@itwin/core-frontend 4.10.0-dev.30 → 4.10.0-dev.32
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +6 -1
- package/lib/cjs/AccuDraw.js +2 -2
- package/lib/cjs/AccuDraw.js.map +1 -1
- package/lib/cjs/AccuSnap.d.ts.map +1 -1
- package/lib/cjs/AccuSnap.js +7 -2
- package/lib/cjs/AccuSnap.js.map +1 -1
- package/lib/cjs/BackgroundMapGeometry.js +3 -3
- package/lib/cjs/BackgroundMapGeometry.js.map +1 -1
- package/lib/cjs/BriefcaseConnection.d.ts.map +1 -1
- package/lib/cjs/BriefcaseTxns.d.ts.map +1 -1
- package/lib/cjs/DisplayStyleState.d.ts.map +1 -1
- package/lib/cjs/DrawingViewState.d.ts +3 -3
- package/lib/cjs/DrawingViewState.d.ts.map +1 -1
- package/lib/cjs/DrawingViewState.js +9 -8
- package/lib/cjs/DrawingViewState.js.map +1 -1
- package/lib/cjs/GraphicalEditingScope.d.ts.map +1 -1
- package/lib/cjs/HitDetail.d.ts +36 -7
- package/lib/cjs/HitDetail.d.ts.map +1 -1
- package/lib/cjs/HitDetail.js +11 -3
- package/lib/cjs/HitDetail.js.map +1 -1
- package/lib/cjs/IModelApp.d.ts.map +1 -1
- package/lib/cjs/LinePlaneIntersect.js +1 -2
- package/lib/cjs/LinePlaneIntersect.js.map +1 -1
- package/lib/cjs/NoRenderApp.d.ts.map +1 -1
- package/lib/cjs/NotificationManager.d.ts +2 -2
- package/lib/cjs/NotificationManager.d.ts.map +1 -1
- package/lib/cjs/SheetViewState.d.ts +3 -3
- package/lib/cjs/SheetViewState.d.ts.map +1 -1
- package/lib/cjs/SheetViewState.js +18 -5
- package/lib/cjs/SheetViewState.js.map +1 -1
- package/lib/cjs/ViewGlobalLocation.js +9 -9
- package/lib/cjs/ViewGlobalLocation.js.map +1 -1
- package/lib/cjs/ViewState.d.ts +16 -7
- package/lib/cjs/ViewState.d.ts.map +1 -1
- package/lib/cjs/ViewState.js +4 -4
- package/lib/cjs/ViewState.js.map +1 -1
- package/lib/cjs/Viewport.d.ts.map +1 -1
- package/lib/cjs/Viewport.js +1 -0
- package/lib/cjs/Viewport.js.map +1 -1
- package/lib/cjs/ViewportSync.js +6 -6
- package/lib/cjs/ViewportSync.js.map +1 -1
- package/lib/cjs/common/ImageUtil.js +15 -16
- package/lib/cjs/common/ImageUtil.js.map +1 -1
- package/lib/cjs/common/WorkerProxy.js +1 -2
- package/lib/cjs/common/WorkerProxy.js.map +1 -1
- package/lib/cjs/common/gltf/GltfParser.js +1 -2
- package/lib/cjs/common/gltf/GltfParser.js.map +1 -1
- package/lib/cjs/common/gltf/GltfSchema.js +5 -5
- package/lib/cjs/common/gltf/GltfSchema.js.map +1 -1
- package/lib/cjs/common/imdl/CompactEdges.js +1 -2
- package/lib/cjs/common/imdl/CompactEdges.js.map +1 -1
- package/lib/cjs/common/imdl/ImdlModel.js +2 -3
- package/lib/cjs/common/imdl/ImdlModel.js.map +1 -1
- package/lib/cjs/common/imdl/ParseImdlDocument.js +6 -7
- package/lib/cjs/common/imdl/ParseImdlDocument.js.map +1 -1
- package/lib/cjs/common/internal/render/EdgeParams.js +2 -3
- package/lib/cjs/common/internal/render/EdgeParams.js.map +1 -1
- package/lib/cjs/common/internal/render/GeometryList.d.ts +1 -1
- package/lib/cjs/common/internal/render/GraphicDescriptionBuilderImpl.js +3 -3
- package/lib/cjs/common/internal/render/GraphicDescriptionBuilderImpl.js.map +1 -1
- package/lib/cjs/common/internal/render/LineCode.js +1 -2
- package/lib/cjs/common/internal/render/LineCode.js.map +1 -1
- package/lib/cjs/common/internal/render/MeshPrimitives.js +3 -3
- package/lib/cjs/common/internal/render/MeshPrimitives.js.map +1 -1
- package/lib/cjs/common/internal/render/PointStringParams.js +1 -2
- package/lib/cjs/common/internal/render/PointStringParams.js.map +1 -1
