@itwin/core-frontend 4.1.0-dev.3 → 4.1.0-dev.31
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/CHANGELOG.md +44 -1
- package/lib/cjs/AccuSnap.d.ts.map +1 -1
- package/lib/cjs/AccuSnap.js +8 -0
- package/lib/cjs/AccuSnap.js.map +1 -1
- package/lib/cjs/BackgroundMapGeometry.d.ts +2 -2
- package/lib/cjs/BackgroundMapGeometry.d.ts.map +1 -1
- package/lib/cjs/BackgroundMapGeometry.js +18 -7
- package/lib/cjs/BackgroundMapGeometry.js.map +1 -1
- package/lib/cjs/BriefcaseTxns.d.ts +2 -2
- package/lib/cjs/BriefcaseTxns.d.ts.map +1 -1
- package/lib/cjs/BriefcaseTxns.js +3 -3
- package/lib/cjs/BriefcaseTxns.js.map +1 -1
- package/lib/cjs/CheckpointConnection.js +1 -1
- package/lib/cjs/CheckpointConnection.js.map +1 -1
- package/lib/cjs/DrawingViewState.js +1 -1
- package/lib/cjs/DrawingViewState.js.map +1 -1
- package/lib/cjs/ElementLocateManager.js +1 -1
- package/lib/cjs/ElementLocateManager.js.map +1 -1
- package/lib/cjs/EnvironmentDecorations.js +1 -1
- package/lib/cjs/EnvironmentDecorations.js.map +1 -1
- package/lib/cjs/GeoServices.d.ts +37 -7
- package/lib/cjs/GeoServices.d.ts.map +1 -1
- package/lib/cjs/GeoServices.js +75 -25
- package/lib/cjs/GeoServices.js.map +1 -1
- package/lib/cjs/GraphicalEditingScope.d.ts +2 -2
- package/lib/cjs/GraphicalEditingScope.d.ts.map +1 -1
- package/lib/cjs/GraphicalEditingScope.js +1 -1
- package/lib/cjs/GraphicalEditingScope.js.map +1 -1
- package/lib/cjs/IModelApp.js +1 -1
- package/lib/cjs/IModelApp.js.map +1 -1
- package/lib/cjs/IModelConnection.d.ts +26 -9
- package/lib/cjs/IModelConnection.d.ts.map +1 -1
- package/lib/cjs/IModelConnection.js +78 -11
- package/lib/cjs/IModelConnection.js.map +1 -1
- package/lib/cjs/IpcApp.d.ts.map +1 -1
- package/lib/cjs/IpcApp.js +3 -3
- package/lib/cjs/IpcApp.js.map +1 -1
- package/lib/cjs/LocalhostIpcApp.js +1 -1
- package/lib/cjs/LocalhostIpcApp.js.map +1 -1
- package/lib/cjs/Marker.d.ts +1 -1
- package/lib/cjs/Marker.d.ts.map +1 -1
- package/lib/cjs/Marker.js +3 -3
- package/lib/cjs/Marker.js.map +1 -1
- package/lib/cjs/NativeApp.d.ts.map +1 -1
- package/lib/cjs/NativeApp.js +4 -4
- package/lib/cjs/NativeApp.js.map +1 -1
- package/lib/cjs/NoRenderApp.d.ts +1 -1
- package/lib/cjs/NoRenderApp.d.ts.map +1 -1
- package/lib/cjs/NoRenderApp.js +1 -1
- package/lib/cjs/NoRenderApp.js.map +1 -1
- package/lib/cjs/RealityDataSource.js +1 -1
- package/lib/cjs/RealityDataSource.js.map +1 -1
- package/lib/cjs/RealityDataSourceContextShareImpl.js +1 -1
- package/lib/cjs/RealityDataSourceContextShareImpl.js.map +1 -1
- package/lib/cjs/SheetViewState.d.ts.map +1 -1
- package/lib/cjs/SheetViewState.js +2 -2
- package/lib/cjs/SheetViewState.js.map +1 -1
- package/lib/cjs/Sprites.js +2 -2
- package/lib/cjs/Sprites.js.map +1 -1
- package/lib/cjs/ViewGlobalLocation.d.ts.map +1 -1
- package/lib/cjs/ViewGlobalLocation.js +4 -3
- package/lib/cjs/ViewGlobalLocation.js.map +1 -1
- package/lib/cjs/ViewState.d.ts +22 -4
- package/lib/cjs/ViewState.d.ts.map +1 -1
- package/lib/cjs/ViewState.js +36 -6
- package/lib/cjs/ViewState.js.map +1 -1
- package/lib/cjs/ViewingSpace.js +1 -1
- package/lib/cjs/ViewingSpace.js.map +1 -1
- package/lib/cjs/Viewport.d.ts +1 -1
- package/lib/cjs/Viewport.d.ts.map +1 -1
- package/lib/cjs/Viewport.js +2 -2
- package/lib/cjs/Viewport.js.map +1 -1
- package/lib/cjs/common/FrontendLoggerCategory.d.ts.map +1 -0
- package/lib/cjs/common/FrontendLoggerCategory.js.map +1 -0
- package/lib/cjs/common/ImageUtil.d.ts.map +1 -0
- package/lib/cjs/{ImageUtil.js → common/ImageUtil.js} +2 -0
- package/lib/cjs/common/ImageUtil.js.map +1 -0
- package/lib/cjs/common/ViewRect.d.ts.map +1 -0
- package/lib/cjs/common/ViewRect.js.map +1 -0
- package/lib/cjs/common/WorkerProxy.d.ts +73 -0
- package/lib/cjs/common/WorkerProxy.d.ts.map +1 -0
- package/lib/cjs/common/WorkerProxy.js +54 -0
- package/lib/cjs/common/WorkerProxy.js.map +1 -0
- package/lib/{esm → cjs/common}/gltf/GltfModel.d.ts +1 -1
- package/lib/cjs/common/gltf/GltfModel.d.ts.map +1 -0
- package/lib/cjs/common/gltf/GltfModel.js.map +1 -0
- package/lib/cjs/common/gltf/GltfParser.d.ts.map +1 -0
- package/lib/cjs/common/gltf/GltfParser.js.map +1 -0
- package/lib/cjs/common/gltf/GltfSchema.d.ts.map +1 -0
- package/lib/cjs/common/gltf/GltfSchema.js.map +1 -0
- package/lib/cjs/common/imdl/CompactEdges.d.ts +27 -0
- package/lib/cjs/common/imdl/CompactEdges.d.ts.map +1 -0
- package/lib/cjs/common/imdl/CompactEdges.js +96 -0
- package/lib/cjs/common/imdl/CompactEdges.js.map +1 -0
- package/lib/cjs/common/imdl/ImdlModel.d.ts +186 -0
- package/lib/cjs/common/imdl/ImdlModel.d.ts.map +1 -0
- package/lib/cjs/common/imdl/ImdlModel.js +71 -0
- package/lib/cjs/common/imdl/ImdlModel.js.map +1 -0
- package/lib/cjs/common/imdl/ImdlSchema.d.ts +412 -0
- package/lib/cjs/common/imdl/ImdlSchema.d.ts.map +1 -0
- package/lib/cjs/common/imdl/ImdlSchema.js +23 -0
- package/lib/cjs/common/imdl/ImdlSchema.js.map +1 -0
- package/lib/cjs/common/imdl/ParseImdlDocument.d.ts +45 -0
- package/lib/cjs/common/imdl/ParseImdlDocument.d.ts.map +1 -0
- package/lib/cjs/common/imdl/ParseImdlDocument.js +1011 -0
- package/lib/cjs/common/imdl/ParseImdlDocument.js.map +1 -0
- package/lib/cjs/common/render/AnimationNodeId.d.ts +11 -0
- package/lib/cjs/common/render/AnimationNodeId.d.ts.map +1 -0
- package/lib/cjs/common/render/AnimationNodeId.js +19 -0
- package/lib/cjs/common/render/AnimationNodeId.js.map +1 -0
- package/lib/{esm/render/RenderMaterial.d.ts → cjs/common/render/MaterialParams.d.ts} +7 -20
- package/lib/cjs/common/render/MaterialParams.d.ts.map +1 -0
- package/lib/cjs/{render/RenderMaterial.js → common/render/MaterialParams.js} +1 -1
- package/lib/cjs/common/render/MaterialParams.js.map +1 -0
- package/lib/cjs/common/render/TextureParams.d.ts +30 -0
- package/lib/cjs/common/render/TextureParams.d.ts.map +1 -0
- package/lib/cjs/{render/RenderTexture.js → common/render/TextureParams.js} +1 -1
- package/lib/cjs/common/render/TextureParams.js.map +1 -0
- package/lib/{esm → cjs/common}/render/primitives/AuxChannelTable.d.ts +12 -8
- package/lib/cjs/common/render/primitives/AuxChannelTable.d.ts.map +1 -0
- package/lib/cjs/{render → common/render}/primitives/AuxChannelTable.js +42 -9
- package/lib/cjs/common/render/primitives/AuxChannelTable.js.map +1 -0
- package/lib/cjs/common/render/primitives/DisplayParams.d.ts.map +1 -0
- package/lib/cjs/common/render/primitives/DisplayParams.js.map +1 -0
- package/lib/cjs/common/render/primitives/EdgeParams.d.ts +94 -0
- package/lib/cjs/common/render/primitives/EdgeParams.d.ts.map +1 -0
- package/lib/cjs/common/render/primitives/EdgeParams.js +46 -0
- package/lib/cjs/common/render/primitives/EdgeParams.js.map +1 -0
- package/lib/cjs/common/render/primitives/MeshParams.d.ts +20 -0
- package/lib/cjs/common/render/primitives/MeshParams.d.ts.map +1 -0
- package/lib/cjs/common/render/primitives/MeshParams.js +10 -0
- package/lib/cjs/common/render/primitives/MeshParams.js.map +1 -0
- package/lib/cjs/common/render/primitives/MeshPrimitive.d.ts +29 -0
- package/lib/cjs/common/render/primitives/MeshPrimitive.d.ts.map +1 -0
- package/lib/cjs/common/render/primitives/MeshPrimitive.js +18 -0
- package/lib/cjs/common/render/primitives/MeshPrimitive.js.map +1 -0
- package/lib/cjs/common/render/primitives/PointStringParams.d.ts +14 -0
- package/lib/cjs/common/render/primitives/PointStringParams.d.ts.map +1 -0
- package/lib/cjs/common/render/primitives/PointStringParams.js +10 -0
- package/lib/cjs/common/render/primitives/PointStringParams.js.map +1 -0
- package/lib/cjs/common/render/primitives/PolylineParams.d.ts +29 -0
- package/lib/cjs/common/render/primitives/PolylineParams.d.ts.map +1 -0
- package/lib/cjs/common/render/primitives/PolylineParams.js +10 -0
- package/lib/cjs/common/render/primitives/PolylineParams.js.map +1 -0
- package/lib/{esm → cjs/common}/render/primitives/SurfaceParams.d.ts +1 -1
- package/lib/cjs/common/render/primitives/SurfaceParams.d.ts.map +1 -0
- package/lib/cjs/common/render/primitives/SurfaceParams.js.map +1 -0
- package/lib/cjs/common/render/primitives/VertexIndices.d.ts +26 -0
- package/lib/cjs/common/render/primitives/VertexIndices.d.ts.map +1 -0
- package/lib/cjs/common/render/primitives/VertexIndices.js +64 -0
- package/lib/cjs/common/render/primitives/VertexIndices.js.map +1 -0
- package/lib/cjs/common/render/primitives/VertexTable.d.ts +45 -0
- package/lib/cjs/common/render/primitives/VertexTable.d.ts.map +1 -0
- package/lib/cjs/common/render/primitives/VertexTable.js +38 -0
- package/lib/cjs/common/render/primitives/VertexTable.js.map +1 -0
- package/lib/cjs/{render → common/render}/primitives/VertexTableSplitter.d.ts +23 -2
- package/lib/cjs/common/render/primitives/VertexTableSplitter.d.ts.map +1 -0
- package/lib/cjs/{render → common/render}/primitives/VertexTableSplitter.js +46 -35
- package/lib/cjs/common/render/primitives/VertexTableSplitter.js.map +1 -0
- package/lib/cjs/core-frontend.d.ts +26 -6
- package/lib/cjs/core-frontend.d.ts.map +1 -1
- package/lib/cjs/core-frontend.js +26 -6
- package/lib/cjs/core-frontend.js.map +1 -1
- package/lib/cjs/extension/ExtensionAdmin.js +1 -1
- package/lib/cjs/extension/ExtensionAdmin.js.map +1 -1
- package/lib/cjs/quantity-formatting/QuantityFormatter.js +1 -1
- package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
- package/lib/cjs/render/CreateRenderMaterialArgs.d.ts +24 -0
- package/lib/cjs/render/CreateRenderMaterialArgs.d.ts.map +1 -0
- package/lib/cjs/render/CreateRenderMaterialArgs.js +10 -0
- package/lib/cjs/render/CreateRenderMaterialArgs.js.map +1 -0
- package/lib/{esm/render/RenderTexture.d.ts → cjs/render/CreateTextureArgs.d.ts} +4 -28
- package/lib/cjs/render/CreateTextureArgs.d.ts.map +1 -0
- package/lib/cjs/render/CreateTextureArgs.js +10 -0
- package/lib/cjs/render/CreateTextureArgs.js.map +1 -0
- package/lib/cjs/render/GraphicBranch.d.ts +1 -7
- package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
- package/lib/cjs/render/GraphicBranch.js +1 -9
- package/lib/cjs/render/GraphicBranch.js.map +1 -1
- package/lib/cjs/render/MockRender.d.ts +4 -4
- package/lib/cjs/render/MockRender.d.ts.map +1 -1
- package/lib/cjs/render/MockRender.js +1 -1
- package/lib/cjs/render/MockRender.js.map +1 -1
- package/lib/cjs/render/ParticleCollectionBuilder.d.ts.map +1 -1
- package/lib/cjs/render/ParticleCollectionBuilder.js +5 -5
- package/lib/cjs/render/ParticleCollectionBuilder.js.map +1 -1
- package/lib/cjs/render/RealityMeshParams.js +2 -2
- package/lib/cjs/render/RealityMeshParams.js.map +1 -1
- package/lib/cjs/render/RenderSystem.d.ts +7 -6
- package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
- package/lib/cjs/render/RenderSystem.js +6 -6
- package/lib/cjs/render/RenderSystem.js.map +1 -1
- package/lib/cjs/render/RenderTarget.d.ts +1 -1
- package/lib/cjs/render/RenderTarget.d.ts.map +1 -1
- package/lib/cjs/render/RenderTarget.js.map +1 -1
- package/lib/cjs/render/VisibleFeature.d.ts +1 -1
- package/lib/cjs/render/VisibleFeature.d.ts.map +1 -1
- package/lib/cjs/render/VisibleFeature.js.map +1 -1
- package/lib/cjs/render/primitives/EdgeParams.d.ts +2 -89
- package/lib/cjs/render/primitives/EdgeParams.d.ts.map +1 -1
- package/lib/cjs/render/primitives/EdgeParams.js +35 -71
- package/lib/cjs/render/primitives/EdgeParams.js.map +1 -1
- package/lib/cjs/render/primitives/PointStringParams.d.ts +2 -11
- package/lib/cjs/render/primitives/PointStringParams.d.ts.map +1 -1
- package/lib/cjs/render/primitives/PointStringParams.js +26 -30
- package/lib/cjs/render/primitives/PointStringParams.js.map +1 -1
- package/lib/cjs/render/primitives/Polyface.d.ts +1 -1
- package/lib/cjs/render/primitives/Polyface.d.ts.map +1 -1
- package/lib/cjs/render/primitives/Polyface.js.map +1 -1
- package/lib/cjs/render/primitives/PolylineParams.d.ts +4 -36
- package/lib/cjs/render/primitives/PolylineParams.d.ts.map +1 -1
- package/lib/cjs/render/primitives/PolylineParams.js +29 -40
- package/lib/cjs/render/primitives/PolylineParams.js.map +1 -1
- package/lib/cjs/render/primitives/Strokes.d.ts +1 -1
- package/lib/cjs/render/primitives/Strokes.d.ts.map +1 -1
- package/lib/cjs/render/primitives/Strokes.js.map +1 -1
- package/lib/cjs/render/primitives/VertexTableBuilder.d.ts +28 -0
- package/lib/cjs/render/primitives/VertexTableBuilder.d.ts.map +1 -0
- package/lib/cjs/render/primitives/{VertexTable.js → VertexTableBuilder.js} +61 -175
- package/lib/cjs/render/primitives/VertexTableBuilder.js.map +1 -0
- package/lib/cjs/render/primitives/geometry/GeometryAccumulator.d.ts +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryAccumulator.d.ts.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryListBuilder.d.ts +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryListBuilder.d.ts.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryPrimitives.d.ts +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryPrimitives.d.ts.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryPrimitives.js +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryPrimitives.js.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshBuilder.d.ts +1 -1
- package/lib/cjs/render/primitives/mesh/MeshBuilder.d.ts.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshBuilder.js.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshBuilderMap.d.ts +6 -5
- package/lib/cjs/render/primitives/mesh/MeshBuilderMap.d.ts.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js +3 -2
- package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts +4 -25
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.js +9 -14
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +1 -1
- package/lib/cjs/render/webgl/CachedGeometry.d.ts +1 -1
- package/lib/cjs/render/webgl/CachedGeometry.d.ts.map +1 -1
- package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/ColorInfo.d.ts +1 -1
- package/lib/cjs/render/webgl/ColorInfo.d.ts.map +1 -1
