@itwin/core-frontend 4.10.0-dev.26 → 4.10.0-dev.28
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/lib/cjs/DrawingViewState.d.ts +7 -2
- package/lib/cjs/DrawingViewState.d.ts.map +1 -1
- package/lib/cjs/DrawingViewState.js +18 -6
- package/lib/cjs/DrawingViewState.js.map +1 -1
- package/lib/cjs/HitDetail.d.ts +6 -7
- package/lib/cjs/HitDetail.d.ts.map +1 -1
- package/lib/cjs/HitDetail.js +1 -2
- package/lib/cjs/HitDetail.js.map +1 -1
- package/lib/cjs/ViewState.d.ts +6 -2
- package/lib/cjs/ViewState.d.ts.map +1 -1
- package/lib/cjs/ViewState.js +3 -1
- package/lib/cjs/ViewState.js.map +1 -1
- package/lib/cjs/ViewingSpace.d.ts.map +1 -1
- package/lib/cjs/ViewingSpace.js +3 -0
- package/lib/cjs/ViewingSpace.js.map +1 -1
- package/lib/cjs/render/GraphicBranch.d.ts +1 -1
- package/lib/cjs/render/GraphicBranch.js.map +1 -1
- package/lib/cjs/render/Pixel.d.ts +3 -1
- package/lib/cjs/render/Pixel.d.ts.map +1 -1
- package/lib/cjs/render/Pixel.js.map +1 -1
- package/lib/esm/DrawingViewState.d.ts +7 -2
- package/lib/esm/DrawingViewState.d.ts.map +1 -1
- package/lib/esm/DrawingViewState.js +18 -6
- package/lib/esm/DrawingViewState.js.map +1 -1
- package/lib/esm/HitDetail.d.ts +6 -7
- package/lib/esm/HitDetail.d.ts.map +1 -1
- package/lib/esm/HitDetail.js +1 -2
- package/lib/esm/HitDetail.js.map +1 -1
- package/lib/esm/ViewState.d.ts +6 -2
- package/lib/esm/ViewState.d.ts.map +1 -1
- package/lib/esm/ViewState.js +3 -1
- package/lib/esm/ViewState.js.map +1 -1
- package/lib/esm/ViewingSpace.d.ts.map +1 -1
- package/lib/esm/ViewingSpace.js +3 -0
- package/lib/esm/ViewingSpace.js.map +1 -1
- package/lib/esm/render/GraphicBranch.d.ts +1 -1
- package/lib/esm/render/GraphicBranch.js.map +1 -1
- package/lib/esm/render/Pixel.d.ts +3 -1
- package/lib/esm/render/Pixel.d.ts.map +1 -1
- package/lib/esm/render/Pixel.js.map +1 -1
- package/lib/public/scripts/parse-imdl-worker.js +1 -1
- package/lib/workers/webpack/parse-imdl-worker.js +1 -1
- package/package.json +18 -18
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@@ -9,7 +9,8 @@ import { DisplayStyle2dState } from "./DisplayStyleState";
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import { IModelConnection } from "./IModelConnection";
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import { DisclosedTileTreeSet } from "./tile/internal";
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import { SceneContext } from "./ViewContext";
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-
import {
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import { Viewport } from "./Viewport";
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import { AttachToViewportArgs, ComputeDisplayTransformArgs, ExtentLimits, ViewState2d, ViewState3d } from "./ViewState";
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/** Strictly for testing.
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* @internal
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*/
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@@ -74,6 +75,10 @@ export declare class DrawingViewState extends ViewState2d {
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/** @internal */
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get areAllTileTreesLoaded(): boolean;
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/** @internal */
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get secondaryViewports(): Iterable<
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get secondaryViewports(): Iterable<Viewport>;
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/** @internal */
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getAttachmentViewport(id: Id64String): Viewport | undefined;
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/** @internal */
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computeDisplayTransform(args: ComputeDisplayTransformArgs): Transform | undefined;
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}
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//# sourceMappingURL=DrawingViewState.d.ts.map
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"DrawingViewState.d.ts","sourceRoot":"","sources":["../../src/DrawingViewState.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAyB,UAAU,EAAE,MAAM,qBAAqB,CAAC;AACxE,OAAO,EACL,gBAAgB,EAAW,4BAA4B,EAAE,6BAA6B,EAAkB,uBAAuB,EAAE,qBAAqB,EAAqB,cAAc,EAC1L,MAAM,oBAAoB,CAAC;AAC5B,OAAO,EAAqB,SAAS,EAAkB,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AAC9F,OAAO,EAAE,qBAAqB,EAAE,MAAM,yBAAyB,CAAC;AAEhE,OAAO,EAAE,mBAAmB,EAAE,MAAM,qBAAqB,CAAC;AAG1D,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAMtD,OAAO,EAAE,oBAAoB,EAAmB,MAAM,iBAAiB,CAAC;AACxE,OAAO,EAAE,YAAY,EAAE,MAAM,eAAe,CAAC;
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{"version":3,"file":"DrawingViewState.d.ts","sourceRoot":"","sources":["../../src/DrawingViewState.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAyB,UAAU,EAAE,MAAM,qBAAqB,CAAC;AACxE,OAAO,EACL,gBAAgB,EAAW,4BAA4B,EAAE,6BAA6B,EAAkB,uBAAuB,EAAE,qBAAqB,EAAqB,cAAc,EAC1L,MAAM,oBAAoB,CAAC;AAC5B,OAAO,EAAqB,SAAS,EAAkB,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AAC9F,OAAO,EAAE,qBAAqB,EAAE,MAAM,yBAAyB,CAAC;AAEhE,OAAO,EAAE,mBAAmB,EAAE,MAAM,qBAAqB,CAAC;AAG1D,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAMtD,OAAO,EAAE,oBAAoB,EAAmB,MAAM,iBAAiB,CAAC;AACxE,OAAO,EAAE,YAAY,EAAE,MAAM,eAAe,CAAC;AAC7C,OAAO,EAAqB,QAAQ,EAAE,MAAM,YAAY,CAAC;AAEzD,OAAO,EAAE,oBAAoB,EAAE,2BAA2B,EAAE,YAAY,EAAE,WAAW,EAAE,WAAW,EAAE,MAAM,aAAa,CAAC;AAExH;;GAEG;AACH,MAAM,WAAW,kBAAkB;IACjC,QAAQ,CAAC,WAAW,EAAE,UAAU,CAAC;IACjC,QAAQ,CAAC,yBAAyB,EAAE,SAAS,CAAC;CAC/C;AA8QD;;;GAGG;AACH,qBAAa,gBAAiB,SAAQ,WAAW;IAC/C,WAA2B,SAAS,WAAsC;IAE1E;;;OAGG;IACH,OAAc,wBAAwB,UAAS;IAE/C;;OAEG;IACH,OAAc,mBAAmB,UAAS;IAE1C,OAAO,CAAC,QAAQ,CAAC,cAAc,CAAmB;IAClD,OAAO,CAAC,eAAe,CAAwB;IAC/C,OAAO,CAAC,WAAW,CAAC,CAAoB;IAExC,sCAAsC;IACtC,IAAW,mBAAmB,IAAI,uBAAuB,GAAG,SAAS,CAEpE;IAED,sCAAsC;IACtC,IAAW,kBAAkB,uBAE5B;IAED,sCAAsC;IACtC,IAAW,UAAU,IAAI,MAAM,GAAG,SAAS,CAE1C;IAED,sCAAsC;IACtC,IAAW,cAAc,IAAI;QAAE,WAAW,EAAE,UAAU,GAAG,WAAW,CAAA;KAAE,CAErE;gBAEkB,KAAK,EAAE,qBAAqB,EAAE,MAAM,EAAE,gBAAgB,EAAE,UAAU,EAAE,qBAAqB,EAAE,YAAY,EAAE,mBAAmB,EAAE,OAAO,EAAE,gBAAgB,EAAE,cAAc,CAAC,EAAE,uBAAuB;IAWpN,0CAA0C;IAC1B,gBAAgB,CAAC,IAAI,EAAE,oBAAoB,GAAG,IAAI;IAMlE,4CAA4C;IAC5B,kBAAkB,IAAI,IAAI;IAK1C,gBAAgB;IACM,iBAAiB,CAAC,OAAO,EAAE,UAAU,GAAG,OAAO,CAAC,IAAI,CAAC;YAS7D,wBAAwB;IA8BtC,gBAAgB;cACG,OAAO,CAAC,cAAc,EAAE,4BAA4B,GAAG,IAAI;IAM9E,gBAAgB;cACS,QAAQ,CAAC,eAAe,EAAE,6BAA6B,GAAG,OAAO,CAAC,IAAI,CAAC;WAOzE,eAAe,CAAC,KAAK,EAAE,cAAc,EAAE,MAAM,EAAE,gBAAgB,GAAG,gBAAgB;IASzF,OAAO,IAAI,cAAc;IAOlC,gBAAgB,IAAI,gBAAgB;IAS3C,IAAW,mBAAmB,IAAI,YAAY,CAK7C;IAED,gBAAgB;IACA,aAAa,IAAI,IAAI,IAAI,gBAAgB;IAEzD,mCAAmC;IACnB,SAAS;IAQzB,oCAAoC;IACpB,UAAU;IAQ1B,gBAAgB;IACA,iBAAiB,CAAC,KAAK,EAAE,oBAAoB,GAAG,IAAI;IAMpE,gBAAgB;IACA,WAAW,CAAC,OAAO,EAAE,YAAY,GAAG,IAAI;IAQxD,gBAAgB;IAChB,IAAoB,qBAAqB,IAAI,OAAO,CAEnD;IAED,gBAAgB;IAChB,IAAoB,kBAAkB,uBAErC;IAED,gBAAgB;IACA,qBAAqB,CAAC,EAAE,EAAE,UAAU,GAAG,QAAQ,GAAG,SAAS;IAI3E,gBAAgB;IACA,uBAAuB,CAAC,IAAI,EAAE,2BAA2B,GAAG,SAAS,GAAG,SAAS;CAOlG"}
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@@ -131,14 +131,14 @@ class SectionAttachment {
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return this._drawingExtents.z;
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}
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get drawingRange() {
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const frustum3d = this._originalFrustum.transformBy(this.
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const frustum3d = this._originalFrustum.transformBy(this.toDrawing);
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return frustum3d.toRange();
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}
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constructor(view, toDrawing, fromDrawing, toSheet) {
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this._viewRect = new ViewRect_1.ViewRect(0, 0, 1, 1);
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this._originalFrustum = new core_common_1.Frustum();
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// Save the input for clone(). Attach a copy to the viewport.
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this.
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this.toDrawing = toDrawing;
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this._fromDrawing = fromDrawing;
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this.viewport = Viewport_1.OffScreenViewport.createViewport(view, new SectionTarget(this), true);
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this.symbologyOverrides = new FeatureSymbology_1.FeatureSymbology.Overrides(view);
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@@ -146,13 +146,14 @@ class SectionAttachment {
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let clip = this.view.getViewClip();
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if (clip) {
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clip = clip.clone();
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const clipTransform = toSheet ? toSheet.multiplyTransformTransform(this.
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const clipTransform = toSheet ? toSheet.multiplyTransformTransform(this.toDrawing) : this.toDrawing;
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clip.transformInPlace(clipTransform);
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clipVolume = IModelApp_1.IModelApp.renderSystem.createClipVolume(clip);
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}
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this._branchOptions = {
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clipVolume,
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hline: view.getDisplayStyle3d().settings.hiddenLineSettings,
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viewAttachmentId: view.id,
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frustum: {
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is3d: true,
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scale: { x: 1, y: 1 },
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@@ -162,7 +163,7 @@ class SectionAttachment {
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// Save off the original frustum (potentially adjusted by viewport).
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this.viewport.setupFromView();
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this.viewport.viewingSpace.getFrustum(CoordSystem_1.CoordSystem.World, true, this._originalFrustum);
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const drawingFrustum = this._originalFrustum.transformBy(this.
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const drawingFrustum = this._originalFrustum.transformBy(this.toDrawing);
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const drawingRange = drawingFrustum.toRange();
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this._drawingExtents = drawingRange.diagonal();
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this._drawingExtents.z = Math.abs(this._drawingExtents.z);
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@@ -177,7 +178,7 @@ class SectionAttachment {
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if (0 === pixelSize)
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return;
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// Adjust offscreen viewport's frustum based on intersection with drawing view frustum.
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const frustum3d = this._originalFrustum.transformBy(this.
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const frustum3d = this._originalFrustum.transformBy(this.toDrawing);
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const frustumRange3d = frustum3d.toRange();
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const frustum2d = context.viewport.getWorldFrustum();
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const frustumRange2d = frustum2d.toRange();
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graphics.symbologyOverrides = this.symbologyOverrides;
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for (const graphic of source)
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graphics.entries.push(graphic);
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const branch = context.createGraphicBranch(graphics, this.