- package/lib/cjs/common/internal/render/PolylineParams.js +4 -5
- package/lib/cjs/common/internal/render/PolylineParams.js.map +1 -1
- package/lib/cjs/common/internal/render/SurfaceParams.js +3 -3
- package/lib/cjs/common/internal/render/SurfaceParams.js.map +1 -1
- package/lib/cjs/common/internal/render/VertexTable.js +1 -2
- package/lib/cjs/common/internal/render/VertexTable.js.map +1 -1
- package/lib/cjs/common/internal/render/VertexTableBuilder.js +2 -2
- package/lib/cjs/common/internal/render/VertexTableBuilder.js.map +1 -1
- package/lib/cjs/common/internal/render/VertexTableSplitter.js +4 -4
- package/lib/cjs/common/internal/render/VertexTableSplitter.js.map +1 -1
- package/lib/cjs/extension/providers/ExtensionLoadScript.js +1 -2
- package/lib/cjs/extension/providers/ExtensionLoadScript.js.map +1 -1
- package/lib/cjs/internal/render/RenderInstancesParamsImpl.js +2 -3
- package/lib/cjs/internal/render/RenderInstancesParamsImpl.js.map +1 -1
- package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.d.ts.map +1 -1
- package/lib/cjs/quantity-formatting/BasicUnitsProvider.js +2 -2
- package/lib/cjs/quantity-formatting/BasicUnitsProvider.js.map +1 -1
- package/lib/cjs/quantity-formatting/QuantityFormatter.js +3 -3
- package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
- package/lib/cjs/quantity-formatting/QuantityTypesEditorSpecs.d.ts.map +1 -1
- package/lib/cjs/render/GraphicBranch.d.ts +3 -1
- package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
- package/lib/cjs/render/GraphicBranch.js +2 -2
- package/lib/cjs/render/GraphicBranch.js.map +1 -1
- package/lib/cjs/render/GraphicTemplate.js +1 -2
- package/lib/cjs/render/GraphicTemplate.js.map +1 -1
- package/lib/cjs/render/MockRender.d.ts.map +1 -1
- package/lib/cjs/render/Pixel.d.ts +9 -7
- package/lib/cjs/render/Pixel.d.ts.map +1 -1
- package/lib/cjs/render/Pixel.js +20 -5
- package/lib/cjs/render/Pixel.js.map +1 -1
- package/lib/cjs/render/RenderPlan.js +3 -3
- package/lib/cjs/render/RenderPlan.js.map +1 -1
- package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
- package/lib/cjs/render/UpsampleRealityMeshParams.js +1 -2
- package/lib/cjs/render/UpsampleRealityMeshParams.js.map +1 -1
- package/lib/cjs/render/VisibleFeature.js +1 -2
- package/lib/cjs/render/VisibleFeature.js.map +1 -1
- package/lib/cjs/render/webgl/AttributeBuffers.js +5 -5
- package/lib/cjs/render/webgl/AttributeBuffers.js.map +1 -1
- package/lib/cjs/render/webgl/BranchState.d.ts +2 -0
- package/lib/cjs/render/webgl/BranchState.d.ts.map +1 -1
- package/lib/cjs/render/webgl/BranchState.js +2 -0
- package/lib/cjs/render/webgl/BranchState.js.map +1 -1
- package/lib/cjs/render/webgl/ClippingProgram.js +2 -2
- package/lib/cjs/render/webgl/ClippingProgram.js.map +1 -1
- package/lib/cjs/render/webgl/DrawCommand.js +3 -3
- package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
- package/lib/cjs/render/webgl/FeatureOverrides.js +2 -2
- package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
- package/lib/cjs/render/webgl/FrustumUniforms.js +2 -2
- package/lib/cjs/render/webgl/FrustumUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/Graphic.d.ts +3 -0
- package/lib/cjs/render/webgl/Graphic.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Graphic.js +4 -0
- package/lib/cjs/render/webgl/Graphic.js.map +1 -1
- package/lib/cjs/render/webgl/InstancedGeometry.js +2 -2
