@itwin/core-frontend 4.1.0-dev.13 → 4.1.0-dev.14
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/lib/cjs/AccuDraw.js.map +1 -1
- package/lib/cjs/AccuSnap.js.map +1 -1
- package/lib/cjs/ApproximateTerrainHeights.js.map +1 -1
- package/lib/cjs/ApproximateTerrainHeightsProps.js.map +1 -1
- package/lib/cjs/AuxCoordSys.js.map +1 -1
- package/lib/cjs/BackgroundMapGeometry.js.map +1 -1
- package/lib/cjs/BingLocation.js.map +1 -1
- package/lib/cjs/BriefcaseConnection.js.map +1 -1
- package/lib/cjs/BriefcaseTxns.js.map +1 -1
- package/lib/cjs/CategorySelectorState.js.map +1 -1
- package/lib/cjs/ChangeFlags.js.map +1 -1
- package/lib/cjs/CheckpointConnection.js.map +1 -1
- package/lib/cjs/CoordSystem.js.map +1 -1
- package/lib/cjs/DecorationsCache.js.map +1 -1
- package/lib/cjs/DevTools.js.map +1 -1
- package/lib/cjs/DisplayStyleState.js.map +1 -1
- package/lib/cjs/DrawingViewState.js +5 -5
- package/lib/cjs/DrawingViewState.js.map +1 -1
- package/lib/cjs/ElementLocateManager.js.map +1 -1
- package/lib/cjs/EmphasizeElements.js.map +1 -1
- package/lib/cjs/EntityState.js.map +1 -1
- package/lib/cjs/EnvironmentDecorations.js.map +1 -1
- package/lib/cjs/FeatureOverrideProvider.js.map +1 -1
- package/lib/cjs/FlashSettings.js.map +1 -1
- package/lib/cjs/FrontendHubAccess.js.map +1 -1
- package/lib/cjs/Frustum2d.js.map +1 -1
- package/lib/cjs/FrustumAnimator.js.map +1 -1
- package/lib/cjs/FuzzySearch.js.map +1 -1
- package/lib/cjs/GeoServices.js.map +1 -1
- package/lib/cjs/GlobeAnimator.js.map +1 -1
- package/lib/cjs/GraphicalEditingScope.js.map +1 -1
- package/lib/cjs/HitDetail.js.map +1 -1
- package/lib/cjs/IModelApp.js.map +1 -1
- package/lib/cjs/IModelConnection.js +23 -23
- package/lib/cjs/IModelConnection.js.map +1 -1
- package/lib/cjs/IModelRoutingContext.js.map +1 -1
- package/lib/cjs/IModeljs-css.js +133 -133
- package/lib/cjs/IModeljs-css.js.map +1 -1
- package/lib/cjs/IpcApp.js.map +1 -1
- package/lib/cjs/LinePlaneIntersect.js.map +1 -1
- package/lib/cjs/LocalhostIpcApp.js.map +1 -1
- package/lib/cjs/MarginPercent.js.map +1 -1
- package/lib/cjs/Marker.js.map +1 -1
- package/lib/cjs/ModelSelectorState.js.map +1 -1
- package/lib/cjs/NativeApp.js.map +1 -1
- package/lib/cjs/NativeAppLogger.js.map +1 -1
- package/lib/cjs/NoRenderApp.js.map +1 -1
- package/lib/cjs/NotificationManager.js.map +1 -1
- package/lib/cjs/PerModelCategoryVisibility.js.map +1 -1
- package/lib/cjs/PlanarClipMaskState.js.map +1 -1
- package/lib/cjs/RealityDataSource.js.map +1 -1
- package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js.map +1 -1
- package/lib/cjs/RealityDataSourceContextShareImpl.js.map +1 -1
- package/lib/cjs/RealityDataSourceTilesetUrlImpl.js.map +1 -1
- package/lib/cjs/SelectionSet.js.map +1 -1
- package/lib/cjs/SheetViewState.js.map +1 -1
- package/lib/cjs/SpatialViewState.js.map +1 -1
- package/lib/cjs/Sprites.js.map +1 -1
- package/lib/cjs/StandardView.js.map +1 -1
- package/lib/cjs/SubCategoriesCache.js.map +1 -1
- package/lib/cjs/TentativePoint.js.map +1 -1
- package/lib/cjs/Tiles.js.map +1 -1
- package/lib/cjs/UserPreferences.js.map +1 -1
- package/lib/cjs/ViewAnimation.js.map +1 -1
- package/lib/cjs/ViewContext.js.map +1 -1
- package/lib/cjs/ViewCreator2d.js.map +1 -1
- package/lib/cjs/ViewCreator3d.js.map +1 -1
- package/lib/cjs/ViewGlobalLocation.js.map +1 -1
- package/lib/cjs/ViewManager.js.map +1 -1
- package/lib/cjs/ViewPose.js.map +1 -1
- package/lib/cjs/ViewState.js.map +1 -1
- package/lib/cjs/ViewStatus.js.map +1 -1
- package/lib/cjs/ViewingSpace.js.map +1 -1
- package/lib/cjs/Viewport.js.map +1 -1
- package/lib/cjs/ViewportSync.js.map +1 -1
- package/lib/cjs/common/FrontendLoggerCategory.js.map +1 -1
- package/lib/cjs/common/ImageUtil.js.map +1 -1
- package/lib/cjs/common/ViewRect.js.map +1 -1
- package/lib/cjs/common/WorkerProxy.js.map +1 -1
- package/lib/cjs/common/gltf/GltfModel.js.map +1 -1
- package/lib/cjs/common/gltf/GltfParser.js.map +1 -1
- package/lib/cjs/common/gltf/GltfSchema.js.map +1 -1
- package/lib/cjs/common/imdl/ImdlModel.js.map +1 -1
- package/lib/cjs/common/imdl/ImdlSchema.js.map +1 -1
- package/lib/cjs/common/imdl/ParseImdlDocument.js.map +1 -1
- package/lib/cjs/common/render/AnimationNodeId.js.map +1 -1
- package/lib/cjs/common/render/MaterialParams.js.map +1 -1
- package/lib/cjs/common/render/TextureParams.js.map +1 -1
- package/lib/cjs/common/render/primitives/AuxChannelTable.js.map +1 -1
- package/lib/cjs/common/render/primitives/DisplayParams.js.map +1 -1
- package/lib/cjs/common/render/primitives/EdgeParams.js.map +1 -1
- package/lib/cjs/common/render/primitives/MeshParams.js.map +1 -1
- package/lib/cjs/common/render/primitives/MeshPrimitive.js.map +1 -1
- package/lib/cjs/common/render/primitives/PointStringParams.js.map +1 -1
- package/lib/cjs/common/render/primitives/PolylineParams.js.map +1 -1
- package/lib/cjs/common/render/primitives/SurfaceParams.js.map +1 -1
- package/lib/cjs/common/render/primitives/VertexIndices.js.map +1 -1
- package/lib/cjs/common/render/primitives/VertexTable.js.map +1 -1
- package/lib/cjs/common/render/primitives/VertexTableSplitter.js.map +1 -1
- package/lib/cjs/core-frontend.js.map +1 -1
- package/lib/cjs/extension/Extension.js.map +1 -1
- package/lib/cjs/extension/ExtensionAdmin.js.map +1 -1
- package/lib/cjs/extension/ExtensionHost.js.map +1 -1
- package/lib/cjs/extension/ExtensionRuntime.js.map +1 -1
- package/lib/cjs/extension/providers/ExtensionLoadScript.js.map +1 -1
- package/lib/cjs/extension/providers/LocalExtensionProvider.js.map +1 -1
- package/lib/cjs/extension/providers/RemoteExtensionProvider.js.map +1 -1
- package/lib/cjs/properties/AngleDescription.js.map +1 -1
- package/lib/cjs/properties/FormattedQuantityDescription.js.map +1 -1
- package/lib/cjs/properties/LengthDescription.js.map +1 -1
- package/lib/cjs/public/scripts/checkbrowser.js +24 -24
- package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js.map +1 -1
- package/lib/cjs/quantity-formatting/BasicUnitsProvider.js.map +1 -1
- package/lib/cjs/quantity-formatting/LocalUnitFormatProvider.js.map +1 -1
- package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
- package/lib/cjs/quantity-formatting/QuantityTypesEditorSpecs.js.map +1 -1
- package/lib/cjs/quantity-formatting/UnitsData.js.map +1 -1
- package/lib/cjs/render/CanvasDecoration.js.map +1 -1
- package/lib/cjs/render/CreateRenderMaterialArgs.js.map +1 -1
- package/lib/cjs/render/CreateTextureArgs.js.map +1 -1
- package/lib/cjs/render/Decorations.js.map +1 -1
- package/lib/cjs/render/FeatureSymbology.js.map +1 -1
- package/lib/cjs/render/FrameStats.js.map +1 -1
- package/lib/cjs/render/GraphicBranch.js.map +1 -1
- package/lib/cjs/render/GraphicBuilder.js.map +1 -1
- package/lib/cjs/render/GraphicPrimitive.js.map +1 -1
- package/lib/cjs/render/InstancedGraphicParams.js.map +1 -1
- package/lib/cjs/render/MockRender.js.map +1 -1
- package/lib/cjs/render/ParticleCollectionBuilder.js.map +1 -1
- package/lib/cjs/render/Pixel.js.map +1 -1
- package/lib/cjs/render/RealityMeshGraphicParams.js.map +1 -1
- package/lib/cjs/render/RealityMeshParams.js.map +1 -1
- package/lib/cjs/render/RenderClipVolume.js.map +1 -1
- package/lib/cjs/render/RenderGraphic.js.map +1 -1
- package/lib/cjs/render/RenderMemory.js.map +1 -1
- package/lib/cjs/render/RenderPlan.js.map +1 -1
- package/lib/cjs/render/RenderPlanarClassifier.js.map +1 -1
- package/lib/cjs/render/RenderSystem.js.map +1 -1
- package/lib/cjs/render/RenderTarget.js.map +1 -1
- package/lib/cjs/render/Scene.js.map +1 -1
- package/lib/cjs/render/ScreenSpaceEffectBuilder.js.map +1 -1
- package/lib/cjs/render/UpsampleRealityMeshParams.js.map +1 -1
- package/lib/cjs/render/VisibleFeature.js.map +1 -1
- package/lib/cjs/render/primitives/ColorMap.js.map +1 -1
- package/lib/cjs/render/primitives/EdgeParams.js.map +1 -1
- package/lib/cjs/render/primitives/PointCloudPrimitive.js.map +1 -1
- package/lib/cjs/render/primitives/PointStringParams.js.map +1 -1
- package/lib/cjs/render/primitives/Polyface.js.map +1 -1
- package/lib/cjs/render/primitives/PolylineParams.js.map +1 -1
- package/lib/cjs/render/primitives/Primitives.js.map +1 -1
- package/lib/cjs/render/primitives/Strokes.js.map +1 -1
- package/lib/cjs/render/primitives/VertexKey.js.map +1 -1
- package/lib/cjs/render/primitives/VertexTableBuilder.js.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryList.js.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryPrimitives.js.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshBuilder.js.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +1 -1
- package/lib/cjs/render/webgl/AtmosphereUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/AttributeBuffers.js.map +1 -1
- package/lib/cjs/render/webgl/AttributeMap.js.map +1 -1
- package/lib/cjs/render/webgl/BackgroundMapDrape.js.map +1 -1
- package/lib/cjs/render/webgl/BatchState.js.map +1 -1
- package/lib/cjs/render/webgl/BatchUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/BranchStack.js.map +1 -1
- package/lib/cjs/render/webgl/BranchState.js.map +1 -1
- package/lib/cjs/render/webgl/BranchUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/ClipStack.js.map +1 -1
- package/lib/cjs/render/webgl/ClipVolume.js.map +1 -1
- package/lib/cjs/render/webgl/ClippingProgram.js.map +1 -1
- package/lib/cjs/render/webgl/ColorInfo.js.map +1 -1
- package/lib/cjs/render/webgl/Diagnostics.js.map +1 -1
- package/lib/cjs/render/webgl/Disposable.js.map +1 -1
- package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
- package/lib/cjs/render/webgl/EDL.js.map +1 -1
- package/lib/cjs/render/webgl/EdgeGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/EdgeSettings.js.map +1 -1
- package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
- package/lib/cjs/render/webgl/FloatRGBA.js.map +1 -1
- package/lib/cjs/render/webgl/FrameBuffer.js.map +1 -1
- package/lib/cjs/render/webgl/FrustumUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/GL.js.map +1 -1
- package/lib/cjs/render/webgl/GLTimer.js.map +1 -1
- package/lib/cjs/render/webgl/Graphic.js.map +1 -1
- package/lib/cjs/render/webgl/HiliteUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/IModelFrameLifecycle.js.map +1 -1
- package/lib/cjs/render/webgl/IndexedEdgeGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/Layer.js.map +1 -1
- package/lib/cjs/render/webgl/LayerCommands.js.map +1 -1
- package/lib/cjs/render/webgl/LightingUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/LineCode.js.map +1 -1
- package/lib/cjs/render/webgl/Material.js.map +1 -1
- package/lib/cjs/render/webgl/Matrix.js.map +1 -1
- package/lib/cjs/render/webgl/Mesh.js.map +1 -1
- package/lib/cjs/render/webgl/MeshData.js.map +1 -1
- package/lib/cjs/render/webgl/MeshGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/PerformanceMetrics.js.map +1 -1
- package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
- package/lib/cjs/render/webgl/PlanarGrid.js.map +1 -1
- package/lib/cjs/render/webgl/PlanarTextureProjection.js.map +1 -1
- package/lib/cjs/render/webgl/PointCloud.js.map +1 -1
- package/lib/cjs/render/webgl/PointString.js.map +1 -1
- package/lib/cjs/render/webgl/Polyline.js.map +1 -1
- package/lib/cjs/render/webgl/Primitive.js.map +1 -1
- package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
- package/lib/cjs/render/webgl/RealityModelUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/RenderBuffer.js.map +1 -1
- package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
- package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
- package/lib/cjs/render/webgl/RenderState.js.map +1 -1
- package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
- package/lib/cjs/render/webgl/ScratchDrawParams.js.map +1 -1
- package/lib/cjs/render/webgl/ScreenSpaceEffect.js.map +1 -1
- package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
- package/lib/cjs/render/webgl/ShaderProgram.js.map +1 -1
- package/lib/cjs/render/webgl/ShadowUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/SolarShadowMap.js.map +1 -1
- package/lib/cjs/render/webgl/StyleUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/Sync.js.map +1 -1
- package/lib/cjs/render/webgl/System.js.map +1 -1
- package/lib/cjs/render/webgl/Target.js.map +1 -1
- package/lib/cjs/render/webgl/TargetGraphics.js.map +1 -1
- package/lib/cjs/render/webgl/TargetUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/Technique.js.map +1 -1
- package/lib/cjs/render/webgl/TechniqueFlags.js.map +1 -1
- package/lib/cjs/render/webgl/TechniqueId.js.map +1 -1
- package/lib/cjs/render/webgl/Texture.js.map +1 -1
- package/lib/cjs/render/webgl/TextureDrape.js.map +1 -1
- package/lib/cjs/render/webgl/ThematicSensors.js.map +1 -1
- package/lib/cjs/render/webgl/ThematicUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/UniformHandle.js.map +1 -1
- package/lib/cjs/render/webgl/VertexLUT.js.map +1 -1
- package/lib/cjs/render/webgl/ViewRectUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/VisibleTileFeatures.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js +154 -154
- package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Animation.js +83 -83
- package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Atmosphere.js +266 -266
- package/lib/cjs/render/webgl/glsl/Atmosphere.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Blur.js +37 -37
- package/lib/cjs/render/webgl/glsl/Blur.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js +4 -4
- package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/ClearTranslucent.js +3 -3
- package/lib/cjs/render/webgl/glsl/ClearTranslucent.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Clipping.js +60 -60
- package/lib/cjs/render/webgl/glsl/Clipping.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Color.js +12 -12
- package/lib/cjs/render/webgl/glsl/Color.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Combine3Textures.js +7 -7
- package/lib/cjs/render/webgl/glsl/Combine3Textures.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/CombineTextures.js +5 -5
- package/lib/cjs/render/webgl/glsl/CombineTextures.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Common.js +16 -16
- package/lib/cjs/render/webgl/glsl/Common.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Composite.js +71 -71
- package/lib/cjs/render/webgl/glsl/Composite.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/CopyColor.js +6 -6
- package/lib/cjs/render/webgl/glsl/CopyColor.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js +3 -3
- package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/CopyStencil.js +4 -4
- package/lib/cjs/render/webgl/glsl/CopyStencil.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Decode.js +65 -65
- package/lib/cjs/render/webgl/glsl/Decode.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/EDL.js +103 -103
- package/lib/cjs/render/webgl/glsl/EDL.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js +25 -25
- package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Edge.js +146 -146
- package/lib/cjs/render/webgl/glsl/Edge.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +232 -232
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Fragment.js +41 -41
- package/lib/cjs/render/webgl/glsl/Fragment.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Instancing.js +21 -21
- package/lib/cjs/render/webgl/glsl/Instancing.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Lighting.js +92 -92
- package/lib/cjs/render/webgl/glsl/Lighting.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/LogarithmicDepthBuffer.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/LookupTable.js +19 -19
- package/lib/cjs/render/webgl/glsl/LookupTable.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Monochrome.js +13 -13
- package/lib/cjs/render/webgl/glsl/Monochrome.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/PlanarClassification.js +188 -188
- package/lib/cjs/render/webgl/glsl/PlanarClassification.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/PlanarGrid.js +22 -22
- package/lib/cjs/render/webgl/glsl/PlanarGrid.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/PointCloud.js +28 -28
- package/lib/cjs/render/webgl/glsl/PointCloud.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/PointString.js +9 -9
- package/lib/cjs/render/webgl/glsl/PointString.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Polyline.js +213 -213
- package/lib/cjs/render/webgl/glsl/Polyline.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/RealityMesh.js +83 -83
- package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/RenderPass.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/ScreenSpaceEffect.js +9 -9
- package/lib/cjs/render/webgl/glsl/ScreenSpaceEffect.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/SkyBox.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/SkySphere.js +49 -49
- package/lib/cjs/render/webgl/glsl/SkySphere.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/SolarShadowMapping.js +51 -51
- package/lib/cjs/render/webgl/glsl/SolarShadowMapping.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Surface.js +239 -239
- package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Thematic.js +134 -134
- package/lib/cjs/render/webgl/glsl/Thematic.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Translucency.js +19 -19