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const branch = context.createGraphicBranch(graphics, this.toDrawing, this._branchOptions);
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context.outputGraphic(branch);
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};
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outputGraphics(scene.foreground);
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@@ -383,6 +384,17 @@ class DrawingViewState extends ViewState_1.ViewState2d {
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get secondaryViewports() {
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return this._attachment ? [this._attachment.viewport] : super.secondaryViewports;
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}
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/** @internal */
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getAttachmentViewport(id) {
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return id === this._attachment?.view.id ? this._attachment.viewport : undefined;
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}
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/** @internal */
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computeDisplayTransform(args) {
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if (args.viewAttachmentId === undefined || args.viewAttachmentId !== this._attachment?.view.id) {
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return undefined;
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}
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return this._attachment.toDrawing;
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}
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}
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exports.DrawingViewState = DrawingViewState;
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/** Exposed strictly for testing and debugging. Indicates that when loading the view, the spatial view should be displayed even
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Views\r\n */\r\n\r\nimport { assert, dispose, Id64, Id64String } from \"@itwin/core-bentley\";\r\nimport {\r\n AxisAlignedBox3d, Frustum, HydrateViewStateRequestProps, HydrateViewStateResponseProps, QueryRowFormat, SectionDrawingViewProps, ViewDefinition2dProps, ViewFlagOverrides, ViewStateProps,\r\n} from \"@itwin/core-common\";\r\nimport { Constant, Range3d, Transform, TransformProps, Vector3d } from \"@itwin/core-geometry\";\r\nimport { CategorySelectorState } from \"./CategorySelectorState\";\r\nimport { CoordSystem } from \"./CoordSystem\";\r\nimport { DisplayStyle2dState } from \"./DisplayStyleState\";\r\nimport { Frustum2d } from \"./Frustum2d\";\r\nimport { IModelApp } from \"./IModelApp\";\r\nimport { IModelConnection } from \"./IModelConnection\";\r\nimport { FeatureSymbology } from \"./render/FeatureSymbology\";\r\nimport { GraphicBranch, GraphicBranchOptions } from \"./render/GraphicBranch\";\r\nimport { MockRender } from \"./render/MockRender\";\r\nimport { RenderGraphic } from \"./render/RenderGraphic\";\r\nimport { Scene } from \"./render/Scene\";\r\nimport { DisclosedTileTreeSet, TileGraphicType } from \"./tile/internal\";\r\nimport { SceneContext } from \"./ViewContext\";\r\nimport { OffScreenViewport } from \"./Viewport\";\r\nimport { ViewRect } from \"./common/ViewRect\";\r\nimport { AttachToViewportArgs, ExtentLimits, ViewState2d, ViewState3d } from \"./ViewState\";\r\n\r\n/** Strictly for testing.\r\n * @internal\r\n */\r\nexport interface SectionDrawingInfo {\r\n readonly spatialView: Id64String;\r\n readonly drawingToSpatialTransform: Transform;\r\n}\r\n\r\n/** The information required to instantiate a [[SectionAttachment]]. This information is supplied to DrawingViewState constructor via ViewStateProps.\r\n * The spatial view is obtained asynchronously in DrawingViewState.load(). The SectionAttachment is created in DrawingViewState.attachToViewport and\r\n * disposed of in DrawingViewState.detachFromViewport.\r\n */\r\nclass SectionAttachmentInfo {\r\n private _spatialView: Id64String | ViewState3d;\r\n private readonly _drawingToSpatialTransform: Transform;\r\n private readonly _displaySpatialView: boolean;\r\n\r\n public get spatialView(): Id64String | ViewState3d { return this._spatialView; }\r\n public get wantDisplayed(): boolean {\r\n return this._displaySpatialView || DrawingViewState.alwaysDisplaySpatialView;\r\n }\r\n\r\n private constructor(spatialView: Id64String | ViewState3d, drawingToSpatialTransform: Transform, displaySpatialView: boolean) {\r\n this._spatialView = spatialView;\r\n this._drawingToSpatialTransform = drawingToSpatialTransform;\r\n this._displaySpatialView = displaySpatialView;\r\n }\r\n\r\n public static fromJSON(props?: SectionDrawingViewProps): SectionAttachmentInfo {\r\n if (!props)\r\n return new SectionAttachmentInfo(Id64.invalid, Transform.createIdentity(), false);\r\n\r\n return new SectionAttachmentInfo(props.spatialView, Transform.fromJSON(props.drawingToSpatialTransform), true === props.displaySpatialView);\r\n }\r\n\r\n public toJSON(): SectionDrawingViewProps | undefined {\r\n if (\"string\" === typeof this._spatialView && !Id64.isValidId64(this._spatialView))\r\n return undefined;\r\n\r\n return {\r\n spatialView: (this._spatialView instanceof ViewState3d) ? this._spatialView.id : this._spatialView,\r\n drawingToSpatialTransform: this._drawingToSpatialTransform.isIdentity ? undefined : this._drawingToSpatialTransform.toJSON(),\r\n displaySpatialView: this._displaySpatialView,\r\n };\r\n }\r\n\r\n public clone(iModel: IModelConnection): SectionAttachmentInfo {\r\n let spatialView = this._spatialView;\r\n if (spatialView instanceof ViewState3d)\r\n spatialView = spatialView.clone(iModel);\r\n\r\n return new SectionAttachmentInfo(spatialView, this._drawingToSpatialTransform, this._displaySpatialView);\r\n }\r\n\r\n public preload(options: HydrateViewStateRequestProps): void {\r\n if (!this.wantDisplayed)\r\n return;\r\n\r\n if (this._spatialView instanceof ViewState3d)\r\n return;\r\n\r\n if (!Id64.isValidId64(this._spatialView))\r\n return;\r\n\r\n options.spatialViewId = this._spatialView;\r\n options.viewStateLoadProps = {\r\n displayStyle: {\r\n omitScheduleScriptElementIds: !IModelApp.tileAdmin.enableFrontendScheduleScripts,\r\n compressExcludedElementIds: true,\r\n },\r\n };\r\n }\r\n\r\n public async load(iModel: IModelConnection): Promise<void> {\r\n if (!this.wantDisplayed)\r\n return;\r\n\r\n if (this._spatialView instanceof ViewState3d)\r\n return;\r\n\r\n if (!Id64.isValidId64(this._spatialView))\r\n return;\r\n\r\n const spatialView = await iModel.views.load(this._spatialView);\r\n if (spatialView instanceof ViewState3d)\r\n this._spatialView = spatialView;\r\n }\r\n\r\n public async postload(options: HydrateViewStateResponseProps, iModel: IModelConnection): Promise<void> {\r\n let spatialView;\r\n if (options.spatialViewProps) {\r\n spatialView = await iModel.views.convertViewStatePropsToViewState(options.spatialViewProps);\r\n }\r\n\r\n if (spatialView instanceof ViewState3d)\r\n this._spatialView = spatialView;\r\n }\r\n\r\n public createAttachment(toSheet: Transform | undefined): SectionAttachment | undefined {\r\n if (!this.wantDisplayed || !(this._spatialView instanceof ViewState3d))\r\n return undefined;\r\n\r\n const spatialToDrawing = this._drawingToSpatialTransform.inverse();\r\n return spatialToDrawing ? new SectionAttachment(this._spatialView, spatialToDrawing, this._drawingToSpatialTransform, toSheet) : undefined;\r\n }\r\n\r\n public get sectionDrawingInfo(): SectionDrawingInfo {\r\n return {\r\n drawingToSpatialTransform: this._drawingToSpatialTransform,\r\n spatialView: this._spatialView instanceof ViewState3d ? this._spatialView.id : this._spatialView,\r\n };\r\n }\r\n}\r\n\r\n/** A mostly no-op [[RenderTarget]] for a [[SectionAttachment]]. It allocates no webgl resources. */\r\nclass SectionTarget extends MockRender.OffScreenTarget {\r\n private readonly _attachment: SectionAttachment;\r\n\r\n public constructor(attachment: SectionAttachment) {\r\n super(IModelApp.renderSystem, new ViewRect(0, 0, 1, 1));\r\n this._attachment = attachment;\r\n }\r\n\r\n public override changeScene(scene: Scene): void {\r\n this._attachment.scene = scene;\r\n }\r\n\r\n public override overrideFeatureSymbology(ovrs: FeatureSymbology.Overrides): void {\r\n this._attachment.symbologyOverrides = ovrs;\r\n }\r\n}\r\n\r\n/** Draws the contents of an orthographic [[ViewState3d]] directly into a [[DrawingViewState]], if the associated [SectionDrawing]($backend)\r\n * specifies it should be. We select tiles for the view in the context of a lightweight offscreen viewport with a no-op [[RenderTarget]], then\r\n * add the resultant graphics to the drawing view's scene. The attachment is created in DrawingViewState.attachToViewport and disposed of in\r\n * DrawingViewState.detachFromViewport.\r\n */\r\nclass SectionAttachment {\r\n private readonly _viewFlagOverrides: ViewFlagOverrides;\r\n private readonly _toDrawing: Transform;\r\n private readonly _fromDrawing: Transform;\r\n private readonly _viewRect = new ViewRect(0, 0, 1, 1);\r\n private readonly _originalFrustum = new Frustum();\r\n private readonly _drawingExtents: Vector3d;\r\n public readonly viewport: OffScreenViewport;\r\n private readonly _branchOptions: GraphicBranchOptions;\r\n public scene?: Scene;\r\n public symbologyOverrides: FeatureSymbology.Overrides;\r\n\r\n public get view(): ViewState3d {\r\n assert(this.viewport.view instanceof ViewState3d);\r\n return this.viewport.view;\r\n }\r\n\r\n public get zDepth(): number {\r\n return this._drawingExtents.z;\r\n }\r\n\r\n public get drawingRange() {\r\n const frustum3d = this._originalFrustum.transformBy(this._toDrawing);\r\n return frustum3d.toRange();\r\n }\r\n\r\n public constructor(view: ViewState3d, toDrawing: Transform, fromDrawing: Transform, toSheet: Transform | undefined) {\r\n // Save the input for clone(). Attach a copy to the viewport.\r\n this._toDrawing = toDrawing;\r\n this._fromDrawing = fromDrawing;\r\n\r\n this.viewport = OffScreenViewport.createViewport(view, new SectionTarget(this), true);\r\n\r\n this.symbologyOverrides = new FeatureSymbology.Overrides(view);\r\n let clipVolume;\r\n let clip = this.view.getViewClip();\r\n if (clip) {\r\n clip = clip.clone();\r\n const clipTransform = toSheet ? toSheet.multiplyTransformTransform(this._toDrawing) : this._toDrawing;\r\n clip.transformInPlace(clipTransform);\r\n clipVolume = IModelApp.renderSystem.createClipVolume(clip);\r\n }\r\n\r\n this._branchOptions = {\r\n clipVolume,\r\n hline: view.getDisplayStyle3d().settings.hiddenLineSettings,\r\n frustum: {\r\n is3d: true,\r\n scale: { x: 1, y: 1 },\r\n },\r\n };\r\n\r\n this._viewFlagOverrides = { ...view.viewFlags, lighting: false, shadows: false };\r\n\r\n // Save off the original frustum (potentially adjusted by viewport).\r\n this.viewport.setupFromView();\r\n this.viewport.viewingSpace.getFrustum(CoordSystem.World, true, this._originalFrustum);\r\n\r\n const drawingFrustum = this._originalFrustum.transformBy(this._toDrawing);\r\n const drawingRange = drawingFrustum.toRange();\r\n this._drawingExtents = drawingRange.diagonal();\r\n this._drawingExtents.z = Math.abs(this._drawingExtents.z);\r\n }\r\n\r\n public dispose(): void {\r\n this.viewport.dispose();\r\n }\r\n\r\n public addToScene(context: SceneContext): void {\r\n if (context.viewport.freezeScene)\r\n return;\r\n\r\n const pixelSize = context.viewport.getPixelSizeAtPoint();\r\n if (0 === pixelSize)\r\n return;\r\n\r\n // Adjust offscreen viewport's frustum based on intersection with drawing view frustum.\r\n const frustum3d = this._originalFrustum.transformBy(this._toDrawing);\r\n const frustumRange3d = frustum3d.toRange();\r\n const frustum2d = context.viewport.getWorldFrustum();\r\n const frustumRange2d = frustum2d.toRange();\r\n const intersect = frustumRange3d.intersect(frustumRange2d);\r\n if (intersect.isNull)\r\n return;\r\n\r\n frustum3d.initFromRange(intersect);\r\n frustum3d.transformBy(this._fromDrawing, frustum3d);\r\n this.viewport.setupViewFromFrustum(frustum3d);\r\n\r\n // Adjust view rect based on size of attachment on screen so tiles of appropriate LOD are selected.\r\n const width = this._drawingExtents.x * intersect.xLength() / frustumRange3d.xLength();\r\n const height = this._drawingExtents.y * intersect.yLength() / frustumRange3d.yLength();\r\n this._viewRect.width = Math.max(1, Math.round(width / pixelSize));\r\n this._viewRect.height = Math.max(1, Math.round(height / pixelSize));\r\n this.viewport.setRect(this._viewRect);\r\n\r\n // Propagate settings from drawing viewport.\r\n this.viewport.debugBoundingBoxes = context.viewport.debugBoundingBoxes;\r\n this.viewport.setTileSizeModifier(context.viewport.tileSizeModifier);\r\n\r\n // Create the scene.\r\n this.viewport.renderFrame();\r\n const scene = this.scene;\r\n if (!scene)\r\n return;\r\n\r\n // Extract graphics and insert into drawing's scene context.\r\n const outputGraphics = (source: RenderGraphic[]) => {\r\n if (0 === source.length)\r\n return;\r\n\r\n const graphics = new GraphicBranch();\r\n graphics.setViewFlagOverrides(this._viewFlagOverrides);\r\n graphics.symbologyOverrides = this.symbologyOverrides;\r\n\r\n for (const graphic of source)\r\n graphics.entries.push(graphic);\r\n\r\n const branch = context.createGraphicBranch(graphics, this._toDrawing, this._branchOptions);\r\n context.outputGraphic(branch);\r\n };\r\n\r\n outputGraphics(scene.foreground);\r\n context.withGraphicType(TileGraphicType.BackgroundMap, () => outputGraphics(scene.background));\r\n context.withGraphicType(TileGraphicType.Overlay, () => outputGraphics(scene.overlay));\r\n\r\n // Report tile statistics to drawing viewport.\r\n const tileAdmin = IModelApp.tileAdmin;\r\n const selectedAndReady = tileAdmin.getTilesForUser(this.viewport);\r\n const requested = tileAdmin.getRequestsForUser(this.viewport);\r\n tileAdmin.addExternalTilesForUser(context.viewport, {\r\n requested: requested?.size ?? 0,\r\n selected: selectedAndReady?.selected.size ?? 0,\r\n ready: selectedAndReady?.ready.size ?? 0,\r\n });\r\n }\r\n}\r\n\r\n/** A view of a [DrawingModel]($backend)\r\n * @public\r\n * @extensions\r\n */\r\nexport class DrawingViewState extends ViewState2d {\r\n public static override get className() { return \"DrawingViewDefinition\"; }\r\n\r\n /** Exposed strictly for testing and debugging. Indicates that when loading the view, the spatial view should be displayed even\r\n * if `SectionDrawing.displaySpatialView` is not `true`.\r\n * @internal\r\n */\r\n public static alwaysDisplaySpatialView = false;\r\n\r\n /** Exposed strictly for testing and debugging. Indicates that the 2d graphics should not be displayed.