- package/lib/cjs/render/webgl/ColorInfo.js.map +1 -1
- package/lib/cjs/render/webgl/EdgeGeometry.d.ts +2 -2
- package/lib/cjs/render/webgl/EdgeGeometry.d.ts.map +1 -1
- package/lib/cjs/render/webgl/EdgeGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/FeatureOverrides.js +1 -1
- package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
- package/lib/cjs/render/webgl/IndexedEdgeGeometry.d.ts +1 -1
- package/lib/cjs/render/webgl/IndexedEdgeGeometry.d.ts.map +1 -1
- package/lib/cjs/render/webgl/IndexedEdgeGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/Material.d.ts +1 -1
- package/lib/cjs/render/webgl/Material.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Material.js.map +1 -1
- package/lib/cjs/render/webgl/Mesh.d.ts +2 -2
- package/lib/cjs/render/webgl/Mesh.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Mesh.js +1 -1
- package/lib/cjs/render/webgl/Mesh.js.map +1 -1
- package/lib/cjs/render/webgl/MeshData.d.ts +2 -2
- package/lib/cjs/render/webgl/MeshData.d.ts.map +1 -1
- package/lib/cjs/render/webgl/MeshData.js.map +1 -1
- package/lib/cjs/render/webgl/MeshGeometry.d.ts +1 -1
- package/lib/cjs/render/webgl/MeshGeometry.d.ts.map +1 -1
- package/lib/cjs/render/webgl/PointString.d.ts +1 -1
- package/lib/cjs/render/webgl/PointString.d.ts.map +1 -1
- package/lib/cjs/render/webgl/PointString.js.map +1 -1
- package/lib/cjs/render/webgl/Polyline.d.ts +1 -1
- package/lib/cjs/render/webgl/Polyline.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Polyline.js.map +1 -1
- package/lib/cjs/render/webgl/RenderCommands.js +1 -1
- package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
- package/lib/cjs/render/webgl/SceneCompositor.d.ts +1 -1
- package/lib/cjs/render/webgl/SceneCompositor.d.ts.map +1 -1
- package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
- package/lib/cjs/render/webgl/SurfaceGeometry.d.ts +1 -1
- package/lib/cjs/render/webgl/SurfaceGeometry.d.ts.map +1 -1
- package/lib/cjs/render/webgl/SurfaceGeometry.js +1 -1
- package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/System.d.ts +7 -6
- package/lib/cjs/render/webgl/System.d.ts.map +1 -1
- package/lib/cjs/render/webgl/System.js +1 -1
- package/lib/cjs/render/webgl/System.js.map +1 -1
- package/lib/cjs/render/webgl/Target.d.ts +1 -1
- package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Target.js +4 -4
- package/lib/cjs/render/webgl/Target.js.map +1 -1
- package/lib/cjs/render/webgl/Texture.d.ts +1 -1
- package/lib/cjs/render/webgl/Texture.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Texture.js +1 -1
- package/lib/cjs/render/webgl/Texture.js.map +1 -1
- package/lib/cjs/render/webgl/UniformHandle.js +1 -1
- package/lib/cjs/render/webgl/UniformHandle.js.map +1 -1
- package/lib/cjs/render/webgl/VertexLUT.d.ts +2 -2
- package/lib/cjs/render/webgl/VertexLUT.d.ts.map +1 -1
- package/lib/cjs/render/webgl/VertexLUT.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
- package/lib/cjs/render-primitives.d.ts +1 -4
- package/lib/cjs/render-primitives.d.ts.map +1 -1
- package/lib/cjs/render-primitives.js +1 -4
- package/lib/cjs/render-primitives.js.map +1 -1
- package/lib/cjs/tile/B3dmReader.d.ts +1 -1
- package/lib/cjs/tile/B3dmReader.d.ts.map +1 -1
- package/lib/cjs/tile/B3dmReader.js +1 -1
- package/lib/cjs/tile/B3dmReader.js.map +1 -1
- package/lib/cjs/tile/DynamicIModelTile.js +1 -1
- package/lib/cjs/tile/DynamicIModelTile.js.map +1 -1
- package/lib/cjs/tile/GltfReader.d.ts +3 -3
- package/lib/cjs/tile/GltfReader.d.ts.map +1 -1
- package/lib/cjs/tile/GltfReader.js +12 -21
- package/lib/cjs/tile/GltfReader.js.map +1 -1
- package/lib/cjs/tile/IModelTile.d.ts.map +1 -1
- package/lib/cjs/tile/IModelTile.js +11 -17
- package/lib/cjs/tile/IModelTile.js.map +1 -1
- package/lib/cjs/tile/IModelTileTree.d.ts +4 -1
- package/lib/cjs/tile/IModelTileTree.d.ts.map +1 -1
- package/lib/cjs/tile/IModelTileTree.js +15 -0
- package/lib/cjs/tile/IModelTileTree.js.map +1 -1
- package/lib/cjs/tile/ImdlDecoder.d.ts +52 -0
- package/lib/cjs/tile/ImdlDecoder.d.ts.map +1 -0
- package/lib/cjs/tile/ImdlDecoder.js +35 -0
- package/lib/cjs/tile/ImdlDecoder.js.map +1 -0
- package/lib/cjs/tile/ImdlGraphicsCreator.d.ts +19 -0
- package/lib/cjs/tile/ImdlGraphicsCreator.d.ts.map +1 -0
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\n/** Enumerates the types of [[GltfMeshPrimitive]] topologies.\r\n * @internal\r\n */\r\nexport enum GltfMeshMode {\r\n Points = 0,\r\n Lines = 1,\r\n LineStrip = 3,\r\n Triangles = 4,\r\n /** Not currently supported. */\r\n TriangleStrip = 5,\r\n /** Not currently supported. */\r\n TriangleFan = 6,\r\n}\r\n\r\n/** Enumerates the basic data types supported by accessors, material values, technique uniforms, etc.\r\n * @internal\r\n */\r\nexport enum GltfDataType {\r\n SignedByte = 0x1400,\r\n UnsignedByte = 0x1401,\r\n SignedShort = 5122,\r\n UnsignedShort = 5123,\r\n UInt32 = 5125,\r\n Float = 5126,\r\n Rgb = 6407,\r\n Rgba = 6408,\r\n IntVec2 = 0x8b53,\r\n IntVec3 = 0x8b54,\r\n FloatVec2 = 35664,\r\n FloatVec3 = 35665,\r\n FloatVec4 = 35666,\r\n FloatMat3 = 35675,\r\n FloatMat4 = 35676,\r\n Sampler2d = 35678,\r\n}\r\n\r\n/** @internal */\r\nexport enum GltfMagFilter {\r\n Nearest = 9728,\r\n Linear = 9729,\r\n}\r\n\r\n/** @internal */\r\nexport enum GltfMinFilter {\r\n Nearest = GltfMagFilter.Nearest,\r\n Linear = GltfMagFilter.Linear,\r\n NearestMipMapNearest = 9984,\r\n LinearMipMapNearest = 9985,\r\n NearestMipMapLinear = 9986,\r\n LinearMipMapLinear = 9987,\r\n}\r\n\r\n/** Describes how texture coordinates outside of the range [0..1] are handled.\r\n * @internal\r\n */\r\nexport enum GltfWrapMode {\r\n ClampToEdge = 33071,\r\n MirroredRepeat = 33648,\r\n Repeat = 10497,\r\n}\r\n\r\n/** Describes the intended target of a [[GltfBufferViewProps]].\r\n * @internal\r\n */\r\nexport enum GltfBufferTarget {\r\n ArrayBuffer = 34962,\r\n ElementArrayBuffer = 24963,\r\n}\r\n\r\n/** The type used to refer to an entry in a GltfDictionary in a glTF 1.0 asset. @internal */\r\nexport type Gltf1Id = string;\r\n/** The type used to refer to an entry in a GltfDictionary in a glTF 2.0 asset. @internal */\r\nexport type Gltf2Id = number;\r\n/** The type used to refer to an entry in a GltfDictionary. @internal */\r\nexport type GltfId = Gltf1Id | Gltf2Id;\r\n\r\n/** A collection of resources of some type defined at the top-level of a [[GltfDocument]].\r\n * In glTF 1.0, these are defined as objects; each resource is referenced and accessed by its string key.\r\n * In glTF 2.0, these are defined as arrays; each resource is referenced and accessed by its integer array index.\r\n * @internal\r\n */\r\nexport interface GltfDictionary<T extends GltfChildOfRootProperty> {\r\n [key: GltfId]: T | undefined;\r\n}\r\n\r\n/** @internal */\r\nexport interface GltfStringMap<T> {\r\n [key: string]: T | undefined;\r\n}\r\n\r\n/** Iterate the contents of a [[GltfDictionary]].\r\n * @internal\r\n */\r\nexport function * gltfDictionaryIterator<T extends GltfChildOfRootProperty>(dict: GltfDictionary<T>): Iterable<T> {\r\n if (Array.isArray(dict)) {\r\n for (const elem of dict)\r\n yield elem;\r\n } else {\r\n for (const key of Object.keys(dict)) {\r\n const value = dict[key];\r\n if (undefined !== value)\r\n yield value;\r\n }\r\n }\r\n}\r\n\r\n/** Optional extensions applied to a [[GltfProperty]] to enable behavior not defined in the core specification.\r\n * @internal\r\n */\r\nexport type GltfExtensions = GltfStringMap<unknown>;\r\n\r\n/** The base interface provided by most objects in a glTF asset, permitting additional data to be associated with the object.\r\n * @internal\r\n */\r\nexport interface GltfProperty {\r\n extensions?: GltfExtensions;\r\n extras?: any;\r\n}\r\n\r\n/** The base interface provided by top-level properties of a [[GltfDocument]].\r\n * @internal\r\n */\r\nexport interface GltfChildOfRootProperty extends GltfProperty {\r\n /** Optional name, strictly for human consumption. */\r\n name?: string;\r\n}\r\n\r\n/** @internal */\r\nexport interface DracoMeshCompression {\r\n bufferView: GltfId;\r\n // TEXCOORD_0, POSITION, etc\r\n attributes: GltfStringMap<number>;\r\n}\r\n\r\n/** @internal */\r\nexport interface MeshFeature extends GltfProperty {\r\n featureCount: number;\r\n nullFeatureId?: number;\r\n label?: string;\r\n propertyTable?: number;\r\n texture?: unknown;\r\n attribute?: number;\r\n}\r\n\r\n/** @internal */\r\nexport interface MeshFeatures {\r\n featureIds: MeshFeature[];\r\n}\r\n\r\n/** A unit of geometry belonging to a [[GltfMesh]]. @internal */\r\nexport interface GltfMeshPrimitive extends GltfProperty {\r\n /** Maps the name of each mesh attribute semantic to the Id of the [[GltfAccessor]] providing the attribute's data. */\r\n attributes: GltfStringMap<GltfId>;\r\n /** The Id of the [[GltfAccessor]] providing the vertex indices. */\r\n indices?: GltfId;\r\n /** The Id of the [[GltfMaterial]] to apply to the primitive when rendering. */\r\n material?: GltfId;\r\n /** The primitive topology type. */\r\n mode?: GltfMeshMode;\r\n /** Morph targets - currently unsupported. */\r\n targets?: GltfStringMap<GltfId>;\r\n extensions?: GltfExtensions & {\r\n /** The [CESIUM_primitive_outline](https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Vendor/CESIUM_primitive_outline) extension\r\n * describes how to draw outline edges for a triangle mesh.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CESIUM_primitive_outline?: {\r\n /** The Id of the [[GltfBufferViewProps]] supplying the endpoints of each edge as indices into the triangle mesh's vertex array.\r\n * The number of indices must be even; each consecutive pair of indices describes one line segment. No connectivity between\r\n * line segments is implied.\r\n */\r\n indices?: GltfId;\r\n };\r\n /** The [KHR_draco_mesh_compression](https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_draco_mesh_compression/README.md) extension\r\n * allows glTF to support geometry compressed with Draco geometry compression.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n KHR_draco_mesh_compression?: DracoMeshCompression;\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n EXT_mesh_features?: MeshFeatures;\r\n };\r\n}\r\n\r\n/** A collection of [[GltfMeshPrimitive]]s to be rendered. Each mesh is referenced by a node. Multiple nodes can refer to the same mesh.\r\n * The node's transform is applied when rendering the mesh.\r\n * @internal\r\n */\r\nexport interface GltfMesh extends GltfChildOfRootProperty {\r\n /** The collection of primitives to be rendered. */\r\n primitives?: GltfMeshPrimitive[];\r\n /** For morph targets - currently unsupported. */\r\n weights?: number[];\r\n}\r\n\r\n/** Properties common to [[Gltf1Node]] and [[Gltf2Node]]. @internal */\r\nexport interface GltfNodeBaseProps {\r\n /** The Ids of the child nodes. @see [[GltfNode]]. */\r\n children?: GltfId[];\r\n /** Currently ignored. */\r\n camera?: GltfId;\r\n /** Currently ignored. */\r\n skin?: GltfId;\r\n /** A 4x4 column-major transformation matrix. Mutually exclusive with [[rotation]], [[scale]], and [[translation]]. */\r\n matrix?: number[];\r\n /** Unit quaternion as [x, y, z, w], where w is the scalar. */\r\n rotation?: number[];\r\n /** Non-uniform scale as [x, y, z]. */\r\n scale?: number[];\r\n /** Translation as [x, y, z]. */\r\n translation?: number[];\r\n}\r\n\r\n/** glTF 1.0 representation of a [[GltfNode]]. Unlike a [[Gltf2Node]], a Gltf1Node may refer to any number of [[GltfMesh]]es.\r\n * @internal\r\n */\r\nexport interface Gltf1Node extends GltfChildOfRootProperty, GltfNodeBaseProps {\r\n /** The Ids of the [[GltfMesh]]es to be rendered by this node.\r\n * @note The spec defines this as an array of strings, but the original implementation of [[GltfReader]] was written to treat it as a string instead.\r\n * In case this was because of non-spec-compliant glTF that placed a string here instead of an array, either is permitted.\r\n */\r\n meshes?: GltfId[] | string;\r\n mesh?: never;\r\n /** Currently ignored. */\r\n jointName?: GltfId;\r\n /** Currently ignored. */\r\n skeletons?: GltfId[];\r\n}\r\n\r\n/** glTF 2.0 representation of a [[GltfNode]]. Unlike a [[Gltf1Node]], a Gltf2Node may refer to at most one [[GltfMesh]].\r\n * @internal\r\n */\r\nexport interface Gltf2Node extends GltfChildOfRootProperty, GltfNodeBaseProps {\r\n /** The Id of the [[GltfMesh]] to be rendered by this node. */\r\n mesh?: GltfId;\r\n meshes?: never;\r\n /** Morph targets - currently ignored. */\r\n weights?: number[];\r\n}\r\n\r\n/** Describes a node in a [[GltfScene]]. Each node may be associated with zero, one (glTF 2.0), or any number of (glTF 1.0) [[GltfMesh]]es.\r\n * Each node may define a transform. Each node may have any number of child nodes. A child node's transform is multiplied by its parent node's transform.\r\n * Some nodes may be associated with other types of data like cameras, skins, lights, etc - these types of data are currently unsupported.\r\n * Rendering a node means rendering its meshes and the meshes of all of its descendants, with transforms applied.\r\n * @internal\r\n */\r\nexport type GltfNode = Gltf1Node | Gltf2Node;\r\n\r\n/** Get the Ids of the meshes associated with a node.\r\n * @internal\r\n */\r\nexport function getGltfNodeMeshIds(node: GltfNode): GltfId[] {\r\n if (undefined !== node.meshes)\r\n return typeof node.meshes === \"string\" ? [node.meshes] : node.meshes;\r\n else if (undefined !== node.mesh)\r\n return [node.mesh];\r\n\r\n return [];\r\n}\r\n\r\n/** @internal */\r\nexport function * traverseGltfNodes(ids: Iterable<GltfId>, nodes: GltfDictionary<GltfNode>, traversed: Set<GltfId>): Iterable<GltfNode> {\r\n for (const id of ids) {\r\n if (traversed.has(id))\r\n throw new Error(\"Cycle detected while traversing glTF nodes\");\r\n\r\n const node = nodes[id];\r\n if (!node)\r\n continue;\r\n\r\n traversed.add(id);\r\n yield node;\r\n if (node.children)\r\n for (const child of traverseGltfNodes(node.children, nodes, traversed))\r\n yield child;\r\n }\r\n}\r\n\r\n/** Describes a scene graph that composes any number of [[GltfNode]]s to produce a rendering of the [[GltfDocument]] asset.