- package/lib/cjs/render/webgl/glsl/Translucency.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Vertex.js +73 -73
- package/lib/cjs/render/webgl/glsl/Vertex.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Viewport.js +38 -38
- package/lib/cjs/render/webgl/glsl/Viewport.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/ViewportQuad.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Wiremesh.js +10 -10
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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 Views\n */\n\nimport { BeEvent, CompressedId64Set, Id64String } from \"@itwin/core-bentley\";\nimport { Constant, Matrix3d, Range3d, XYAndZ } from \"@itwin/core-geometry\";\nimport { AxisAlignedBox3d, HydrateViewStateRequestProps, HydrateViewStateResponseProps, SpatialViewDefinitionProps, ViewStateProps } from \"@itwin/core-common\";\nimport { AuxCoordSystemSpatialState, AuxCoordSystemState } from \"./AuxCoordSys\";\nimport { ModelSelectorState } from \"./ModelSelectorState\";\nimport { CategorySelectorState } from \"./CategorySelectorState\";\nimport { DisplayStyle3dState } from \"./DisplayStyleState\";\nimport { GeometricModel3dState, GeometricModelState } from \"./ModelState\";\nimport { SceneContext } from \"./ViewContext\";\nimport { IModelConnection } from \"./IModelConnection\";\nimport { AttachToViewportArgs, ViewState3d } from \"./ViewState\";\nimport { SpatialTileTreeReferences, TileTreeReference } from \"./tile/internal\";\n\n/** Defines a view of one or more SpatialModels.\n * The list of viewed models is stored in the ModelSelector.\n * @public\n * @extensions\n */\nexport class SpatialViewState extends ViewState3d {\n public static override get className() { return \"SpatialViewDefinition\"; }\n\n private readonly _treeRefs: SpatialTileTreeReferences;\n private _modelSelector: ModelSelectorState;\n private readonly _unregisterModelSelectorListeners: VoidFunction[] = [];\n\n /** An event raised when the set of models viewed by this view changes, *only* if the view is attached to a [[Viewport]].\n * @public\n */\n public readonly onViewedModelsChanged = new BeEvent<() => void>();\n\n public get modelSelector(): ModelSelectorState {\n return this._modelSelector;\n }\n\n public set modelSelector(selector: ModelSelectorState) {\n if (selector === this.modelSelector)\n return;\n\n const isAttached = this.isAttachedToViewport;\n this.unregisterModelSelectorListeners();\n\n this._modelSelector = selector;\n\n if (isAttached) {\n this.registerModelSelectorListeners();\n this.onViewedModelsChanged.raiseEvent();\n }\n }\n\n /** Create a new *blank* SpatialViewState. The returned SpatialViewState will nave non-persistent empty [[CategorySelectorState]] and [[ModelSelectorState]],\n * and a non-persistent [[DisplayStyle3dState]] with default values for all of its components. Generally after creating a blank SpatialViewState,\n * callers will modify the state to suit specific needs.\n * @param iModel The IModelConnection for the new SpatialViewState\n * @param origin The origin for the new SpatialViewState\n * @param extents The extents for the new SpatialViewState\n * @param rotation The rotation of the new SpatialViewState. If undefined, use top view.\n * @public\n */\n public static createBlank(iModel: IModelConnection, origin: XYAndZ, extents: XYAndZ, rotation?: Matrix3d): SpatialViewState {\n const blank = {} as any;\n const cat = new CategorySelectorState(blank, iModel);\n const modelSelectorState = new ModelSelectorState(blank, iModel);\n const displayStyleState = new DisplayStyle3dState(blank, iModel);\n const view = new this(blank, iModel, cat, displayStyleState, modelSelectorState);\n view.setOrigin(origin);\n view.setExtents(extents);\n if (undefined !== rotation)\n view.setRotation(rotation);\n return view;\n }\n\n public static override createFromProps(props: ViewStateProps, iModel: IModelConnection): SpatialViewState {\n const cat = new CategorySelectorState(props.categorySelectorProps, iModel);\n const displayStyleState = new DisplayStyle3dState(props.displayStyleProps, iModel);\n const modelSelectorState = new ModelSelectorState(props.modelSelectorProps!, iModel);\n return new this(props.viewDefinitionProps as SpatialViewDefinitionProps, iModel, cat, displayStyleState, modelSelectorState);\n }\n\n public override toProps(): ViewStateProps {\n const props = super.toProps();\n props.modelSelectorProps = this.modelSelector.toJSON();\n return props;\n }\n\n constructor(props: SpatialViewDefinitionProps, iModel: IModelConnection, arg3: CategorySelectorState, displayStyle: DisplayStyle3dState, modelSelector: ModelSelectorState) {\n super(props, iModel, arg3, displayStyle);\n this._modelSelector = modelSelector;\n if (arg3 instanceof SpatialViewState) // from clone\n this._modelSelector = arg3.modelSelector.clone();\n\n this._treeRefs = SpatialTileTreeReferences.create(this);\n }\n\n /** @internal */\n public override isSpatialView(): this is SpatialViewState { return true; }\n\n public override equals(other: this): boolean { return super.equals(other) && this.modelSelector.equals(other.modelSelector); }\n\n public override createAuxCoordSystem(acsName: string): AuxCoordSystemState { return AuxCoordSystemSpatialState.createNew(acsName, this.iModel); }\n public get defaultExtentLimits() { return { min: Constant.oneMillimeter, max: 3 * Constant.diameterOfEarth }; } // Increased max by 3X to support globe mode.\n\n /** @internal */\n public markModelSelectorChanged(): void {\n this._treeRefs.update();\n }\n\n /** Get world-space viewed extents based on the iModel's project extents.\n * @deprecated in 3.6. These extents are based on [[IModelConnection.displayedExtents]], which is deprecated. Consider using [[computeFitRange]] or [[getViewedExtents]] instead.\n */\n protected getDisplayedExtents(): AxisAlignedBox3d {\n /* eslint-disable-next-line deprecation/deprecation */\n const extents = Range3d.fromJSON<AxisAlignedBox3d>(this.iModel.displayedExtents);\n extents.scaleAboutCenterInPlace(1.0001); // projectExtents. lying smack up against the extents is not excluded by frustum...\n extents.extendRange(this.getGroundExtents());\n return extents;\n }\n\n private computeBaseExtents(): AxisAlignedBox3d {\n const extents = Range3d.fromJSON<AxisAlignedBox3d>(this.iModel.projectExtents);\n\n // Ensure geometry coincident with planes of the project extents is not clipped.\n extents.scaleAboutCenterInPlace(1.0001);\n\n // Ensure ground plane is not clipped, if it's being drawn.\n extents.extendRange(this.getGroundExtents());\n\n return extents;\n }\n\n /** Compute world-space range appropriate for fitting the view. If that range is null, use the displayed extents. */\n public computeFitRange(): AxisAlignedBox3d {\n // Fit to the union of the ranges of all loaded tile trees.\n const range = new Range3d();\n this.forEachTileTreeRef((ref) => {\n ref.unionFitRange(range);\n });\n\n // Fall back to the project extents if necessary.\n if (range.isNull)\n range.setFrom(this.computeBaseExtents());\n\n // Avoid ridiculously small extents.\n range.ensureMinLengths(1.0);\n\n return range;\n }\n\n public getViewedExtents(): AxisAlignedBox3d {\n // Encompass the project extents and ground plane.\n const extents = this.computeBaseExtents();\n\n // Include any tile trees that extend outside the project extents.\n extents.extendRange(this.computeFitRange());\n\n return extents;\n }\n\n public override toJSON(): SpatialViewDefinitionProps {\n const val = super.toJSON() as SpatialViewDefinitionProps;\n val.modelSelectorId = this.modelSelector.id;\n return val;\n }\n\n /** @internal */\n protected override preload(hydrateRequest: HydrateViewStateRequestProps): void {\n super.preload(hydrateRequest);\n const notLoaded = this.iModel.models.filterLoaded(this.modelSelector.models);\n if (undefined === notLoaded)\n return; // all requested models are already loaded\n hydrateRequest.notLoadedModelSelectorStateModels = CompressedId64Set.sortAndCompress(notLoaded);\n }\n\n /** @internal */\n protected override async postload(hydrateResponse: HydrateViewStateResponseProps): Promise<void> {\n const promises = [];\n promises.push(super.postload(hydrateResponse));\n if (hydrateResponse.modelSelectorStateModels !== undefined)\n promises.push(this.iModel.models.updateLoadedWithModelProps(hydrateResponse.modelSelectorStateModels));\n await Promise.all(promises);\n }\n\n public viewsModel(modelId: Id64String): boolean { return this.modelSelector.containsModel(modelId); }\n public clearViewedModels() { this.modelSelector.models.clear(); }\n public addViewedModel(id: Id64String) { this.modelSelector.addModels(id); }\n public removeViewedModel(id: Id64String) { this.modelSelector.dropModels(id); }\n\n public forEachModel(func: (model: GeometricModelState) => void) {\n for (const modelId of this.modelSelector.models) {\n const model = this.iModel.models.getLoaded(modelId);\n if (undefined !== model && undefined !== model.asGeometricModel3d)\n func(model as GeometricModel3dState);\n }\n }\n\n /** @internal */\n public override forEachModelTreeRef(func: (treeRef: TileTreeReference) => void): void {\n for (const ref of this._treeRefs)\n func(ref);\n }\n\n /** @internal */\n public override createScene(context: SceneContext): void {\n super.createScene(context);\n context.textureDrapes.forEach((drape) => drape.collectGraphics(context));\n context.viewport.target.updateSolarShadows(this.getDisplayStyle3d().wantShadows ? context : undefined);\n }\n\n /** @internal */\n public override attachToViewport(args: AttachToViewportArgs): void {\n super.attachToViewport(args);\n this.registerModelSelectorListeners();\n this._treeRefs.attachToViewport(args);\n }\n\n /** @internal */\n public override detachFromViewport(): void {\n super.detachFromViewport();\n this._treeRefs.detachFromViewport();\n this.unregisterModelSelectorListeners();\n }\n\n /** Chiefly for debugging: change the \"deactivated\" state of one or more tile tree references. Deactivated references are\n * omitted when iterating the references, so e.g. their graphics are omitted from the scene.\n * @param modelIds The Ids of one or more models whose tile tree references are to be affected. If omitted, all models are affected.\n * @param deactivated True to deactivate the specified references, false to reactivate them, undefined to invert each one's current state.\n * @param which The references to be affected as either a broad category or one or more indices of animated references.\n * @internal\n */\n public setTileTreeReferencesDeactivated(modelIds: Id64String | Id64String[] | undefined, deactivated: boolean | undefined, which: \"all\" | \"animated\" | \"primary\" | \"section\" | number[]): void {\n this._treeRefs.setDeactivated(modelIds, deactivated, which);\n }\n\n private registerModelSelectorListeners(): void {\n const models = this.modelSelector.observableModels;\n const func = () => {\n this.markModelSelectorChanged();\n this.onViewedModelsChanged.raiseEvent();\n };\n\n this._unregisterModelSelectorListeners.push(models.onAdded.addListener(func));\n this._unregisterModelSelectorListeners.push(models.onDeleted.addListener(func));\n this._unregisterModelSelectorListeners.push(models.onCleared.addListener(func));\n }\n\n private unregisterModelSelectorListeners(): void {\n this._unregisterModelSelectorListeners.forEach((f) => f());\n this._unregisterModelSelectorListeners.length = 0;\n }\n}\n/** Defines a spatial view that displays geometry on the image plane using a parallel orthographic projection.\n * @public\n * @extensions\n */\nexport class OrthographicViewState extends SpatialViewState {\n public static override get className() { return \"OrthographicViewDefinition\"; }\n\n constructor(props: SpatialViewDefinitionProps, iModel: IModelConnection, categories: CategorySelectorState, displayStyle: DisplayStyle3dState, modelSelector: ModelSelectorState) { super(props, iModel, categories, displayStyle, modelSelector); }\n\n public override supportsCamera(): boolean { return false; }\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 Views\r\n */\r\n\r\nimport { BeEvent, CompressedId64Set, Id64String } from \"@itwin/core-bentley\";\r\nimport { Constant, Matrix3d, Range3d, XYAndZ } from \"@itwin/core-geometry\";\r\nimport { AxisAlignedBox3d, HydrateViewStateRequestProps, HydrateViewStateResponseProps, SpatialViewDefinitionProps, ViewStateProps } from \"@itwin/core-common\";\r\nimport { AuxCoordSystemSpatialState, AuxCoordSystemState } from \"./AuxCoordSys\";\r\nimport { ModelSelectorState } from \"./ModelSelectorState\";\r\nimport { CategorySelectorState } from \"./CategorySelectorState\";\r\nimport { DisplayStyle3dState } from \"./DisplayStyleState\";\r\nimport { GeometricModel3dState, GeometricModelState } from \"./ModelState\";\r\nimport { SceneContext } from \"./ViewContext\";\r\nimport { IModelConnection } from \"./IModelConnection\";\r\nimport { AttachToViewportArgs, ViewState3d } from \"./ViewState\";\r\nimport { SpatialTileTreeReferences, TileTreeReference } from \"./tile/internal\";\r\n\r\n/** Defines a view of one or more SpatialModels.\r\n * The list of viewed models is stored in the ModelSelector.\r\n * @public\r\n * @extensions\r\n */\r\nexport class SpatialViewState extends ViewState3d {\r\n public static override get className() { return \"SpatialViewDefinition\"; }\r\n\r\n private readonly _treeRefs: SpatialTileTreeReferences;\r\n private _modelSelector: ModelSelectorState;\r\n private readonly _unregisterModelSelectorListeners: VoidFunction[] = [];\r\n\r\n /** An event raised when the set of models viewed by this view changes, *only* if the view is attached to a [[Viewport]].\r\n * @public\r\n */\r\n public readonly onViewedModelsChanged = new BeEvent<() => void>();\r\n\r\n public get modelSelector(): ModelSelectorState {\r\n return this._modelSelector;\r\n }\r\n\r\n public set modelSelector(selector: ModelSelectorState) {\r\n if (selector === this.modelSelector)\r\n return;\r\n\r\n const isAttached = this.isAttachedToViewport;\r\n this.unregisterModelSelectorListeners();\r\n\r\n this._modelSelector = selector;\r\n\r\n if (isAttached) {\r\n this.registerModelSelectorListeners();\r\n this.onViewedModelsChanged.raiseEvent();\r\n }\r\n }\r\n\r\n /** Create a new *blank* SpatialViewState. The returned SpatialViewState will nave non-persistent empty [[CategorySelectorState]] and [[ModelSelectorState]],\r\n * and a non-persistent [[DisplayStyle3dState]] with default values for all of its components. Generally after creating a blank SpatialViewState,\r\n * callers will modify the state to suit specific needs.\r\n * @param iModel The IModelConnection for the new SpatialViewState\r\n * @param origin The origin for the new SpatialViewState\r\n * @param extents The extents for the new SpatialViewState\r\n * @param rotation The rotation of the new SpatialViewState. If undefined, use top view.\r\n * @public\r\n */\r\n public static createBlank(iModel: IModelConnection, origin: XYAndZ, extents: XYAndZ, rotation?: Matrix3d): SpatialViewState {\r\n const blank = {} as any;\r\n const cat = new CategorySelectorState(blank, iModel);\r\n const modelSelectorState = new ModelSelectorState(blank, iModel);\r\n const displayStyleState = new DisplayStyle3dState(blank, iModel);\r\n const view = new this(blank, iModel, cat, displayStyleState, modelSelectorState);\r\n view.setOrigin(origin);\r\n view.setExtents(extents);\r\n if (undefined !== rotation)\r\n view.setRotation(rotation);\r\n return view;\r\n }\r\n\r\n public static override createFromProps(props: ViewStateProps, iModel: IModelConnection): SpatialViewState {\r\n const cat = new CategorySelectorState(props.categorySelectorProps, iModel);\r\n const displayStyleState = new DisplayStyle3dState(props.displayStyleProps, iModel);\r\n const modelSelectorState = new ModelSelectorState(props.modelSelectorProps!, iModel);\r\n return new this(props.viewDefinitionProps as SpatialViewDefinitionProps, iModel, cat, displayStyleState, modelSelectorState);\r\n }\r\n\r\n public override toProps(): ViewStateProps {\r\n const props = super.toProps();\r\n props.modelSelectorProps = this.modelSelector.toJSON();\r\n return props;\r\n }\r\n\r\n constructor(props: SpatialViewDefinitionProps, iModel: IModelConnection, arg3: CategorySelectorState, displayStyle: DisplayStyle3dState, modelSelector: ModelSelectorState) {\r\n super(props, iModel, arg3, displayStyle);\r\n this._modelSelector = modelSelector;\r\n if (arg3 instanceof SpatialViewState) // from clone\r\n this._modelSelector = arg3.modelSelector.clone();\r\n\r\n this._treeRefs = SpatialTileTreeReferences.create(this);\r\n }\r\n\r\n /** @internal */\r\n public override isSpatialView(): this is SpatialViewState { return true; }\r\n\r\n public override equals(other: this): boolean { return super.equals(other) && this.modelSelector.equals(other.modelSelector); }\r\n\r\n public override createAuxCoordSystem(acsName: string): AuxCoordSystemState { return AuxCoordSystemSpatialState.createNew(acsName, this.iModel); }\r\n public get defaultExtentLimits() { return { min: Constant.oneMillimeter, max: 3 * Constant.diameterOfEarth }; } // Increased max by 3X to support globe mode.\r\n\r\n /** @internal */\r\n public markModelSelectorChanged(): void {\r\n this._treeRefs.update();\r\n }\r\n\r\n /** Get world-space viewed extents based on the iModel's project extents.