\r\n * @internal\r\n */\r\n public static hideDrawingGraphics = false;\r\n\r\n private readonly _viewedExtents: AxisAlignedBox3d;\r\n private _attachmentInfo: SectionAttachmentInfo;\r\n private _attachment?: SectionAttachment;\r\n\r\n /** Strictly for testing. @internal */\r\n public get sectionDrawingProps(): SectionDrawingViewProps | undefined {\r\n return this._attachmentInfo.toJSON();\r\n }\r\n\r\n /** Strictly for testing. @internal */\r\n public get sectionDrawingInfo() {\r\n return this._attachmentInfo.sectionDrawingInfo;\r\n }\r\n\r\n /** Strictly for testing. @internal */\r\n public get attachment(): Object | undefined {\r\n return this._attachment;\r\n }\r\n\r\n /** Strictly for testing. @internal */\r\n public get attachmentInfo(): { spatialView: Id64String | ViewState3d } {\r\n return this._attachmentInfo;\r\n }\r\n\r\n public constructor(props: ViewDefinition2dProps, iModel: IModelConnection, categories: CategorySelectorState, displayStyle: DisplayStyle2dState, extents: AxisAlignedBox3d, sectionDrawing?: SectionDrawingViewProps) {\r\n super(props, iModel, categories, displayStyle);\r\n if (categories instanceof DrawingViewState) {\r\n this._viewedExtents = categories._viewedExtents.clone();\r\n this._attachmentInfo = categories._attachmentInfo.clone(iModel);\r\n } else {\r\n this._viewedExtents = extents;\r\n this._attachmentInfo = SectionAttachmentInfo.fromJSON(sectionDrawing);\r\n }\r\n }\r\n\r\n /** See [[ViewState.attachToViewport]]. */\r\n public override attachToViewport(args: AttachToViewportArgs): void {\r\n super.attachToViewport(args);\r\n assert(undefined === this._attachment);\r\n this._attachment = this._attachmentInfo.createAttachment(args.drawingToSheetTransform);\r\n }\r\n\r\n /** See [[ViewState.detachFromViewport]]. */\r\n public override detachFromViewport(): void {\r\n super.detachFromViewport();\r\n this._attachment = dispose(this._attachment);\r\n }\r\n\r\n /** @internal */\r\n public override async changeViewedModel(modelId: Id64String): Promise<void> {\r\n await super.changeViewedModel(modelId);\r\n const props = await this.querySectionDrawingProps();\r\n this._attachmentInfo = SectionAttachmentInfo.fromJSON(props);\r\n\r\n // super.changeViewedModel() throws if attached to viewport, and attachment only allocated while attached to viewport\r\n assert(undefined === this._attachment);\r\n }\r\n\r\n private async querySectionDrawingProps(): Promise<SectionDrawingViewProps> {\r\n let spatialView = Id64.invalid;\r\n let drawingToSpatialTransform: TransformProps | undefined;\r\n let displaySpatialView = false;\r\n try {\r\n const ecsql = `\r\n SELECT spatialView,\r\n json_extract(jsonProperties, '$.drawingToSpatialTransform') as drawingToSpatialTransform,\r\n CAST(json_extract(jsonProperties, '$.displaySpatialView') as BOOLEAN) as displaySpatialView\r\n FROM bis.SectionDrawing\r\n WHERE ECInstanceId=${this.baseModelId}`;\r\n\r\n for await (const row of this.iModel.createQueryReader(ecsql, undefined, { rowFormat: QueryRowFormat.UseJsPropertyNames })) {\r\n spatialView = Id64.fromJSON(row.spatialView?.id);\r\n displaySpatialView = !!row.displaySpatialView;\r\n try {\r\n drawingToSpatialTransform = JSON.parse(row.drawingToSpatialTransform);\r\n } catch {\r\n // We'll use identity transform.\r\n }\r\n\r\n break;\r\n }\r\n } catch (_ex) {\r\n // The version of BisCore ECSchema in the iModel is probably too old to contain the SectionDrawing ECClass.\r\n }\r\n\r\n return { spatialView, displaySpatialView, drawingToSpatialTransform };\r\n }\r\n\r\n /** @internal */\r\n protected override preload(hydrateRequest: HydrateViewStateRequestProps): void {\r\n assert(!this.isAttachedToViewport);\r\n super.preload(hydrateRequest);\r\n this._attachmentInfo.preload(hydrateRequest);\r\n }\r\n\r\n /** @internal */\r\n protected override async postload(hydrateResponse: HydrateViewStateResponseProps): Promise<void> {\r\n const promises = [];\r\n promises.push(super.postload(hydrateResponse));\r\n promises.push(this._attachmentInfo.postload(hydrateResponse, this.iModel));\r\n await Promise.all(promises);\r\n }\r\n\r\n public static override createFromProps(props: ViewStateProps, iModel: IModelConnection): DrawingViewState {\r\n const cat = new CategorySelectorState(props.categorySelectorProps, iModel);\r\n const displayStyleState = new DisplayStyle2dState(props.displayStyleProps, iModel);\r\n const extents = props.modelExtents ? Range3d.fromJSON(props.modelExtents) : new Range3d();\r\n\r\n // use \"new this\" so subclasses are correct\r\n return new this(props.viewDefinitionProps as ViewDefinition2dProps, iModel, cat, displayStyleState, extents, props.sectionDrawing);\r\n }\r\n\r\n public override toProps(): ViewStateProps {\r\n const props = super.toProps();\r\n props.modelExtents = this._viewedExtents.toJSON();\r\n props.sectionDrawing = this._attachmentInfo.toJSON();\r\n return props;\r\n }\r\n\r\n public getViewedExtents(): AxisAlignedBox3d {\r\n const extents = this._viewedExtents.clone();\r\n if (this._attachment) {\r\n extents.extendRange(this._attachment.drawingRange);\r\n }\r\n\r\n return extents;\r\n }\r\n\r\n public get defaultExtentLimits(): ExtentLimits {\r\n return {\r\n min: Constant.oneMillimeter,\r\n max: 3 * Constant.diameterOfEarth,\r\n };\r\n }\r\n\r\n /** @internal */\r\n public override isDrawingView(): this is DrawingViewState { return true; }\r\n\r\n /** See [[ViewState.getOrigin]]. */\r\n public override getOrigin() {\r\n const origin = super.getOrigin();\r\n if (this._attachment)\r\n origin.z = -this._attachment.zDepth;\r\n\r\n return origin;\r\n }\r\n\r\n /** See [[ViewState.getExtents]]. */\r\n public override getExtents() {\r\n const extents = super.getExtents();\r\n if (this._attachment)\r\n extents.z = this._attachment.zDepth + Frustum2d.minimumZDistance;\r\n\r\n return extents;\r\n }\r\n\r\n /** @internal */\r\n public override discloseTileTrees(trees: DisclosedTileTreeSet): void {\r\n super.discloseTileTrees(trees);\r\n if (this._attachment)\r\n trees.disclose(this._attachment.viewport);\r\n }\r\n\r\n /** @internal */\r\n public override createScene(context: SceneContext): void {\r\n if (!DrawingViewState.hideDrawingGraphics)\r\n super.createScene(context);\r\n\r\n if (this._attachment)\r\n this._attachment.addToScene(context);\r\n }\r\n\r\n /** @internal */\r\n public override get areAllTileTreesLoaded(): boolean {\r\n return super.areAllTileTreesLoaded && (!this._attachment || this._attachment.view.areAllTileTreesLoaded);\r\n }\r\n\r\n /** @internal */\r\n public override get secondaryViewports() {\r\n return this._attachment ? [this._attachment.viewport] : super.secondaryViewports;\r\n }\r\n}\r\n"]}
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+
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Views\r\n */\r\n\r\nimport { assert, dispose, Id64, Id64String } from \"@itwin/core-bentley\";\r\nimport {\r\n AxisAlignedBox3d, Frustum, HydrateViewStateRequestProps, HydrateViewStateResponseProps, QueryRowFormat, SectionDrawingViewProps, ViewDefinition2dProps, ViewFlagOverrides, ViewStateProps,\r\n} from \"@itwin/core-common\";\r\nimport { Constant, Range3d, Transform, TransformProps, Vector3d } from \"@itwin/core-geometry\";\r\nimport { CategorySelectorState } from \"./CategorySelectorState\";\r\nimport { CoordSystem } from \"./CoordSystem\";\r\nimport { DisplayStyle2dState } from \"./DisplayStyleState\";\r\nimport { Frustum2d } from \"./Frustum2d\";\r\nimport { IModelApp } from \"./IModelApp\";\r\nimport { IModelConnection } from \"./IModelConnection\";\r\nimport { FeatureSymbology } from \"./render/FeatureSymbology\";\r\nimport { GraphicBranch, GraphicBranchOptions } from \"./render/GraphicBranch\";\r\nimport { MockRender } from \"./render/MockRender\";\r\nimport { RenderGraphic } from \"./render/RenderGraphic\";\r\nimport { Scene } from \"./render/Scene\";\r\nimport { DisclosedTileTreeSet, TileGraphicType } from \"./tile/internal\";\r\nimport { SceneContext } from \"./ViewContext\";\r\nimport { OffScreenViewport, Viewport } from \"./Viewport\";\r\nimport { ViewRect } from \"./common/ViewRect\";\r\nimport { AttachToViewportArgs, ComputeDisplayTransformArgs, ExtentLimits, ViewState2d, ViewState3d } from \"./ViewState\";\r\n\r\n/** Strictly for testing.\r\n * @internal\r\n */\r\nexport interface SectionDrawingInfo {\r\n readonly spatialView: Id64String;\r\n readonly drawingToSpatialTransform: Transform;\r\n}\r\n\r\n/** The information required to instantiate a [[SectionAttachment]]. This information is supplied to DrawingViewState constructor via ViewStateProps.\r\n * The spatial view is obtained asynchronously in DrawingViewState.load(). The SectionAttachment is created in DrawingViewState.attachToViewport and\r\n * disposed of in DrawingViewState.detachFromViewport.\r\n */\r\nclass SectionAttachmentInfo {\r\n private _spatialView: Id64String | ViewState3d;\r\n private readonly _drawingToSpatialTransform: Transform;\r\n private readonly _displaySpatialView: boolean;\r\n\r\n public get spatialView(): Id64String | ViewState3d { return this._spatialView; }\r\n public get wantDisplayed(): boolean {\r\n return this._displaySpatialView || DrawingViewState.alwaysDisplaySpatialView;\r\n }\r\n\r\n private constructor(spatialView: Id64String | ViewState3d, drawingToSpatialTransform: Transform, displaySpatialView: boolean) {\r\n this._spatialView = spatialView;\r\n this._drawingToSpatialTransform = drawingToSpatialTransform;\r\n this._displaySpatialView = displaySpatialView;\r\n }\r\n\r\n public static fromJSON(props?: SectionDrawingViewProps): SectionAttachmentInfo {\r\n if (!props)\r\n return new SectionAttachmentInfo(Id64.invalid, Transform.createIdentity(), false);\r\n\r\n return new SectionAttachmentInfo(props.spatialView, Transform.fromJSON(props.drawingToSpatialTransform), true === props.displaySpatialView);\r\n }\r\n\r\n public toJSON(): SectionDrawingViewProps | undefined {\r\n if (\"string\" === typeof this._spatialView && !Id64.isValidId64(this._spatialView))\r\n return undefined;\r\n\r\n return {\r\n spatialView: (this._spatialView instanceof ViewState3d) ? this._spatialView.id : this._spatialView,\r\n drawingToSpatialTransform: this._drawingToSpatialTransform.isIdentity ? undefined : this._drawingToSpatialTransform.toJSON(),\r\n displaySpatialView: this._displaySpatialView,\r\n };\r\n }\r\n\r\n public clone(iModel: IModelConnection): SectionAttachmentInfo {\r\n let spatialView = this._spatialView;\r\n if (spatialView instanceof ViewState3d)\r\n spatialView = spatialView.clone(iModel);\r\n\r\n return new SectionAttachmentInfo(spatialView, this._drawingToSpatialTransform, this._displaySpatialView);\r\n }\r\n\r\n public preload(options: HydrateViewStateRequestProps): void {\r\n if (!this.wantDisplayed)\r\n return;\r\n\r\n if (this._spatialView instanceof ViewState3d)\r\n return;\r\n\r\n if (!Id64.isValidId64(this._spatialView))\r\n return;\r\n\r\n options.spatialViewId = this._spatialView;\r\n options.viewStateLoadProps = {\r\n displayStyle: {\r\n omitScheduleScriptElementIds: !IModelApp.tileAdmin.enableFrontendScheduleScripts,\r\n compressExcludedElementIds: true,\r\n },\r\n };\r\n }\r\n\r\n public async load(iModel: IModelConnection): Promise<void> {\r\n if (!this.wantDisplayed)\r\n return;\r\n\r\n if (this._spatialView instanceof ViewState3d)\r\n return;\r\n\r\n if (!Id64.isValidId64(this._spatialView))\r\n return;\r\n\r\n const spatialView = await iModel.views.load(this._spatialView);\r\n if (spatialView instanceof ViewState3d)\r\n this._spatialView = spatialView;\r\n }\r\n\r\n public async postload(options: HydrateViewStateResponseProps, iModel: IModelConnection): Promise<void> {\r\n let spatialView;\r\n if (options.spatialViewProps) {\r\n spatialView = await iModel.views.convertViewStatePropsToViewState(options.spatialViewProps);\r\n }\r\n\r\n if (spatialView instanceof ViewState3d)\r\n this._spatialView = spatialView;\r\n }\r\n\r\n public createAttachment(toSheet: Transform | undefined): SectionAttachment | undefined {\r\n if (!this.wantDisplayed || !(this._spatialView instanceof ViewState3d))\r\n return undefined;\r\n\r\n const spatialToDrawing = this._drawingToSpatialTransform.inverse();\r\n return spatialToDrawing ? new SectionAttachment(this._spatialView, spatialToDrawing, this._drawingToSpatialTransform, toSheet) : undefined;\r\n }\r\n\r\n public get sectionDrawingInfo(): SectionDrawingInfo {\r\n return {\r\n drawingToSpatialTransform: this._drawingToSpatialTransform,\r\n spatialView: this._spatialView instanceof ViewState3d ? this._spatialView.id : this._spatialView,\r\n };\r\n }\r\n}\r\n\r\n/** A mostly no-op [[RenderTarget]] for a [[SectionAttachment]]. It allocates no webgl resources. */\r\nclass SectionTarget extends MockRender.OffScreenTarget {\r\n private readonly _attachment: SectionAttachment;\r\n\r\n public constructor(attachment: SectionAttachment) {\r\n super(IModelApp.renderSystem, new ViewRect(0, 0, 1, 1));\r\n this._attachment = attachment;\r\n }\r\n\r\n public override changeScene(scene: Scene): void {\r\n this._attachment.scene = scene;\r\n }\r\n\r\n public override overrideFeatureSymbology(ovrs: FeatureSymbology.Overrides): void {\r\n this._attachment.symbologyOverrides = ovrs;\r\n }\r\n}\r\n\r\n/** Draws the contents of an orthographic [[ViewState3d]] directly into a [[DrawingViewState]], if the associated [SectionDrawing]($backend)\r\n * specifies it should be. We select tiles for the view in the context of a lightweight offscreen viewport with a no-op [[RenderTarget]], then\r\n * add the resultant graphics to the drawing view's scene. The attachment is created in DrawingViewState.attachToViewport and disposed of in\r\n * DrawingViewState.detachFromViewport.\r\n */\r\nclass SectionAttachment {\r\n private readonly _viewFlagOverrides: ViewFlagOverrides;\r\n public readonly toDrawing: Transform;\r\n private readonly _fromDrawing: Transform;\r\n private readonly _viewRect = new ViewRect(0, 0, 1, 1);\r\n private readonly _originalFrustum = new Frustum();\r\n private readonly _drawingExtents: Vector3d;\r\n public readonly viewport: OffScreenViewport;\r\n private readonly _branchOptions: GraphicBranchOptions;\r\n public scene?: Scene;\r\n public symbologyOverrides: FeatureSymbology.Overrides;\r\n\r\n public get view(): ViewState3d {\r\n assert(this.viewport.view instanceof ViewState3d);\r\n return this.viewport.view;\r\n }\r\n\r\n public get zDepth(): number {\r\n return this._drawingExtents.z;\r\n }\r\n\r\n public get drawingRange() {\r\n const frustum3d = this._originalFrustum.transformBy(this.toDrawing);\r\n return frustum3d.toRange();\r\n }\r\n\r\n public constructor(view: ViewState3d, toDrawing: Transform, fromDrawing: Transform, toSheet: Transform | undefined) {\r\n // Save the input for clone(). Attach a copy to the viewport.