain: boolean;\r\n disableTextureDisposal: boolean;\r\n }) {\r\n super(props.realityMeshParams);\r\n this._realityMeshParams = props.realityMeshParams;\r\n this.textureParams = props.textureParams;\r\n this._transform = props.transform;\r\n this.baseColor = props.baseColor;\r\n this._baseIsTransparent = props.baseIsTransparent;\r\n this._isTerrain = props.isTerrain;\r\n this._disableTextureDisposal = props.disableTextureDisposal;\r\n this.hasTextures = undefined !== this.textureParams && this.textureParams.params.some((x) => undefined !== x.texture);\r\n\r\n const bytesPerIndex = props.realityMeshParams.numBytesPerIndex;\r\n this._indexType = 1 === bytesPerIndex ? GL.DataType.UnsignedByte : (2 === bytesPerIndex ? GL.DataType.UnsignedShort : GL.DataType.UnsignedInt);\r\n }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n dispose(this._realityMeshParams);\r\n if (true !== this._disableTextureDisposal)\r\n dispose(this.textureParams);\r\n }\r\n\r\n public static createForTerrain(mesh: RealityMeshParams, transform: Transform | undefined, disableTextureDisposal = false) {\r\n const params = RealityMeshGeometryParams.fromRealityMesh(mesh);\r\n if (!params)\r\n return undefined;\r\n\r\n return new RealityMeshGeometry({\r\n realityMeshParams: params,\r\n transform,\r\n baseIsTransparent: false,\r\n isTerrain: true,\r\n disableTextureDisposal,\r\n });\r\n }\r\n\r\n public static createFromRealityMesh(realityMesh: RealityMeshParams, disableTextureDisposal = false): RealityMeshGeometry | undefined {\r\n const params = RealityMeshGeometryParams.fromRealityMesh(realityMesh);\r\n if (!params)\r\n return undefined;\r\n const texture = realityMesh.texture ? new TerrainTexture(realityMesh.texture, realityMesh.featureID ?? 0, Vector2d.create(1.0, -1.0), Vector2d.create(0.0, 1.0), Range2d.createXYXY(0, 0, 1, 1), 0, 0) : undefined;\r\n\r\n return new RealityMeshGeometry({realityMeshParams: params, textureParams: texture ? RealityTextureParams.create([texture]) : undefined, baseIsTransparent: false, isTerrain: false, disableTextureDisposal});\r\n }\r\n\r\n public getRange(): Range3d {\r\n return Range3d.createXYZXYZ(this.qOrigin[0], this.qOrigin[1], this.qOrigin[2], this.qOrigin[0] + Quantization.rangeScale16 * this.qScale[0], this.qOrigin[1] + Quantization.rangeScale16 * this.qScale[1], this.qOrigin[2] + Quantization.rangeScale16 * this.qScale[2]);\r\n }\r\n\r\n public static createGraphic(system: RenderSystem, params: RealityMeshGraphicParams, disableTextureDisposal = false): RenderGraphic | undefined {\r\n const meshes = [];\r\n const textures = params.textures ?? [];\r\n const realityMesh = params.realityMesh as RealityMeshGeometry;\r\n const { baseColor, baseTransparent, featureTable, tileId, layerClassifiers } = params;\r\n\r\n const texturesPerMesh = System.instance.maxRealityImageryLayers;\r\n const layers = new Array<(TerrainTexture | ProjectedTexture)[]>();\r\n // Collate the textures and classifiers layers into a single array.\r\n for (const texture of textures) {\r\n const layer = layers[texture.layerIndex];\r\n if (layer) {\r\n (layer as TerrainTexture[]).push(texture);\r\n } else {\r\n layers[texture.layerIndex] = [texture];\r\n }\r\n }\r\n params.layerClassifiers?.forEach((layerClassifier, layerIndex) => layers[layerIndex] = [new ProjectedTexture(layerClassifier, params, params.tileRectangle)]);\r\n\r\n if (layers.length < 2 && !layerClassifiers?.size && textures.length < texturesPerMesh) {\r\n // If only there is not more than one layer then we can group all of the textures into a single draw call.