@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.
Files changed (879) hide show
  1. package/lib/cjs/AccuDraw.js.map +1 -1
  2. package/lib/cjs/AccuSnap.js.map +1 -1
  3. package/lib/cjs/ApproximateTerrainHeights.js.map +1 -1
  4. package/lib/cjs/ApproximateTerrainHeightsProps.js.map +1 -1
  5. package/lib/cjs/AuxCoordSys.js.map +1 -1
  6. package/lib/cjs/BackgroundMapGeometry.js.map +1 -1
  7. package/lib/cjs/BingLocation.js.map +1 -1
  8. package/lib/cjs/BriefcaseConnection.js.map +1 -1
  9. package/lib/cjs/BriefcaseTxns.js.map +1 -1
  10. package/lib/cjs/CategorySelectorState.js.map +1 -1
  11. package/lib/cjs/ChangeFlags.js.map +1 -1
  12. package/lib/cjs/CheckpointConnection.js.map +1 -1
  13. package/lib/cjs/CoordSystem.js.map +1 -1
  14. package/lib/cjs/DecorationsCache.js.map +1 -1
  15. package/lib/cjs/DevTools.js.map +1 -1
  16. package/lib/cjs/DisplayStyleState.js.map +1 -1
  17. package/lib/cjs/DrawingViewState.js +5 -5
  18. package/lib/cjs/DrawingViewState.js.map +1 -1
  19. package/lib/cjs/ElementLocateManager.js.map +1 -1
  20. package/lib/cjs/EmphasizeElements.js.map +1 -1
  21. package/lib/cjs/EntityState.js.map +1 -1
  22. package/lib/cjs/EnvironmentDecorations.d.ts +2 -2
  23. package/lib/cjs/EnvironmentDecorations.d.ts.map +1 -1
  24. package/lib/cjs/EnvironmentDecorations.js +10 -6
  25. package/lib/cjs/EnvironmentDecorations.js.map +1 -1
  26. package/lib/cjs/FeatureOverrideProvider.js.map +1 -1
  27. package/lib/cjs/FlashSettings.js.map +1 -1
  28. package/lib/cjs/FrontendHubAccess.js.map +1 -1
  29. package/lib/cjs/FrontendLoggerCategory.js.map +1 -1
  30. package/lib/cjs/Frustum2d.js.map +1 -1
  31. package/lib/cjs/FrustumAnimator.js.map +1 -1
  32. package/lib/cjs/FuzzySearch.js.map +1 -1
  33. package/lib/cjs/GeoServices.js.map +1 -1
  34. package/lib/cjs/GlobeAnimator.js.map +1 -1
  35. package/lib/cjs/GraphicalEditingScope.js.map +1 -1
  36. package/lib/cjs/HitDetail.js.map +1 -1
  37. package/lib/cjs/IModelApp.js.map +1 -1
  38. package/lib/cjs/IModelConnection.js +23 -23
  39. package/lib/cjs/IModelConnection.js.map +1 -1
  40. package/lib/cjs/IModelRoutingContext.js.map +1 -1
  41. package/lib/cjs/IModeljs-css.js +133 -133
  42. package/lib/cjs/IModeljs-css.js.map +1 -1
  43. package/lib/cjs/ImageUtil.js.map +1 -1
  44. package/lib/cjs/IpcApp.js.map +1 -1
  45. package/lib/cjs/LinePlaneIntersect.js.map +1 -1
  46. package/lib/cjs/LocalhostIpcApp.js.map +1 -1
  47. package/lib/cjs/MarginPercent.js.map +1 -1
  48. package/lib/cjs/Marker.js.map +1 -1
  49. package/lib/cjs/ModelSelectorState.js.map +1 -1
  50. package/lib/cjs/NativeApp.js.map +1 -1
  51. package/lib/cjs/NativeAppLogger.js.map +1 -1
  52. package/lib/cjs/NoRenderApp.js.map +1 -1
  53. package/lib/cjs/NotificationManager.js.map +1 -1
  54. package/lib/cjs/PerModelCategoryVisibility.js.map +1 -1
  55. package/lib/cjs/PlanarClipMaskState.js.map +1 -1
  56. package/lib/cjs/RealityDataSource.js.map +1 -1
  57. package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js.map +1 -1
  58. package/lib/cjs/RealityDataSourceContextShareImpl.js.map +1 -1
  59. package/lib/cjs/RealityDataSourceTilesetUrlImpl.js.map +1 -1
  60. package/lib/cjs/SelectionSet.js.map +1 -1
  61. package/lib/cjs/SheetViewState.js.map +1 -1
  62. package/lib/cjs/SpatialViewState.js.map +1 -1
  63. package/lib/cjs/Sprites.js.map +1 -1
  64. package/lib/cjs/StandardView.js.map +1 -1
  65. package/lib/cjs/SubCategoriesCache.js.map +1 -1
  66. package/lib/cjs/TentativePoint.js.map +1 -1
  67. package/lib/cjs/Tiles.js.map +1 -1
  68. package/lib/cjs/UserPreferences.js.map +1 -1
  69. package/lib/cjs/ViewAnimation.js.map +1 -1
  70. package/lib/cjs/ViewContext.js.map +1 -1
  71. package/lib/cjs/ViewCreator2d.js.map +1 -1
  72. package/lib/cjs/ViewCreator3d.js.map +1 -1
  73. package/lib/cjs/ViewGlobalLocation.js.map +1 -1
  74. package/lib/cjs/ViewManager.js.map +1 -1
  75. package/lib/cjs/ViewPose.js.map +1 -1
  76. package/lib/cjs/ViewRect.js.map +1 -1
  77. package/lib/cjs/ViewState.js.map +1 -1
  78. package/lib/cjs/ViewStatus.js.map +1 -1
  79. package/lib/cjs/ViewingSpace.js.map +1 -1
  80. package/lib/cjs/Viewport.js.map +1 -1
  81. package/lib/cjs/ViewportSync.js.map +1 -1
  82. package/lib/cjs/WebWorkerManager.js.map +1 -1
  83. package/lib/cjs/core-frontend.js.map +1 -1
  84. package/lib/cjs/extension/Extension.js.map +1 -1
  85. package/lib/cjs/extension/ExtensionAdmin.js.map +1 -1
  86. package/lib/cjs/extension/ExtensionHost.js.map +1 -1
  87. package/lib/cjs/extension/ExtensionImpl.js.map +1 -1
  88. package/lib/cjs/extension/ExtensionRuntime.js.map +1 -1
  89. package/lib/cjs/extension/providers/ExtensionLoadScript.js.map +1 -1
  90. package/lib/cjs/extension/providers/LocalExtensionProvider.js.map +1 -1
  91. package/lib/cjs/extension/providers/RemoteExtensionProvider.js.map +1 -1
  92. package/lib/cjs/gltf/GltfModel.js.map +1 -1
  93. package/lib/cjs/gltf/GltfParser.js.map +1 -1
  94. package/lib/cjs/gltf/GltfSchema.js.map +1 -1
  95. package/lib/cjs/properties/AngleDescription.js.map +1 -1
  96. package/lib/cjs/properties/FormattedQuantityDescription.js.map +1 -1
  97. package/lib/cjs/properties/LengthDescription.js.map +1 -1
  98. package/lib/cjs/public/scripts/checkbrowser.js +24 -24
  99. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js.map +1 -1
  100. package/lib/cjs/quantity-formatting/BasicUnitsProvider.js.map +1 -1
  101. package/lib/cjs/quantity-formatting/LocalUnitFormatProvider.js.map +1 -1
  102. package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
  103. package/lib/cjs/quantity-formatting/QuantityTypesEditorSpecs.js.map +1 -1
  104. package/lib/cjs/quantity-formatting/UnitsData.js.map +1 -1
  105. package/lib/cjs/render/CanvasDecoration.js.map +1 -1
  106. package/lib/cjs/render/Decorations.js.map +1 -1
  107. package/lib/cjs/render/FeatureSymbology.js.map +1 -1
  108. package/lib/cjs/render/FrameStats.js.map +1 -1
  109. package/lib/cjs/render/GraphicBranch.js.map +1 -1
  110. package/lib/cjs/render/GraphicBuilder.js.map +1 -1
  111. package/lib/cjs/render/GraphicPrimitive.js.map +1 -1
  112. package/lib/cjs/render/InstancedGraphicParams.js.map +1 -1
  113. package/lib/cjs/render/MockRender.js.map +1 -1
  114. package/lib/cjs/render/ParticleCollectionBuilder.js.map +1 -1
  115. package/lib/cjs/render/Pixel.js.map +1 -1
  116. package/lib/cjs/render/RealityMeshGraphicParams.js.map +1 -1
  117. package/lib/cjs/render/RealityMeshParams.js.map +1 -1
  118. package/lib/cjs/render/RenderClipVolume.js.map +1 -1
  119. package/lib/cjs/render/RenderGraphic.js.map +1 -1
  120. package/lib/cjs/render/RenderMaterial.js.map +1 -1
  121. package/lib/cjs/render/RenderMemory.js.map +1 -1
  122. package/lib/cjs/render/RenderPlan.d.ts +14 -2
  123. package/lib/cjs/render/RenderPlan.d.ts.map +1 -1
  124. package/lib/cjs/render/RenderPlan.js +33 -4
  125. package/lib/cjs/render/RenderPlan.js.map +1 -1
  126. package/lib/cjs/render/RenderPlanarClassifier.js.map +1 -1
  127. package/lib/cjs/render/RenderSystem.js.map +1 -1
  128. package/lib/cjs/render/RenderTarget.js.map +1 -1
  129. package/lib/cjs/render/RenderTexture.js.map +1 -1
  130. package/lib/cjs/render/Scene.js.map +1 -1
  131. package/lib/cjs/render/ScreenSpaceEffectBuilder.js.map +1 -1
  132. package/lib/cjs/render/UpsampleRealityMeshParams.js.map +1 -1
  133. package/lib/cjs/render/VisibleFeature.js.map +1 -1
  134. package/lib/cjs/render/primitives/AuxChannelTable.js.map +1 -1
  135. package/lib/cjs/render/primitives/ColorMap.js.map +1 -1
  136. package/lib/cjs/render/primitives/DisplayParams.js.map +1 -1
  137. package/lib/cjs/render/primitives/EdgeParams.js.map +1 -1
  138. package/lib/cjs/render/primitives/PointCloudPrimitive.js.map +1 -1
  139. package/lib/cjs/render/primitives/PointStringParams.js.map +1 -1
  140. package/lib/cjs/render/primitives/Polyface.js.map +1 -1
  141. package/lib/cjs/render/primitives/PolylineParams.js.map +1 -1
  142. package/lib/cjs/render/primitives/Primitives.js.map +1 -1
  143. package/lib/cjs/render/primitives/Strokes.js.map +1 -1
  144. package/lib/cjs/render/primitives/SurfaceParams.js.map +1 -1
  145. package/lib/cjs/render/primitives/VertexKey.js.map +1 -1
  146. package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
  147. package/lib/cjs/render/primitives/VertexTableSplitter.js.map +1 -1
  148. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
  149. package/lib/cjs/render/primitives/geometry/GeometryList.js.map +1 -1
  150. package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js.map +1 -1
  151. package/lib/cjs/render/primitives/geometry/GeometryPrimitives.js.map +1 -1
  152. package/lib/cjs/render/primitives/mesh/MeshBuilder.js.map +1 -1
  153. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js.map +1 -1
  154. package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +1 -1
  155. package/lib/cjs/render/webgl/AtmosphereUniforms.d.ts +48 -0
  156. package/lib/cjs/render/webgl/AtmosphereUniforms.d.ts.map +1 -0
  157. package/lib/cjs/render/webgl/AtmosphereUniforms.js +152 -0
  158. package/lib/cjs/render/webgl/AtmosphereUniforms.js.map +1 -0
  159. package/lib/cjs/render/webgl/AttributeBuffers.js.map +1 -1
  160. package/lib/cjs/render/webgl/AttributeMap.js.map +1 -1
  161. package/lib/cjs/render/webgl/BackgroundMapDrape.js.map +1 -1
  162. package/lib/cjs/render/webgl/BatchState.js.map +1 -1
  163. package/lib/cjs/render/webgl/BatchUniforms.js.map +1 -1
  164. package/lib/cjs/render/webgl/BranchStack.js.map +1 -1
  165. package/lib/cjs/render/webgl/BranchState.js.map +1 -1
  166. package/lib/cjs/render/webgl/BranchUniforms.js.map +1 -1
  167. package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
  168. package/lib/cjs/render/webgl/ClipStack.js.map +1 -1
  169. package/lib/cjs/render/webgl/ClipVolume.js.map +1 -1
  170. package/lib/cjs/render/webgl/ClippingProgram.js.map +1 -1
  171. package/lib/cjs/render/webgl/ColorInfo.js.map +1 -1
  172. package/lib/cjs/render/webgl/Diagnostics.js.map +1 -1
  173. package/lib/cjs/render/webgl/Disposable.js.map +1 -1
  174. package/lib/cjs/render/webgl/DrawCommand.d.ts.map +1 -1
  175. package/lib/cjs/render/webgl/DrawCommand.js +2 -1
  176. package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
  177. package/lib/cjs/render/webgl/EDL.js.map +1 -1
  178. package/lib/cjs/render/webgl/EdgeGeometry.js.map +1 -1
  179. package/lib/cjs/render/webgl/EdgeSettings.js.map +1 -1
  180. package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
  181. package/lib/cjs/render/webgl/FloatRGBA.js.map +1 -1
  182. package/lib/cjs/render/webgl/FrameBuffer.js.map +1 -1
  183. package/lib/cjs/render/webgl/FrustumUniforms.js.map +1 -1
  184. package/lib/cjs/render/webgl/GL.js.map +1 -1
  185. package/lib/cjs/render/webgl/GLTimer.js.map +1 -1
  186. package/lib/cjs/render/webgl/Graphic.js.map +1 -1
  187. package/lib/cjs/render/webgl/HiliteUniforms.js.map +1 -1
  188. package/lib/cjs/render/webgl/IModelFrameLifecycle.js.map +1 -1
  189. package/lib/cjs/render/webgl/IndexedEdgeGeometry.js.map +1 -1
  190. package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
  191. package/lib/cjs/render/webgl/Layer.js.map +1 -1
  192. package/lib/cjs/render/webgl/LayerCommands.js.map +1 -1
  193. package/lib/cjs/render/webgl/LightingUniforms.js.map +1 -1
  194. package/lib/cjs/render/webgl/LineCode.js.map +1 -1
  195. package/lib/cjs/render/webgl/Material.js.map +1 -1
  196. package/lib/cjs/render/webgl/Matrix.js.map +1 -1
  197. package/lib/cjs/render/webgl/Mesh.js.map +1 -1
  198. package/lib/cjs/render/webgl/MeshData.js.map +1 -1
  199. package/lib/cjs/render/webgl/MeshGeometry.js.map +1 -1
  200. package/lib/cjs/render/webgl/PerformanceMetrics.js.map +1 -1
  201. package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
  202. package/lib/cjs/render/webgl/PlanarGrid.js.map +1 -1
  203. package/lib/cjs/render/webgl/PlanarTextureProjection.js.map +1 -1
  204. package/lib/cjs/render/webgl/PointCloud.js.map +1 -1
  205. package/lib/cjs/render/webgl/PointString.js.map +1 -1
  206. package/lib/cjs/render/webgl/Polyline.js.map +1 -1
  207. package/lib/cjs/render/webgl/Primitive.js.map +1 -1
  208. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  209. package/lib/cjs/render/webgl/RealityModelUniforms.js.map +1 -1
  210. package/lib/cjs/render/webgl/RenderBuffer.js.map +1 -1
  211. package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
  212. package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
  213. package/lib/cjs/render/webgl/RenderState.js.map +1 -1
  214. package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
  215. package/lib/cjs/render/webgl/ScratchDrawParams.js.map +1 -1
  216. package/lib/cjs/render/webgl/ScreenSpaceEffect.js.map +1 -1
  217. package/lib/cjs/render/webgl/ShaderBuilder.d.ts +7 -5
  218. package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
  219. package/lib/cjs/render/webgl/ShaderBuilder.js +15 -5
  220. package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
  221. package/lib/cjs/render/webgl/ShaderProgram.js.map +1 -1
  222. package/lib/cjs/render/webgl/ShadowUniforms.js.map +1 -1
  223. package/lib/cjs/render/webgl/SolarShadowMap.js.map +1 -1
  224. package/lib/cjs/render/webgl/StyleUniforms.js.map +1 -1
  225. package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
  226. package/lib/cjs/render/webgl/Sync.js.map +1 -1
  227. package/lib/cjs/render/webgl/System.js.map +1 -1
  228. package/lib/cjs/render/webgl/Target.d.ts +1 -0
  229. package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
  230. package/lib/cjs/render/webgl/Target.js +4 -0
  231. package/lib/cjs/render/webgl/Target.js.map +1 -1
  232. package/lib/cjs/render/webgl/TargetGraphics.js.map +1 -1
  233. package/lib/cjs/render/webgl/TargetUniforms.d.ts +2 -0
  234. package/lib/cjs/render/webgl/TargetUniforms.d.ts.map +1 -1
  235. package/lib/cjs/render/webgl/TargetUniforms.js +2 -0