- package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/Material.js +2 -2
- package/lib/cjs/render/webgl/Material.js.map +1 -1
- package/lib/cjs/render/webgl/Matrix.js +3 -3
- package/lib/cjs/render/webgl/Matrix.js.map +1 -1
- package/lib/cjs/render/webgl/RenderFlags.js +2 -2
- package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
- package/lib/cjs/render/webgl/SceneCompositor.d.ts.map +1 -1
- package/lib/cjs/render/webgl/SceneCompositor.js +7 -4
- package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
- package/lib/cjs/render/webgl/ScratchDrawParams.js +2 -3
- package/lib/cjs/render/webgl/ScratchDrawParams.js.map +1 -1
- package/lib/cjs/render/webgl/ScreenSpaceEffect.js +2 -2
- package/lib/cjs/render/webgl/ScreenSpaceEffect.js.map +1 -1
- package/lib/cjs/render/webgl/SurfaceGeometry.js +2 -2
- package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/Sync.js +3 -4
- package/lib/cjs/render/webgl/Sync.js.map +1 -1
- package/lib/cjs/render/webgl/System.d.ts.map +1 -1
- package/lib/cjs/render/webgl/TechniqueFlags.d.ts.map +1 -1
- package/lib/cjs/render/webgl/TechniqueId.js +1 -2
- package/lib/cjs/render/webgl/TechniqueId.js.map +1 -1
- package/lib/cjs/render/webgl/Texture.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js +1 -2
- package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Animation.js +1 -2
- package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Atmosphere.js +1 -2
- package/lib/cjs/render/webgl/glsl/Atmosphere.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Blur.js +1 -2
- package/lib/cjs/render/webgl/glsl/Blur.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js +1 -2
- package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/ClearTranslucent.js +1 -2
- package/lib/cjs/render/webgl/glsl/ClearTranslucent.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Clipping.js +2 -2
- package/lib/cjs/render/webgl/glsl/Clipping.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Color.js +2 -3
- package/lib/cjs/render/webgl/glsl/Color.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Combine3Textures.js +1 -2
- package/lib/cjs/render/webgl/glsl/Combine3Textures.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/CombineTextures.js +1 -2
- package/lib/cjs/render/webgl/glsl/CombineTextures.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Common.js +7 -7
- package/lib/cjs/render/webgl/glsl/Common.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Composite.js +1 -2
- package/lib/cjs/render/webgl/glsl/Composite.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Contours.js +1 -2
- package/lib/cjs/render/webgl/glsl/Contours.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/CopyColor.js +1 -2
- package/lib/cjs/render/webgl/glsl/CopyColor.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js +1 -2
- package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/CopyStencil.js +4 -5
- package/lib/cjs/render/webgl/glsl/CopyStencil.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Decode.js +2 -2
- package/lib/cjs/render/webgl/glsl/Decode.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/EDL.js +4 -5
- package/lib/cjs/render/webgl/glsl/EDL.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js +1 -2
- package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Edge.js +2 -3
- package/lib/cjs/render/webgl/glsl/Edge.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +15 -15