\r\n this.toDrawing = toDrawing;\r\n this._fromDrawing = fromDrawing;\r\n\r\n this.viewport = OffScreenViewport.createViewport(view, new SectionTarget(this), true);\r\n\r\n this.symbologyOverrides = new FeatureSymbology.Overrides(view);\r\n let clipVolume;\r\n let clip = this.view.getViewClip();\r\n if (clip) {\r\n clip = clip.clone();\r\n const clipTransform = toSheet ? toSheet.multiplyTransformTransform(this.toDrawing) : this.toDrawing;\r\n clip.transformInPlace(clipTransform);\r\n clipVolume = IModelApp.renderSystem.createClipVolume(clip);\r\n }\r\n\r\n this._branchOptions = {\r\n clipVolume,\r\n hline: view.getDisplayStyle3d().settings.hiddenLineSettings,\r\n viewAttachmentId: view.id,\r\n frustum: {\r\n is3d: true,\r\n scale: { x: 1, y: 1 },\r\n },\r\n };\r\n\r\n this._viewFlagOverrides = { ...view.viewFlags, lighting: false, shadows: false };\r\n\r\n // Save off the original frustum (potentially adjusted by viewport).\r\n this.viewport.setupFromView();\r\n this.viewport.viewingSpace.getFrustum(CoordSystem.World, true, this._originalFrustum);\r\n\r\n const drawingFrustum = this._originalFrustum.transformBy(this.toDrawing);\r\n const drawingRange = drawingFrustum.toRange();\r\n this._drawingExtents = drawingRange.diagonal();\r\n this._drawingExtents.z = Math.abs(this._drawingExtents.z);\r\n }\r\n\r\n public dispose(): void {\r\n this.viewport.dispose();\r\n }\r\n\r\n public addToScene(context: SceneContext): void {\r\n if (context.viewport.freezeScene)\r\n return;\r\n\r\n const pixelSize = context.viewport.getPixelSizeAtPoint();\r\n if (0 === pixelSize)\r\n return;\r\n\r\n // Adjust offscreen viewport's frustum based on intersection with drawing view frustum.\r\n const frustum3d = this._originalFrustum.transformBy(this.toDrawing);\r\n const frustumRange3d = frustum3d.toRange();\r\n const frustum2d = context.viewport.getWorldFrustum();\r\n const frustumRange2d = frustum2d.toRange();\r\n const intersect = frustumRange3d.intersect(frustumRange2d);\r\n if (intersect.isNull)\r\n return;\r\n\r\n frustum3d.initFromRange(intersect);\r\n frustum3d.transformBy(this._fromDrawing, frustum3d);\r\n this.viewport.setupViewFromFrustum(frustum3d);\r\n\r\n // Adjust view rect based on size of attachment on screen so tiles of appropriate LOD are selected.\r\n const width = this._drawingExtents.x * intersect.xLength() / frustumRange3d.xLength();\r\n const height = this._drawingExtents.y * intersect.yLength() / frustumRange3d.yLength();\r\n this._viewRect.width = Math.max(1, Math.round(width / pixelSize));\r\n this._viewRect.height = Math.max(1, Math.round(height / pixelSize));\r\n this.viewport.setRect(this._viewRect);\r\n\r\n // Propagate settings from drawing viewport.\r\n this.viewport.debugBoundingBoxes = context.viewport.debugBoundingBoxes;\r\n this.viewport.setTileSizeModifier(context.viewport.tileSizeModifier);\r\n\r\n // Create the scene.\r\n this.viewport.renderFrame();\r\n const scene = this.scene;\r\n if (!scene)\r\n return;\r\n\r\n // Extract graphics and insert into drawing's scene context.\r\n const outputGraphics = (source: RenderGraphic[]) => {\r\n if (0 === source.length)\r\n return;\r\n\r\n const graphics = new GraphicBranch();\r\n graphics.setViewFlagOverrides(this._viewFlagOverrides);\r\n graphics.symbologyOverrides = this.symbologyOverrides;\r\n\r\n for (const graphic of source)\r\n graphics.entries.push(graphic);\r\n\r\n const branch = context.createGraphicBranch(graphics, this.toDrawing, this._branchOptions);\r\n context.outputGraphic(branch);\r\n };\r\n\r\n outputGraphics(scene.foreground);\r\n context.withGraphicType(TileGraphicType.BackgroundMap, () => outputGraphics(scene.background));\r\n context.withGraphicType(TileGraphicType.Overlay, () => outputGraphics(scene.overlay));\r\n\r\n // Report tile statistics to drawing viewport.\r\n const tileAdmin = IModelApp.tileAdmin;\r\n const selectedAndReady = tileAdmin.getTilesForUser(this.viewport);\r\n const requested = tileAdmin.getRequestsForUser(this.viewport);\r\n tileAdmin.addExternalTilesForUser(context.viewport, {\r\n requested: requested?.size ?? 0,\r\n selected: selectedAndReady?.selected.size ?? 0,\r\n ready: selectedAndReady?.ready.size ?? 0,\r\n });\r\n }\r\n}\r\n\r\n/** A view of a [DrawingModel]($backend)\r\n * @public\r\n * @extensions\r\n */\r\nexport class DrawingViewState extends ViewState2d {\r\n public static override get className() { return \"DrawingViewDefinition\"; }\r\n\r\n /** Exposed strictly for testing and debugging. Indicates that when loading the view, the spatial view should be displayed even\r\n * if `SectionDrawing.displaySpatialView` is not `true`.\r\n * @internal\r\n */\r\n public static alwaysDisplaySpatialView = false;\r\n\r\n /** Exposed strictly for testing and debugging. Indicates that the 2d graphics should not be displayed.\r\n * @internal\r\n */\r\n public static hideDrawingGraphics = false;\r\n\r\n private readonly _viewedExtents: AxisAlignedBox3d;\r\n private _attachmentInfo: SectionAttachmentInfo;\r\n private _attachment?: SectionAttachment;\r\n\r\n /** Strictly for testing. @internal */\r\n public get sectionDrawingProps(): SectionDrawingViewProps | undefined {\r\n return this._attachmentInfo.toJSON();\r\n }\r\n\r\n /** Strictly for testing. @internal */\r\n public get sectionDrawingInfo() {\r\n return this._attachmentInfo.sectionDrawingInfo;\r\n }\r\n\r\n /** Strictly for testing. @internal */\r\n public get attachment(): Object | undefined {\r\n return this._attachment;\r\n }\r\n\r\n /** Strictly for testing. @internal */\r\n public get attachmentInfo(): { spatialView: Id64String | ViewState3d } {\r\n return this._attachmentInfo;\r\n }\r\n\r\n public constructor(props: ViewDefinition2dProps, iModel: IModelConnection, categories: CategorySelectorState, displayStyle: DisplayStyle2dState, extents: AxisAlignedBox3d, sectionDrawing?: SectionDrawingViewProps) {\r\n super(props, iModel, categories, displayStyle);\r\n if (categories instanceof DrawingViewState) {\r\n this._viewedExtents = categories._viewedExtents.clone();\r\n this._attachmentInfo = categories._attachmentInfo.clone(iModel);\r\n } else {\r\n this._viewedExtents = extents;\r\n this._attachmentInfo = SectionAttachmentInfo.fromJSON(sectionDrawing);\r\n }\r\n }\r\n\r\n /** See [[ViewState.attachToViewport]]. */\r\n public override attachToViewport(args: AttachToViewportArgs): void {\r\n super.attachToViewport(args);\r\n assert(undefined === this._attachment);\r\n this._attachment = this._attachmentInfo.createAttachment(args.drawingToSheetTransform);\r\n }\r\n\r\n /** See [[ViewState.detachFromViewport]]. */\r\n public override detachFromViewport(): void {\r\n super.detachFromViewport();\r\n this._attachment = dispose(this._attachment);\r\n }\r\n\r\n /** @internal */\r\n public override async changeViewedModel(modelId: Id64String): Promise<void> {\r\n await super.changeViewedModel(modelId);\r\n const props = await this.querySectionDrawingProps();\r\n this._attachmentInfo = SectionAttachmentInfo.fromJSON(props);\r\n\r\n // super.changeViewedModel() throws if attached to viewport, and attachment only allocated while attached to viewport\r\n assert(undefined === this._attachment);\r\n }\r\n\r\n private async querySectionDrawingProps(): Promise<SectionDrawingViewProps> {\r\n let spatialView = Id64.invalid;\r\n let drawingToSpatialTransform: TransformProps | undefined;\r\n let displaySpatialView = false;\r\n try {\r\n const ecsql = `\r\n SELECT spatialView,\r\n json_extract(jsonProperties, '$.drawingToSpatialTransform') as drawingToSpatialTransform,\r\n CAST(json_extract(jsonProperties, '$.displaySpatialView') as BOOLEAN) as displaySpatialView\r\n FROM bis.SectionDrawing\r\n WHERE ECInstanceId=${this.baseModelId}`;\r\n\r\n for await (const row of this.iModel.createQueryReader(ecsql, undefined, { rowFormat: QueryRowFormat.UseJsPropertyNames })) {\r\n spatialView = Id64.fromJSON(row.spatialView?.id);\r\n displaySpatialView = !!row.displaySpatialView;\r\n try {\r\n drawingToSpatialTransform = JSON.parse(row.drawingToSpatialTransform);\r\n } catch {\r\n // We'll use identity transform.\r\n }\r\n\r\n break;\r\n }\r\n } catch (_ex) {\r\n // The version of BisCore ECSchema in the iModel is probably too old to contain the SectionDrawing ECClass.\r\n }\r\n\r\n return { spatialView, displaySpatialView, drawingToSpatialTransform };\r\n }\r\n\r\n /** @internal */\r\n protected override preload(hydrateRequest: HydrateViewStateRequestProps): void {\r\n assert(!this.isAttachedToViewport);\r\n super.preload(hydrateRequest);\r\n this._attachmentInfo.preload(hydrateRequest);\r\n }\r\n\r\n /** @internal */\r\n protected override async postload(hydrateResponse: HydrateViewStateResponseProps): Promise<void> {\r\n const promises = [];\r\n promises.push(super.postload(hydrateResponse));\r\n promises.push(this._attachmentInfo.postload(hydrateResponse, this.iModel));\r\n await Promise.all(promises);\r\n }\r\n\r\n public static override createFromProps(props: ViewStateProps, iModel: IModelConnection): DrawingViewState {\r\n const cat = new CategorySelectorState(props.categorySelectorProps, iModel);\r\n const displayStyleState = new DisplayStyle2dState(props.displayStyleProps, iModel);\r\n const extents = props.modelExtents ? Range3d.fromJSON(props.modelExtents) : new Range3d();\r\n\r\n // use \"new this\" so subclasses are correct\r\n return new this(props.viewDefinitionProps as ViewDefinition2dProps, iModel, cat, displayStyleState, extents, props.sectionDrawing);\r\n }\r\n\r\n public override toProps(): ViewStateProps {\r\n const props = super.toProps();\r\n props.modelExtents = this._viewedExtents.toJSON();\r\n props.sectionDrawing = this._attachmentInfo.toJSON();\r\n return props;\r\n }\r\n\r\n public getViewedExtents(): AxisAlignedBox3d {\r\n const extents = this._viewedExtents.clone();\r\n if (this._attachment) {\r\n extents.extendRange(this._attachment.drawingRange);\r\n }\r\n\r\n return extents;\r\n }\r\n\r\n public get defaultExtentLimits(): ExtentLimits {\r\n return {\r\n min: Constant.oneMillimeter,\r\n max: 3 * Constant.diameterOfEarth,\r\n };\r\n }\r\n\r\n /** @internal */\r\n public override isDrawingView(): this is DrawingViewState { return true; }\r\n\r\n /** See [[ViewState.getOrigin]]. */\r\n public override getOrigin() {\r\n const origin = super.getOrigin();\r\n if (this._attachment)\r\n origin.z = -this._attachment.zDepth;\r\n\r\n return origin;\r\n }\r\n\r\n /** See [[ViewState.getExtents]]. */\r\n public override getExtents() {\r\n const extents = super.getExtents();\r\n if (this._attachment)\r\n extents.z = this._attachment.zDepth + Frustum2d.minimumZDistance;\r\n\r\n return extents;\r\n }\r\n\r\n /** @internal */\r\n public override discloseTileTrees(trees: DisclosedTileTreeSet): void {\r\n super.discloseTileTrees(trees);\r\n if (this._attachment)\r\n trees.disclose(this._attachment.viewport);\r\n }\r\n\r\n /** @internal */\r\n public override createScene(context: SceneContext): void {\r\n if (!DrawingViewState.hideDrawingGraphics)\r\n super.createScene(context);\r\n\r\n if (this._attachment)\r\n this._attachment.addToScene(context);\r\n }\r\n\r\n /** @internal */\r\n public override get areAllTileTreesLoaded(): boolean {\r\n return super.areAllTileTreesLoaded && (!this._attachment || this._attachment.view.areAllTileTreesLoaded);\r\n }\r\n\r\n /** @internal */\r\n public override get secondaryViewports() {\r\n return this._attachment ? [this._attachment.viewport] : super.secondaryViewports;\r\n }\r\n\r\n /** @internal */\r\n public override getAttachmentViewport(id: Id64String): Viewport | undefined {\r\n return id === this._attachment?.view.id ? this._attachment.viewport : undefined;\r\n }\r\n\r\n /** @internal */\r\n public override computeDisplayTransform(args: ComputeDisplayTransformArgs): Transform | undefined {\r\n if (args.viewAttachmentId === undefined || args.viewAttachmentId !== this._attachment?.view.id) {\r\n return undefined;\r\n }\r\n\r\n return this._attachment.toDrawing;\r\n }\r\n}\r\n"]}
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package/lib/cjs/HitDetail.d.ts
CHANGED
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@@ -92,12 +92,13 @@ export declare enum HitDetailType {
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92
92
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Snap = 2,
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93
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Intersection = 3
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94
94
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}
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95
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-
/** Describes the
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96
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-
*
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95
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+
/** Describes the "attached" view, if any, from which the hit represented by a [[HitDetail]] originated.
|
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96
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+
* An attached view is a 2d view drawn into the context of another view - for example, a [[ViewAttachment]]($backend)
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97
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+
* rendered into a [[SheetViewState]], or a [[SpatialViewState]] rendered by a [SectionDrawing]($backend) view.
|
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97
98
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* @beta
|
|
98
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*/
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99
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export interface ViewAttachmentHitInfo {
|
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100
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-
/** The
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101
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+
/** The Id of the [ViewAttachment]($backend) element or - for a [SectionDrawing]($backend) view - the [SpatialViewDefinition]($backend) from which the hit originated. */
|
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101
102
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readonly id: Id64String;
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102
103
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/** The viewport that renders the contents of the attached view into the [[ScreenViewport]].
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* @alpha
|
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@@ -144,8 +145,7 @@ export interface HitDetailProps {
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* @alpha
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*/
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146
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readonly isClassifier?: boolean;
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147
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-
/** Information about the
|
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-
* @note Only [[SheetViewState]]s can have view attachments.
|
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148
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+
/** Information about the attached view, if any, within which the hit geometry resides.