  236. package/lib/cjs/render/webgl/TargetUniforms.js.map +1 -1
  237. package/lib/cjs/render/webgl/Technique.d.ts.map +1 -1
  238. package/lib/cjs/render/webgl/Technique.js +109 -16
  239. package/lib/cjs/render/webgl/Technique.js.map +1 -1
  240. package/lib/cjs/render/webgl/TechniqueFlags.d.ts +7 -1
  241. package/lib/cjs/render/webgl/TechniqueFlags.d.ts.map +1 -1
  242. package/lib/cjs/render/webgl/TechniqueFlags.js +10 -1
  243. package/lib/cjs/render/webgl/TechniqueFlags.js.map +1 -1
  244. package/lib/cjs/render/webgl/TechniqueId.js.map +1 -1
  245. package/lib/cjs/render/webgl/Texture.js.map +1 -1
  246. package/lib/cjs/render/webgl/TextureDrape.js.map +1 -1
  247. package/lib/cjs/render/webgl/ThematicSensors.js.map +1 -1
  248. package/lib/cjs/render/webgl/ThematicUniforms.js.map +1 -1
  249. package/lib/cjs/render/webgl/UniformHandle.js.map +1 -1
  250. package/lib/cjs/render/webgl/VertexLUT.js.map +1 -1
  251. package/lib/cjs/render/webgl/ViewRectUniforms.js.map +1 -1
  252. package/lib/cjs/render/webgl/VisibleTileFeatures.js.map +1 -1
  253. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js +154 -154
  254. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js.map +1 -1
  255. package/lib/cjs/render/webgl/glsl/Animation.js +83 -83
  256. package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
  257. package/lib/cjs/render/webgl/glsl/Atmosphere.d.ts +7 -0
  258. package/lib/cjs/render/webgl/glsl/Atmosphere.d.ts.map +1 -0
  259. package/lib/cjs/render/webgl/glsl/Atmosphere.js +462 -0
  260. package/lib/cjs/render/webgl/glsl/Atmosphere.js.map +1 -0
  261. package/lib/cjs/render/webgl/glsl/Blur.js +37 -37
  262. package/lib/cjs/render/webgl/glsl/Blur.js.map +1 -1
  263. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js +4 -4
  264. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js.map +1 -1
  265. package/lib/cjs/render/webgl/glsl/ClearTranslucent.js +3 -3
  266. package/lib/cjs/render/webgl/glsl/ClearTranslucent.js.map +1 -1
  267. package/lib/cjs/render/webgl/glsl/Clipping.js +60 -60
  268. package/lib/cjs/render/webgl/glsl/Clipping.js.map +1 -1
  269. package/lib/cjs/render/webgl/glsl/Color.js +12 -12
  270. package/lib/cjs/render/webgl/glsl/Color.js.map +1 -1
  271. package/lib/cjs/render/webgl/glsl/Combine3Textures.js +7 -7
  272. package/lib/cjs/render/webgl/glsl/Combine3Textures.js.map +1 -1
  273. package/lib/cjs/render/webgl/glsl/CombineTextures.js +5 -5
  274. package/lib/cjs/render/webgl/glsl/CombineTextures.js.map +1 -1
  275. package/lib/cjs/render/webgl/glsl/Common.js +16 -16
  276. package/lib/cjs/render/webgl/glsl/Common.js.map +1 -1
  277. package/lib/cjs/render/webgl/glsl/Composite.js +71 -71
  278. package/lib/cjs/render/webgl/glsl/Composite.js.map +1 -1
  279. package/lib/cjs/render/webgl/glsl/CopyColor.js +6 -6
  280. package/lib/cjs/render/webgl/glsl/CopyColor.js.map +1 -1
  281. package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js +3 -3
  282. package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js.map +1 -1
  283. package/lib/cjs/render/webgl/glsl/CopyStencil.js +4 -4
  284. package/lib/cjs/render/webgl/glsl/CopyStencil.js.map +1 -1
  285. package/lib/cjs/render/webgl/glsl/Decode.js +65 -65
  286. package/lib/cjs/render/webgl/glsl/Decode.js.map +1 -1
  287. package/lib/cjs/render/webgl/glsl/EDL.js +103 -103
  288. package/lib/cjs/render/webgl/glsl/EDL.js.map +1 -1
  289. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js +25 -25
  290. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js.map +1 -1
  291. package/lib/cjs/render/webgl/glsl/Edge.js +146 -146
  292. package/lib/cjs/render/webgl/glsl/Edge.js.map +1 -1
  293. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +233 -233
  294. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  295. package/lib/cjs/render/webgl/glsl/Fragment.js +41 -41
  296. package/lib/cjs/render/webgl/glsl/Fragment.js.map +1 -1
  297. package/lib/cjs/render/webgl/glsl/Instancing.js +21 -21
  298. package/lib/cjs/render/webgl/glsl/Instancing.js.map +1 -1
  299. package/lib/cjs/render/webgl/glsl/Lighting.js +92 -92
  300. package/lib/cjs/render/webgl/glsl/Lighting.js.map +1 -1
  301. package/lib/cjs/render/webgl/glsl/LogarithmicDepthBuffer.js.map +1 -1
  302. package/lib/cjs/render/webgl/glsl/LookupTable.js +19 -19
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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, Dictionary } from \"@itwin/core-bentley\";\nimport { Angle, IndexedPolyface, Point2d, Point3d, Polyface, PolyfaceVisitor, Range3d, Vector3d } from \"@itwin/core-geometry\";\nimport { Feature, MeshEdge, MeshEdges, MeshPolyline, OctEncodedNormal, OctEncodedNormalPair, QPoint3dList, TextureMapping } from \"@itwin/core-common\";\nimport { DisplayParams } from \"../DisplayParams\";\nimport { Triangle, TriangleKey, TriangleSet } from \"../Primitives\";\nimport { StrokesPrimitivePointLists } from \"../Strokes\";\nimport { VertexKey, VertexKeyProps, VertexMap } from \"../VertexKey\";\nimport { Mesh } from \"./MeshPrimitives\";\n\n// Describes a vertex along with the index of the source vertex in the source PolyfaceVisitor.\ntype VertexKeyPropsWithIndex = VertexKeyProps & { sourceIndex: number };\n\n/** @internal */\nexport class MeshBuilder {\n public readonly vertexMap: VertexMap;\n private _triangleSet?: TriangleSet;\n private _currentPolyface?: MeshBuilderPolyface;\n public readonly mesh: Mesh;\n public readonly tolerance: number;\n public readonly areaTolerance: number;\n public readonly tileRange: Range3d;\n public get currentPolyface(): MeshBuilderPolyface | undefined { return this._currentPolyface; }\n public set displayParams(params: DisplayParams) { this.mesh.displayParams = params; }\n\n /** create reference for triangleSet on demand */\n public get triangleSet(): TriangleSet {\n if (undefined === this._triangleSet)\n this._triangleSet = new TriangleSet();\n\n return this._triangleSet;\n }\n\n private constructor(mesh: Mesh, tolerance: number, areaTolerance: number, tileRange: Range3d) {\n this.mesh = mesh;\n this.tolerance = tolerance;\n this.areaTolerance = areaTolerance;\n this.tileRange = tileRange;\n\n let vertexTolerance;\n if (mesh.points instanceof QPoint3dList) {\n const p0 = mesh.points.params.unquantize(0, 0, 0);\n const p1 = mesh.points.params.unquantize(1, 1, 1);\n vertexTolerance = p1.minus(p0, p0);\n } else {\n vertexTolerance = { x: tolerance, y: tolerance, z: tolerance };\n }\n\n this.vertexMap = new VertexMap(vertexTolerance);\n }\n\n /** create a new MeshBuilder */\n public static create(props: MeshBuilder.Props): MeshBuilder {\n const mesh = Mesh.create(props);\n const { tolerance, areaTolerance, range } = props;\n return new MeshBuilder(mesh, tolerance, areaTolerance, range);\n }\n\n /**\n * iterate through each point list of the strokes primitive and either load the point string or polyline into builder\n * @param strokes lists of stroke primitive point lists to iterate\n * @param isDisjoint if true add point string, else add polyline\n * @param fillColor\n */\n public addStrokePointLists(strokes: StrokesPrimitivePointLists, isDisjoint: boolean, fillColor: number, feature: Feature | undefined): void {\n for (const strokePoints of strokes) {\n if (isDisjoint)\n this.addPointString(strokePoints.points, fillColor, feature);\n else\n this.addPolyline(strokePoints.points, fillColor, feature);\n }\n }\n\n /**\n * add data from polyface into mesh builder\n * @param polyface the indexed polyface to iterate the facets of to load each facet's triangles' vertices\n * @param props the properties required for this operation\n */\n public addFromPolyface(polyface: IndexedPolyface, props: MeshBuilder.PolyfaceOptions, feature: Feature | undefined): void {\n this.beginPolyface(polyface, props.edgeOptions);\n const visitor = polyface.createVisitor();\n\n while (visitor.moveToNextFacet()) {\n this.addFromPolyfaceVisitor(visitor, props, feature);\n }\n\n this.endPolyface();\n }\n\n /**\n * @param visitor the PolyfaceVisitor containing the face data to be added\n * @param props the properties required for this operation:\n */\n public addFromPolyfaceVisitor(visitor: PolyfaceVisitor, options: MeshBuilder.PolyfaceOptions, feature: Feature | undefined): void {\n const { pointCount, normalCount, paramCount, requireNormals } = visitor;\n const { includeParams, mappedTexture } = options;\n\n const isDegenerate = requireNormals && normalCount < pointCount; // TFS#790263: Degenerate triangle - no normals.\n\n // a triangle must have at least 3 points\n if (pointCount < 3 || isDegenerate)\n return;\n\n const haveParam = includeParams && paramCount > 0;\n const triangleCount = pointCount - 2;\n\n assert(!includeParams || paramCount > 0);\n assert(!haveParam || undefined !== mappedTexture);\n\n // The face represented by this visitor should be convex (we request that in facet options) - so we do a simple fan triangulation.\n const polyfaceVisitorOptions = { ...options, triangleCount, haveParam };\n for (let triangleIndex = 0; triangleIndex < triangleCount; triangleIndex++) {\n const triangle = this.createTriangle(triangleIndex, visitor, polyfaceVisitorOptions, feature);\n if (undefined !== triangle)\n this.addTriangle(triangle);\n }\n }\n\n public createTriangleVertices(triangleIndex: number, visitor: PolyfaceVisitor, options: MeshBuilder.PolyfaceVisitorOptions, feature: Feature | undefined): VertexKeyPropsWithIndex[] | undefined {\n const { point, requireNormals } = visitor;\n const { fillColor, haveParam } = options;\n\n // If we do not have UVParams stored on the IndexedPolyface, compute them now\n let params: Point2d[] | undefined;\n if (haveParam && options.mappedTexture) {\n assert(this.mesh.points.length === 0 || this.mesh.uvParams.length !== 0);\n const mappedTexture = options.mappedTexture;\n const transformToImodel = mappedTexture.params.textureMatrix.transform;\n if (transformToImodel)\n params = mappedTexture.computeUVParams(visitor, transformToImodel);\n assert(params !== undefined);\n }\n\n const vertices = [];\n for (let i = 0; i < 3; ++i) {\n const vertexIndex = 0 === i ? 0 : triangleIndex + i;\n const position = point.getPoint3dAtUncheckedPointIndex(vertexIndex);\n const normal = requireNormals ? OctEncodedNormal.fromVector(visitor.getNormal(vertexIndex)!) : undefined;\n const uvParam: Point2d | undefined = params ? params[vertexIndex] : undefined;\n vertices[i] = { position, fillColor, normal, uvParam, sourceIndex: vertexIndex, feature };\n }\n\n // Previously we would add all 3 vertices to our map, then detect degenerate triangles in AddTriangle().\n // This led to unused vertex data, and caused mismatch in # of vertices when recreating the MeshBuilder from the data in the tile cache.\n // Detect beforehand instead.\n if (this.vertexMap.arePositionsAlmostEqual(vertices[0], vertices[1])\n || this.vertexMap.arePositionsAlmostEqual(vertices[0], vertices[2])\n || this.vertexMap.arePositionsAlmostEqual(vertices[1], vertices[2]))\n return undefined;\n\n return vertices;\n }\n\n public createTriangle(triangleIndex: number, visitor: PolyfaceVisitor, options: MeshBuilder.PolyfaceVisitorOptions, feature: Feature | undefined): Triangle | undefined {\n // generate vertex key properties for each of the three sides of the triangle\n const vertices = this.createTriangleVertices(triangleIndex, visitor, options, feature);\n\n // avoid creating degenerate triangles\n if (undefined === vertices)\n return undefined;\n\n const { edgeVisible } = visitor;\n\n const triangle = new Triangle();\n\n triangle.setEdgeVisibility(\n 0 === triangleIndex ? edgeVisible[0] : false,\n edgeVisible[triangleIndex + 1],\n triangleIndex === options.triangleCount - 1 ? edgeVisible[triangleIndex + 2] : false,\n );\n\n // set each triangle index to the index associated with the vertex key location in the vertex map\n vertices.forEach((vertexProps, i: number) => {\n let vertexKeyIndex;\n if (visitor.auxData) {\n // No deduplication with auxData (for now...)\n vertexKeyIndex = this.mesh.addVertex(vertexProps);\n this.mesh.addAuxChannels(visitor.auxData.channels, vertexProps.sourceIndex);\n } else {\n vertexKeyIndex = this.addVertex(vertexProps);\n }\n\n triangle.indices[i] = vertexKeyIndex;\n\n // if the current polyface exists, map the vertex key index to the visitor's client point index\n if (this.currentPolyface !== undefined)\n this.currentPolyface.vertexIndexMap.set(vertexKeyIndex, visitor.clientPointIndex(vertexProps.sourceIndex));\n });\n\n return triangle;\n }\n\n /** removed Feature for now */\n public addPolyline(points: Point3d[], fillColor: number, feature: Feature | undefined): void {\n const { mesh } = this;\n\n const poly = new MeshPolyline();\n for (const position of points)\n poly.addIndex(this.addVertex({ position, fillColor, feature }));\n\n mesh.addPolyline(poly);\n }\n\n /** removed Feature for now */\n public addPointString(points: Point3d[], fillColor: number, feature: Feature | undefined): void {\n const { mesh } = this;\n const poly = new MeshPolyline();\n\n for (const position of points)\n poly.addIndex(this.addVertex({ position, fillColor, feature }));\n\n mesh.addPolyline(poly);\n }\n\n public beginPolyface(polyface: Polyface, options: MeshEdgeCreationOptions): void {\n if (!options.generateNoEdges) {\n const triangles = this.mesh.triangles;\n this._currentPolyface = new MeshBuilderPolyface(polyface, options, triangles === undefined ? 0 : triangles.length);\n }\n }\n\n public endPolyface(): void {\n const { currentPolyface, mesh } = this;\n if (undefined === currentPolyface)\n return;\n\n this._currentPolyface = undefined;\n buildMeshEdges(mesh, currentPolyface);\n }\n\n public addVertex(vertex: VertexKeyProps, addToMeshOnInsert = true): number {\n // if vertex key isn't duplicate, then also insert properties into mesh\n const onInsert = (vk: VertexKey) => this.mesh.addVertex(vk);\n return this.vertexMap.insertKey(vertex, addToMeshOnInsert ? onInsert : undefined);\n }\n\n public addTriangle(triangle: Triangle): void {\n // Prefer to avoid adding vertices originating from degenerate triangles before we get here...