\r\n meshes.push(new RealityMeshGeometry({realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(textures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal}));\r\n } else {\r\n let primaryLayer;\r\n while (primaryLayer === undefined)\r\n primaryLayer = layers.shift();\r\n if (!primaryLayer)\r\n return undefined;\r\n for (const primaryTexture of primaryLayer) {\r\n const targetRectangle = primaryTexture.targetRectangle;\r\n const overlapMinimum = 1.0E-5 * (targetRectangle.high.x - targetRectangle.low.x) * (targetRectangle.high.y - targetRectangle.low.y);\r\n let layerTextures = [primaryTexture];\r\n for (const secondaryLayer of layers) {\r\n if (!secondaryLayer)\r\n continue;\r\n for (const secondaryTexture of secondaryLayer) {\r\n if (secondaryTexture instanceof ProjectedTexture) {\r\n layerTextures.push(secondaryTexture.clone(targetRectangle));\r\n } else {\r\n const secondaryRectangle = secondaryTexture.targetRectangle;\r\n const overlap = targetRectangle.intersect(secondaryRectangle, scratchOverlapRange);\r\n if (!overlap.isNull && (overlap.high.x - overlap.low.x) * (overlap.high.y - overlap.low.y) > overlapMinimum) {\r\n const textureRange = Range2d.createXYXY(overlap.low.x, overlap.low.y, overlap.high.x, overlap.high.y);\r\n secondaryRectangle.worldToLocal(textureRange.low, textureRange.low);\r\n secondaryRectangle.worldToLocal(textureRange.high, textureRange.high);\r\n\r\n if (secondaryTexture.clipRectangle)\r\n textureRange.intersect(secondaryTexture.clipRectangle, textureRange);\r\n\r\n if (!textureRange.isNull && textureRange) {\r\n layerTextures.push(secondaryTexture.cloneWithClip(textureRange));\r\n }\r\n }\r\n }\r\n }\r\n }\r\n while (layerTextures.length > texturesPerMesh) {\r\n meshes.push(new RealityMeshGeometry({realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(layerTextures.slice(0, texturesPerMesh)), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal}));\r\n layerTextures = layerTextures.slice(texturesPerMesh);\r\n }\r\n meshes.push(new RealityMeshGeometry({realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(layerTextures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal}));\r\n }\r\n }\r\n\r\n if (meshes.length === 0)\r\n return undefined;\r\n\r\n const branch = new GraphicBranch(true);\r\n for (const mesh of meshes) {\r\n const primitive = Primitive.create(mesh);\r\n branch.add(system.createBatch(primitive!, featureTable, mesh.getRange(), { tileId }));\r\n }\r\n\r\n return system.createBranch(branch, realityMesh._transform ? realityMesh._transform : Transform.createIdentity());\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this._isTerrain ? stats.addTerrain(this._realityMeshParams.bytesUsed) : stats.addRealityMesh(this._realityMeshParams.bytesUsed);\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.RealityMesh; }\r\n\r\n public override getPass(target: Target) {\r\n if (this._baseIsTransparent || (target.wantThematicDisplay && target.uniforms.thematic.wantIsoLines))\r\n return \"translucent\";\r\n\r\n return \"opaque\";\r\n }\r\n public get renderOrder(): RenderOrder { return RenderOrder.UnlitSurface; }\r\n\r\n public override draw(): void {\r\n this._params.buffers.bind();\r\n System.instance.context.drawElements(GL.PrimitiveType.Triangles, this._params.numIndices, this._indexType, 0);\r\n this._params.buffers.unbind();\r\n }\r\n}\r\n"]}
@@ -82,7 +82,6 @@ class PointCloudUniforms {
82
82
  uniform.setUniform4fv(this._edl2);
83
83
  }
84
84
  initialize(settings) {
85
- var _a, _b, _c;
86
85
  this._vec4[0] = "pixel" === settings.sizeMode ? settings.pixelSize : -settings.voxelScale;
87
86
  this._vec4[1] = settings.minPixelsPerVoxel;
88
87
  this._vec4[2] = settings.maxPixelsPerVoxel;
@@ -91,9 +90,9 @@ class PointCloudUniforms {