\r\n * @deprecated in 3.6. These extents are based on [[IModelConnection.displayedExtents]], which is deprecated. Consider using [[computeFitRange]] or [[getViewedExtents]] instead.\r\n */\r\n protected getDisplayedExtents(): AxisAlignedBox3d {\r\n /* eslint-disable-next-line deprecation/deprecation */\r\n const extents = Range3d.fromJSON<AxisAlignedBox3d>(this.iModel.displayedExtents);\r\n extents.scaleAboutCenterInPlace(1.0001); // projectExtents. lying smack up against the extents is not excluded by frustum...\r\n extents.extendRange(this.getGroundExtents());\r\n return extents;\r\n }\r\n\r\n private computeBaseExtents(): AxisAlignedBox3d {\r\n const extents = Range3d.fromJSON<AxisAlignedBox3d>(this.iModel.projectExtents);\r\n\r\n // Ensure geometry coincident with planes of the project extents is not clipped.\r\n extents.scaleAboutCenterInPlace(1.0001);\r\n\r\n // Ensure ground plane is not clipped, if it's being drawn.\r\n extents.extendRange(this.getGroundExtents());\r\n\r\n return extents;\r\n }\r\n\r\n /** Compute world-space range appropriate for fitting the view. If that range is null, use the displayed extents. */\r\n public computeFitRange(): AxisAlignedBox3d {\r\n // Fit to the union of the ranges of all loaded tile trees.\r\n const range = new Range3d();\r\n this.forEachTileTreeRef((ref) => {\r\n ref.unionFitRange(range);\r\n });\r\n\r\n // Fall back to the project extents if necessary.\r\n if (range.isNull)\r\n range.setFrom(this.computeBaseExtents());\r\n\r\n // Avoid ridiculously small extents.\r\n range.ensureMinLengths(1.0);\r\n\r\n return range;\r\n }\r\n\r\n public getViewedExtents(): AxisAlignedBox3d {\r\n // Encompass the project extents and ground plane.\r\n const extents = this.computeBaseExtents();\r\n\r\n // Include any tile trees that extend outside the project extents.\r\n extents.extendRange(this.computeFitRange());\r\n\r\n return extents;\r\n }\r\n\r\n public override toJSON(): SpatialViewDefinitionProps {\r\n const val = super.toJSON() as SpatialViewDefinitionProps;\r\n val.modelSelectorId = this.modelSelector.id;\r\n return val;\r\n }\r\n\r\n /** @internal */\r\n protected override preload(hydrateRequest: HydrateViewStateRequestProps): void {\r\n super.preload(hydrateRequest);\r\n const notLoaded = this.iModel.models.filterLoaded(this.modelSelector.models);\r\n if (undefined === notLoaded)\r\n return; // all requested models are already loaded\r\n hydrateRequest.notLoadedModelSelectorStateModels = CompressedId64Set.sortAndCompress(notLoaded);\r\n }\r\n\r\n /** @internal */\r\n protected override async postload(hydrateResponse: HydrateViewStateResponseProps): Promise<void> {\r\n const promises = [];\r\n promises.push(super.postload(hydrateResponse));\r\n if (hydrateResponse.modelSelectorStateModels !== undefined)\r\n promises.push(this.iModel.models.updateLoadedWithModelProps(hydrateResponse.modelSelectorStateModels));\r\n await Promise.all(promises);\r\n }\r\n\r\n public viewsModel(modelId: Id64String): boolean { return this.modelSelector.containsModel(modelId); }\r\n public clearViewedModels() { this.modelSelector.models.clear(); }\r\n public addViewedModel(id: Id64String) { this.modelSelector.addModels(id); }\r\n public removeViewedModel(id: Id64String) { this.modelSelector.dropModels(id); }\r\n\r\n public forEachModel(func: (model: GeometricModelState) => void) {\r\n for (const modelId of this.modelSelector.models) {\r\n const model = this.iModel.models.getLoaded(modelId);\r\n if (undefined !== model && undefined !== model.asGeometricModel3d)\r\n func(model as GeometricModel3dState);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override forEachModelTreeRef(func: (treeRef: TileTreeReference) => void): void {\r\n for (const ref of this._treeRefs)\r\n func(ref);\r\n }\r\n\r\n /** @internal */\r\n public override createScene(context: SceneContext): void {\r\n super.createScene(context);\r\n context.textureDrapes.forEach((drape) => drape.collectGraphics(context));\r\n context.viewport.target.updateSolarShadows(this.getDisplayStyle3d().wantShadows ? context : undefined);\r\n }\r\n\r\n /** @internal */\r\n public override attachToViewport(args: AttachToViewportArgs): void {\r\n super.attachToViewport(args);\r\n this.registerModelSelectorListeners();\r\n this._treeRefs.attachToViewport(args);\r\n }\r\n\r\n /** @internal */\r\n public override detachFromViewport(): void {\r\n super.detachFromViewport();\r\n this._treeRefs.detachFromViewport();\r\n this.unregisterModelSelectorListeners();\r\n }\r\n\r\n /** Chiefly for debugging: change the \"deactivated\" state of one or more tile tree references. Deactivated references are\r\n * omitted when iterating the references, so e.g. their graphics are omitted from the scene.\r\n * @param modelIds The Ids of one or more models whose tile tree references are to be affected. If omitted, all models are affected.\r\n * @param deactivated True to deactivate the specified references, false to reactivate them, undefined to invert each one's current state.\r\n * @param which The references to be affected as either a broad category or one or more indices of animated references.\r\n * @internal\r\n */\r\n public setTileTreeReferencesDeactivated(modelIds: Id64String | Id64String[] | undefined, deactivated: boolean | undefined, which: \"all\" | \"animated\" | \"primary\" | \"section\" | number[]): void {\r\n this._treeRefs.setDeactivated(modelIds, deactivated, which);\r\n }\r\n\r\n private registerModelSelectorListeners(): void {\r\n const models = this.modelSelector.observableModels;\r\n const func = () => {\r\n this.markModelSelectorChanged();\r\n this.onViewedModelsChanged.raiseEvent();\r\n };\r\n\r\n this._unregisterModelSelectorListeners.push(models.onAdded.addListener(func));\r\n this._unregisterModelSelectorListeners.push(models.onDeleted.addListener(func));\r\n this._unregisterModelSelectorListeners.push(models.onCleared.addListener(func));\r\n }\r\n\r\n private unregisterModelSelectorListeners(): void {\r\n this._unregisterModelSelectorListeners.forEach((f) => f());\r\n this._unregisterModelSelectorListeners.length = 0;\r\n }\r\n}\r\n/** Defines a spatial view that displays geometry on the image plane using a parallel orthographic projection.\r\n * @public\r\n * @extensions\r\n */\r\nexport class OrthographicViewState extends SpatialViewState {\r\n public static override get className() { return \"OrthographicViewDefinition\"; }\r\n\r\n constructor(props: SpatialViewDefinitionProps, iModel: IModelConnection, categories: CategorySelectorState, displayStyle: DisplayStyle3dState, modelSelector: ModelSelectorState) { super(props, iModel, categories, displayStyle, modelSelector); }\r\n\r\n public override supportsCamera(): boolean { return false; }\r\n}\r\n"]}
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module Views\n */\n\nimport { Logger } from \"@itwin/core-bentley\";\nimport { Point2d, Point3d, XYAndZ } from \"@itwin/core-geometry\";\nimport { ImageSource } from \"@itwin/core-common\";\nimport { FrontendLoggerCategory } from \"./common/FrontendLoggerCategory\";\nimport { imageElementFromImageSource, imageElementFromUrl } from \"./common/ImageUtil\";\nimport { CanvasDecoration } from \"./render/CanvasDecoration\";\nimport { DecorateContext } from \"./ViewContext\";\nimport { ScreenViewport } from \"./Viewport\";\n\n/** Sprites are small raster images that are drawn *on top* of Viewports by a ViewDecoration.\n * Their purpose is to draw the user's attention to something of importance.\n *\n * There are two classes in the Sprites subsystem: Sprite (a Sprite image) and SpriteLocation.\n * Sprite are the images that define the way a type of sprite looks and are generally\n * loaded one time and saved for the rest of a session. A SpriteLocation defines the current\n * position of a single Sprite in a Viewport.\n *\n * A SpriteLocation can be either active or inactive. It becomes active by specifying a location\n * (an x,y point) and a Sprite to draw at that point. A Sprite\n * can be used many times by many SpriteLocations and a single SpriteLocation can\n * change both position and which Sprite is shown at that position over time.\n * @public\n * @extensions\n */\nexport class Sprite {\n /** The image for this Sprite. If undefined, the Spite is not valid. */\n public image?: HTMLImageElement;\n /** The size of this Sprite. If not loaded, value is not meaningful. */\n public readonly size = new Point2d();\n /** Promise fulfilled when this sprite is loaded. */\n public loadPromise: Promise<HTMLImageElement>;\n /** The offset to the middle of this Sprite. 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If not loaded, create and load it.\n * @param spriteUrl The url of an image to load for this Sprite.\n */\n public static getSpriteFromUrl(spriteUrl: string): Sprite {\n let sprite = this._sprites.get(spriteUrl);\n if (!sprite) {\n sprite = new Sprite(spriteUrl);\n this._sprites.set(spriteUrl, sprite);\n }\n return sprite;\n }\n\n /** Empty the cache, disposing all existing Sprites. */\n public static emptyAll() { this._sprites.clear(); }\n}\n\n/** A Sprite location. Sprites generally move around on the screen and this object holds the current location\n * and current Sprite within a ScreenViewport. SpriteLocations can be either inactive (not visible) or active.\n *\n * A SpriteLocation can also specify that a Sprite should be drawn partially transparent.\n * @public\n * @extensions\n */\nexport class SpriteLocation implements CanvasDecoration {\n private _viewport?: ScreenViewport;\n private _sprite?: Sprite;\n private _alpha?: number;\n /** The current position of this sprite in view coordinates.\n * @see [[CanvasDecoration.position]]\n */\n public readonly position = new Point3d();\n public get isActive(): boolean { return this._viewport !== undefined; }\n\n /** Activate this SpriteLocation to show a Sprite at a location in a single ScreenViewport.\n * This call does not display the Sprite. Rather, subsequent calls to [[decorate]] from will show the Sprite.\n * This SpriteLocation remains active until [[deactivate]] is called.\n * @param sprite The Sprite to draw at this SpriteLocation\n * @param viewport The Viewport onto which the Sprite is drawn\n * @param locationWorld The position, in world coordinates\n * @param alpha Optional alpha for the Sprite. 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|
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1
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Views\r\n */\r\n\r\nimport { Logger } from \"@itwin/core-bentley\";\r\nimport { Point2d, Point3d, XYAndZ } from \"@itwin/core-geometry\";\r\nimport { ImageSource } from \"@itwin/core-common\";\r\nimport { FrontendLoggerCategory } from \"./common/FrontendLoggerCategory\";\r\nimport { imageElementFromImageSource, imageElementFromUrl } from \"./common/ImageUtil\";\r\nimport { CanvasDecoration } from \"./render/CanvasDecoration\";\r\nimport { DecorateContext } from \"./ViewContext\";\r\nimport { ScreenViewport } from \"./Viewport\";\r\n\r\n/** Sprites are small raster images that are drawn *on top* of Viewports by a ViewDecoration.\r\n * Their purpose is to draw the user's attention to something of importance.\r\n *\r\n * There are two classes in the Sprites subsystem: Sprite (a Sprite image) and SpriteLocation.\r\n * Sprite are the images that define the way a type of sprite looks and are generally\r\n * loaded one time and saved for the rest of a session. A SpriteLocation defines the current\r\n * position of a single Sprite in a Viewport.\r\n *\r\n * A SpriteLocation can be either active or inactive. It becomes active by specifying a location\r\n * (an x,y point) and a Sprite to draw at that point. A Sprite\r\n * can be used many times by many SpriteLocations and a single SpriteLocation can\r\n * change both position and which Sprite is shown at that position over time.\r\n * @public\r\n * @extensions\r\n */\r\nexport class Sprite {\r\n /** The image for this Sprite. If undefined, the Spite is not valid. */\r\n public image?: HTMLImageElement;\r\n /** The size of this Sprite. If not loaded, value is not meaningful. */\r\n public readonly size = new Point2d();\r\n /** Promise fulfilled when this sprite is loaded. */\r\n public loadPromise: Promise<HTMLImageElement>;\r\n /** The offset to the middle of this Sprite. If not loaded, value is not meaningful. */\r\n public get offset(): Point2d { return new Point2d(Math.round(this.size.x) / 2, Math.round(this.size.y / 2)); }\r\n /** Whether this sprite has be successfully loaded. */\r\n public get isLoaded(): boolean { return undefined !== this.image; }\r\n\r\n /** construct a Sprite from an ImageSource or a Url\r\n * @param src The ImageSource holding an image to create the texture for this Sprite, or the url of the image\r\n */\r\n constructor(src: ImageSource | string) {\r\n this.loadPromise = (typeof src === \"string\") ? imageElementFromUrl(src) : imageElementFromImageSource(src);\r\n this.loadPromise.then((image) => {\r\n this.image = image;\r\n this.size.set(image.naturalWidth, image.naturalHeight);\r\n }).catch((err) => {\r\n const str = err.toString();\r\n console.log(str); // eslint-disable-line no-console\r\n Logger.logError(`${FrontendLoggerCategory.Package}.sprites`, str);\r\n });\r\n }\r\n}\r\n\r\n/** Icon sprites are loaded from .png files in the assets directory of imodeljs-native.\r\n * They are cached by name, and the cache is cleared when the ToolAdmin is shut down.\r\n * @public\r\n * @extensions\r\n */\r\nexport class IconSprites {\r\n private static readonly _sprites = new Map<string, Sprite>();\r\n\r\n /** Look up an IconSprite by url. If not loaded, create and load it.\r\n * @param spriteUrl The url of an image to load for this Sprite.\r\n */\r\n public static getSpriteFromUrl(spriteUrl: string): Sprite {\r\n let sprite = this._sprites.get(spriteUrl);\r\n if (!sprite) {\r\n sprite = new Sprite(spriteUrl);\r\n this._sprites.set(spriteUrl, sprite);\r\n }\r\n return sprite;\r\n }\r\n\r\n /** Empty the cache, disposing all existing Sprites. */\r\n public static emptyAll() { this._sprites.clear(); }\r\n}\r\n\r\n/** A Sprite location. Sprites generally move around on the screen and this object holds the current location\r\n * and current Sprite within a ScreenViewport. SpriteLocations can be either inactive (not visible) or active.\r\n *\r\n * A SpriteLocation can also specify that a Sprite should be drawn partially transparent.\r\n * @public\r\n * @extensions\r\n */\r\nexport class SpriteLocation implements CanvasDecoration {\r\n private _viewport?: ScreenViewport;\r\n private _sprite?: Sprite;\r\n private _alpha?: number;\r\n /** The current position of this sprite in view coordinates.\r\n * @see [[CanvasDecoration.position]]\r\n */\r\n public readonly position = new Point3d();\r\n public get isActive(): boolean { return this._viewport !== undefined; }\r\n\r\n /** Activate this SpriteLocation to show a Sprite at a location in a single ScreenViewport.\r\n * This call does not display the Sprite. Rather, subsequent calls to [[decorate]] from will show the Sprite.\r\n * This SpriteLocation remains active until [[deactivate]] is called.\r\n * @param sprite The Sprite to draw at this SpriteLocation\r\n * @param viewport The Viewport onto which the Sprite is drawn\r\n * @param locationWorld The position, in world coordinates\r\n * @param alpha Optional alpha for the Sprite. Must be a number between 0 (fully transparent) and 1 (fully opaque).\r\n */\r\n public activate(sprite: Sprite, viewport: ScreenViewport, locationWorld: XYAndZ, alpha?: number): void {\r\n this._sprite = sprite;\r\n this._alpha = alpha;\r\n this._viewport = viewport;\r\n viewport.worldToView(locationWorld, this.position);\r\n sprite.loadPromise.then(() => {\r\n if (this._viewport === viewport) // was this deactivated while we were loading?\r\n viewport.invalidateDecorations();\r\n }).catch(() => this._viewport = undefined); // sprite was not loaded properly\r\n }\r\n\r\n /** Turn this SpriteLocation off so it will no longer show. */\r\n public deactivate() {\r\n if (!this.isActive)\r\n return;\r\n this._viewport!.invalidateDecorations();\r\n this._viewport = undefined;\r\n }\r\n\r\n /** Draw this sprite onto the supplied canvas.\r\n * @see [[CanvasDecoration.drawDecoration]]\r\n */\r\n public drawDecoration(ctx: CanvasRenderingContext2D): void {\r\n const sprite = this._sprite!;\r\n if (undefined === sprite.image)\r\n return;\r\n\r\n if (undefined !== this._alpha)\r\n ctx.globalAlpha = this._alpha;\r\n\r\n ctx.drawImage(sprite.image, -sprite.offset.x, -sprite.offset.y);\r\n }\r\n\r\n /** If this SpriteLocation is active and the supplied DecorateContext is for its Viewport, add the Sprite to decorations. */\r\n public decorate(context: DecorateContext) {\r\n if (context.viewport === this._viewport)\r\n context.addCanvasDecoration(this);\r\n }\r\n}\r\n"]}