\r\n * An asset may define any number of scenes; the default scene is specified by [[Gltf.scene]].\r\n * @internal\r\n */\r\nexport interface GltfScene extends GltfChildOfRootProperty {\r\n /** The Ids of the nodes comprising the scene graph. */\r\n nodes?: GltfId[];\r\n}\r\n\r\n/** Provides metadata about a [[GltfDocument]] asset.\r\n * @internal\r\n */\r\nexport interface GltfAsset extends GltfProperty {\r\n /** A copyright message suitable for display to credit the content creator. */\r\n copyright?: string;\r\n /** The name of the tool that generated the asset. */\r\n generator?: string;\r\n /** The glTF version targeted by the asset, in the form \"major.minor\" where \"major\" and \"minor\" are integers. */\r\n version: string;\r\n /** The minimum glTF version required to properly load this asset, in the same form as [[version]].\r\n * This minimum version must be no greater than [[version]].\r\n */\r\n minVersion?: string;\r\n}\r\n\r\n/** Describes an image such as one used for a [[GltfTexture]]. The image may be referenced by a [[uri]] or a [[bufferView]].\r\n * @internal\r\n */\r\nexport interface GltfImage extends GltfChildOfRootProperty {\r\n /** URI from which the image data can be obtained, either as a base-64-encoded data URI or an external resource.\r\n * Mutually exclusive with [[bufferView]].\r\n */\r\n uri?: string;\r\n /** The image's media type. This property is required if [[bufferView]] is defined. */\r\n mimeType?: \"image/jpeg\" | \"image/png\";\r\n /** The Id of the [[GltfBufferViewProps]] containing the image data. Mutually exclusive with [[uri]]. */\r\n bufferView?: GltfId;\r\n extensions?: GltfExtensions & {\r\n /** The [KHR_binary_glTF](https://github.com/KhronosGroup/glTF/tree/main/extensions/1.0/Khronos/KHR_binary_glTF) allows an image to\r\n * be embedded in a binary chunk appended to the glTF asset's JSON, instead of being referenced by an external URI.\r\n * This is superseded in glTF 2.0 by support for the glb file format specification.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n KHR_binary_glTF?: {\r\n /** The Id of the [[GltfBufferViewProps]] that contains the binary image data. */\r\n bufferView?: GltfId;\r\n /** Required - @see [[GltfImage.mimeType]]. */\r\n mimeType?: string;\r\n };\r\n };\r\n}\r\n\r\n/** Describes a reference to a [[GltfTexture]]. @internal */\r\nexport interface GltfTextureInfo extends GltfProperty {\r\n /** The Id of the [[GltfTexture]]. */\r\n index: GltfId;\r\n /** The set index of the texture's TEXCOORD attribute used for texture coordinate mapping.\r\n * For example, if `texCoord` is `2`, an attribute named `TEXCOORD_2` must exist containing the texture coordinates.\r\n * Default: 0.\r\n */\r\n texCoord?: number;\r\n}\r\n\r\n/** Describes a texture and its sampler.\r\n * @internal\r\n */\r\nexport interface GltfTexture extends GltfChildOfRootProperty {\r\n /** The Id of the [[GltfSampler]] used by this texture.\r\n * If undefined, a sampler with repeat wrapping and auto filtering should be used by default.\r\n */\r\n sampler?: GltfId;\r\n /** The Id of the [[GltfImage]] used by this texture.\r\n * If undefined, an extension or other mechanism should supply an alternate image source - otherwise, the behavior is undefined.\r\n */\r\n source?: GltfId;\r\n}\r\n\r\n/** Describes the filtering and wrapping behavior to be applied to a [[GltfTexture]].\r\n * @note The implementation currently does not support MirroredRepeat and does not support different wrapping for U and V;\r\n * effectively, unless `wrapS` or `wrapT` is set to ClampToEdge, the sampler will use GltfWrapMode.Repeat.\r\n * @internal\r\n */\r\nexport interface GltfSampler extends GltfChildOfRootProperty {\r\n /** Magnification filter. */\r\n magFilter?: GltfMagFilter;\r\n /** Minification filter. */\r\n minFilter?: GltfMinFilter;\r\n /** S (U) wrapping mode. Default: Repeat. */\r\n wrapS?: GltfWrapMode;\r\n /** T (V) wrapping mode. Default: Repeat. */\r\n wrapT?: GltfWrapMode;\r\n}\r\n\r\n/** GL states that can be enabled by a [[GltfTechnique]]. Only those queried by this implementation are enumerated.\r\n * @internal\r\n */\r\nexport enum GltfTechniqueState {\r\n /** Enables alpha blending. */\r\n Blend = 3042,\r\n}\r\n\r\n/** For glTF 1.0 only, describes shader programs and shader state associated with a [[Gltf1Material]], used to render meshes associated with the material.\r\n * This implementation uses it strictly to identify techniques that require alpha blending.\r\n * @internal\r\n */\r\nexport interface GltfTechnique extends GltfChildOfRootProperty {\r\n /** GL render states to be applied by the technique. */\r\n states?: {\r\n /** An array of integers corresponding to boolean GL states that should be enabled using GL's `enable` function.\r\n * For example, the value [[GltfTechniqueState.Blend]] (3042) indicates that blending should be enabled.\r\n */\r\n enable?: GltfTechniqueState[];\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport interface Gltf1Material extends GltfChildOfRootProperty {\r\n diffuse?: string;\r\n emission?: number[];\r\n shininess?: number;\r\n specular?: number[];\r\n technique?: GltfId;\r\n values?: {\r\n texStep?: number[];\r\n color?: number[];\r\n tex?: number | string;\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport interface GltfMaterialPbrMetallicRoughness extends GltfProperty {\r\n // Default [1,1,1,1]\r\n baseColorFactor?: number[];\r\n baseColorTexture?: GltfTextureInfo;\r\n // Default 1\r\n metallicFactor?: number;\r\n // Default 1\r\n roughnessFactor?: number;\r\n metallicRoughnessTexture?: GltfTextureInfo;\r\n}\r\n\r\n/** @internal */\r\nexport type GltfAlphaMode = \"OPAQUE\" | \"MASK\" | \"BLEND\";\r\n\r\n/** @internal */\r\nexport interface Gltf2Material extends GltfChildOfRootProperty {\r\n pbrMetallicRoughness?: GltfMaterialPbrMetallicRoughness;\r\n normalTexture?: GltfTextureInfo;\r\n occlusionTexture?: unknown;\r\n emissiveTexture?: GltfTextureInfo;\r\n emissiveFactor?: number[];\r\n // Default OPAQUE\r\n alphaMode?: GltfAlphaMode;\r\n // Default 0.5. Ignored unless alphaMode=MASK\r\n alphaCutoff?: number;\r\n doubleSided?: boolean;\r\n extensions?: GltfExtensions & {\r\n /** The [KHR_materials_unlit](https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_unlit) extension\r\n * indicates that the material should be displayed without lighting. The extension adds no additional properties; it is effectively a boolean flag.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n KHR_materials_unlit?: { };\r\n /** The [KHR_techniques_webgl extension](https://github.com/KhronosGroup/glTF/blob/c1c12bd100e88ff468ccef1cb88cfbec56a69af2/extensions/2.0/Khronos/KHR_techniques_webgl/README.md)\r\n * allows \"techniques\" to be associated with [[GltfMaterial]]s. Techniques can supply custom shader programs to render geometry; this was a core feature of glTF 1.0 (see [[GltfTechnique]]).\r\n * Here, it is only used to extract uniform values.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n KHR_techniques_webgl?: {\r\n technique?: number;\r\n // An object containing uniform values. Each property name corresponds to a uniform in the material's technique and must conform to that uniform's type and count properties.\r\n // A handful of uniforms referenced in this implementation by name are defined below.\r\n values?: {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n u_texStep?: number[];\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n u_color?: number[];\r\n // Diffuse texture.\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n u_diffuse?: { index: number, texCoord: number };\r\n [k: string]: unknown | undefined;\r\n };\r\n };\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport type GltfMaterial = Gltf1Material | Gltf2Material;\r\n\r\n/** @internal */\r\nexport function isGltf1Material(material: GltfMaterial): material is Gltf1Material {\r\n const mat1 = material as Gltf1Material;\r\n return undefined !== mat1.technique || undefined !== mat1.values;\r\n}\r\n\r\n/** @internal */\r\nexport interface GltfBuffer extends GltfChildOfRootProperty {\r\n uri?: string;\r\n byteLength?: number;\r\n}\r\n\r\n/** @internal */\r\nexport interface GltfBufferViewProps extends GltfChildOfRootProperty {\r\n buffer: GltfId;\r\n byteLength?: number;\r\n byteOffset?: number;\r\n byteStride?: number;\r\n target?: GltfBufferTarget;\r\n}\r\n\r\n/** @internal */\r\nexport interface GltfAccessor extends GltfChildOfRootProperty {\r\n bufferView?: GltfId;\r\n byteOffset?: number;\r\n componentType?: GltfDataType.SignedByte | GltfDataType.UnsignedByte | GltfDataType.SignedShort | GltfDataType.UnsignedShort | GltfDataType.UInt32 | GltfDataType.Float;\r\n normalized?: boolean;\r\n count: number;\r\n type: \"SCALAR\" | \"VEC2\" | \"VEC3\" | \"VEC4\" | \"MAT2\" | \"MAT3\" | \"MAT4\";\r\n max?: number[];\r\n min?: number[];\r\n sparse?: unknown; // ###TODO sparse accessors\r\n extensions?: GltfExtensions & {\r\n /** Quantized attributes for glTF 1.0. Superceded by KHR_mesh_quantization. */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n WEB3D_quantized_attributes?: {\r\n decodedMin: number[];\r\n decodedMax: number[];\r\n /** Currently ignored. */\r\n decodeMatrix: number[];\r\n };\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport namespace GltfStructuralMetadata {\r\n export type ClassPropertyType = \"SCALAR\" | \"STRING\" | \"BOOLEAN\" | \"ENUM\" | \"VEC2\" | \"VEC3\" | \"VEC4\" | \"MAT2\" | \"MAT3\" | \"MAT4\" | string;\r\n export type ClassPropertyComponentType = \"INT8\" | \"UINT8\" | \"INT16\" | \"UINT16\" | \"INT32\" | \"UINT32\" | \"INT64\" | \"UINT64\" | \"FLOAT32\" | \"FLOAT64\" | string;\r\n\r\n // Ignoring VECN and MATN types because they complicate offset, scale, min, and max, all of which are otherwise only relevant to SCALAR in which case they're all just numbers.\r\n export interface ClassProperty extends GltfProperty {\r\n type: ClassPropertyType;\r\n name?: string;\r\n description?: string;\r\n componentType?: ClassPropertyComponentType;\r\n enumType?: string;\r\n array?: boolean;\r\n count?: number;\r\n normalized?: boolean;\r\n offset?: number;\r\n scale?: number;\r\n min?: number;\r\n max?: number;\r\n required?: boolean;\r\n noData?: unknown;\r\n default?: unknown;\r\n semantic?: string;\r\n }\r\n\r\n export interface EnumValue extends GltfProperty {\r\n name: string;\r\n value: number; // an integer\r\n description?: string;\r\n }\r\n\r\n export interface Enum extends GltfProperty {\r\n values: EnumValue[];\r\n // Default: UINT16\r\n valueType?: \"INT8\" | \"UINT8\" | \"INT16\" | \"UINT16\" | \"INT32\" | \"UINT32\" | \"INT64\" | \"UINT64\" | string;\r\n name?: string;\r\n description?: string;\r\n }\r\n\r\n export interface Class extends GltfProperty {\r\n name?: string;\r\n description?: string;\r\n properties?: {\r\n [propertyId: string]: ClassProperty | undefined;\r\n };\r\n }\r\n\r\n export interface Schema extends GltfProperty {\r\n id: string;\r\n name?: string;\r\n description?: string;\r\n version?: string;\r\n classes?: Class[];\r\n enums?: Enum[];\r\n }\r\n\r\n // Ignoring VECN and MATN types because they complicate offset, scale, min, and max, all of which are otherwise only relevant to SCALAR in which case they're all just numbers.\r\n export interface PropertyTableProperty extends GltfProperty {\r\n values: GltfId;\r\n arrayOffsets?: GltfId;\r\n stringOffsets?: GltfId;\r\n arrayOffsetType?: \"UINT8\" | \"UINT16\" | \"UINT32\" | \"UINT64\" | string;\r\n stringOffsetType?: \"UINT8\" | \"UINT16\" | \"UINT32\" | \"UINT64\" | string;\r\n offset?: number;\r\n scale?: number;\r\n min?: number;\r\n max?: number;\r\n }\r\n\r\n export interface PropertyTable {\r\n class: string;\r\n count: number;\r\n properties?: {\r\n [propertyId: string]: PropertyTableProperty | undefined;\r\n };\r\n }\r\n\r\n export interface Extension extends GltfProperty {\r\n // Exactly one of schema or schemaUri must be present.\r\n schemaUri?: string;\r\n schema?: Schema;\r\n propertyTables?: PropertyTable[];\r\n propertyTextures?: unknown;\r\n propertyAttributes?: unknown;\r\n }\r\n}\r\n\r\n/** Describes the top-level structure of a glTF asset.\r\n * This interface, along with all of the related Gltf* types defined in this file, is primarily based upon the [official glTF 2.0 specification](https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html).\r\n * However, it can also represent a [glTF 1.0](https://github.com/KhronosGroup/glTF/tree/main/specification/1.0#reference-node) asset.\r\n * Some types are combined. For example, the top-level dictionaries in glTF 1.0 are objects, while in glTF 2.0 they are arrays; the GltfDictionary interface supports accessing\r\n * items using either strings or numeric indexes represented by [[GltfId]].\r\n * For types that differ significantly between the two specs, Gltf1* and Gltf2* versions are defined (e.g., GltfMaterial is a union of Gltf1Material and Gltf2Material).\r\n * These interfaces also accommodate some deviations from both specs that are known to exist in the wild.\r\n * Most aspects of the specifications that are not implemented here are omitted (e.g., skinning, animations).\r\n * @internal\r\n */\r\nexport interface GltfDocument extends GltfProperty {\r\n /** Metadata about the glTF asset.\r\n * @note This property is required in glTF 2.0, but optional in 1.0.\r\n */\r\n asset?: GltfAsset;\r\n /** The Id of the default [[GltfScene]] in [[scenes]]. */\r\n scene?: GltfId;\r\n extensions?: GltfExtensions & {\r\n /** The [CESIUM_RTC extension](https://github.com/KhronosGroup/glTF/blob/main/extensions/1.0/Vendor/CESIUM_RTC/README.md) defines a centroid\r\n * relative to which all coordinates in the asset are defined, to reduce floating-point precision errors for large coordinates.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CESIUM_RTC?: {\r\n center?: number[];\r\n };\r\n /** The [KHR_techniques_webgl extension](https://github.com/KhronosGroup/glTF/blob/c1c12bd100e88ff468ccef1cb88cfbec56a69af2/extensions/2.0/Khronos/KHR_techniques_webgl/README.md)\r\n * allows \"techniques\" to be associated with [[GltfMaterial]]s. Techniques can supply custom shader programs to render geometry; this was a core feature of glTF 1.0 (see [[GltfTechnique]]).\r\n * Here, it is only used to extract uniform values.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n KHR_techniques_webgl?: {\r\n techniques?: Array<{\r\n uniforms?: {\r\n [key: string]: { type: GltfDataType, value?: any } | undefined;\r\n };\r\n }>;\r\n };\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n EXT_structural_metadata?: GltfStructuralMetadata.Extension;\r\n };\r\n /** Names of glTF extensions used in the asset. */\r\n extensionsUsed?: string[];\r\n /** Names of glTF extensions required to properly load the asset. */\r\n extensionsRequired?: string[];\r\n accessors?: GltfDictionary<GltfAccessor>;\r\n /** Not currently supported. */\r\n animations?: GltfDictionary<any>;\r\n buffers?: GltfDictionary<GltfBuffer>;\r\n bufferViews?: GltfDictionary<GltfBufferViewProps>;\r\n /** Not currently used. */\r\n cameras?: GltfDictionary<any>;\r\n images?: GltfDictionary<GltfImage>;\r\n materials?: GltfDictionary<GltfMaterial>;\r\n meshes?: GltfDictionary<GltfMesh>;\r\n nodes?: GltfDictionary<GltfNode>;\r\n samplers?: GltfDictionary<GltfSampler>;\r\n scenes?: GltfDictionary<GltfScene>;\r\n /** Not currently supported. */\r\n skins?: GltfDictionary<any>;\r\n textures?: GltfDictionary<GltfTexture>;\r\n /** For glTF 1.0 only, techniques associated with [[Gltf1Material]]s. */\r\n techniques?: GltfDictionary<GltfTechnique>;\r\n}\r\n"]}