91
90
  this._edl1[1] = settings.edlRadius;
92
91
  this._edl1[2] = this._scaleFactor;
93
92
  this._edl1[3] = this._is3d ? 1 : 0;
94
- this._edl2[0] = (_a = settings === null || settings === void 0 ? void 0 : settings.edlMixWts1) !== null && _a !== void 0 ? _a : 1.0;
95
- this._edl2[1] = (_b = settings === null || settings === void 0 ? void 0 : settings.edlMixWts2) !== null && _b !== void 0 ? _b : 0.5;
96
- this._edl2[2] = (_c = settings === null || settings === void 0 ? void 0 : settings.edlMixWts4) !== null && _c !== void 0 ? _c : 0.25;
93
+ this._edl2[0] = settings?.edlMixWts1 ?? 1.0;
94
+ this._edl2[1] = settings?.edlMixWts2 ?? 0.5;
95
+ this._edl2[2] = settings?.edlMixWts4 ?? 0.25;
97
96
  this._edl2[3] = 0;
98
97
  }
99
98
  }
@@ -1 +1 @@
1
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { PointCloudDisplaySettings, RealityModelDisplaySettings } from \"@itwin/core-common\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { desync, sync } from \"./Sync\";\r\nimport { Range3d, Transform, Vector3d } from \"@itwin/core-geometry\";\r\nimport { Target } from \"./Target\";\r\n\r\n/** A Target keeps track of the current settings for drawing point clouds.\r\n * Pushing a Branch may *replace* the current settings. Popping the Branch does not reset them. It is expected that every Branch containing\r\n * a point cloud will also specify the settings for drawing that point cloud.\r\n * This permits the same point cloud graphics to be rendered differently in different viewports.\r\n * In future these uniforms will include eye-dome lighting.\r\n * @internal\r\n */\r\nexport class PointCloudUniforms {\r\n public syncKey = 0;\r\n private _settings = PointCloudDisplaySettings.defaults;\r\n private _scaleFactor = 8.0;\r\n private _is3d = true;\r\n\r\n // vec3 u_pointSize\r\n // x = fixed point size in pixels if > 0, else scale applied to voxel size (negated).\r\n // y = minimum size in pixels if using voxel size.\r\n // z = maximum size in pixels if using voxel size\r\n // w = 1.0 if drawing square points, 0.0 if round.\r\n private readonly _vec4 = new Float32Array(4);\r\n\r\n // x = strength - 0.0 disables EDL\r\n // y = radius\r\n // z =\r\n // w =\r\n private readonly _edl1 = new Float32Array(4);\r\n private readonly _edl2 = new Float32Array(4);\r\n\r\n public constructor() {\r\n this.initialize(this._settings);\r\n }\r\n\r\n public update(settings: PointCloudDisplaySettings): void {\r\n if (this._settings.equals(settings))\r\n return;\r\n\r\n this._settings = settings;\r\n desync(this);\r\n this.initialize(settings);\r\n }\r\n\r\n public updateRange(range: Range3d | undefined, target: Target, xform: Transform, is3d: boolean): void {\r\n let rangeFactor = 8.0; // default to min scale factor of 8\r\n const near = target.uniforms.frustum.nearPlane;\r\n const far = target.uniforms.frustum.farPlane;\r\n const viewDepth = far - near;\r\n if (range !== undefined) {\r\n const scale = xform.matrix;\r\n // calculate a \"normalized\" strength factor based on the size of the point cloud versus the current viewing depth\r\n // from the matrix, only care about scaling factor here (entries 0,4,8) to scale the range lengths\r\n // then use the largest length component as the reference for the size of the point cloud\r\n const rangeScale = Vector3d.create(scale.coffs[0] * range.xLength(), scale.coffs[4] * range.xLength(), scale.coffs[8] * range.xLength()).maxAbs();\r\n // limit the viewDepth/rangeScale ratio to min of 10 to still get reasonable factors when close to and inside the model\r\n rangeFactor = Math.log (Math.max (10, viewDepth / rangeScale));\r\n }\r\n const zoomFactor = Math.log (far / near); // compensate for zoom level\r\n const winSizeFactor = Math.pow (1.8440033, Math.log2 (2226 / target.uniforms.viewRect.width)); // compensate for window size\r\n const scaleFactor = (rangeFactor + zoomFactor) / winSizeFactor;\r\n\r\n if (this._scaleFactor === scaleFactor && this._is3d === is3d)\r\n return;\r\n this._scaleFactor = scaleFactor;\r\n this._is3d = is3d;\r\n desync(this);\r\n this.initialize(this._settings);\r\n }\r\n\r\n public bind(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setUniform4fv(this._vec4);\r\n }\r\n\r\n public bindEDL1(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setUniform4fv(this._edl1);\r\n }\r\n\r\n public bindEDL2(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setUniform4fv(this._edl2);\r\n }\r\n\r\n private initialize(settings: PointCloudDisplaySettings): void {\r\n this._vec4[0] = \"pixel\" === settings.sizeMode ? settings.pixelSize : -settings.voxelScale;\r\n this._vec4[1] = settings.minPixelsPerVoxel;\r\n this._vec4[2] = settings.maxPixelsPerVoxel;\r\n this._vec4[3] = \"square\" === settings.shape ? 1 : 0;\r\n\r\n this._edl1[0] = settings.edlStrength;\r\n this._edl1[1] = settings.edlRadius;\r\n this._edl1[2] = this._scaleFactor;\r\n this._edl1[3] = this._is3d ? 1 : 0;\r\n\r\n this._edl2[0] = settings?.edlMixWts1 ?? 1.0;\r\n this._edl2[1] = settings?.edlMixWts2 ?? 0.5;\r\n this._edl2[2] = settings?.edlMixWts4 ?? 0.25;\r\n this._edl2[3] = 0;\r\n }\r\n}\r\n\r\n/** Uniforms affecting how reality models are drawn.\r\n * Pushing a Branch may *replace* the current settings. Popping the Branch does not reset them. It is expected that every Branch containing\r\n * a reality model will also specify the settings for drawing that reality model.\r\n * This permits the same reality model graphics to be rendered differently in different viewports.\r\n * In future these uniforms may include additional settings for reality meshes - currently only the override color ratio applies to them.\r\n * @internal\r\n */\r\nexport class RealityModelUniforms {\r\n // ###TODO when we need it: public readonly mesh = new RealityMeshUniforms();\r\n public readonly pointCloud = new PointCloudUniforms();\r\n private _overrideColorMix = 0.5;\r\n\r\n public update(settings: RealityModelDisplaySettings): void {\r\n this._overrideColorMix = settings.overrideColorRatio;\r\n this.pointCloud.update(settings.pointCloud);\r\n }\r\n\r\n public bindOverrideColorMix(uniform: UniformHandle): void {\r\n uniform.setUniform1f(this._overrideColorMix);\r\n }\r\n}\r\n"]}
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { PointCloudDisplaySettings, RealityModelDisplaySettings } from \"@itwin/core-common\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { desync, sync } from \"./Sync\";\r\nimport { Range3d, Transform, Vector3d } from \"@itwin/core-geometry\";\r\nimport { Target } from \"./Target\";\r\n\r\n/** A Target keeps track of the current settings for drawing point clouds.\r\n * Pushing a Branch may *replace* the current settings. Popping the Branch does not reset them. It is expected that every Branch containing\r\n * a point cloud will also specify the settings for drawing that point cloud.\r\n * This permits the same point cloud graphics to be rendered differently in different viewports.\r\n * In future these uniforms will include eye-dome lighting.\r\n * @internal\r\n */\r\nexport class PointCloudUniforms {\r\n public syncKey = 0;\r\n private _settings = PointCloudDisplaySettings.defaults;\r\n private _scaleFactor = 8.0;\r\n private _is3d = true;\r\n\r\n // vec3 u_pointSize\r\n // x = fixed point size in pixels if > 0, else scale applied to voxel size (negated).