@itwin/core-frontend 4.0.0-dev.77 → 4.0.0-dev.80
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/lib/cjs/AccuDraw.js.map +1 -1
- package/lib/cjs/AccuSnap.js.map +1 -1
- package/lib/cjs/ApproximateTerrainHeights.js.map +1 -1
- package/lib/cjs/ApproximateTerrainHeightsProps.js.map +1 -1
- package/lib/cjs/AuxCoordSys.js.map +1 -1
- package/lib/cjs/BackgroundMapGeometry.js.map +1 -1
- package/lib/cjs/BingLocation.js.map +1 -1
- package/lib/cjs/BriefcaseConnection.js.map +1 -1
- package/lib/cjs/BriefcaseTxns.js.map +1 -1
- package/lib/cjs/CategorySelectorState.js.map +1 -1
- package/lib/cjs/ChangeFlags.js.map +1 -1
- package/lib/cjs/CheckpointConnection.js.map +1 -1
- package/lib/cjs/CoordSystem.js.map +1 -1
- package/lib/cjs/DecorationsCache.js.map +1 -1
- package/lib/cjs/DevTools.js.map +1 -1
- package/lib/cjs/DisplayStyleState.js.map +1 -1
- package/lib/cjs/DrawingViewState.js +5 -5
- package/lib/cjs/DrawingViewState.js.map +1 -1
- package/lib/cjs/ElementLocateManager.js.map +1 -1
- package/lib/cjs/EmphasizeElements.js.map +1 -1
- package/lib/cjs/EntityState.js.map +1 -1
- package/lib/cjs/EnvironmentDecorations.d.ts +2 -2
- package/lib/cjs/EnvironmentDecorations.d.ts.map +1 -1
- package/lib/cjs/EnvironmentDecorations.js +10 -6
- package/lib/cjs/EnvironmentDecorations.js.map +1 -1
- package/lib/cjs/FeatureOverrideProvider.js.map +1 -1
- package/lib/cjs/FlashSettings.js.map +1 -1
- package/lib/cjs/FrontendHubAccess.js.map +1 -1
- package/lib/cjs/FrontendLoggerCategory.js.map +1 -1
- package/lib/cjs/Frustum2d.js.map +1 -1
- package/lib/cjs/FrustumAnimator.js.map +1 -1
- package/lib/cjs/FuzzySearch.js.map +1 -1
- package/lib/cjs/GeoServices.js.map +1 -1
- package/lib/cjs/GlobeAnimator.js.map +1 -1
- package/lib/cjs/GraphicalEditingScope.js.map +1 -1
- package/lib/cjs/HitDetail.js.map +1 -1
- package/lib/cjs/IModelApp.js.map +1 -1
- package/lib/cjs/IModelConnection.js +23 -23
- package/lib/cjs/IModelConnection.js.map +1 -1
- package/lib/cjs/IModelRoutingContext.js.map +1 -1
- package/lib/cjs/IModeljs-css.js +133 -133
- package/lib/cjs/IModeljs-css.js.map +1 -1
- package/lib/cjs/ImageUtil.js.map +1 -1
- package/lib/cjs/IpcApp.js.map +1 -1
- package/lib/cjs/LinePlaneIntersect.js.map +1 -1
- package/lib/cjs/LocalhostIpcApp.js.map +1 -1
- package/lib/cjs/MarginPercent.js.map +1 -1
- package/lib/cjs/Marker.js.map +1 -1
- package/lib/cjs/ModelSelectorState.js.map +1 -1
- package/lib/cjs/NativeApp.js.map +1 -1
- package/lib/cjs/NativeAppLogger.js.map +1 -1
- package/lib/cjs/NoRenderApp.js.map +1 -1
- package/lib/cjs/NotificationManager.js.map +1 -1
- package/lib/cjs/PerModelCategoryVisibility.js.map +1 -1
- package/lib/cjs/PlanarClipMaskState.js.map +1 -1
- package/lib/cjs/RealityDataSource.js.map +1 -1
- package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js.map +1 -1
- package/lib/cjs/RealityDataSourceContextShareImpl.js.map +1 -1
- package/lib/cjs/RealityDataSourceTilesetUrlImpl.js.map +1 -1
- package/lib/cjs/SelectionSet.js.map +1 -1
- package/lib/cjs/SheetViewState.js.map +1 -1
- package/lib/cjs/SpatialViewState.js.map +1 -1
- package/lib/cjs/Sprites.js.map +1 -1
- package/lib/cjs/StandardView.js.map +1 -1
- package/lib/cjs/SubCategoriesCache.js.map +1 -1
- package/lib/cjs/TentativePoint.js.map +1 -1
- package/lib/cjs/Tiles.js.map +1 -1
- package/lib/cjs/UserPreferences.js.map +1 -1
- package/lib/cjs/ViewAnimation.js.map +1 -1
- package/lib/cjs/ViewContext.js.map +1 -1
- package/lib/cjs/ViewCreator2d.js.map +1 -1
- package/lib/cjs/ViewCreator3d.js.map +1 -1
- package/lib/cjs/ViewGlobalLocation.js.map +1 -1
- package/lib/cjs/ViewManager.js.map +1 -1
- package/lib/cjs/ViewPose.js.map +1 -1
- package/lib/cjs/ViewRect.js.map +1 -1
- package/lib/cjs/ViewState.js.map +1 -1
- package/lib/cjs/ViewStatus.js.map +1 -1
- package/lib/cjs/ViewingSpace.js.map +1 -1
- package/lib/cjs/Viewport.js.map +1 -1
- package/lib/cjs/ViewportSync.js.map +1 -1
- package/lib/cjs/WebWorkerManager.js.map +1 -1
- package/lib/cjs/core-frontend.js.map +1 -1
- package/lib/cjs/extension/Extension.js.map +1 -1
- package/lib/cjs/extension/ExtensionAdmin.js.map +1 -1
- package/lib/cjs/extension/ExtensionHost.js.map +1 -1
- package/lib/cjs/extension/ExtensionImpl.js.map +1 -1
- package/lib/cjs/extension/ExtensionRuntime.js.map +1 -1
- package/lib/cjs/extension/providers/ExtensionLoadScript.js.map +1 -1
- package/lib/cjs/extension/providers/LocalExtensionProvider.js.map +1 -1
- package/lib/cjs/extension/providers/RemoteExtensionProvider.js.map +1 -1
- package/lib/cjs/gltf/GltfModel.js.map +1 -1
- package/lib/cjs/gltf/GltfParser.js.map +1 -1
- package/lib/cjs/gltf/GltfSchema.js.map +1 -1
- package/lib/cjs/properties/AngleDescription.js.map +1 -1
- package/lib/cjs/properties/FormattedQuantityDescription.js.map +1 -1
- package/lib/cjs/properties/LengthDescription.js.map +1 -1
- package/lib/cjs/public/scripts/checkbrowser.js +24 -24
- package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js.map +1 -1
- package/lib/cjs/quantity-formatting/BasicUnitsProvider.js.map +1 -1
- package/lib/cjs/quantity-formatting/LocalUnitFormatProvider.js.map +1 -1
- package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
- package/lib/cjs/quantity-formatting/QuantityTypesEditorSpecs.js.map +1 -1
- package/lib/cjs/quantity-formatting/UnitsData.js.map +1 -1
- package/lib/cjs/render/CanvasDecoration.js.map +1 -1
- package/lib/cjs/render/Decorations.js.map +1 -1
- package/lib/cjs/render/FeatureSymbology.js.map +1 -1
- package/lib/cjs/render/FrameStats.js.map +1 -1
- package/lib/cjs/render/GraphicBranch.js.map +1 -1
- package/lib/cjs/render/GraphicBuilder.js.map +1 -1
- package/lib/cjs/render/GraphicPrimitive.js.map +1 -1
- package/lib/cjs/render/InstancedGraphicParams.js.map +1 -1
- package/lib/cjs/render/MockRender.js.map +1 -1
- package/lib/cjs/render/ParticleCollectionBuilder.js.map +1 -1
- package/lib/cjs/render/Pixel.js.map +1 -1
- package/lib/cjs/render/RealityMeshGraphicParams.js.map +1 -1
- package/lib/cjs/render/RealityMeshParams.js.map +1 -1
- package/lib/cjs/render/RenderClipVolume.js.map +1 -1
- package/lib/cjs/render/RenderGraphic.js.map +1 -1
- package/lib/cjs/render/RenderMaterial.js.map +1 -1
- package/lib/cjs/render/RenderMemory.js.map +1 -1
- package/lib/cjs/render/RenderPlan.d.ts +14 -2
- package/lib/cjs/render/RenderPlan.d.ts.map +1 -1
- package/lib/cjs/render/RenderPlan.js +33 -4
- package/lib/cjs/render/RenderPlan.js.map +1 -1
- package/lib/cjs/render/RenderPlanarClassifier.js.map +1 -1
- package/lib/cjs/render/RenderSystem.js.map +1 -1
- package/lib/cjs/render/RenderTarget.js.map +1 -1
- package/lib/cjs/render/RenderTexture.js.map +1 -1
- package/lib/cjs/render/Scene.js.map +1 -1
- package/lib/cjs/render/ScreenSpaceEffectBuilder.js.map +1 -1
- package/lib/cjs/render/UpsampleRealityMeshParams.js.map +1 -1
- package/lib/cjs/render/VisibleFeature.js.map +1 -1
- package/lib/cjs/render/primitives/AuxChannelTable.js.map +1 -1
- package/lib/cjs/render/primitives/ColorMap.js.map +1 -1
- package/lib/cjs/render/primitives/DisplayParams.js.map +1 -1
- package/lib/cjs/render/primitives/EdgeParams.js.map +1 -1
- package/lib/cjs/render/primitives/PointCloudPrimitive.js.map +1 -1
- package/lib/cjs/render/primitives/PointStringParams.js.map +1 -1
- package/lib/cjs/render/primitives/Polyface.js.map +1 -1
- package/lib/cjs/render/primitives/PolylineParams.js.map +1 -1
- package/lib/cjs/render/primitives/Primitives.js.map +1 -1
- package/lib/cjs/render/primitives/Strokes.js.map +1 -1
- package/lib/cjs/render/primitives/SurfaceParams.js.map +1 -1
- package/lib/cjs/render/primitives/VertexKey.js.map +1 -1
- package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
- package/lib/cjs/render/primitives/VertexTableSplitter.js.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryList.js.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryPrimitives.js.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshBuilder.js.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +1 -1
- package/lib/cjs/render/webgl/AtmosphereUniforms.d.ts +48 -0
- package/lib/cjs/render/webgl/AtmosphereUniforms.d.ts.map +1 -0
- package/lib/cjs/render/webgl/AtmosphereUniforms.js +152 -0
- package/lib/cjs/render/webgl/AtmosphereUniforms.js.map +1 -0
- package/lib/cjs/render/webgl/AttributeBuffers.js.map +1 -1
- package/lib/cjs/render/webgl/AttributeMap.js.map +1 -1
- package/lib/cjs/render/webgl/BackgroundMapDrape.js.map +1 -1
- package/lib/cjs/render/webgl/BatchState.js.map +1 -1
- package/lib/cjs/render/webgl/BatchUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/BranchStack.js.map +1 -1
- package/lib/cjs/render/webgl/BranchState.js.map +1 -1
- package/lib/cjs/render/webgl/BranchUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/ClipStack.js.map +1 -1
- package/lib/cjs/render/webgl/ClipVolume.js.map +1 -1
- package/lib/cjs/render/webgl/ClippingProgram.js.map +1 -1
- package/lib/cjs/render/webgl/ColorInfo.js.map +1 -1
- package/lib/cjs/render/webgl/Diagnostics.js.map +1 -1
- package/lib/cjs/render/webgl/Disposable.js.map +1 -1
- package/lib/cjs/render/webgl/DrawCommand.d.ts.map +1 -1
- package/lib/cjs/render/webgl/DrawCommand.js +2 -1
- package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
- package/lib/cjs/render/webgl/EDL.js.map +1 -1
- package/lib/cjs/render/webgl/EdgeGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/EdgeSettings.js.map +1 -1
- package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
- package/lib/cjs/render/webgl/FloatRGBA.js.map +1 -1
- package/lib/cjs/render/webgl/FrameBuffer.js.map +1 -1
- package/lib/cjs/render/webgl/FrustumUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/GL.js.map +1 -1
- package/lib/cjs/render/webgl/GLTimer.js.map +1 -1
- package/lib/cjs/render/webgl/Graphic.js.map +1 -1
- package/lib/cjs/render/webgl/HiliteUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/IModelFrameLifecycle.js.map +1 -1
- package/lib/cjs/render/webgl/IndexedEdgeGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/Layer.js.map +1 -1
- package/lib/cjs/render/webgl/LayerCommands.js.map +1 -1
- package/lib/cjs/render/webgl/LightingUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/LineCode.js.map +1 -1
- package/lib/cjs/render/webgl/Material.js.map +1 -1
- package/lib/cjs/render/webgl/Matrix.js.map +1 -1
- package/lib/cjs/render/webgl/Mesh.js.map +1 -1
- package/lib/cjs/render/webgl/MeshData.js.map +1 -1
- package/lib/cjs/render/webgl/MeshGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/PerformanceMetrics.js.map +1 -1
- package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
- package/lib/cjs/render/webgl/PlanarGrid.js.map +1 -1
- package/lib/cjs/render/webgl/PlanarTextureProjection.js.map +1 -1
- package/lib/cjs/render/webgl/PointCloud.js.map +1 -1
- package/lib/cjs/render/webgl/PointString.js.map +1 -1
- package/lib/cjs/render/webgl/Polyline.js.map +1 -1
- package/lib/cjs/render/webgl/Primitive.js.map +1 -1
- package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
- package/lib/cjs/render/webgl/RealityModelUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/RenderBuffer.js.map +1 -1
- package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
- package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
- package/lib/cjs/render/webgl/RenderState.js.map +1 -1
- package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
- package/lib/cjs/render/webgl/ScratchDrawParams.js.map +1 -1
- package/lib/cjs/render/webgl/ScreenSpaceEffect.js.map +1 -1
- package/lib/cjs/render/webgl/ShaderBuilder.d.ts +7 -5
- package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
- package/lib/cjs/render/webgl/ShaderBuilder.js +15 -5
- package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
- package/lib/cjs/render/webgl/ShaderProgram.js.map +1 -1
- package/lib/cjs/render/webgl/ShadowUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/SolarShadowMap.js.map +1 -1
- package/lib/cjs/render/webgl/StyleUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/Sync.js.map +1 -1
- package/lib/cjs/render/webgl/System.js.map +1 -1
- package/lib/cjs/render/webgl/Target.d.ts +1 -0
- package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Target.js +4 -0
- package/lib/cjs/render/webgl/Target.js.map +1 -1
- package/lib/cjs/render/webgl/TargetGraphics.js.map +1 -1
- package/lib/cjs/render/webgl/TargetUniforms.d.ts +2 -0
- package/lib/cjs/render/webgl/TargetUniforms.d.ts.map +1 -1
- package/lib/cjs/render/webgl/TargetUniforms.js +2 -0
- package/lib/cjs/render/webgl/TargetUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/Technique.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Technique.js +109 -16
- package/lib/cjs/render/webgl/Technique.js.map +1 -1
- package/lib/cjs/render/webgl/TechniqueFlags.d.ts +7 -1
- package/lib/cjs/render/webgl/TechniqueFlags.d.ts.map +1 -1
- package/lib/cjs/render/webgl/TechniqueFlags.js +10 -1
- package/lib/cjs/render/webgl/TechniqueFlags.js.map +1 -1
- package/lib/cjs/render/webgl/TechniqueId.js.map +1 -1
- package/lib/cjs/render/webgl/Texture.js.map +1 -1
- package/lib/cjs/render/webgl/TextureDrape.js.map +1 -1
- package/lib/cjs/render/webgl/ThematicSensors.js.map +1 -1
- package/lib/cjs/render/webgl/ThematicUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/UniformHandle.js.map +1 -1
- package/lib/cjs/render/webgl/VertexLUT.js.map +1 -1
- package/lib/cjs/render/webgl/ViewRectUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/VisibleTileFeatures.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js +154 -154
- package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Animation.js +83 -83
- package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Atmosphere.d.ts +7 -0
- package/lib/cjs/render/webgl/glsl/Atmosphere.d.ts.map +1 -0
- package/lib/cjs/render/webgl/glsl/Atmosphere.js +462 -0
- package/lib/cjs/render/webgl/glsl/Atmosphere.js.map +1 -0
- package/lib/cjs/render/webgl/glsl/Blur.js +37 -37
- package/lib/cjs/render/webgl/glsl/Blur.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js +4 -4
- package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/ClearTranslucent.js +3 -3
- package/lib/cjs/render/webgl/glsl/ClearTranslucent.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Clipping.js +60 -60