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{"version":3,"file":"RenderMaterial.js","sourceRoot":"","sources":["../../../src/render/RenderMaterial.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 Rendering\r\n */\r\n\r\nimport { Id64String } from \"@itwin/core-bentley\";\r\nimport { ColorDef, NormalMapParams, RenderTexture, RgbColorProps, TextureMapping } from \"@itwin/core-common\";\r\nimport { IModelConnection } from \"../IModelConnection\";\r\n\r\n/** Specifies the provenance of a [RenderMaterial]($common) created for a persistent material element.\r\n * @see [[CreateRenderMaterialArgs.source]].\r\n * @internal\r\n */\r\nexport interface RenderMaterialSource {\r\n iModel: IModelConnection;\r\n id: Id64String;\r\n}\r\n\r\n/** Describes the [diffuse](https://en.wikipedia.org/wiki/Diffuse_reflection) properties of a [RenderMaterial]($common).\r\n * @see [[CreateRenderMaterialArgs.diffuse]].\r\n * @public\r\n */\r\nexport interface MaterialDiffuseProps {\r\n /** The diffuse color. If defined, this overrides the color of any surface to which the material is applied. */\r\n color?: ColorDef | RgbColorProps;\r\n\r\n /** A multiplier in [0..1] specifying how strongly the diffuse color reflects light.\r\n * Default: 0.6\r\n */\r\n weight?: number;\r\n}\r\n\r\n/** Describes the [specular](https://en.wikipedia.org/wiki/Specular_highlight) properties of a material.\r\n * @see [[CreateRenderMaterialArgs.specular]].\r\n * @public\r\n */\r\nexport interface MaterialSpecularProps {\r\n /** The color of the specular reflections.\r\n * Default: white.\r\n */\r\n color?: ColorDef | RgbColorProps;\r\n\r\n /** A multiplier in [0..1] specifying the strength of the specular reflections.\r\n * Default: 0.4\r\n */\r\n weight?: number;\r\n\r\n /** An exponent in [0..infinity] describing the shininess of the surface.\r\n * Default: 13.5\r\n */\r\n exponent?: number;\r\n}\r\n\r\n/** Describes how to map a [RenderTexture]($common)'s image to the surfaces to which a [RenderMaterial]($common) is applied.\r\n * @see [[CreateRenderMaterialArgs.textureMapping]].\r\n * @public\r\n */\r\nexport interface MaterialTextureMappingProps {\r\n /** The texture from which the image is obtained. */\r\n texture: RenderTexture;\r\n\r\n /** The parameters describing a normal map to use either in place of or in addition to the texture. */\r\n normalMapParams?: NormalMapParams;\r\n\r\n /** The mode controlling how the image is mapped onto the surface.\r\n * Default: [TextureMapping.Mode.Parametric]($common).\r\n */\r\n mode?: TextureMapping.Mode;\r\n\r\n /** A 2x3 matrix for computing the UV coordinates.\r\n * Default: [TextureMapping.Trans2x3.identity]($common).\r\n */\r\n transform?: TextureMapping.Trans2x3;\r\n\r\n /** The ratio by which the color sampled from the texture image is mixed with the surface's or material's diffuse color.\r\n * A ratio of 1 selects only the texture sample; a ratio of 0 selects only the diffuse color; a ratio of 0.5 mixes them evenly.\r\n * Default: 1.\r\n */\r\n weight?: number;\r\n\r\n /** @internal */\r\n worldMapping?: boolean;\r\n\r\n /** True if want to use constant LOD texture mapping for the surface texture.\r\n * Default: false.\r\n */\r\n useConstantLod?: boolean;\r\n\r\n /** Parameters for constant LOD mapping mode.\r\n * See [[TextureMapping.ConstantLodParamProps]] for defaults.\r\n */\r\n constantLodProps?: TextureMapping.ConstantLodParamProps;\r\n}\r\n\r\n/** Arguments supplied to [[RenderSystem.createRenderMaterial]].\r\n * @public\r\n */\r\nexport interface CreateRenderMaterialArgs {\r\n /** If supplied, the material will be cached on the iModel by its element Id for subsequent reuse.\r\n * @internal\r\n */\r\n source?: RenderMaterialSource;\r\n\r\n /** Specifies the transparency of the material from 0.0 (fully transparent) to 1.0 (fully opaque).\r\n * If defined, this overrides the transparency of any surface to which the material is applied, and is multiplied with the\r\n * transparency of the material's [[textureMapping]] when sampling the texture.\r\n */\r\n alpha?: number;\r\n\r\n /** The [diffuse](https://en.wikipedia.org/wiki/Diffuse_reflection) properties of the material. */\r\n diffuse?: MaterialDiffuseProps;\r\n\r\n /** The [specular](https://en.wikipedia.org/wiki/Specular_highlight) properties of the material. */\r\n specular?: MaterialSpecularProps;\r\n\r\n /** Maps [RenderTexture]($common) images to the surfaces to which the material is applied to customize their appearance. */\r\n textureMapping?: MaterialTextureMappingProps;\r\n}\r\n"]}
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{"version":3,"file":"RenderTexture.js","sourceRoot":"","sources":["../../../src/render/RenderTexture.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { Gradient, ImageBuffer, ImageSource, RenderTexture, TextureTransparency } from \"@itwin/core-common\";\r\nimport { IModelConnection } from \"../IModelConnection\";\r\n\r\n/** A key that uniquely identifies a [RenderTexture]($common) in the context of an [[IModelConnection]], used for caching.\r\n * @see [[TextureCacheOwnership]].\r\n * @public\r\n * @extensions\r\n */\r\nexport type TextureCacheKey = string | Gradient.Symb;\r\n\r\n/** Specifies that a [RenderTexture]($common) should be kept in memory until the corresponding [[IModelConnection]] is closed, at\r\n * which point it will be disposed.\r\n * @see [[TextureOwnership]]\r\n * @public\r\n * @extensions\r\n */\r\nexport interface TextureCacheOwnership {\r\n /** The iModel on which the texture will be cached. */\r\n iModel: IModelConnection;\r\n /** The key uniquely identifying the texture amongst all textures cached on the iModel. */\r\n key: string | Gradient.Symb;\r\n}\r\n\r\n/** Describes the ownership of a [RenderTexture]($common), which controls when the texture is disposed of.\r\n * - [[TextureCacheOwnership]] indicates that the texture will be disposed of when the [[IModelConnection]] is closed, and that attempting\r\n * to create or look up a texture with the same `key` as an existing cached texture will always return the cached texture instead of creating\r\n * a new one.\r\n * - \"external\" indicates that the lifetime of the texture will be controlled externally, e.g. by a [[Decorator]], in which case the owner of the\r\n * texture is responsible for calling its `dispose` method when it is no longer needed.\r\n * @see [[CreateTextureArgs.ownership]]\r\n * @public\r\n * @extensions\r\n */\r\nexport type TextureOwnership = TextureCacheOwnership | \"external\";\r\n\r\n/** An object from which a [RenderTexture]($common) can be created.\r\n * @see [[TextureImage.source]]\r\n * @public\r\n * @extensions\r\n */\r\nexport type TextureImageSource = HTMLImageElement | ImageBuffer | ImageBitmap; // ###TODO | HTMLCanvasElement etc\r\n\r\n/** Describes the image from which to create a [RenderTexture]($common).\r\n * @see [[CreateTextureArgs.image]]\r\n * @public\r\n * @extensions\r\n */\r\nexport interface TextureImage {\r\n /** The object that supplies the texture image. */\r\n source: TextureImageSource;\r\n /** Describes the transparency of the image. If this information can be supplied, it can improve performance.\r\n * If this information is not available at the call site, omit it - it defaults to \"mixed\" if it cannot be inferred from the source.\r\n */\r\n transparency?: TextureTransparency;\r\n}\r\n\r\n/** Arguments supplied to [[RenderSystem.createTexture]] to create a [RenderTexture]($common).\r\n * @public\r\n * @extensions\r\n */\r\nexport interface CreateTextureArgs {\r\n /** The type of texture to create. Default: [RenderTexture.Type.Normal]($common). */\r\n type?: RenderTexture.Type;\r\n /** The image from which to create the texture. */\r\n image: TextureImage;\r\n /** The ownership of the texture. If `undefined`, the texture's lifetime will be controlled by the first [[RenderGraphic]] with which it\r\n * becomes associated, such that disposing of the graphic will also dispose of the texture.\r\n * Applications typically create textures for use with [[Decorator]]s, which recreate their graphics quite frequently.\r\n * Ideally, the decorator will take ownership of the texture by specifying \"external\" and disposing of the texture when it is no longer needed,\r\n * rather than recreating the texture every time it creates its decoration graphics.\r\n */\r\n ownership?: TextureOwnership;\r\n}\r\n\r\n/** Arguments supplied to [[RenderSystem.createTextureFromSource]].\r\n * @public\r\n * @extensions\r\n */\r\nexport interface CreateTextureFromSourceArgs {\r\n /** The type of texture to create. Default: [RenderTexture.Type.Normal]($common). */\r\n type?: RenderTexture.Type;\r\n /** The image from which to create the texture. */\r\n source: ImageSource;\r\n /** Describes the transparency of the image. If this information can be supplied, it can improve performance.\r\n * If not supplied, PNGs will default to [TextureTransparency.Mixed]($common) and JPEGs (which do not support transparency) to [TextureTransparency.Opaque]($common).\r\n */\r\n transparency?: TextureTransparency;\r\n /** The ownership of the texture. If `undefined`, the texture's lifetime will be controlled by the first [[RenderGraphic]] with which it\r\n * becomes associated, such that disposing of the graphic will also dispose of the texture.\r\n * Applications typically create textures for use with [[Decorator]]s, which recreate their graphics quite frequently.\r\n * Ideally, the decorator will take ownership of the texture by specifying \"external\" and disposing of the texture when it is no longer needed,\r\n * rather than recreating the texture every time it creates its decoration graphics.\r\n */\r\n ownership?: TextureCacheOwnership & { key: string } | \"external\";\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { assert, Mutable } from \"@itwin/core-bentley\";\r\nimport {\r\n AuxChannelDataType, Point3d, AuxChannel as PolyfaceAuxChannel, Range1d, Range3d, Vector3d,\r\n} from \"@itwin/core-geometry\";\r\nimport { OctEncodedNormal, QParams3d, QPoint3d, Quantization } from \"@itwin/core-common\";\r\nimport { computeDimensions } from \"./VertexTable\";\r\n\r\n/** @internal */\r\nexport interface AuxChannelProps {\r\n readonly name: string;\r\n readonly inputs: number[];\r\n readonly indices: number[];\r\n}\r\n\r\n/** @internal */\r\nexport interface QuantizedAuxChannelProps extends AuxChannelProps {\r\n readonly qOrigin: number[];\r\n readonly qScale: number[];\r\n}\r\n\r\n/** @internal */\r\nexport class AuxChannel implements AuxChannelProps {\r\n public readonly name: string;\r\n public readonly inputs: number[];\r\n public readonly indices: number[];\r\n\r\n public constructor(props: AuxChannelProps) {\r\n this.name = props.name;\r\n this.inputs = props.inputs;\r\n this.indices = props.indices;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class AuxDisplacementChannel extends AuxChannel {\r\n public readonly qOrigin: Float32Array;\r\n public readonly qScale: Float32Array;\r\n\r\n public constructor(props: QuantizedAuxChannelProps) {\r\n super(props);\r\n this.qOrigin = Float32Array.from(props.qOrigin);\r\n this.qScale = Float32Array.from(props.qScale);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class AuxParamChannel extends AuxChannel {\r\n public readonly qOrigin: number;\r\n public readonly qScale: number;\r\n\r\n public constructor(props: QuantizedAuxChannelProps) {\r\n super(props);\r\n this.qOrigin = props.qOrigin[0];\r\n this.qScale = props.qScale[0];\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport interface AuxChannelTableProps {\r\n /** Rectangular array of per-vertex data, of size width * height * numBytesPerVertex bytes. */\r\n readonly data: Uint8Array;\r\n /** The number of 4-byte RGBA columns in each row of the array. */\r\n readonly width: number;\r\n /** The number of rows in the array. */\r\n readonly height: number;\r\n /** The number of vertices in the array. Must be no more than (width * height) / numBytesPerVertex. */\r\n readonly count: number;\r\n /** The number of bytes allocated for each vertex. Must be a multiple of two. */\r\n readonly numBytesPerVertex: number;\r\n /** Displacements used for animations. */\r\n readonly displacements?: QuantizedAuxChannelProps[];\r\n /** Normals used for animations. */\r\n readonly normals?: AuxChannelProps[];\r\n /** Scalar params used for animations. */\r\n readonly params?: QuantizedAuxChannelProps[];\r\n}\r\n\r\n/**\r\n * Represents one or more channels of auxiliary per-vertex data which can be used to animate and resymbolize a mesh in various ways.