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module Views\n */\nimport { Matrix3d } from \"@itwin/core-geometry\";\n\n/** Describes a set of commonly-used view rotations.\n * @public\n * @extensions\n */\nexport enum StandardViewId {\n /** Any rotation which does not match one of the standard rotations.\n * Invalid as an argument to StandardView.getStandardRotation() - used as a return value only.\n */\n NotStandard = -1,\n Top = 0,\n Bottom = 1,\n Left = 2,\n Right = 3,\n Front = 4,\n Back = 5,\n Iso = 6,\n RightIso = 7,\n}\n\nlet standardViewMatrices: Matrix3d[] | undefined;\n\nfunction getMatrices(): Matrix3d[] {\n if (undefined !== standardViewMatrices)\n return standardViewMatrices;\n\n standardViewMatrices = [];\n\n standardViewMatrices[StandardViewId.Top] = Matrix3d.identity;\n standardViewMatrices[StandardViewId.Bottom] = Matrix3d.createRowValues(1, 0, 0, 0, -1, 0, 0, 0, -1);\n standardViewMatrices[StandardViewId.Left] = Matrix3d.createRowValues(0, -1, 0, 0, 0, 1, -1, 0, 0);\n standardViewMatrices[StandardViewId.Right] = Matrix3d.createRowValues(0, 1, 0, 0, 0, 1, 1, 0, 0);\n standardViewMatrices[StandardViewId.Front] = Matrix3d.createRowValues(1, 0, 0, 0, 0, 1, 0, -1, 0);\n standardViewMatrices[StandardViewId.Back] = Matrix3d.createRowValues(-1, 0, 0, 0, 0, 1, 0, 1, 0);\n standardViewMatrices[StandardViewId.Iso] = Matrix3d.createRowValues(\n 0.707106781186548, -0.70710678118654757, 0.00000000000000000,\n 0.408248290463863, 0.40824829046386302, 0.81649658092772603,\n -0.577350269189626, -0.57735026918962573, 0.57735026918962573);\n standardViewMatrices[StandardViewId.RightIso] = Matrix3d.createRowValues(\n 0.707106781186548, 0.70710678118654757, 0.00000000000000000,\n -0.408248290463863, 0.40824829046386302, 0.81649658092772603,\n 0.577350269189626, -0.57735026918962573, 0.57735026918962573);\n\n standardViewMatrices.forEach((mat) => Object.freeze(mat));\n return standardViewMatrices;\n}\n\n/** Supplies access to a set of commonly-used view rotations.\n * @public\n */\nexport class StandardView {\n public static get top(): Matrix3d { return this.getStandardRotation(StandardViewId.Top); }\n public static get bottom(): Matrix3d { return this.getStandardRotation(StandardViewId.Bottom); }\n public static get left(): Matrix3d { return this.getStandardRotation(StandardViewId.Left); }\n public static get right(): Matrix3d { return this.getStandardRotation(StandardViewId.Right); }\n public static get front(): Matrix3d { return this.getStandardRotation(StandardViewId.Front); }\n public static get back(): Matrix3d { return this.getStandardRotation(StandardViewId.Back); }\n public static get iso(): Matrix3d { return this.getStandardRotation(StandardViewId.Iso); }\n public static get rightIso(): Matrix3d { return this.getStandardRotation(StandardViewId.RightIso); }\n\n /** Obtain a [[Matrix3d]] corresponding to the specified [[StandardViewId]].\n * @param id The ID of the desired rotation.\n * @return A rotation matrix corresponding to the requested standard view ID, or a \"top\" view rotation if the input does not correspond to a standard rotation.\n */\n public static getStandardRotation(id: StandardViewId): Matrix3d {\n if (id < StandardViewId.Top || id > StandardViewId.RightIso)\n id = StandardViewId.Top;\n\n return getMatrices()[id];\n }\n\n /** Attempts to adjust the supplied rotation matrix to match the standard view rotation it most closely matches.\n * If a matching standard rotation exists, the input matrix will be modified in-place to precisely match it.\n * Otherwise, the input matrix will be unmodified.\n * @param matrix The rotation matrix to adjust.\n */\n public static adjustToStandardRotation(matrix: Matrix3d): void {\n getMatrices().some((test) => {\n if (test.maxDiff(matrix) > 1.0e-7)\n return false;\n\n matrix.setFrom(test);\n return true;\n });\n }\n}\n"]}
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Views\r\n */\r\nimport { Matrix3d } from \"@itwin/core-geometry\";\r\n\r\n/** Describes a set of commonly-used view rotations.\r\n * @public\r\n * @extensions\r\n */\r\nexport enum StandardViewId {\r\n /** Any rotation which does not match one of the standard rotations.\r\n * Invalid as an argument to StandardView.getStandardRotation() - used as a return value only.\r\n */\r\n NotStandard = -1,\r\n Top = 0,\r\n Bottom = 1,\r\n Left = 2,\r\n Right = 3,\r\n Front = 4,\r\n Back = 5,\r\n Iso = 6,\r\n RightIso = 7,\r\n}\r\n\r\nlet standardViewMatrices: Matrix3d[] | undefined;\r\n\r\nfunction getMatrices(): Matrix3d[] {\r\n if (undefined !== standardViewMatrices)\r\n return standardViewMatrices;\r\n\r\n standardViewMatrices = [];\r\n\r\n standardViewMatrices[StandardViewId.Top] = Matrix3d.identity;\r\n standardViewMatrices[StandardViewId.Bottom] = Matrix3d.createRowValues(1, 0, 0, 0, -1, 0, 0, 0, -1);\r\n standardViewMatrices[StandardViewId.Left] = Matrix3d.createRowValues(0, -1, 0, 0, 0, 1, -1, 0, 0);\r\n standardViewMatrices[StandardViewId.Right] = Matrix3d.createRowValues(0, 1, 0, 0, 0, 1, 1, 0, 0);\r\n standardViewMatrices[StandardViewId.Front] = Matrix3d.createRowValues(1, 0, 0, 0, 0, 1, 0, -1, 0);\r\n standardViewMatrices[StandardViewId.Back] = Matrix3d.createRowValues(-1, 0, 0, 0, 0, 1, 0, 1, 0);\r\n standardViewMatrices[StandardViewId.Iso] = Matrix3d.createRowValues(\r\n 0.707106781186548, -0.70710678118654757, 0.00000000000000000,\r\n 0.408248290463863, 0.40824829046386302, 0.81649658092772603,\r\n -0.577350269189626, -0.57735026918962573, 0.57735026918962573);\r\n standardViewMatrices[StandardViewId.RightIso] = Matrix3d.createRowValues(\r\n 0.707106781186548, 0.70710678118654757, 0.00000000000000000,\r\n -0.408248290463863, 0.40824829046386302, 0.81649658092772603,\r\n 0.577350269189626, -0.57735026918962573, 0.57735026918962573);\r\n\r\n standardViewMatrices.forEach((mat) => Object.freeze(mat));\r\n return standardViewMatrices;\r\n}\r\n\r\n/** Supplies access to a set of commonly-used view rotations.\r\n * @public\r\n */\r\nexport class StandardView {\r\n public static get top(): Matrix3d { return this.getStandardRotation(StandardViewId.Top); }\r\n public static get bottom(): Matrix3d { return this.getStandardRotation(StandardViewId.Bottom); }\r\n public static get left(): Matrix3d { return this.getStandardRotation(StandardViewId.Left); }\r\n public static get right(): Matrix3d { return this.getStandardRotation(StandardViewId.Right); }\r\n public static get front(): Matrix3d { return this.getStandardRotation(StandardViewId.Front); }\r\n public static get back(): Matrix3d { return this.getStandardRotation(StandardViewId.Back); }\r\n public static get iso(): Matrix3d { return this.getStandardRotation(StandardViewId.Iso); }\r\n public static get rightIso(): Matrix3d { return this.getStandardRotation(StandardViewId.RightIso); }\r\n\r\n /** Obtain a [[Matrix3d]] corresponding to the specified [[StandardViewId]].\r\n * @param id The ID of the desired rotation.\r\n * @return A rotation matrix corresponding to the requested standard view ID, or a \"top\" view rotation if the input does not correspond to a standard rotation.\r\n */\r\n public static getStandardRotation(id: StandardViewId): Matrix3d {\r\n if (id < StandardViewId.Top || id > StandardViewId.RightIso)\r\n id = StandardViewId.Top;\r\n\r\n return getMatrices()[id];\r\n }\r\n\r\n /** Attempts to adjust the supplied rotation matrix to match the standard view rotation it most closely matches.\r\n * If a matching standard rotation exists, the input matrix will be modified in-place to precisely match it.\r\n * Otherwise, the input matrix will be unmodified.\r\n * @param matrix The rotation matrix to adjust.\r\n */\r\n public static adjustToStandardRotation(matrix: Matrix3d): void {\r\n getMatrices().some((test) => {\r\n if (test.maxDiff(matrix) > 1.0e-7)\r\n return false;\r\n\r\n matrix.setFrom(test);\r\n return true;\r\n });\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\nimport { assert, CompressedId64Set, Id64, Id64Arg, Id64Set, Id64String, OrderedId64Iterable } from \"@itwin/core-bentley\";\nimport { SubCategoryAppearance, SubCategoryResultRow } from \"@itwin/core-common\";\nimport { IModelConnection } from \"./IModelConnection\";\n\n/** A cancelable paginated request for subcategory information.\n * @see SubCategoriesCache\n * @internal\n */\nexport interface SubCategoriesRequest {\n /** The Ids of any categories which were requested but were not yet loaded. */\n readonly missingCategoryIds: Id64Set;\n /** A promise which resolves to true when all of the requested categories have been loaded, or to false if not all categories were loaded.\n * Categories may fail to load if the request is explicitly canceled or if the IModelConnection is closed before all categories are loaded.\n */\n readonly promise: Promise<boolean>;\n /** Cancels the request. */\n cancel(): void;\n}\n\nconst invalidCategoryIdEntry = new Set<string>();\n\n/** A cache of information about the subcategories contained within an [[IModelConnection]]. It is populated on demand.\n * @internal\n */\nexport class SubCategoriesCache {\n private readonly _byCategoryId = new Map<string, Id64Set>();\n private readonly _appearances = new Map<string, SubCategoryAppearance>();\n private readonly _imodel: IModelConnection;\n private _missingAtTimeOfPreload: Id64Set | undefined;\n\n public constructor(imodel: IModelConnection) { this._imodel = imodel; }\n\n /** Get the Ids of all subcategories belonging to the category with the specified Id, or undefined if no such information is present. */\n public getSubCategories(categoryId: string): Id64Set | undefined { return this._byCategoryId.get(categoryId); }\n\n /** Get the base appearance of the subcategory with the specified Id, or undefined if no such information is present. */\n public getSubCategoryAppearance(subCategoryId: Id64String): SubCategoryAppearance | undefined { return this._appearances.get(subCategoryId.toString()); }\n\n /** Request that the subcategory information for all of the specified categories is loaded.\n * If all such information has already been loaded, returns undefined.\n * Otherwise, dispatches an asynchronous request to load those categories which are not already loaded and returns a cancellable request object\n * containing the corresponding promise and the set of categories still to be loaded.\n */\n public load(categoryIds: Id64Arg): SubCategoriesRequest | undefined {\n const missing = this.getMissing(categoryIds);\n if (undefined === missing)\n return undefined;\n\n const request = new SubCategoriesCache.Request(missing, this._imodel);\n const promise = request.dispatch().then((result?: SubCategoriesCache.Result) => {\n if (undefined !== result)\n this.processResults(result, missing);\n\n return !request.wasCanceled;\n });\n\n return {\n missingCategoryIds: missing,\n promise,\n cancel: () => request.cancel(),\n };\n }\n\n /** Given categoryIds, return which of these are not cached. */\n private getMissing(categoryIds: Id64Arg): Id64Set | undefined {\n let missing: Id64Set | undefined;\n for (const catId of Id64.iterable(categoryIds)) {\n if (undefined === this._byCategoryId.get(catId)) {\n if (undefined === missing)\n missing = new Set<string>();\n\n missing.add(catId);\n }\n }\n\n return missing;\n }\n\n public clear(): void {\n this._byCategoryId.clear();\n this._appearances.clear();\n }\n\n public onIModelConnectionClose(): void {\n this.clear();\n }\n\n private static createSubCategoryAppearance(json?: any) {\n let props: SubCategoryAppearance.Props | undefined;\n if (\"string\" === typeof json && 0 < json.length)\n props = JSON.parse(json);\n\n return new SubCategoryAppearance(props);\n }\n\n private processResults(result: SubCategoriesCache.Result, missing: Id64Set): void {\n for (const row of result)\n this.add(row.parentId, row.id, SubCategoriesCache.createSubCategoryAppearance(row.appearance));\n\n // Ensure that any category Ids which returned no results (e.g., non-existent category, invalid Id, etc) are still recorded so they are not repeatedly re-requested\n for (const id of missing)\n if (undefined === this._byCategoryId.get(id))\n this._byCategoryId.set(id, invalidCategoryIdEntry);\n }\n\n /** Exposed strictly for tests.\n * @internal\n */\n public add(categoryId: string, subCategoryId: string, appearance: SubCategoryAppearance) {\n let set = this._byCategoryId.get(categoryId);\n if (undefined === set)\n this._byCategoryId.set(categoryId, set = new Set<string>());\n\n set.add(subCategoryId);\n this._appearances.set(subCategoryId, appearance);\n }\n\n public async getCategoryInfo(inputCategoryIds: Id64String | Iterable<Id64String>): Promise<Map<Id64String, IModelConnection.Categories.CategoryInfo>> {\n // Eliminate duplicates...\n const categoryIds = new Set<string>(typeof inputCategoryIds === \"string\" ? [inputCategoryIds] : inputCategoryIds);\n const req = this.load(categoryIds);\n if (req)\n await req.promise;\n\n const map = new Map<Id64String, IModelConnection.Categories.CategoryInfo>();\n for (const categoryId of categoryIds) {\n const subCategoryIds = this._byCategoryId.get(categoryId);\n if (!subCategoryIds)\n continue;\n\n const subCategories = this.mapSubCategoryInfos(categoryId, subCategoryIds);\n map.set(categoryId, { id: categoryId, subCategories });\n }\n\n return map;\n }\n\n public async getSubCategoryInfo(categoryId: Id64String, inputSubCategoryIds: Id64String | Iterable<Id64String>): Promise<Map<Id64String, IModelConnection.Categories.SubCategoryInfo>> {\n // Eliminate duplicates...\n const subCategoryIds = new Set<string>(typeof inputSubCategoryIds === \"string\" ? [inputSubCategoryIds] : inputSubCategoryIds);\n const req = this.load(categoryId);\n if (req)\n await req.promise;\n\n return this.mapSubCategoryInfos(categoryId, subCategoryIds);\n }\n\n private mapSubCategoryInfos(categoryId: Id64String, subCategoryIds: Set<Id64String>): Map<Id64String, IModelConnection.Categories.SubCategoryInfo> {\n const map = new Map<Id64String, IModelConnection.Categories.SubCategoryInfo>();\n for (const id of subCategoryIds) {\n const appearance = this._appearances.get(id);\n if (appearance)\n map.set(id, { id, categoryId, appearance });\n }\n\n return map;\n }\n}\n\n/** This namespace and the types within it are exported strictly for use in tests.\n * @internal\n */\nexport namespace SubCategoriesCache { // eslint-disable-line no-redeclare\n export type Result = SubCategoryResultRow[];\n\n export class Request {\n private readonly _imodel: IModelConnection;\n private readonly _categoryIds: CompressedId64Set[] = [];\n private readonly _result: Result = [];\n private _canceled = false;\n private _curCategoryIdsIndex = 0;\n\n public get wasCanceled() { return this._canceled || this._imodel.isClosed; }\n\n public constructor(categoryIds: Set<string>, imodel: IModelConnection, maxCategoriesPerQuery = 200) {\n this._imodel = imodel;\n\n const catIds = [...categoryIds];\n OrderedId64Iterable.sortArray(catIds); // sort categories, so that given the same set of categoryIds we will always create the same batches.\n while (catIds.length !== 0) {\n const end = (catIds.length > maxCategoriesPerQuery) ? maxCategoriesPerQuery : catIds.length;\n const compressedIds = CompressedId64Set.compressArray(catIds.splice(0, end));\n this._categoryIds.push(compressedIds);\n }\n }\n\n public cancel() { this._canceled = true; }\n\n public async dispatch(): Promise<Result | undefined> {\n if (this.wasCanceled || this._curCategoryIdsIndex >= this._categoryIds.length) // handle case of empty category Id set...\n return undefined;\n\n try {\n const catIds = this._categoryIds[this._curCategoryIdsIndex];\n const result = await this._imodel.querySubCategories(catIds);\n this._result.push(...result);\n if (this.wasCanceled)\n return undefined;\n } catch {\n // ###TODO: detect cases in which retry is warranted\n // Note that currently, if we succeed in obtaining some pages of results and fail to retrieve another page, we will end up processing the\n // incomplete results. Since we're not retrying, that's the best we can do.\n }\n\n // Finished with current batch of categoryIds. Dispatch the next batch if one exists.\n if (++this._curCategoryIdsIndex < this._categoryIds.length) {\n if (this.wasCanceled)\n return undefined;\n else\n return this.dispatch();\n }\n\n // Even if we were canceled, we've retrieved all the rows. Might as well process them to prevent another request for some of the same rows from being enqueued.\n return this._result;\n }\n }\n\n export type QueueFunc = () => void;\n\n export class QueueEntry {\n public readonly categoryIds: Id64Set;\n public readonly funcs: QueueFunc[];\n\n public constructor(categoryIds: Id64Set, func: QueueFunc) {\n this.categoryIds = categoryIds;\n this.funcs = [func];\n }\n }\n\n /** A \"queue\" of SubCategoriesRequests, which consists of between 0 and 2 entries. Each entry specifies the set of category IDs to be loaded and a list of functions to be executed\n * when loading is completed. This is used to enforce ordering of operations upon subcategories despite the need to asynchronously load them. It incidentally also provides an\n * opportunity to reduce the number of backend requests by batching consecutive requests.\n * Chiefly used by [[Viewport]].\n * @internal\n */\n export class Queue {\n /* NB: Members marked protected for use in tests only. */\n protected _current?: QueueEntry;\n protected _next?: QueueEntry;\n protected _request?: SubCategoriesRequest;\n protected _disposed = false;\n\n /** Push a request onto the queue. The requested categories will be loaded if necessary, and then\n * the supplied function will be invoked. Any previously-pushed requests are guaranteed to be processed before this one.