\n assert(!triangle.isDegenerate);\n\n const onInsert = (_vk: TriangleKey) => this.mesh.addTriangle(triangle);\n this.triangleSet.insertKey(triangle, onInsert);\n }\n}\n\n/** @internal */\nexport namespace MeshBuilder { // eslint-disable-line no-redeclare\n export interface Props extends Mesh.Props {\n tolerance: number;\n areaTolerance: number;\n }\n export interface PolyfaceOptions {\n includeParams: boolean;\n fillColor: number;\n mappedTexture?: TextureMapping;\n edgeOptions: MeshEdgeCreationOptions;\n }\n\n export interface PolyfaceVisitorOptions extends PolyfaceOptions {\n triangleCount: number;\n haveParam: boolean;\n }\n}\n\n/** @internal */\nexport class MeshEdgeCreationOptions {\n public readonly type: MeshEdgeCreationOptions.Type;\n public readonly minCreaseAngle = 20.0 * Angle.radiansPerDegree;\n public get generateAllEdges(): boolean { return this.type === MeshEdgeCreationOptions.Type.AllEdges; }\n public get generateNoEdges(): boolean { return this.type === MeshEdgeCreationOptions.Type.NoEdges; }\n public get generateCreaseEdges(): boolean { return 0 !== (this.type & MeshEdgeCreationOptions.Type.CreaseEdges); }\n /** Create edge chains for polyfaces that do not already have them. */\n public get createEdgeChains(): boolean { return 0 !== (this.type & MeshEdgeCreationOptions.Type.CreateChains); }\n constructor(type = MeshEdgeCreationOptions.Type.NoEdges) { this.type = type; }\n}\n\n/** @internal */\nexport namespace MeshEdgeCreationOptions { // eslint-disable-line no-redeclare\n export enum Type {\n NoEdges = 0x0000,\n CreaseEdges = 0x0001 << 1,\n SmoothEdges = 0x0001 << 2,\n CreateChains = 0x0001 << 3,\n DefaultEdges = CreaseEdges,\n AllEdges = CreaseEdges | SmoothEdges,\n }\n}\n\n/** @internal */\nexport class MeshBuilderPolyface {\n public readonly polyface: Polyface;\n public readonly edgeOptions: MeshEdgeCreationOptions;\n public readonly vertexIndexMap: Map<number, number> = new Map<number, number>();\n public readonly baseTriangleIndex: number;\n constructor(polyface: Polyface, edgeOptions: MeshEdgeCreationOptions, baseTriangleIndex: number) {\n this.polyface = polyface;\n this.edgeOptions = edgeOptions;\n this.baseTriangleIndex = baseTriangleIndex;\n }\n}\n\nclass EdgeInfo {\n public faceIndex1?: number;\n\n public constructor(\n public visible: boolean,\n public faceIndex0: number,\n public edge: MeshEdge,\n public point0: Point3d,\n public point1: Point3d) {\n }\n\n public addFace(visible: boolean, faceIndex: number) {\n if (undefined === this.faceIndex1) {\n this.visible ||= visible;\n this.faceIndex1 = faceIndex;\n }\n }\n}\n\nfunction buildMeshEdges(mesh: Mesh, polyface: MeshBuilderPolyface): void {\n if (!mesh.triangles)\n return;\n\n const edgeMap = new Dictionary<MeshEdge, EdgeInfo>((lhs, rhs) => lhs.compareTo(rhs));\n const triangleNormals: Vector3d[] = [];\n\n // We need to detect the edge pairs -- Can't do that from the Mesh indices as these are not shared - so we'll\n // assume that the polyface indices are properly shared, this should be true as a seperate index array is used\n // for Polyfaces.\n const triangle = new Triangle();\n const polyfacePoints = [new Point3d(), new Point3d(), new Point3d()];\n const polyfaceIndices = [0, 0, 0];\n\n for (let triangleIndex = polyface.baseTriangleIndex; triangleIndex < mesh.triangles.length; triangleIndex++) {\n let indexNotFound = false;\n mesh.triangles.getTriangle(triangleIndex, triangle);\n for (let j = 0; j < 3; j++) {\n const foundPolyfaceIndex = polyface.vertexIndexMap.get(triangle.indices[j]);\n assert(undefined !== foundPolyfaceIndex);\n if (undefined === foundPolyfaceIndex) {\n indexNotFound = true;\n continue;\n }\n\n polyfaceIndices[j] = foundPolyfaceIndex;\n polyface.polyface.data.getPoint(foundPolyfaceIndex, polyfacePoints[j]);\n }\n\n if (indexNotFound)\n continue;\n\n for (let j = 0; j < 3; j++) {\n const jNext = (j + 1) % 3;\n const triangleNormalIndex = triangleNormals.length;\n const meshEdge = new MeshEdge(triangle.indices[j], triangle.indices[jNext]);\n const polyfaceEdge = new MeshEdge(polyfaceIndices[j], polyfaceIndices[jNext]);\n const edgeInfo = new EdgeInfo(triangle.isEdgeVisible(j), triangleNormalIndex, meshEdge, polyfacePoints[j], polyfacePoints[jNext]);\n\n const findOrInsert = edgeMap.findOrInsert(polyfaceEdge, edgeInfo);\n if (!findOrInsert.inserted)\n findOrInsert.value.addFace(edgeInfo.visible, triangleNormalIndex);\n }\n\n const normal = Vector3d.createCrossProductToPoints(polyfacePoints[0], polyfacePoints[1], polyfacePoints[2]);\n normal.normalizeInPlace();\n triangleNormals.push(normal);\n }\n\n // If there is no visibility indication in the mesh, infer from the mesh geometry.\n if (!polyface.edgeOptions.generateAllEdges) {\n const minEdgeDot = Math.cos(polyface.edgeOptions.minCreaseAngle);\n for (const edgeInfo of edgeMap.values()) {\n if (undefined !== edgeInfo.faceIndex1) {\n const normal0 = triangleNormals[edgeInfo.faceIndex0];\n const normal1 = triangleNormals[edgeInfo.faceIndex1];\n if (Math.abs(normal0.dotProduct(normal1)) > minEdgeDot)\n edgeInfo.visible = false;\n }\n }\n }\n\n // Now populate the MeshEdges.\n // ###TODO edge chains?\n if (undefined === mesh.edges)\n mesh.edges = new MeshEdges();\n\n const maxPlanarDot = 0.999999;\n for (const edgeInfo of edgeMap.values()) {\n if (edgeInfo.visible) {\n mesh.edges.visible.push(edgeInfo.edge);\n } else if (undefined !== edgeInfo.faceIndex1) {\n const normal0 = triangleNormals[edgeInfo.faceIndex0];\n const normal1 = triangleNormals[edgeInfo.faceIndex1];\n if (Math.abs(normal0.dotProduct(normal1)) < maxPlanarDot) {\n mesh.edges.silhouette.push(edgeInfo.edge);\n mesh.edges.silhouetteNormals.push(new OctEncodedNormalPair(OctEncodedNormal.fromVector(normal0), OctEncodedNormal.fromVector(normal1)));\n }\n }\n }\n}\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { assert, Dictionary } from \"@itwin/core-bentley\";\r\nimport { Angle, IndexedPolyface, Point2d, Point3d, Polyface, PolyfaceVisitor, Range3d, Vector3d } from \"@itwin/core-geometry\";\r\nimport { Feature, MeshEdge, MeshEdges, MeshPolyline, OctEncodedNormal, OctEncodedNormalPair, QPoint3dList, TextureMapping } from \"@itwin/core-common\";\r\nimport { DisplayParams } from \"../DisplayParams\";\r\nimport { Triangle, TriangleKey, TriangleSet } from \"../Primitives\";\r\nimport { StrokesPrimitivePointLists } from \"../Strokes\";\r\nimport { VertexKey, VertexKeyProps, VertexMap } from \"../VertexKey\";\r\nimport { Mesh } from \"./MeshPrimitives\";\r\n\r\n// Describes a vertex along with the index of the source vertex in the source PolyfaceVisitor.\r\ntype VertexKeyPropsWithIndex = VertexKeyProps & { sourceIndex: number };\r\n\r\n/** @internal */\r\nexport class MeshBuilder {\r\n public readonly vertexMap: VertexMap;\r\n private _triangleSet?: TriangleSet;\r\n private _currentPolyface?: MeshBuilderPolyface;\r\n public readonly mesh: Mesh;\r\n public readonly tolerance: number;\r\n public readonly areaTolerance: number;\r\n public readonly tileRange: Range3d;\r\n public get currentPolyface(): MeshBuilderPolyface | undefined { return this._currentPolyface; }\r\n public set displayParams(params: DisplayParams) { this.mesh.displayParams = params; }\r\n\r\n /** create reference for triangleSet on demand */\r\n public get triangleSet(): TriangleSet {\r\n if (undefined === this._triangleSet)\r\n this._triangleSet = new TriangleSet();\r\n\r\n return this._triangleSet;\r\n }\r\n\r\n private constructor(mesh: Mesh, tolerance: number, areaTolerance: number, tileRange: Range3d) {\r\n this.mesh = mesh;\r\n this.tolerance = tolerance;\r\n this.areaTolerance = areaTolerance;\r\n this.tileRange = tileRange;\r\n\r\n let vertexTolerance;\r\n if (mesh.points instanceof QPoint3dList) {\r\n const p0 = mesh.points.params.unquantize(0, 0, 0);\r\n const p1 = mesh.points.params.unquantize(1, 1, 1);\r\n vertexTolerance = p1.minus(p0, p0);\r\n } else {\r\n vertexTolerance = { x: tolerance, y: tolerance, z: tolerance };\r\n }\r\n\r\n this.vertexMap = new VertexMap(vertexTolerance);\r\n }\r\n\r\n /** create a new MeshBuilder */\r\n public static create(props: MeshBuilder.Props): MeshBuilder {\r\n const mesh = Mesh.create(props);\r\n const { tolerance, areaTolerance, range } = props;\r\n return new MeshBuilder(mesh, tolerance, areaTolerance, range);\r\n }\r\n\r\n /**\r\n * iterate through each point list of the strokes primitive and either load the point string or polyline into builder\r\n * @param strokes lists of stroke primitive point lists to iterate\r\n * @param isDisjoint if true add point string, else add polyline\r\n * @param fillColor\r\n */\r\n public addStrokePointLists(strokes: StrokesPrimitivePointLists, isDisjoint: boolean, fillColor: number, feature: Feature | undefined): void {\r\n for (const strokePoints of strokes) {\r\n if (isDisjoint)\r\n this.addPointString(strokePoints.points, fillColor, feature);\r\n else\r\n this.addPolyline(strokePoints.points, fillColor, feature);\r\n }\r\n }\r\n\r\n /**\r\n * add data from polyface into mesh builder\r\n * @param polyface the indexed polyface to iterate the facets of to load each facet's triangles' vertices\r\n * @param props the properties required for this operation\r\n */\r\n public addFromPolyface(polyface: IndexedPolyface, props: MeshBuilder.PolyfaceOptions, feature: Feature | undefined): void {\r\n this.beginPolyface(polyface, props.edgeOptions);\r\n const visitor = polyface.createVisitor();\r\n\r\n while (visitor.moveToNextFacet()) {\r\n this.addFromPolyfaceVisitor(visitor, props, feature);\r\n }\r\n\r\n this.endPolyface();\r\n }\r\n\r\n /**\r\n * @param visitor the PolyfaceVisitor containing the face data to be added\r\n * @param props the properties required for this operation:\r\n */\r\n public addFromPolyfaceVisitor(visitor: PolyfaceVisitor, options: MeshBuilder.PolyfaceOptions, feature: Feature | undefined): void {\r\n const { pointCount, normalCount, paramCount, requireNormals } = visitor;\r\n const { includeParams, mappedTexture } = options;\r\n\r\n const isDegenerate = requireNormals && normalCount < pointCount; // TFS#790263: Degenerate triangle - no normals.\r\n\r\n // a triangle must have at least 3 points\r\n if (pointCount < 3 || isDegenerate)\r\n return;\r\n\r\n const haveParam = includeParams && paramCount > 0;\r\n const triangleCount = pointCount - 2;\r\n\r\n assert(!includeParams || paramCount > 0);\r\n assert(!haveParam || undefined !== mappedTexture);\r\n\r\n // The face represented by this visitor should be convex (we request that in facet options) - so we do a simple fan triangulation.\r\n const polyfaceVisitorOptions = { ...options, triangleCount, haveParam };\r\n for (let triangleIndex = 0; triangleIndex < triangleCount; triangleIndex++) {\r\n const triangle = this.createTriangle(triangleIndex, visitor, polyfaceVisitorOptions, feature);\r\n if (undefined !== triangle)\r\n this.addTriangle(triangle);\r\n }\r\n }\r\n\r\n public createTriangleVertices(triangleIndex: number, visitor: PolyfaceVisitor, options: MeshBuilder.PolyfaceVisitorOptions, feature: Feature | undefined): VertexKeyPropsWithIndex[] | undefined {\r\n const { point, requireNormals } = visitor;\r\n const { fillColor, haveParam } = options;\r\n\r\n // If we do not have UVParams stored on the IndexedPolyface, compute them now\r\n let params: Point2d[] | undefined;\r\n if (haveParam && options.mappedTexture) {\r\n assert(this.mesh.points.length === 0 || this.mesh.uvParams.length !== 0);\r\n const mappedTexture = options.mappedTexture;\r\n const transformToImodel = mappedTexture.params.textureMatrix.transform;\r\n if (transformToImodel)\r\n params = mappedTexture.computeUVParams(visitor, transformToImodel);\r\n assert(params !== undefined);\r\n }\r\n\r\n const vertices = [];\r\n for (let i = 0; i < 3; ++i) {\r\n const vertexIndex = 0 === i ? 0 : triangleIndex + i;\r\n const position = point.getPoint3dAtUncheckedPointIndex(vertexIndex);\r\n const normal = requireNormals ? OctEncodedNormal.fromVector(visitor.getNormal(vertexIndex)!) : undefined;\r\n const uvParam: Point2d | undefined = params ? params[vertexIndex] : undefined;\r\n vertices[i] = { position, fillColor, normal, uvParam, sourceIndex: vertexIndex, feature };\r\n }\r\n\r\n // Previously we would add all 3 vertices to our map, then detect degenerate triangles in AddTriangle().\r\n // This led to unused vertex data, and caused mismatch in # of vertices when recreating the MeshBuilder from the data in the tile cache.\r\n // Detect beforehand instead.\r\n if (this.vertexMap.arePositionsAlmostEqual(vertices[0], vertices[1])\r\n || this.vertexMap.arePositionsAlmostEqual(vertices[0], vertices[2])\r\n || this.vertexMap.arePositionsAlmostEqual(vertices[1], vertices[2]))\r\n return undefined;\r\n\r\n return vertices;\r\n }\r\n\r\n public createTriangle(triangleIndex: number, visitor: PolyfaceVisitor, options: MeshBuilder.PolyfaceVisitorOptions, feature: Feature | undefined): Triangle | undefined {\r\n // generate vertex key properties for each of the three sides of the triangle\r\n const vertices = this.createTriangleVertices(triangleIndex, visitor, options, feature);\r\n\r\n // avoid creating degenerate triangles\r\n if (undefined === vertices)\r\n return undefined;\r\n\r\n const { edgeVisible } = visitor;\r\n\r\n const triangle = new Triangle();\r\n\r\n triangle.setEdgeVisibility(\r\n 0 === triangleIndex ? edgeVisible[0] : false,\r\n edgeVisible[triangleIndex + 1],\r\n triangleIndex === options.triangleCount - 1 ? edgeVisible[triangleIndex + 2] : false,\r\n );\r\n\r\n // set each triangle index to the index associated with the vertex key location in the vertex map\r\n vertices.forEach((vertexProps, i: number) => {\r\n let vertexKeyIndex;\r\n if (visitor.auxData) {\r\n // No deduplication with auxData (for now...)