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Fragment.js +6 -6
- package/lib/cjs/render/webgl/glsl/Fragment.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Instancing.js +3 -4
- package/lib/cjs/render/webgl/glsl/Instancing.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Lighting.js +1 -2
- package/lib/cjs/render/webgl/glsl/Lighting.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/LogarithmicDepthBuffer.js +1 -2
- package/lib/cjs/render/webgl/glsl/LogarithmicDepthBuffer.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/LookupTable.js +1 -2
- package/lib/cjs/render/webgl/glsl/LookupTable.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Monochrome.js +2 -3
- package/lib/cjs/render/webgl/glsl/Monochrome.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/PlanarClassification.js +5 -5
- package/lib/cjs/render/webgl/glsl/PlanarClassification.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/PlanarGrid.js +1 -1
- package/lib/cjs/render/webgl/glsl/PlanarGrid.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/PointCloud.js +2 -3
- package/lib/cjs/render/webgl/glsl/PointCloud.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/PointString.js +2 -3
- package/lib/cjs/render/webgl/glsl/PointString.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Polyline.js +6 -6
- package/lib/cjs/render/webgl/glsl/Polyline.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/RealityMesh.js +5 -5
- package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/RenderPass.js +1 -2
- package/lib/cjs/render/webgl/glsl/RenderPass.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/ScreenSpaceEffect.js +1 -2
- package/lib/cjs/render/webgl/glsl/ScreenSpaceEffect.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/SkyBox.js +1 -2
- package/lib/cjs/render/webgl/glsl/SkyBox.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/SkySphere.js +1 -2
- package/lib/cjs/render/webgl/glsl/SkySphere.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/SolarShadowMapping.js +3 -3
- package/lib/cjs/render/webgl/glsl/SolarShadowMapping.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Surface.js +6 -6
- package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Thematic.js +2 -3
- package/lib/cjs/render/webgl/glsl/Thematic.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Translucency.js +2 -2
- package/lib/cjs/render/webgl/glsl/Translucency.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Vertex.js +13 -13
- package/lib/cjs/render/webgl/glsl/Vertex.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Viewport.js +3 -4
- package/lib/cjs/render/webgl/glsl/Viewport.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/ViewportQuad.js +1 -2
- package/lib/cjs/render/webgl/glsl/ViewportQuad.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Wiremesh.js +1 -2
- package/lib/cjs/render/webgl/glsl/Wiremesh.js.map +1 -1
- package/lib/cjs/request/Request.d.ts.map +1 -1
- package/lib/cjs/request/Request.js +2 -2
- package/lib/cjs/request/Request.js.map +1 -1
- package/lib/cjs/request/utils.js +3 -4
- package/lib/cjs/request/utils.js.map +1 -1
- package/lib/cjs/tile/ClassifierTileTree.js +2 -2
- package/lib/cjs/tile/ClassifierTileTree.js.map +1 -1
- package/lib/cjs/tile/GltfReader.js +4 -4
- package/lib/cjs/tile/GltfReader.js.map +1 -1
- package/lib/cjs/tile/IModelTile.js +2 -2
- package/lib/cjs/tile/IModelTile.js.map +1 -1
- package/lib/cjs/tile/IModelTileTree.js +2 -2