\n */\n public push(cache: SubCategoriesCache, categoryIds: Id64Arg, func: QueueFunc): void {\n if (this._disposed)\n return;\n else if (undefined === this._current)\n this.pushCurrent(cache, categoryIds, func);\n else\n this.pushNext(categoryIds, func);\n }\n\n /** Cancel all requests and empty the queue. */\n public dispose(): void {\n if (undefined !== this._request) {\n assert(undefined !== this._current);\n this._request.cancel();\n this._request = undefined;\n }\n\n this._current = this._next = undefined;\n this._disposed = true;\n }\n\n public get isEmpty(): boolean {\n return undefined === this._current && undefined === this._next;\n }\n\n private pushCurrent(cache: SubCategoriesCache, categoryIds: Id64Arg, func: QueueFunc): void {\n assert(undefined === this._next);\n assert(undefined === this._current);\n assert(undefined === this._request);\n\n this._request = cache.load(categoryIds);\n if (undefined === this._request) {\n // All requested categories are already loaded.\n func();\n return;\n } else {\n // We need to load the requested categories before invoking the function.\n this.processCurrent(cache, new QueueEntry(Id64.toIdSet(categoryIds, true), func));\n }\n }\n\n private processCurrent(cache: SubCategoriesCache, entry: QueueEntry): void {\n assert(undefined !== this._request);\n assert(undefined === this._current);\n assert(undefined === this._next);\n\n this._current = entry;\n this._request.promise.then((completed: boolean) => { // eslint-disable-line @typescript-eslint/no-floating-promises\n if (this._disposed)\n return;\n\n // Invoke all the functions which were awaiting this set of IModelConnection.Categories.\n assert(undefined !== this._current);\n if (completed)\n for (const func of this._current.funcs)\n func();\n\n this._request = undefined;\n this._current = undefined;\n\n // If we have more requests, process them.\n const next = this._next;\n this._next = undefined;\n if (undefined !== next) {\n this._request = cache.load(next.categoryIds);\n if (undefined === this._request) {\n // All categories loaded.\n for (const func of next.funcs)\n func();\n } else {\n // We need to load the requested categories before invoking the pending functions.\n this.processCurrent(cache, next);\n }\n }\n });\n }\n\n private pushNext(categoryIds: Id64Arg, func: QueueFunc): void {\n assert(undefined !== this._current);\n assert(undefined !== this._request);\n\n if (undefined === this._next) {\n // We have a request currently in process and none pending.\n // We could potentially determine that this request doesn't require any categories that are not already loaded or being loaded by the current request.\n // But we will find that out (synchronously) when current request completes, unless more requests come in. Probably not worth it.\n this._next = new QueueEntry(Id64.toIdSet(categoryIds, true), func);\n } else {\n // We have a request currently in process, and one or more pending. Append this one to the pending.\n this._next.funcs.push(func);\n for (const categoryId of Id64.iterable(categoryIds))\n this._next.categoryIds.add(categoryId);\n }\n }\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\r\nimport { assert, CompressedId64Set, Id64, Id64Arg, Id64Set, Id64String, OrderedId64Iterable } from \"@itwin/core-bentley\";\r\nimport { SubCategoryAppearance, SubCategoryResultRow } from \"@itwin/core-common\";\r\nimport { IModelConnection } from \"./IModelConnection\";\r\n\r\n/** A cancelable paginated request for subcategory information.\r\n * @see SubCategoriesCache\r\n * @internal\r\n */\r\nexport interface SubCategoriesRequest {\r\n /** The Ids of any categories which were requested but were not yet loaded. */\r\n readonly missingCategoryIds: Id64Set;\r\n /** A promise which resolves to true when all of the requested categories have been loaded, or to false if not all categories were loaded.\r\n * Categories may fail to load if the request is explicitly canceled or if the IModelConnection is closed before all categories are loaded.\r\n */\r\n readonly promise: Promise<boolean>;\r\n /** Cancels the request. */\r\n cancel(): void;\r\n}\r\n\r\nconst invalidCategoryIdEntry = new Set<string>();\r\n\r\n/** A cache of information about the subcategories contained within an [[IModelConnection]]. It is populated on demand.\r\n * @internal\r\n */\r\nexport class SubCategoriesCache {\r\n private readonly _byCategoryId = new Map<string, Id64Set>();\r\n private readonly _appearances = new Map<string, SubCategoryAppearance>();\r\n private readonly _imodel: IModelConnection;\r\n private _missingAtTimeOfPreload: Id64Set | undefined;\r\n\r\n public constructor(imodel: IModelConnection) { this._imodel = imodel; }\r\n\r\n /** Get the Ids of all subcategories belonging to the category with the specified Id, or undefined if no such information is present. */\r\n public getSubCategories(categoryId: string): Id64Set | undefined { return this._byCategoryId.get(categoryId); }\r\n\r\n /** Get the base appearance of the subcategory with the specified Id, or undefined if no such information is present. */\r\n public getSubCategoryAppearance(subCategoryId: Id64String): SubCategoryAppearance | undefined { return this._appearances.get(subCategoryId.toString()); }\r\n\r\n /** Request that the subcategory information for all of the specified categories is loaded.\r\n * If all such information has already been loaded, returns undefined.\r\n * Otherwise, dispatches an asynchronous request to load those categories which are not already loaded and returns a cancellable request object\r\n * containing the corresponding promise and the set of categories still to be loaded.\r\n */\r\n public load(categoryIds: Id64Arg): SubCategoriesRequest | undefined {\r\n const missing = this.getMissing(categoryIds);\r\n if (undefined === missing)\r\n return undefined;\r\n\r\n const request = new SubCategoriesCache.Request(missing, this._imodel);\r\n const promise = request.dispatch().then((result?: SubCategoriesCache.Result) => {\r\n if (undefined !== result)\r\n this.processResults(result, missing);\r\n\r\n return !request.wasCanceled;\r\n });\r\n\r\n return {\r\n missingCategoryIds: missing,\r\n promise,\r\n cancel: () => request.cancel(),\r\n };\r\n }\r\n\r\n /** Given categoryIds, return which of these are not cached. */\r\n private getMissing(categoryIds: Id64Arg): Id64Set | undefined {\r\n let missing: Id64Set | undefined;\r\n for (const catId of Id64.iterable(categoryIds)) {\r\n if (undefined === this._byCategoryId.get(catId)) {\r\n if (undefined === missing)\r\n missing = new Set<string>();\r\n\r\n missing.add(catId);\r\n }\r\n }\r\n\r\n return missing;\r\n }\r\n\r\n public clear(): void {\r\n this._byCategoryId.clear();\r\n this._appearances.clear();\r\n }\r\n\r\n public onIModelConnectionClose(): void {\r\n this.clear();\r\n }\r\n\r\n private static createSubCategoryAppearance(json?: any) {\r\n let props: SubCategoryAppearance.Props | undefined;\r\n if (\"string\" === typeof json && 0 < json.length)\r\n props = JSON.parse(json);\r\n\r\n return new SubCategoryAppearance(props);\r\n }\r\n\r\n private processResults(result: SubCategoriesCache.Result, missing: Id64Set): void {\r\n for (const row of result)\r\n this.add(row.parentId, row.id, SubCategoriesCache.createSubCategoryAppearance(row.appearance));\r\n\r\n // Ensure that any category Ids which returned no results (e.g., non-existent category, invalid Id, etc) are still recorded so they are not repeatedly re-requested\r\n for (const id of missing)\r\n if (undefined === this._byCategoryId.get(id))\r\n this._byCategoryId.set(id, invalidCategoryIdEntry);\r\n }\r\n\r\n /** Exposed strictly for tests.\r\n * @internal\r\n */\r\n public add(categoryId: string, subCategoryId: string, appearance: SubCategoryAppearance) {\r\n let set = this._byCategoryId.get(categoryId);\r\n if (undefined === set)\r\n this._byCategoryId.set(categoryId, set = new Set<string>());\r\n\r\n set.add(subCategoryId);\r\n this._appearances.set(subCategoryId, appearance);\r\n }\r\n\r\n public async getCategoryInfo(inputCategoryIds: Id64String | Iterable<Id64String>): Promise<Map<Id64String, IModelConnection.Categories.CategoryInfo>> {\r\n // Eliminate duplicates...\r\n const categoryIds = new Set<string>(typeof inputCategoryIds === \"string\" ? [inputCategoryIds] : inputCategoryIds);\r\n const req = this.load(categoryIds);\r\n if (req)\r\n await req.promise;\r\n\r\n const map = new Map<Id64String, IModelConnection.Categories.CategoryInfo>();\r\n for (const categoryId of categoryIds) {\r\n const subCategoryIds = this._byCategoryId.get(categoryId);\r\n if (!subCategoryIds)\r\n continue;\r\n\r\n const subCategories = this.mapSubCategoryInfos(categoryId, subCategoryIds);\r\n map.set(categoryId, { id: categoryId, subCategories });\r\n }\r\n\r\n return map;\r\n }\r\n\r\n public async getSubCategoryInfo(categoryId: Id64String, inputSubCategoryIds: Id64String | Iterable<Id64String>): Promise<Map<Id64String, IModelConnection.Categories.SubCategoryInfo>> {\r\n // Eliminate duplicates...\r\n const subCategoryIds = new Set<string>(typeof inputSubCategoryIds === \"string\" ? [inputSubCategoryIds] : inputSubCategoryIds);\r\n const req = this.load(categoryId);\r\n if (req)\r\n await req.promise;\r\n\r\n return this.mapSubCategoryInfos(categoryId, subCategoryIds);\r\n }\r\n\r\n private mapSubCategoryInfos(categoryId: Id64String, subCategoryIds: Set<Id64String>): Map<Id64String, IModelConnection.Categories.SubCategoryInfo> {\r\n const map = new Map<Id64String, IModelConnection.Categories.SubCategoryInfo>();\r\n for (const id of subCategoryIds) {\r\n const appearance = this._appearances.get(id);\r\n if (appearance)\r\n map.set(id, { id, categoryId, appearance });\r\n }\r\n\r\n return map;\r\n }\r\n}\r\n\r\n/** This namespace and the types within it are exported strictly for use in tests.\r\n * @internal\r\n */\r\nexport namespace SubCategoriesCache { // eslint-disable-line no-redeclare\r\n export type Result = SubCategoryResultRow[];\r\n\r\n export class Request {\r\n private readonly _imodel: IModelConnection;\r\n private readonly _categoryIds: CompressedId64Set[] = [];\r\n private readonly _result: Result = [];\r\n private _canceled = false;\r\n private _curCategoryIdsIndex = 0;\r\n\r\n public get wasCanceled() { return this._canceled || this._imodel.isClosed; }\r\n\r\n public constructor(categoryIds: Set<string>, imodel: IModelConnection, maxCategoriesPerQuery = 200) {\r\n this._imodel = imodel;\r\n\r\n const catIds = [...categoryIds];\r\n OrderedId64Iterable.sortArray(catIds); // sort categories, so that given the same set of categoryIds we will always create the same batches.\r\n while (catIds.length !== 0) {\r\n const end = (catIds.length > maxCategoriesPerQuery) ? maxCategoriesPerQuery : catIds.length;\r\n const compressedIds = CompressedId64Set.compressArray(catIds.splice(0, end));\r\n this._categoryIds.push(compressedIds);\r\n }\r\n }\r\n\r\n public cancel() { this._canceled = true; }\r\n\r\n public async dispatch(): Promise<Result | undefined> {\r\n if (this.wasCanceled || this._curCategoryIdsIndex >= this._categoryIds.length) // handle case of empty category Id set...\r\n return undefined;\r\n\r\n try {\r\n const catIds = this._categoryIds[this._curCategoryIdsIndex];\r\n const result = await this._imodel.querySubCategories(catIds);\r\n this._result.push(...result);\r\n if (this.wasCanceled)\r\n return undefined;\r\n } catch {\r\n // ###TODO: detect cases in which retry is warranted\r\n // Note that currently, if we succeed in obtaining some pages of results and fail to retrieve another page, we will end up processing the\r\n // incomplete results. Since we're not retrying, that's the best we can do.\r\n }\r\n\r\n // Finished with current batch of categoryIds. Dispatch the next batch if one exists.\r\n if (++this._curCategoryIdsIndex < this._categoryIds.length) {\r\n if (this.wasCanceled)\r\n return undefined;\r\n else\r\n return this.dispatch();\r\n }\r\n\r\n // Even if we were canceled, we've retrieved all the rows. Might as well process them to prevent another request for some of the same rows from being enqueued.\r\n return this._result;\r\n }\r\n }\r\n\r\n export type QueueFunc = () => void;\r\n\r\n export class QueueEntry {\r\n public readonly categoryIds: Id64Set;\r\n public readonly funcs: QueueFunc[];\r\n\r\n public constructor(categoryIds: Id64Set, func: QueueFunc) {\r\n this.categoryIds = categoryIds;\r\n this.funcs = [func];\r\n }\r\n }\r\n\r\n /** A \"queue\" of SubCategoriesRequests, which consists of between 0 and 2 entries. Each entry specifies the set of category IDs to be loaded and a list of functions to be executed\r\n * when loading is completed. This is used to enforce ordering of operations upon subcategories despite the need to asynchronously load them. It incidentally also provides an\r\n * opportunity to reduce the number of backend requests by batching consecutive requests.\r\n * Chiefly used by [[Viewport]].\r\n * @internal\r\n */\r\n export class Queue {\r\n /* NB: Members marked protected for use in tests only. */\r\n protected _current?: QueueEntry;\r\n protected _next?: QueueEntry;\r\n protected _request?: SubCategoriesRequest;\r\n protected _disposed = false;\r\n\r\n /** Push a request onto the queue. The requested categories will be loaded if necessary, and then\r\n * the supplied function will be invoked. Any previously-pushed requests are guaranteed to be processed before this one.\r\n */\r\n public push(cache: SubCategoriesCache, categoryIds: Id64Arg, func: QueueFunc): void {\r\n if (this._disposed)\r\n return;\r\n else if (undefined === this._current)\r\n this.pushCurrent(cache, categoryIds, func);\r\n else\r\n this.pushNext(categoryIds, func);\r\n }\r\n\r\n /** Cancel all requests and empty the queue. */\r\n public dispose(): void {\r\n if (undefined !== this._request) {\r\n assert(undefined !== this._current);\r\n this._request.cancel();\r\n this._request = undefined;\r\n }\r\n\r\n this._current = this._next = undefined;\r\n this._disposed = true;\r\n }\r\n\r\n public get isEmpty(): boolean {\r\n return undefined === this._current && undefined === this._next;\r\n }\r\n\r\n private pushCurrent(cache: SubCategoriesCache, categoryIds: Id64Arg, func: QueueFunc): void {\r\n assert(undefined === this._next);\r\n assert(undefined === this._current);\r\n assert(undefined === this._request);\r\n\r\n this._request = cache.load(categoryIds);\r\n if (undefined === this._request) {\r\n // All requested categories are already loaded.\r\n func();\r\n return;\r\n } else {\r\n // We need to load the requested categories before invoking the function.\r\n this.processCurrent(cache, new QueueEntry(Id64.toIdSet(categoryIds, true), func));\r\n }\r\n }\r\n\r\n private processCurrent(cache: SubCategoriesCache, entry: QueueEntry): void {\r\n assert(undefined !== this._request);\r\n assert(undefined === this._current);\r\n assert(undefined === this._next);\r\n\r\n this._current = entry;\r\n this._request.promise.then((completed: boolean) => { // eslint-disable-line @typescript-eslint/no-floating-promises\r\n if (this._disposed)\r\n return;\r\n\r\n // Invoke all the functions which were awaiting this set of IModelConnection.Categories.\r\n assert(undefined !== this._current);\r\n if (completed)\r\n for (const func of this._current.funcs)\r\n func();\r\n\r\n this._request = undefined;\r\n this._current = undefined;\r\n\r\n // If we have more requests, process them.\r\n const next = this._next;\r\n this._next = undefined;\r\n if (undefined !== next) {\r\n this._request = cache.load(next.categoryIds);\r\n if (undefined === this._request) {\r\n // All categories loaded.\r\n for (const func of next.funcs)\r\n func();\r\n } else {\r\n // We need to load the requested categories before invoking the pending functions.\r\n this.processCurrent(cache, next);\r\n }\r\n }\r\n });\r\n }\r\n\r\n private pushNext(categoryIds: Id64Arg, func: QueueFunc): void {\r\n assert(undefined !== this._current);\r\n assert(undefined !== this._request);\r\n\r\n if (undefined === this._next) {\r\n // We have a request currently in process and none pending.\r\n // We could potentially determine that this request doesn't require any categories that are not already loaded or being loaded by the current request.\r\n // But we will find that out (synchronously) when current request completes, unless more requests come in. Probably not worth it.\r\n this._next = new QueueEntry(Id64.toIdSet(categoryIds, true), func);\r\n } else {\r\n // We have a request currently in process, and one or more pending. Append this one to the pending.