\r\n // y = minimum size in pixels if using voxel size.\r\n // z = maximum size in pixels if using voxel size\r\n // w = 1.0 if drawing square points, 0.0 if round.\r\n private readonly _vec4 = new Float32Array(4);\r\n\r\n // x = strength - 0.0 disables EDL\r\n // y = radius\r\n // z =\r\n // w =\r\n private readonly _edl1 = new Float32Array(4);\r\n private readonly _edl2 = new Float32Array(4);\r\n\r\n public constructor() {\r\n this.initialize(this._settings);\r\n }\r\n\r\n public update(settings: PointCloudDisplaySettings): void {\r\n if (this._settings.equals(settings))\r\n return;\r\n\r\n this._settings = settings;\r\n desync(this);\r\n this.initialize(settings);\r\n }\r\n\r\n public updateRange(range: Range3d | undefined, target: Target, xform: Transform, is3d: boolean): void {\r\n let rangeFactor = 8.0; // default to min scale factor of 8\r\n const near = target.uniforms.frustum.nearPlane;\r\n const far = target.uniforms.frustum.farPlane;\r\n const viewDepth = far - near;\r\n if (range !== undefined) {\r\n const scale = xform.matrix;\r\n // calculate a \"normalized\" strength factor based on the size of the point cloud versus the current viewing depth\r\n // from the matrix, only care about scaling factor here (entries 0,4,8) to scale the range lengths\r\n // then use the largest length component as the reference for the size of the point cloud\r\n const rangeScale = Vector3d.create(scale.coffs[0] * range.xLength(), scale.coffs[4] * range.xLength(), scale.coffs[8] * range.xLength()).maxAbs();\r\n // limit the viewDepth/rangeScale ratio to min of 10 to still get reasonable factors when close to and inside the model\r\n rangeFactor = Math.log (Math.max (10, viewDepth / rangeScale));\r\n }\r\n const zoomFactor = Math.log (far / near); // compensate for zoom level\r\n const winSizeFactor = Math.pow (1.8440033, Math.log2 (2226 / target.uniforms.viewRect.width)); // compensate for window size\r\n const scaleFactor = (rangeFactor + zoomFactor) / winSizeFactor;\r\n\r\n if (this._scaleFactor === scaleFactor && this._is3d === is3d)\r\n return;\r\n this._scaleFactor = scaleFactor;\r\n this._is3d = is3d;\r\n desync(this);\r\n this.initialize(this._settings);\r\n }\r\n\r\n public bind(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setUniform4fv(this._vec4);\r\n }\r\n\r\n public bindEDL1(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setUniform4fv(this._edl1);\r\n }\r\n\r\n public bindEDL2(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setUniform4fv(this._edl2);\r\n }\r\n\r\n private initialize(settings: PointCloudDisplaySettings): void {\r\n this._vec4[0] = \"pixel\" === settings.sizeMode ? settings.pixelSize : -settings.voxelScale;\r\n this._vec4[1] = settings.minPixelsPerVoxel;\r\n this._vec4[2] = settings.maxPixelsPerVoxel;\r\n this._vec4[3] = \"square\" === settings.shape ? 1 : 0;\r\n\r\n this._edl1[0] = settings.edlStrength;\r\n this._edl1[1] = settings.edlRadius;\r\n this._edl1[2] = this._scaleFactor;\r\n this._edl1[3] = this._is3d ? 1 : 0;\r\n\r\n this._edl2[0] = settings?.edlMixWts1 ?? 1.0;\r\n this._edl2[1] = settings?.edlMixWts2 ?? 0.5;\r\n this._edl2[2] = settings?.edlMixWts4 ?? 0.25;\r\n this._edl2[3] = 0;\r\n }\r\n}\r\n\r\n/** Uniforms affecting how reality models are drawn.\r\n * Pushing a Branch may *replace* the current settings. Popping the Branch does not reset them. It is expected that every Branch containing\r\n * a reality model will also specify the settings for drawing that reality model.\r\n * This permits the same reality model graphics to be rendered differently in different viewports.\r\n * In future these uniforms may include additional settings for reality meshes - currently only the override color ratio applies to them.