\r\n * Each channel holds a fixed number of bytes for each vertex (typically 2 bytes for normals and params, 6 bytes for displacements).\r\n * The channels are interleaved in a rectangular array such that the data for each vertex is stored contiguously; that is, if a displacement and\r\n * a normal channel exist, then the first vertex's displacement is followed by the first vertex's normal, which is followed by the second\r\n * vertex's displacement and normal; and so on.\r\n * @internal\r\n */\r\nexport class AuxChannelTable {\r\n /** Rectangular array of per-vertex data, of size width * height * numBytesPerVertex bytes. */\r\n public readonly data: Uint8Array;\r\n /** The number of 4-byte RGBA columns in each row of the array. */\r\n public readonly width: number;\r\n /** The number of rows in the array. */\r\n public readonly height: number;\r\n /** The number of vertices in the array. Must be no more than (width * height) / numBytesPerVertex. */\r\n public readonly numVertices: number;\r\n /** The number of bytes allocated for each vertex. Must be a multiple of two. */\r\n public readonly numBytesPerVertex: number;\r\n /** Displacements used for animations. */\r\n public readonly displacements?: AuxDisplacementChannel[];\r\n /** Normals used for animations. */\r\n public readonly normals?: AuxChannel[];\r\n /** Scalar params used for animations. */\r\n public readonly params?: AuxParamChannel[];\r\n\r\n private constructor(props: AuxChannelTableProps, displacements?: AuxDisplacementChannel[], normals?: AuxChannel[], params?: AuxParamChannel[]) {\r\n this.data = props.data;\r\n this.width = props.width;\r\n this.height = props.height;\r\n this.numVertices = props.count;\r\n this.numBytesPerVertex = props.numBytesPerVertex;\r\n this.displacements = displacements;\r\n this.normals = normals;\r\n this.params = params;\r\n }\r\n\r\n public static fromJSON(props: AuxChannelTableProps): AuxChannelTable | undefined {\r\n let displacements: AuxDisplacementChannel[] | undefined;\r\n let normals: AuxChannel[] | undefined;\r\n let params: AuxParamChannel[] | undefined;\r\n\r\n if (undefined !== props.displacements && 0 < props.displacements.length) {\r\n displacements = [];\r\n for (const displacement of props.displacements)\r\n displacements.push(new AuxDisplacementChannel(displacement));\r\n }\r\n\r\n if (undefined !== props.normals && 0 < props.normals.length) {\r\n normals = [];\r\n for (const normal of props.normals)\r\n normals.push(new AuxChannel(normal));\r\n }\r\n\r\n if (undefined !== props.params && 0 < props.params.length) {\r\n params = [];\r\n for (const param of props.params)\r\n params.push(new AuxParamChannel(param));\r\n }\r\n\r\n return undefined !== displacements || undefined !== normals || undefined !== params ? new AuxChannelTable(props, displacements, normals, params) : undefined;\r\n }\r\n\r\n public static fromChannels(channels: ReadonlyArray<PolyfaceAuxChannel>, numVertices: number): AuxChannelTable | undefined {\r\n return AuxChannelTableBuilder.buildAuxChannelTable(channels, numVertices);\r\n }\r\n}\r\n\r\nfunction invert(num: number): number {\r\n if (0 !== num)\r\n num = 1 / num;\r\n\r\n return num;\r\n}\r\n\r\nclass AuxChannelTableBuilder {\r\n private readonly _view: DataView;\r\n private readonly _props: Mutable<AuxChannelTableProps>;\r\n private readonly _numBytesPerVertex: number;\r\n\r\n private constructor(props: Mutable<AuxChannelTableProps>, numBytesPerVertex: number) {\r\n this._props = props;\r\n this._numBytesPerVertex = numBytesPerVertex;\r\n this._view = new DataView(props.data.buffer);\r\n }\r\n\r\n public static buildAuxChannelTable(channels: ReadonlyArray<PolyfaceAuxChannel>, numVertices: number): AuxChannelTable | undefined {\r\n const numBytesPerVertex = channels.reduce((accum, channel) => accum + computeNumBytesPerVertex(channel), 0);\r\n if (!numBytesPerVertex)\r\n return undefined;\r\n\r\n const nRgbaPerVertex = Math.floor((numBytesPerVertex + 3) / 4);\r\n const nUnusedBytesPerVertex = nRgbaPerVertex * 4 - numBytesPerVertex;\r\n assert(0 === nUnusedBytesPerVertex || 2 === nUnusedBytesPerVertex);\r\n\r\n // We don't want any unused bytes. If we've got 2 extra, make every other vertex's channel start in the middle of the first texel.\r\n let dimensions;\r\n if (0 !== nUnusedBytesPerVertex)\r\n dimensions = computeDimensions(Math.floor((numVertices + 1) / 2), numBytesPerVertex / 2, 0); // twice as many RGBA for half as many vertices.\r\n else\r\n dimensions = computeDimensions(numVertices, nRgbaPerVertex, 0);\r\n\r\n const data = new Uint8Array(dimensions.width * dimensions.height * 4);\r\n const props: Mutable<AuxChannelTableProps> = {\r\n data,\r\n width: dimensions.width,\r\n height: dimensions.height,\r\n count: numVertices,\r\n numBytesPerVertex,\r\n };\r\n\r\n const builder = new AuxChannelTableBuilder(props, numBytesPerVertex);\r\n builder.build(channels);\r\n return AuxChannelTable.fromJSON(props);\r\n }\r\n\r\n private build(channels: ReadonlyArray<PolyfaceAuxChannel>): void {\r\n let byteOffset = 0;\r\n for (const channel of channels) {\r\n if (AuxChannelDataType.Normal === channel.dataType)\r\n this.addNormals(channel, byteOffset);\r\n else if (AuxChannelDataType.Vector === channel.dataType)\r\n this.addDisplacements(channel, byteOffset);\r\n else\r\n this.addParams(channel, byteOffset);\r\n\r\n byteOffset += computeNumBytesPerVertex(channel);\r\n }\r\n }\r\n\r\n private addNormals(channel: PolyfaceAuxChannel, byteOffset: number): void {\r\n const inputs = [];\r\n const indices = [];\r\n\r\n const normal = new Vector3d();\r\n for (let i = 0; i < channel.data.length; i++) {\r\n let byteIndex = byteOffset + i * 2; // 2 bytes per normal\r\n indices.push(byteIndex / 2); // indices aligned to 2-byte intervals\r\n\r\n const data = channel.data[i];\r\n inputs.push(data.input);\r\n\r\n for (let j = 0; j < data.values.length; j += 3) {\r\n normal.x = data.values[j];\r\n normal.y = data.values[j + 1];\r\n normal.z = data.values[j + 2];\r\n normal.normalizeInPlace();\r\n\r\n const encodedNormal = OctEncodedNormal.encode(normal);\r\n this._view.setUint16(byteIndex, encodedNormal, true);\r\n byteIndex += this._numBytesPerVertex;\r\n }\r\n }\r\n\r\n const normals = this._props.normals ?? (this._props.normals = []);\r\n normals.push({\r\n name: channel.name ?? \"\",\r\n inputs,\r\n indices,\r\n });\r\n }\r\n\r\n private addParams(channel: PolyfaceAuxChannel, byteOffset: number): void {\r\n const inputs = [];\r\n const indices = [];\r\n\r\n const range = Range1d.createNull();\r\n for (const data of channel.data) {\r\n inputs.push(data.input);\r\n range.extendArray(data.values);\r\n }\r\n\r\n const qScale = Quantization.computeScale(range.high - range.low);\r\n\r\n for (let i = 0; i < channel.data.length; i++) {\r\n let byteIndex = byteOffset + i * 2; // 2 bytes per double\r\n indices.push(byteIndex / 2); // indices aligned to 2-byte intervals\r\n\r\n for (const value of channel.data[i].values) {\r\n const quantized = Quantization.quantize(value, range.low, qScale);\r\n this._view.setUint16(byteIndex, quantized, true);\r\n byteIndex += this._numBytesPerVertex;\r\n }\r\n }\r\n\r\n const params = this._props.params ?? (this._props.params = []);\r\n params.push({\r\n inputs,\r\n indices,\r\n name: channel.name ?? \"\",\r\n qOrigin: [range.low],\r\n qScale: [invert(qScale)],\r\n });\r\n }\r\n\r\n private addDisplacements(channel: PolyfaceAuxChannel, byteOffset: number): void {\r\n const inputs = [];\r\n const indices = [];\r\n\r\n const point = new Point3d();\r\n const range = Range3d.createNull();\r\n for (const data of channel.data) {\r\n inputs.push(data.input);\r\n for (let i = 0; i < data.values.length; i += 3) {\r\n point.set(data.values[i], data.values[i + 1], data.values[i + 2]);\r\n range.extend(point);\r\n }\r\n }\r\n\r\n const qParams = QParams3d.fromRange(range);\r\n const qPoint = new QPoint3d();\r\n for (let i = 0; i < channel.data.length; i++) {\r\n let byteIndex = byteOffset + i * 6; // 2 bytes per coordinate\r\n indices.push(byteIndex / 2); // indices aligned to 2-byte intervals\r\n\r\n const data = channel.data[i];\r\n for (let j = 0; j < data.values.length; j += 3) {\r\n point.set(data.values[j], data.values[j + 1], data.values[j + 2]);\r\n qPoint.init(point, qParams);\r\n\r\n this._view.setUint16(byteIndex + 0, qPoint.x, true);\r\n this._view.setUint16(byteIndex + 2, qPoint.y, true);\r\n this._view.setUint16(byteIndex + 4, qPoint.z, true);\r\n byteIndex += this._numBytesPerVertex;\r\n }\r\n }\r\n\r\n const displacements = this._props.displacements ?? (this._props.displacements = []);\r\n displacements.push({\r\n inputs,\r\n indices,\r\n name: channel.name ?? \"\",\r\n qOrigin: qParams.origin.toArray(),\r\n qScale: qParams.scale.toArray().map((x) => invert(x)),\r\n });\r\n }\r\n}\r\n\r\nfunction computeNumBytesPerVertex(channel: PolyfaceAuxChannel): number {\r\n const nEntries = channel.data.length;\r\n switch (channel.dataType) {\r\n case AuxChannelDataType.Vector:\r\n return 6 * nEntries; // 3 16-bit quantized coordinate values per entry.\r\n case AuxChannelDataType.Normal:\r\n case AuxChannelDataType.Distance:\r\n case AuxChannelDataType.Scalar:\r\n return 2 * nEntries; // 1 16-bit quantized value per entry.\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { assert, compareBooleans, compareNumbers, comparePossiblyUndefined, compareStringsOrUndefined } from \"@itwin/core-bentley\";\r\nimport { ColorDef, FillFlags, Gradient, GraphicParams, LinePixels, RenderMaterial, RenderTexture, TextureMapping } from \"@itwin/core-common\";\r\n\r\nfunction compareMaterials(lhs?: RenderMaterial, rhs?: RenderMaterial): number {\r\n return comparePossiblyUndefined((lhMat: RenderMaterial, rhMat: RenderMaterial) => lhMat === rhMat ? 0 : compareStringsOrUndefined(lhMat.key, rhMat.key), lhs, rhs);\r\n}\r\n\r\nfunction compareTextureMappings(_lhs?: TextureMapping, _rhs?: TextureMapping): number {\r\n // ###TODO we don't have a way of ordering the textures from the pattern/normal map(s) - not all textures have keys defined.\r\n // For now this will only work if the GraphicBuilder uses a single material for all geometry.\r\n // return comparePossiblyUndefined((lhTex: TextureMapping, rhTex: TextureMapping) => lhTex === rhTex ? 0 : compareStringsOrUndefined(lhTex.texture.key, rhTex.texture.key), lhs, rhs);\r\n return 0;\r\n}\r\n\r\n/** This class is used to determine if things can be batched together for display.\r\n * @internal\r\n */\r\nexport class DisplayParams {\r\n public static readonly minTransparency: number = 15; // Threshold below which we consider a color fully opaque\r\n public readonly type: DisplayParams.Type = DisplayParams.Type.Mesh;\r\n public readonly material?: RenderMaterial; // meshes only\r\n public readonly gradient?: Gradient.Symb;\r\n private readonly _textureMapping?: TextureMapping; // only if material is undefined - e.g. glyphs, gradients\r\n public readonly lineColor: ColorDef; // all types of geometry (edge color for meshes)\r\n public readonly fillColor: ColorDef; // meshes only\r\n public readonly width: number; // linear and mesh (edges)\r\n public readonly linePixels: LinePixels; // linear and mesh (edges)\r\n public readonly fillFlags: FillFlags; // meshes only\r\n public readonly ignoreLighting: boolean; // always true for text and linear geometry; true for meshes only if normals not desired\r\n\r\n public constructor(type: DisplayParams.Type, lineColor: ColorDef, fillColor: ColorDef, width: number = 0, linePixels: LinePixels = LinePixels.Solid,\r\n fillFlags: FillFlags = FillFlags.None, material?: RenderMaterial, gradient?: Gradient.Symb, ignoreLighting: boolean = false, textureMapping?: TextureMapping) {\r\n this.type = type;\r\n this.material = material;\r\n this.gradient = gradient;\r\n this.lineColor = DisplayParams.adjustTransparency(lineColor);\r\n this.fillColor = DisplayParams.adjustTransparency(fillColor);\r\n this.width = width;\r\n this.linePixels = linePixels;\r\n this.fillFlags = fillFlags;\r\n this.ignoreLighting = ignoreLighting;\r\n this._textureMapping = textureMapping;\r\n\r\n assert(undefined === material || undefined === textureMapping);\r\n }\r\n\r\n /** Creates a DisplayParams object for a particular type (mesh, linear, text) based on the specified GraphicParams. */\r\n public static createForType(type: DisplayParams.Type, gf: GraphicParams, resolveGradient?: (grad: Gradient.Symb) => RenderTexture | undefined, ignoreLighting = false): DisplayParams {\r\n const lineColor = DisplayParams.adjustTransparency(gf.lineColor);\r\n switch (type) {\r\n case DisplayParams.Type.Mesh: {\r\n let gradientMapping: TextureMapping | undefined;\r\n if (undefined !== gf.gradient && undefined !== resolveGradient) {\r\n const gradientTexture = resolveGradient(gf.gradient);\r\n if (undefined !