\r\n this._next.funcs.push(func);\r\n for (const categoryId of Id64.iterable(categoryIds))\r\n this._next.categoryIds.add(categoryId);\r\n }\r\n }\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module LocatingElements\n */\n\nimport { Point3d } from \"@itwin/core-geometry\";\nimport { AccuSnap } from \"./AccuSnap\";\nimport { HitListHolder } from \"./ElementLocateManager\";\nimport { HitDetail, HitList, HitPriority, HitSource, SnapDetail, SnapHeat, SnapMode } from \"./HitDetail\";\nimport { IModelApp } from \"./IModelApp\";\nimport { BeButton, BeButtonEvent } from \"./tools/Tool\";\nimport { ViewHandleType, ViewManip } from \"./tools/ViewTool\";\nimport { DecorateContext } from \"./ViewContext\";\nimport { ScreenViewport } from \"./Viewport\";\n\n/**\n * @public\n * @extensions\n */\nexport class TentativePoint {\n public isActive = false;\n public currSnap?: SnapDetail;\n public tpHits?: HitList<HitDetail>;\n private get _hotDistanceInches(): number { return 0.21; }\n private readonly _point: Point3d = new Point3d();\n private readonly _rawPoint: Point3d = new Point3d();\n private readonly _viewPoint: Point3d = new Point3d();\n private _tentativePromise?: Promise<SnapDetail | undefined>;\n public viewport?: ScreenViewport;\n\n public onInitialized() { }\n public setHitList(list?: HitList<HitDetail>) { this.tpHits = list; }\n\n /** @return true if the tentative point is currently active and snapped to an element. */\n public get isSnapped(): boolean { return undefined !== this.currSnap; }\n\n /** @return The current snap path when TentativePoint.isSnapped or undefined. */\n public getCurrSnap(): SnapDetail | undefined { return this.currSnap; }\n\n public getPoint(): Point3d {\n const snap = this.currSnap;\n return !snap ? this._point : snap.adjustedPoint;\n }\n\n public setPoint(point: Point3d): void {\n this.setCurrSnap(undefined);\n this.tpHits = undefined;\n this._point.setFrom(point);\n }\n\n public clear(doErase: boolean): void {\n if (doErase) {\n this.removeTentative();\n IModelApp.accuSnap.synchSnapMode();\n }\n IModelApp.accuSnap.destroy();\n this.isActive = false;\n this.setCurrSnap(undefined);\n this.tpHits = undefined;\n }\n\n public removeTentative(): void {\n this._tentativePromise = undefined;\n if (!this.isActive)\n return;\n IModelApp.accuSnap.erase();\n if (this.getCurrSnap())\n IModelApp.viewManager.invalidateDecorationsAllViews();\n else\n this.viewport!.invalidateDecorations();\n this.isActive = false;\n }\n\n public setCurrSnap(newSnap?: SnapDetail): void {\n if (newSnap)\n newSnap.setSnapPoint(newSnap.snapPoint, SnapHeat.InRange); // Reset adjustedPoint from pre-located snap and set SnapHeat...\n this.currSnap = newSnap;\n }\n\n public showTentative(): void {\n if (this.isSnapped) {\n IModelApp.viewManager.invalidateDecorationsAllViews();\n IModelApp.accuSnap.displayToolTip(this._viewPoint, this.viewport!, undefined); // eslint-disable-line @typescript-eslint/no-floating-promises\n } else {\n this.viewport!.invalidateDecorations();\n }\n this.isActive = true;\n }\n\n public getHitAndList(holder: HitListHolder): SnapDetail | undefined {\n const hit = this.currSnap;\n if (hit) {\n holder.setHitList(this.tpHits);\n this.tpHits = undefined;\n }\n return hit;\n }\n\n public onButtonEvent(ev: BeButtonEvent): void {\n switch (ev.button) {\n case BeButton.Data:\n if (!ev.isDown)\n return; // cleared on down...\n break;\n case BeButton.Reset:\n if (ev.isDown)\n return; // cleared on up...\n break;\n case BeButton.Middle:\n return;\n }\n\n this.removeTentative();\n IModelApp.accuSnap.synchSnapMode();\n this.setCurrSnap(undefined);\n this.tpHits = undefined;\n }\n\n public decorate(context: DecorateContext): void {\n const viewport = context.viewport;\n if (!this.isActive || !viewport)\n return;\n\n const tpSize = Math.floor(viewport.pixelsPerInch * 0.4) + 0.5;\n const toSizeOutline = tpSize + 1;\n const position = context.viewport.worldToView(this._point);\n position.x = Math.floor(position.x) + 0.5;\n position.y = Math.floor(position.y) + 0.5;\n const drawDecoration = (ctx: CanvasRenderingContext2D) => {\n ctx.beginPath();\n ctx.strokeStyle = \"rgba(0,0,0,.5)\";\n ctx.lineWidth = 3;\n ctx.moveTo(-toSizeOutline, 0);\n ctx.lineTo(toSizeOutline, 0);\n ctx.moveTo(0, -toSizeOutline);\n ctx.lineTo(0, toSizeOutline);\n ctx.stroke();\n\n ctx.beginPath();\n ctx.strokeStyle = \"white\";\n ctx.lineWidth = 1;\n if (!this.isSnapped)\n ctx.setLineDash([4, 1]);\n\n ctx.shadowColor = \"black\";\n ctx.shadowBlur = 5;\n ctx.moveTo(-tpSize, 0);\n ctx.lineTo(tpSize, 0);\n ctx.moveTo(0, -tpSize);\n ctx.lineTo(0, tpSize);\n ctx.stroke();\n };\n context.addCanvasDecoration({ position, drawDecoration });\n }\n\n private async getSnap(newSearch: boolean): Promise<SnapDetail | undefined> {\n // Use next hit from previous search when using tentative to cycle through hits...\n let thisHit = (!newSearch && undefined !== this.tpHits ? this.tpHits.getNextHit() : undefined);\n\n // Use existing AccuSnap hit list if one exists...\n if (undefined === thisHit) {\n this.tpHits = undefined;\n thisHit = IModelApp.accuSnap.getHitAndList(this);\n }\n\n if (undefined === thisHit) {\n // search for elements around the current raw point (search should not be affected by locks!)\n const aperture = (2.0 * this.viewport!.pixelsFromInches(IModelApp.locateManager.apertureInches) / 2.0) + 1.5;\n const options = IModelApp.locateManager.options.clone(); // Copy to avoid changing out from under active Tool...\n const picker = IModelApp.locateManager.picker;\n\n options.hitSource = HitSource.TentativeSnap;\n if (0 === picker.doPick(this.viewport!, this._rawPoint, aperture, options))\n return undefined;\n\n this.tpHits = picker.getHitList(true);\n thisHit = (undefined !== this.tpHits ? this.tpHits.getNextHit() : undefined);\n } else if (thisHit instanceof SnapDetail) {\n // Make the current AccuSnap the TentativePoint snap...\n return thisHit;\n }\n\n if (undefined === thisHit)\n return undefined;\n\n const snapModes = IModelApp.accuSnap.getActiveSnapModes(); // Get the list of point snap modes to consider\n if (1 === snapModes.length && SnapMode.Intersection === snapModes[0])\n snapModes.push(SnapMode.Nearest); // Add nearest when doing intersection by itself to support finding extended intersections...\n\n const thisSnap = await AccuSnap.requestSnap(thisHit, snapModes, this._hotDistanceInches, IModelApp.accuSnap.keypointDivisor, this.tpHits);\n\n if (undefined !== thisSnap)\n IModelApp.accuDraw.onSnap(thisSnap); // AccuDraw can adjust nearest snap to intersection of circle (polar distance lock) or line (axis lock) with snapped to curve...\n\n return thisSnap;\n }\n\n private static arePointsCloseEnough(pt1: Point3d, pt2: Point3d, pixelDistance: number): boolean { return pt1.distance(pt2) < (pixelDistance + 1.5); }\n\n public process(ev: BeButtonEvent): void {\n if (undefined !== this._tentativePromise)\n return;\n\n const currTool = IModelApp.toolAdmin.viewTool;\n if (currTool && currTool.inDynamicUpdate)\n return; // trying to tentative snap while view is changing isn't useful...\n\n const wasActive = this.isActive;\n this.removeTentative(); // remove the TP cross if it is already on the screen\n const lastPtView = this._viewPoint.clone();\n\n this.viewport = ev.viewport!;\n this._point.setFrom(ev.point);\n this._rawPoint.setFrom(ev.rawPoint);\n this._viewPoint.setFrom(ev.viewPoint);\n\n const newSearch = (!this.isSnapped || !TentativePoint.arePointsCloseEnough(lastPtView, this._viewPoint, this.viewport.pixelsFromInches(IModelApp.locateManager.apertureInches)));\n const promise = this.getSnap(newSearch);\n this._tentativePromise = promise;\n\n promise.then((newSnap) => { // eslint-disable-line @typescript-eslint/no-floating-promises\n // Ignore response if we're no longer interested in this tentative.\n if (this._tentativePromise === promise) {\n this._tentativePromise = undefined;\n this.setCurrSnap(newSnap); // Adopt the snap as current\n IModelApp.accuSnap.clear(); // make sure there's no AccuSnap active after a tentative point (otherwise we continually snap to it).\n if (this.isSnapped)\n this._point.setFrom(this.currSnap!.snapPoint);\n else if (wasActive && newSearch)\n this._point.setFrom(ev.rawPoint);\n this.showTentative(); // show the TP cross\n\n if (this.isSnapped) {\n IModelApp.toolAdmin.adjustSnapPoint();\n } else if (IModelApp.accuDraw.isActive) {\n const point = this.getPoint().clone();\n const vp = ev.viewport!;\n if (vp.isSnapAdjustmentRequired) {\n IModelApp.toolAdmin.adjustPointToACS(point, vp, false);\n const hit = new HitDetail(point, vp, HitSource.TentativeSnap, point, \"\", HitPriority.Unknown, 0, 0);\n const snap = new SnapDetail(hit);\n this.setCurrSnap(snap);\n IModelApp.toolAdmin.adjustSnapPoint();\n this.setPoint(this.getPoint());\n } else {\n IModelApp.accuDraw.adjustPoint(point, vp, false);\n const savePoint = point.clone();\n IModelApp.toolAdmin.adjustPointToGrid(point, vp);\n if (!point.isExactEqual(savePoint))\n IModelApp.accuDraw.adjustPoint(point, vp, false);\n this.setPoint(point);\n }\n } else {\n IModelApp.toolAdmin.adjustPoint(this.getPoint(), ev.viewport!);\n }\n\n IModelApp.accuDraw.onTentative();\n if (currTool && currTool instanceof ViewManip && currTool.viewHandles.hasHandle(ViewHandleType.TargetCenter))\n currTool.updateTargetCenter(); // Change target center to tentative location...\n else\n IModelApp.toolAdmin.updateDynamics(undefined, undefined, true); // Don't wait for motion to update dynamics...\n }\n });\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 LocatingElements\r\n */\r\n\r\nimport { Point3d } from \"@itwin/core-geometry\";\r\nimport { AccuSnap } from \"./AccuSnap\";\r\nimport { HitListHolder } from \"./ElementLocateManager\";\r\nimport { HitDetail, HitList, HitPriority, HitSource, SnapDetail, SnapHeat, SnapMode } from \"./HitDetail\";\r\nimport { IModelApp } from \"./IModelApp\";\r\nimport { BeButton, BeButtonEvent } from \"./tools/Tool\";\r\nimport { ViewHandleType, ViewManip } from \"./tools/ViewTool\";\r\nimport { DecorateContext } from \"./ViewContext\";\r\nimport { ScreenViewport } from \"./Viewport\";\r\n\r\n/**\r\n * @public\r\n * @extensions\r\n */\r\nexport class TentativePoint {\r\n public isActive = false;\r\n public currSnap?: SnapDetail;\r\n public tpHits?: HitList<HitDetail>;\r\n private get _hotDistanceInches(): number { return 0.21; }\r\n private readonly _point: Point3d = new Point3d();\r\n private readonly _rawPoint: Point3d = new Point3d();\r\n private readonly _viewPoint: Point3d = new Point3d();\r\n private _tentativePromise?: Promise<SnapDetail | undefined>;\r\n public viewport?: ScreenViewport;\r\n\r\n public onInitialized() { }\r\n public setHitList(list?: HitList<HitDetail>) { this.tpHits = list; }\r\n\r\n /** @return true if the tentative point is currently active and snapped to an element. */\r\n public get isSnapped(): boolean { return undefined !== this.currSnap; }\r\n\r\n /** @return The current snap path when TentativePoint.isSnapped or undefined. */\r\n public getCurrSnap(): SnapDetail | undefined { return this.currSnap; }\r\n\r\n public getPoint(): Point3d {\r\n const snap = this.currSnap;\r\n return !snap ? this._point : snap.adjustedPoint;\r\n }\r\n\r\n public setPoint(point: Point3d): void {\r\n this.setCurrSnap(undefined);\r\n this.tpHits = undefined;\r\n this._point.setFrom(point);\r\n }\r\n\r\n public clear(doErase: boolean): void {\r\n if (doErase) {\r\n this.removeTentative();\r\n IModelApp.accuSnap.synchSnapMode();\r\n }\r\n IModelApp.accuSnap.destroy();\r\n this.isActive = false;\r\n this.setCurrSnap(undefined);\r\n this.tpHits = undefined;\r\n }\r\n\r\n public removeTentative(): void {\r\n this._tentativePromise = undefined;\r\n if (!this.isActive)\r\n return;\r\n IModelApp.accuSnap.erase();\r\n if (this.getCurrSnap())\r\n IModelApp.viewManager.invalidateDecorationsAllViews();\r\n else\r\n this.viewport!.invalidateDecorations();\r\n this.isActive = false;\r\n }\r\n\r\n public setCurrSnap(newSnap?: SnapDetail): void {\r\n if (newSnap)\r\n newSnap.setSnapPoint(newSnap.snapPoint, SnapHeat.InRange); // Reset adjustedPoint from pre-located snap and set SnapHeat...\r\n this.currSnap = newSnap;\r\n }\r\n\r\n public showTentative(): void {\r\n if (this.isSnapped) {\r\n IModelApp.viewManager.invalidateDecorationsAllViews();\r\n IModelApp.accuSnap.displayToolTip(this._viewPoint, this.viewport!, undefined); // eslint-disable-line @typescript-eslint/no-floating-promises\r\n } else {\r\n this.viewport!.invalidateDecorations();\r\n }\r\n this.isActive = true;\r\n }\r\n\r\n public getHitAndList(holder: HitListHolder): SnapDetail | undefined {\r\n const hit = this.currSnap;\r\n if (hit) {\r\n holder.setHitList(this.tpHits);\r\n this.tpHits = undefined;\r\n }\r\n return hit;\r\n }\r\n\r\n public onButtonEvent(ev: BeButtonEvent): void {\r\n switch (ev.button) {\r\n case BeButton.Data:\r\n if (!ev.isDown)\r\n return; // cleared on down...\r\n break;\r\n case BeButton.Reset:\r\n if (ev.isDown)\r\n return; // cleared on up...\r\n break;\r\n case BeButton.Middle:\r\n return;\r\n }\r\n\r\n this.removeTentative();\r\n IModelApp.accuSnap.synchSnapMode();\r\n this.setCurrSnap(undefined);\r\n this.tpHits = undefined;\r\n }\r\n\r\n public decorate(context: DecorateContext): void {\r\n const viewport = context.viewport;\r\n if (!this.isActive || !viewport)\r\n return;\r\n\r\n const tpSize = Math.floor(viewport.pixelsPerInch * 0.4) + 0.5;\r\n const toSizeOutline = tpSize + 1;\r\n const position = context.viewport.worldToView(this._point);\r\n position.x = Math.floor(position.x) + 0.5;\r\n position.y = Math.floor(position.y) + 0.5;\r\n const drawDecoration = (ctx: CanvasRenderingContext2D) => {\r\n ctx.beginPath();\r\n ctx.strokeStyle = \"rgba(0,0,0,.5)\";\r\n ctx.lineWidth = 3;\r\n ctx.moveTo(-toSizeOutline, 0);\r\n ctx.lineTo(toSizeOutline, 0);\r\n ctx.moveTo(0, -toSizeOutline);\r\n ctx.lineTo(0, toSizeOutline);\r\n ctx.stroke();\r\n\r\n ctx.beginPath();\r\n ctx.strokeStyle = \"white\";\r\n ctx.lineWidth = 1;\r\n if (!this.isSnapped)\r\n ctx.setLineDash([4, 1]);\r\n\r\n ctx.shadowColor = \"black\";\r\n ctx.shadowBlur = 5;\r\n ctx.moveTo(-tpSize, 0);\r\n ctx.lineTo(tpSize, 0);\r\n ctx.moveTo(0, -tpSize);\r\n ctx.lineTo(0, tpSize);\r\n ctx.stroke();\r\n };\r\n context.addCanvasDecoration({ position, drawDecoration });\r\n }\r\n\r\n private async getSnap(newSearch: boolean): Promise<SnapDetail | undefined> {\r\n // Use next hit from previous search when using tentative to cycle through hits...\r\n let thisHit = (!newSearch && undefined !== this.tpHits ? this.tpHits.getNextHit() : undefined);\r\n\r\n // Use existing AccuSnap hit list if one exists...\r\n if (undefined === thisHit) {\r\n this.tpHits = undefined;\r\n thisHit = IModelApp.accuSnap.getHitAndList(this);\r\n }\r\n\r\n if (undefined === thisHit) {\r\n // search for elements around the current raw point (search should not be affected by locks!)\r\n const aperture = (2.0 * this.viewport!.pixelsFromInches(IModelApp.locateManager.apertureInches) / 2.0) + 1.5;\r\n const options = IModelApp.locateManager.options.clone(); // Copy to avoid changing out from under active Tool...\r\n const picker = IModelApp.locateManager.picker;\r\n\r\n options.hitSource = HitSource.TentativeSnap;\r\n if (0 === picker.doPick(this.viewport!, this._rawPoint, aperture, options))\r\n return undefined;\r\n\r\n this.tpHits = picker.getHitList(true);\r\n thisHit = (undefined !== this.tpHits ? this.tpHits.getNextHit() : undefined);\r\n } else if (thisHit instanceof SnapDetail) {\r\n // Make the current AccuSnap the TentativePoint snap...\r\n return thisHit;\r\n }\r\n\r\n if (undefined === thisHit)\r\n return undefined;\r\n\r\n const snapModes = IModelApp.accuSnap.getActiveSnapModes(); // Get the list of point snap modes to consider\r\n if (1 === snapModes.length && SnapMode.Intersection === snapModes[0])\r\n snapModes.push(SnapMode.Nearest); // Add nearest when doing intersection by itself to support finding extended intersections...\r\n\r\n const thisSnap = await AccuSnap.requestSnap(thisHit, snapModes, this._hotDistanceInches, IModelApp.accuSnap.keypointDivisor, this.tpHits);\r\n\r\n if (undefined !== thisSnap)\r\n IModelApp.accuDraw.onSnap(thisSnap); // AccuDraw can adjust nearest snap to intersection of circle (polar distance lock) or line (axis lock) with snapped to curve...\r\n\r\n return thisSnap;\r\n }\r\n\r\n private static arePointsCloseEnough(pt1: Point3d, pt2: Point3d, pixelDistance: number): boolean { return pt1.distance(pt2) < (pixelDistance + 1.5); }\r\n\r\n public process(ev: BeButtonEvent): void {\r\n if (undefined !== this._tentativePromise)\r\n return;\r\n\r\n const currTool = IModelApp.toolAdmin.viewTool;\r\n if (currTool && currTool.inDynamicUpdate)\r\n return; // trying to tentative snap while view is changing isn't useful...\r\n\r\n const wasActive = this.isActive;\r\n this.removeTentative(); // remove the TP cross if it is already on the screen\r\n const lastPtView = this._viewPoint.clone();\r\n\r\n this.viewport = ev.viewport!;\r\n this._point.setFrom(ev.point);\r\n this._rawPoint.setFrom(ev.rawPoint);\r\n this._viewPoint.setFrom(ev.viewPoint);\r\n\r\n const newSearch = (!this.isSnapped || !TentativePoint.arePointsCloseEnough(lastPtView, this._viewPoint, this.viewport.pixelsFromInches(IModelApp.locateManager.apertureInches)));\r\n const promise = this.getSnap(newSearch);\r\n this._tentativePromise = promise;\r\n\r\n promise.then((newSnap) => { // eslint-disable-line @typescript-eslint/no-floating-promises\r\n // Ignore response if we're no longer interested in this tentative.\r\n if (this._tentativePromise === promise) {\r\n this._tentativePromise = undefined;\r\n this.setCurrSnap(newSnap); // Adopt the snap as current\r\n IModelApp.accuSnap.clear(); // make sure there's no AccuSnap active after a tentative point (otherwise we continually snap to it).\r\n if (this.isSnapped)\r\n this._point.setFrom(this.currSnap!.snapPoint);\r\n else if (wasActive && newSearch)\r\n this._point.setFrom(ev.rawPoint);\r\n this.showTentative(); // show the TP cross\r\n\r\n if (this.isSnapped) {\r\n IModelApp.toolAdmin.adjustSnapPoint();\r\n } else if (IModelApp.accuDraw.isActive) {\r\n const point = this.getPoint().clone();\r\n const vp = ev.viewport!;\r\n if (vp.isSnapAdjustmentRequired) {\r\n IModelApp.toolAdmin.adjustPointToACS(point, vp, false);\r\n const hit = new HitDetail(point, vp, HitSource.TentativeSnap, point, \"\", HitPriority.Unknown, 0, 0);\r\n const snap = new SnapDetail(hit);\r\n this.setCurrSnap(snap);\r\n IModelApp.toolAdmin.adjustSnapPoint();\r\n this.setPoint(this.getPoint());\r\n } else {\r\n IModelApp.accuDraw.adjustPoint(point, vp, false);\r\n const savePoint = point.clone();\r\n IModelApp.toolAdmin.adjustPointToGrid(point, vp);\r\n if (!point.isExactEqual(savePoint))\r\n IModelApp.accuDraw.adjustPoint(point, vp, false);\r\n this.setPoint(point);\r\n }\r\n } else {\r\n IModelApp.toolAdmin.adjustPoint(this.getPoint(), ev.viewport!);\r\n }\r\n\r\n IModelApp.accuDraw.onTentative();\r\n if (currTool && currTool instanceof ViewManip && currTool.viewHandles.hasHandle(ViewHandleType.TargetCenter))\r\n currTool.updateTargetCenter(); // Change target center to tentative location...\r\n else\r\n IModelApp.toolAdmin.updateDynamics(undefined, undefined, true); // Don't wait for motion to update dynamics...\r\n }\r\n });\r\n }\r\n}\r\n"]}