- package/lib/cjs/tile/IModelTileTree.js.map +1 -1
- package/lib/cjs/tile/ImdlDecoder.js +1 -2
- package/lib/cjs/tile/ImdlDecoder.js.map +1 -1
- package/lib/cjs/tile/ImdlGraphicsCreator.js +3 -4
- package/lib/cjs/tile/ImdlGraphicsCreator.js.map +1 -1
- package/lib/cjs/tile/ImdlParser.js +1 -2
- package/lib/cjs/tile/ImdlParser.js.map +1 -1
- package/lib/cjs/tile/ImdlReader.js +3 -3
- package/lib/cjs/tile/ImdlReader.js.map +1 -1
- package/lib/cjs/tile/MeshoptCompression.js +1 -2
- package/lib/cjs/tile/MeshoptCompression.js.map +1 -1
- package/lib/cjs/tile/OrbitGtTileTree.js +2 -2
- package/lib/cjs/tile/OrbitGtTileTree.js.map +1 -1
- package/lib/cjs/tile/PntsReader.js +1 -2
- package/lib/cjs/tile/PntsReader.js.map +1 -1
- package/lib/cjs/tile/PrimaryTileTree.d.ts.map +1 -1
- package/lib/cjs/tile/PrimaryTileTree.js +6 -6
- package/lib/cjs/tile/PrimaryTileTree.js.map +1 -1
- package/lib/cjs/tile/RealityModelTileTree.js +2 -2
- package/lib/cjs/tile/RealityModelTileTree.js.map +1 -1
- package/lib/cjs/tile/RealityTileDrawArgs.d.ts.map +1 -1
- package/lib/cjs/tile/RealityTileLoader.d.ts.map +1 -1
- package/lib/cjs/tile/RealityTileTree.d.ts.map +1 -1
- package/lib/cjs/tile/RenderGraphicTileTree.js +1 -2
- package/lib/cjs/tile/RenderGraphicTileTree.js.map +1 -1
- package/lib/cjs/tile/ThreeDTileFormatInterpreter.js.map +1 -1
- package/lib/cjs/tile/Tile.js +2 -2
- package/lib/cjs/tile/Tile.js.map +1 -1
- package/lib/cjs/tile/TileAdmin.js +2 -2
- package/lib/cjs/tile/TileAdmin.js.map +1 -1
- package/lib/cjs/tile/TileRequestChannel.js +1 -1
- package/lib/cjs/tile/TileRequestChannel.js.map +1 -1
- package/lib/cjs/tile/ViewFlagOverrides.js +1 -2
- package/lib/cjs/tile/ViewFlagOverrides.js.map +1 -1
- package/lib/cjs/tile/map/CesiumTerrainProvider.js +4 -5
- package/lib/cjs/tile/map/CesiumTerrainProvider.js.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/CoordinatesUtils.js +1 -2
- package/lib/cjs/tile/map/ImageryProviders/CoordinatesUtils.js.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js.map +1 -1
- package/lib/cjs/tile/map/MapLayerTileTreeReference.js +2 -2
- package/lib/cjs/tile/map/MapLayerTileTreeReference.js.map +1 -1
- package/lib/cjs/tile/map/MapTile.d.ts.map +1 -1
- package/lib/cjs/tile/map/MapTileTree.d.ts.map +1 -1
- package/lib/cjs/tile/map/MapTileTree.js +2 -2
- package/lib/cjs/tile/map/MapTileTree.js.map +1 -1
- package/lib/cjs/tile/map/UrlUtils.js +1 -2
- package/lib/cjs/tile/map/UrlUtils.js.map +1 -1
- package/lib/cjs/tile/map/WmsCapabilities.d.ts.map +1 -1
- package/lib/cjs/tools/ClipViewTool.d.ts.map +1 -1
- package/lib/cjs/tools/Tool.d.ts +1 -1
- package/lib/cjs/tools/Tool.d.ts.map +1 -1
- package/lib/cjs/tools/ViewTool.d.ts.map +1 -1
- package/lib/cjs/tools/ViewTool.js +2 -2
- package/lib/cjs/tools/ViewTool.js.map +1 -1
- package/lib/cjs/workers/RegisterWorker.js +1 -2
- package/lib/cjs/workers/RegisterWorker.js.map +1 -1
- package/lib/esm/AccuDraw.js +2 -2
- package/lib/esm/AccuDraw.js.map +1 -1
- package/lib/esm/AccuSnap.d.ts.map +1 -1
- package/lib/esm/AccuSnap.js +7 -2
- package/lib/esm/AccuSnap.js.map +1 -1
- package/lib/esm/BriefcaseConnection.d.ts.map +1 -1
- package/lib/esm/BriefcaseTxns.d.ts.map +1 -1
- package/lib/esm/DisplayStyleState.d.ts.map +1 -1
- package/lib/esm/DrawingViewState.d.ts +3 -3
- package/lib/esm/DrawingViewState.d.ts.map +1 -1
- package/lib/esm/DrawingViewState.js +9 -8