\r\n vertexKeyIndex = this.mesh.addVertex(vertexProps);\r\n this.mesh.addAuxChannels(visitor.auxData.channels, vertexProps.sourceIndex);\r\n } else {\r\n vertexKeyIndex = this.addVertex(vertexProps);\r\n }\r\n\r\n triangle.indices[i] = vertexKeyIndex;\r\n\r\n // if the current polyface exists, map the vertex key index to the visitor's client point index\r\n if (this.currentPolyface !== undefined)\r\n this.currentPolyface.vertexIndexMap.set(vertexKeyIndex, visitor.clientPointIndex(vertexProps.sourceIndex));\r\n });\r\n\r\n return triangle;\r\n }\r\n\r\n /** removed Feature for now */\r\n public addPolyline(points: Point3d[], fillColor: number, feature: Feature | undefined): void {\r\n const { mesh } = this;\r\n\r\n const poly = new MeshPolyline();\r\n for (const position of points)\r\n poly.addIndex(this.addVertex({ position, fillColor, feature }));\r\n\r\n mesh.addPolyline(poly);\r\n }\r\n\r\n /** removed Feature for now */\r\n public addPointString(points: Point3d[], fillColor: number, feature: Feature | undefined): void {\r\n const { mesh } = this;\r\n const poly = new MeshPolyline();\r\n\r\n for (const position of points)\r\n poly.addIndex(this.addVertex({ position, fillColor, feature }));\r\n\r\n mesh.addPolyline(poly);\r\n }\r\n\r\n public beginPolyface(polyface: Polyface, options: MeshEdgeCreationOptions): void {\r\n if (!options.generateNoEdges) {\r\n const triangles = this.mesh.triangles;\r\n this._currentPolyface = new MeshBuilderPolyface(polyface, options, triangles === undefined ? 0 : triangles.length);\r\n }\r\n }\r\n\r\n public endPolyface(): void {\r\n const { currentPolyface, mesh } = this;\r\n if (undefined === currentPolyface)\r\n return;\r\n\r\n this._currentPolyface = undefined;\r\n buildMeshEdges(mesh, currentPolyface);\r\n }\r\n\r\n public addVertex(vertex: VertexKeyProps, addToMeshOnInsert = true): number {\r\n // if vertex key isn't duplicate, then also insert properties into mesh\r\n const onInsert = (vk: VertexKey) => this.mesh.addVertex(vk);\r\n return this.vertexMap.insertKey(vertex, addToMeshOnInsert ? onInsert : undefined);\r\n }\r\n\r\n public addTriangle(triangle: Triangle): void {\r\n // Prefer to avoid adding vertices originating from degenerate triangles before we get here...\r\n assert(!triangle.isDegenerate);\r\n\r\n const onInsert = (_vk: TriangleKey) => this.mesh.addTriangle(triangle);\r\n this.triangleSet.insertKey(triangle, onInsert);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport namespace MeshBuilder { // eslint-disable-line no-redeclare\r\n export interface Props extends Mesh.Props {\r\n tolerance: number;\r\n areaTolerance: number;\r\n }\r\n export interface PolyfaceOptions {\r\n includeParams: boolean;\r\n fillColor: number;\r\n mappedTexture?: TextureMapping;\r\n edgeOptions: MeshEdgeCreationOptions;\r\n }\r\n\r\n export interface PolyfaceVisitorOptions extends PolyfaceOptions {\r\n triangleCount: number;\r\n haveParam: boolean;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class MeshEdgeCreationOptions {\r\n public readonly type: MeshEdgeCreationOptions.Type;\r\n public readonly minCreaseAngle = 20.0 * Angle.radiansPerDegree;\r\n public get generateAllEdges(): boolean { return this.type === MeshEdgeCreationOptions.Type.AllEdges; }\r\n public get generateNoEdges(): boolean { return this.type === MeshEdgeCreationOptions.Type.NoEdges; }\r\n public get generateCreaseEdges(): boolean { return 0 !== (this.type & MeshEdgeCreationOptions.Type.CreaseEdges); }\r\n /** Create edge chains for polyfaces that do not already have them. */\r\n public get createEdgeChains(): boolean { return 0 !== (this.type & MeshEdgeCreationOptions.Type.CreateChains); }\r\n constructor(type = MeshEdgeCreationOptions.Type.NoEdges) { this.type = type; }\r\n}\r\n\r\n/** @internal */\r\nexport namespace MeshEdgeCreationOptions { // eslint-disable-line no-redeclare\r\n export enum Type {\r\n NoEdges = 0x0000,\r\n CreaseEdges = 0x0001 << 1,\r\n SmoothEdges = 0x0001 << 2,\r\n CreateChains = 0x0001 << 3,\r\n DefaultEdges = CreaseEdges,\r\n AllEdges = CreaseEdges | SmoothEdges,\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class MeshBuilderPolyface {\r\n public readonly polyface: Polyface;\r\n public readonly edgeOptions: MeshEdgeCreationOptions;\r\n public readonly vertexIndexMap: Map<number, number> = new Map<number, number>();\r\n public readonly baseTriangleIndex: number;\r\n constructor(polyface: Polyface, edgeOptions: MeshEdgeCreationOptions, baseTriangleIndex: number) {\r\n this.polyface = polyface;\r\n this.edgeOptions = edgeOptions;\r\n this.baseTriangleIndex = baseTriangleIndex;\r\n }\r\n}\r\n\r\nclass EdgeInfo {\r\n public faceIndex1?: number;\r\n\r\n public constructor(\r\n public visible: boolean,\r\n public faceIndex0: number,\r\n public edge: MeshEdge,\r\n public point0: Point3d,\r\n public point1: Point3d) {\r\n }\r\n\r\n public addFace(visible: boolean, faceIndex: number) {\r\n if (undefined === this.faceIndex1) {\r\n this.visible ||= visible;\r\n this.faceIndex1 = faceIndex;\r\n }\r\n }\r\n}\r\n\r\nfunction buildMeshEdges(mesh: Mesh, polyface: MeshBuilderPolyface): void {\r\n if (!mesh.triangles)\r\n return;\r\n\r\n const edgeMap = new Dictionary<MeshEdge, EdgeInfo>((lhs, rhs) => lhs.compareTo(rhs));\r\n const triangleNormals: Vector3d[] = [];\r\n\r\n // We need to detect the edge pairs -- Can't do that from the Mesh indices as these are not shared - so we'll\r\n // assume that the polyface indices are properly shared, this should be true as a seperate index array is used\r\n // for Polyfaces.\r\n const triangle = new Triangle();\r\n const polyfacePoints = [new Point3d(), new Point3d(), new Point3d()];\r\n const polyfaceIndices = [0, 0, 0];\r\n\r\n for (let triangleIndex = polyface.baseTriangleIndex; triangleIndex < mesh.triangles.length; triangleIndex++) {\r\n let indexNotFound = false;\r\n mesh.triangles.getTriangle(triangleIndex, triangle);\r\n for (let j = 0; j < 3; j++) {\r\n const foundPolyfaceIndex = polyface.vertexIndexMap.get(triangle.indices[j]);\r\n assert(undefined !== foundPolyfaceIndex);\r\n if (undefined === foundPolyfaceIndex) {\r\n indexNotFound = true;\r\n continue;\r\n }\r\n\r\n polyfaceIndices[j] = foundPolyfaceIndex;\r\n polyface.polyface.data.getPoint(foundPolyfaceIndex, polyfacePoints[j]);\r\n }\r\n\r\n if (indexNotFound)\r\n continue;\r\n\r\n for (let j = 0; j < 3; j++) {\r\n const jNext = (j + 1) % 3;\r\n const triangleNormalIndex = triangleNormals.length;\r\n const meshEdge = new MeshEdge(triangle.indices[j], triangle.indices[jNext]);\r\n const polyfaceEdge = new MeshEdge(polyfaceIndices[j], polyfaceIndices[jNext]);\r\n const edgeInfo = new EdgeInfo(triangle.isEdgeVisible(j), triangleNormalIndex, meshEdge, polyfacePoints[j], polyfacePoints[jNext]);\r\n\r\n const findOrInsert = edgeMap.findOrInsert(polyfaceEdge, edgeInfo);\r\n if (!findOrInsert.inserted)\r\n findOrInsert.value.addFace(edgeInfo.visible, triangleNormalIndex);\r\n }\r\n\r\n const normal = Vector3d.createCrossProductToPoints(polyfacePoints[0], polyfacePoints[1], polyfacePoints[2]);\r\n normal.normalizeInPlace();\r\n triangleNormals.push(normal);\r\n }\r\n\r\n // If there is no visibility indication in the mesh, infer from the mesh geometry.\r\n if (!polyface.edgeOptions.generateAllEdges) {\r\n const minEdgeDot = Math.cos(polyface.edgeOptions.minCreaseAngle);\r\n for (const edgeInfo of edgeMap.values()) {\r\n if (undefined !== edgeInfo.faceIndex1) {\r\n const normal0 = triangleNormals[edgeInfo.faceIndex0];\r\n const normal1 = triangleNormals[edgeInfo.faceIndex1];\r\n if (Math.abs(normal0.dotProduct(normal1)) > minEdgeDot)\r\n edgeInfo.visible = false;\r\n }\r\n }\r\n }\r\n\r\n // Now populate the MeshEdges.\r\n // ###TODO edge chains?\r\n if (undefined === mesh.edges)\r\n mesh.edges = new MeshEdges();\r\n\r\n const maxPlanarDot = 0.999999;\r\n for (const edgeInfo of edgeMap.values()) {\r\n if (edgeInfo.visible) {\r\n mesh.edges.visible.push(edgeInfo.edge);\r\n } else if (undefined !== edgeInfo.faceIndex1) {\r\n const normal0 = triangleNormals[edgeInfo.faceIndex0];\r\n const normal1 = triangleNormals[edgeInfo.faceIndex1];\r\n if (Math.abs(normal0.dotProduct(normal1)) < maxPlanarDot) {\r\n mesh.edges.silhouette.push(edgeInfo.edge);\r\n mesh.edges.silhouetteNormals.push(new OctEncodedNormalPair(OctEncodedNormal.fromVector(normal0), OctEncodedNormal.fromVector(normal1)));\r\n }\r\n }\r\n }\r\n}\r\n"]}
@@ -1 +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 { compareBooleans, compareNumbers, Dictionary, Id64String } from \"@itwin/core-bentley\";\nimport { Range3d } from \"@itwin/core-geometry\";\nimport { Feature, FeatureTable } from \"@itwin/core-common\";\nimport { DisplayParams } from \"../DisplayParams\";\nimport { GeometryList } from \"../geometry/GeometryList\";\nimport { Geometry } from \"../geometry/GeometryPrimitives\";\nimport { PolyfacePrimitive } from \"../Polyface\";\nimport { GeometryOptions, ToleranceRatio } from \"../Primitives\";\nimport { StrokesPrimitive } from \"../Strokes\";\nimport { MeshBuilder, MeshEdgeCreationOptions } from \"./MeshBuilder\";\nimport { Mesh, MeshList } from \"./MeshPrimitives\";\n\n/** @internal */\nexport class MeshBuilderMap extends Dictionary<MeshBuilderMap.Key, MeshBuilder> {\n public readonly range: Range3d;\n public readonly vertexTolerance: number;\n public readonly facetAreaTolerance: number;\n public readonly tolerance: number;\n public readonly is2d: boolean;\n public readonly features?: FeatureTable;\n public readonly options: GeometryOptions;\n private _keyOrder = 0;\n\n constructor(tolerance: number, range: Range3d, is2d: boolean, options: GeometryOptions, pickable: { modelId?: Id64String } | undefined) {\n super((lhs: MeshBuilderMap.Key, rhs: MeshBuilderMap.Key) => lhs.compare(rhs));\n this.tolerance = tolerance;\n this.vertexTolerance = tolerance * ToleranceRatio.vertex;\n this.facetAreaTolerance = tolerance * ToleranceRatio.facetArea;\n this.range = range;\n this.is2d = is2d;\n this.options = options;\n\n if (pickable)\n this.features = new FeatureTable(2048 * 1024, pickable.modelId);\n }\n\n public static createFromGeometries(geometries: GeometryList, tolerance: number, range: Range3d, is2d: boolean, options: GeometryOptions, pickable: { modelId?: Id64String} | undefined): MeshBuilderMap {\n const map = new MeshBuilderMap(tolerance, range, is2d, options, pickable);\n\n for (const geom of geometries)\n map.loadGeometry(geom);\n\n return map;\n }\n\n public toMeshes(): MeshList {\n const meshes = new MeshList(this.features, this.range);\n for (const builder of this._values)\n meshes.push(builder.mesh);\n\n return meshes;\n }\n\n /**\n * extract polyfaces and strokes from geometry into MeshBuilder stored in builderMap\n * @param geom Geometry instance to extract polyfaces and strokes from\n * @param wantSurfacesOnly if true prevent strokes from being loaded into builders\n */\n public loadGeometry(geom: Geometry): void {\n this.loadPolyfacePrimitiveList(geom);\n\n if (!this.options.wantSurfacesOnly)\n this.loadStrokePrimitiveList(geom);\n }\n\n /**\n * extract polyface primitives from geometry in meshBuilder stored in builderMap\n * @param geom Geometry instance to extract polyfaces from\n */\n public loadPolyfacePrimitiveList(geom: Geometry): void {\n const polyfaces = geom.getPolyfaces(this.tolerance);\n\n if (polyfaces !== undefined)\n for (const polyface of polyfaces)\n this.loadIndexedPolyface(polyface, geom.feature);\n }\n\n /**\n * extract indexed polyfaces into meshBuilder stored in builderMap\n * @param polyface PolyfacePrimitive to extract indexed polyfaces from\n */\n public loadIndexedPolyface(polyface: PolyfacePrimitive, feature: Feature | undefined): void {\n const { indexedPolyface, displayParams, isPlanar } = polyface;\n const { pointCount, normalCount } = indexedPolyface;\n const { fillColor, isTextured } = displayParams;\n const textureMapping = displayParams.textureMapping;\n\n if (pointCount === 0)\n return;\n\n const builder = this.getBuilder(displayParams, Mesh.PrimitiveType.Mesh, normalCount > 0, isPlanar);\n const edgeOptions = new MeshEdgeCreationOptions(polyface.displayEdges && this.options.edges ? MeshEdgeCreationOptions.Type.DefaultEdges : MeshEdgeCreationOptions.Type.NoEdges);\n builder.addFromPolyface(indexedPolyface, { edgeOptions, includeParams: isTextured, fillColor: fillColor.tbgr, mappedTexture: textureMapping }, feature);\n }\n\n /**\n * extract stroke primitives from geometry in meshBuilder stored in builderMap\n * @param geom Geometry instance to extract strokes from\n */\n public loadStrokePrimitiveList(geom: Geometry): void {\n const strokes = geom.getStrokes(this.tolerance);\n\n if (undefined !== strokes)\n for (const stroke of strokes)\n this.loadStrokesPrimitive(stroke, geom.feature);\n }\n\n /**\n * extract strokes primitive into meshBuilder stored in builderMap\n * @param strokePrimitive StrokesPrimitive instance to extractfrom\n */\n public loadStrokesPrimitive(strokePrimitive: StrokesPrimitive, feature: Feature | undefined): void {\n const { displayParams, isDisjoint, isPlanar, strokes } = strokePrimitive;\n\n const type = isDisjoint ? Mesh.PrimitiveType.Point : Mesh.PrimitiveType.Polyline;\n const builder = this.getBuilder(displayParams, type, false, isPlanar);\n builder.addStrokePointLists(strokes, isDisjoint, displayParams.fillColor.tbgr, feature);\n }\n\n public getBuilder(displayParams: DisplayParams, type: Mesh.PrimitiveType, hasNormals: boolean, isPlanar: boolean): MeshBuilder {\n const { facetAreaTolerance, tolerance, is2d, range } = this;\n const key = this.getKey(displayParams, type, hasNormals, isPlanar);\n\n const quantizePositions = false; // ###TODO should this be configurable?