\r\n * @internal\r\n */\r\nexport class RealityModelUniforms {\r\n // ###TODO when we need it: public readonly mesh = new RealityMeshUniforms();\r\n public readonly pointCloud = new PointCloudUniforms();\r\n private _overrideColorMix = 0.5;\r\n\r\n public update(settings: RealityModelDisplaySettings): void {\r\n this._overrideColorMix = settings.overrideColorRatio;\r\n this.pointCloud.update(settings.pointCloud);\r\n }\r\n\r\n public bindOverrideColorMix(uniform: UniformHandle): void {\r\n uniform.setUniform1f(this._overrideColorMix);\r\n }\r\n}\r\n"]}
@@ -276,14 +276,13 @@ class RenderCommands {
276
276
  this._forcedRenderPass = prevPass;
277
277
  }
278
278
  getAnimationBranchState(branch) {
279
- var _a;
280
279
  const animId = branch.branch.animationId;
281
- return undefined !== animId ? (_a = this.target.animationBranches) === null || _a === void 0 ? void 0 : _a.branchStates.get(animId) : undefined;
280
+ return undefined !== animId ? this.target.animationBranches?.branchStates.get(animId) : undefined;
282
281
  }
283
282
  pushAndPopBranchForPass(pass, branch, func) {
284
283
  (0, core_bentley_1.assert)(!this.isDrawingLayers);
285
284
  const animState = this.getAnimationBranchState(branch);
286
- if (animState === null || animState === void 0 ? void 0 : animState.omit)
285
+ if (animState?.omit)
287
286
  return;
288
287
  (0, core_bentley_1.assert)(255 /* None */ !== pass);
289
288
  this._stack.pushBranch(branch);
@@ -292,7 +291,7 @@ class RenderCommands {
292
291
  if (branch.secondaryClassifiers)
293
292
  branch.secondaryClassifiers.forEach((classifier) => classifier.pushBatchState(this._batchState));
294
293
  const cmds = this.getCommands(pass);
295
- const clip = animState === null || animState === void 0 ? void 0 : animState.clip;
294
+ const clip = animState?.clip;
296
295
  const pushClip = undefined !== clip ? new DrawCommand_1.PushClipCommand(clip) : undefined;
297
296
  if (pushClip)
298
297
  cmds.push(pushClip);
@@ -360,9 +359,9 @@ class RenderCommands {
360
359
  }
361
360
  pushAndPopBranch(branch, func) {
362
361
  const animState = this.getAnimationBranchState(branch);
363
- if (animState === null || animState === void 0 ? void 0 : animState.omit)
362
+ if (animState?.omit)
364
363
  return;
365
- if (animState === null || animState === void 0 ? void 0 : animState.clip)
364
+ if (animState?.clip)
366
365
  this.pushAndPop(new DrawCommand_1.PushClipCommand(animState.clip), DrawCommand_1.PopClipCommand.instance, () => this._pushAndPopBranch(branch, func));
367
366
  else
368
367
  this._pushAndPopBranch(branch, func);
@@ -401,12 +400,12 @@ class RenderCommands {
401
400
  this._addTranslucentAsOpaque = true;
402
401
  for (const sceneGf of sceneOverlays)
403
402
  sceneGf.addCommands(this);
404
- if (worldOverlayDecorations === null || worldOverlayDecorations === void 0 ? void 0 : worldOverlayDecorations.length) {
403
+ if (worldOverlayDecorations?.length) {
405
404
  this.pushAndPopState(this.target.decorationsState, () => {
406
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  this.initForPickOverlayDecorations(worldOverlayDecorations);
407
406
  });
408
407
  }
409
- if (viewOverlayDecorations === null || viewOverlayDecorations === void 0 ? void 0 : viewOverlayDecorations.length) {
408
+ if (viewOverlayDecorations?.length) {
410
409
  this.pushAndPopState(this.target.decorationsState.withViewCoords(), () => {
411
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  this.initForPickOverlayDecorations(viewOverlayDecorations);
412
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  });