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* @beta
|
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*/
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readonly viewAttachment?: ViewAttachmentHitInfo;
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@@ -193,8 +193,7 @@ export declare class HitDetail {
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193
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* @alpha
|
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*/
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195
195
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get isClassifier(): boolean | undefined;
|
|
196
|
-
/** Information about the
|
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197
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-
* @note Only [[SheetViewState]]s can have view attachments.
|
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196
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+
/** Information about the attached view within which the hit geometry resides, if any.
|
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197
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* @beta
|
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*/
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get viewAttachment(): ViewAttachmentHitInfo | undefined;
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@@ -1 +1 @@
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1
|
-
{"version":3,"file":"HitDetail.d.ts","sourceRoot":"","sources":["../../src/HitDetail.ts"],"names":[],"mappings":"AAIA;;GAEG;AACH,OAAO,EAAgB,UAAU,EAAE,MAAM,qBAAqB,CAAC;AAC/D,OAAO,EAAS,cAAc,EAAqC,OAAO,EAAE,SAAS,EAAE,QAAQ,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AACxI,OAAO,EAAE,aAAa,EAAc,MAAM,oBAAoB,CAAC;AAE/D,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AACtD,OAAO,EAAe,MAAM,EAAE,MAAM,WAAW,CAAC;AAChD,OAAO,EAAE,eAAe,EAAE,MAAM,eAAe,CAAC;AAChD,OAAO,EAAE,cAAc,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AAGtD;;;GAGG;AACH,oBAAY,QAAQ;IAClB,OAAO,IAAI;IACX,eAAe,IAAS;IACxB,QAAQ,IAAS;IACjB,MAAM,IAAS;IACf,MAAM,KAAS;IACf,QAAQ,KAAS;IACjB,YAAY,KAAS;CACtB;AAED;;;GAGG;AACH,oBAAY,QAAQ;IAClB,IAAI,IAAI;IACR,UAAU,IAAI,CAAI,kCAAkC;IACpD,OAAO,IAAI;CACZ;AAED;;;GAGG;AACH,oBAAY,SAAS;IACnB,IAAI,IAAI;IACR,QAAQ,IAAI;IACZ,YAAY,IAAI;IAChB,QAAQ,IAAI;IACZ,aAAa,IAAI;IACjB,SAAS,IAAI;IACb,WAAW,IAAI;IACf,UAAU,IAAI;IACd,YAAY,IAAI;CACjB;AAED;;;;GAIG;AACH,oBAAY,WAAW;IACrB,IAAI,IAAI;IACR,KAAK,IAAI;IACT,OAAO,IAAI;IACX,KAAK,IAAI;IACT,GAAG,IAAI;IACP,OAAO,IAAI;CACZ;AAED;;;GAGG;AACH,oBAAY,iBAAiB;IAC3B,IAAI,IAAI;IACR,IAAI,IAAI;IACR,KAAK,IAAI;IACT,KAAK,IAAI;IACT,IAAI,IAAI;IACR,IAAI,IAAI;CACT;AAED;;;GAGG;AACH,oBAAY,WAAW;IACrB,QAAQ,IAAI;IACZ,UAAU,IAAI;IACd,aAAa,IAAI;IACjB,cAAc,IAAI;IAClB,aAAa,IAAI;IACjB,gBAAgB,IAAI;IACpB,OAAO,IAAI;CACZ;AAED;;;GAGG;AACH,oBAAY,aAAa;IACvB,GAAG,IAAI;IACP,IAAI,IAAI;IACR,YAAY,IAAI;CACjB;AAED
|
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1
|
+
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|
package/lib/cjs/HitDetail.js
CHANGED
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@@ -147,8 +147,7 @@ class HitDetail {
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|
147
147
|
* @alpha
|
|
148
148
|
*/
|
|
149
149
|
get isClassifier() { return this._props.isClassifier; }
|
|
150
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-
/** Information about the
|
|
151
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-
* @note Only [[SheetViewState]]s can have view attachments.
|
|
150
|
+
/** Information about the attached view within which the hit geometry resides, if any.
|
|
152
151
|
* @beta
|
|
153
152
|
*/
|
|
154
153
|
get viewAttachment() { return this._props.viewAttachment; }
|
package/lib/cjs/HitDetail.js.map
CHANGED
|
@@ -1 +1 @@
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|
|
1
|
-
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module LocatingElements\r\n */\r\nimport { assert, Id64, Id64String } from \"@itwin/core-bentley\";\r\nimport { Arc3d, CurvePrimitive, LineSegment3d, LineString3d, Path, Point3d, Transform, Vector3d, XYZProps } from \"@itwin/core-geometry\";\r\nimport { GeometryClass, LinePixels } from \"@itwin/core-common\";\r\nimport { IModelApp } from \"./IModelApp\";\r\nimport { IModelConnection } from \"./IModelConnection\";\r\nimport { IconSprites, Sprite } from \"./Sprites\";\r\nimport { DecorateContext } from \"./ViewContext\";\r\nimport { ScreenViewport, Viewport } from \"./Viewport\";\r\nimport { GraphicType } from \"./common/render/GraphicType\";\r\n\r\n/**\r\n * @public\r\n * @extensions\r\n */\r\nexport enum SnapMode {\r\n Nearest = 1,\r\n NearestKeypoint = 1 << 1,\r\n MidPoint = 1 << 2,\r\n Center = 1 << 3,\r\n Origin = 1 << 4,\r\n Bisector = 1 << 5,\r\n Intersection = 1 << 6,\r\n}\r\n\r\n/**\r\n * @public\r\n * @extensions\r\n */\r\nexport enum SnapHeat {\r\n None = 0,\r\n NotInRange = 1, // \"of interest\", but out of range\r\n InRange = 2,\r\n}\r\n\r\n/** The procedure that generated this Hit.\r\n * @public\r\n * @extensions\r\n */\r\nexport enum HitSource {\r\n None = 0,\r\n FromUser = 1,\r\n MotionLocate = 2,\r\n AccuSnap = 3,\r\n TentativeSnap = 4,\r\n DataPoint = 5,\r\n Application = 6,\r\n EditAction = 7,\r\n EditActionSS = 8,\r\n}\r\n\r\n/** What was being tested to generate this hit. This is not the element or\r\n * GeometricPrimitive that generated the Hit, it is an indication of whether it is an edge or interior hit.\r\n * @public\r\n * @extensions\r\n */\r\nexport enum HitGeomType {\r\n None = 0,\r\n Point = 1,\r\n Segment = 2,\r\n Curve = 3,\r\n Arc = 4,\r\n Surface = 5,\r\n}\r\n\r\n/** Classification of GeometricPrimitive that generated the Hit.\r\n * @public\r\n * @extensions\r\n */\r\nexport enum HitParentGeomType {\r\n None = 0,\r\n Wire = 1,\r\n Sheet = 2,\r\n Solid = 3,\r\n Mesh = 4,\r\n Text = 5,\r\n}\r\n\r\n/**\r\n * @public\r\n * @extensions\r\n */\r\nexport enum HitPriority {\r\n WireEdge = 0,\r\n PlanarEdge = 1,\r\n NonPlanarEdge = 2,\r\n SilhouetteEdge = 3,\r\n PlanarSurface = 4,\r\n NonPlanarSurface = 5,\r\n Unknown = 6,\r\n}\r\n\r\n/**\r\n * @public\r\n * @extensions\r\n */\r\nexport enum HitDetailType {\r\n Hit = 1,\r\n Snap = 2,\r\n Intersection = 3,\r\n}\r\n\r\n/** Describes the [ViewAttachment]($backend), if any, from which the hit represented by a [[HitDetail]] originated.\r\n * @note Only [[SheetViewState]]s contain view attachments.\r\n * @beta\r\n */\r\nexport interface ViewAttachmentHitInfo {\r\n /** The element Id of the [ViewAttachment]($backend) from which the hit originated. */\r\n readonly id: Id64String;\r\n /** The viewport that renders the contents of the attached view into the [[ScreenViewport]].\r\n * @alpha\r\n */\r\n readonly viewport: Viewport;\r\n}\r\n\r\n/** Arguments supplied to the [[HitDetail]] constructor.\r\n * @public\r\n */\r\nexport interface HitDetailProps {\r\n /** The point in world coordinates that was used as the initial locate point. */\r\n readonly testPoint: Point3d;\r\n /** The viewport in which the locate operation was performed. */\r\n readonly viewport: ScreenViewport;\r\n /** The procedure that requested the locate operation. */\r\n readonly hitSource: HitSource;\r\n /** The approximate location in world coordinates on the geometry identified by this HitDetail. */\r\n readonly hitPoint: Point3d;\r\n /** The source of the geometry. This may be a persistent element Id, or a transient Id used for, e.g., pickable decorations. */\r\n readonly sourceId: Id64String;\r\n /** The hit geometry priority/classification. */\r\n readonly priority: HitPriority;\r\n /** The xy distance to the hit in view coordinates. */\r\n readonly distXY: number;\r\n /** The distance in view coordinates between the hit and the near plane. */\r\n readonly distFraction: number;\r\n /** The [SubCategory]($backend) to which the hit geometry belongs. */\r\n readonly subCategoryId?: Id64String;\r\n /** The class of the hit geometry. */\r\n readonly geometryClass?: GeometryClass;\r\n /** The Id of the [[ModelState]] from which the hit originated. */\r\n readonly modelId?: string;\r\n /** The IModelConnection from which the hit originated.\r\n * This should almost always be left undefined, unless the hit is known to have originated from an iModel\r\n * other than the one associated with the viewport.\r\n * @internal\r\n */\r\n readonly sourceIModel?: IModelConnection;\r\n /** @internal */\r\n readonly transformFromSourceIModel?: Transform;\r\n /** @internal chiefly for debugging */\r\n readonly tileId?: string;\r\n /** True if the hit originated from a reality model classifier.\r\n * @alpha\r\n */\r\n readonly isClassifier?: boolean;\r\n /** Information about the [ViewAttachment]($backend) within which the hit geometry resides, if any.\r\n * @note Only [[SheetViewState]]s can have view attachments.\r\n * @beta\r\n */\r\n readonly viewAttachment?: ViewAttachmentHitInfo;\r\n}\r\n\r\n/** A HitDetail stores the result when locating geometry displayed in a view.\r\n * It holds an approximate location on an element (or decoration) from a *pick*.\r\n * @public\r\n * @extensions\r\n */\r\nexport class HitDetail {\r\n private readonly _props: HitDetailProps;\r\n\r\n /** The point in world coordinates that was used as the initial locate point. */\r\n public get testPoint(): Point3d { return this._props.testPoint; }\r\n /** The viewport in which the locate operation was performed. */\r\n public get viewport(): ScreenViewport { return this._props.viewport; }\r\n /** The procedure that requested the locate operation. */\r\n public get hitSource(): HitSource { return this._props.hitSource; }\r\n /** The approximate location in world coordinates on the geometry identified by this HitDetail. */\r\n public get hitPoint(): Point3d { return this._props.hitPoint; }\r\n /** The source of the geometry. This may be a persistent element Id, or a transient Id used for, e.g., pickable decorations. */\r\n public get sourceId(): Id64String { return this._props.sourceId; }\r\n /** The hit geometry priority/classification. */\r\n public get priority(): HitPriority { return this._props.priority; }\r\n /** The xy distance to the hit in view coordinates. */\r\n public get distXY(): number { return this._props.distXY; }\r\n /** The distance in view coordinates between the hit and the near plane. */\r\n public get distFraction(): number { return this._props.distFraction; }\r\n /** The [SubCategory]($backend) to which the hit geometry belongs. */\r\n public get subCategoryId(): Id64String | undefined { return this._props.subCategoryId; }\r\n /** The class of the hit geometry. */\r\n public get geometryClass(): GeometryClass | undefined { return this._props.geometryClass; }\r\n /** The Id of the [[ModelState]] from which the hit originated. */\r\n public get modelId(): string | undefined { return this._props.modelId; }\r\n /** The IModelConnection from which the hit originated.\r\n * This should almost always be left undefined, unless the hit is known to have originated from an iModel\r\n * other than the one associated with the viewport.\r\n * @internal\r\n */\r\n public get sourceIModel(): IModelConnection | undefined { return this._props.sourceIModel; }\r\n /** @internal */\r\n public get transformFromSourceIModel(): Transform | undefined { return this._props.transformFromSourceIModel; }\r\n /** @internal chiefly for debugging */\r\n public get tileId(): string | undefined { return this._props.tileId; }\r\n /** True if the hit originated from a reality model classifier.\r\n * @alpha\r\n */\r\n public get isClassifier(): boolean | undefined { return this._props.isClassifier; }\r\n /** Information about the [ViewAttachment]($backend) within which the hit geometry resides, if any.\r\n * @note Only [[SheetViewState]]s can have view attachments.\r\n * @beta\r\n */\r\n public get viewAttachment(): ViewAttachmentHitInfo | undefined { return this._props.viewAttachment; }\r\n\r\n /** Create a new HitDetail from the inputs to and results of a locate operation. */\r\n public constructor(props: HitDetailProps);\r\n\r\n /** @deprecated in 4.1. Use the overload that takes a [[HitDetailProps]]. */\r\n public constructor(testPoint: Point3d, viewport: ScreenViewport, hitSource: HitSource, hitPoint: Point3d, sourceId: string, priority: HitPriority, distXY: number, distFraction: number, subCategoryId?: string, geometryClass?: GeometryClass, modelId?: string, sourceIModel?: IModelConnection, tileId?: string, isClassifier?: boolean);\r\n\r\n /** @internal */\r\n public constructor(arg0: Point3d | HitDetailProps, viewport?: ScreenViewport, hitSource?: HitSource, hitPoint?: Point3d, sourceId?: string, priority?: HitPriority, distXY?: number, distFraction?: number, subCategoryId?: string, geometryClass?: GeometryClass, modelId?: string, sourceIModel?: IModelConnection, tileId?: string, isClassifier?: boolean) {\r\n if (arg0 instanceof Point3d) {\r\n assert(undefined !== viewport && undefined !== hitSource && undefined !== hitPoint && undefined !== sourceId);\r\n assert(undefined !== priority && undefined !== distXY && undefined !== distFraction);\r\n\r\n this._props = {\r\n testPoint: arg0,\r\n viewport,\r\n hitSource,\r\n hitPoint,\r\n sourceId,\r\n priority,\r\n distXY,\r\n distFraction,\r\n subCategoryId,\r\n geometryClass,\r\n modelId,\r\n sourceIModel,\r\n tileId,\r\n isClassifier,\r\n };\r\n } else {\r\n // Tempting to use { ...arg0 } but spread operator omits getters so, e.g., if input is a HitDetail we would lose all the properties.\r\n this._props = {\r\n testPoint: arg0.testPoint,\r\n viewport: arg0.viewport,\r\n hitSource: arg0.hitSource,\r\n hitPoint: arg0.hitPoint,\r\n sourceId: arg0.sourceId,\r\n priority: arg0.priority,\r\n distXY: arg0.distXY,\r\n distFraction: arg0.distFraction,\r\n subCategoryId: arg0.subCategoryId,\r\n geometryClass: arg0.geometryClass,\r\n modelId: arg0.modelId,\r\n sourceIModel: arg0.sourceIModel,\r\n transformFromSourceIModel: arg0.transformFromSourceIModel,\r\n tileId: arg0.tileId,\r\n isClassifier: arg0.isClassifier,\r\n viewAttachment: arg0.viewAttachment,\r\n };\r\n }\r\n }\r\n\r\n /** Get the type of HitDetail.\r\n * @returns HitDetailType.Hit if this is a HitDetail, HitDetailType.Snap if it is a SnapDetail\r\n */\r\n public getHitType(): HitDetailType { return HitDetailType.Hit; }\r\n\r\n /** Get the *hit point* for this HitDetail. Returns the approximate point on the element that caused the hit when not a SnapDetail or IntersectDetail.\r\n * For a snap that is *hot*, the *exact* point on the Element for the snap mode is returned, otherwise the close point on the hit geometry is returned.