\n return this.getBuilderFromKey(key, {\n displayParams,\n type,\n range,\n quantizePositions,\n is2d,\n isPlanar,\n tolerance,\n areaTolerance: facetAreaTolerance,\n features: this.features,\n });\n }\n\n public getKey(displayParams: DisplayParams, type: Mesh.PrimitiveType, hasNormals: boolean, isPlanar: boolean): MeshBuilderMap.Key {\n const key = new MeshBuilderMap.Key(displayParams, type, hasNormals, isPlanar);\n\n if (this.options.preserveOrder)\n key.order = ++this._keyOrder;\n\n return key;\n }\n\n /**\n * gets builder associated with key if defined, otherwise creates a new builder and sets that with key\n * @param key MeshBuilderMap.Key to associate with builder\n * @param props MeshBuilder.Props required to create builder if it does not already exist\n * @returns builder reference, changes will update instance stored in builderMap\n */\n public getBuilderFromKey(key: MeshBuilderMap.Key, props: MeshBuilder.Props): MeshBuilder {\n let builder = this.get(key);\n if (undefined === builder) {\n builder = MeshBuilder.create(props);\n this.set(key, builder);\n }\n return builder;\n }\n}\n\n/** @internal */\nexport namespace MeshBuilderMap { // eslint-disable-line no-redeclare\n export class Key {\n public order: number = 0;\n public readonly params: DisplayParams;\n public readonly type: Mesh.PrimitiveType;\n public readonly hasNormals: boolean;\n public readonly isPlanar: boolean;\n\n constructor(params: DisplayParams, type: Mesh.PrimitiveType, hasNormals: boolean, isPlanar: boolean) {\n this.params = params;\n this.type = type;\n this.hasNormals = hasNormals;\n this.isPlanar = isPlanar;\n }\n\n public static createFromMesh(mesh: Mesh): Key {\n return new Key(mesh.displayParams, mesh.type, mesh.normals.length !== 0, mesh.isPlanar);\n }\n\n public compare(rhs: Key): number {\n let diff = compareNumbers(this.order, rhs.order);\n if (0 === diff) {\n diff = compareNumbers(this.type, rhs.type);\n if (0 === diff) {\n diff = compareBooleans(this.isPlanar, rhs.isPlanar);\n if (0 === diff) {\n diff = compareBooleans(this.hasNormals, rhs.hasNormals);\n if (0 === diff) {\n diff = this.params.compareForMerge(rhs.params);\n }\n }\n }\n }\n\n return diff;\n }\n\n public equals(rhs: Key): boolean { return 0 === this.compare(rhs); }\n }\n}\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { compareBooleans, compareNumbers, Dictionary, Id64String } from \"@itwin/core-bentley\";\r\nimport { Range3d } from \"@itwin/core-geometry\";\r\nimport { Feature, FeatureTable } from \"@itwin/core-common\";\r\nimport { DisplayParams } from \"../DisplayParams\";\r\nimport { GeometryList } from \"../geometry/GeometryList\";\r\nimport { Geometry } from \"../geometry/GeometryPrimitives\";\r\nimport { PolyfacePrimitive } from \"../Polyface\";\r\nimport { GeometryOptions, ToleranceRatio } from \"../Primitives\";\r\nimport { StrokesPrimitive } from \"../Strokes\";\r\nimport { MeshBuilder, MeshEdgeCreationOptions } from \"./MeshBuilder\";\r\nimport { Mesh, MeshList } from \"./MeshPrimitives\";\r\n\r\n/** @internal */\r\nexport class MeshBuilderMap extends Dictionary<MeshBuilderMap.Key, MeshBuilder> {\r\n public readonly range: Range3d;\r\n public readonly vertexTolerance: number;\r\n public readonly facetAreaTolerance: number;\r\n public readonly tolerance: number;\r\n public readonly is2d: boolean;\r\n public readonly features?: FeatureTable;\r\n public readonly options: GeometryOptions;\r\n private _keyOrder = 0;\r\n\r\n constructor(tolerance: number, range: Range3d, is2d: boolean, options: GeometryOptions, pickable: { modelId?: Id64String } | undefined) {\r\n super((lhs: MeshBuilderMap.Key, rhs: MeshBuilderMap.Key) => lhs.compare(rhs));\r\n this.tolerance = tolerance;\r\n this.vertexTolerance = tolerance * ToleranceRatio.vertex;\r\n this.facetAreaTolerance = tolerance * ToleranceRatio.facetArea;\r\n this.range = range;\r\n this.is2d = is2d;\r\n this.options = options;\r\n\r\n if (pickable)\r\n this.features = new FeatureTable(2048 * 1024, pickable.modelId);\r\n }\r\n\r\n public static createFromGeometries(geometries: GeometryList, tolerance: number, range: Range3d, is2d: boolean, options: GeometryOptions, pickable: { modelId?: Id64String} | undefined): MeshBuilderMap {\r\n const map = new MeshBuilderMap(tolerance, range, is2d, options, pickable);\r\n\r\n for (const geom of geometries)\r\n map.loadGeometry(geom);\r\n\r\n return map;\r\n }\r\n\r\n public toMeshes(): MeshList {\r\n const meshes = new MeshList(this.features, this.range);\r\n for (const builder of this._values)\r\n meshes.push(builder.mesh);\r\n\r\n return meshes;\r\n }\r\n\r\n /**\r\n * extract polyfaces and strokes from geometry into MeshBuilder stored in builderMap\r\n * @param geom Geometry instance to extract polyfaces and strokes from\r\n * @param wantSurfacesOnly if true prevent strokes from being loaded into builders\r\n */\r\n public loadGeometry(geom: Geometry): void {\r\n this.loadPolyfacePrimitiveList(geom);\r\n\r\n if (!this.options.wantSurfacesOnly)\r\n this.loadStrokePrimitiveList(geom);\r\n }\r\n\r\n /**\r\n * extract polyface primitives from geometry in meshBuilder stored in builderMap\r\n * @param geom Geometry instance to extract polyfaces from\r\n */\r\n public loadPolyfacePrimitiveList(geom: Geometry): void {\r\n const polyfaces = geom.getPolyfaces(this.tolerance);\r\n\r\n if (polyfaces !== undefined)\r\n for (const polyface of polyfaces)\r\n this.loadIndexedPolyface(polyface, geom.feature);\r\n }\r\n\r\n /**\r\n * extract indexed polyfaces into meshBuilder stored in builderMap\r\n * @param polyface PolyfacePrimitive to extract indexed polyfaces from\r\n */\r\n public loadIndexedPolyface(polyface: PolyfacePrimitive, feature: Feature | undefined): void {\r\n const { indexedPolyface, displayParams, isPlanar } = polyface;\r\n const { pointCount, normalCount } = indexedPolyface;\r\n const { fillColor, isTextured } = displayParams;\r\n const textureMapping = displayParams.textureMapping;\r\n\r\n if (pointCount === 0)\r\n return;\r\n\r\n const builder = this.getBuilder(displayParams, Mesh.PrimitiveType.Mesh, normalCount > 0, isPlanar);\r\n const edgeOptions = new MeshEdgeCreationOptions(polyface.displayEdges && this.options.edges ? MeshEdgeCreationOptions.Type.DefaultEdges : MeshEdgeCreationOptions.Type.NoEdges);\r\n builder.addFromPolyface(indexedPolyface, { edgeOptions, includeParams: isTextured, fillColor: fillColor.tbgr, mappedTexture: textureMapping }, feature);\r\n }\r\n\r\n /**\r\n * extract stroke primitives from geometry in meshBuilder stored in builderMap\r\n * @param geom Geometry instance to extract strokes from\r\n */\r\n public loadStrokePrimitiveList(geom: Geometry): void {\r\n const strokes = geom.getStrokes(this.tolerance);\r\n\r\n if (undefined !== strokes)\r\n for (const stroke of strokes)\r\n this.loadStrokesPrimitive(stroke, geom.feature);\r\n }\r\n\r\n /**\r\n * extract strokes primitive into meshBuilder stored in builderMap\r\n * @param strokePrimitive StrokesPrimitive instance to extractfrom\r\n */\r\n public loadStrokesPrimitive(strokePrimitive: StrokesPrimitive, feature: Feature | undefined): void {\r\n const { displayParams, isDisjoint, isPlanar, strokes } = strokePrimitive;\r\n\r\n const type = isDisjoint ? Mesh.PrimitiveType.Point : Mesh.PrimitiveType.Polyline;\r\n const builder = this.getBuilder(displayParams, type, false, isPlanar);\r\n builder.addStrokePointLists(strokes, isDisjoint, displayParams.fillColor.tbgr, feature);\r\n }\r\n\r\n public getBuilder(displayParams: DisplayParams, type: Mesh.PrimitiveType, hasNormals: boolean, isPlanar: boolean): MeshBuilder {\r\n const { facetAreaTolerance, tolerance, is2d, range } = this;\r\n const key = this.getKey(displayParams, type, hasNormals, isPlanar);\r\n\r\n const quantizePositions = false; // ###TODO should this be configurable?\r\n return this.getBuilderFromKey(key, {\r\n displayParams,\r\n type,\r\n range,\r\n quantizePositions,\r\n is2d,\r\n isPlanar,\r\n tolerance,\r\n areaTolerance: facetAreaTolerance,\r\n features: this.features,\r\n });\r\n }\r\n\r\n public getKey(displayParams: DisplayParams, type: Mesh.PrimitiveType, hasNormals: boolean, isPlanar: boolean): MeshBuilderMap.Key {\r\n const key = new MeshBuilderMap.Key(displayParams, type, hasNormals, isPlanar);\r\n\r\n if (this.options.preserveOrder)\r\n key.order = ++this._keyOrder;\r\n\r\n return key;\r\n }\r\n\r\n /**\r\n * gets builder associated with key if defined, otherwise creates a new builder and sets that with key\r\n * @param key MeshBuilderMap.Key to associate with builder\r\n * @param props MeshBuilder.Props required to create builder if it does not already exist\r\n * @returns builder reference, changes will update instance stored in builderMap\r\n */\r\n public getBuilderFromKey(key: MeshBuilderMap.Key, props: MeshBuilder.Props): MeshBuilder {\r\n let builder = this.get(key);\r\n if (undefined === builder) {\r\n builder = MeshBuilder.create(props);\r\n this.set(key, builder);\r\n }\r\n return builder;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport namespace MeshBuilderMap { // eslint-disable-line no-redeclare\r\n export class Key {\r\n public order: number = 0;\r\n public readonly params: DisplayParams;\r\n public readonly type: Mesh.PrimitiveType;\r\n public readonly hasNormals: boolean;\r\n public readonly isPlanar: boolean;\r\n\r\n constructor(params: DisplayParams, type: Mesh.PrimitiveType, hasNormals: boolean, isPlanar: boolean) {\r\n this.params = params;\r\n this.type = type;\r\n this.hasNormals = hasNormals;\r\n this.isPlanar = isPlanar;\r\n }\r\n\r\n public static createFromMesh(mesh: Mesh): Key {\r\n return new Key(mesh.displayParams, mesh.type, mesh.normals.length !== 0, mesh.isPlanar);\r\n }\r\n\r\n public compare(rhs: Key): number {\r\n let diff = compareNumbers(this.order, rhs.order);\r\n if (0 === diff) {\r\n diff = compareNumbers(this.type, rhs.type);\r\n if (0 === diff) {\r\n diff = compareBooleans(this.isPlanar, rhs.isPlanar);\r\n if (0 === diff) {\r\n diff = compareBooleans(this.hasNormals, rhs.hasNormals);\r\n if (0 === diff) {\r\n diff = this.params.compareForMerge(rhs.params);\r\n }\r\n }\r\n }\r\n }\r\n\r\n return diff;\r\n }\r\n\r\n public equals(rhs: Key): boolean { return 0 === this.compare(rhs); }\r\n }\r\n}\r\n"]}
@@ -1 +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 { AuxChannel, AuxChannelData, Point2d, Point3d, Range3d } from \"@itwin/core-geometry\";\nimport {\n ColorIndex, EdgeArgs, Feature, FeatureIndex, FeatureIndexType, FeatureTable, FillFlags, LinePixels, MeshEdges, MeshPolyline, MeshPolylineList,\n OctEncodedNormal, PolylineData, PolylineEdgeArgs, PolylineFlags, QParams3d, QPoint3dList, RenderMaterial, RenderTexture, SilhouetteEdgeArgs,\n} from \"@itwin/core-common\";\nimport { InstancedGraphicParams } from \"../../InstancedGraphicParams\";\nimport { RenderGraphic } from \"../../RenderGraphic\";\nimport { RenderSystem } from \"../../RenderSystem\";\nimport { ColorMap } from \"../ColorMap\";\nimport { DisplayParams } from \"../DisplayParams\";\nimport { Triangle, TriangleList } from \"../Primitives\";\nimport { VertexKeyProps } from \"../VertexKey\";\n\n/** A Point3d[] with an [[add]] method used to enable compatibility with the [[MeshPointList]] union type.\n * It is provided a range to contain all of the points. Each point added to the list is transformed to be relative to\n * the center of that range.\n * In the finished graphic, a transform is applied to transform back from the range's center.\n * @internal\n */\nexport interface Point3dList extends Array<Point3d> {\n /** Identical to `push`, except it returns `void` instead of `number`; compatible with [QPoint3dList.add]($common). */\n add(point: Point3d): void;\n /** The range containing all of the points to be contained in the list, computed in advance. */\n range: Range3d;\n}\n\n/** The list of points associated with a [[Mesh]].\n * @see [[Mesh.Props.quantizePositions]] to specify whether points should be quantized or not.\n * @internal\n */\nexport type MeshPointList = Point3dList | QPoint3dList;\n\n/* Information needed to draw a set of indexed polylines using a shared vertex buffer.\n * @internal\n */\nexport interface PolylineArgs {\n colors: ColorIndex;\n features: FeatureIndex;\n width: number;\n linePixels: LinePixels;\n flags: PolylineFlags;\n points: QPoint3dList | Omit<Point3dList, \"add\">;\n polylines: PolylineData[];\n}\n\n/** @internal */\nexport namespace PolylineArgs {\n export function fromMesh(mesh: Mesh): PolylineArgs | undefined {\n if (!mesh.polylines || mesh.polylines.length === 0)\n return undefined;\n\n const polylines = [];\n for (const polyline of mesh.polylines) {\n const polylineData = new PolylineData();\n if (polylineData.init(polyline))\n polylines.push(polylineData);\n }\n\n if (polylines.length === 0)\n return undefined;\n\n const flags = new PolylineFlags(mesh.is2d, mesh.isPlanar);\n flags.isDisjoint = mesh.type === Mesh.PrimitiveType.Point;\n if (mesh.displayParams.regionEdgeType === DisplayParams.RegionEdgeType.Outline) {\n // This polyline is behaving as the edges of a region surface.\n if (!mesh.displayParams.gradient || mesh.displayParams.gradient.isOutlined)\n flags.setIsNormalEdge();\n else\n flags.setIsOutlineEdge(); // edges only displayed if fill undisplayed\n }\n\n const colors = new ColorIndex();\n mesh.colorMap.toColorIndex(colors, mesh.colors);\n\n const features = new FeatureIndex();\n mesh.toFeatureIndex(features);\n\n return {\n width: mesh.displayParams.width,\n linePixels: mesh.displayParams.linePixels,\n flags,\n polylines,\n points: mesh.points,\n colors,\n features,\n };\n }\n}\n\n/** The vertices of the edges are shared with those of the surface\n * @internal\n */\nexport class MeshArgsEdges {\n public edges = new EdgeArgs();\n public silhouettes = new SilhouetteEdgeArgs();\n public polylines = new PolylineEdgeArgs();\n public width = 0;\n public linePixels = LinePixels.Solid;\n\n public clear(): void {\n this.edges.clear();\n this.silhouettes.clear();\n this.polylines.clear();\n this.width = 0;\n this.linePixels = LinePixels.Solid;\n }\n public get isValid(): boolean { return this.edges.isValid || this.silhouettes.isValid || this.polylines.isValid; }\n}\n\n/* A carrier of information needed to describe a triangle mesh and its edges.