- package/lib/cjs/render/webgl/glsl/Clipping.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Color.js +12 -12
- package/lib/cjs/render/webgl/glsl/Color.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Combine3Textures.js +7 -7
- package/lib/cjs/render/webgl/glsl/Combine3Textures.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/CombineTextures.js +5 -5
- package/lib/cjs/render/webgl/glsl/CombineTextures.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Common.js +16 -16
- package/lib/cjs/render/webgl/glsl/Common.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Composite.js +71 -71
- package/lib/cjs/render/webgl/glsl/Composite.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/CopyColor.js +6 -6
- package/lib/cjs/render/webgl/glsl/CopyColor.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js +3 -3
- package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/CopyStencil.js +4 -4
- package/lib/cjs/render/webgl/glsl/CopyStencil.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Decode.js +65 -65
- package/lib/cjs/render/webgl/glsl/Decode.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/EDL.js +103 -103
- package/lib/cjs/render/webgl/glsl/EDL.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js +25 -25
- package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Edge.js +146 -146
- package/lib/cjs/render/webgl/glsl/Edge.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +233 -233
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Fragment.js +41 -41
- package/lib/cjs/render/webgl/glsl/Fragment.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Instancing.js +21 -21
- package/lib/cjs/render/webgl/glsl/Instancing.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Lighting.js +92 -92
- package/lib/cjs/render/webgl/glsl/Lighting.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/LogarithmicDepthBuffer.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/LookupTable.js +19 -19
- package/lib/cjs/render/webgl/glsl/LookupTable.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Monochrome.js +13 -13
- package/lib/cjs/render/webgl/glsl/Monochrome.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/PlanarClassification.js +188 -188
- package/lib/cjs/render/webgl/glsl/PlanarClassification.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/PlanarGrid.js +22 -22
- package/lib/cjs/render/webgl/glsl/PlanarGrid.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/PointCloud.js +28 -28
- package/lib/cjs/render/webgl/glsl/PointCloud.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/PointString.js +9 -9
- package/lib/cjs/render/webgl/glsl/PointString.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Polyline.js +213 -213
- package/lib/cjs/render/webgl/glsl/Polyline.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/RealityMesh.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/RealityMesh.js +87 -84
- package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/RenderPass.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/ScreenSpaceEffect.js +9 -9
- package/lib/cjs/render/webgl/glsl/ScreenSpaceEffect.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/SkyBox.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/SkySphere.d.ts +3 -2
- package/lib/cjs/render/webgl/glsl/SkySphere.d.ts.map +1 -1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module Rendering\n */\n\nimport { assert } from \"@itwin/core-bentley\";\nimport { Point3d, Vector3d } from \"@itwin/core-geometry\";\nimport { LinePixels, PolylineData, PolylineTypeFlags, QPoint3dList } from \"@itwin/core-common\";\nimport { MeshArgs, PolylineArgs } from \"./mesh/MeshPrimitives\";\nimport { VertexIndices, VertexTable } from \"./VertexTable\";\n\n/** Parameter associated with each vertex index of a tesselated polyline. */\nconst enum PolylineParam { // eslint-disable-line no-restricted-syntax\n kNone = 0,\n kSquare = 1 * 3,\n kMiter = 2 * 3,\n kMiterInsideOnly = 3 * 3,\n kJointBase = 4 * 3,\n kNegatePerp = 8 * 3,\n kNegateAlong = 16 * 3,\n kNoneAdjustWeight = 32 * 3,\n}\n\n/**\n * Represents a tesselated polyline.\n * Given a polyline as a line string, each segment of the line string is triangulated into a quad.\n * Based on the angle between two segments, additional joint triangles may be inserted in between to enable smoothly-rounded corners.\n * @internal\n */\nexport interface TesselatedPolyline {\n /** 24-bit index of each vertex. */\n readonly indices: VertexIndices;\n /** 24-bit index of the previous vertex in the polyline. */\n readonly prevIndices: VertexIndices;\n /** 24-bit index of the next vertex in the polyline, plus 8-bit parameter describing the semantics of this vertex. */\n readonly nextIndicesAndParams: Uint8Array;\n}\n\nexport namespace TesselatedPolyline {\n export function fromMesh(args: MeshArgs): TesselatedPolyline | undefined {\n const tesselator = PolylineTesselator.fromMesh(args);\n return tesselator?.tesselate();\n }\n}\n\nclass PolylineVertex {\n public isSegmentStart: boolean = false;\n public isPolylineStartOrEnd: boolean = false;\n public vertexIndex: number = 0;\n public prevIndex: number = 0;\n public nextIndex: number = 0;\n\n public constructor() { }\n\n public init(isSegmentStart: boolean, isPolylineStartOrEnd: boolean, vertexIndex: number, prevIndex: number, nextIndex: number) {\n this.isSegmentStart = isSegmentStart;\n this.isPolylineStartOrEnd = isPolylineStartOrEnd;\n this.vertexIndex = vertexIndex;\n this.prevIndex = prevIndex;\n this.nextIndex = nextIndex;\n }\n\n public computeParam(negatePerp: boolean, adjacentToJoint: boolean = false, joint: boolean = false, noDisplacement: boolean = false): number {\n if (joint)\n return PolylineParam.kJointBase;\n\n let param: PolylineParam;\n if (noDisplacement)\n param = PolylineParam.kNoneAdjustWeight; // prevent getting tossed before width adjustment\n else if (adjacentToJoint)\n param = PolylineParam.kMiterInsideOnly;\n else\n param = this.isPolylineStartOrEnd ? PolylineParam.kSquare : PolylineParam.kMiter;\n\n let adjust = 0;\n if (negatePerp)\n adjust = PolylineParam.kNegatePerp;\n if (!this.isSegmentStart)\n adjust += PolylineParam.kNegateAlong;\n\n return param + adjust;\n }\n}\n\nclass PolylineTesselator {\n private _polylines: PolylineData[];\n private _doJoints: boolean;\n private _numIndices = 0;\n private _vertIndex: number[] = [];\n private _prevIndex: number[] = [];\n private _nextIndex: number[] = [];\n private _nextParam: number[] = [];\n private _position: Point3d[] = [];\n\n public constructor(polylines: PolylineData[], points: QPoint3dList | Point3d[], doJointTriangles: boolean) {\n this._polylines = polylines;\n if (points instanceof QPoint3dList) {\n for (const p of points.list)\n this._position.push(p.unquantize(points.params));\n } else {\n this._position = points;\n }\n\n this._doJoints = doJointTriangles;\n }\n\n public static fromPolyline(args: PolylineArgs): PolylineTesselator {\n return new PolylineTesselator(args.polylines, args.points, wantJointTriangles(args.width, args.flags.is2d));\n }\n\n public static fromMesh(args: MeshArgs): PolylineTesselator | undefined {\n if (undefined !== args.edges?.polylines.lines && undefined !== args.points)\n return new PolylineTesselator(args.edges.polylines.lines, args.points, wantJointTriangles(args.edges.width, true === args.is2d));\n\n return undefined;\n }\n\n public tesselate(): TesselatedPolyline {\n this._tesselate();\n\n const vertIndex = VertexIndices.fromArray(this._vertIndex);\n const prevIndex = VertexIndices.fromArray(this._prevIndex);\n\n const nextIndexAndParam = new Uint8Array(this._numIndices * 4);\n for (let i = 0; i < this._numIndices; i++) {\n const index = this._nextIndex[i];\n const j = i * 4;\n VertexIndices.encodeIndex(index, nextIndexAndParam, j);\n nextIndexAndParam[j + 3] = this._nextParam[i] & 0x000000ff;\n }\n\n return {\n indices: vertIndex,\n prevIndices: prevIndex,\n nextIndicesAndParams: nextIndexAndParam,\n };\n }\n\n private _tesselate() {\n const v0 = new PolylineVertex(), v1 = new PolylineVertex();\n const maxJointDot = -0.7;\n\n for (const line of this._polylines) {\n if (line.numIndices < 2)\n continue;\n\n const last = line.numIndices - 1;\n const isClosed: boolean = line.vertIndices[0] === line.vertIndices[last];\n\n for (let i = 0; i < last; ++i) {\n const idx0 = line.vertIndices[i];\n const idx1 = line.vertIndices[i + 1];\n const isStart: boolean = (0 === i);\n const isEnd: boolean = (last - 1 === i);\n const prevIdx0 = isStart ? (isClosed ? line.vertIndices[last - 1] : idx0) : line.vertIndices[i - 1];\n const nextIdx1 = isEnd ? (isClosed ? line.vertIndices[1] : idx1) : line.vertIndices[i + 2];\n\n v0.init(true, isStart && !isClosed, idx0, prevIdx0, idx1);\n v1.init(false, isEnd && !isClosed, idx1, nextIdx1, idx0);\n\n const jointAt0: boolean = this._doJoints && (isClosed || !isStart) && this._dotProduct(v0) > maxJointDot;\n const jointAt1: boolean = this._doJoints && (isClosed || !isEnd) && this._dotProduct(v1) > maxJointDot;\n\n if (jointAt0 || jointAt1) {\n this._addVertex(v0, v0.computeParam(true, jointAt0, false, false));\n this._addVertex(v1, v1.computeParam(false, jointAt1, false, false));\n this._addVertex(v0, v0.computeParam(false, jointAt0, false, true));\n this._addVertex(v0, v0.computeParam(false, jointAt0, false, true));\n this._addVertex(v1, v1.computeParam(false, jointAt1, false, false));\n this._addVertex(v1, v1.computeParam(false, jointAt1, false, true));\n this._addVertex(v0, v0.computeParam(false, jointAt0, false, true));\n this._addVertex(v1, v1.computeParam(false, jointAt1, false, true));\n this._addVertex(v0, v0.computeParam(false, jointAt0, false, false));\n this._addVertex(v0, v0.computeParam(false, jointAt0, false, false));\n this._addVertex(v1, v1.computeParam(false, jointAt1, false, true));\n this._addVertex(v1, v1.computeParam(true, jointAt1, false, false));\n\n if (jointAt0)\n this.addJointTriangles(v0, v0.computeParam(false, true, false, true), v0);\n\n if (jointAt1)\n this.addJointTriangles(v1, v1.computeParam(false, true, false, true), v1);\n } else {\n this._addVertex(v0, v0.computeParam(true));\n this._addVertex(v1, v1.computeParam(false));\n this._addVertex(v0, v0.computeParam(false));\n this._addVertex(v0, v0.computeParam(false));\n this._addVertex(v1, v1.computeParam(false));\n this._addVertex(v1, v1.computeParam(true));\n }\n }\n }\n }\n\n private addJointTriangles(v0: PolylineVertex, p0: number, v1: PolylineVertex): void {\n const param = v1.computeParam(false, false, true);\n for (let i = 0; i < 3; i++) {\n this._addVertex(v0, p0);\n this._addVertex(v1, param + i + 1);\n this._addVertex(v1, param + i);\n }\n }\n\n private _dotProduct(v: PolylineVertex): number {\n const pos: Point3d = this._position[v.vertexIndex];\n const prevDir: Vector3d = Vector3d.createStartEnd(this._position[v.prevIndex], pos);\n const nextDir: Vector3d = Vector3d.createStartEnd(this._position[v.nextIndex], pos);\n return prevDir.dotProduct(nextDir);\n }\n\n private _addVertex(vertex: PolylineVertex, param: number): void {\n this._vertIndex[this._numIndices] = vertex.vertexIndex;\n this._prevIndex[this._numIndices] = vertex.prevIndex;\n this._nextIndex[this._numIndices] = vertex.nextIndex;\n this._nextParam[this._numIndices] = param;\n this._numIndices++;\n }\n}\n\n/** Strictly for tests. @internal */\nexport function tesselatePolyline(polylines: PolylineData[], points: QPoint3dList, doJointTriangles: boolean): TesselatedPolyline {\n const tesselator = new PolylineTesselator(polylines, points, doJointTriangles);\n return tesselator.tesselate();\n}\n\n/**\n * Describes a set of tesselated polylines.\n * Each segment of each polyline is triangulated into a quad. Additional triangles may be inserted\n * between segments to enable rounded corners.\n */\nexport class PolylineParams {\n public readonly vertices: VertexTable;\n public readonly polyline: TesselatedPolyline;\n public readonly isPlanar: boolean;\n public readonly type: PolylineTypeFlags;\n public readonly weight: number;\n public readonly linePixels: LinePixels;\n\n /** Directly construct a PolylineParams. The PolylineParams takes ownership of all input data. */\n public constructor(vertices: VertexTable, polyline: TesselatedPolyline, weight: number, linePixels: LinePixels, isPlanar: boolean, type: PolylineTypeFlags = PolylineTypeFlags.Normal) {\n this.vertices = vertices;\n this.polyline = polyline;\n this.isPlanar = isPlanar;\n this.weight = weight;\n this.linePixels = linePixels;\n this.type = type;\n }\n\n /** Construct from an PolylineArgs. */\n public static create(args: PolylineArgs): PolylineParams | undefined {\n assert(!args.flags.isDisjoint);\n const vertices = VertexTable.createForPolylines(args);\n if (undefined === vertices)\n return undefined;\n\n const tesselator = PolylineTesselator.fromPolyline(args);\n if (undefined === tesselator)\n return undefined;\n\n return new PolylineParams(vertices, tesselator.tesselate(), args.width, args.linePixels, args.flags.isPlanar, args.flags.type);\n }\n}\n\nexport function wantJointTriangles(weight: number, is2d: boolean): boolean {\n // Joints are incredibly expensive. In 3d, only generate them if the line is sufficiently wide for them to be noticeable.\n const jointWidthThreshold = 3;\n return is2d || weight >= jointWidthThreshold;\n}\n"]}
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+