\r\n */\r\n public getPoint(): Point3d { return this.hitPoint; }\r\n\r\n /** Determine if this HitPoint is from the same source as another HitDetail. */\r\n public isSameHit(otherHit?: HitDetail): boolean { return (undefined !== otherHit && this.sourceId === otherHit.sourceId && this.iModel === otherHit.iModel); }\r\n /** Return whether sourceId is for a persistent element and not a pickable decoration. */\r\n public get isElementHit(): boolean { return !Id64.isInvalid(this.sourceId) && !Id64.isTransient(this.sourceId); }\r\n // return whether the sourceId is for a model (reality models etc.)\r\n public get isModelHit(): boolean {\r\n return this.modelId === this.sourceId;\r\n }\r\n // return whether the hit point is from map.\r\n public get isMapHit(): boolean { return 0 !== this.viewport.mapLayerFromHit(this).length; }\r\n\r\n /** Create a deep copy of this HitDetail */\r\n public clone(): HitDetail {\r\n return new HitDetail(this);\r\n }\r\n\r\n /** Draw this HitDetail as a Decoration. Causes the picked element to *flash* */\r\n public draw(_context: DecorateContext) {\r\n this.viewport.flashedId = this.sourceId;\r\n }\r\n\r\n /** Get the tooltip content for this HitDetail. */\r\n public async getToolTip(): Promise<HTMLElement | string> {\r\n let toolTipPromise = this.isElementHit ? IModelApp.viewManager.overrideElementToolTip(this) : IModelApp.viewManager.getDecorationToolTip(this);\r\n for (const toolTipProvider of IModelApp.viewManager.toolTipProviders)\r\n toolTipPromise = toolTipProvider.augmentToolTip(this, toolTipPromise);\r\n return toolTipPromise;\r\n }\r\n\r\n /** The IModelConnection from which the hit originated. In some cases this may not be the same as the iModel associated with the Viewport -\r\n * for example, if a [[TiledGraphicsProvider]] is used to display graphics from a different iModel in the viewport.\r\n * This HitDetail's element, subcategory, and model Ids are defined in the context of this IModelConnection.\r\n */\r\n public get iModel(): IModelConnection {\r\n return this.sourceIModel ?? this.viewport.iModel;\r\n }\r\n\r\n /** Returns true if this hit originated from an [[IModelConnection]] other than the one associated with the [[Viewport]].\r\n * @see [[iModel]].\r\n */\r\n public get isExternalIModelHit(): boolean {\r\n return this.iModel !== this.viewport.iModel;\r\n }\r\n}\r\n\r\n/** A SnapDetail is generated from the result of a snap request. In addition to the HitDetail about the reason the element was *picked*,\r\n * it holds the *exact* point on the element from the snapping logic, plus additional information that varies with the type of element and snap mode.\r\n * @public\r\n * @extensions\r\n */\r\nexport class SnapDetail extends HitDetail {\r\n /** A sprite to show the user the type of snap performed */\r\n public sprite?: Sprite;\r\n /** HitPoint adjusted by snap */\r\n public readonly snapPoint: Point3d;\r\n /** AccuSnap/AccuDraw can adjust the point after the snap. */\r\n public readonly adjustedPoint: Point3d;\r\n /** Curve primitive for snap. */\r\n public primitive?: CurvePrimitive;\r\n /** Surface normal at snapPoint */\r\n public normal?: Vector3d;\r\n /** The HitGeomType of this SnapDetail */\r\n public geomType?: HitGeomType;\r\n /** The HitGeomType of this SnapDetail */\r\n public parentGeomType?: HitParentGeomType;\r\n\r\n /** Constructor for SnapDetail.\r\n * @param from The HitDetail that created this snap\r\n * @param snapMode The SnapMode used to create this SnapDetail\r\n * @param heat The SnapHeat of this SnapDetail\r\n * @param snapPoint The snapped point in the element\r\n */\r\n public constructor(from: HitDetail, public snapMode: SnapMode = SnapMode.Nearest, public heat: SnapHeat = SnapHeat.None, snapPoint?: XYZProps) {\r\n super(from);\r\n this.snapPoint = Point3d.fromJSON(snapPoint ? snapPoint : from.hitPoint);\r\n this.adjustedPoint = this.snapPoint.clone();\r\n this.sprite = IconSprites.getSpriteFromUrl(SnapDetail.getSnapSpriteUrl(snapMode));\r\n }\r\n\r\n /** Returns `HitDetailType.Snap` */\r\n public override getHitType(): HitDetailType { return HitDetailType.Snap; }\r\n /** Get the snap point if this SnapDetail is *hot*, the pick point otherwise. */\r\n public override getPoint(): Point3d { return this.isHot ? this.snapPoint : super.getPoint(); }\r\n /** Return true if the pick point was closer than the snap aperture from the generated snap point. */\r\n public get isHot(): boolean { return this.heat !== SnapHeat.None; }\r\n /** Determine whether the [[adjustedPoint]] is different than the [[snapPoint]]. This happens, for example, when points are adjusted for grids, acs plane snap, and AccuDraw. */\r\n public get isPointAdjusted(): boolean { return !this.adjustedPoint.isExactEqual(this.snapPoint); }\r\n /** Change the snap point. */\r\n public setSnapPoint(point: Point3d, heat: SnapHeat) {\r\n this.snapPoint.setFrom(point);\r\n this.adjustedPoint.setFrom(point);\r\n this.heat = heat;\r\n }\r\n\r\n /** Set curve primitive and HitGeometryType for this SnapDetail. */\r\n public setCurvePrimitive(primitive?: CurvePrimitive, localToWorld?: Transform, geomType?: HitGeomType): void {\r\n this.primitive = primitive;\r\n this.geomType = undefined;\r\n\r\n // Only HitGeomType.Point and HitGeomType.Surface are valid without a curve primitive.\r\n if (undefined === this.primitive) {\r\n if (HitGeomType.Point === geomType || HitGeomType.Surface === geomType)\r\n this.geomType = geomType;\r\n return;\r\n }\r\n\r\n if (undefined !== localToWorld)\r\n this.primitive.tryTransformInPlace(localToWorld);\r\n\r\n if (this.primitive instanceof Arc3d)\r\n this.geomType = HitGeomType.Arc;\r\n else if (this.primitive instanceof LineSegment3d)\r\n this.geomType = HitGeomType.Segment;\r\n else if (this.primitive instanceof LineString3d)\r\n this.geomType = HitGeomType.Segment;\r\n else\r\n this.geomType = HitGeomType.Curve;\r\n\r\n // Set curve primitive geometry type override...\r\n // - HitGeomType.Point with arc/ellipse denotes center.\r\n // - HitGeomType.Surface with any curve primitive denotes an interior hit.\r\n if (undefined !== geomType && HitGeomType.None !== geomType)\r\n this.geomType = geomType;\r\n }\r\n\r\n /** Make a copy of this SnapDetail. */\r\n public override clone(): SnapDetail {\r\n const val = new SnapDetail(this, this.snapMode, this.heat, this.snapPoint);\r\n val.sprite = this.sprite;\r\n val.geomType = this.geomType;\r\n val.parentGeomType = this.parentGeomType;\r\n val.adjustedPoint.setFrom(this.adjustedPoint);\r\n if (undefined !== this.primitive)\r\n val.primitive = this.primitive.clone();\r\n if (undefined !== this.normal)\r\n val.normal = this.normal.clone();\r\n return val;\r\n }\r\n\r\n public getCurvePrimitive(singleSegment: boolean = true): CurvePrimitive | undefined {\r\n if (!singleSegment || undefined === this.primitive)\r\n return this.primitive;\r\n\r\n if (this.primitive instanceof LineString3d) {\r\n const ls = this.primitive;\r\n if (ls.points.length > 2) {\r\n const loc = ls.closestPoint(this.snapPoint, false);\r\n const nSegments = ls.points.length - 1;\r\n const uSegRange = (1.0 / nSegments);\r\n let segmentNo = Math.floor(loc.fraction / uSegRange);\r\n if (segmentNo >= nSegments)\r\n segmentNo = nSegments - 1;\r\n return LineSegment3d.create(ls.points[segmentNo], ls.points[segmentNo + 1]);\r\n }\r\n }\r\n\r\n return this.primitive;\r\n }\r\n\r\n public override draw(context: DecorateContext) {\r\n if (undefined !== this.primitive) {\r\n let singleSegment = false;\r\n switch (this.snapMode) {\r\n case SnapMode.Center:\r\n case SnapMode.Origin:\r\n case SnapMode.Bisector:\r\n break; // Snap point for these is computed using entire linestring, not just the hit segment...\r\n\r\n default: {\r\n singleSegment = true;\r\n break;\r\n }\r\n }\r\n\r\n const builder = context.createGraphicBuilder(GraphicType.WorldOverlay);\r\n const outline = context.viewport.hilite.color.adjustedForContrast(context.viewport.view.backgroundColor, 50);\r\n const centerLine = context.viewport.hilite.color.adjustedForContrast(outline, 175);\r\n const path = Path.create(this.getCurvePrimitive(singleSegment)!);\r\n\r\n builder.setSymbology(outline, outline, 6);\r\n builder.addPath(path);\r\n\r\n builder.setSymbology(centerLine, centerLine, 2);\r\n builder.addPath(path);\r\n\r\n context.addDecorationFromBuilder(builder);\r\n return;\r\n }\r\n super.draw(context);\r\n }\r\n\r\n private static getSnapSpriteUrl(snapType: SnapMode): string {\r\n switch (snapType) {\r\n case SnapMode.Nearest: return `${IModelApp.publicPath}sprites/SnapPointOn.png`;\r\n case SnapMode.NearestKeypoint: return `${IModelApp.publicPath}sprites/SnapKeypoint.png`;\r\n case SnapMode.MidPoint: return `${IModelApp.publicPath}sprites/SnapMidpoint.png`;\r\n case SnapMode.Center: return `${IModelApp.publicPath}sprites/SnapCenter.png`;\r\n case SnapMode.Origin: return `${IModelApp.publicPath}sprites/SnapOrigin.png`;\r\n case SnapMode.Bisector: return `${IModelApp.publicPath}sprites/SnapBisector.png`;\r\n case SnapMode.Intersection: return `${IModelApp.publicPath}sprites/SnapIntersection.png`;\r\n }\r\n return \"\";\r\n }\r\n}\r\n\r\n/**\r\n * @public\r\n * @extensions\r\n */\r\nexport class IntersectDetail extends SnapDetail {\r\n public constructor(from: SnapDetail, heat: SnapHeat = SnapHeat.None, snapPoint: XYZProps, public readonly otherPrimitive: CurvePrimitive, public readonly otherId: string) {\r\n super(from, SnapMode.Intersection, heat, snapPoint);\r\n this.primitive = from.primitive;\r\n this.normal = from.normal; // Preserve normal from primary snap location for AccuDraw smart rotation...\r\n }\r\n\r\n public override draw(context: DecorateContext) {\r\n if (undefined !== this.primitive && undefined !== this.otherPrimitive) {\r\n const builder = context.createGraphicBuilder(GraphicType.WorldOverlay);\r\n const outline = context.viewport.hilite.color.adjustedForContrast(context.viewport.view.backgroundColor, 50);\r\n const centerLine = context.viewport.hilite.color.adjustedForContrast(outline, 175);\r\n const path1 = Path.create(this.primitive);\r\n const path2 = Path.create(this.otherPrimitive);\r\n\r\n builder.setSymbology(outline, outline, 6);\r\n builder.addPath(path1);\r\n builder.addPath(path2);\r\n\r\n builder.setSymbology(centerLine, centerLine, 2);\r\n builder.addPath(path1);\r\n builder.setSymbology(centerLine, centerLine, 2, LinePixels.Code2);\r\n builder.addPath(path2);\r\n\r\n context.addDecorationFromBuilder(builder);\r\n return;\r\n }\r\n super.draw(context);\r\n }\r\n}\r\n\r\n/** The result of a \"locate\" is a sorted list of objects that satisfied the search criteria (a HitList). Earlier hits in the list\r\n * are somehow *better* than those later on.\r\n * @public\r\n * @extensions\r\n */\r\nexport class HitList<T extends HitDetail> {\r\n public hits: T[] = [];\r\n public currHit = -1;\r\n public get length(): number { return this.hits.length; }\r\n public empty(): void {\r\n this.hits.length = 0;\r\n this.currHit = -1;\r\n }\r\n\r\n public resetCurrentHit(): void { this.currHit = -1; }\r\n\r\n /** Get a hit from a particular index into a HitList\r\n * return the requested hit from the HitList or undefined\r\n */\r\n public getHit(hitNum: number): T | undefined {\r\n if (hitNum < 0)\r\n hitNum = this.length - 1;\r\n\r\n return (hitNum >= this.length) ? undefined : this.hits[hitNum];\r\n }\r\n\r\n /** When setting one or more indices to undefined you must call dropNulls afterwards */\r\n public setHit(i: number, p: T | undefined): void {\r\n if (i < 0 || i >= this.length)\r\n return;\r\n this.hits[i] = p!;\r\n }\r\n\r\n public dropNulls(): void {\r\n const hits = this.hits;\r\n this.hits = [];\r\n for (const hit of hits)\r\n this.hits.push(hit);\r\n }\r\n\r\n public getNextHit(): T | undefined {\r\n this.currHit++;\r\n return this.getCurrentHit();\r\n }\r\n\r\n public getCurrentHit(): T | undefined { return -1 === this.currHit ? undefined : this.getHit(this.currHit); }\r\n\r\n public setCurrentHit(hit: T): void {\r\n this.resetCurrentHit();\r\n for (let thisHit; undefined !== (thisHit = this.getNextHit());) {\r\n if (thisHit === hit)\r\n return;\r\n }\r\n }\r\n\r\n /** remove the current hit from the list. */\r\n public removeCurrentHit() { this.removeHit(this.currHit); }\r\n\r\n /** remove a hit in the list. */\r\n public removeHit(hitNum: number) {\r\n if (hitNum < 0) // Support -1 == END\r\n hitNum = this.length - 1;\r\n\r\n if (hitNum <= this.currHit)\r\n this.currHit = -1;\r\n\r\n if (hitNum >= this.length) // Locate calls GetNextHit, which increments currHit, until it goes beyond the end of size of the array.\r\n return; // Then Reset call RemoteCurrentHit, which passes in currHit. When it is out of range, we do nothing.\r\n\r\n this.hits.splice(hitNum, 1);\r\n }\r\n\r\n /** search through list and remove any hits that contain a specified element id. */\r\n public removeHitsFrom(sourceId: string): boolean {\r\n let removedOne = false;\r\n\r\n // walk backwards through list so we don't have to worry about what happens on remove\r\n for (let i = this.length - 1; i >= 0; i--) {\r\n const thisHit = this.hits[i];\r\n if (thisHit && sourceId === thisHit.sourceId) {\r\n removedOne = true;\r\n this.removeHit(i);\r\n }\r\n }\r\n return removedOne;\r\n }\r\n\r\n private getPriorityZOverride(priority: HitPriority): number {\r\n switch (priority) {\r\n case HitPriority.WireEdge:\r\n case HitPriority.PlanarEdge:\r\n case HitPriority.NonPlanarEdge:\r\n return 0;\r\n case HitPriority.SilhouetteEdge:\r\n return 1;\r\n case HitPriority.PlanarSurface:\r\n case HitPriority.NonPlanarSurface:\r\n return 2;\r\n default:\r\n return 3;\r\n }\r\n }\r\n\r\n /** compare two hits for insertion into list. */\r\n public compare(hit1: HitDetail | undefined, hit2: HitDetail | undefined): -1 | 1 | 0 {\r\n if (!hit1 || !hit2)\r\n return 0;\r\n\r\n const zOverride1 = this.getPriorityZOverride(hit1.priority);\r\n const zOverride2 = this.getPriorityZOverride(hit2.priority);\r\n\r\n // Prefer edges over surfaces, this is more important than z because we know the edge isn't obscured...\r\n if (zOverride1 < zOverride2)\r\n return -1;\r\n if (zOverride1 > zOverride2)\r\n return 1;\r\n\r\n // Compare xy distance from pick point, prefer hits closer to center...\r\n if (hit1.distXY < hit2.distXY)\r\n return -1;\r\n if (hit1.distXY > hit2.distXY)\r\n return 1;\r\n\r\n // Compare distance fraction, prefer hits closer to eye...\r\n if (hit1.distFraction > hit2.distFraction)\r\n return -1;\r\n if (hit1.distFraction < hit2.distFraction)\r\n return 1;\r\n\r\n // Compare geometry class, prefer path/region hits over surface hits when all else is equal...\r\n if (hit1.priority < hit2.priority)\r\n return -1;\r\n if (hit1.priority > hit2.priority)\r\n return 1;\r\n\r\n return 0;\r\n }\r\n\r\n /** Add a new hit to the list. Hits are sorted according to their priority and distance. */\r\n public addHit(newHit: T): number {\r\n if (0 === this.hits.length) {\r\n this.hits.push(newHit);\r\n return 0;\r\n }\r\n let index = 0;\r\n for (; index < this.hits.length; ++index) {\r\n const oldHit = this.hits[index];\r\n const comparison = this.compare(newHit, oldHit);\r\n if (comparison < 0)\r\n break;\r\n }\r\n\r\n this.hits.splice(index, 0, newHit);\r\n return index;\r\n }\r\n\r\n /** Insert a new hit into the list at the supplied index. */\r\n public insertHit(i: number, hit: T): void {\r\n if (i < 0 || i >= this.length)\r\n this.hits.push(hit);\r\n else\r\n this.hits.splice(i, 0, hit);\r\n }\r\n}\r\n"]}