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package/lib/cjs/Tiles.js.map
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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 IModelConnection\n */\n\nimport { BeTimePoint, Dictionary, dispose, Id64Array, Id64String, IModelStatus } from \"@itwin/core-bentley\";\nimport { IModelApp } from \"./IModelApp\";\nimport { IModelConnection } from \"./IModelConnection\";\nimport { TileTree, TileTreeLoadStatus, TileTreeOwner, TileTreeSupplier } from \"./tile/internal\";\n\nclass TreeOwner implements TileTreeOwner {\n private _tileTree?: TileTree;\n private _loadStatus: TileTreeLoadStatus = TileTreeLoadStatus.NotLoaded;\n private readonly _supplier: TileTreeSupplier;\n private readonly _iModel: IModelConnection;\n\n public readonly id: any;\n\n public get tileTree(): TileTree | undefined { return this._tileTree; }\n public get loadStatus(): TileTreeLoadStatus { return this._loadStatus; }\n public get iModel(): IModelConnection { return this._iModel; }\n\n public constructor(id: any, supplier: TileTreeSupplier, iModel: IModelConnection) {\n this.id = id;\n this._supplier = supplier;\n this._iModel = iModel;\n }\n\n public load(): TileTree | undefined {\n this._load(); // eslint-disable-line @typescript-eslint/no-floating-promises\n return this.tileTree;\n }\n\n public async loadTree(): Promise<TileTree | undefined> {\n await this._load();\n return this.tileTree;\n }\n\n public dispose(): void {\n this._tileTree = dispose(this._tileTree);\n this._loadStatus = TileTreeLoadStatus.NotLoaded;\n }\n\n private async _load(): Promise<void> {\n if (TileTreeLoadStatus.NotLoaded !== this.loadStatus)\n return;\n\n this._loadStatus = TileTreeLoadStatus.Loading;\n let tree: TileTree | undefined;\n let newStatus: TileTreeLoadStatus;\n try {\n tree = await this._supplier.createTileTree(this.id, this._iModel);\n newStatus = undefined !== tree && !tree.rootTile.contentRange.isNull ? TileTreeLoadStatus.Loaded : TileTreeLoadStatus.NotFound;\n } catch (err: any) {\n newStatus = (err.errorNumber && err.errorNumber === IModelStatus.ServerTimeout) ? TileTreeLoadStatus.NotLoaded : TileTreeLoadStatus.NotFound;\n }\n\n if (TileTreeLoadStatus.Loading === this._loadStatus) {\n this._tileTree = tree;\n this._loadStatus = newStatus;\n IModelApp.tileAdmin.onTileTreeLoad.raiseEvent(this);\n }\n }\n}\n\n/** Provides access to [[TileTree]]s associated with an [[IModelConnection]].\n * The tile trees are accessed indirectly via their corresponding [[TileTreeOwner]]s.\n * Loaded tile trees will be discarded after the iModel is closed, after a period of disuse, or when the contents of a [[GeometricModelState]] they represent\n * change.\n * @see [[IModelConnection.tiles]].\n * @public\n * @extensions\n */\nexport class Tiles implements Iterable<{ supplier: TileTreeSupplier, id: any, owner: TileTreeOwner }> {\n private _iModel: IModelConnection;\n private readonly _treesBySupplier = new Map<TileTreeSupplier, Dictionary<any, TreeOwner>>();\n private _disposed = false;\n\n /** @internal */\n public get isDisposed() { return this._disposed; }\n\n /** @internal */\n constructor(iModel: IModelConnection) {\n this._iModel = iModel;\n\n iModel.onEcefLocationChanged.addListener(() => {\n for (const supplier of this._treesBySupplier.keys()) {\n if (supplier.isEcefDependent)\n this.dropSupplier(supplier);\n }\n });\n\n // When project extents change, purge tile trees for spatial models.\n iModel.onProjectExtentsChanged.addListener(async () => {\n if (!iModel.isBriefcaseConnection() || !iModel.editingScope)\n await this.purgeModelTrees(this.getSpatialModels());\n });\n }\n\n /** @internal */\n public dispose(): void {\n this.reset();\n this._disposed = true;\n }\n\n /** Intended strictly for tests.\n * @internal\n */\n public reset(): void {\n for (const supplier of this._treesBySupplier)\n supplier[1].forEach((_key, value) => value.dispose());\n\n this._treesBySupplier.clear();\n }\n\n /** @internal */\n public async purgeTileTrees(modelIds: Id64Array | undefined): Promise<void> {\n return IModelApp.tileAdmin.purgeTileTrees(this._iModel, modelIds);\n }\n\n private getModelsAnimatedByScheduleScript(scriptSourceElementId: Id64String): Set<Id64String> {\n const modelIds = new Set<Id64String>();\n for (const supplier of this._treesBySupplier.keys())\n if (supplier.addModelsAnimatedByScript)\n supplier.addModelsAnimatedByScript(modelIds, scriptSourceElementId, this.getTreeOwnersForSupplier(supplier));\n\n return modelIds;\n }\n\n /** Update the [[Tile]]s for any [[TileTree]]s that use the [RenderSchedule.Script]($common) hosted by the specified\n * [RenderTimeline]($backend) or [DisplayStyle]($backend) element. This method should be invoked after\n * the host element is updated in the database with a new script, so that any [[Viewport]]s displaying tiles produced\n * based on the previous version of the script are updated to use the new version of the script.\n * @param scriptSourceElementId The Id of the RenderTimeline or DisplayStyle element that hosts the script.\n * @public\n */\n public async updateForScheduleScript(scriptSourceElementId: Id64String): Promise<void> {\n return this.purgeModelTrees(this.getModelsAnimatedByScheduleScript(scriptSourceElementId));\n }\n\n private async purgeModelTrees(modelIds: Set<Id64String>): Promise<void> {\n if (0 === modelIds.size)\n return;\n\n const ids = Array.from(modelIds);\n await this.purgeTileTrees(ids);\n IModelApp.viewManager.refreshForModifiedModels(ids);\n }\n\n private getSpatialModels(): Set<Id64String> {\n const modelIds = new Set<Id64String>();\n for (const supplier of this._treesBySupplier.keys())\n if (supplier.addSpatialModels)\n supplier.addSpatialModels(modelIds, this.getTreeOwnersForSupplier(supplier));\n\n return modelIds;\n }\n\n /** Obtain the owner of a TileTree.\n * The `id` is unique within all tile trees associated with `supplier`; its specific structure is an implementation detail known only to the supplier.\n * A [[TileTreeReference]] uses this method to obtain the tile tree to which it refers.\n */\n public getTileTreeOwner(id: any, supplier: TileTreeSupplier): TileTreeOwner {\n let trees = this._treesBySupplier.get(supplier);\n if (undefined === trees) {\n trees = new Dictionary<any, TreeOwner>((lhs, rhs) => supplier.compareTileTreeIds(lhs, rhs));\n this._treesBySupplier.set(supplier, trees);\n }\n\n let tree = trees.get(id);\n if (undefined === tree) {\n tree = new TreeOwner(id, supplier, this._iModel);\n trees.set(id, tree);\n }\n\n return tree;\n }\n\n /** Remove tile tree matching the provided tile tree supplier/id\n * @internal\n */\n public resetTileTreeOwner(id: any, supplier: TileTreeSupplier) {\n const trees = this._treesBySupplier.get(supplier);\n const tree = trees?.get(id);\n if (tree) {\n tree.dispose();\n trees?.delete(id);\n }\n }\n\n /** Disposes of all [[TileTree]]s belonging to `supplier` and removes `supplier` from the set of known tile tree suppliers. */\n public dropSupplier(supplier: TileTreeSupplier): void {\n const trees = this._treesBySupplier.get(supplier);\n if (undefined === trees)\n return;\n\n trees.forEach((_key, value) => value.dispose());\n this._treesBySupplier.delete(supplier);\n }\n\n /** Invokes a function on each extant TileTreeOwner. */\n public forEachTreeOwner(func: (owner: TileTreeOwner) => void): void {\n for (const dict of this._treesBySupplier.values())\n dict.forEach((_key, value) => func(value));\n }\n\n /** Iterate over all of the TileTreeOwners. */\n public * [Symbol.iterator](): Iterator<{ supplier: TileTreeSupplier, id: any, owner: TileTreeOwner }> {\n for (const [supplier, dict] of this._treesBySupplier) {\n for (const entry of dict)\n yield { supplier, id: entry.key, owner: entry.value };\n }\n }\n\n /** Obtain the TileTreeOwners supplied by the specified supplier. */\n public getTreeOwnersForSupplier(supplier: TileTreeSupplier): Iterable<{ id: any, owner: TileTreeOwner }> {\n function* iterator(trees: Dictionary<any, TreeOwner> | undefined) {\n if (trees)\n for (const entry of trees)\n yield { id: entry.key, owner: entry.value };\n }\n\n return {\n [Symbol.iterator]: () => iterator(this._treesBySupplier.get(supplier)),\n };\n }\n\n /** Unload any tile trees which have not been drawn since at least the specified time, excluding any of the specified TileTrees.\n * @internal\n */\n public purge(olderThan: BeTimePoint, exclude?: Set<TileTree>): void {\n // NB: It would be nice to be able to detect completely useless leftover Owners or Suppliers, but we can't know if any TileTreeReferences exist pointing to a given Owner.\n for (const entry of this._treesBySupplier) {\n const dict = entry[1];\n dict.forEach((_treeId, owner) => {\n const tree = owner.tileTree;\n if (undefined !== tree && tree.lastSelectedTime.milliseconds < olderThan.milliseconds)\n if (undefined === exclude || !exclude.has(tree))\n owner.dispose();\n });\n }\n }\n}\n"]}
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1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module IModelConnection\r\n */\r\n\r\nimport { BeTimePoint, Dictionary, dispose, Id64Array, Id64String, IModelStatus } from \"@itwin/core-bentley\";\r\nimport { IModelApp } from \"./IModelApp\";\r\nimport { IModelConnection } from \"./IModelConnection\";\r\nimport { TileTree, TileTreeLoadStatus, TileTreeOwner, TileTreeSupplier } from \"./tile/internal\";\r\n\r\nclass TreeOwner implements TileTreeOwner {\r\n private _tileTree?: TileTree;\r\n private _loadStatus: TileTreeLoadStatus = TileTreeLoadStatus.NotLoaded;\r\n private readonly _supplier: TileTreeSupplier;\r\n private readonly _iModel: IModelConnection;\r\n\r\n public readonly id: any;\r\n\r\n public get tileTree(): TileTree | undefined { return this._tileTree; }\r\n public get loadStatus(): TileTreeLoadStatus { return this._loadStatus; }\r\n public get iModel(): IModelConnection { return this._iModel; }\r\n\r\n public constructor(id: any, supplier: TileTreeSupplier, iModel: IModelConnection) {\r\n this.id = id;\r\n this._supplier = supplier;\r\n this._iModel = iModel;\r\n }\r\n\r\n public load(): TileTree | undefined {\r\n this._load(); // eslint-disable-line @typescript-eslint/no-floating-promises\r\n return this.tileTree;\r\n }\r\n\r\n public async loadTree(): Promise<TileTree | undefined> {\r\n await this._load();\r\n return this.tileTree;\r\n }\r\n\r\n public dispose(): void {\r\n this._tileTree = dispose(this._tileTree);\r\n this._loadStatus = TileTreeLoadStatus.NotLoaded;\r\n }\r\n\r\n private async _load(): Promise<void> {\r\n if (TileTreeLoadStatus.NotLoaded !== this.loadStatus)\r\n return;\r\n\r\n this._loadStatus = TileTreeLoadStatus.Loading;\r\n let tree: TileTree | undefined;\r\n let newStatus: TileTreeLoadStatus;\r\n try {\r\n tree = await this._supplier.createTileTree(this.id, this._iModel);\r\n newStatus = undefined !== tree && !tree.rootTile.contentRange.isNull ? TileTreeLoadStatus.Loaded : TileTreeLoadStatus.NotFound;\r\n } catch (err: any) {\r\n newStatus = (err.errorNumber && err.errorNumber === IModelStatus.ServerTimeout) ? TileTreeLoadStatus.NotLoaded : TileTreeLoadStatus.NotFound;\r\n }\r\n\r\n if (TileTreeLoadStatus.Loading === this._loadStatus) {\r\n this._tileTree = tree;\r\n this._loadStatus = newStatus;\r\n IModelApp.tileAdmin.onTileTreeLoad.raiseEvent(this);\r\n }\r\n }\r\n}\r\n\r\n/** Provides access to [[TileTree]]s associated with an [[IModelConnection]].\r\n * The tile trees are accessed indirectly via their corresponding [[TileTreeOwner]]s.\r\n * Loaded tile trees will be discarded after the iModel is closed, after a period of disuse, or when the contents of a [[GeometricModelState]] they represent\r\n * change.\r\n * @see [[IModelConnection.tiles]].\r\n * @public\r\n * @extensions\r\n */\r\nexport class Tiles implements Iterable<{ supplier: TileTreeSupplier, id: any, owner: TileTreeOwner }> {\r\n private _iModel: IModelConnection;\r\n private readonly _treesBySupplier = new Map<TileTreeSupplier, Dictionary<any, TreeOwner>>();\r\n private _disposed = false;\r\n\r\n /** @internal */\r\n public get isDisposed() { return this._disposed; }\r\n\r\n /** @internal */\r\n constructor(iModel: IModelConnection) {\r\n this._iModel = iModel;\r\n\r\n iModel.onEcefLocationChanged.addListener(() => {\r\n for (const supplier of this._treesBySupplier.keys()) {\r\n if (supplier.isEcefDependent)\r\n this.dropSupplier(supplier);\r\n }\r\n });\r\n\r\n // When project extents change, purge tile trees for spatial models.\r\n iModel.onProjectExtentsChanged.addListener(async () => {\r\n if (!iModel.isBriefcaseConnection() || !iModel.editingScope)\r\n await this.purgeModelTrees(this.getSpatialModels());\r\n });\r\n }\r\n\r\n /** @internal */\r\n public dispose(): void {\r\n this.reset();\r\n this._disposed = true;\r\n }\r\n\r\n /** Intended strictly for tests.\r\n * @internal\r\n */\r\n public reset(): void {\r\n for (const supplier of this._treesBySupplier)\r\n supplier[1].forEach((_key, value) => value.dispose());\r\n\r\n this._treesBySupplier.clear();\r\n }\r\n\r\n /** @internal */\r\n public async purgeTileTrees(modelIds: Id64Array | undefined): Promise<void> {\r\n return IModelApp.tileAdmin.purgeTileTrees(this._iModel, modelIds);\r\n }\r\n\r\n private getModelsAnimatedByScheduleScript(scriptSourceElementId: Id64String): Set<Id64String> {\r\n const modelIds = new Set<Id64String>();\r\n for (const supplier of this._treesBySupplier.keys())\r\n if (supplier.addModelsAnimatedByScript)\r\n supplier.addModelsAnimatedByScript(modelIds, scriptSourceElementId, this.getTreeOwnersForSupplier(supplier));\r\n\r\n return modelIds;\r\n }\r\n\r\n /** Update the [[Tile]]s for any [[TileTree]]s that use the [RenderSchedule.Script]($common) hosted by the specified\r\n * [RenderTimeline]($backend) or [DisplayStyle]($backend) element. This method should be invoked after\r\n * the host element is updated in the database with a new script, so that any [[Viewport]]s displaying tiles produced\r\n * based on the previous version of the script are updated to use the new version of the script.\r\n * @param scriptSourceElementId The Id of the RenderTimeline or DisplayStyle element that hosts the script.\r\n * @public\r\n */\r\n public async updateForScheduleScript(scriptSourceElementId: Id64String): Promise<void> {\r\n return this.purgeModelTrees(this.getModelsAnimatedByScheduleScript(scriptSourceElementId));\r\n }\r\n\r\n private async purgeModelTrees(modelIds: Set<Id64String>): Promise<void> {\r\n if (0 === modelIds.size)\r\n return;\r\n\r\n const ids = Array.from(modelIds);\r\n await this.purgeTileTrees(ids);\r\n IModelApp.viewManager.refreshForModifiedModels(ids);\r\n }\r\n\r\n private getSpatialModels(): Set<Id64String> {\r\n const modelIds = new Set<Id64String>();\r\n for (const supplier of this._treesBySupplier.keys())\r\n if (supplier.addSpatialModels)\r\n supplier.addSpatialModels(modelIds, this.getTreeOwnersForSupplier(supplier));\r\n\r\n return modelIds;\r\n }\r\n\r\n /** Obtain the owner of a TileTree.\r\n * The `id` is unique within all tile trees associated with `supplier`; its specific structure is an implementation detail known only to the supplier.\r\n * A [[TileTreeReference]] uses this method to obtain the tile tree to which it refers.\r\n */\r\n public getTileTreeOwner(id: any, supplier: TileTreeSupplier): TileTreeOwner {\r\n let trees = this._treesBySupplier.get(supplier);\r\n if (undefined === trees) {\r\n trees = new Dictionary<any, TreeOwner>((lhs, rhs) => supplier.compareTileTreeIds(lhs, rhs));\r\n this._treesBySupplier.set(supplier, trees);\r\n }\r\n\r\n let tree = trees.get(id);\r\n if (undefined === tree) {\r\n tree = new TreeOwner(id, supplier, this._iModel);\r\n trees.set(id, tree);\r\n }\r\n\r\n return tree;\r\n }\r\n\r\n /** Remove tile tree matching the provided tile tree supplier/id\r\n * @internal\r\n */\r\n public resetTileTreeOwner(id: any, supplier: TileTreeSupplier) {\r\n const trees = this._treesBySupplier.get(supplier);\r\n const tree = trees?.get(id);\r\n if (tree) {\r\n tree.dispose();\r\n trees?.delete(id);\r\n }\r\n }\r\n\r\n /** Disposes of all [[TileTree]]s belonging to `supplier` and removes `supplier` from the set of known tile tree suppliers. */\r\n public dropSupplier(supplier: TileTreeSupplier): void {\r\n const trees = this._treesBySupplier.get(supplier);\r\n if (undefined === trees)\r\n return;\r\n\r\n trees.forEach((_key, value) => value.dispose());\r\n this._treesBySupplier.delete(supplier);\r\n }\r\n\r\n /** Invokes a function on each extant TileTreeOwner. */\r\n public forEachTreeOwner(func: (owner: TileTreeOwner) => void): void {\r\n for (const dict of this._treesBySupplier.values())\r\n dict.forEach((_key, value) => func(value));\r\n }\r\n\r\n /** Iterate over all of the TileTreeOwners. */\r\n public * [Symbol.iterator](): Iterator<{ supplier: TileTreeSupplier, id: any, owner: TileTreeOwner }> {\r\n for (const [supplier, dict] of this._treesBySupplier) {\r\n for (const entry of dict)\r\n yield { supplier, id: entry.key, owner: entry.value };\r\n }\r\n }\r\n\r\n /** Obtain the TileTreeOwners supplied by the specified supplier. */\r\n public getTreeOwnersForSupplier(supplier: TileTreeSupplier): Iterable<{ id: any, owner: TileTreeOwner }> {\r\n function* iterator(trees: Dictionary<any, TreeOwner> | undefined) {\r\n if (trees)\r\n for (const entry of trees)\r\n yield { id: entry.key, owner: entry.value };\r\n }\r\n\r\n return {\r\n [Symbol.iterator]: () => iterator(this._treesBySupplier.get(supplier)),\r\n };\r\n }\r\n\r\n /** Unload any tile trees which have not been drawn since at least the specified time, excluding any of the specified TileTrees.\r\n * @internal\r\n */\r\n public purge(olderThan: BeTimePoint, exclude?: Set<TileTree>): void {\r\n // NB: It would be nice to be able to detect completely useless leftover Owners or Suppliers, but we can't know if any TileTreeReferences exist pointing to a given Owner.\r\n for (const entry of this._treesBySupplier) {\r\n const dict = entry[1];\r\n dict.forEach((_treeId, owner) => {\r\n const tree = owner.tileTree;\r\n if (undefined !== tree && tree.lastSelectedTime.milliseconds < olderThan.milliseconds)\r\n if (undefined === exclude || !exclude.has(tree))\r\n owner.dispose();\r\n });\r\n }\r\n }\r\n}\r\n"]}