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Point3d, Vector3d } from \"@itwin/core-geometry\";\r\nimport { LinePixels, PolylineData, PolylineTypeFlags, QPoint3dList } from \"@itwin/core-common\";\r\nimport { MeshArgs, PolylineArgs } from \"./mesh/MeshPrimitives\";\r\nimport { VertexIndices, VertexTable } from \"./VertexTable\";\r\n\r\n/** Parameter associated with each vertex index of a tesselated polyline. */\r\nconst enum PolylineParam { // eslint-disable-line no-restricted-syntax\r\n kNone = 0,\r\n kSquare = 1 * 3,\r\n kMiter = 2 * 3,\r\n kMiterInsideOnly = 3 * 3,\r\n kJointBase = 4 * 3,\r\n kNegatePerp = 8 * 3,\r\n kNegateAlong = 16 * 3,\r\n kNoneAdjustWeight = 32 * 3,\r\n}\r\n\r\n/**\r\n * Represents a tesselated polyline.\r\n * Given a polyline as a line string, each segment of the line string is triangulated into a quad.\r\n * Based on the angle between two segments, additional joint triangles may be inserted in between to enable smoothly-rounded corners.\r\n * @internal\r\n */\r\nexport interface TesselatedPolyline {\r\n /** 24-bit index of each vertex. */\r\n readonly indices: VertexIndices;\r\n /** 24-bit index of the previous vertex in the polyline. */\r\n readonly prevIndices: VertexIndices;\r\n /** 24-bit index of the next vertex in the polyline, plus 8-bit parameter describing the semantics of this vertex. */\r\n readonly nextIndicesAndParams: Uint8Array;\r\n}\r\n\r\nexport namespace TesselatedPolyline {\r\n export function fromMesh(args: MeshArgs): TesselatedPolyline | undefined {\r\n const tesselator = PolylineTesselator.fromMesh(args);\r\n return tesselator?.tesselate();\r\n }\r\n}\r\n\r\nclass PolylineVertex {\r\n public isSegmentStart: boolean = false;\r\n public isPolylineStartOrEnd: boolean = false;\r\n public vertexIndex: number = 0;\r\n public prevIndex: number = 0;\r\n public nextIndex: number = 0;\r\n\r\n public constructor() { }\r\n\r\n public init(isSegmentStart: boolean, isPolylineStartOrEnd: boolean, vertexIndex: number, prevIndex: number, nextIndex: number) {\r\n this.isSegmentStart = isSegmentStart;\r\n this.isPolylineStartOrEnd = isPolylineStartOrEnd;\r\n this.vertexIndex = vertexIndex;\r\n this.prevIndex = prevIndex;\r\n this.nextIndex = nextIndex;\r\n }\r\n\r\n public computeParam(negatePerp: boolean, adjacentToJoint: boolean = false, joint: boolean = false, noDisplacement: boolean = false): number {\r\n if (joint)\r\n return PolylineParam.kJointBase;\r\n\r\n let param: PolylineParam;\r\n if (noDisplacement)\r\n param = PolylineParam.kNoneAdjustWeight; // prevent getting tossed before width adjustment\r\n else if (adjacentToJoint)\r\n param = PolylineParam.kMiterInsideOnly;\r\n else\r\n param = this.isPolylineStartOrEnd ? PolylineParam.kSquare : PolylineParam.kMiter;\r\n\r\n let adjust = 0;\r\n if (negatePerp)\r\n adjust = PolylineParam.kNegatePerp;\r\n if (!this.isSegmentStart)\r\n adjust += PolylineParam.kNegateAlong;\r\n\r\n return param + adjust;\r\n }\r\n}\r\n\r\nclass PolylineTesselator {\r\n private _polylines: PolylineData[];\r\n private _doJoints: boolean;\r\n private _numIndices = 0;\r\n private _vertIndex: number[] = [];\r\n private _prevIndex: number[] = [];\r\n private _nextIndex: number[] = [];\r\n private _nextParam: number[] = [];\r\n private _position: Point3d[] = [];\r\n\r\n public constructor(polylines: PolylineData[], points: QPoint3dList | Point3d[], doJointTriangles: boolean) {\r\n this._polylines = polylines;\r\n if (points instanceof QPoint3dList) {\r\n for (const p of points.list)\r\n this._position.push(p.unquantize(points.params));\r\n } else {\r\n this._position = points;\r\n }\r\n\r\n this._doJoints = doJointTriangles;\r\n }\r\n\r\n public static fromPolyline(args: PolylineArgs): PolylineTesselator {\r\n return new PolylineTesselator(args.polylines, args.points, wantJointTriangles(args.width, args.flags.is2d));\r\n }\r\n\r\n public static fromMesh(args: MeshArgs): PolylineTesselator | undefined {\r\n if (undefined !== args.edges?.polylines.lines && undefined !== args.points)\r\n return new PolylineTesselator(args.edges.polylines.lines, args.points, wantJointTriangles(args.edges.width, true === args.is2d));\r\n\r\n return undefined;\r\n }\r\n\r\n public tesselate(): TesselatedPolyline {\r\n this._tesselate();\r\n\r\n const vertIndex = VertexIndices.fromArray(this._vertIndex);\r\n const prevIndex = VertexIndices.fromArray(this._prevIndex);\r\n\r\n const nextIndexAndParam = new Uint8Array(this._numIndices * 4);\r\n for (let i = 0; i < this._numIndices; i++) {\r\n const index = this._nextIndex[i];\r\n const j = i * 4;\r\n VertexIndices.encodeIndex(index, nextIndexAndParam, j);\r\n nextIndexAndParam[j + 3] = this._nextParam[i] & 0x000000ff;\r\n }\r\n\r\n return {\r\n indices: vertIndex,\r\n prevIndices: prevIndex,\r\n nextIndicesAndParams: nextIndexAndParam,\r\n };\r\n }\r\n\r\n private _tesselate() {\r\n const v0 = new PolylineVertex(), v1 = new PolylineVertex();\r\n const maxJointDot = -0.7;\r\n\r\n for (const line of this._polylines) {\r\n if (line.numIndices < 2)\r\n continue;\r\n\r\n const last = line.numIndices - 1;\r\n const isClosed: boolean = line.vertIndices[0] === line.vertIndices[last];\r\n\r\n for (let i = 0; i < last; ++i) {\r\n const idx0 = line.vertIndices[i];\r\n const idx1 = line.vertIndices[i + 1];\r\n const isStart: boolean = (0 === i);\r\n const isEnd: boolean = (last - 1 === i);\r\n const prevIdx0 = isStart ? (isClosed ? line.vertIndices[last - 1] : idx0) : line.vertIndices[i - 1];\r\n const nextIdx1 = isEnd ? (isClosed ? line.vertIndices[1] : idx1) : line.vertIndices[i + 2];\r\n\r\n v0.init(true, isStart && !isClosed, idx0, prevIdx0, idx1);\r\n v1.init(false, isEnd && !isClosed, idx1, nextIdx1, idx0);\r\n\r\n const jointAt0: boolean = this._doJoints && (isClosed || !isStart) && this._dotProduct(v0) > maxJointDot;\r\n const jointAt1: boolean = this._doJoints && (isClosed || !isEnd) && this._dotProduct(v1) > maxJointDot;\r\n\r\n if (jointAt0 || jointAt1) {\r\n this._addVertex(v0, v0.computeParam(true, jointAt0, false, false));\r\n this._addVertex(v1, v1.computeParam(false, jointAt1, false, false));\r\n this._addVertex(v0, v0.computeParam(false, jointAt0, false, true));\r\n this._addVertex(v0, v0.computeParam(false, jointAt0, false, true));\r\n this._addVertex(v1, v1.computeParam(false, jointAt1, false, false));\r\n this._addVertex(v1, v1.computeParam(false, jointAt1, false, true));\r\n this._addVertex(v0, v0.computeParam(false, jointAt0, false, true));\r\n this._addVertex(v1, v1.computeParam(false, jointAt1, false, true));\r\n this._addVertex(v0, v0.computeParam(false, jointAt0, false, false));\r\n this._addVertex(v0, v0.computeParam(false, jointAt0, false, false));\r\n this._addVertex(v1, v1.computeParam(false, jointAt1, false, true));\r\n this._addVertex(v1, v1.computeParam(true, jointAt1, false, false));\r\n\r\n if (jointAt0)\r\n this.addJointTriangles(v0, v0.computeParam(false, true, false, true), v0);\r\n\r\n if (jointAt1)\r\n this.addJointTriangles(v1, v1.computeParam(false, true, false, true), v1);\r\n } else {\r\n this._addVertex(v0, v0.computeParam(true));\r\n this._addVertex(v1, v1.computeParam(false));\r\n this._addVertex(v0, v0.computeParam(false));\r\n this._addVertex(v0, v0.computeParam(false));\r\n this._addVertex(v1, v1.computeParam(false));\r\n this._addVertex(v1, v1.computeParam(true));\r\n }\r\n }\r\n }\r\n }\r\n\r\n private addJointTriangles(v0: PolylineVertex, p0: number, v1: PolylineVertex): void {\r\n const param = v1.computeParam(false, false, true);\r\n for (let i = 0; i < 3; i++) {\r\n this._addVertex(v0, p0);\r\n this._addVertex(v1, param + i + 1);\r\n this._addVertex(v1, param + i);\r\n }\r\n }\r\n\r\n private _dotProduct(v: PolylineVertex): number {\r\n const pos: Point3d = this._position[v.vertexIndex];\r\n const prevDir: Vector3d = Vector3d.createStartEnd(this._position[v.prevIndex], pos);\r\n const nextDir: Vector3d = Vector3d.createStartEnd(this._position[v.nextIndex], pos);\r\n return prevDir.dotProduct(nextDir);\r\n }\r\n\r\n private _addVertex(vertex: PolylineVertex, param: number): void {\r\n this._vertIndex[this._numIndices] = vertex.vertexIndex;\r\n this._prevIndex[this._numIndices] = vertex.prevIndex;\r\n this._nextIndex[this._numIndices] = vertex.nextIndex;\r\n this._nextParam[this._numIndices] = param;\r\n this._numIndices++;\r\n }\r\n}\r\n\r\n/** Strictly for tests. @internal */\r\nexport function tesselatePolyline(polylines: PolylineData[], points: QPoint3dList, doJointTriangles: boolean): TesselatedPolyline {\r\n const tesselator = new PolylineTesselator(polylines, points, doJointTriangles);\r\n return tesselator.tesselate();\r\n}\r\n\r\n/**\r\n * Describes a set of tesselated polylines.\r\n * Each segment of each polyline is triangulated into a quad. Additional triangles may be inserted\r\n * between segments to enable rounded corners.\r\n */\r\nexport class PolylineParams {\r\n public readonly vertices: VertexTable;\r\n public readonly polyline: TesselatedPolyline;\r\n public readonly isPlanar: boolean;\r\n public readonly type: PolylineTypeFlags;\r\n public readonly weight: number;\r\n public readonly linePixels: LinePixels;\r\n\r\n /** Directly construct a PolylineParams. The PolylineParams takes ownership of all input data. */\r\n public constructor(vertices: VertexTable, polyline: TesselatedPolyline, weight: number, linePixels: LinePixels, isPlanar: boolean, type: PolylineTypeFlags = PolylineTypeFlags.Normal) {\r\n this.vertices = vertices;\r\n this.polyline = polyline;\r\n this.isPlanar = isPlanar;\r\n this.weight = weight;\r\n this.linePixels = linePixels;\r\n this.type = type;\r\n }\r\n\r\n /** Construct from an PolylineArgs. */\r\n public static create(args: PolylineArgs): PolylineParams | undefined {\r\n assert(!args.flags.isDisjoint);\r\n const vertices = VertexTable.createForPolylines(args);\r\n if (undefined === vertices)\r\n return undefined;\r\n\r\n const tesselator = PolylineTesselator.fromPolyline(args);\r\n if (undefined === tesselator)\r\n return undefined;\r\n\r\n return new PolylineParams(vertices, tesselator.tesselate(), args.width, args.linePixels, args.flags.isPlanar, args.flags.type);\r\n }\r\n}\r\n\r\nexport function wantJointTriangles(weight: number, is2d: boolean): boolean {\r\n // Joints are incredibly expensive. In 3d, only generate them if the line is sufficiently wide for them to be noticeable.\r\n const jointWidthThreshold = 3;\r\n return is2d || weight >= jointWidthThreshold;\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module Rendering\n */\n\nimport { assert, SortedArray } from \"@itwin/core-bentley\";\nimport { GraphicBuilder } from \"../GraphicBuilder\";\n\n/** @internal */\nexport namespace ToleranceRatio {\n export const vertex = 0.1;\n export const facetArea = 0.1;\n}\n\n/** Specifies under what circumstances a GeometryAccumulator should generate normals.\n * @internal\n */\nexport enum NormalMode {\n Never, // Never generate normals\n Always, // Always generate normals\n CurvedSurfacesOnly, // Generate normals only for curved surfaces\n}\n\n/** @internal */\nexport enum SurfacesOnly { Yes = 1, No = 0 } // Yes indicates polylines will not be generated, only meshes.\n\n/** @internal */\nexport enum PreserveOrder { Yes = 1, No = 0 } // Yes indicates primitives will not be merged, and the order in which they were added to the GraphicBuilder will be preserved.\n\n/** @internal */\nexport enum GenerateEdges { Yes = 1, No = 0 } // Yes indicates edges will be generated for surfaces\n\n/** @internal */\nexport class GeometryOptions {\n public readonly normals: NormalMode;\n public readonly surfaces: SurfacesOnly;\n public readonly preserveOrder: PreserveOrder;\n public readonly edges: GenerateEdges;\n constructor(edges: GenerateEdges, normals: NormalMode = NormalMode.Always, surfaces: SurfacesOnly = SurfacesOnly.No, preserveOrder: PreserveOrder = PreserveOrder.No) {\n this.normals = normals;\n this.surfaces = surfaces;\n this.preserveOrder = preserveOrder;\n this.edges = edges;\n }\n\n public get wantSurfacesOnly(): boolean { return this.surfaces === SurfacesOnly.Yes; }\n public get wantPreserveOrder(): boolean { return this.preserveOrder === PreserveOrder.Yes; }\n public get wantEdges(): boolean { return this.edges === GenerateEdges.Yes; }\n\n public static createForGraphicBuilder(params: GraphicBuilder, normals: NormalMode = NormalMode.Always, surfaces: SurfacesOnly = SurfacesOnly.No): GeometryOptions {\n return new GeometryOptions(params.wantEdges ? GenerateEdges.Yes : GenerateEdges.No, normals, surfaces, params.preserveOrder ? PreserveOrder.Yes : PreserveOrder.No);\n }\n}\n\n/** @internal */\nexport class Triangle {\n public readonly indices = new Uint32Array(3);\n public readonly visible = [true, true, true];\n public singleSided: boolean;\n\n public constructor(singleSided: boolean = true) { this.singleSided = singleSided; }\n\n public setIndices(a: number, b: number, c: number) {\n this.indices[0] = a;\n this.indices[1] = b;\n this.indices[2] = c;\n }\n\n public setEdgeVisibility(a: boolean, b: boolean, c: boolean) {\n this.visible[0] = a;\n this.visible[1] = b;\n this.visible[2] = c;\n }\n\n public isEdgeVisible(index: number) {\n assert(index < 3 && index >= 0);\n return this.visible[index];\n }\n\n public get isDegenerate() { return this.indices[0] === this.indices[1] || this.indices[0] === this.indices[2] || this.indices[1] === this.indices[2]; }\n}\n\n/** @internal */\nexport class TriangleList {\n private readonly _flags: number[] = [];\n public readonly indices: number[] = [];\n\n public get length(): number { return this._flags.length; }\n public get isEmpty(): boolean { return 0 === this.length; }\n\n public addTriangle(triangle: Triangle): void {\n let flags = triangle.singleSided ? 1 : 0;\n for (let i = 0; i < 3; i++) {\n if (triangle.isEdgeVisible(i))\n flags |= (0x0002 << i);\n\n this.indices.push(triangle.indices[i]);\n }\n\n this._flags.push(flags);\n }\n\n public addFromTypedArray(indices: Uint8Array | Uint16Array | Uint32Array, flags: number = 0) {\n for (let i = 0; i < indices.length;) {\n this.indices.push(indices[i++]);\n this.indices.push(indices[i++]);\n this.indices.push(indices[i++]);\n this._flags.push(flags);\n }\n }\n\n public getTriangle(index: number, out?: Triangle): Triangle {\n const triangle = undefined !== out ? out : new Triangle();\n\n if (index > this.length) {\n assert(false);\n return new Triangle();\n }\n\n const flags = this._flags[index];\n triangle.singleSided = 0 !== (flags & 0x0001);\n\n const baseIndex = index * 3;\n for (let i = 0; i < 3; i++) {\n triangle.indices[i] = this.indices[baseIndex + i];\n triangle.visible[i] = 0 !== (flags & 0x0002 << i);\n }\n\n return triangle;\n }\n}\n\n/** @internal */\nexport class TriangleKey {\n private readonly _sortedIndices = new Uint32Array(3);\n\n public constructor(triangle: Triangle) {\n const index = triangle.indices;\n const sorted = this._sortedIndices;\n\n if (index[0] < index[1]) {\n if (index[0] < index[2]) {\n sorted[0] = index[0];\n if (index[1] < index[2]) {\n sorted[1] = index[1];\n sorted[2] = index[2];\n } else {\n sorted[1] = index[2];\n sorted[2] = index[1];\n }\n } else {\n sorted[0] = index[2];\n sorted[1] = index[0];\n sorted[2] = index[1];\n }\n } else {\n if (index[1] < index[2]) {\n sorted[0] = index[1];\n if (index[0] < index[2]) {\n sorted[1] = index[0];\n sorted[2] = index[2];\n } else {\n sorted[1] = index[2];\n sorted[2] = index[0];\n }\n } else {\n sorted[0] = index[2];\n sorted[1] = index[1];\n sorted[2] = index[0];\n }\n }\n\n assert(sorted[0] < sorted[1]);\n assert(sorted[1] < sorted[2]);\n }\n\n public compare(rhs: TriangleKey): number {\n let diff = 0;\n for (let i = 0; i < 3; i++) {\n diff = this._sortedIndices[i] - rhs._sortedIndices[i];\n if (0 !== diff)\n break;\n }\n\n return diff;\n }\n}\n\n/** @internal */\nexport class TriangleSet extends SortedArray<TriangleKey> {\n public constructor() {\n super((lhs: TriangleKey, rhs: TriangleKey) => lhs.compare(rhs));\n }\n public insertKey(triangle: Triangle, onInsert: (triangleKey: TriangleKey) => any): number {\n return this.insert(new TriangleKey(triangle), onInsert);\n }\n}\n"]}