== gradientTexture)\r\n gradientMapping = new TextureMapping(gradientTexture, new TextureMapping.Params());\r\n }\r\n return new DisplayParams(type, lineColor, DisplayParams.adjustTransparency(gf.fillColor), gf.rasterWidth, gf.linePixels, gf.fillFlags, gf.material, gf.gradient, ignoreLighting, gradientMapping);\r\n }\r\n case DisplayParams.Type.Linear:\r\n return new DisplayParams(type, lineColor, lineColor, gf.rasterWidth, gf.linePixels);\r\n default: // DisplayParams.Type.Text\r\n return new DisplayParams(type, lineColor, lineColor, 0, LinePixels.Solid, FillFlags.Always, undefined, undefined, true);\r\n }\r\n }\r\n\r\n /** Creates a DisplayParams object that describes mesh geometry based on the specified GraphicParams. */\r\n public static createForMesh(gf: GraphicParams, ignoreLighting: boolean, resolveGradient?: (grad: Gradient.Symb) => RenderTexture | undefined): DisplayParams {\r\n return DisplayParams.createForType(DisplayParams.Type.Mesh, gf, resolveGradient, ignoreLighting);\r\n }\r\n\r\n /** Creates a DisplayParams object that describes linear geometry based on the specified GraphicParams. */\r\n public static createForLinear(gf: GraphicParams): DisplayParams {\r\n return DisplayParams.createForType(DisplayParams.Type.Linear, gf);\r\n }\r\n\r\n /** Creates a DisplayParams object that describes text geometry based on the specified GraphicParams. */\r\n public static createForText(gf: GraphicParams): DisplayParams {\r\n return DisplayParams.createForType(DisplayParams.Type.Text, gf);\r\n }\r\n\r\n public get regionEdgeType(): DisplayParams.RegionEdgeType {\r\n if (this.hasBlankingFill)\r\n return DisplayParams.RegionEdgeType.None;\r\n\r\n if (this.gradient !== undefined && undefined !== this.gradient.flags) {\r\n // Even if the gradient is not outlined, produce an outline to be displayed as the region's edges when fill ViewFlag is off.\r\n const gradFlags: Gradient.Flags = this.gradient.flags;\r\n if (0 !== (gradFlags & Gradient.Flags.Outline) || FillFlags.None === (this.fillFlags & FillFlags.Always))\r\n return DisplayParams.RegionEdgeType.Outline;\r\n return DisplayParams.RegionEdgeType.None;\r\n }\r\n return (!this.fillColor.equals(this.lineColor)) ? DisplayParams.RegionEdgeType.Outline : DisplayParams.RegionEdgeType.Default;\r\n }\r\n\r\n public get wantRegionOutline(): boolean {\r\n return DisplayParams.RegionEdgeType.Outline === this.regionEdgeType;\r\n }\r\n\r\n public get hasBlankingFill(): boolean { return FillFlags.Blanking === (this.fillFlags & FillFlags.Blanking); }\r\n public get hasFillTransparency(): boolean { return 255 !== this.fillColor.getAlpha(); }\r\n public get hasLineTransparency(): boolean { return 255 !== this.lineColor.getAlpha(); }\r\n public get textureMapping(): TextureMapping | undefined { return undefined !== this.material ? this.material.textureMapping : this._textureMapping; }\r\n public get isTextured(): boolean { return undefined !== this.textureMapping; }\r\n\r\n /** Determines if the properties of this DisplayParams object are equal to those of another DisplayParams object. */\r\n public equals(rhs: DisplayParams, purpose: DisplayParams.ComparePurpose = DisplayParams.ComparePurpose.Strict): boolean {\r\n if (DisplayParams.ComparePurpose.Merge === purpose)\r\n return 0 === this.compareForMerge(rhs);\r\n else if (rhs === this)\r\n return true;\r\n\r\n if (this.type !== rhs.type)\r\n return false;\r\n if (this.ignoreLighting !== rhs.ignoreLighting)\r\n return false;\r\n if (this.width !== rhs.width)\r\n return false;\r\n if (this.linePixels !== rhs.linePixels)\r\n return false;\r\n if (this.fillFlags !== rhs.fillFlags)\r\n return false;\r\n if (this.wantRegionOutline !== rhs.wantRegionOutline)\r\n return false;\r\n if (this.material !== rhs.material)\r\n return false;\r\n if (this.textureMapping !== rhs.textureMapping)\r\n return false;\r\n\r\n if (!this.fillColor.equals(rhs.fillColor))\r\n return false;\r\n if (!this.lineColor.equals(rhs.lineColor))\r\n return false;\r\n\r\n return true;\r\n }\r\n\r\n public compareForMerge(rhs: DisplayParams): number {\r\n if (rhs === this)\r\n return 0;\r\n\r\n let diff = compareNumbers(this.type, rhs.type);\r\n if (0 === diff) {\r\n diff = compareBooleans(this.ignoreLighting, rhs.ignoreLighting);\r\n if (0 === diff) {\r\n diff = compareNumbers(this.width, rhs.width);\r\n if (0 === diff) {\r\n diff = compareNumbers(this.linePixels, rhs.linePixels);\r\n if (0 === diff) {\r\n diff = compareNumbers(this.fillFlags, rhs.fillFlags);\r\n if (0 === diff) {\r\n diff = compareBooleans(this.wantRegionOutline, rhs.wantRegionOutline);\r\n if (0 === diff) {\r\n diff = compareBooleans(this.hasFillTransparency, rhs.hasFillTransparency);\r\n if (0 === diff) {\r\n diff = compareBooleans(this.hasLineTransparency, rhs.hasLineTransparency);\r\n if (0 === diff) {\r\n diff = compareMaterials(this.material, rhs.material);\r\n if (0 === diff && undefined === this.material && this.isTextured) {\r\n diff = compareTextureMappings(this.textureMapping, rhs.textureMapping);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n return diff;\r\n }\r\n\r\n /**\r\n * Given a ColorDef object, check its transparency and if it falls below the minimum, mark the color as fully opaque.\r\n * @return The original reference to the color provided, which has possibly been modified.\r\n */\r\n public static adjustTransparency(color: ColorDef): ColorDef {\r\n return (color.colors.t < DisplayParams.minTransparency) ? color.withTransparency(0) : color;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport namespace DisplayParams { // eslint-disable-line no-redeclare\r\n export enum Type {\r\n Mesh,\r\n Linear,\r\n Text,\r\n }\r\n\r\n export enum RegionEdgeType {\r\n None,\r\n Default,\r\n Outline,\r\n }\r\n\r\n export enum ComparePurpose {\r\n Merge, // considers colors equivalent if both have or both lack transparency\r\n Strict, // compares all members\r\n }\r\n}\r\n"]}
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{"version":3,"file":"SurfaceParams.js","sourceRoot":"","sources":["../../../../src/render/primitives/SurfaceParams.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAKH,gBAAgB;AAChB,IAAY,WAMX;AAND,WAAY,WAAW;IACrB,+CAAK,CAAA;IACL,2CAAG,CAAA;IACH,qDAAQ,CAAA;IACR,2DAAW,CAAA;IACX,qEAAgB,CAAA;AAClB,CAAC,EANW,WAAW,GAAX,mBAAW,KAAX,mBAAW,QAMtB;AAED,gBAAgB;AAChB,SAAgB,kBAAkB,CAAC,KAAa;IAC9C,QAAQ,KAAK,EAAE;QACb,KAAK,WAAW,CAAC,KAAK,CAAC;QACvB,KAAK,WAAW,CAAC,GAAG,CAAC;QACrB,KAAK,WAAW,CAAC,QAAQ,CAAC;QAC1B,KAAK,WAAW,CAAC,WAAW,CAAC;QAC7B,KAAK,WAAW,CAAC,gBAAgB;YAC/B,OAAO,IAAI,CAAC;QACd;YACE,OAAO,KAAK,CAAC;KAChB;AACH,CAAC;AAXD,gDAWC;AAuBD,gBAAgB;AAChB,SAAgB,qBAAqB,CAAC,MAAkC;IACtE,IAAI,SAAS,KAAK,MAAM;QACtB,OAAO,SAAS,CAAC;;QAEjB,OAAO,EAAE,OAAO,EAAE,KAAK,EAAE,QAAQ,EAAE,MAAM,EAAE,CAAC;AAChD,CAAC;AALD,sDAKC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { FillFlags, RenderMaterial, RenderTexture } from \"@itwin/core-common\";\r\nimport { VertexIndices } from \"./VertexTable\";\r\n\r\n/** @internal */\r\nexport enum SurfaceType {\r\n Unlit,\r\n Lit,\r\n Textured,\r\n TexturedLit,\r\n VolumeClassifier,\r\n}\r\n\r\n/** @internal */\r\nexport function isValidSurfaceType(value: number): boolean {\r\n switch (value) {\r\n case SurfaceType.Unlit:\r\n case SurfaceType.Lit:\r\n case SurfaceType.Textured:\r\n case SurfaceType.TexturedLit:\r\n case SurfaceType.VolumeClassifier:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport interface SurfaceRenderMaterial {\r\n readonly isAtlas: false;\r\n readonly material: RenderMaterial;\r\n}\r\n\r\n/** @internal */\r\nexport interface SurfaceMaterialAtlas {\r\n readonly isAtlas: true;\r\n // Overrides surface alpha to be translucent. Implies `overridesAlpha`.\r\n readonly hasTranslucency: boolean;\r\n // Overrides surface alpha to be opaque or translucent.\r\n readonly overridesAlpha: boolean;\r\n // offset past the END of the vertex data; equivalently, number of 32-bit colors in color table preceding material atlas.\r\n readonly vertexTableOffset: number;\r\n readonly numMaterials: number;\r\n}\r\n\r\n/** @internal */\r\nexport type SurfaceMaterial = SurfaceRenderMaterial | SurfaceMaterialAtlas;\r\n\r\n/** @internal */\r\nexport function createSurfaceMaterial(source: RenderMaterial | undefined): SurfaceMaterial | undefined {\r\n if (undefined === source)\r\n return undefined;\r\n else\r\n return { isAtlas: false, material: source };\r\n}\r\n\r\n/** @internal */\r\nexport interface SurfaceParams {\r\n readonly type: SurfaceType;\r\n readonly indices: VertexIndices;\r\n readonly fillFlags: FillFlags;\r\n readonly hasBakedLighting: boolean;\r\n readonly textureMapping?: {\r\n texture: RenderTexture;\r\n alwaysDisplayed: boolean;\r\n };\r\n readonly material?: SurfaceMaterial;\r\n}\r\n\r\n"]}
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import { ColorDef, ColorIndex, FeatureIndex, FeatureIndexType, QParams2d, QParams3d } from "@itwin/core-common";
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import { AuxChannelTable } from "./AuxChannelTable";
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import { MeshArgs, PolylineArgs } from "./mesh/MeshPrimitives";
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import { SurfaceMaterial, SurfaceParams } from "./SurfaceParams";
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import { EdgeParams } from "./EdgeParams";
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/**
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* Holds an array of indices into a VertexTable. Each index is a 24-bit unsigned integer.
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* The order of the indices specifies the order in which vertices are drawn.
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export declare class VertexIndices implements Iterable<number> {
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constructor(data: Uint8Array);
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/** Get the number of 24-bit indices. */
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/** Convert an array of 24-bit unsigned integer values into a VertexIndices object. */
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static fromArray(indices: number[]): VertexIndices;
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static encodeIndex(index: number, bytes: Uint8Array, byteIndex: number): void;
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setNthIndex(n: number, value: number): void;
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decodeIndex(index: number): number;
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decodeIndices(): number[];
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export declare function computeDimensions(nEntries: number, nRgbaPerEntry: number, nExtraRgba: number, maxSize?: number): Dimensions;
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/** Describes a VertexTable.
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/** The rectangular array of vertex data, of size width*height*numRgbaPerVertex bytes. */
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/** The number of 4-byte 'RGBA' values in each row of the array. Must be divisible by numRgbaPerVertex. */
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readonly hasTranslucency: boolean;
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readonly uniformColor?: ColorDef;
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readonly uniformFeatureID?: number;
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/** The number of vertices in the table. Must be less than (width*height)/numRgbaPerVertex. */
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}
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* Represents vertex data (position, color, normal, UV params, etc) in a rectangular array.
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/** The number of 4-byte 'RGBA' values in each row of the array. Must be divisible by numRgbaPerVertex. */
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readonly uvParams?: QParams2d;
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/** Construct a VertexTable. The VertexTable takes ownership of all input data - it must not be later modified by the caller. */
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constructor(props: VertexTableProps);
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110
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static buildFrom(builder: VertexTableBuilder, colorIndex: ColorIndex, featureIndex: FeatureIndex): VertexTable;
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static createForPolylines(args: PolylineArgs): VertexTable | undefined;
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}
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113
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/** @internal */
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114
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export interface VertexTableWithIndices {
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115
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vertices: VertexTable;
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indices: VertexIndices;
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117
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material?: SurfaceMaterial;
|
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118
|
-
}
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119
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/**
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120
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-
* Describes mesh geometry to be submitted to the rendering system.
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121
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* A mesh consists of a surface and its edges, which may include any combination of silhouettes, polylines, and single segments.
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122
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-
* The surface and edges all refer to the same vertex table.