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{"version":3,"file":"UserPreferences.js","sourceRoot":"","sources":["../../src/UserPreferences.ts"],"names":[],"mappings":";AAAA;;;+FAG+F","sourcesContent":["/*---------------------------------------------------------------------------------------------\n* 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\n/** @packageDocumentation\n * @module UserPreferences\n */\n\nimport { AccessToken, GuidString } from \"@itwin/core-bentley\";\n\n/** Argument for methods that can supply an iTwinId and iModelId.\n * @beta\n */\nexport interface ITwinIdArg {\n readonly iTwinId?: GuidString;\n readonly iModelId?: GuidString;\n}\n\n/** Argument for methods that can supply an access token.\n * @beta\n */\nexport interface TokenArg {\n accessToken?: AccessToken;\n}\n\n/** Argument for methods that can supply the user preference content.\n * @beta\n */\nexport interface PreferenceArg extends PreferenceKeyArg {\n readonly content?: any;\n}\n\n/** Argument for methods that must supply a key for the user preference.\n * @beta\n */\nexport interface PreferenceKeyArg {\n readonly namespace?: string;\n readonly key: string;\n}\n\n/** User preferences provide a way to get, store and delete preferences for an application at\n * two different levels, iTwin and iModel.\n *\n * The user preferences are separate from any iTwin or iModel configuration intended to be shared\n * across multiple users. See [Workspace]($docs/learning/backend/Workspace.md) for more details on\n * shared configuration.\n *\n * Note: Both the key and return type are intended to be abstract and allow any preferences to be stored.\n * Based on this simple interface, the implementation of this interface can interpret the key as needed\n * to store and retrieve the preferences.\n * @beta\n */\nexport interface UserPreferencesAccess {\n /** Method to get a user preference based off of a key within a namespace.\n *\n * If both iTwinId and iModelId are provided, the iModel level will be check first. If\n * it does not exist, the iTwin level will checked next.\n *\n * @returns undefined if a preference is not found.\n * @throws if an error occurs when attempting to retrieve a preference.\n */\n get: (arg: PreferenceKeyArg & ITwinIdArg & TokenArg) => Promise<any>;\n\n /** Deletes the specified preference by key, if it exists, within the level provided.\n *\n * If both iTwinId and iModelId are provided, the key will be deleted from both levels.\n *\n * If the key does not exist in either level provided, then this function will do nothing.\n *\n * @throws if any error occurs when deleting the preference.\n */\n delete: (arg: PreferenceKeyArg & ITwinIdArg & TokenArg) => Promise<void>;\n\n /** Saves the provided preference by the key within the provided level.\n *\n * If both iTwinId and iModelId are provided, the key will be saved to both levels.\n *\n * If the key already exists, in either level, the preference will be updated.\n *\n * @throws if any error occurs while saving.\n */\n save: (arg: PreferenceArg & ITwinIdArg & TokenArg) => Promise<void>;\n}\n"]}
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{"version":3,"file":"UserPreferences.js","sourceRoot":"","sources":["../../src/UserPreferences.ts"],"names":[],"mappings":";AAAA;;;+FAG+F","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module UserPreferences\r\n */\r\n\r\nimport { AccessToken, GuidString } from \"@itwin/core-bentley\";\r\n\r\n/** Argument for methods that can supply an iTwinId and iModelId.\r\n * @beta\r\n */\r\nexport interface ITwinIdArg {\r\n readonly iTwinId?: GuidString;\r\n readonly iModelId?: GuidString;\r\n}\r\n\r\n/** Argument for methods that can supply an access token.\r\n * @beta\r\n */\r\nexport interface TokenArg {\r\n accessToken?: AccessToken;\r\n}\r\n\r\n/** Argument for methods that can supply the user preference content.\r\n * @beta\r\n */\r\nexport interface PreferenceArg extends PreferenceKeyArg {\r\n readonly content?: any;\r\n}\r\n\r\n/** Argument for methods that must supply a key for the user preference.\r\n * @beta\r\n */\r\nexport interface PreferenceKeyArg {\r\n readonly namespace?: string;\r\n readonly key: string;\r\n}\r\n\r\n/** User preferences provide a way to get, store and delete preferences for an application at\r\n * two different levels, iTwin and iModel.\r\n *\r\n * The user preferences are separate from any iTwin or iModel configuration intended to be shared\r\n * across multiple users. See [Workspace]($docs/learning/backend/Workspace.md) for more details on\r\n * shared configuration.\r\n *\r\n * Note: Both the key and return type are intended to be abstract and allow any preferences to be stored.\r\n * Based on this simple interface, the implementation of this interface can interpret the key as needed\r\n * to store and retrieve the preferences.\r\n * @beta\r\n */\r\nexport interface UserPreferencesAccess {\r\n /** Method to get a user preference based off of a key within a namespace.\r\n *\r\n * If both iTwinId and iModelId are provided, the iModel level will be check first. If\r\n * it does not exist, the iTwin level will checked next.\r\n *\r\n * @returns undefined if a preference is not found.\r\n * @throws if an error occurs when attempting to retrieve a preference.\r\n */\r\n get: (arg: PreferenceKeyArg & ITwinIdArg & TokenArg) => Promise<any>;\r\n\r\n /** Deletes the specified preference by key, if it exists, within the level provided.\r\n *\r\n * If both iTwinId and iModelId are provided, the key will be deleted from both levels.\r\n *\r\n * If the key does not exist in either level provided, then this function will do nothing.\r\n *\r\n * @throws if any error occurs when deleting the preference.\r\n */\r\n delete: (arg: PreferenceKeyArg & ITwinIdArg & TokenArg) => Promise<void>;\r\n\r\n /** Saves the provided preference by the key within the provided level.\r\n *\r\n * If both iTwinId and iModelId are provided, the key will be saved to both levels.\r\n *\r\n * If the key already exists, in either level, the preference will be updated.\r\n *\r\n * @throws if any error occurs while saving.\r\n */\r\n save: (arg: PreferenceArg & ITwinIdArg & TokenArg) => Promise<void>;\r\n}\r\n"]}
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{"version":3,"file":"ViewAnimation.js","sourceRoot":"","sources":["../../src/ViewAnimation.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG","sourcesContent":["/*---------------------------------------------------------------------------------------------\n* 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 Views\n */\n\nimport { EasingFunction } from \"@itwin/core-common\";\nimport { ViewStatus } from \"./ViewStatus\";\nimport { MarginPercent, PaddingPercent } from \"./MarginPercent\";\nimport { Point3d } from \"@itwin/core-geometry\";\n\n/** An object to animate a transition of a [[Viewport]].\n * Only one animator may be associated with a viewport at a time. Registering a new\n * animator interrupts and replaces any existing animator.\n * The animator's animate() function will be invoked just prior to the rendering of each frame.\n * The animator may be removed in response to certain changes to the viewport - e.g., when\n * the viewport is closed, or viewing tools operate on it, etc.\n * @see [[Viewport.setAnimator]] to apply an animator to a viewport.\n * @public\n * @extensions\n */\nexport interface Animator {\n /** Apply animation to the viewport. Return true when animation is completed, causing the animator to be removed from the viewport. */\n animate(): boolean;\n\n /** Invoked to abort this Animator. This method is called if [[Viewport.setAnimator]] is called before `animate` returns true */\n interrupt(): void;\n}\n\n/** Options that control how an Viewport animation behaves.\n * @public\n * @extensions\n */\nexport interface ViewAnimationOptions {\n /** Amount of time for animation, in milliseconds. Default is [[ScreenViewport.animation.time.normal]] */\n animationTime?: number;\n /** if animation is aborted, don't move to end, leave at current point instead. */\n cancelOnAbort?: boolean;\n /** easing function for animation. Default is Easing.Cubic.Out */\n easingFunction?: EasingFunction;\n /** Invoked when the animator is finished. didComplete is true only if the animation finished without being interrupted. */\n animationFinishedCallback?(didComplete: boolean): void;\n}\n\n/** Options that control how a view is aligned with the globe.\n * @public\n * @extensions\n */\nexport interface GlobalAlignmentOptions {\n /** The target point about which the alignment occurs. This point will remain stationary in the view */\n target: Point3d;\n /** If defined and true then the alignment rotation is scaled by the [[ViewState.globalViewTransition]]. This is\n * typically used when zooming out from is zoomed out from a specific location to a more global representation.\n */\n transition?: boolean;\n}\n\n/** A method to be called if an error occurs while adjusting a ViewState's extents\n * @public\n * @extensions\n */\nexport interface OnViewExtentsError {\n /** Function to be called when the extents are adjusted due to a limits error (view too larger or too small) */\n onExtentsError?: (status: ViewStatus) => ViewStatus;\n}\n\n/** Options that control the margin around the edges of a volume for lookAt and Fit view operations\n * @public\n * @extensions\n */\nexport interface MarginOptions {\n /** Margins to apply around the edges of the view.\n * @note This property is ignored if [[paddingPercent]] is specified.\n */\n marginPercent?: MarginPercent;\n /** Padding to apply around the edges of the view.\n * Individual padding for any or all sides can be specified as a [[PaddingPercent]], or a uniform padding to be applied\n * to all sides can be specified as a single number.\n * @note This property takes precedence over [[marginPercent]].\n */\n paddingPercent?: PaddingPercent | number;\n}\n\n/** Options that control how operations that change a viewport behave.\n * @public\n * @extensions\n */\nexport interface ViewChangeOptions extends OnViewExtentsError, ViewAnimationOptions {\n /** Whether to save the result of this change into the view undo stack. Default is to save in undo. */\n noSaveInUndo?: boolean;\n /** Whether the change should be animated or not. Default is to not animate frustum change. */\n animateFrustumChange?: boolean;\n /** If defined the controls how the view will be aligned with the globe */\n globalAlignment?: GlobalAlignmentOptions;\n}\n"]}
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{"version":3,"file":"ViewAnimation.js","sourceRoot":"","sources":["../../src/ViewAnimation.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Views\r\n */\r\n\r\nimport { EasingFunction } from \"@itwin/core-common\";\r\nimport { ViewStatus } from \"./ViewStatus\";\r\nimport { MarginPercent, PaddingPercent } from \"./MarginPercent\";\r\nimport { Point3d } from \"@itwin/core-geometry\";\r\n\r\n/** An object to animate a transition of a [[Viewport]].\r\n * Only one animator may be associated with a viewport at a time. Registering a new\r\n * animator interrupts and replaces any existing animator.\r\n * The animator's animate() function will be invoked just prior to the rendering of each frame.\r\n * The animator may be removed in response to certain changes to the viewport - e.g., when\r\n * the viewport is closed, or viewing tools operate on it, etc.\r\n * @see [[Viewport.setAnimator]] to apply an animator to a viewport.\r\n * @public\r\n * @extensions\r\n */\r\nexport interface Animator {\r\n /** Apply animation to the viewport. Return true when animation is completed, causing the animator to be removed from the viewport. */\r\n animate(): boolean;\r\n\r\n /** Invoked to abort this Animator. This method is called if [[Viewport.setAnimator]] is called before `animate` returns true */\r\n interrupt(): void;\r\n}\r\n\r\n/** Options that control how an Viewport animation behaves.\r\n * @public\r\n * @extensions\r\n */\r\nexport interface ViewAnimationOptions {\r\n /** Amount of time for animation, in milliseconds. Default is [[ScreenViewport.animation.time.normal]] */\r\n animationTime?: number;\r\n /** if animation is aborted, don't move to end, leave at current point instead. */\r\n cancelOnAbort?: boolean;\r\n /** easing function for animation. Default is Easing.Cubic.Out */\r\n easingFunction?: EasingFunction;\r\n /** Invoked when the animator is finished. didComplete is true only if the animation finished without being interrupted. */\r\n animationFinishedCallback?(didComplete: boolean): void;\r\n}\r\n\r\n/** Options that control how a view is aligned with the globe.\r\n * @public\r\n * @extensions\r\n */\r\nexport interface GlobalAlignmentOptions {\r\n /** The target point about which the alignment occurs. This point will remain stationary in the view */\r\n target: Point3d;\r\n /** If defined and true then the alignment rotation is scaled by the [[ViewState.globalViewTransition]]. This is\r\n * typically used when zooming out from is zoomed out from a specific location to a more global representation.\r\n */\r\n transition?: boolean;\r\n}\r\n\r\n/** A method to be called if an error occurs while adjusting a ViewState's extents\r\n * @public\r\n * @extensions\r\n */\r\nexport interface OnViewExtentsError {\r\n /** Function to be called when the extents are adjusted due to a limits error (view too larger or too small) */\r\n onExtentsError?: (status: ViewStatus) => ViewStatus;\r\n}\r\n\r\n/** Options that control the margin around the edges of a volume for lookAt and Fit view operations\r\n * @public\r\n * @extensions\r\n */\r\nexport interface MarginOptions {\r\n /** Margins to apply around the edges of the view.\r\n * @note This property is ignored if [[paddingPercent]] is specified.\r\n */\r\n marginPercent?: MarginPercent;\r\n /** Padding to apply around the edges of the view.\r\n * Individual padding for any or all sides can be specified as a [[PaddingPercent]], or a uniform padding to be applied\r\n * to all sides can be specified as a single number.\r\n * @note This property takes precedence over [[marginPercent]].\r\n */\r\n paddingPercent?: PaddingPercent | number;\r\n}\r\n\r\n/** Options that control how operations that change a viewport behave.\r\n * @public\r\n * @extensions\r\n */\r\nexport interface ViewChangeOptions extends OnViewExtentsError, ViewAnimationOptions {\r\n /** Whether to save the result of this change into the view undo stack. Default is to save in undo. */\r\n noSaveInUndo?: boolean;\r\n /** Whether the change should be animated or not. Default is to not animate frustum change. */\r\n animateFrustumChange?: boolean;\r\n /** If defined the controls how the view will be aligned with the globe */\r\n globalAlignment?: GlobalAlignmentOptions;\r\n}\r\n"]}
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