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { assert, SortedArray } from \"@itwin/core-bentley\";\r\nimport { GraphicBuilder } from \"../GraphicBuilder\";\r\n\r\n/** @internal */\r\nexport namespace ToleranceRatio {\r\n export const vertex = 0.1;\r\n export const facetArea = 0.1;\r\n}\r\n\r\n/** Specifies under what circumstances a GeometryAccumulator should generate normals.\r\n * @internal\r\n */\r\nexport enum NormalMode {\r\n Never, // Never generate normals\r\n Always, // Always generate normals\r\n CurvedSurfacesOnly, // Generate normals only for curved surfaces\r\n}\r\n\r\n/** @internal */\r\nexport enum SurfacesOnly { Yes = 1, No = 0 } // Yes indicates polylines will not be generated, only meshes.\r\n\r\n/** @internal */\r\nexport enum PreserveOrder { Yes = 1, No = 0 } // Yes indicates primitives will not be merged, and the order in which they were added to the GraphicBuilder will be preserved.\r\n\r\n/** @internal */\r\nexport enum GenerateEdges { Yes = 1, No = 0 } // Yes indicates edges will be generated for surfaces\r\n\r\n/** @internal */\r\nexport class GeometryOptions {\r\n public readonly normals: NormalMode;\r\n public readonly surfaces: SurfacesOnly;\r\n public readonly preserveOrder: PreserveOrder;\r\n public readonly edges: GenerateEdges;\r\n constructor(edges: GenerateEdges, normals: NormalMode = NormalMode.Always, surfaces: SurfacesOnly = SurfacesOnly.No, preserveOrder: PreserveOrder = PreserveOrder.No) {\r\n this.normals = normals;\r\n this.surfaces = surfaces;\r\n this.preserveOrder = preserveOrder;\r\n this.edges = edges;\r\n }\r\n\r\n public get wantSurfacesOnly(): boolean { return this.surfaces === SurfacesOnly.Yes; }\r\n public get wantPreserveOrder(): boolean { return this.preserveOrder === PreserveOrder.Yes; }\r\n public get wantEdges(): boolean { return this.edges === GenerateEdges.Yes; }\r\n\r\n public static createForGraphicBuilder(params: GraphicBuilder, normals: NormalMode = NormalMode.Always, surfaces: SurfacesOnly = SurfacesOnly.No): GeometryOptions {\r\n return new GeometryOptions(params.wantEdges ? GenerateEdges.Yes : GenerateEdges.No, normals, surfaces, params.preserveOrder ? PreserveOrder.Yes : PreserveOrder.No);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class Triangle {\r\n public readonly indices = new Uint32Array(3);\r\n public readonly visible = [true, true, true];\r\n public singleSided: boolean;\r\n\r\n public constructor(singleSided: boolean = true) { this.singleSided = singleSided; }\r\n\r\n public setIndices(a: number, b: number, c: number) {\r\n this.indices[0] = a;\r\n this.indices[1] = b;\r\n this.indices[2] = c;\r\n }\r\n\r\n public setEdgeVisibility(a: boolean, b: boolean, c: boolean) {\r\n this.visible[0] = a;\r\n this.visible[1] = b;\r\n this.visible[2] = c;\r\n }\r\n\r\n public isEdgeVisible(index: number) {\r\n assert(index < 3 && index >= 0);\r\n return this.visible[index];\r\n }\r\n\r\n public get isDegenerate() { return this.indices[0] === this.indices[1] || this.indices[0] === this.indices[2] || this.indices[1] === this.indices[2]; }\r\n}\r\n\r\n/** @internal */\r\nexport class TriangleList {\r\n private readonly _flags: number[] = [];\r\n public readonly indices: number[] = [];\r\n\r\n public get length(): number { return this._flags.length; }\r\n public get isEmpty(): boolean { return 0 === this.length; }\r\n\r\n public addTriangle(triangle: Triangle): void {\r\n let flags = triangle.singleSided ? 1 : 0;\r\n for (let i = 0; i < 3; i++) {\r\n if (triangle.isEdgeVisible(i))\r\n flags |= (0x0002 << i);\r\n\r\n this.indices.push(triangle.indices[i]);\r\n }\r\n\r\n this._flags.push(flags);\r\n }\r\n\r\n public addFromTypedArray(indices: Uint8Array | Uint16Array | Uint32Array, flags: number = 0) {\r\n for (let i = 0; i < indices.length;) {\r\n this.indices.push(indices[i++]);\r\n this.indices.push(indices[i++]);\r\n this.indices.push(indices[i++]);\r\n this._flags.push(flags);\r\n }\r\n }\r\n\r\n public getTriangle(index: number, out?: Triangle): Triangle {\r\n const triangle = undefined !== out ? out : new Triangle();\r\n\r\n if (index > this.length) {\r\n assert(false);\r\n return new Triangle();\r\n }\r\n\r\n const flags = this._flags[index];\r\n triangle.singleSided = 0 !== (flags & 0x0001);\r\n\r\n const baseIndex = index * 3;\r\n for (let i = 0; i < 3; i++) {\r\n triangle.indices[i] = this.indices[baseIndex + i];\r\n triangle.visible[i] = 0 !== (flags & 0x0002 << i);\r\n }\r\n\r\n return triangle;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class TriangleKey {\r\n private readonly _sortedIndices = new Uint32Array(3);\r\n\r\n public constructor(triangle: Triangle) {\r\n const index = triangle.indices;\r\n const sorted = this._sortedIndices;\r\n\r\n if (index[0] < index[1]) {\r\n if (index[0] < index[2]) {\r\n sorted[0] = index[0];\r\n if (index[1] < index[2]) {\r\n sorted[1] = index[1];\r\n sorted[2] = index[2];\r\n } else {\r\n sorted[1] = index[2];\r\n sorted[2] = index[1];\r\n }\r\n } else {\r\n sorted[0] = index[2];\r\n sorted[1] = index[0];\r\n sorted[2] = index[1];\r\n }\r\n } else {\r\n if (index[1] < index[2]) {\r\n sorted[0] = index[1];\r\n if (index[0] < index[2]) {\r\n sorted[1] = index[0];\r\n sorted[2] = index[2];\r\n } else {\r\n sorted[1] = index[2];\r\n sorted[2] = index[0];\r\n }\r\n } else {\r\n sorted[0] = index[2];\r\n sorted[1] = index[1];\r\n sorted[2] = index[0];\r\n }\r\n }\r\n\r\n assert(sorted[0] < sorted[1]);\r\n assert(sorted[1] < sorted[2]);\r\n }\r\n\r\n public compare(rhs: TriangleKey): number {\r\n let diff = 0;\r\n for (let i = 0; i < 3; i++) {\r\n diff = this._sortedIndices[i] - rhs._sortedIndices[i];\r\n if (0 !== diff)\r\n break;\r\n }\r\n\r\n return diff;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class TriangleSet extends SortedArray<TriangleKey> {\r\n public constructor() {\r\n super((lhs: TriangleKey, rhs: TriangleKey) => lhs.compare(rhs));\r\n }\r\n public insertKey(triangle: Triangle, onInsert: (triangleKey: TriangleKey) => any): number {\r\n return this.insert(new TriangleKey(triangle), onInsert);\r\n }\r\n}\r\n"]}
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{"version":3,"file":"Strokes.js","sourceRoot":"","sources":["../../../../src/render/primitives/Strokes.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAKH,gBAAgB;AAChB,MAAM,OAAO,yBAAyB;IAEpC,YAAY,SAAoB,EAAE,IAAI,IAAI,CAAC,MAAM,GAAG,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;CACnE;AAED,gBAAgB;AAChB,MAAM,OAAO,0BAA2B,SAAQ,KAAgC;IAC9E,YAAY,GAAG,IAAiC;QAC9C,KAAK,CAAC,GAAG,IAAI,CAAC,CAAC;IACjB,CAAC;CACF;AAED,gBAAgB;AAChB,MAAM,OAAO,gBAAgB;IAMpB,MAAM,CAAC,MAAM,CAAC,MAAqB,EAAE,UAAmB,EAAE,QAAiB;QAChF,OAAO,IAAI,gBAAgB,CAAC,MAAM,EAAE,UAAU,EAAE,QAAQ,CAAC,CAAC;IAC5D,CAAC;IAED,YAAoB,MAAqB,EAAE,UAAmB,EAAE,QAAiB;QAC/E,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC;QAC5B,IAAI,CAAC,OAAO,GAAG,IAAI,0BAA0B,EAAE,CAAC;QAChD,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;QAC7B,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;IAC3B,CAAC;IAEM,SAAS,CAAC,KAAgB;QAC/B,KAAK,MAAM,IAAI,IAAI,IAAI,CAAC,OAAO,EAAE;YAC/B,KAAK,CAAC,2BAA2B,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;SAChD;IACH,CAAC;CACF;AAED,gBAAgB;AAChB,MAAM,OAAO,oBAAqB,SAAQ,KAAuB;IAC/D,YAAY,GAAG,IAAwB;QACrC,KAAK,CAAC,GAAG,IAAI,CAAC,CAAC;IACjB,CAAC;CACF","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { Point3d, Transform } from \"@itwin/core-geometry\";\r\nimport { DisplayParams } from \"./DisplayParams\";\r\n\r\n/** @internal */\r\nexport class StrokesPrimitivePointList {\r\n public points: Point3d[];\r\n constructor(points: Point3d[] = []) { this.points = [...points]; }\r\n}\r\n\r\n/** @internal */\r\nexport class StrokesPrimitivePointLists extends Array<StrokesPrimitivePointList> {\r\n constructor(...args: StrokesPrimitivePointList[]) {\r\n super(...args);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class StrokesPrimitive {\r\n public readonly displayParams: DisplayParams;\r\n public readonly isDisjoint: boolean;\r\n public readonly isPlanar: boolean;\r\n public strokes: StrokesPrimitivePointLists;\r\n\r\n public static create(params: DisplayParams, isDisjoint: boolean, isPlanar: boolean) {\r\n return new StrokesPrimitive(params, isDisjoint, isPlanar);\r\n }\r\n\r\n private constructor(params: DisplayParams, isDisjoint: boolean, isPlanar: boolean) {\r\n this.displayParams = params;\r\n this.strokes = new StrokesPrimitivePointLists();\r\n this.isDisjoint = isDisjoint;\r\n this.isPlanar = isPlanar;\r\n }\r\n\r\n public transform(trans: Transform) {\r\n for (const strk of this.strokes) {\r\n trans.multiplyPoint3dArrayInPlace(strk.points);\r\n }\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class StrokesPrimitiveList extends Array<StrokesPrimitive> {\r\n constructor(...args: StrokesPrimitive[]) {\r\n super(...args);\r\n }\r\n}\r\n"]}
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module Rendering\n */\n\nimport { assert, comparePossiblyUndefined, compareWithTolerance, IndexMap } from \"@itwin/core-bentley\";\nimport { Point2d, Point3d, XYAndZ } from \"@itwin/core-geometry\";\nimport { Feature, OctEncodedNormal } from \"@itwin/core-common\";\n\n/** @internal */\nexport interface VertexKeyProps {\n position: Point3d;\n fillColor: number;\n normal?: OctEncodedNormal;\n uvParam?: Point2d;\n feature?: Feature;\n}\n\nfunction comparePositions(p0: Point3d, p1: Point3d, tolerance: XYAndZ): number {\n let diff = compareWithTolerance(p0.x, p1.x, tolerance.x);\n if (0 === diff) {\n diff = compareWithTolerance(p0.y, p1.y, tolerance.y);\n if (0 === diff)\n diff = compareWithTolerance(p0.z, p1.z, tolerance.z);\n }\n\n return diff;\n}\n\nfunction compareFeatures(f0: Feature | undefined, f1: Feature | undefined): number {\n return comparePossiblyUndefined((lhs, rhs) => lhs.compare(rhs), f0, f1);\n}\n\n/** @internal */\nexport class VertexKey {\n public readonly position: Point3d;\n public readonly normal?: OctEncodedNormal;\n public readonly uvParam?: Point2d;\n public readonly fillColor: number;\n public readonly feature?: Feature;\n\n public constructor(position: Point3d, fillColor: number, normal?: OctEncodedNormal, uvParam?: Point2d, feature?: Feature) {\n this.position = position.clone();\n this.fillColor = fillColor;\n this.normal = normal;\n this.uvParam = uvParam?.clone();\n this.feature = feature;\n }\n\n public static create(props: VertexKeyProps): VertexKey {\n return new VertexKey(props.position, props.fillColor, props.normal, props.uvParam, props.feature);\n }\n\n public equals(rhs: VertexKey, tolerance: XYAndZ): boolean {\n if (this.fillColor !== rhs.fillColor)\n return false;\n\n if (0 !== compareFeatures(this.feature, rhs.feature))\n return false;\n\n if (undefined !== this.normal) {\n assert(undefined !== rhs.normal);\n if (this.normal.value !== rhs.normal.value)\n return false;\n }\n\n if (0 !== comparePositions(this.position, rhs.position, tolerance))\n return false;\n\n if (undefined !== this.uvParam) {\n assert(undefined !== rhs.uvParam);\n return this.uvParam.isAlmostEqual(rhs.uvParam, 0.0001);\n }\n\n return true;\n }\n\n public compare(rhs: VertexKey, tolerance: XYAndZ): number {\n if (this === rhs)\n return 0;\n\n let diff = this.fillColor - rhs.fillColor;\n if (0 === diff) {\n diff = comparePositions(this.position, rhs.position, tolerance);\n if (0 === diff) {\n diff = compareFeatures(this.feature, rhs.feature);\n if (0 === diff) {\n if (undefined !== this.normal) {\n assert(undefined !== rhs.normal);\n diff = this.normal.value - rhs.normal.value;\n }\n\n if (0 === diff && undefined !== this.uvParam) {\n assert(undefined !== rhs.uvParam);\n diff = compareWithTolerance(this.uvParam.x, rhs.uvParam.x);\n if (0 === diff)\n diff = compareWithTolerance(this.uvParam.x, rhs.uvParam.y);\n }\n }\n }\n }\n\n return diff;\n }\n}\n\n/** @internal */\nexport class VertexMap extends IndexMap<VertexKey> {\n private readonly _tolerance: XYAndZ;\n\n public constructor(tolerance: XYAndZ) {\n super((lhs, rhs) => lhs.compare(rhs, tolerance));\n this._tolerance = tolerance;\n }\n\n public insertKey(props: VertexKeyProps, onInsert?: (vk: VertexKey) => any): number {\n return this.insert(VertexKey.create(props), onInsert);\n }\n\n public arePositionsAlmostEqual(p0: VertexKeyProps, p1: VertexKeyProps): boolean {\n return 0 === this.comparePositions(p0, p1);\n }\n\n public comparePositions(p0: VertexKeyProps, p1: VertexKeyProps): number {\n return comparePositions(p0.position, p1.position, this._tolerance);\n }\n}\n"]}