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1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module LocatingElements\r\n */\r\nimport { assert, Id64, Id64String } from \"@itwin/core-bentley\";\r\nimport { Arc3d, CurvePrimitive, LineSegment3d, LineString3d, Path, Point3d, Transform, Vector3d, XYZProps } from \"@itwin/core-geometry\";\r\nimport { GeometryClass, LinePixels } from \"@itwin/core-common\";\r\nimport { IModelApp } from \"./IModelApp\";\r\nimport { IModelConnection } from \"./IModelConnection\";\r\nimport { IconSprites, Sprite } from \"./Sprites\";\r\nimport { DecorateContext } from \"./ViewContext\";\r\nimport { ScreenViewport, Viewport } from \"./Viewport\";\r\nimport { GraphicType } from \"./common/render/GraphicType\";\r\n\r\n/**\r\n * @public\r\n * @extensions\r\n */\r\nexport enum SnapMode {\r\n Nearest = 1,\r\n NearestKeypoint = 1 << 1,\r\n MidPoint = 1 << 2,\r\n Center = 1 << 3,\r\n Origin = 1 << 4,\r\n Bisector = 1 << 5,\r\n Intersection = 1 << 6,\r\n}\r\n\r\n/**\r\n * @public\r\n * @extensions\r\n */\r\nexport enum SnapHeat {\r\n None = 0,\r\n NotInRange = 1, // \"of interest\", but out of range\r\n InRange = 2,\r\n}\r\n\r\n/** The procedure that generated this Hit.\r\n * @public\r\n * @extensions\r\n */\r\nexport enum HitSource {\r\n None = 0,\r\n FromUser = 1,\r\n MotionLocate = 2,\r\n AccuSnap = 3,\r\n TentativeSnap = 4,\r\n DataPoint = 5,\r\n Application = 6,\r\n EditAction = 7,\r\n EditActionSS = 8,\r\n}\r\n\r\n/** What was being tested to generate this hit. This is not the element or\r\n * GeometricPrimitive that generated the Hit, it is an indication of whether it is an edge or interior hit.\r\n * @public\r\n * @extensions\r\n */\r\nexport enum HitGeomType {\r\n None = 0,\r\n Point = 1,\r\n Segment = 2,\r\n Curve = 3,\r\n Arc = 4,\r\n Surface = 5,\r\n}\r\n\r\n/** Classification of GeometricPrimitive that generated the Hit.\r\n * @public\r\n * @extensions\r\n */\r\nexport enum HitParentGeomType {\r\n None = 0,\r\n Wire = 1,\r\n Sheet = 2,\r\n Solid = 3,\r\n Mesh = 4,\r\n Text = 5,\r\n}\r\n\r\n/**\r\n * @public\r\n * @extensions\r\n */\r\nexport enum HitPriority {\r\n WireEdge = 0,\r\n PlanarEdge = 1,\r\n NonPlanarEdge = 2,\r\n SilhouetteEdge = 3,\r\n PlanarSurface = 4,\r\n NonPlanarSurface = 5,\r\n Unknown = 6,\r\n}\r\n\r\n/**\r\n * @public\r\n * @extensions\r\n */\r\nexport enum HitDetailType {\r\n Hit = 1,\r\n Snap = 2,\r\n Intersection = 3,\r\n}\r\n\r\n/** Describes the \"attached\" view, if any, from which the hit represented by a [[HitDetail]] originated.\r\n * An attached view is a 2d view drawn into the context of another view - for example, a [[ViewAttachment]]($backend)\r\n * rendered into a [[SheetViewState]], or a [[SpatialViewState]] rendered by a [SectionDrawing]($backend) view.\r\n * @beta\r\n */\r\nexport interface ViewAttachmentHitInfo {\r\n /** The Id of the [ViewAttachment]($backend) element or - for a [SectionDrawing]($backend) view - the [SpatialViewDefinition]($backend) from which the hit originated. */\r\n readonly id: Id64String;\r\n /** The viewport that renders the contents of the attached view into the [[ScreenViewport]].\r\n * @alpha\r\n */\r\n readonly viewport: Viewport;\r\n}\r\n\r\n/** Arguments supplied to the [[HitDetail]] constructor.\r\n * @public\r\n */\r\nexport interface HitDetailProps {\r\n /** The point in world coordinates that was used as the initial locate point. */\r\n readonly testPoint: Point3d;\r\n /** The viewport in which the locate operation was performed. */\r\n readonly viewport: ScreenViewport;\r\n /** The procedure that requested the locate operation. */\r\n readonly hitSource: HitSource;\r\n /** The approximate location in world coordinates on the geometry identified by this HitDetail. */\r\n readonly hitPoint: Point3d;\r\n /** The source of the geometry. This may be a persistent element Id, or a transient Id used for, e.g., pickable decorations. */\r\n readonly sourceId: Id64String;\r\n /** The hit geometry priority/classification. */\r\n readonly priority: HitPriority;\r\n /** The xy distance to the hit in view coordinates. */\r\n readonly distXY: number;\r\n /** The distance in view coordinates between the hit and the near plane. */\r\n readonly distFraction: number;\r\n /** The [SubCategory]($backend) to which the hit geometry belongs. */\r\n readonly subCategoryId?: Id64String;\r\n /** The class of the hit geometry. */\r\n readonly geometryClass?: GeometryClass;\r\n /** The Id of the [[ModelState]] from which the hit originated. */\r\n readonly modelId?: string;\r\n /** The IModelConnection from which the hit originated.\r\n * This should almost always be left undefined, unless the hit is known to have originated from an iModel\r\n * other than the one associated with the viewport.\r\n * @internal\r\n */\r\n readonly sourceIModel?: IModelConnection;\r\n /** @internal */\r\n readonly transformFromSourceIModel?: Transform;\r\n /** @internal chiefly for debugging */\r\n readonly tileId?: string;\r\n /** True if the hit originated from a reality model classifier.\r\n * @alpha\r\n */\r\n readonly isClassifier?: boolean;\r\n /** Information about the attached view, if any, within which the hit geometry resides.\r\n * @beta\r\n */\r\n readonly viewAttachment?: ViewAttachmentHitInfo;\r\n}\r\n\r\n/** A HitDetail stores the result when locating geometry displayed in a view.\r\n * It holds an approximate location on an element (or decoration) from a *pick*.\r\n * @public\r\n * @extensions\r\n */\r\nexport class HitDetail {\r\n private readonly _props: HitDetailProps;\r\n\r\n /** The point in world coordinates that was used as the initial locate point. */\r\n public get testPoint(): Point3d { return this._props.testPoint; }\r\n /** The viewport in which the locate operation was performed. */\r\n public get viewport(): ScreenViewport { return this._props.viewport; }\r\n /** The procedure that requested the locate operation. */\r\n public get hitSource(): HitSource { return this._props.hitSource; }\r\n /** The approximate location in world coordinates on the geometry identified by this HitDetail. */\r\n public get hitPoint(): Point3d { return this._props.hitPoint; }\r\n /** The source of the geometry. This may be a persistent element Id, or a transient Id used for, e.g., pickable decorations. */\r\n public get sourceId(): Id64String { return this._props.sourceId; }\r\n /** The hit geometry priority/classification. */\r\n public get priority(): HitPriority { return this._props.priority; }\r\n /** The xy distance to the hit in view coordinates. */\r\n public get distXY(): number { return this._props.distXY; }\r\n /** The distance in view coordinates between the hit and the near plane. */\r\n public get distFraction(): number { return this._props.distFraction; }\r\n /** The [SubCategory]($backend) to which the hit geometry belongs. */\r\n public get subCategoryId(): Id64String | undefined { return this._props.subCategoryId; }\r\n /** The class of the hit geometry. */\r\n public get geometryClass(): GeometryClass | undefined { return this._props.geometryClass; }\r\n /** The Id of the [[ModelState]] from which the hit originated. */\r\n public get modelId(): string | undefined { return this._props.modelId; }\r\n /** The IModelConnection from which the hit originated.\r\n * This should almost always be left undefined, unless the hit is known to have originated from an iModel\r\n * other than the one associated with the viewport.\r\n * @internal\r\n */\r\n public get sourceIModel(): IModelConnection | undefined { return this._props.sourceIModel; }\r\n /** @internal */\r\n public get transformFromSourceIModel(): Transform | undefined { return this._props.transformFromSourceIModel; }\r\n /** @internal chiefly for debugging */\r\n public get tileId(): string | undefined { return this._props.tileId; }\r\n /** True if the hit originated from a reality model classifier.\r\n * @alpha\r\n */\r\n public get isClassifier(): boolean | undefined { return this._props.isClassifier; }\r\n /** Information about the attached view within which the hit geometry resides, if any.\r\n * @beta\r\n */\r\n public get viewAttachment(): ViewAttachmentHitInfo | undefined { return this._props.viewAttachment; }\r\n\r\n /** Create a new HitDetail from the inputs to and results of a locate operation. */\r\n public constructor(props: HitDetailProps);\r\n\r\n /** @deprecated in 4.1. Use the overload that takes a [[HitDetailProps]]. */\r\n public constructor(testPoint: Point3d, viewport: ScreenViewport, hitSource: HitSource, hitPoint: Point3d, sourceId: string, priority: HitPriority, distXY: number, distFraction: number, subCategoryId?: string, geometryClass?: GeometryClass, modelId?: string, sourceIModel?: IModelConnection, tileId?: string, isClassifier?: boolean);\r\n\r\n /** @internal */\r\n public constructor(arg0: Point3d | HitDetailProps, viewport?: ScreenViewport, hitSource?: HitSource, hitPoint?: Point3d, sourceId?: string, priority?: HitPriority, distXY?: number, distFraction?: number, subCategoryId?: string, geometryClass?: GeometryClass, modelId?: string, sourceIModel?: IModelConnection, tileId?: string, isClassifier?: boolean) {\r\n if (arg0 instanceof Point3d) {\r\n assert(undefined !== viewport && undefined !== hitSource && undefined !== hitPoint && undefined !== sourceId);\r\n assert(undefined !== priority && undefined !== distXY && undefined !== distFraction);\r\n\r\n this._props = {\r\n testPoint: arg0,\r\n viewport,\r\n hitSource,\r\n hitPoint,\r\n sourceId,\r\n priority,\r\n distXY,\r\n distFraction,\r\n subCategoryId,\r\n geometryClass,\r\n modelId,\r\n sourceIModel,\r\n tileId,\r\n isClassifier,\r\n };\r\n } else {\r\n // Tempting to use { ...arg0 } but spread operator omits getters so, e.g., if input is a HitDetail we would lose all the properties.\r\n this._props = {\r\n testPoint: arg0.testPoint,\r\n viewport: arg0.viewport,\r\n hitSource: arg0.hitSource,\r\n hitPoint: arg0.hitPoint,\r\n sourceId: arg0.sourceId,\r\n priority: arg0.priority,\r\n distXY: arg0.distXY,\r\n distFraction: arg0.distFraction,\r\n subCategoryId: arg0.subCategoryId,\r\n geometryClass: arg0.geometryClass,\r\n modelId: arg0.modelId,\r\n sourceIModel: arg0.sourceIModel,\r\n transformFromSourceIModel: arg0.transformFromSourceIModel,\r\n tileId: arg0.tileId,\r\n isClassifier: arg0.isClassifier,\r\n viewAttachment: arg0.viewAttachment,\r\n };\r\n }\r\n }\r\n\r\n /** Get the type of HitDetail.\r\n * @returns HitDetailType.Hit if this is a HitDetail, HitDetailType.Snap if it is a SnapDetail\r\n */\r\n public getHitType(): HitDetailType { return HitDetailType.Hit; }\r\n\r\n /** Get the *hit point* for this HitDetail. Returns the approximate point on the element that caused the hit when not a SnapDetail or IntersectDetail.\r\n * For a snap that is *hot*, the *exact* point on the Element for the snap mode is returned, otherwise the close point on the hit geometry is returned.\r\n */\r\n public getPoint(): Point3d { return this.hitPoint; }\r\n\r\n /** Determine if this HitPoint is from the same source as another HitDetail. */\r\n public isSameHit(otherHit?: HitDetail): boolean { return (undefined !== otherHit && this.sourceId === otherHit.sourceId && this.iModel === otherHit.iModel); }\r\n /** Return whether sourceId is for a persistent element and not a pickable decoration. */\r\n public get isElementHit(): boolean { return !Id64.isInvalid(this.sourceId) && !Id64.isTransient(this.sourceId); }\r\n // return whether the sourceId is for a model (reality models etc.)\r\n public get isModelHit(): boolean {\r\n return this.modelId === this.sourceId;\r\n }\r\n // return whether the hit point is from map.\r\n public get isMapHit(): boolean { return 0 !== this.viewport.mapLayerFromHit(this).length; }\r\n\r\n /** Create a deep copy of this HitDetail */\r\n public clone(): HitDetail {\r\n return new HitDetail(this);\r\n }\r\n\r\n /** Draw this HitDetail as a Decoration. Causes the picked element to *flash* */\r\n public draw(_context: DecorateContext) {\r\n this.viewport.flashedId = this.sourceId;\r\n }\r\n\r\n /** Get the tooltip content for this HitDetail. */\r\n public async getToolTip(): Promise<HTMLElement | string> {\r\n let toolTipPromise = this.isElementHit ? IModelApp.viewManager.overrideElementToolTip(this) : IModelApp.viewManager.getDecorationToolTip(this);\r\n for (const toolTipProvider of IModelApp.viewManager.toolTipProviders)\r\n toolTipPromise = toolTipProvider.augmentToolTip(this, toolTipPromise);\r\n return toolTipPromise;\r\n }\r\n\r\n /** The IModelConnection from which the hit originated. In some cases this may not be the same as the iModel associated with the Viewport -\r\n * for example, if a [[TiledGraphicsProvider]] is used to display graphics from a different iModel in the viewport.\r\n * This HitDetail's element, subcategory, and model Ids are defined in the context of this IModelConnection.\r\n */\r\n public get iModel(): IModelConnection {\r\n return this.sourceIModel ?? this.viewport.iModel;\r\n }\r\n\r\n /** Returns true if this hit originated from an [[IModelConnection]] other than the one associated with the [[Viewport]].\r\n * @see [[iModel]].\r\n */\r\n public get isExternalIModelHit(): boolean {\r\n return this.iModel !== this.viewport.iModel;\r\n }\r\n}\r\n\r\n/** A SnapDetail is generated from the result of a snap request. In addition to the HitDetail about the reason the element was *picked*,\r\n * it holds the *exact* point on the element from the snapping logic, plus additional information that varies with the type of element and snap mode.