\n * @internal\n */\nexport interface MeshArgs {\n edges?: MeshArgsEdges;\n vertIndices: number[];\n points: QPoint3dList | Omit<Point3dList, \"add\">;\n normals?: OctEncodedNormal[];\n colors: ColorIndex;\n features: FeatureIndex;\n fillFlags: FillFlags;\n isPlanar?: boolean;\n is2d?: boolean;\n hasBakedLighting?: boolean;\n isVolumeClassifier?: boolean;\n auxChannels?: ReadonlyArray<AuxChannel>;\n material?: RenderMaterial;\n textureMapping?: {\n texture: RenderTexture;\n uvParams: Point2d[];\n };\n}\n\n/** @internal */\nexport namespace MeshArgs {\n export function fromMesh(mesh: Mesh): MeshArgs | undefined {\n if (!mesh.triangles || mesh.triangles.isEmpty || mesh.points.length === 0)\n return undefined;\n\n const texture = mesh.displayParams.textureMapping?.texture;\n const textureMapping = texture && mesh.uvParams.length > 0 ? { texture, uvParams: mesh.uvParams } : undefined;\n\n const colors = new ColorIndex();\n mesh.colorMap.toColorIndex(colors, mesh.colors);\n\n const features = new FeatureIndex();\n mesh.toFeatureIndex(features);\n\n let edges;\n if (mesh.edges) {\n edges = new MeshArgsEdges();\n edges.width = mesh.displayParams.width;\n edges.linePixels = mesh.displayParams.linePixels;\n edges.edges.init(mesh.edges);\n edges.silhouettes.init(mesh.edges);\n\n const polylines = [];\n for (const meshPolyline of mesh.edges.polylines) {\n const polyline = new PolylineData();\n if (polyline.init(meshPolyline))\n polylines.push(polyline);\n }\n\n edges.polylines.init(polylines);\n }\n\n return {\n vertIndices: mesh.triangles.indices,\n points: mesh.points,\n normals: !mesh.displayParams.ignoreLighting && mesh.normals.length > 0 ? mesh.normals : undefined,\n textureMapping,\n colors,\n features,\n material: mesh.displayParams.material,\n fillFlags: mesh.displayParams.fillFlags,\n isPlanar: mesh.isPlanar,\n is2d: mesh.is2d,\n hasBakedLighting: true === mesh.hasBakedLighting,\n isVolumeClassifier: true === mesh.isVolumeClassifier,\n edges,\n auxChannels: mesh.auxChannels,\n };\n }\n}\n\n/** @internal */\nexport class Mesh {\n private readonly _data: TriangleList | MeshPolylineList;\n public readonly points: MeshPointList;\n public readonly normals: OctEncodedNormal[] = [];\n public readonly uvParams: Point2d[] = [];\n public readonly colorMap: ColorMap = new ColorMap(); // used to be called ColorTable\n public colors: number[] = [];\n public edges?: MeshEdges;\n public readonly features?: Mesh.Features;\n public readonly type: Mesh.PrimitiveType;\n public readonly is2d: boolean;\n public readonly isPlanar: boolean;\n public readonly hasBakedLighting: boolean;\n public readonly isVolumeClassifier: boolean;\n public displayParams: DisplayParams;\n private _auxChannels?: AuxChannel[];\n\n private constructor(props: Mesh.Props) {\n const { displayParams, features, type, range, is2d, isPlanar } = props;\n this._data = Mesh.PrimitiveType.Mesh === type ? new TriangleList() : new MeshPolylineList();\n this.displayParams = displayParams;\n this.features = features ? new Mesh.Features(features) : undefined;\n this.type = type;\n this.is2d = is2d;\n this.isPlanar = isPlanar;\n this.hasBakedLighting = (true === props.hasBakedLighting);\n this.isVolumeClassifier = (true === props.isVolumeClassifier);\n if (props.quantizePositions) {\n this.points = new QPoint3dList(QParams3d.fromRange(range));\n } else {\n const points = [] as unknown as Point3dList;\n points.range = range;\n const center = range.center;\n points.add = (pt: Point3d) => {\n // assert(range.containsPoint(pt)); rounding error triggers this sometimes...\n points.push(pt.minus(center));\n };\n this.points = points;\n }\n }\n\n public static create(props: Mesh.Props): Mesh { return new Mesh(props); }\n\n public get triangles(): TriangleList | undefined {\n return Mesh.PrimitiveType.Mesh === this.type ? this._data as TriangleList : undefined;\n }\n\n public get polylines(): MeshPolylineList | undefined {\n return Mesh.PrimitiveType.Mesh !== this.type ? this._data as MeshPolylineList : undefined;\n }\n\n public get auxChannels(): ReadonlyArray<AuxChannel> | undefined {\n return this._auxChannels;\n }\n\n public addAuxChannels(channels: ReadonlyArray<AuxChannel>, srcIndex: number): void {\n // The native version of this function appears to assume that all polyfaces added to the Mesh will have\n // the same number + type of aux channels.\n // ###TODO We should really produce a separate Mesh for each unique combination. For now just bail on mismatch.\n if (this._auxChannels) {\n if (this._auxChannels.length !== channels.length)\n return;\n\n for (let i = 0; i < channels.length; i++) {\n const src = channels[i];\n const dst = this._auxChannels[i];\n if (src.dataType !== dst.dataType || src.name !== dst.name || src.inputName !== dst.inputName)\n return;\n }\n }\n\n if (!this._auxChannels) {\n // Copy the channels, leaving each AuxData's values array empty.\n this._auxChannels = channels.map((x) => new AuxChannel(x.data.map((y) => new AuxChannelData(y.input, [])), x.dataType, x.name, x.inputName));\n }\n\n // Append the value at srcIndex from each source channel's data to our channels.\n for (let channelIndex = 0; channelIndex < channels.length; channelIndex++) {\n const srcChannel = channels[channelIndex];\n const dstChannel = this._auxChannels[channelIndex];\n const dstIndex = dstChannel.valueCount;\n for (let dataIndex = 0; dataIndex < srcChannel.data.length; dataIndex++) {\n const dstData = dstChannel.data[dataIndex];\n dstData.copyValues(srcChannel.data[dataIndex], dstIndex, srcIndex, dstChannel.entriesPerValue);\n }\n }\n }\n\n public toFeatureIndex(index: FeatureIndex): void {\n if (undefined !== this.features)\n this.features.toFeatureIndex(index);\n }\n\n public toMeshArgs(): MeshArgs | undefined {\n return MeshArgs.fromMesh(this);\n }\n\n public toPolylineArgs(): PolylineArgs | undefined {\n return PolylineArgs.fromMesh(this);\n }\n\n public getGraphics(system: RenderSystem, instancesOrViewIndependentOrigin?: InstancedGraphicParams | Point3d): RenderGraphic | undefined {\n const meshArgs = this.toMeshArgs();\n if (meshArgs)\n return system.createTriMesh(meshArgs, instancesOrViewIndependentOrigin);\n\n const plArgs = this.toPolylineArgs();\n return plArgs ? system.createIndexedPolylines(plArgs, instancesOrViewIndependentOrigin) : undefined;\n }\n\n public addPolyline(poly: MeshPolyline): void {\n const { type, polylines } = this;\n\n assert(Mesh.PrimitiveType.Polyline === type || Mesh.PrimitiveType.Point === type);\n assert(undefined !== polylines);\n\n if (Mesh.PrimitiveType.Polyline === type && poly.indices.length < 2)\n return;\n\n if (undefined !== polylines)\n polylines.push(poly);\n }\n\n public addTriangle(triangle: Triangle): void {\n const { triangles, type } = this;\n\n assert(Mesh.PrimitiveType.Mesh === type);\n assert(undefined !== triangles);\n\n if (undefined !== triangles)\n triangles.addTriangle(triangle);\n }\n\n public addVertex(props: VertexKeyProps): number {\n const { feature, position, normal, uvParam, fillColor } = props;\n\n this.points.add(position);\n\n if (undefined !== normal)\n this.normals.push(normal);\n\n if (undefined !== uvParam)\n this.uvParams.push(uvParam);\n\n if (feature) {\n assert(undefined !== this.features);\n this.features.add(feature, this.points.length);\n }\n\n // Don't allocate color indices until we have non-uniform colors\n if (0 === this.colorMap.length) {\n this.colorMap.insert(fillColor);\n assert(this.colorMap.isUniform);\n assert(0 === this.colorMap.indexOf(fillColor));\n } else if (!this.colorMap.isUniform || !this.colorMap.hasColor(fillColor)) {\n // Back-fill uniform value (index=0) for existing vertices if previously uniform\n if (0 === this.colors.length)\n this.colors.length = this.points.length - 1;\n\n this.colors.push(this.colorMap.insert(fillColor));\n assert(!this.colorMap.isUniform);\n }\n\n return this.points.length - 1;\n }\n}\n\n/** @internal */\nexport namespace Mesh { // eslint-disable-line no-redeclare\n export enum PrimitiveType {\n Mesh, // eslint-disable-line @typescript-eslint/no-shadow\n Polyline,\n Point,\n }\n\n export class Features {\n public readonly table: FeatureTable;\n public indices: number[] = [];\n public uniform = 0;\n public initialized = false;\n\n public constructor(table: FeatureTable) { this.table = table; }\n\n public add(feat: Feature, numVerts: number): void {\n const index = this.table.insert(feat);\n if (!this.initialized) {\n // First feature - uniform.\n this.uniform = index;\n this.initialized = true;\n } else if (0 < this.indices.length) {\n // Already non-uniform\n this.indices.push(index);\n } else {\n // Second feature - back-fill uniform for existing verts\n while (this.indices.length < numVerts - 1)\n this.indices.push(this.uniform);\n\n this.indices.push(index);\n }\n }\n\n public setIndices(indices: number[]) {\n this.indices.length = 0;\n this.uniform = 0;\n this.initialized = 0 < indices.length;\n\n assert(0 < indices.length);\n if (1 === indices.length)\n this.uniform = indices[0];\n else if (1 < indices.length)\n this.indices = indices;\n }\n\n public toFeatureIndex(output?: FeatureIndex): FeatureIndex {\n const index = output ?? new FeatureIndex();\n if (!this.initialized) {\n index.type = FeatureIndexType.Empty;\n } else if (this.indices.length === 0) {\n index.type = FeatureIndexType.Uniform;\n index.featureID = this.uniform;\n } else {\n index.type = FeatureIndexType.NonUniform;\n index.featureIDs = new Uint32Array(this.indices);\n }\n\n return index;\n }\n }\n\n export interface Props {\n displayParams: DisplayParams;\n features?: FeatureTable;\n type: Mesh.PrimitiveType;\n range: Range3d;\n quantizePositions: boolean;\n is2d: boolean;\n isPlanar: boolean;\n hasBakedLighting?: boolean;\n isVolumeClassifier?: boolean;\n }\n}\n\n/** @internal */\nexport class MeshList extends Array<Mesh> {\n public readonly features?: FeatureTable;\n public readonly range?: Range3d;\n constructor(features?: FeatureTable, range?: Range3d) {\n super();\n this.features = features;\n this.range = range;\n }\n}\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { AuxChannel, AuxChannelData, Point2d, Point3d, Range3d } from \"@itwin/core-geometry\";\r\nimport {\r\n ColorIndex, EdgeArgs, Feature, FeatureIndex, FeatureIndexType, FeatureTable, FillFlags, LinePixels, MeshEdges, MeshPolyline, MeshPolylineList,\r\n OctEncodedNormal, PolylineData, PolylineEdgeArgs, PolylineFlags, QParams3d, QPoint3dList, RenderMaterial, RenderTexture, SilhouetteEdgeArgs,\r\n} from \"@itwin/core-common\";\r\nimport { InstancedGraphicParams } from \"../../InstancedGraphicParams\";\r\nimport { RenderGraphic } from \"../../RenderGraphic\";\r\nimport { RenderSystem } from \"../../RenderSystem\";\r\nimport { ColorMap } from \"../ColorMap\";\r\nimport { DisplayParams } from \"../DisplayParams\";\r\nimport { Triangle, TriangleList } from \"../Primitives\";\r\nimport { VertexKeyProps } from \"../VertexKey\";\r\n\r\n/** A Point3d[] with an [[add]] method used to enable compatibility with the [[MeshPointList]] union type.\r\n * It is provided a range to contain all of the points. Each point added to the list is transformed to be relative to\r\n * the center of that range.\r\n * In the finished graphic, a transform is applied to transform back from the range's center.\r\n * @internal\r\n */\r\nexport interface Point3dList extends Array<Point3d> {\r\n /** Identical to `push`, except it returns `void` instead of `number`; compatible with [QPoint3dList.add]($common). */\r\n add(point: Point3d): void;\r\n /** The range containing all of the points to be contained in the list, computed in advance. */\r\n range: Range3d;\r\n}\r\n\r\n/** The list of points associated with a [[Mesh]].\r\n * @see [[Mesh.Props.quantizePositions]] to specify whether points should be quantized or not.\r\n * @internal\r\n */\r\nexport type MeshPointList = Point3dList | QPoint3dList;\r\n\r\n/* Information needed to draw a set of indexed polylines using a shared vertex buffer.\r\n * @internal\r\n */\r\nexport interface PolylineArgs {\r\n colors: ColorIndex;\r\n features: FeatureIndex;\r\n width: number;\r\n linePixels: LinePixels;\r\n flags: PolylineFlags;\r\n points: QPoint3dList | Omit<Point3dList, \"add\">;\r\n polylines: PolylineData[];\r\n}\r\n\r\n/** @internal */\r\nexport namespace PolylineArgs {\r\n export function fromMesh(mesh: Mesh): PolylineArgs | undefined {\r\n if (!mesh.polylines || mesh.polylines.length === 0)\r\n return undefined;\r\n\r\n const polylines = [];\r\n for (const polyline of mesh.polylines) {\r\n const polylineData = new PolylineData();\r\n if (polylineData.init(polyline))\r\n polylines.push(polylineData);\r\n }\r\n\r\n if (polylines.length === 0)\r\n return undefined;\r\n\r\n const flags = new PolylineFlags(mesh.is2d, mesh.isPlanar);\r\n flags.isDisjoint = mesh.type === Mesh.PrimitiveType.Point;\r\n if (mesh.displayParams.regionEdgeType === DisplayParams.RegionEdgeType.Outline) {\r\n // This polyline is behaving as the edges of a region surface.\r\n if (!mesh.displayParams.gradient || mesh.displayParams.gradient.isOutlined)\r\n flags.setIsNormalEdge();\r\n else\r\n flags.setIsOutlineEdge(); // edges only displayed if fill undisplayed\r\n }\r\n\r\n const colors = new ColorIndex();\r\n mesh.colorMap.toColorIndex(colors, mesh.colors);\r\n\r\n const features = new FeatureIndex();\r\n mesh.toFeatureIndex(features);\r\n\r\n return {\r\n width: mesh.displayParams.width,\r\n linePixels: mesh.displayParams.linePixels,\r\n flags,\r\n polylines,\r\n points: mesh.points,\r\n colors,\r\n features,\r\n };\r\n }\r\n}\r\n\r\n/** The vertices of the edges are shared with those of the surface\r\n * @internal\r\n */\r\nexport class MeshArgsEdges {\r\n public edges = new EdgeArgs();\r\n public silhouettes = new SilhouetteEdgeArgs();\r\n public polylines = new PolylineEdgeArgs();\r\n public width = 0;\r\n public linePixels = LinePixels.Solid;\r\n\r\n public clear(): void {\r\n this.edges.clear();\r\n this.silhouettes.clear();\r\n this.polylines.clear();\r\n this.width = 0;\r\n this.linePixels = LinePixels.Solid;\r\n }\r\n public get isValid(): boolean { return this.edges.isValid || this.silhouettes.isValid || this.polylines.isValid; }\r\n}\r\n\r\n/* A carrier of information needed to describe a triangle mesh and its edges.