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { assert, comparePossiblyUndefined, compareWithTolerance, IndexMap } from \"@itwin/core-bentley\";\r\nimport { Point2d, Point3d, XYAndZ } from \"@itwin/core-geometry\";\r\nimport { Feature, OctEncodedNormal } from \"@itwin/core-common\";\r\n\r\n/** @internal */\r\nexport interface VertexKeyProps {\r\n position: Point3d;\r\n fillColor: number;\r\n normal?: OctEncodedNormal;\r\n uvParam?: Point2d;\r\n feature?: Feature;\r\n}\r\n\r\nfunction comparePositions(p0: Point3d, p1: Point3d, tolerance: XYAndZ): number {\r\n let diff = compareWithTolerance(p0.x, p1.x, tolerance.x);\r\n if (0 === diff) {\r\n diff = compareWithTolerance(p0.y, p1.y, tolerance.y);\r\n if (0 === diff)\r\n diff = compareWithTolerance(p0.z, p1.z, tolerance.z);\r\n }\r\n\r\n return diff;\r\n}\r\n\r\nfunction compareFeatures(f0: Feature | undefined, f1: Feature | undefined): number {\r\n return comparePossiblyUndefined((lhs, rhs) => lhs.compare(rhs), f0, f1);\r\n}\r\n\r\n/** @internal */\r\nexport class VertexKey {\r\n public readonly position: Point3d;\r\n public readonly normal?: OctEncodedNormal;\r\n public readonly uvParam?: Point2d;\r\n public readonly fillColor: number;\r\n public readonly feature?: Feature;\r\n\r\n public constructor(position: Point3d, fillColor: number, normal?: OctEncodedNormal, uvParam?: Point2d, feature?: Feature) {\r\n this.position = position.clone();\r\n this.fillColor = fillColor;\r\n this.normal = normal;\r\n this.uvParam = uvParam?.clone();\r\n this.feature = feature;\r\n }\r\n\r\n public static create(props: VertexKeyProps): VertexKey {\r\n return new VertexKey(props.position, props.fillColor, props.normal, props.uvParam, props.feature);\r\n }\r\n\r\n public equals(rhs: VertexKey, tolerance: XYAndZ): boolean {\r\n if (this.fillColor !== rhs.fillColor)\r\n return false;\r\n\r\n if (0 !== compareFeatures(this.feature, rhs.feature))\r\n return false;\r\n\r\n if (undefined !== this.normal) {\r\n assert(undefined !== rhs.normal);\r\n if (this.normal.value !== rhs.normal.value)\r\n return false;\r\n }\r\n\r\n if (0 !== comparePositions(this.position, rhs.position, tolerance))\r\n return false;\r\n\r\n if (undefined !== this.uvParam) {\r\n assert(undefined !== rhs.uvParam);\r\n return this.uvParam.isAlmostEqual(rhs.uvParam, 0.0001);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public compare(rhs: VertexKey, tolerance: XYAndZ): number {\r\n if (this === rhs)\r\n return 0;\r\n\r\n let diff = this.fillColor - rhs.fillColor;\r\n if (0 === diff) {\r\n diff = comparePositions(this.position, rhs.position, tolerance);\r\n if (0 === diff) {\r\n diff = compareFeatures(this.feature, rhs.feature);\r\n if (0 === diff) {\r\n if (undefined !== this.normal) {\r\n assert(undefined !== rhs.normal);\r\n diff = this.normal.value - rhs.normal.value;\r\n }\r\n\r\n if (0 === diff && undefined !== this.uvParam) {\r\n assert(undefined !== rhs.uvParam);\r\n diff = compareWithTolerance(this.uvParam.x, rhs.uvParam.x);\r\n if (0 === diff)\r\n diff = compareWithTolerance(this.uvParam.x, rhs.uvParam.y);\r\n }\r\n }\r\n }\r\n }\r\n\r\n return diff;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class VertexMap extends IndexMap<VertexKey> {\r\n private readonly _tolerance: XYAndZ;\r\n\r\n public constructor(tolerance: XYAndZ) {\r\n super((lhs, rhs) => lhs.compare(rhs, tolerance));\r\n this._tolerance = tolerance;\r\n }\r\n\r\n public insertKey(props: VertexKeyProps, onInsert?: (vk: VertexKey) => any): number {\r\n return this.insert(VertexKey.create(props), onInsert);\r\n }\r\n\r\n public arePositionsAlmostEqual(p0: VertexKeyProps, p1: VertexKeyProps): boolean {\r\n return 0 === this.comparePositions(p0, p1);\r\n }\r\n\r\n public comparePositions(p0: VertexKeyProps, p1: VertexKeyProps): number {\r\n return comparePositions(p0.position, p1.position, this._tolerance);\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module Rendering\n */\n\nimport { assert } from \"@itwin/core-bentley\";\nimport { Point2d, Point3d, Range2d } from \"@itwin/core-geometry\";\nimport {\n ColorDef, ColorIndex, FeatureIndex, FeatureIndexType, QParams2d, QParams3d, QPoint2d, QPoint3dList,\n} from \"@itwin/core-common\";\nimport { IModelApp } from \"../../IModelApp\";\nimport { AuxChannelTable } from \"./AuxChannelTable\";\nimport { MeshArgs, Point3dList, PolylineArgs } from \"./mesh/MeshPrimitives\";\nimport { createSurfaceMaterial, SurfaceMaterial, SurfaceParams, SurfaceType } from \"./SurfaceParams\";\nimport { EdgeParams } from \"./EdgeParams\";\n\n/**\n * Holds an array of indices into a VertexTable. Each index is a 24-bit unsigned integer.\n * The order of the indices specifies the order in which vertices are drawn.\n * @internal\n */\nexport class VertexIndices implements Iterable<number> {\n public readonly data: Uint8Array;\n\n /**\n * Directly construct from an array of bytes in which each index occupies 3 contiguous bytes.\n * The length of the array must be a multiple of 3. This object takes ownership of the array.\n */\n public constructor(data: Uint8Array) {\n this.data = data;\n assert(0 === this.data.length % 3);\n }\n\n /** Get the number of 24-bit indices. */\n public get length(): number { return this.data.length / 3; }\n\n /** Convert an array of 24-bit unsigned integer values into a VertexIndices object. */\n public static fromArray(indices: number[]): VertexIndices {\n const bytes = new Uint8Array(indices.length * 3);\n for (let i = 0; i < indices.length; i++)\n this.encodeIndex(indices[i], bytes, i * 3);\n\n return new VertexIndices(bytes);\n }\n\n public static encodeIndex(index: number, bytes: Uint8Array, byteIndex: number): void {\n assert(byteIndex + 2 < bytes.length);\n bytes[byteIndex + 0] = index & 0x000000ff;\n bytes[byteIndex + 1] = (index & 0x0000ff00) >> 8;\n bytes[byteIndex + 2] = (index & 0x00ff0000) >> 16;\n }\n\n public setNthIndex(n: number, value: number): void {\n VertexIndices.encodeIndex(value, this.data, n * 3);\n }\n\n public decodeIndex(index: number): number {\n assert(index < this.length);\n const byteIndex = index * 3;\n return this.data[byteIndex] | (this.data[byteIndex + 1] << 8) | (this.data[byteIndex + 2] << 16);\n }\n\n public decodeIndices(): number[] {\n const indices = [];\n for (let i = 0; i < this.length; i++)\n indices.push(this.decodeIndex(i));\n\n return indices;\n }\n\n public [Symbol.iterator]() {\n function * iterator(indices: VertexIndices) {\n for (let i = 0; i < indices.length; i++)\n yield indices.decodeIndex(i);\n }\n\n return iterator(this);\n }\n}\n\n/** @internal */\nexport interface Dimensions {\n width: number;\n height: number;\n}\n\n/** @internal */\nexport function computeDimensions(nEntries: number, nRgbaPerEntry: number, nExtraRgba: number, maxSize?: number): Dimensions {\n maxSize = maxSize ?? IModelApp.renderSystem.maxTextureSize;\n const nRgba = nEntries * nRgbaPerEntry + nExtraRgba;\n\n if (nRgba < maxSize)\n return { width: nRgba, height: 1 };\n\n // Make roughly square to reduce unused space in last row\n let width = Math.ceil(Math.sqrt(nRgba));\n\n // Ensure a given entry's RGBA values all fit on the same row.\n const remainder = width % nRgbaPerEntry;\n if (0 !== remainder) {\n width += nRgbaPerEntry - remainder;\n }\n\n // Compute height\n let height = Math.ceil(nRgba / width);\n if (width * height < nRgba)\n ++height;\n\n assert(height <= maxSize);\n assert(width <= maxSize);\n assert(width * height >= nRgba);\n assert(Math.floor(height) === height);\n assert(Math.floor(width) === width);\n\n // Row padding should never be necessary...\n assert(0 === width % nRgbaPerEntry);\n\n return { width, height };\n}\n\n/** Describes a VertexTable.\n * @internal\n */\nexport interface VertexTableProps {\n /** The rectangular array of vertex data, of size width*height*numRgbaPerVertex bytes. */\n readonly data: Uint8Array;\n /** If true, positions are not quantized but instead stored as 32-bit floats.\n * [[qparams]] will still be defined; it can be used to derive the range of positions in the table.\n */\n readonly usesUnquantizedPositions?: boolean;\n /** Quantization parameters for the vertex positions encoded into the array, if the positions are quantized;\n * and for deriving the range of positions in the table, whether quantized or not.\n */\n readonly qparams: QParams3d;\n /** The number of 4-byte 'RGBA' values in each row of the array. Must be divisible by numRgbaPerVertex. */\n readonly width: number;\n /** The number of rows in the array. */\n readonly height: number;\n /** Whether or not the vertex colors contain translucent colors. */\n readonly hasTranslucency: boolean;\n /** If no color table exists, the color to use for all vertices. */\n readonly uniformColor?: ColorDef;\n /** Describes the number of features (none, one, or multiple) contained. */\n readonly featureIndexType: FeatureIndexType;\n /** If featureIndexType is 'Uniform', the feature ID associated with all vertices. */\n readonly uniformFeatureID?: number;\n /** The number of vertices in the table. Must be less than (width*height)/numRgbaPerVertex. */\n readonly numVertices: number;\n /** The number of 4-byte 'RGBA' values associated with each vertex. */\n readonly numRgbaPerVertex: number;\n /** If vertex data include texture UV coordinates, the quantization params for those coordinates. */\n readonly uvParams?: QParams2d;\n}\n\n/**\n * Represents vertex data (position, color, normal, UV params, etc) in a rectangular array.\n * Each vertex is described by one or more contiguous 4-byte ('RGBA') values.\n * This allows vertex data to be uploaded to the GPU as a texture and vertex data to be sampled\n * from that texture using a single vertex ID representing an index into the array.\n * Vertex color is identified by a 16-bit index into a color table appended to the vertex data.\n * @internal\n */\nexport class VertexTable implements VertexTableProps {\n /** The rectangular array of vertex data, of size width*height*numRgbaPerVertex bytes. */\n public readonly data: Uint8Array;\n /** If true, positions are not quantized but instead stored as 32-bit floats.\n * [[qparams]] will still be defined; it can be used to derive the range of positions in the table.\n */\n public readonly usesUnquantizedPositions?: boolean;\n /** Quantization parameters for the vertex positions encoded into the array, the positions are quantized;\n * and for deriving the range of positions in the table, whether quantized or not.\n */\n public readonly qparams: QParams3d;\n /** The number of 4-byte 'RGBA' values in each row of the array. Must be divisible by numRgbaPerVertex. */\n public readonly width: number;\n /** The number of rows in the array. */\n public readonly height: number;\n /** Whether or not the vertex colors contain translucent colors. */\n public readonly hasTranslucency: boolean;\n /** If no color table exists, the color to use for all vertices. */\n public readonly uniformColor?: ColorDef;\n /** Describes the number of features (none, one, or multiple) contained. */\n public readonly featureIndexType: FeatureIndexType;\n /** If featureIndexType is 'Uniform', the feature ID associated with all vertices. */\n public readonly uniformFeatureID?: number;\n /** The number of vertices in the table. Must be less than (width*height)/numRgbaPerVertex. */\n public readonly numVertices: number;\n /** The number of 4-byte 'RGBA' values associated with each vertex. */\n public readonly numRgbaPerVertex: number;\n /** If vertex data include texture UV coordinates, the quantization params for those coordinates. */\n public readonly uvParams?: QParams2d;\n\n /** Construct a VertexTable. The VertexTable takes ownership of all input data - it must not be later modified by the caller. */\n public constructor(props: VertexTableProps) {\n this.data = props.data;\n this.qparams = props.qparams;\n this.usesUnquantizedPositions = !!props.usesUnquantizedPositions;\n this.width = props.width;\n this.height = props.height;\n this.hasTranslucency = true === props.hasTranslucency;\n this.uniformColor = props.uniformColor;\n this.featureIndexType = props.featureIndexType;\n this.uniformFeatureID = props.uniformFeatureID;\n this.numVertices = props.numVertices;\n this.numRgbaPerVertex = props.numRgbaPerVertex;\n this.uvParams = props.uvParams;\n }\n\n public static buildFrom(builder: VertexTableBuilder, colorIndex: ColorIndex, featureIndex: FeatureIndex): VertexTable {\n const { numVertices, numRgbaPerVertex } = builder;\n const numColors = colorIndex.isUniform ? 0 : colorIndex.numColors;\n const dimensions = computeDimensions(numVertices, numRgbaPerVertex, numColors);\n assert(0 === dimensions.width % numRgbaPerVertex || (0 < numColors && 1 === dimensions.height));\n\n const data = new Uint8Array(dimensions.width * dimensions.height * 4);\n\n builder.data = data;\n for (let i = 0; i < numVertices; i++)\n builder.appendVertex(i);\n\n builder.appendColorTable(colorIndex);\n\n builder.data = undefined;\n\n return new VertexTable({\n data,\n qparams: builder.qparams,\n usesUnquantizedPositions: builder.usesUnquantizedPositions,\n width: dimensions.width,\n height: dimensions.height,\n hasTranslucency: colorIndex.hasAlpha,\n uniformColor: colorIndex.uniform,\n numVertices,\n numRgbaPerVertex,\n uvParams: builder.uvParams,\n featureIndexType: featureIndex.type,\n uniformFeatureID: featureIndex.type === FeatureIndexType.Uniform ? featureIndex.featureID : undefined,\n });\n }\n\n public static createForPolylines(args: PolylineArgs): VertexTable | undefined {\n const polylines = args.polylines;\n if (0 < polylines.length)\n return this.buildFrom(createPolylineBuilder(args), args.colors, args.features);\n else\n return undefined;\n }\n}\n\n/** @internal */\nexport interface VertexTableWithIndices {\n vertices: VertexTable;\n indices: VertexIndices;\n material?: SurfaceMaterial;\n}\n\n/**\n * Describes mesh geometry to be submitted to the rendering system.\n * A mesh consists of a surface and its edges, which may include any combination of silhouettes, polylines, and single segments.\n * The surface and edges all refer to the same vertex table.