\r\n * @public\r\n * @extensions\r\n */\r\nexport class SnapDetail extends HitDetail {\r\n /** A sprite to show the user the type of snap performed */\r\n public sprite?: Sprite;\r\n /** HitPoint adjusted by snap */\r\n public readonly snapPoint: Point3d;\r\n /** AccuSnap/AccuDraw can adjust the point after the snap. */\r\n public readonly adjustedPoint: Point3d;\r\n /** Curve primitive for snap. */\r\n public primitive?: CurvePrimitive;\r\n /** Surface normal at snapPoint */\r\n public normal?: Vector3d;\r\n /** The HitGeomType of this SnapDetail */\r\n public geomType?: HitGeomType;\r\n /** The HitGeomType of this SnapDetail */\r\n public parentGeomType?: HitParentGeomType;\r\n\r\n /** Constructor for SnapDetail.\r\n * @param from The HitDetail that created this snap\r\n * @param snapMode The SnapMode used to create this SnapDetail\r\n * @param heat The SnapHeat of this SnapDetail\r\n * @param snapPoint The snapped point in the element\r\n */\r\n public constructor(from: HitDetail, public snapMode: SnapMode = SnapMode.Nearest, public heat: SnapHeat = SnapHeat.None, snapPoint?: XYZProps) {\r\n super(from);\r\n this.snapPoint = Point3d.fromJSON(snapPoint ? snapPoint : from.hitPoint);\r\n this.adjustedPoint = this.snapPoint.clone();\r\n this.sprite = IconSprites.getSpriteFromUrl(SnapDetail.getSnapSpriteUrl(snapMode));\r\n }\r\n\r\n /** Returns `HitDetailType.Snap` */\r\n public override getHitType(): HitDetailType { return HitDetailType.Snap; }\r\n /** Get the snap point if this SnapDetail is *hot*, the pick point otherwise. */\r\n public override getPoint(): Point3d { return this.isHot ? this.snapPoint : super.getPoint(); }\r\n /** Return true if the pick point was closer than the snap aperture from the generated snap point. */\r\n public get isHot(): boolean { return this.heat !== SnapHeat.None; }\r\n /** Determine whether the [[adjustedPoint]] is different than the [[snapPoint]]. This happens, for example, when points are adjusted for grids, acs plane snap, and AccuDraw. */\r\n public get isPointAdjusted(): boolean { return !this.adjustedPoint.isExactEqual(this.snapPoint); }\r\n /** Change the snap point. */\r\n public setSnapPoint(point: Point3d, heat: SnapHeat) {\r\n this.snapPoint.setFrom(point);\r\n this.adjustedPoint.setFrom(point);\r\n this.heat = heat;\r\n }\r\n\r\n /** Set curve primitive and HitGeometryType for this SnapDetail. */\r\n public setCurvePrimitive(primitive?: CurvePrimitive, localToWorld?: Transform, geomType?: HitGeomType): void {\r\n this.primitive = primitive;\r\n this.geomType = undefined;\r\n\r\n // Only HitGeomType.Point and HitGeomType.Surface are valid without a curve primitive.\r\n if (undefined === this.primitive) {\r\n if (HitGeomType.Point === geomType || HitGeomType.Surface === geomType)\r\n this.geomType = geomType;\r\n return;\r\n }\r\n\r\n if (undefined !== localToWorld)\r\n this.primitive.tryTransformInPlace(localToWorld);\r\n\r\n if (this.primitive instanceof Arc3d)\r\n this.geomType = HitGeomType.Arc;\r\n else if (this.primitive instanceof LineSegment3d)\r\n this.geomType = HitGeomType.Segment;\r\n else if (this.primitive instanceof LineString3d)\r\n this.geomType = HitGeomType.Segment;\r\n else\r\n this.geomType = HitGeomType.Curve;\r\n\r\n // Set curve primitive geometry type override...\r\n // - HitGeomType.Point with arc/ellipse denotes center.\r\n // - HitGeomType.Surface with any curve primitive denotes an interior hit.\r\n if (undefined !== geomType && HitGeomType.None !== geomType)\r\n this.geomType = geomType;\r\n }\r\n\r\n /** Make a copy of this SnapDetail. */\r\n public override clone(): SnapDetail {\r\n const val = new SnapDetail(this, this.snapMode, this.heat, this.snapPoint);\r\n val.sprite = this.sprite;\r\n val.geomType = this.geomType;\r\n val.parentGeomType = this.parentGeomType;\r\n val.adjustedPoint.setFrom(this.adjustedPoint);\r\n if (undefined !== this.primitive)\r\n val.primitive = this.primitive.clone();\r\n if (undefined !== this.normal)\r\n val.normal = this.normal.clone();\r\n return val;\r\n }\r\n\r\n public getCurvePrimitive(singleSegment: boolean = true): CurvePrimitive | undefined {\r\n if (!singleSegment || undefined === this.primitive)\r\n return this.primitive;\r\n\r\n if (this.primitive instanceof LineString3d) {\r\n const ls = this.primitive;\r\n if (ls.points.length > 2) {\r\n const loc = ls.closestPoint(this.snapPoint, false);\r\n const nSegments = ls.points.length - 1;\r\n const uSegRange = (1.0 / nSegments);\r\n let segmentNo = Math.floor(loc.fraction / uSegRange);\r\n if (segmentNo >= nSegments)\r\n segmentNo = nSegments - 1;\r\n return LineSegment3d.create(ls.points[segmentNo], ls.points[segmentNo + 1]);\r\n }\r\n }\r\n\r\n return this.primitive;\r\n }\r\n\r\n public override draw(context: DecorateContext) {\r\n if (undefined !== this.primitive) {\r\n let singleSegment = false;\r\n switch (this.snapMode) {\r\n case SnapMode.Center:\r\n case SnapMode.Origin:\r\n case SnapMode.Bisector:\r\n break; // Snap point for these is computed using entire linestring, not just the hit segment...\r\n\r\n default: {\r\n singleSegment = true;\r\n break;\r\n }\r\n }\r\n\r\n const builder = context.createGraphicBuilder(GraphicType.WorldOverlay);\r\n const outline = context.viewport.hilite.color.adjustedForContrast(context.viewport.view.backgroundColor, 50);\r\n const centerLine = context.viewport.hilite.color.adjustedForContrast(outline, 175);\r\n const path = Path.create(this.getCurvePrimitive(singleSegment)!);\r\n\r\n builder.setSymbology(outline, outline, 6);\r\n builder.addPath(path);\r\n\r\n builder.setSymbology(centerLine, centerLine, 2);\r\n builder.addPath(path);\r\n\r\n context.addDecorationFromBuilder(builder);\r\n return;\r\n }\r\n super.draw(context);\r\n }\r\n\r\n private static getSnapSpriteUrl(snapType: SnapMode): string {\r\n switch (snapType) {\r\n case SnapMode.Nearest: return `${IModelApp.publicPath}sprites/SnapPointOn.png`;\r\n case SnapMode.NearestKeypoint: return `${IModelApp.publicPath}sprites/SnapKeypoint.png`;\r\n case SnapMode.MidPoint: return `${IModelApp.publicPath}sprites/SnapMidpoint.png`;\r\n case SnapMode.Center: return `${IModelApp.publicPath}sprites/SnapCenter.png`;\r\n case SnapMode.Origin: return `${IModelApp.publicPath}sprites/SnapOrigin.png`;\r\n case SnapMode.Bisector: return `${IModelApp.publicPath}sprites/SnapBisector.png`;\r\n case SnapMode.Intersection: return `${IModelApp.publicPath}sprites/SnapIntersection.png`;\r\n }\r\n return \"\";\r\n }\r\n}\r\n\r\n/**\r\n * @public\r\n * @extensions\r\n */\r\nexport class IntersectDetail extends SnapDetail {\r\n public constructor(from: SnapDetail, heat: SnapHeat = SnapHeat.None, snapPoint: XYZProps, public readonly otherPrimitive: CurvePrimitive, public readonly otherId: string) {\r\n super(from, SnapMode.Intersection, heat, snapPoint);\r\n this.primitive = from.primitive;\r\n this.normal = from.normal; // Preserve normal from primary snap location for AccuDraw smart rotation...\r\n }\r\n\r\n public override draw(context: DecorateContext) {\r\n if (undefined !== this.primitive && undefined !== this.otherPrimitive) {\r\n const builder = context.createGraphicBuilder(GraphicType.WorldOverlay);\r\n const outline = context.viewport.hilite.color.adjustedForContrast(context.viewport.view.backgroundColor, 50);\r\n const centerLine = context.viewport.hilite.color.adjustedForContrast(outline, 175);\r\n const path1 = Path.create(this.primitive);\r\n const path2 = Path.create(this.otherPrimitive);\r\n\r\n builder.setSymbology(outline, outline, 6);\r\n builder.addPath(path1);\r\n builder.addPath(path2);\r\n\r\n builder.setSymbology(centerLine, centerLine, 2);\r\n builder.addPath(path1);\r\n builder.setSymbology(centerLine, centerLine, 2, LinePixels.Code2);\r\n builder.addPath(path2);\r\n\r\n context.addDecorationFromBuilder(builder);\r\n return;\r\n }\r\n super.draw(context);\r\n }\r\n}\r\n\r\n/** The result of a \"locate\" is a sorted list of objects that satisfied the search criteria (a HitList). Earlier hits in the list\r\n * are somehow *better* than those later on.\r\n * @public\r\n * @extensions\r\n */\r\nexport class HitList<T extends HitDetail> {\r\n public hits: T[] = [];\r\n public currHit = -1;\r\n public get length(): number { return this.hits.length; }\r\n public empty(): void {\r\n this.hits.length = 0;\r\n this.currHit = -1;\r\n }\r\n\r\n public resetCurrentHit(): void { this.currHit = -1; }\r\n\r\n /** Get a hit from a particular index into a HitList\r\n * return the requested hit from the HitList or undefined\r\n */\r\n public getHit(hitNum: number): T | undefined {\r\n if (hitNum < 0)\r\n hitNum = this.length - 1;\r\n\r\n return (hitNum >= this.length) ? undefined : this.hits[hitNum];\r\n }\r\n\r\n /** When setting one or more indices to undefined you must call dropNulls afterwards */\r\n public setHit(i: number, p: T | undefined): void {\r\n if (i < 0 || i >= this.length)\r\n return;\r\n this.hits[i] = p!;\r\n }\r\n\r\n public dropNulls(): void {\r\n const hits = this.hits;\r\n this.hits = [];\r\n for (const hit of hits)\r\n this.hits.push(hit);\r\n }\r\n\r\n public getNextHit(): T | undefined {\r\n this.currHit++;\r\n return this.getCurrentHit();\r\n }\r\n\r\n public getCurrentHit(): T | undefined { return -1 === this.currHit ? undefined : this.getHit(this.currHit); }\r\n\r\n public setCurrentHit(hit: T): void {\r\n this.resetCurrentHit();\r\n for (let thisHit; undefined !== (thisHit = this.getNextHit());) {\r\n if (thisHit === hit)\r\n return;\r\n }\r\n }\r\n\r\n /** remove the current hit from the list. */\r\n public removeCurrentHit() { this.removeHit(this.currHit); }\r\n\r\n /** remove a hit in the list. */\r\n public removeHit(hitNum: number) {\r\n if (hitNum < 0) // Support -1 == END\r\n hitNum = this.length - 1;\r\n\r\n if (hitNum <= this.currHit)\r\n this.currHit = -1;\r\n\r\n if (hitNum >= this.length) // Locate calls GetNextHit, which increments currHit, until it goes beyond the end of size of the array.\r\n return; // Then Reset call RemoteCurrentHit, which passes in currHit. When it is out of range, we do nothing.\r\n\r\n this.hits.splice(hitNum, 1);\r\n }\r\n\r\n /** search through list and remove any hits that contain a specified element id. */\r\n public removeHitsFrom(sourceId: string): boolean {\r\n let removedOne = false;\r\n\r\n // walk backwards through list so we don't have to worry about what happens on remove\r\n for (let i = this.length - 1; i >= 0; i--) {\r\n const thisHit = this.hits[i];\r\n if (thisHit && sourceId === thisHit.sourceId) {\r\n removedOne = true;\r\n this.removeHit(i);\r\n }\r\n }\r\n return removedOne;\r\n }\r\n\r\n private getPriorityZOverride(priority: HitPriority): number {\r\n switch (priority) {\r\n case HitPriority.WireEdge:\r\n case HitPriority.PlanarEdge:\r\n case HitPriority.NonPlanarEdge:\r\n return 0;\r\n case HitPriority.SilhouetteEdge:\r\n return 1;\r\n case HitPriority.PlanarSurface:\r\n case HitPriority.NonPlanarSurface:\r\n return 2;\r\n default:\r\n return 3;\r\n }\r\n }\r\n\r\n /** compare two hits for insertion into list. */\r\n public compare(hit1: HitDetail | undefined, hit2: HitDetail | undefined): -1 | 1 | 0 {\r\n if (!hit1 || !hit2)\r\n return 0;\r\n\r\n const zOverride1 = this.getPriorityZOverride(hit1.priority);\r\n const zOverride2 = this.getPriorityZOverride(hit2.priority);\r\n\r\n // Prefer edges over surfaces, this is more important than z because we know the edge isn't obscured...\r\n if (zOverride1 < zOverride2)\r\n return -1;\r\n if (zOverride1 > zOverride2)\r\n return 1;\r\n\r\n // Compare xy distance from pick point, prefer hits closer to center...\r\n if (hit1.distXY < hit2.distXY)\r\n return -1;\r\n if (hit1.distXY > hit2.distXY)\r\n return 1;\r\n\r\n // Compare distance fraction, prefer hits closer to eye...\r\n if (hit1.distFraction > hit2.distFraction)\r\n return -1;\r\n if (hit1.distFraction < hit2.distFraction)\r\n return 1;\r\n\r\n // Compare geometry class, prefer path/region hits over surface hits when all else is equal...\r\n if (hit1.priority < hit2.priority)\r\n return -1;\r\n if (hit1.priority > hit2.priority)\r\n return 1;\r\n\r\n return 0;\r\n }\r\n\r\n /** Add a new hit to the list. Hits are sorted according to their priority and distance. */\r\n public addHit(newHit: T): number {\r\n if (0 === this.hits.length) {\r\n this.hits.push(newHit);\r\n return 0;\r\n }\r\n let index = 0;\r\n for (; index < this.hits.length; ++index) {\r\n const oldHit = this.hits[index];\r\n const comparison = this.compare(newHit, oldHit);\r\n if (comparison < 0)\r\n break;\r\n }\r\n\r\n this.hits.splice(index, 0, newHit);\r\n return index;\r\n }\r\n\r\n /** Insert a new hit into the list at the supplied index. */\r\n public insertHit(i: number, hit: T): void {\r\n if (i < 0 || i >= this.length)\r\n this.hits.push(hit);\r\n else\r\n this.hits.splice(i, 0, hit);\r\n }\r\n}\r\n"]}
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package/lib/cjs/ViewState.d.ts
CHANGED
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@@ -66,7 +66,9 @@ export interface ComputeDisplayTransformArgs {
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66
66
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* Defaults to the [DisplayStyleSettings.timePoint]($common) specified by the view's display style.
|
|
67
67
|
*/
|
|
68
68
|
timePoint?: number;
|
|
69
|
-
/** The
|
|
69
|
+
/** The Id of the "attached" view through which the element or model is drawn.
|
|
70
|
+
* An attached view is a 2d view drawn into the context of another view - for example, a [[ViewAttachment]]($backend)
|
|
71
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+
* rendered into a [[SheetViewState]], or a [[SpatialViewState]] rendered by a [SectionDrawing]($backend) view.
|
|
70
72
|
* @beta
|
|
71
73
|
*/
|
|
72
74
|
viewAttachmentId?: Id64String;
|
|
@@ -524,7 +526,9 @@ export declare abstract class ViewState extends ElementState {
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|
|
524
526
|
* @internal
|
|
525
527
|
*/
|
|
526
528
|
get secondaryViewports(): Iterable<Viewport>;
|
|
527
|
-
/** Find the viewport that renders the contents of the view
|
|
529
|
+
/** Find the viewport that renders the contents of the attached view with the specified element Id into this view.
|
|
530
|
+
* For a sheet view, the Id refers to a ViewAttachment.
|
|
531
|
+
* For a section drawing, it refers to a SpatialViewDefinition.
|
|
528
532
|
* @internal
|
|
529
533
|
*/
|
|
530
534
|
getAttachmentViewport(_id: Id64String): Viewport | undefined;
|