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-
*/
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124
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-
export declare class MeshParams {
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125
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readonly vertices: VertexTable;
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126
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-
readonly surface: SurfaceParams;
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127
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-
edges?: EdgeParams;
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128
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-
readonly isPlanar: boolean;
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129
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-
readonly auxChannels?: AuxChannelTable;
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130
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-
/** Directly construct a MeshParams. The MeshParams takes ownership of all input data. */
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131
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-
constructor(vertices: VertexTable, surface: SurfaceParams, edges?: EdgeParams, isPlanar?: boolean, auxChannels?: AuxChannelTable);
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132
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/** Construct from a MeshArgs. */
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133
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-
static create(args: MeshArgs): MeshParams;
|
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134
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-
}
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135
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-
/** Builds a VertexTable from some data type supplying the vertex data. */
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136
|
-
export declare abstract class VertexTableBuilder {
|
|
137
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-
data?: Uint8Array;
|
|
138
|
-
private _curIndex;
|
|
139
|
-
abstract get numVertices(): number;
|
|
140
|
-
abstract get numRgbaPerVertex(): number;
|
|
141
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-
abstract get qparams(): QParams3d;
|
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142
|
-
abstract get usesUnquantizedPositions(): boolean;
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143
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-
get uvParams(): QParams2d | undefined;
|
|
144
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-
abstract appendVertex(vertIndex: number): void;
|
|
145
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-
appendColorTable(colorIndex: ColorIndex): void;
|
|
146
|
-
protected advance(nBytes: number): void;
|
|
147
|
-
protected append8(val: number): void;
|
|
148
|
-
protected append16(val: number): void;
|
|
149
|
-
protected append32(val: number): void;
|
|
150
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-
private appendColor;
|
|
151
|
-
}
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|
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-
//# sourceMappingURL=VertexTable.d.ts.map
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@@ -1 +0,0 @@
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1
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-
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|
|
@@ -1 +0,0 @@
|
|
|
1
|
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Point2d, Point3d, Range2d } from \"@itwin/core-geometry\";\r\nimport {\r\n ColorDef, ColorIndex, FeatureIndex, FeatureIndexType, QParams2d, QParams3d, QPoint2d, QPoint3dList,\r\n} from \"@itwin/core-common\";\r\nimport { IModelApp } from \"../../IModelApp\";\r\nimport { AuxChannelTable } from \"./AuxChannelTable\";\r\nimport { MeshArgs, Point3dList, PolylineArgs } from \"./mesh/MeshPrimitives\";\r\nimport { createSurfaceMaterial, SurfaceMaterial, SurfaceParams, SurfaceType } from \"./SurfaceParams\";\r\nimport { EdgeParams } from \"./EdgeParams\";\r\n\r\n/**\r\n * Holds an array of indices into a VertexTable. Each index is a 24-bit unsigned integer.\r\n * The order of the indices specifies the order in which vertices are drawn.\r\n * @internal\r\n */\r\nexport class VertexIndices implements Iterable<number> {\r\n public readonly data: Uint8Array;\r\n\r\n /**\r\n * Directly construct from an array of bytes in which each index occupies 3 contiguous bytes.\r\n * The length of the array must be a multiple of 3. This object takes ownership of the array.\r\n */\r\n public constructor(data: Uint8Array) {\r\n this.data = data;\r\n assert(0 === this.data.length % 3);\r\n }\r\n\r\n /** Get the number of 24-bit indices. */\r\n public get length(): number { return this.data.length / 3; }\r\n\r\n /** Convert an array of 24-bit unsigned integer values into a VertexIndices object. */\r\n public static fromArray(indices: number[]): VertexIndices {\r\n const bytes = new Uint8Array(indices.length * 3);\r\n for (let i = 0; i < indices.length; i++)\r\n this.encodeIndex(indices[i], bytes, i * 3);\r\n\r\n return new VertexIndices(bytes);\r\n }\r\n\r\n public static encodeIndex(index: number, bytes: Uint8Array, byteIndex: number): void {\r\n assert(byteIndex + 2 < bytes.length);\r\n bytes[byteIndex + 0] = index & 0x000000ff;\r\n bytes[byteIndex + 1] = (index & 0x0000ff00) >> 8;\r\n bytes[byteIndex + 2] = (index & 0x00ff0000) >> 16;\r\n }\r\n\r\n public setNthIndex(n: number, value: number): void {\r\n VertexIndices.encodeIndex(value, this.data, n * 3);\r\n }\r\n\r\n public decodeIndex(index: number): number {\r\n assert(index < this.length);\r\n const byteIndex = index * 3;\r\n return this.data[byteIndex] | (this.data[byteIndex + 1] << 8) | (this.data[byteIndex + 2] << 16);\r\n }\r\n\r\n public decodeIndices(): number[] {\r\n const indices = [];\r\n for (let i = 0; i < this.length; i++)\r\n indices.push(this.decodeIndex(i));\r\n\r\n return indices;\r\n }\r\n\r\n public [Symbol.iterator]() {\r\n function * iterator(indices: VertexIndices) {\r\n for (let i = 0; i < indices.length; i++)\r\n yield indices.decodeIndex(i);\r\n }\r\n\r\n return iterator(this);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport interface Dimensions {\r\n width: number;\r\n height: number;\r\n}\r\n\r\n/** @internal */\r\nexport function computeDimensions(nEntries: number, nRgbaPerEntry: number, nExtraRgba: number, maxSize?: number): Dimensions {\r\n maxSize = maxSize ?? IModelApp.renderSystem.maxTextureSize;\r\n const nRgba = nEntries * nRgbaPerEntry + nExtraRgba;\r\n\r\n if (nRgba < maxSize)\r\n return { width: nRgba, height: 1 };\r\n\r\n // Make roughly square to reduce unused space in last row\r\n let width = Math.ceil(Math.sqrt(nRgba));\r\n\r\n // Ensure a given entry's RGBA values all fit on the same row.\r\n const remainder = width % nRgbaPerEntry;\r\n if (0 !== remainder) {\r\n width += nRgbaPerEntry - remainder;\r\n }\r\n\r\n // Compute height\r\n let height = Math.ceil(nRgba / width);\r\n if (width * height < nRgba)\r\n ++height;\r\n\r\n assert(height <= maxSize);\r\n assert(width <= maxSize);\r\n assert(width * height >= nRgba);\r\n assert(Math.floor(height) === height);\r\n assert(Math.floor(width) === width);\r\n\r\n // Row padding should never be necessary...\r\n assert(0 === width % nRgbaPerEntry);\r\n\r\n return { width, height };\r\n}\r\n\r\n/** Describes a VertexTable.\r\n * @internal\r\n */\r\nexport interface VertexTableProps {\r\n /** The rectangular array of vertex data, of size width*height*numRgbaPerVertex bytes. */\r\n readonly data: Uint8Array;\r\n /** If true, positions are not quantized but instead stored as 32-bit floats.\r\n * [[qparams]] will still be defined; it can be used to derive the range of positions in the table.\r\n */\r\n readonly usesUnquantizedPositions?: boolean;\r\n /** Quantization parameters for the vertex positions encoded into the array, if the positions are quantized;\r\n * and for deriving the range of positions in the table, whether quantized or not.\r\n */\r\n readonly qparams: QParams3d;\r\n /** The number of 4-byte 'RGBA' values in each row of the array. Must be divisible by numRgbaPerVertex. */\r\n readonly width: number;\r\n /** The number of rows in the array. */\r\n readonly height: number;\r\n /** Whether or not the vertex colors contain translucent colors. */\r\n readonly hasTranslucency: boolean;\r\n /** If no color table exists, the color to use for all vertices. */\r\n readonly uniformColor?: ColorDef;\r\n /** Describes the number of features (none, one, or multiple) contained. */\r\n readonly featureIndexType: FeatureIndexType;\r\n /** If featureIndexType is 'Uniform', the feature ID associated with all vertices. */\r\n readonly uniformFeatureID?: number;\r\n /** The number of vertices in the table. Must be less than (width*height)/numRgbaPerVertex. */\r\n readonly numVertices: number;\r\n /** The number of 4-byte 'RGBA' values associated with each vertex. */\r\n readonly numRgbaPerVertex: number;\r\n /** If vertex data include texture UV coordinates, the quantization params for those coordinates. */\r\n readonly uvParams?: QParams2d;\r\n}\r\n\r\n/**\r\n * Represents vertex data (position, color, normal, UV params, etc) in a rectangular array.\r\n * Each vertex is described by one or more contiguous 4-byte ('RGBA') values.\r\n * This allows vertex data to be uploaded to the GPU as a texture and vertex data to be sampled\r\n * from that texture using a single vertex ID representing an index into the array.\r\n * Vertex color is identified by a 16-bit index into a color table appended to the vertex data.\r\n * @internal\r\n */\r\nexport class VertexTable implements VertexTableProps {\r\n /** The rectangular array of vertex data, of size width*height*numRgbaPerVertex bytes. */\r\n public readonly data: Uint8Array;\r\n /** If true, positions are not quantized but instead stored as 32-bit floats.\r\n * [[qparams]] will still be defined; it can be used to derive the range of positions in the table.\r\n */\r\n public readonly usesUnquantizedPositions?: boolean;\r\n /** Quantization parameters for the vertex positions encoded into the array, the positions are quantized;\r\n * and for deriving the range of positions in the table, whether quantized or not.\r\n */\r\n public readonly qparams: QParams3d;\r\n /** The number of 4-byte 'RGBA' values in each row of the array. Must be divisible by numRgbaPerVertex. */\r\n public readonly width: number;\r\n /** The number of rows in the array. */\r\n public readonly height: number;\r\n /** Whether or not the vertex colors contain translucent colors. */\r\n public readonly hasTranslucency: boolean;\r\n /** If no color table exists, the color to use for all vertices. */\r\n public readonly uniformColor?: ColorDef;\r\n /** Describes the number of features (none, one, or multiple) contained. */\r\n public readonly featureIndexType: FeatureIndexType;\r\n /** If featureIndexType is 'Uniform', the feature ID associated with all vertices. */\r\n public readonly uniformFeatureID?: number;\r\n /** The number of vertices in the table. Must be less than (width*height)/numRgbaPerVertex. */\r\n public readonly numVertices: number;\r\n /** The number of 4-byte 'RGBA' values associated with each vertex. */\r\n public readonly numRgbaPerVertex: number;\r\n /** If vertex data include texture UV coordinates, the quantization params for those coordinates. */\r\n public readonly uvParams?: QParams2d;\r\n\r\n /** Construct a VertexTable. The VertexTable takes ownership of all input data - it must not be later modified by the caller. */\r\n public constructor(props: VertexTableProps) {\r\n this.data = props.data;\r\n this.qparams = props.qparams;\r\n this.usesUnquantizedPositions = !!props.usesUnquantizedPositions;\r\n this.width = props.width;\r\n this.height = props.height;\r\n this.hasTranslucency = true === props.hasTranslucency;\r\n this.uniformColor = props.uniformColor;\r\n this.featureIndexType = props.featureIndexType;\r\n this.uniformFeatureID = props.uniformFeatureID;\r\n this.numVertices = props.numVertices;\r\n this.numRgbaPerVertex = props.numRgbaPerVertex;\r\n this.uvParams = props.uvParams;\r\n }\r\n\r\n public static buildFrom(builder: VertexTableBuilder, colorIndex: ColorIndex, featureIndex: FeatureIndex): VertexTable {\r\n const { numVertices, numRgbaPerVertex } = builder;\r\n const numColors = colorIndex.isUniform ? 0 : colorIndex.numColors;\r\n const dimensions = computeDimensions(numVertices, numRgbaPerVertex, numColors);\r\n assert(0 === dimensions.width % numRgbaPerVertex || (0 < numColors && 1 === dimensions.height));\r\n\r\n const data = new Uint8Array(dimensions.width * dimensions.height * 4);\r\n\r\n builder.data = data;\r\n for (let i = 0; i < numVertices; i++)\r\n builder.appendVertex(i);\r\n\r\n builder.appendColorTable(colorIndex);\r\n\r\n builder.data = undefined;\r\n\r\n return new VertexTable({\r\n data,\r\n qparams: builder.qparams,\r\n usesUnquantizedPositions: builder.usesUnquantizedPositions,\r\n width: dimensions.width,\r\n height: dimensions.height,\r\n hasTranslucency: colorIndex.hasAlpha,\r\n uniformColor: colorIndex.uniform,\r\n numVertices,\r\n numRgbaPerVertex,\r\n uvParams: builder.uvParams,\r\n featureIndexType: featureIndex.type,\r\n uniformFeatureID: featureIndex.type === FeatureIndexType.Uniform ? featureIndex.featureID : undefined,\r\n });\r\n }\r\n\r\n public static createForPolylines(args: PolylineArgs): VertexTable | undefined {\r\n const polylines = args.polylines;\r\n if (0 < polylines.length)\r\n return this.buildFrom(createPolylineBuilder(args), args.colors, args.features);\r\n else\r\n return undefined;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport interface VertexTableWithIndices {\r\n vertices: VertexTable;\r\n indices: VertexIndices;\r\n material?: SurfaceMaterial;\r\n}\r\n\r\n/**\r\n * Describes mesh geometry to be submitted to the rendering system.\r\n * A mesh consists of a surface and its edges, which may include any combination of silhouettes, polylines, and single segments.\r\n * The surface and edges all refer to the same vertex table.\r\n */\r\nexport class MeshParams {\r\n public readonly vertices: VertexTable;\r\n public readonly surface: SurfaceParams;\r\n public edges?: EdgeParams;\r\n public readonly isPlanar: boolean;\r\n public readonly auxChannels?: AuxChannelTable;\r\n\r\n /** Directly construct a MeshParams. The MeshParams takes ownership of all input data. */\r\n public constructor(vertices: VertexTable, surface: SurfaceParams, edges?: EdgeParams, isPlanar?: boolean, auxChannels?: AuxChannelTable) {\r\n this.vertices = vertices;\r\n this.surface = surface;\r\n this.edges = edges;\r\n this.isPlanar = !!isPlanar;\r\n this.auxChannels = auxChannels;\r\n }\r\n\r\n /** Construct from a MeshArgs. */\r\n public static create(args: MeshArgs): MeshParams {\r\n const builder = createMeshBuilder(args);\r\n const vertices = VertexTable.buildFrom(builder, args.colors, args.features);\r\n\r\n const surfaceIndices = VertexIndices.fromArray(args.vertIndices);\r\n\r\n const surface: SurfaceParams = {\r\n type: builder.type,\r\n indices: surfaceIndices,\r\n fillFlags: args.fillFlags,\r\n hasBakedLighting: true === args.hasBakedLighting,\r\n textureMapping: undefined !