\n */\nexport class MeshParams {\n public readonly vertices: VertexTable;\n public readonly surface: SurfaceParams;\n public edges?: EdgeParams;\n public readonly isPlanar: boolean;\n public readonly auxChannels?: AuxChannelTable;\n\n /** Directly construct a MeshParams. The MeshParams takes ownership of all input data. */\n public constructor(vertices: VertexTable, surface: SurfaceParams, edges?: EdgeParams, isPlanar?: boolean, auxChannels?: AuxChannelTable) {\n this.vertices = vertices;\n this.surface = surface;\n this.edges = edges;\n this.isPlanar = !!isPlanar;\n this.auxChannels = auxChannels;\n }\n\n /** Construct from a MeshArgs. */\n public static create(args: MeshArgs): MeshParams {\n const builder = createMeshBuilder(args);\n const vertices = VertexTable.buildFrom(builder, args.colors, args.features);\n\n const surfaceIndices = VertexIndices.fromArray(args.vertIndices);\n\n const surface: SurfaceParams = {\n type: builder.type,\n indices: surfaceIndices,\n fillFlags: args.fillFlags,\n hasBakedLighting: true === args.hasBakedLighting,\n textureMapping: undefined !== args.textureMapping ? { texture: args.textureMapping.texture, alwaysDisplayed: false } : undefined,\n material: createSurfaceMaterial(args.material),\n };\n\n const channels = undefined !== args.auxChannels ? AuxChannelTable.fromChannels(args.auxChannels, vertices.numVertices) : undefined;\n const edges = EdgeParams.fromMeshArgs(args);\n return new MeshParams(vertices, surface, edges, args.isPlanar, channels);\n }\n}\n\n/** Builds a VertexTable from some data type supplying the vertex data. */\nexport abstract class VertexTableBuilder {\n public data?: Uint8Array;\n private _curIndex: number = 0;\n\n public abstract get numVertices(): number;\n public abstract get numRgbaPerVertex(): number;\n public abstract get qparams(): QParams3d;\n public abstract get usesUnquantizedPositions(): boolean;\n public get uvParams(): QParams2d | undefined { return undefined; }\n public abstract appendVertex(vertIndex: number): void;\n\n public appendColorTable(colorIndex: ColorIndex) {\n if (undefined !== colorIndex.nonUniform) {\n for (const color of colorIndex.nonUniform.colors) {\n this.appendColor(color);\n }\n }\n }\n\n protected advance(nBytes: number) {\n this._curIndex += nBytes;\n assert(this._curIndex <= this.data!.length);\n }\n\n protected append8(val: number) {\n assert(0 <= val);\n assert(val <= 0xff);\n assert(val === Math.floor(val));\n\n this.data![this._curIndex] = val;\n this.advance(1);\n }\n protected append16(val: number) {\n this.append8(val & 0x00ff);\n this.append8(val >>> 8);\n }\n protected append32(val: number) {\n this.append16(val & 0x0000ffff);\n this.append16(val >>> 16);\n }\n\n private appendColor(tbgr: number) {\n const colors = ColorDef.getColors(tbgr);\n\n // invert transparency => alpha\n colors.t = 255 - colors.t;\n\n // premultiply alpha...\n switch (colors.t) {\n case 0:\n colors.r = colors.g = colors.b = 0;\n break;\n case 255:\n break;\n default: {\n const f = colors.t / 255.0;\n colors.r = Math.floor(colors.r * f + 0.5);\n colors.g = Math.floor(colors.g * f + 0.5);\n colors.b = Math.floor(colors.b * f + 0.5);\n break;\n }\n }\n\n // Store 32-bit value in little-endian order (red first)\n this.append8(colors.r);\n this.append8(colors.g);\n this.append8(colors.b);\n this.append8(colors.t);\n }\n}\n\ntype VertexData = PolylineArgs | MeshArgs;\ntype Quantized<T extends VertexData> = Omit<T, \"points\"> & { points: QPoint3dList };\ntype Unquantized<T extends VertexData> = Omit<T, \"points\"> & { points: Omit<Point3dList, \"add\"> };\n\nnamespace Quantized { // eslint-disable-line @typescript-eslint/no-redeclare\n /**\n * Supplies vertex data from a PolylineArgs or MeshArgs. Each vertex consists of 12 bytes:\n * pos.x 00\n * pos.y 02\n * pos.z 04\n * colorIndex 06\n * featureIndex 08 (24 bits)\n * materialIndex 0B (for meshes that use a material atlas; otherwise unused). NOTE: Currently front-end code does not produce material atlases.\n */\n export class SimpleBuilder<T extends Quantized<VertexData>> extends VertexTableBuilder {\n public args: T;\n protected _qpoints: QPoint3dList;\n\n public constructor(args: T) {\n super();\n this._qpoints = args.points;\n this.args = args;\n assert(undefined !== this.args.points);\n }\n\n public get numVertices() { return this.args.points.length; }\n public get numRgbaPerVertex() { return 3; }\n public get usesUnquantizedPositions() { return false; }\n public get qparams() {\n return this._qpoints.params;\n }\n\n public appendVertex(vertIndex: number): void {\n this.appendPosition(vertIndex);\n this.appendColorIndex(vertIndex);\n this.appendFeatureIndex(vertIndex);\n }\n\n protected appendPosition(vertIndex: number) {\n this.append16(this._qpoints.list[vertIndex].x);\n this.append16(this._qpoints.list[vertIndex].y);\n this.append16(this._qpoints.list[vertIndex].z);\n }\n\n protected appendColorIndex(vertIndex: number) {\n if (undefined !== this.args.colors.nonUniform) {\n this.append16(this.args.colors.nonUniform.indices[vertIndex]);\n } else {\n this.advance(2);\n }\n }\n\n protected appendFeatureIndex(vertIndex: number) {\n if (undefined !== this.args.features.featureIDs) {\n this.append32(this.args.features.featureIDs[vertIndex]);\n } else {\n this.advance(4);\n }\n }\n }\n\n /** Supplies vertex data from a MeshArgs. */\n export class MeshBuilder extends SimpleBuilder<Quantized<MeshArgs>> {\n public readonly type: SurfaceType;\n\n protected constructor(args: Quantized<MeshArgs>, type: SurfaceType) {\n super(args);\n this.type = type;\n }\n\n public static create(args: Quantized<MeshArgs>): MeshBuilder {\n if (args.isVolumeClassifier)\n return new MeshBuilder(args, SurfaceType.VolumeClassifier);\n\n const isLit = undefined !== args.normals && 0 < args.normals.length;\n const isTextured = undefined !== args.textureMapping;\n\n let uvParams: QParams2d | undefined;\n\n if (args.textureMapping) {\n const uvRange = Range2d.createNull();\n const fpts = args.textureMapping.uvParams;\n const pt2d = new Point2d();\n if (undefined !== fpts && fpts.length > 0)\n for (let i = 0; i < args.points.length; i++)\n uvRange.extendPoint(Point2d.create(fpts[i].x, fpts[i].y, pt2d));\n\n uvParams = QParams2d.fromRange(uvRange);\n }\n\n if (isLit)\n return isTextured ? new TexturedLitMeshBuilder(args, uvParams!) : new LitMeshBuilder(args);\n else\n return isTextured ? new TexturedMeshBuilder(args, uvParams!) : new MeshBuilder(args, SurfaceType.Unlit);\n }\n }\n\n /** Supplies vertex data from a MeshArgs where each vertex consists of 16 bytes.\n * In addition to the SimpleBuilder data, the final 4 bytes hold the quantized UV params\n * The color index is left uninitialized as it is unused.\n */\n class TexturedMeshBuilder extends MeshBuilder {\n private _qparams: QParams2d;\n private _qpoint = new QPoint2d();\n\n public constructor(args: Quantized<MeshArgs>, qparams: QParams2d, type: SurfaceType = SurfaceType.Textured) {\n super(args, type);\n this._qparams = qparams;\n assert(undefined !== args.textureMapping);\n }\n\n public override get numRgbaPerVertex() { return 4; }\n public override get uvParams() { return this._qparams; }\n\n public override appendVertex(vertIndex: number) {\n this.appendPosition(vertIndex);\n this.appendNormal(vertIndex);\n this.appendFeatureIndex(vertIndex);\n this.appendUVParams(vertIndex);\n }\n\n protected appendNormal(_vertIndex: number): void { this.advance(2); } // no normal for unlit meshes\n\n protected appendUVParams(vertIndex: number) {\n this._qpoint.init(this.args.textureMapping!.uvParams[vertIndex], this._qparams);\n this.append16(this._qpoint.x);\n this.append16(this._qpoint.y);\n }\n }\n\n /** As with TexturedMeshBuilder, but the color index is replaced with the oct-encoded normal value. */\n class TexturedLitMeshBuilder extends TexturedMeshBuilder {\n public constructor(args: Quantized<MeshArgs>, qparams: QParams2d) {\n super(args, qparams, SurfaceType.TexturedLit);\n assert(undefined !== args.normals);\n }\n\n protected override appendNormal(vertIndex: number) { this.append16(this.args.normals![vertIndex].value); }\n }\n\n /** 16 bytes. The last 2 bytes are unused; the 2 immediately preceding it hold the oct-encoded normal value. */\n class LitMeshBuilder extends MeshBuilder {\n public constructor(args: Quantized<MeshArgs>) {\n super(args, SurfaceType.Lit);\n assert(undefined !== args.normals);\n }\n\n public override get numRgbaPerVertex() { return 4; }\n\n public override appendVertex(vertIndex: number) {\n super.appendVertex(vertIndex);\n this.append16(this.args.normals![vertIndex].value);\n this.advance(2); // 2 unused bytes\n }\n }\n}\n\n/** Builders in this namespace store vertex positions as 32-bit floats instead of quantizing to 16-bit unsigned integers.\n * This is preferred for decoration graphics, which might contain ranges of positions that exceed the limits for quantization; if quantized,\n * they could produce visual artifacts.\n * Each builder produces a VertexTable that starts with the following layout:\n * pos.x: 00\n * pos.y: 04\n * pos.z: 08\n * featureIndex: 0C\n * materialIndex:0F (NOTE: frontend code currently doesn't produce material atlases, so this is always zero).\n * Followed (by default) by:\n * colorIndex: 10\n * unused: 12\n * Subclasses may add 4 more bytes and/or overwrite the final 4 bytes above.\n */\nnamespace Unquantized { // eslint-disable-line @typescript-eslint/no-redeclare\n const u32Array = new Uint32Array(1);\n const f32Array = new Float32Array(u32Array.buffer);\n\n // colorIndex: 10\n // unused: 12\n export class SimpleBuilder<T extends Unquantized<VertexData>> extends VertexTableBuilder {\n public args: T;\n protected _points: Point3d[];\n private _qparams3d: QParams3d;\n\n public constructor(args: T) {\n super();\n assert(!(args.points instanceof QPoint3dList));\n this._qparams3d = QParams3d.fromRange(args.points.range);\n this.args = args;\n this._points = args.points;\n }\n\n public get numVertices() { return this._points.length; }\n public get numRgbaPerVertex() { return 5; }\n public get usesUnquantizedPositions() { return true; }\n public get qparams() { return this._qparams3d; }\n\n public appendVertex(vertIndex: number): void {\n this.appendTransposePosAndFeatureNdx(vertIndex);\n this.appendColorIndex(vertIndex);\n }\n\n private appendFloat32(val: number) {\n f32Array[0] = val;\n this.append32(u32Array[0]);\n }\n\n private convertFloat32(val: number): number {\n f32Array[0] = val;\n return u32Array[0];\n }\n\n protected appendTransposePosAndFeatureNdx(vertIndex: number) {\n // transpose position xyz vals into [0].xyz - [3].xyz, and add feature index at .w\n // this is to order things to let shader code access much more efficiently\n const pt = this._points[vertIndex];\n const x = this.convertFloat32 (pt.x);\n const y = this.convertFloat32 (pt.y);\n const z = this.convertFloat32 (pt.z);\n const featID = (this.args.features.featureIDs) ? this.args.features.featureIDs[vertIndex] : 0;\n this.append8(x & 0x000000ff);\n this.append8(y & 0x000000ff);\n this.append8(z & 0x000000ff);\n this.append8(featID & 0x000000ff);\n this.append8((x >>> 8) & 0x000000ff);\n this.append8((y >>> 8) & 0x000000ff);\n this.append8((z >>> 8) & 0x000000ff);\n this.append8((featID >>> 8) & 0x000000ff);\n this.append8((x >>> 16) & 0x000000ff);\n this.append8((y >>> 16) & 0x000000ff);\n this.append8((z >>> 16) & 0x000000ff);\n this.append8((featID >>> 16) & 0x000000ff);\n this.append8(x >>> 24);\n this.append8(y >>> 24);\n this.append8(z >>> 24);\n this.append8(featID >>> 24);\n }\n\n protected appendPosition(vertIndex: number) {\n const pt = this._points[vertIndex];\n this.appendFloat32(pt.x);\n this.appendFloat32(pt.y);\n this.appendFloat32(pt.z);\n }\n\n protected appendFeatureIndex(vertIndex: number) {\n if (this.args.features.featureIDs)\n this.append32(this.args.features.featureIDs[vertIndex]);\n else\n this.advance(4);\n }\n\n protected _appendColorIndex(vertIndex: number) {\n if (undefined !== this.args.colors.nonUniform)\n this.append16(this.args.colors.nonUniform.indices[vertIndex]);\n else\n this.advance(2);\n }\n\n protected appendColorIndex(vertIndex: number) {\n this._appendColorIndex(vertIndex);\n this.advance(2);\n }\n }\n\n export class MeshBuilder extends SimpleBuilder<Unquantized<MeshArgs>> {\n public readonly type: SurfaceType;\n\n protected constructor(args: Unquantized<MeshArgs>, type: SurfaceType) {\n super(args);\n this.type = type;\n }\n\n public static create(args: Unquantized<MeshArgs>): MeshBuilder {\n if (args.isVolumeClassifier)\n return new MeshBuilder(args, SurfaceType.VolumeClassifier);\n\n const isLit = undefined !== args.normals && 0 < args.normals.length;\n const isTextured = undefined !== args.textureMapping;\n\n let uvParams: QParams2d | undefined;\n\n if (args.textureMapping) {\n const uvRange = Range2d.createNull();\n const fpts = args.textureMapping.uvParams;\n const pt2d = new Point2d();\n if (undefined !== fpts && fpts.length > 0)\n for (let i = 0; i < args.points.length; i++)\n uvRange.extendPoint(Point2d.create(fpts[i].x, fpts[i].y, pt2d));\n\n uvParams = QParams2d.fromRange(uvRange);\n }\n\n if (isLit)\n return isTextured ? new TexturedLitMeshBuilder(args, uvParams!) : new LitMeshBuilder(args);\n else\n return isTextured ? new TexturedMeshBuilder(args, uvParams!) : new MeshBuilder(args, SurfaceType.Unlit);\n }\n }\n\n // u: 10\n // v: 12\n class TexturedMeshBuilder extends MeshBuilder {\n private _qparams: QParams2d;\n private _qpoint = new QPoint2d();\n\n public constructor(args: Unquantized<MeshArgs>, qparams: QParams2d, type = SurfaceType.Textured) {\n super(args, type);\n this._qparams = qparams;\n assert(undefined !== args.textureMapping);\n }\n\n public override get uvParams() { return this._qparams; }\n\n public override appendVertex(vertIndex: number) {\n super.appendVertex(vertIndex);\n\n this._qpoint.init(this.args.textureMapping!.uvParams[vertIndex], this._qparams);\n this.append16(this._qpoint.x);\n this.append16(this._qpoint.y);\n }\n\n protected override appendColorIndex() { }\n }\n\n // u: 10\n // v: 12\n // normal: 14\n // unused: 16\n class TexturedLitMeshBuilder extends TexturedMeshBuilder {\n public constructor(args: Unquantized<MeshArgs>, qparams: QParams2d) {\n super(args, qparams, SurfaceType.TexturedLit);\n assert(undefined !== args.normals);\n }\n\n public override get numRgbaPerVertex() { return 6; }\n\n public override appendVertex(vertIndex: number) {\n super.appendVertex(vertIndex);\n this.append16(this.args.normals![vertIndex].value);\n this.advance(2);\n }\n }\n\n // color: 10\n // normal: 12\n class LitMeshBuilder extends MeshBuilder {\n public constructor(args: Unquantized<MeshArgs>) {\n super(args, SurfaceType.Lit);\n assert(undefined !== args.normals);\n }\n\n protected override appendColorIndex(vertIndex: number) {\n super._appendColorIndex(vertIndex);\n }\n\n public override appendVertex(vertIndex: number) {\n super.appendVertex(vertIndex);\n this.append16(this.args.normals![vertIndex].value);\n }\n }\n}\n\nfunction createMeshBuilder(args: MeshArgs): VertexTableBuilder & { type: SurfaceType } {\n if (args.points instanceof QPoint3dList)\n return Quantized.MeshBuilder.create(args as Quantized<MeshArgs>);\n else\n return Unquantized.MeshBuilder.create(args as Unquantized<MeshArgs>);\n}\n\nfunction createPolylineBuilder(args: PolylineArgs): VertexTableBuilder {\n if (args.points instanceof QPoint3dList)\n return new Quantized.SimpleBuilder(args as Quantized<PolylineArgs>);\n else\n return new Unquantized.SimpleBuilder(args as Unquantized<PolylineArgs>);\n}\n"]}