\r\n * @internal\r\n */\r\nexport interface MeshArgs {\r\n edges?: MeshArgsEdges;\r\n vertIndices: number[];\r\n points: QPoint3dList | Omit<Point3dList, \"add\">;\r\n normals?: OctEncodedNormal[];\r\n colors: ColorIndex;\r\n features: FeatureIndex;\r\n fillFlags: FillFlags;\r\n isPlanar?: boolean;\r\n is2d?: boolean;\r\n hasBakedLighting?: boolean;\r\n isVolumeClassifier?: boolean;\r\n auxChannels?: ReadonlyArray<AuxChannel>;\r\n material?: RenderMaterial;\r\n textureMapping?: {\r\n texture: RenderTexture;\r\n uvParams: Point2d[];\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport namespace MeshArgs {\r\n export function fromMesh(mesh: Mesh): MeshArgs | undefined {\r\n if (!mesh.triangles || mesh.triangles.isEmpty || mesh.points.length === 0)\r\n return undefined;\r\n\r\n const texture = mesh.displayParams.textureMapping?.texture;\r\n const textureMapping = texture && mesh.uvParams.length > 0 ? { texture, uvParams: mesh.uvParams } : undefined;\r\n\r\n const colors = new ColorIndex();\r\n mesh.colorMap.toColorIndex(colors, mesh.colors);\r\n\r\n const features = new FeatureIndex();\r\n mesh.toFeatureIndex(features);\r\n\r\n let edges;\r\n if (mesh.edges) {\r\n edges = new MeshArgsEdges();\r\n edges.width = mesh.displayParams.width;\r\n edges.linePixels = mesh.displayParams.linePixels;\r\n edges.edges.init(mesh.edges);\r\n edges.silhouettes.init(mesh.edges);\r\n\r\n const polylines = [];\r\n for (const meshPolyline of mesh.edges.polylines) {\r\n const polyline = new PolylineData();\r\n if (polyline.init(meshPolyline))\r\n polylines.push(polyline);\r\n }\r\n\r\n edges.polylines.init(polylines);\r\n }\r\n\r\n return {\r\n vertIndices: mesh.triangles.indices,\r\n points: mesh.points,\r\n normals: !mesh.displayParams.ignoreLighting && mesh.normals.length > 0 ? mesh.normals : undefined,\r\n textureMapping,\r\n colors,\r\n features,\r\n material: mesh.displayParams.material,\r\n fillFlags: mesh.displayParams.fillFlags,\r\n isPlanar: mesh.isPlanar,\r\n is2d: mesh.is2d,\r\n hasBakedLighting: true === mesh.hasBakedLighting,\r\n isVolumeClassifier: true === mesh.isVolumeClassifier,\r\n edges,\r\n auxChannels: mesh.auxChannels,\r\n };\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class Mesh {\r\n private readonly _data: TriangleList | MeshPolylineList;\r\n public readonly points: MeshPointList;\r\n public readonly normals: OctEncodedNormal[] = [];\r\n public readonly uvParams: Point2d[] = [];\r\n public readonly colorMap: ColorMap = new ColorMap(); // used to be called ColorTable\r\n public colors: number[] = [];\r\n public edges?: MeshEdges;\r\n public readonly features?: Mesh.Features;\r\n public readonly type: Mesh.PrimitiveType;\r\n public readonly is2d: boolean;\r\n public readonly isPlanar: boolean;\r\n public readonly hasBakedLighting: boolean;\r\n public readonly isVolumeClassifier: boolean;\r\n public displayParams: DisplayParams;\r\n private _auxChannels?: AuxChannel[];\r\n\r\n private constructor(props: Mesh.Props) {\r\n const { displayParams, features, type, range, is2d, isPlanar } = props;\r\n this._data = Mesh.PrimitiveType.Mesh === type ? new TriangleList() : new MeshPolylineList();\r\n this.displayParams = displayParams;\r\n this.features = features ? new Mesh.Features(features) : undefined;\r\n this.type = type;\r\n this.is2d = is2d;\r\n this.isPlanar = isPlanar;\r\n this.hasBakedLighting = (true === props.hasBakedLighting);\r\n this.isVolumeClassifier = (true === props.isVolumeClassifier);\r\n if (props.quantizePositions) {\r\n this.points = new QPoint3dList(QParams3d.fromRange(range));\r\n } else {\r\n const points = [] as unknown as Point3dList;\r\n points.range = range;\r\n const center = range.center;\r\n points.add = (pt: Point3d) => {\r\n // assert(range.containsPoint(pt)); rounding error triggers this sometimes...\r\n points.push(pt.minus(center));\r\n };\r\n this.points = points;\r\n }\r\n }\r\n\r\n public static create(props: Mesh.Props): Mesh { return new Mesh(props); }\r\n\r\n public get triangles(): TriangleList | undefined {\r\n return Mesh.PrimitiveType.Mesh === this.type ? this._data as TriangleList : undefined;\r\n }\r\n\r\n public get polylines(): MeshPolylineList | undefined {\r\n return Mesh.PrimitiveType.Mesh !== this.type ? this._data as MeshPolylineList : undefined;\r\n }\r\n\r\n public get auxChannels(): ReadonlyArray<AuxChannel> | undefined {\r\n return this._auxChannels;\r\n }\r\n\r\n public addAuxChannels(channels: ReadonlyArray<AuxChannel>, srcIndex: number): void {\r\n // The native version of this function appears to assume that all polyfaces added to the Mesh will have\r\n // the same number + type of aux channels.\r\n // ###TODO We should really produce a separate Mesh for each unique combination. For now just bail on mismatch.\r\n if (this._auxChannels) {\r\n if (this._auxChannels.length !== channels.length)\r\n return;\r\n\r\n for (let i = 0; i < channels.length; i++) {\r\n const src = channels[i];\r\n const dst = this._auxChannels[i];\r\n if (src.dataType !== dst.dataType || src.name !== dst.name || src.inputName !== dst.inputName)\r\n return;\r\n }\r\n }\r\n\r\n if (!this._auxChannels) {\r\n // Copy the channels, leaving each AuxData's values array empty.\r\n this._auxChannels = channels.map((x) => new AuxChannel(x.data.map((y) => new AuxChannelData(y.input, [])), x.dataType, x.name, x.inputName));\r\n }\r\n\r\n // Append the value at srcIndex from each source channel's data to our channels.\r\n for (let channelIndex = 0; channelIndex < channels.length; channelIndex++) {\r\n const srcChannel = channels[channelIndex];\r\n const dstChannel = this._auxChannels[channelIndex];\r\n const dstIndex = dstChannel.valueCount;\r\n for (let dataIndex = 0; dataIndex < srcChannel.data.length; dataIndex++) {\r\n const dstData = dstChannel.data[dataIndex];\r\n dstData.copyValues(srcChannel.data[dataIndex], dstIndex, srcIndex, dstChannel.entriesPerValue);\r\n }\r\n }\r\n }\r\n\r\n public toFeatureIndex(index: FeatureIndex): void {\r\n if (undefined !== this.features)\r\n this.features.toFeatureIndex(index);\r\n }\r\n\r\n public toMeshArgs(): MeshArgs | undefined {\r\n return MeshArgs.fromMesh(this);\r\n }\r\n\r\n public toPolylineArgs(): PolylineArgs | undefined {\r\n return PolylineArgs.fromMesh(this);\r\n }\r\n\r\n public getGraphics(system: RenderSystem, instancesOrViewIndependentOrigin?: InstancedGraphicParams | Point3d): RenderGraphic | undefined {\r\n const meshArgs = this.toMeshArgs();\r\n if (meshArgs)\r\n return system.createTriMesh(meshArgs, instancesOrViewIndependentOrigin);\r\n\r\n const plArgs = this.toPolylineArgs();\r\n return plArgs ? system.createIndexedPolylines(plArgs, instancesOrViewIndependentOrigin) : undefined;\r\n }\r\n\r\n public addPolyline(poly: MeshPolyline): void {\r\n const { type, polylines } = this;\r\n\r\n assert(Mesh.PrimitiveType.Polyline === type || Mesh.PrimitiveType.Point === type);\r\n assert(undefined !== polylines);\r\n\r\n if (Mesh.PrimitiveType.Polyline === type && poly.indices.length < 2)\r\n return;\r\n\r\n if (undefined !== polylines)\r\n polylines.push(poly);\r\n }\r\n\r\n public addTriangle(triangle: Triangle): void {\r\n const { triangles, type } = this;\r\n\r\n assert(Mesh.PrimitiveType.Mesh === type);\r\n assert(undefined !== triangles);\r\n\r\n if (undefined !== triangles)\r\n triangles.addTriangle(triangle);\r\n }\r\n\r\n public addVertex(props: VertexKeyProps): number {\r\n const { feature, position, normal, uvParam, fillColor } = props;\r\n\r\n this.points.add(position);\r\n\r\n if (undefined !== normal)\r\n this.normals.push(normal);\r\n\r\n if (undefined !== uvParam)\r\n this.uvParams.push(uvParam);\r\n\r\n if (feature) {\r\n assert(undefined !== this.features);\r\n this.features.add(feature, this.points.length);\r\n }\r\n\r\n // Don't allocate color indices until we have non-uniform colors\r\n if (0 === this.colorMap.length) {\r\n this.colorMap.insert(fillColor);\r\n assert(this.colorMap.isUniform);\r\n assert(0 === this.colorMap.indexOf(fillColor));\r\n } else if (!this.colorMap.isUniform || !this.colorMap.hasColor(fillColor)) {\r\n // Back-fill uniform value (index=0) for existing vertices if previously uniform\r\n if (0 === this.colors.length)\r\n this.colors.length = this.points.length - 1;\r\n\r\n this.colors.push(this.colorMap.insert(fillColor));\r\n assert(!this.colorMap.isUniform);\r\n }\r\n\r\n return this.points.length - 1;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport namespace Mesh { // eslint-disable-line no-redeclare\r\n export enum PrimitiveType {\r\n Mesh, // eslint-disable-line @typescript-eslint/no-shadow\r\n Polyline,\r\n Point,\r\n }\r\n\r\n export class Features {\r\n public readonly table: FeatureTable;\r\n public indices: number[] = [];\r\n public uniform = 0;\r\n public initialized = false;\r\n\r\n public constructor(table: FeatureTable) { this.table = table; }\r\n\r\n public add(feat: Feature, numVerts: number): void {\r\n const index = this.table.insert(feat);\r\n if (!this.initialized) {\r\n // First feature - uniform.\r\n this.uniform = index;\r\n this.initialized = true;\r\n } else if (0 < this.indices.length) {\r\n // Already non-uniform\r\n this.indices.push(index);\r\n } else {\r\n // Second feature - back-fill uniform for existing verts\r\n while (this.indices.length < numVerts - 1)\r\n this.indices.push(this.uniform);\r\n\r\n this.indices.push(index);\r\n }\r\n }\r\n\r\n public setIndices(indices: number[]) {\r\n this.indices.length = 0;\r\n this.uniform = 0;\r\n this.initialized = 0 < indices.length;\r\n\r\n assert(0 < indices.length);\r\n if (1 === indices.length)\r\n this.uniform = indices[0];\r\n else if (1 < indices.length)\r\n this.indices = indices;\r\n }\r\n\r\n public toFeatureIndex(output?: FeatureIndex): FeatureIndex {\r\n const index = output ?? new FeatureIndex();\r\n if (!this.initialized) {\r\n index.type = FeatureIndexType.Empty;\r\n } else if (this.indices.length === 0) {\r\n index.type = FeatureIndexType.Uniform;\r\n index.featureID = this.uniform;\r\n } else {\r\n index.type = FeatureIndexType.NonUniform;\r\n index.featureIDs = new Uint32Array(this.indices);\r\n }\r\n\r\n return index;\r\n }\r\n }\r\n\r\n export interface Props {\r\n displayParams: DisplayParams;\r\n features?: FeatureTable;\r\n type: Mesh.PrimitiveType;\r\n range: Range3d;\r\n quantizePositions: boolean;\r\n is2d: boolean;\r\n isPlanar: boolean;\r\n hasBakedLighting?: boolean;\r\n isVolumeClassifier?: boolean;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class MeshList extends Array<Mesh> {\r\n public readonly features?: FeatureTable;\r\n public readonly range?: Range3d;\r\n constructor(features?: FeatureTable, range?: Range3d) {\r\n super();\r\n this.features = features;\r\n this.range = range;\r\n }\r\n}\r\n"]}
@@ -0,0 +1,48 @@
1
+ import { WebGLDisposable } from "./Disposable";
2
+ import { Matrix4 } from "./Matrix";
3
+ import { SyncTarget } from "./Sync";
4
+ import { Target } from "./Target";
5
+ import { UniformHandle } from "./UniformHandle";
6
+ export declare const MAX_SAMPLE_POINTS = 40;
7
+ export declare class AtmosphereUniforms implements WebGLDisposable, SyncTarget {
8
+ private _atmosphere?;
9
+ private _ellipsoid?;
10
+ private readonly _earthScaleMatrix;
11
+ private readonly _inverseEllipsoidRotationMatrix;
12
+ private readonly _atmosphereScaleMatrix;
13
+ private readonly _atmosphereData;
14
+ /**
15
+ * uniform mat3 u_atmosphereData;
16
+ * { { atmosphereRadiusScaleFactor, atmosphereMaxDensityThresholdScaleFactor, densityFalloff, 0 },
17
+ * { numViewRaySamples, numSunRaySamples, 0, 0 },
18
+ * { earthCenter.x, earthCenter.y, earthCenter.z, 0 },
19
+ * { scatteringCoefficients.x, scatteringCoefficients.y, scatteringCoefficients.z, 0 } }
20
+ */
21
+ get atmosphereData(): Matrix4;
22
+ private _exposure;
23
+ syncKey: number;
24
+ private _scratchMatrix3d;
25
+ private _scratchPoint3d;
26
+ update(target: Target): void;
27
+ private _updateEarthCenter;
28
+ private _updateInverseEllipsoidRotationMatrix;
29
+ private _updateEarthScaleMatrix;
30
+ private _updateAtmosphereScaleMatrix;
31
+ private _updateAtmosphereRadiusScaleFactor;
32
+ private _updateAtmosphereMaxDensityThresholdScaleFactor;
33
+ private _updateDensityFalloff;
34
+ private _updateScatteringCoefficients;
35
+ private _updateExposure;
36
+ bindExposure(uniform: UniformHandle): void;
37
+ private _updateNumViewRaySamples;
38
+ private _updateNumSunRaySamples;
39
+ bindInverseRotationInverseEarthScaleMatrix(uniform: UniformHandle): void;
40
+ bindInverseRotationInverseAtmosphereScaleMatrix(uniform: UniformHandle): void;
41
+ bindEarthScaleMatrix(uniform: UniformHandle): void;
42
+ bindAtmosphereScaleMatrix(uniform: UniformHandle): void;
43
+ bindInverseEarthScaleMatrix(uniform: UniformHandle): void;
44
+ bindInverseAtmosphereScaleMatrix(uniform: UniformHandle): void;
45
+ get isDisposed(): boolean;
46
+ dispose(): void;
47
+ }
48
+ //# sourceMappingURL=AtmosphereUniforms.d.ts.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,148 @@
1
+ import { Matrix3d, Point3d } from "@itwin/core-geometry";
2
+ import { Matrix3, Matrix4 } from "./Matrix";
3
+ import { desync, sync } from "./Sync";
4
+ export const MAX_SAMPLE_POINTS = 40; // Maximum number of sample points to be used for the in-scattering and out-scattering computations.