== args.textureMapping ? { texture: args.textureMapping.texture, alwaysDisplayed: false } : undefined,\r\n material: createSurfaceMaterial(args.material),\r\n };\r\n\r\n const channels = undefined !== args.auxChannels ? AuxChannelTable.fromChannels(args.auxChannels, vertices.numVertices) : undefined;\r\n const edges = EdgeParams.fromMeshArgs(args);\r\n return new MeshParams(vertices, surface, edges, args.isPlanar, channels);\r\n }\r\n}\r\n\r\n/** Builds a VertexTable from some data type supplying the vertex data. */\r\nexport abstract class VertexTableBuilder {\r\n public data?: Uint8Array;\r\n private _curIndex: number = 0;\r\n\r\n public abstract get numVertices(): number;\r\n public abstract get numRgbaPerVertex(): number;\r\n public abstract get qparams(): QParams3d;\r\n public abstract get usesUnquantizedPositions(): boolean;\r\n public get uvParams(): QParams2d | undefined { return undefined; }\r\n public abstract appendVertex(vertIndex: number): void;\r\n\r\n public appendColorTable(colorIndex: ColorIndex) {\r\n if (undefined !== colorIndex.nonUniform) {\r\n for (const color of colorIndex.nonUniform.colors) {\r\n this.appendColor(color);\r\n }\r\n }\r\n }\r\n\r\n protected advance(nBytes: number) {\r\n this._curIndex += nBytes;\r\n assert(this._curIndex <= this.data!.length);\r\n }\r\n\r\n protected append8(val: number) {\r\n assert(0 <= val);\r\n assert(val <= 0xff);\r\n assert(val === Math.floor(val));\r\n\r\n this.data![this._curIndex] = val;\r\n this.advance(1);\r\n }\r\n protected append16(val: number) {\r\n this.append8(val & 0x00ff);\r\n this.append8(val >>> 8);\r\n }\r\n protected append32(val: number) {\r\n this.append16(val & 0x0000ffff);\r\n this.append16(val >>> 16);\r\n }\r\n\r\n private appendColor(tbgr: number) {\r\n const colors = ColorDef.getColors(tbgr);\r\n\r\n // invert transparency => alpha\r\n colors.t = 255 - colors.t;\r\n\r\n // premultiply alpha...\r\n switch (colors.t) {\r\n case 0:\r\n colors.r = colors.g = colors.b = 0;\r\n break;\r\n case 255:\r\n break;\r\n default: {\r\n const f = colors.t / 255.0;\r\n colors.r = Math.floor(colors.r * f + 0.5);\r\n colors.g = Math.floor(colors.g * f + 0.5);\r\n colors.b = Math.floor(colors.b * f + 0.5);\r\n break;\r\n }\r\n }\r\n\r\n // Store 32-bit value in little-endian order (red first)\r\n this.append8(colors.r);\r\n this.append8(colors.g);\r\n this.append8(colors.b);\r\n this.append8(colors.t);\r\n }\r\n}\r\n\r\ntype VertexData = PolylineArgs | MeshArgs;\r\ntype Quantized<T extends VertexData> = Omit<T, \"points\"> & { points: QPoint3dList };\r\ntype Unquantized<T extends VertexData> = Omit<T, \"points\"> & { points: Omit<Point3dList, \"add\"> };\r\n\r\nnamespace Quantized { // eslint-disable-line @typescript-eslint/no-redeclare\r\n /**\r\n * Supplies vertex data from a PolylineArgs or MeshArgs. Each vertex consists of 12 bytes:\r\n * pos.x 00\r\n * pos.y 02\r\n * pos.z 04\r\n * colorIndex 06\r\n * featureIndex 08 (24 bits)\r\n * materialIndex 0B (for meshes that use a material atlas; otherwise unused). NOTE: Currently front-end code does not produce material atlases.\r\n */\r\n export class SimpleBuilder<T extends Quantized<VertexData>> extends VertexTableBuilder {\r\n public args: T;\r\n protected _qpoints: QPoint3dList;\r\n\r\n public constructor(args: T) {\r\n super();\r\n this._qpoints = args.points;\r\n this.args = args;\r\n assert(undefined !== this.args.points);\r\n }\r\n\r\n public get numVertices() { return this.args.points.length; }\r\n public get numRgbaPerVertex() { return 3; }\r\n public get usesUnquantizedPositions() { return false; }\r\n public get qparams() {\r\n return this._qpoints.params;\r\n }\r\n\r\n public appendVertex(vertIndex: number): void {\r\n this.appendPosition(vertIndex);\r\n this.appendColorIndex(vertIndex);\r\n this.appendFeatureIndex(vertIndex);\r\n }\r\n\r\n protected appendPosition(vertIndex: number) {\r\n this.append16(this._qpoints.list[vertIndex].x);\r\n this.append16(this._qpoints.list[vertIndex].y);\r\n this.append16(this._qpoints.list[vertIndex].z);\r\n }\r\n\r\n protected appendColorIndex(vertIndex: number) {\r\n if (undefined !== this.args.colors.nonUniform) {\r\n this.append16(this.args.colors.nonUniform.indices[vertIndex]);\r\n } else {\r\n this.advance(2);\r\n }\r\n }\r\n\r\n protected appendFeatureIndex(vertIndex: number) {\r\n if (undefined !== this.args.features.featureIDs) {\r\n this.append32(this.args.features.featureIDs[vertIndex]);\r\n } else {\r\n this.advance(4);\r\n }\r\n }\r\n }\r\n\r\n /** Supplies vertex data from a MeshArgs. */\r\n export class MeshBuilder extends SimpleBuilder<Quantized<MeshArgs>> {\r\n public readonly type: SurfaceType;\r\n\r\n protected constructor(args: Quantized<MeshArgs>, type: SurfaceType) {\r\n super(args);\r\n this.type = type;\r\n }\r\n\r\n public static create(args: Quantized<MeshArgs>): MeshBuilder {\r\n if (args.isVolumeClassifier)\r\n return new MeshBuilder(args, SurfaceType.VolumeClassifier);\r\n\r\n const isLit = undefined !== args.normals && 0 < args.normals.length;\r\n const isTextured = undefined !== args.textureMapping;\r\n\r\n let uvParams: QParams2d | undefined;\r\n\r\n if (args.textureMapping) {\r\n const uvRange = Range2d.createNull();\r\n const fpts = args.textureMapping.uvParams;\r\n const pt2d = new Point2d();\r\n if (undefined !== fpts && fpts.length > 0)\r\n for (let i = 0; i < args.points.length; i++)\r\n uvRange.extendPoint(Point2d.create(fpts[i].x, fpts[i].y, pt2d));\r\n\r\n uvParams = QParams2d.fromRange(uvRange);\r\n }\r\n\r\n if (isLit)\r\n return isTextured ? new TexturedLitMeshBuilder(args, uvParams!) : new LitMeshBuilder(args);\r\n else\r\n return isTextured ? new TexturedMeshBuilder(args, uvParams!) : new MeshBuilder(args, SurfaceType.Unlit);\r\n }\r\n }\r\n\r\n /** Supplies vertex data from a MeshArgs where each vertex consists of 16 bytes.\r\n * In addition to the SimpleBuilder data, the final 4 bytes hold the quantized UV params\r\n * The color index is left uninitialized as it is unused.\r\n */\r\n class TexturedMeshBuilder extends MeshBuilder {\r\n private _qparams: QParams2d;\r\n private _qpoint = new QPoint2d();\r\n\r\n public constructor(args: Quantized<MeshArgs>, qparams: QParams2d, type: SurfaceType = SurfaceType.Textured) {\r\n super(args, type);\r\n this._qparams = qparams;\r\n assert(undefined !== args.textureMapping);\r\n }\r\n\r\n public override get numRgbaPerVertex() { return 4; }\r\n public override get uvParams() { return this._qparams; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n this.appendPosition(vertIndex);\r\n this.appendNormal(vertIndex);\r\n this.appendFeatureIndex(vertIndex);\r\n this.appendUVParams(vertIndex);\r\n }\r\n\r\n protected appendNormal(_vertIndex: number): void { this.advance(2); } // no normal for unlit meshes\r\n\r\n protected appendUVParams(vertIndex: number) {\r\n this._qpoint.init(this.args.textureMapping!.uvParams[vertIndex], this._qparams);\r\n this.append16(this._qpoint.x);\r\n this.append16(this._qpoint.y);\r\n }\r\n }\r\n\r\n /** As with TexturedMeshBuilder, but the color index is replaced with the oct-encoded normal value. */\r\n class TexturedLitMeshBuilder extends TexturedMeshBuilder {\r\n public constructor(args: Quantized<MeshArgs>, qparams: QParams2d) {\r\n super(args, qparams, SurfaceType.TexturedLit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n protected override appendNormal(vertIndex: number) { this.append16(this.args.normals![vertIndex].value); }\r\n }\r\n\r\n /** 16 bytes. The last 2 bytes are unused; the 2 immediately preceding it hold the oct-encoded normal value. */\r\n class LitMeshBuilder extends MeshBuilder {\r\n public constructor(args: Quantized<MeshArgs>) {\r\n super(args, SurfaceType.Lit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n public override get numRgbaPerVertex() { return 4; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n super.appendVertex(vertIndex);\r\n this.append16(this.args.normals![vertIndex].value);\r\n this.advance(2); // 2 unused bytes\r\n }\r\n }\r\n}\r\n\r\n/** Builders in this namespace store vertex positions as 32-bit floats instead of quantizing to 16-bit unsigned integers.\r\n * This is preferred for decoration graphics, which might contain ranges of positions that exceed the limits for quantization; if quantized,\r\n * they could produce visual artifacts.\r\n * Each builder produces a VertexTable that starts with the following layout:\r\n * pos.x: 00\r\n * pos.y: 04\r\n * pos.z: 08\r\n * featureIndex: 0C\r\n * materialIndex:0F (NOTE: frontend code currently doesn't produce material atlases, so this is always zero).\r\n * Followed (by default) by:\r\n * colorIndex: 10\r\n * unused: 12\r\n * Subclasses may add 4 more bytes and/or overwrite the final 4 bytes above.\r\n */\r\nnamespace Unquantized { // eslint-disable-line @typescript-eslint/no-redeclare\r\n const u32Array = new Uint32Array(1);\r\n const f32Array = new Float32Array(u32Array.buffer);\r\n\r\n // colorIndex: 10\r\n // unused: 12\r\n export class SimpleBuilder<T extends Unquantized<VertexData>> extends VertexTableBuilder {\r\n public args: T;\r\n protected _points: Point3d[];\r\n private _qparams3d: QParams3d;\r\n\r\n public constructor(args: T) {\r\n super();\r\n assert(!(args.points instanceof QPoint3dList));\r\n this._qparams3d = QParams3d.fromRange(args.points.range);\r\n this.args = args;\r\n this._points = args.points;\r\n }\r\n\r\n public get numVertices() { return this._points.length; }\r\n public get numRgbaPerVertex() { return 5; }\r\n public get usesUnquantizedPositions() { return true; }\r\n public get qparams() { return this._qparams3d; }\r\n\r\n public appendVertex(vertIndex: number): void {\r\n this.appendTransposePosAndFeatureNdx(vertIndex);\r\n this.appendColorIndex(vertIndex);\r\n }\r\n\r\n private appendFloat32(val: number) {\r\n f32Array[0] = val;\r\n this.append32(u32Array[0]);\r\n }\r\n\r\n private convertFloat32(val: number): number {\r\n f32Array[0] = val;\r\n return u32Array[0];\r\n }\r\n\r\n protected appendTransposePosAndFeatureNdx(vertIndex: number) {\r\n // transpose position xyz vals into [0].xyz - [3].xyz, and add feature index at .w\r\n // this is to order things to let shader code access much more efficiently\r\n const pt = this._points[vertIndex];\r\n const x = this.convertFloat32 (pt.x);\r\n const y = this.convertFloat32 (pt.y);\r\n const z = this.convertFloat32 (pt.z);\r\n const featID = (this.args.features.featureIDs) ? this.args.features.featureIDs[vertIndex] : 0;\r\n this.append8(x & 0x000000ff);\r\n this.append8(y & 0x000000ff);\r\n this.append8(z & 0x000000ff);\r\n this.append8(featID & 0x000000ff);\r\n this.append8((x >>> 8) & 0x000000ff);\r\n this.append8((y >>> 8) & 0x000000ff);\r\n this.append8((z >>> 8) & 0x000000ff);\r\n this.append8((featID >>> 8) & 0x000000ff);\r\n this.append8((x >>> 16) & 0x000000ff);\r\n this.append8((y >>> 16) & 0x000000ff);\r\n this.append8((z >>> 16) & 0x000000ff);\r\n this.append8((featID >>> 16) & 0x000000ff);\r\n this.append8(x >>> 24);\r\n this.append8(y >>> 24);\r\n this.append8(z >>> 24);\r\n this.append8(featID >>> 24);\r\n }\r\n\r\n protected appendPosition(vertIndex: number) {\r\n const pt = this._points[vertIndex];\r\n this.appendFloat32(pt.x);\r\n this.appendFloat32(pt.y);\r\n this.appendFloat32(pt.z);\r\n }\r\n\r\n protected appendFeatureIndex(vertIndex: number) {\r\n if (this.args.features.featureIDs)\r\n this.append32(this.args.features.featureIDs[vertIndex]);\r\n else\r\n this.advance(4);\r\n }\r\n\r\n protected _appendColorIndex(vertIndex: number) {\r\n if (undefined !== this.args.colors.nonUniform)\r\n this.append16(this.args.colors.nonUniform.indices[vertIndex]);\r\n else\r\n this.advance(2);\r\n }\r\n\r\n protected appendColorIndex(vertIndex: number) {\r\n this._appendColorIndex(vertIndex);\r\n this.advance(2);\r\n }\r\n }\r\n\r\n export class MeshBuilder extends SimpleBuilder<Unquantized<MeshArgs>> {\r\n public readonly type: SurfaceType;\r\n\r\n protected constructor(args: Unquantized<MeshArgs>, type: SurfaceType) {\r\n super(args);\r\n this.type = type;\r\n }\r\n\r\n public static create(args: Unquantized<MeshArgs>): MeshBuilder {\r\n if (args.isVolumeClassifier)\r\n return new MeshBuilder(args, SurfaceType.VolumeClassifier);\r\n\r\n const isLit = undefined !== args.normals && 0 < args.normals.length;\r\n const isTextured = undefined !== args.textureMapping;\r\n\r\n let uvParams: QParams2d | undefined;\r\n\r\n if (args.textureMapping) {\r\n const uvRange = Range2d.createNull();\r\n const fpts = args.textureMapping.uvParams;\r\n const pt2d = new Point2d();\r\n if (undefined !== fpts && fpts.length > 0)\r\n for (let i = 0; i < args.points.length; i++)\r\n uvRange.extendPoint(Point2d.create(fpts[i].x, fpts[i].y, pt2d));\r\n\r\n uvParams = QParams2d.fromRange(uvRange);\r\n }\r\n\r\n if (isLit)\r\n return isTextured ? new TexturedLitMeshBuilder(args, uvParams!) : new LitMeshBuilder(args);\r\n else\r\n return isTextured ? new TexturedMeshBuilder(args, uvParams!) : new MeshBuilder(args, SurfaceType.Unlit);\r\n }\r\n }\r\n\r\n // u: 10\r\n // v: 12\r\n class TexturedMeshBuilder extends MeshBuilder {\r\n private _qparams: QParams2d;\r\n private _qpoint = new QPoint2d();\r\n\r\n public constructor(args: Unquantized<MeshArgs>, qparams: QParams2d, type = SurfaceType.Textured) {\r\n super(args, type);\r\n this._qparams = qparams;\r\n assert(undefined !== args.textureMapping);\r\n }\r\n\r\n public override get uvParams() { return this._qparams; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n super.appendVertex(vertIndex);\r\n\r\n this._qpoint.init(this.args.textureMapping!.uvParams[vertIndex], this._qparams);\r\n this.append16(this._qpoint.x);\r\n this.append16(this._qpoint.y);\r\n }\r\n\r\n protected override appendColorIndex() { }\r\n }\r\n\r\n // u: 10\r\n // v: 12\r\n // normal: 14\r\n // unused: 16\r\n class TexturedLitMeshBuilder extends TexturedMeshBuilder {\r\n public constructor(args: Unquantized<MeshArgs>, qparams: QParams2d) {\r\n super(args, qparams, SurfaceType.TexturedLit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n public override get numRgbaPerVertex() { return 6; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n super.appendVertex(vertIndex);\r\n this.append16(this.args.normals![vertIndex].value);\r\n this.advance(2);\r\n }\r\n }\r\n\r\n // color: 10\r\n // normal: 12\r\n class LitMeshBuilder extends MeshBuilder {\r\n public constructor(args: Unquantized<MeshArgs>) {\r\n super(args, SurfaceType.Lit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n protected override appendColorIndex(vertIndex: number) {\r\n super._appendColorIndex(vertIndex);\r\n }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n super.appendVertex(vertIndex);\r\n this.append16(this.args.normals![vertIndex].value);\r\n }\r\n }\r\n}\r\n\r\nfunction createMeshBuilder(args: MeshArgs): VertexTableBuilder & { type: SurfaceType } {\r\n if (args.points instanceof QPoint3dList)\r\n return Quantized.MeshBuilder.create(args as Quantized<MeshArgs>);\r\n else\r\n return Unquantized.MeshBuilder.create(args as Unquantized<MeshArgs>);\r\n}\r\n\r\nfunction createPolylineBuilder(args: PolylineArgs): VertexTableBuilder {\r\n if (args.points instanceof QPoint3dList)\r\n return new Quantized.SimpleBuilder(args as Quantized<PolylineArgs>);\r\n else\r\n return new Unquantized.SimpleBuilder(args as Unquantized<PolylineArgs>);\r\n}\r\n"]}
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