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+
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Point2d, Point3d, Range2d } from \"@itwin/core-geometry\";\r\nimport {\r\n ColorDef, ColorIndex, FeatureIndex, FeatureIndexType, QParams2d, QParams3d, QPoint2d, QPoint3dList,\r\n} from \"@itwin/core-common\";\r\nimport { IModelApp } from \"../../IModelApp\";\r\nimport { AuxChannelTable } from \"./AuxChannelTable\";\r\nimport { MeshArgs, Point3dList, PolylineArgs } from \"./mesh/MeshPrimitives\";\r\nimport { createSurfaceMaterial, SurfaceMaterial, SurfaceParams, SurfaceType } from \"./SurfaceParams\";\r\nimport { EdgeParams } from \"./EdgeParams\";\r\n\r\n/**\r\n * Holds an array of indices into a VertexTable. Each index is a 24-bit unsigned integer.\r\n * The order of the indices specifies the order in which vertices are drawn.\r\n * @internal\r\n */\r\nexport class VertexIndices implements Iterable<number> {\r\n public readonly data: Uint8Array;\r\n\r\n /**\r\n * Directly construct from an array of bytes in which each index occupies 3 contiguous bytes.\r\n * The length of the array must be a multiple of 3. This object takes ownership of the array.\r\n */\r\n public constructor(data: Uint8Array) {\r\n this.data = data;\r\n assert(0 === this.data.length % 3);\r\n }\r\n\r\n /** Get the number of 24-bit indices. */\r\n public get length(): number { return this.data.length / 3; }\r\n\r\n /** Convert an array of 24-bit unsigned integer values into a VertexIndices object. */\r\n public static fromArray(indices: number[]): VertexIndices {\r\n const bytes = new Uint8Array(indices.length * 3);\r\n for (let i = 0; i < indices.length; i++)\r\n this.encodeIndex(indices[i], bytes, i * 3);\r\n\r\n return new VertexIndices(bytes);\r\n }\r\n\r\n public static encodeIndex(index: number, bytes: Uint8Array, byteIndex: number): void {\r\n assert(byteIndex + 2 < bytes.length);\r\n bytes[byteIndex + 0] = index & 0x000000ff;\r\n bytes[byteIndex + 1] = (index & 0x0000ff00) >> 8;\r\n bytes[byteIndex + 2] = (index & 0x00ff0000) >> 16;\r\n }\r\n\r\n public setNthIndex(n: number, value: number): void {\r\n VertexIndices.encodeIndex(value, this.data, n * 3);\r\n }\r\n\r\n public decodeIndex(index: number): number {\r\n assert(index < this.length);\r\n const byteIndex = index * 3;\r\n return this.data[byteIndex] | (this.data[byteIndex + 1] << 8) | (this.data[byteIndex + 2] << 16);\r\n }\r\n\r\n public decodeIndices(): number[] {\r\n const indices = [];\r\n for (let i = 0; i < this.length; i++)\r\n indices.push(this.decodeIndex(i));\r\n\r\n return indices;\r\n }\r\n\r\n public [Symbol.iterator]() {\r\n function * iterator(indices: VertexIndices) {\r\n for (let i = 0; i < indices.length; i++)\r\n yield indices.decodeIndex(i);\r\n }\r\n\r\n return iterator(this);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport interface Dimensions {\r\n width: number;\r\n height: number;\r\n}\r\n\r\n/** @internal */\r\nexport function computeDimensions(nEntries: number, nRgbaPerEntry: number, nExtraRgba: number, maxSize?: number): Dimensions {\r\n maxSize = maxSize ?? IModelApp.renderSystem.maxTextureSize;\r\n const nRgba = nEntries * nRgbaPerEntry + nExtraRgba;\r\n\r\n if (nRgba < maxSize)\r\n return { width: nRgba, height: 1 };\r\n\r\n // Make roughly square to reduce unused space in last row\r\n let width = Math.ceil(Math.sqrt(nRgba));\r\n\r\n // Ensure a given entry's RGBA values all fit on the same row.\r\n const remainder = width % nRgbaPerEntry;\r\n if (0 !== remainder) {\r\n width += nRgbaPerEntry - remainder;\r\n }\r\n\r\n // Compute height\r\n let height = Math.ceil(nRgba / width);\r\n if (width * height < nRgba)\r\n ++height;\r\n\r\n assert(height <= maxSize);\r\n assert(width <= maxSize);\r\n assert(width * height >= nRgba);\r\n assert(Math.floor(height) === height);\r\n assert(Math.floor(width) === width);\r\n\r\n // Row padding should never be necessary...\r\n assert(0 === width % nRgbaPerEntry);\r\n\r\n return { width, height };\r\n}\r\n\r\n/** Describes a VertexTable.\r\n * @internal\r\n */\r\nexport interface VertexTableProps {\r\n /** The rectangular array of vertex data, of size width*height*numRgbaPerVertex bytes. */\r\n readonly data: Uint8Array;\r\n /** If true, positions are not quantized but instead stored as 32-bit floats.\r\n * [[qparams]] will still be defined; it can be used to derive the range of positions in the table.\r\n */\r\n readonly usesUnquantizedPositions?: boolean;\r\n /** Quantization parameters for the vertex positions encoded into the array, if the positions are quantized;\r\n * and for deriving the range of positions in the table, whether quantized or not.\r\n */\r\n readonly qparams: QParams3d;\r\n /** The number of 4-byte 'RGBA' values in each row of the array. Must be divisible by numRgbaPerVertex. */\r\n readonly width: number;\r\n /** The number of rows in the array. */\r\n readonly height: number;\r\n /** Whether or not the vertex colors contain translucent colors. */\r\n readonly hasTranslucency: boolean;\r\n /** If no color table exists, the color to use for all vertices. */\r\n readonly uniformColor?: ColorDef;\r\n /** Describes the number of features (none, one, or multiple) contained. */\r\n readonly featureIndexType: FeatureIndexType;\r\n /** If featureIndexType is 'Uniform', the feature ID associated with all vertices. */\r\n readonly uniformFeatureID?: number;\r\n /** The number of vertices in the table. Must be less than (width*height)/numRgbaPerVertex. */\r\n readonly numVertices: number;\r\n /** The number of 4-byte 'RGBA' values associated with each vertex. */\r\n readonly numRgbaPerVertex: number;\r\n /** If vertex data include texture UV coordinates, the quantization params for those coordinates. */\r\n readonly uvParams?: QParams2d;\r\n}\r\n\r\n/**\r\n * Represents vertex data (position, color, normal, UV params, etc) in a rectangular array.\r\n * Each vertex is described by one or more contiguous 4-byte ('RGBA') values.\r\n * This allows vertex data to be uploaded to the GPU as a texture and vertex data to be sampled\r\n * from that texture using a single vertex ID representing an index into the array.\r\n * Vertex color is identified by a 16-bit index into a color table appended to the vertex data.\r\n * @internal\r\n */\r\nexport class VertexTable implements VertexTableProps {\r\n /** The rectangular array of vertex data, of size width*height*numRgbaPerVertex bytes. */\r\n public readonly data: Uint8Array;\r\n /** If true, positions are not quantized but instead stored as 32-bit floats.\r\n * [[qparams]] will still be defined; it can be used to derive the range of positions in the table.\r\n */\r\n public readonly usesUnquantizedPositions?: boolean;\r\n /** Quantization parameters for the vertex positions encoded into the array, the positions are quantized;\r\n * and for deriving the range of positions in the table, whether quantized or not.\r\n */\r\n public readonly qparams: QParams3d;\r\n /** The number of 4-byte 'RGBA' values in each row of the array. Must be divisible by numRgbaPerVertex. */\r\n public readonly width: number;\r\n /** The number of rows in the array. */\r\n public readonly height: number;\r\n /** Whether or not the vertex colors contain translucent colors. */\r\n public readonly hasTranslucency: boolean;\r\n /** If no color table exists, the color to use for all vertices. */\r\n public readonly uniformColor?: ColorDef;\r\n /** Describes the number of features (none, one, or multiple) contained. */\r\n public readonly featureIndexType: FeatureIndexType;\r\n /** If featureIndexType is 'Uniform', the feature ID associated with all vertices. */\r\n public readonly uniformFeatureID?: number;\r\n /** The number of vertices in the table. Must be less than (width*height)/numRgbaPerVertex. */\r\n public readonly numVertices: number;\r\n /** The number of 4-byte 'RGBA' values associated with each vertex. */\r\n public readonly numRgbaPerVertex: number;\r\n /** If vertex data include texture UV coordinates, the quantization params for those coordinates. */\r\n public readonly uvParams?: QParams2d;\r\n\r\n /** Construct a VertexTable. The VertexTable takes ownership of all input data - it must not be later modified by the caller. */\r\n public constructor(props: VertexTableProps) {\r\n this.data = props.data;\r\n this.qparams = props.qparams;\r\n this.usesUnquantizedPositions = !!props.usesUnquantizedPositions;\r\n this.width = props.width;\r\n this.height = props.height;\r\n this.hasTranslucency = true === props.hasTranslucency;\r\n this.uniformColor = props.uniformColor;\r\n this.featureIndexType = props.featureIndexType;\r\n this.uniformFeatureID = props.uniformFeatureID;\r\n this.numVertices = props.numVertices;\r\n this.numRgbaPerVertex = props.numRgbaPerVertex;\r\n this.uvParams = props.uvParams;\r\n }\r\n\r\n public static buildFrom(builder: VertexTableBuilder, colorIndex: ColorIndex, featureIndex: FeatureIndex): VertexTable {\r\n const { numVertices, numRgbaPerVertex } = builder;\r\n const numColors = colorIndex.isUniform ? 0 : colorIndex.numColors;\r\n const dimensions = computeDimensions(numVertices, numRgbaPerVertex, numColors);\r\n assert(0 === dimensions.width % numRgbaPerVertex || (0 < numColors && 1 === dimensions.height));\r\n\r\n const data = new Uint8Array(dimensions.width * dimensions.height * 4);\r\n\r\n builder.data = data;\r\n for (let i = 0; i < numVertices; i++)\r\n builder.appendVertex(i);\r\n\r\n builder.appendColorTable(colorIndex);\r\n\r\n builder.data = undefined;\r\n\r\n return new VertexTable({\r\n data,\r\n qparams: builder.qparams,\r\n usesUnquantizedPositions: builder.usesUnquantizedPositions,\r\n width: dimensions.width,\r\n height: dimensions.height,\r\n hasTranslucency: colorIndex.hasAlpha,\r\n uniformColor: colorIndex.uniform,\r\n numVertices,\r\n numRgbaPerVertex,\r\n uvParams: builder.uvParams,\r\n featureIndexType: featureIndex.type,\r\n uniformFeatureID: featureIndex.type === FeatureIndexType.Uniform ? featureIndex.featureID : undefined,\r\n });\r\n }\r\n\r\n public static createForPolylines(args: PolylineArgs): VertexTable | undefined {\r\n const polylines = args.polylines;\r\n if (0 < polylines.length)\r\n return this.buildFrom(createPolylineBuilder(args), args.colors, args.features);\r\n else\r\n return undefined;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport interface VertexTableWithIndices {\r\n vertices: VertexTable;\r\n indices: VertexIndices;\r\n material?: SurfaceMaterial;\r\n}\r\n\r\n/**\r\n * Describes mesh geometry to be submitted to the rendering system.\r\n * A mesh consists of a surface and its edges, which may include any combination of silhouettes, polylines, and single segments.\r\n * The surface and edges all refer to the same vertex table.\r\n */\r\nexport class MeshParams {\r\n public readonly vertices: VertexTable;\r\n public readonly surface: SurfaceParams;\r\n public edges?: EdgeParams;\r\n public readonly isPlanar: boolean;\r\n public readonly auxChannels?: AuxChannelTable;\r\n\r\n /** Directly construct a MeshParams. The MeshParams takes ownership of all input data. */\r\n public constructor(vertices: VertexTable, surface: SurfaceParams, edges?: EdgeParams, isPlanar?: boolean, auxChannels?: AuxChannelTable) {\r\n this.vertices = vertices;\r\n this.surface = surface;\r\n this.edges = edges;\r\n this.isPlanar = !!isPlanar;\r\n this.auxChannels = auxChannels;\r\n }\r\n\r\n /** Construct from a MeshArgs. */\r\n public static create(args: MeshArgs): MeshParams {\r\n const builder = createMeshBuilder(args);\r\n const vertices = VertexTable.buildFrom(builder, args.colors, args.features);\r\n\r\n const surfaceIndices = VertexIndices.fromArray(args.vertIndices);\r\n\r\n const surface: SurfaceParams = {\r\n type: builder.type,\r\n indices: surfaceIndices,\r\n fillFlags: args.fillFlags,\r\n hasBakedLighting: true === args.hasBakedLighting,\r\n textureMapping: undefined !== args.textureMapping ? { texture: args.textureMapping.texture, alwaysDisplayed: false } : undefined,\r\n material: createSurfaceMaterial(args.material),\r\n };\r\n\r\n const channels = undefined !== args.auxChannels ? AuxChannelTable.fromChannels(args.auxChannels, vertices.numVertices) : undefined;\r\n const edges = EdgeParams.fromMeshArgs(args);\r\n return new MeshParams(vertices, surface, edges, args.isPlanar, channels);\r\n }\r\n}\r\n\r\n/** Builds a VertexTable from some data type supplying the vertex data. */\r\nexport abstract class VertexTableBuilder {\r\n public data?: Uint8Array;\r\n private _curIndex: number = 0;\r\n\r\n public abstract get numVertices(): number;\r\n public abstract get numRgbaPerVertex(): number;\r\n public abstract get qparams(): QParams3d;\r\n public abstract get usesUnquantizedPositions(): boolean;\r\n public get uvParams(): QParams2d | undefined { return undefined; }\r\n public abstract appendVertex(vertIndex: number): void;\r\n\r\n public appendColorTable(colorIndex: ColorIndex) {\r\n if (undefined !