5
+ export class AtmosphereUniforms {
6
+ constructor() {
7
+ // Main shader uniforms
8
+ this._earthScaleMatrix = new Matrix3d(new Float64Array([1, 0, 0, 0, 1, 0, 0, 0, 1]));
9
+ this._inverseEllipsoidRotationMatrix = new Matrix3d(new Float64Array([1, 0, 0, 0, 1, 0, 0, 0, 1]));
10
+ this._atmosphereScaleMatrix = new Matrix3d(new Float64Array([1, 0, 0, 0, 1, 0, 0, 0, 1]));
11
+ this._atmosphereData = new Matrix4();
12
+ // Fragment shader uniforms
13
+ this._exposure = 0.0;
14
+ // utility
15
+ this.syncKey = 0;
16
+ this._scratchMatrix3d = new Matrix3d();
17
+ this._scratchPoint3d = new Point3d();
18
+ }
19
+ /**
20
+ * uniform mat3 u_atmosphereData;
21
+ * { { atmosphereRadiusScaleFactor, atmosphereMaxDensityThresholdScaleFactor, densityFalloff, 0 },
22
+ * { numViewRaySamples, numSunRaySamples, 0, 0 },
23
+ * { earthCenter.x, earthCenter.y, earthCenter.z, 0 },
24
+ * { scatteringCoefficients.x, scatteringCoefficients.y, scatteringCoefficients.z, 0 } }
25
+ */
26
+ get atmosphereData() { return this._atmosphereData; }
27
+ update(target) {
28
+ const atmosphereHasNotChanged = this._atmosphere && target.plan.atmosphere && this._atmosphere.equals(target.plan.atmosphere);
29
+ const ellipsoidHasNotChanged = this._ellipsoid && target.plan.ellipsoid && this._ellipsoid.equals(target.plan.ellipsoid);
30
+ if (atmosphereHasNotChanged && ellipsoidHasNotChanged) {
31
+ return;
32
+ }
33
+ this._atmosphere = target.plan.atmosphere;
34
+ this._ellipsoid = target.plan.ellipsoid;
35
+ desync(this);
36
+ if (!this._atmosphere || !this._ellipsoid) {
37
+ return;
38
+ }
39
+ this._updateAtmosphereScaleMatrix(this._atmosphere.atmosphereHeightAboveEarth);
40
+ this._updateExposure(this._atmosphere.exposure);
41
+ this._updateDensityFalloff(this._atmosphere.densityFalloff);
42
+ this._updateEarthCenter(this._ellipsoid.ellipsoidCenter, target.uniforms.frustum.viewMatrix);
43
+ this._updateEarthScaleMatrix(this._ellipsoid.ellipsoidRadii);
44
+ this._updateInverseEllipsoidRotationMatrix(this._ellipsoid.ellipsoidRotation, target.uniforms.frustum.viewMatrix.matrix);
45
+ this._updateAtmosphereRadiusScaleFactor(this._atmosphere.atmosphereHeightAboveEarth);
46
+ this._updateAtmosphereMaxDensityThresholdScaleFactor(this._atmosphere.depthBelowEarthForMaxDensity);
47
+ this._updateNumViewRaySamples(this._atmosphere.numViewRaySamples);
48
+ this._updateNumSunRaySamples(this._atmosphere.numSunRaySamples);
49
+ this._updateScatteringCoefficients(this._atmosphere.scatteringStrength, this._atmosphere.wavelengths);
50
+ }
51
+ _updateEarthCenter(earthCenter, viewMatrix) {
52
+ viewMatrix.multiplyPoint3d(earthCenter, this._scratchPoint3d);
53
+ this._atmosphereData.data[8] = this._scratchPoint3d.x;
54
+ this._atmosphereData.data[9] = this._scratchPoint3d.y;
55
+ this._atmosphereData.data[10] = this._scratchPoint3d.z;
56
+ }
57
+ _updateInverseEllipsoidRotationMatrix(ellipsoidRotation, viewRotation) {
58
+ viewRotation.inverse(this._scratchMatrix3d);
59
+ ellipsoidRotation.multiplyMatrixInverseMatrix(this._scratchMatrix3d, this._inverseEllipsoidRotationMatrix);
60
+ }
61
+ _updateEarthScaleMatrix(earthRadii) {
62
+ this._earthScaleMatrix.setAt(0, 0, earthRadii.x);
63
+ this._earthScaleMatrix.setAt(1, 1, earthRadii.y);
64
+ this._earthScaleMatrix.setAt(2, 2, earthRadii.z);
65
+ }
66
+ _updateAtmosphereScaleMatrix(heightAboveSurface) {
67
+ const earthPolarRadius = this._earthScaleMatrix.at(2, 2);
68
+ const scaleFactor = earthPolarRadius === 0 ? 1.0 : (earthPolarRadius + heightAboveSurface) / earthPolarRadius;
69
+ this._earthScaleMatrix.scale(scaleFactor, this._atmosphereScaleMatrix);
70
+ }
71
+ _updateAtmosphereRadiusScaleFactor(atmosphereHeightAboveEarth) {
72
+ const earthPolarRadius = this._earthScaleMatrix.at(2, 2);
73
+ const minDensityThresholdRadius = earthPolarRadius + atmosphereHeightAboveEarth;
74
+ const atmosphereRadiusScaleFactor = (earthPolarRadius === 0)
75
+ ? 1
76
+ : (minDensityThresholdRadius / earthPolarRadius);
77
+ this.atmosphereData.data[0] = atmosphereRadiusScaleFactor;
78
+ }
79
+ _updateAtmosphereMaxDensityThresholdScaleFactor(maxDensityDepthBelowEarth) {
80
+ const earthPolarRadius = this._earthScaleMatrix.at(2, 2);
81
+ const maxDensityThresholdRadius = earthPolarRadius - maxDensityDepthBelowEarth;
82
+ const atmosphereMaxDensityThresholdScaleFactor = (earthPolarRadius === 0)
83
+ ? 1
84
+ : (maxDensityThresholdRadius / earthPolarRadius);
85
+ this.atmosphereData.data[1] = atmosphereMaxDensityThresholdScaleFactor;
86
+ }
87
+ _updateDensityFalloff(densityFalloff) {
88
+ this.atmosphereData.data[2] = densityFalloff;
89
+ }
90
+ _updateScatteringCoefficients(scatteringStrength, wavelengths) {
91
+ // Rayleigh scattering strength is inversely related to the 4th power of the wavelength -> 1/pow(wavelength, 4)
92
+ // Because this produces very small values when the wavelengths are taken in nanometers,
93
+ // we attempt to normalize them around 1 by taking the smallest wavelength of visible light as a baseline (violet light - 400nm)
94
+ const violetLightWavelength = 400.0;
95
+ this.atmosphereData.data[12] = ((violetLightWavelength / wavelengths.r) ** 4.0) * scatteringStrength;
96
+ this.atmosphereData.data[13] = ((violetLightWavelength / wavelengths.g) ** 4.0) * scatteringStrength;
97
+ this.atmosphereData.data[14] = ((violetLightWavelength / wavelengths.b) ** 4.0) * scatteringStrength;
98
+ }
99
+ _updateExposure(exposure) {
100
+ this._exposure = exposure;
101
+ }
102
+ bindExposure(uniform) {
103
+ if (!sync(this, uniform)) {
104
+ uniform.setUniform1f(this._exposure);
105
+ }
106
+ }
107
+ _updateNumViewRaySamples(_numViewRaySamples) {
108
+ const numViewRaySamples = Math.max(0, Math.min(MAX_SAMPLE_POINTS, _numViewRaySamples));
109
+ this.atmosphereData.data[4] = numViewRaySamples;
110
+ }
111
+ _updateNumSunRaySamples(_numSunRaySamples) {
112
+ const numSunRaySamples = Math.max(0, Math.min(MAX_SAMPLE_POINTS, _numSunRaySamples));
113
+ this.atmosphereData.data[5] = numSunRaySamples;
114
+ }
115
+ bindInverseRotationInverseEarthScaleMatrix(uniform) {
116
+ if (!sync(this, uniform)) {
117
+ this._earthScaleMatrix.multiplyMatrixInverseMatrix(this._inverseEllipsoidRotationMatrix, this._scratchMatrix3d);
118
+ uniform.setMatrix3(Matrix3.fromMatrix3d(this._scratchMatrix3d));
119
+ }
120
+ }
121
+ bindInverseRotationInverseAtmosphereScaleMatrix(uniform) {
122
+ if (!sync(this, uniform)) {
123
+ this._atmosphereScaleMatrix.multiplyMatrixInverseMatrix(this._inverseEllipsoidRotationMatrix, this._scratchMatrix3d);
124
+ uniform.setMatrix3(Matrix3.fromMatrix3d(this._scratchMatrix3d));
125
+ }
126
+ }
127
+ bindEarthScaleMatrix(uniform) {
128
+ if (!sync(this, uniform))
129
+ uniform.setMatrix3(Matrix3.fromMatrix3d(this._earthScaleMatrix));
130
+ }
131
+ bindAtmosphereScaleMatrix(uniform) {
132
+ if (!sync(this, uniform))
133
+ uniform.setMatrix3(Matrix3.fromMatrix3d(this._atmosphereScaleMatrix));
134
+ }
135
+ bindInverseEarthScaleMatrix(uniform) {
136
+ if (!sync(this, uniform))
137
+ uniform.setMatrix3(Matrix3.fromMatrix3d(this._earthScaleMatrix.inverse()));
138
+ }
139
+ bindInverseAtmosphereScaleMatrix(uniform) {
140
+ if (!sync(this, uniform))
141
+ uniform.setMatrix3(Matrix3.fromMatrix3d(this._atmosphereScaleMatrix.inverse()));
142
+ }
143
+ get isDisposed() {
144
+ return true;
145
+ }
146
+ dispose() { }
147
+ }
148
+ //# sourceMappingURL=AtmosphereUniforms.js.map
@@ -0,0 +1 @@
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\nimport { Atmosphere } from \"@itwin/core-common\";\r\nimport { Matrix3d, Point3d, Transform } from \"@itwin/core-geometry\";\r\nimport { RenderPlanEllipsoid } from \"../RenderPlan\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { Matrix3, Matrix4 } from \"./Matrix\";\r\nimport { desync, sync, SyncTarget } from \"./Sync\";\r\nimport { Target } from \"./Target\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\n\r\nexport const MAX_SAMPLE_POINTS = 40; // Maximum number of sample points to be used for the in-scattering and out-scattering computations.\r\n\r\nexport class AtmosphereUniforms implements WebGLDisposable, SyncTarget {\r\n private _atmosphere?: Atmosphere.Settings;\r\n private _ellipsoid?: RenderPlanEllipsoid;\r\n\r\n // Main shader uniforms\r\n private readonly _earthScaleMatrix = new Matrix3d(new Float64Array([1, 0, 0, 0, 1, 0, 0, 0, 1]));\r\n private readonly _inverseEllipsoidRotationMatrix = new Matrix3d(new Float64Array([1, 0, 0, 0, 1, 0, 0, 0, 1]));\r\n private readonly _atmosphereScaleMatrix = new Matrix3d(new Float64Array([1, 0, 0, 0, 1, 0, 0, 0, 1]));\r\n private readonly _atmosphereData = new Matrix4();\r\n /**\r\n * uniform mat3 u_atmosphereData;\r\n * { { atmosphereRadiusScaleFactor, atmosphereMaxDensityThresholdScaleFactor, densityFalloff, 0 },\r\n * { numViewRaySamples, numSunRaySamples, 0, 0 },\r\n * { earthCenter.x, earthCenter.y, earthCenter.z, 0 },\r\n * { scatteringCoefficients.x, scatteringCoefficients.y, scatteringCoefficients.z, 0 } }\r\n */\r\n public get atmosphereData() { return this._atmosphereData; }\r\n\r\n // Fragment shader uniforms\r\n private _exposure = 0.0;\r\n\r\n // utility\r\n public syncKey = 0;\r\n private _scratchMatrix3d = new Matrix3d();\r\n private _scratchPoint3d = new Point3d();\r\n\r\n public update(target: Target): void {\r\n const atmosphereHasNotChanged = this._atmosphere && target.plan.atmosphere && this._atmosphere.equals(target.plan.atmosphere);\r\n const ellipsoidHasNotChanged = this._ellipsoid && target.plan.ellipsoid && this._ellipsoid.equals(target.plan.ellipsoid);\r\n if (atmosphereHasNotChanged && ellipsoidHasNotChanged) {\r\n return;\r\n }\r\n\r\n this._atmosphere = target.plan.atmosphere;\r\n this._ellipsoid = target.plan.ellipsoid;\r\n desync(this);\r\n if (!this._atmosphere || !this._ellipsoid) {\r\n return;\r\n }\r\n\r\n this._updateAtmosphereScaleMatrix(this._atmosphere.atmosphereHeightAboveEarth);\r\n this._updateExposure(this._atmosphere.exposure);\r\n this._updateDensityFalloff(this._atmosphere.densityFalloff);\r\n this._updateEarthCenter(this._ellipsoid.ellipsoidCenter, target.uniforms.frustum.viewMatrix);\r\n this._updateEarthScaleMatrix(this._ellipsoid.ellipsoidRadii);\r\n this._updateInverseEllipsoidRotationMatrix(this._ellipsoid.ellipsoidRotation, target.uniforms.frustum.viewMatrix.matrix);\r\n this._updateAtmosphereRadiusScaleFactor(this._atmosphere.atmosphereHeightAboveEarth);\r\n this._updateAtmosphereMaxDensityThresholdScaleFactor(this._atmosphere.depthBelowEarthForMaxDensity);\r\n this._updateNumViewRaySamples(this._atmosphere.numViewRaySamples);\r\n this._updateNumSunRaySamples(this._atmosphere.numSunRaySamples);\r\n this._updateScatteringCoefficients(this._atmosphere.scatteringStrength, this._atmosphere.wavelengths);\r\n }\r\n\r\n private _updateEarthCenter(earthCenter: Point3d, viewMatrix: Transform) {\r\n viewMatrix.multiplyPoint3d(earthCenter, this._scratchPoint3d);\r\n this._atmosphereData.data[8] = this._scratchPoint3d.x;\r\n this._atmosphereData.data[9] = this._scratchPoint3d.y;\r\n this._atmosphereData.data[10] = this._scratchPoint3d.z;\r\n }\r\n\r\n private _updateInverseEllipsoidRotationMatrix(ellipsoidRotation: Matrix3d, viewRotation: Matrix3d) {\r\n viewRotation.inverse(this._scratchMatrix3d);\r\n ellipsoidRotation.multiplyMatrixInverseMatrix(this._scratchMatrix3d, this._inverseEllipsoidRotationMatrix);\r\n }\r\n\r\n private _updateEarthScaleMatrix(earthRadii: Point3d) {\r\n this._earthScaleMatrix.setAt(0, 0, earthRadii.x);\r\n this._earthScaleMatrix.setAt(1, 1, earthRadii.y);\r\n this._earthScaleMatrix.setAt(2, 2, earthRadii.z);\r\n }\r\n private _updateAtmosphereScaleMatrix(heightAboveSurface: number) {\r\n const earthPolarRadius = this._earthScaleMatrix.at(2, 2);\r\n const scaleFactor = earthPolarRadius === 0 ? 1.0 : (earthPolarRadius + heightAboveSurface) / earthPolarRadius;\r\n this._earthScaleMatrix.scale(scaleFactor, this._atmosphereScaleMatrix);\r\n }\r\n\r\n private _updateAtmosphereRadiusScaleFactor(atmosphereHeightAboveEarth: number) {\r\n const earthPolarRadius = this._earthScaleMatrix.at(2, 2);\r\n const minDensityThresholdRadius = earthPolarRadius + atmosphereHeightAboveEarth;\r\n const atmosphereRadiusScaleFactor = (earthPolarRadius === 0)\r\n ? 1\r\n : (minDensityThresholdRadius / earthPolarRadius);\r\n this.atmosphereData.data[0] = atmosphereRadiusScaleFactor;\r\n }\r\n\r\n private _updateAtmosphereMaxDensityThresholdScaleFactor(maxDensityDepthBelowEarth: number) {\r\n const earthPolarRadius = this._earthScaleMatrix.at(2, 2);\r\n const maxDensityThresholdRadius = earthPolarRadius - maxDensityDepthBelowEarth;\r\n const atmosphereMaxDensityThresholdScaleFactor = (earthPolarRadius === 0)\r\n ? 1\r\n : (maxDensityThresholdRadius / earthPolarRadius);\r\n this.atmosphereData.data[1] = atmosphereMaxDensityThresholdScaleFactor;\r\n }\r\n\r\n private _updateDensityFalloff(densityFalloff: number) {\r\n this.atmosphereData.data[2] = densityFalloff;\r\n }\r\n\r\n private _updateScatteringCoefficients(scatteringStrength: number, wavelengths: Atmosphere.Wavelengths) {\r\n // Rayleigh scattering strength is inversely related to the 4th power of the wavelength -> 1/pow(wavelength, 4)\r\n // Because this produces very small values when the wavelengths are taken in nanometers,\r\n // we attempt to normalize them around 1 by taking the smallest wavelength of visible light as a baseline (violet light - 400nm)\r\n const violetLightWavelength = 400.0;\r\n this.atmosphereData.data[12] = ((violetLightWavelength / wavelengths.r) ** 4.0) * scatteringStrength;\r\n this.atmosphereData.data[13] = ((violetLightWavelength / wavelengths.g) ** 4.0) * scatteringStrength;\r\n this.atmosphereData.data[14] = ((violetLightWavelength / wavelengths.b) ** 4.0) * scatteringStrength;\r\n }\r\n\r\n private _updateExposure(exposure: number) {\r\n this._exposure = exposure;\r\n }\r\n\r\n public bindExposure(uniform: UniformHandle): void {\r\n if (!sync(this, uniform)) {\r\n uniform.setUniform1f(this._exposure);\r\n }\r\n }\r\n\r\n private _updateNumViewRaySamples(_numViewRaySamples: number) {\r\n const numViewRaySamples = Math.max(0, Math.min(MAX_SAMPLE_POINTS, _numViewRaySamples));\r\n this.atmosphereData.data[4] = numViewRaySamples;\r\n }\r\n\r\n private _updateNumSunRaySamples(_numSunRaySamples: number) {\r\n const numSunRaySamples = Math.max(0, Math.min(MAX_SAMPLE_POINTS, _numSunRaySamples));\r\n this.atmosphereData.data[5] = numSunRaySamples;\r\n }\r\n\r\n public bindInverseRotationInverseEarthScaleMatrix(uniform: UniformHandle): void {\r\n if (!sync(this, uniform)) {\r\n this._earthScaleMatrix.multiplyMatrixInverseMatrix(this._inverseEllipsoidRotationMatrix, this._scratchMatrix3d);\r\n uniform.setMatrix3(Matrix3.fromMatrix3d(this._scratchMatrix3d));\r\n }\r\n }\r\n\r\n public bindInverseRotationInverseAtmosphereScaleMatrix(uniform: UniformHandle): void {\r\n if (!sync(this, uniform)) {\r\n this._atmosphereScaleMatrix.multiplyMatrixInverseMatrix(this._inverseEllipsoidRotationMatrix, this._scratchMatrix3d);\r\n uniform.setMatrix3(Matrix3.fromMatrix3d(this._scratchMatrix3d));\r\n }\r\n }\r\n\r\n public bindEarthScaleMatrix(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setMatrix3(Matrix3.fromMatrix3d(this._earthScaleMatrix));\r\n }\r\n\r\n public bindAtmosphereScaleMatrix(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setMatrix3(Matrix3.fromMatrix3d(this._atmosphereScaleMatrix));\r\n }\r\n\r\n public bindInverseEarthScaleMatrix(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setMatrix3(Matrix3.fromMatrix3d(this._earthScaleMatrix.inverse()!));\r\n }\r\n\r\n public bindInverseAtmosphereScaleMatrix(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setMatrix3(Matrix3.fromMatrix3d(this._atmosphereScaleMatrix.inverse()!));\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return true;\r\n }\r\n\r\n public dispose() { }\r\n}\r\n"]}