== colorIndex.nonUniform) {\r\n for (const color of colorIndex.nonUniform.colors) {\r\n this.appendColor(color);\r\n }\r\n }\r\n }\r\n\r\n protected advance(nBytes: number) {\r\n this._curIndex += nBytes;\r\n assert(this._curIndex <= this.data!.length);\r\n }\r\n\r\n protected append8(val: number) {\r\n assert(0 <= val);\r\n assert(val <= 0xff);\r\n assert(val === Math.floor(val));\r\n\r\n this.data![this._curIndex] = val;\r\n this.advance(1);\r\n }\r\n protected append16(val: number) {\r\n this.append8(val & 0x00ff);\r\n this.append8(val >>> 8);\r\n }\r\n protected append32(val: number) {\r\n this.append16(val & 0x0000ffff);\r\n this.append16(val >>> 16);\r\n }\r\n\r\n private appendColor(tbgr: number) {\r\n const colors = ColorDef.getColors(tbgr);\r\n\r\n // invert transparency => alpha\r\n colors.t = 255 - colors.t;\r\n\r\n // premultiply alpha...\r\n switch (colors.t) {\r\n case 0:\r\n colors.r = colors.g = colors.b = 0;\r\n break;\r\n case 255:\r\n break;\r\n default: {\r\n const f = colors.t / 255.0;\r\n colors.r = Math.floor(colors.r * f + 0.5);\r\n colors.g = Math.floor(colors.g * f + 0.5);\r\n colors.b = Math.floor(colors.b * f + 0.5);\r\n break;\r\n }\r\n }\r\n\r\n // Store 32-bit value in little-endian order (red first)\r\n this.append8(colors.r);\r\n this.append8(colors.g);\r\n this.append8(colors.b);\r\n this.append8(colors.t);\r\n }\r\n}\r\n\r\ntype VertexData = PolylineArgs | MeshArgs;\r\ntype Quantized<T extends VertexData> = Omit<T, \"points\"> & { points: QPoint3dList };\r\ntype Unquantized<T extends VertexData> = Omit<T, \"points\"> & { points: Omit<Point3dList, \"add\"> };\r\n\r\nnamespace Quantized { // eslint-disable-line @typescript-eslint/no-redeclare\r\n /**\r\n * Supplies vertex data from a PolylineArgs or MeshArgs. Each vertex consists of 12 bytes:\r\n * pos.x 00\r\n * pos.y 02\r\n * pos.z 04\r\n * colorIndex 06\r\n * featureIndex 08 (24 bits)\r\n * materialIndex 0B (for meshes that use a material atlas; otherwise unused). NOTE: Currently front-end code does not produce material atlases.\r\n */\r\n export class SimpleBuilder<T extends Quantized<VertexData>> extends VertexTableBuilder {\r\n public args: T;\r\n protected _qpoints: QPoint3dList;\r\n\r\n public constructor(args: T) {\r\n super();\r\n this._qpoints = args.points;\r\n this.args = args;\r\n assert(undefined !== this.args.points);\r\n }\r\n\r\n public get numVertices() { return this.args.points.length; }\r\n public get numRgbaPerVertex() { return 3; }\r\n public get usesUnquantizedPositions() { return false; }\r\n public get qparams() {\r\n return this._qpoints.params;\r\n }\r\n\r\n public appendVertex(vertIndex: number): void {\r\n this.appendPosition(vertIndex);\r\n this.appendColorIndex(vertIndex);\r\n this.appendFeatureIndex(vertIndex);\r\n }\r\n\r\n protected appendPosition(vertIndex: number) {\r\n this.append16(this._qpoints.list[vertIndex].x);\r\n this.append16(this._qpoints.list[vertIndex].y);\r\n this.append16(this._qpoints.list[vertIndex].z);\r\n }\r\n\r\n protected appendColorIndex(vertIndex: number) {\r\n if (undefined !== this.args.colors.nonUniform) {\r\n this.append16(this.args.colors.nonUniform.indices[vertIndex]);\r\n } else {\r\n this.advance(2);\r\n }\r\n }\r\n\r\n protected appendFeatureIndex(vertIndex: number) {\r\n if (undefined !== this.args.features.featureIDs) {\r\n this.append32(this.args.features.featureIDs[vertIndex]);\r\n } else {\r\n this.advance(4);\r\n }\r\n }\r\n }\r\n\r\n /** Supplies vertex data from a MeshArgs. */\r\n export class MeshBuilder extends SimpleBuilder<Quantized<MeshArgs>> {\r\n public readonly type: SurfaceType;\r\n\r\n protected constructor(args: Quantized<MeshArgs>, type: SurfaceType) {\r\n super(args);\r\n this.type = type;\r\n }\r\n\r\n public static create(args: Quantized<MeshArgs>): MeshBuilder {\r\n if (args.isVolumeClassifier)\r\n return new MeshBuilder(args, SurfaceType.VolumeClassifier);\r\n\r\n const isLit = undefined !== args.normals && 0 < args.normals.length;\r\n const isTextured = undefined !== args.textureMapping;\r\n\r\n let uvParams: QParams2d | undefined;\r\n\r\n if (args.textureMapping) {\r\n const uvRange = Range2d.createNull();\r\n const fpts = args.textureMapping.uvParams;\r\n const pt2d = new Point2d();\r\n if (undefined !== fpts && fpts.length > 0)\r\n for (let i = 0; i < args.points.length; i++)\r\n uvRange.extendPoint(Point2d.create(fpts[i].x, fpts[i].y, pt2d));\r\n\r\n uvParams = QParams2d.fromRange(uvRange);\r\n }\r\n\r\n if (isLit)\r\n return isTextured ? new TexturedLitMeshBuilder(args, uvParams!) : new LitMeshBuilder(args);\r\n else\r\n return isTextured ? new TexturedMeshBuilder(args, uvParams!) : new MeshBuilder(args, SurfaceType.Unlit);\r\n }\r\n }\r\n\r\n /** Supplies vertex data from a MeshArgs where each vertex consists of 16 bytes.\r\n * In addition to the SimpleBuilder data, the final 4 bytes hold the quantized UV params\r\n * The color index is left uninitialized as it is unused.\r\n */\r\n class TexturedMeshBuilder extends MeshBuilder {\r\n private _qparams: QParams2d;\r\n private _qpoint = new QPoint2d();\r\n\r\n public constructor(args: Quantized<MeshArgs>, qparams: QParams2d, type: SurfaceType = SurfaceType.Textured) {\r\n super(args, type);\r\n this._qparams = qparams;\r\n assert(undefined !== args.textureMapping);\r\n }\r\n\r\n public override get numRgbaPerVertex() { return 4; }\r\n public override get uvParams() { return this._qparams; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n this.appendPosition(vertIndex);\r\n this.appendNormal(vertIndex);\r\n this.appendFeatureIndex(vertIndex);\r\n this.appendUVParams(vertIndex);\r\n }\r\n\r\n protected appendNormal(_vertIndex: number): void { this.advance(2); } // no normal for unlit meshes\r\n\r\n protected appendUVParams(vertIndex: number) {\r\n this._qpoint.init(this.args.textureMapping!.uvParams[vertIndex], this._qparams);\r\n this.append16(this._qpoint.x);\r\n this.append16(this._qpoint.y);\r\n }\r\n }\r\n\r\n /** As with TexturedMeshBuilder, but the color index is replaced with the oct-encoded normal value. */\r\n class TexturedLitMeshBuilder extends TexturedMeshBuilder {\r\n public constructor(args: Quantized<MeshArgs>, qparams: QParams2d) {\r\n super(args, qparams, SurfaceType.TexturedLit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n protected override appendNormal(vertIndex: number) { this.append16(this.args.normals![vertIndex].value); }\r\n }\r\n\r\n /** 16 bytes. The last 2 bytes are unused; the 2 immediately preceding it hold the oct-encoded normal value. */\r\n class LitMeshBuilder extends MeshBuilder {\r\n public constructor(args: Quantized<MeshArgs>) {\r\n super(args, SurfaceType.Lit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n public override get numRgbaPerVertex() { return 4; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n super.appendVertex(vertIndex);\r\n this.append16(this.args.normals![vertIndex].value);\r\n this.advance(2); // 2 unused bytes\r\n }\r\n }\r\n}\r\n\r\n/** Builders in this namespace store vertex positions as 32-bit floats instead of quantizing to 16-bit unsigned integers.\r\n * This is preferred for decoration graphics, which might contain ranges of positions that exceed the limits for quantization; if quantized,\r\n * they could produce visual artifacts.\r\n * Each builder produces a VertexTable that starts with the following layout:\r\n * pos.x: 00\r\n * pos.y: 04\r\n * pos.z: 08\r\n * featureIndex: 0C\r\n * materialIndex:0F (NOTE: frontend code currently doesn't produce material atlases, so this is always zero).\r\n * Followed (by default) by:\r\n * colorIndex: 10\r\n * unused: 12\r\n * Subclasses may add 4 more bytes and/or overwrite the final 4 bytes above.\r\n */\r\nnamespace Unquantized { // eslint-disable-line @typescript-eslint/no-redeclare\r\n const u32Array = new Uint32Array(1);\r\n const f32Array = new Float32Array(u32Array.buffer);\r\n\r\n // colorIndex: 10\r\n // unused: 12\r\n export class SimpleBuilder<T extends Unquantized<VertexData>> extends VertexTableBuilder {\r\n public args: T;\r\n protected _points: Point3d[];\r\n private _qparams3d: QParams3d;\r\n\r\n public constructor(args: T) {\r\n super();\r\n assert(!(args.points instanceof QPoint3dList));\r\n this._qparams3d = QParams3d.fromRange(args.points.range);\r\n this.args = args;\r\n this._points = args.points;\r\n }\r\n\r\n public get numVertices() { return this._points.length; }\r\n public get numRgbaPerVertex() { return 5; }\r\n public get usesUnquantizedPositions() { return true; }\r\n public get qparams() { return this._qparams3d; }\r\n\r\n public appendVertex(vertIndex: number): void {\r\n this.appendTransposePosAndFeatureNdx(vertIndex);\r\n this.appendColorIndex(vertIndex);\r\n }\r\n\r\n private appendFloat32(val: number) {\r\n f32Array[0] = val;\r\n this.append32(u32Array[0]);\r\n }\r\n\r\n private convertFloat32(val: number): number {\r\n f32Array[0] = val;\r\n return u32Array[0];\r\n }\r\n\r\n protected appendTransposePosAndFeatureNdx(vertIndex: number) {\r\n // transpose position xyz vals into [0].xyz - [3].xyz, and add feature index at .w\r\n // this is to order things to let shader code access much more efficiently\r\n const pt = this._points[vertIndex];\r\n const x = this.convertFloat32 (pt.x);\r\n const y = this.convertFloat32 (pt.y);\r\n const z = this.convertFloat32 (pt.z);\r\n const featID = (this.args.features.featureIDs) ? this.args.features.featureIDs[vertIndex] : 0;\r\n this.append8(x & 0x000000ff);\r\n this.append8(y & 0x000000ff);\r\n this.append8(z & 0x000000ff);\r\n this.append8(featID & 0x000000ff);\r\n this.append8((x >>> 8) & 0x000000ff);\r\n this.append8((y >>> 8) & 0x000000ff);\r\n this.append8((z >>> 8) & 0x000000ff);\r\n this.append8((featID >>> 8) & 0x000000ff);\r\n this.append8((x >>> 16) & 0x000000ff);\r\n this.append8((y >>> 16) & 0x000000ff);\r\n this.append8((z >>> 16) & 0x000000ff);\r\n this.append8((featID >>> 16) & 0x000000ff);\r\n this.append8(x >>> 24);\r\n this.append8(y >>> 24);\r\n this.append8(z >>> 24);\r\n this.append8(featID >>> 24);\r\n }\r\n\r\n protected appendPosition(vertIndex: number) {\r\n const pt = this._points[vertIndex];\r\n this.appendFloat32(pt.x);\r\n this.appendFloat32(pt.y);\r\n this.appendFloat32(pt.z);\r\n }\r\n\r\n protected appendFeatureIndex(vertIndex: number) {\r\n if (this.args.features.featureIDs)\r\n this.append32(this.args.features.featureIDs[vertIndex]);\r\n else\r\n this.advance(4);\r\n }\r\n\r\n protected _appendColorIndex(vertIndex: number) {\r\n if (undefined !== this.args.colors.nonUniform)\r\n this.append16(this.args.colors.nonUniform.indices[vertIndex]);\r\n else\r\n this.advance(2);\r\n }\r\n\r\n protected appendColorIndex(vertIndex: number) {\r\n this._appendColorIndex(vertIndex);\r\n this.advance(2);\r\n }\r\n }\r\n\r\n export class MeshBuilder extends SimpleBuilder<Unquantized<MeshArgs>> {\r\n public readonly type: SurfaceType;\r\n\r\n protected constructor(args: Unquantized<MeshArgs>, type: SurfaceType) {\r\n super(args);\r\n this.type = type;\r\n }\r\n\r\n public static create(args: Unquantized<MeshArgs>): MeshBuilder {\r\n if (args.isVolumeClassifier)\r\n return new MeshBuilder(args, SurfaceType.VolumeClassifier);\r\n\r\n const isLit = undefined !== args.normals && 0 < args.normals.length;\r\n const isTextured = undefined !== args.textureMapping;\r\n\r\n let uvParams: QParams2d | undefined;\r\n\r\n if (args.textureMapping) {\r\n const uvRange = Range2d.createNull();\r\n const fpts = args.textureMapping.uvParams;\r\n const pt2d = new Point2d();\r\n if (undefined !== fpts && fpts.length > 0)\r\n for (let i = 0; i < args.points.length; i++)\r\n uvRange.extendPoint(Point2d.create(fpts[i].x, fpts[i].y, pt2d));\r\n\r\n uvParams = QParams2d.fromRange(uvRange);\r\n }\r\n\r\n if (isLit)\r\n return isTextured ? new TexturedLitMeshBuilder(args, uvParams!) : new LitMeshBuilder(args);\r\n else\r\n return isTextured ? new TexturedMeshBuilder(args, uvParams!) : new MeshBuilder(args, SurfaceType.Unlit);\r\n }\r\n }\r\n\r\n // u: 10\r\n // v: 12\r\n class TexturedMeshBuilder extends MeshBuilder {\r\n private _qparams: QParams2d;\r\n private _qpoint = new QPoint2d();\r\n\r\n public constructor(args: Unquantized<MeshArgs>, qparams: QParams2d, type = SurfaceType.Textured) {\r\n super(args, type);\r\n this._qparams = qparams;\r\n assert(undefined !== args.textureMapping);\r\n }\r\n\r\n public override get uvParams() { return this._qparams; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n super.appendVertex(vertIndex);\r\n\r\n this._qpoint.init(this.args.textureMapping!.uvParams[vertIndex], this._qparams);\r\n this.append16(this._qpoint.x);\r\n this.append16(this._qpoint.y);\r\n }\r\n\r\n protected override appendColorIndex() { }\r\n }\r\n\r\n // u: 10\r\n // v: 12\r\n // normal: 14\r\n // unused: 16\r\n class TexturedLitMeshBuilder extends TexturedMeshBuilder {\r\n public constructor(args: Unquantized<MeshArgs>, qparams: QParams2d) {\r\n super(args, qparams, SurfaceType.TexturedLit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n public override get numRgbaPerVertex() { return 6; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n super.appendVertex(vertIndex);\r\n this.append16(this.args.normals![vertIndex].value);\r\n this.advance(2);\r\n }\r\n }\r\n\r\n // color: 10\r\n // normal: 12\r\n class LitMeshBuilder extends MeshBuilder {\r\n public constructor(args: Unquantized<MeshArgs>) {\r\n super(args, SurfaceType.Lit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n protected override appendColorIndex(vertIndex: number) {\r\n super._appendColorIndex(vertIndex);\r\n }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n super.appendVertex(vertIndex);\r\n this.append16(this.args.normals![vertIndex].value);\r\n }\r\n }\r\n}\r\n\r\nfunction createMeshBuilder(args: MeshArgs): VertexTableBuilder & { type: SurfaceType } {\r\n if (args.points instanceof QPoint3dList)\r\n return Quantized.MeshBuilder.create(args as Quantized<MeshArgs>);\r\n else\r\n return Unquantized.MeshBuilder.create(args as Unquantized<MeshArgs>);\r\n}\r\n\r\nfunction createPolylineBuilder(args: PolylineArgs): VertexTableBuilder {\r\n if (args.points instanceof QPoint3dList)\r\n return new Quantized.SimpleBuilder(args as Quantized<PolylineArgs>);\r\n else\r\n return new Unquantized.SimpleBuilder(args as Unquantized<PolylineArgs>);\r\n}\r\n"]}
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