- package/lib/esm/DrawingViewState.js.map +1 -1
- package/lib/esm/GraphicalEditingScope.d.ts.map +1 -1
- package/lib/esm/HitDetail.d.ts +36 -7
- package/lib/esm/HitDetail.d.ts.map +1 -1
- package/lib/esm/HitDetail.js +11 -3
- package/lib/esm/HitDetail.js.map +1 -1
- package/lib/esm/IModelApp.d.ts.map +1 -1
- package/lib/esm/NoRenderApp.d.ts.map +1 -1
- package/lib/esm/NotificationManager.d.ts +2 -2
- package/lib/esm/NotificationManager.d.ts.map +1 -1
- package/lib/esm/SheetViewState.d.ts +3 -3
- package/lib/esm/SheetViewState.d.ts.map +1 -1
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- package/lib/esm/render/RenderSystem.d.ts.map +1 -1
- package/lib/esm/render/webgl/BranchState.d.ts +2 -0
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- package/lib/esm/render/webgl/BranchState.js +2 -0
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- package/lib/esm/render/webgl/Graphic.d.ts +3 -0
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- package/lib/esm/render/webgl/System.d.ts.map +1 -1
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- package/lib/esm/tile/RealityTileLoader.d.ts.map +1 -1
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- package/lib/esm/tile/TileRequestChannel.js +1 -1
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- package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js.map +1 -1
- package/lib/esm/tile/map/MapTile.d.ts.map +1 -1
- package/lib/esm/tile/map/MapTileTree.d.ts.map +1 -1
- package/lib/esm/tile/map/WmsCapabilities.d.ts.map +1 -1
- package/lib/esm/tools/ClipViewTool.d.ts.map +1 -1
- package/lib/esm/tools/Tool.d.ts +1 -1
- package/lib/esm/tools/Tool.d.ts.map +1 -1
- package/lib/esm/tools/ViewTool.d.ts.map +1 -1
- package/lib/esm/tools/ViewTool.js +2 -2
- package/lib/esm/tools/ViewTool.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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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 WebGL\r\n */\r\n\r\nimport { assert, dispose, Id64 } from \"@itwin/core-bentley\";\r\nimport { PackedFeature, RenderFeatureTable } from \"@itwin/core-common\";\r\nimport { FeatureSymbology } from \"../FeatureSymbology\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { LineCode } from \"./LineCode\";\r\nimport { GL } from \"./GL\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { EmphasisFlags, TextureUnit } from \"./RenderFlags\";\r\nimport { sync, SyncObserver } from \"./Sync\";\r\nimport { System } from \"./System\";\r\nimport { Hilites, Target } from \"./Target\";\r\nimport { Texture2DDataUpdater, Texture2DHandle, TextureHandle } from \"./Texture\";\r\nimport { BatchOptions } from \"../../common/render/BatchOptions\";\r\nimport { DisplayParams } from \"../../common/internal/render/DisplayParams\";\r\nimport { OvrFlags } from \"../../common/internal/render/OvrFlags\";\r\nimport { computeDimensions } from \"../../common/internal/render/VertexTable\";\r\n\r\nexport function isFeatureHilited(feature: PackedFeature, hilites: Hilites, isModelHilited: boolean): boolean {\r\n if (hilites.isEmpty)\r\n return false;\r\n\r\n if (\"union\" === hilites.modelSubCategoryMode)\r\n return isModelHilited || hilites.elements.hasPair(feature.elementId) || hilites.subcategories.hasPair(feature.subCategoryId);\r\n\r\n return hilites.elements.hasPair(feature.elementId) || (isModelHilited && hilites.subcategories.hasPair(feature.subCategoryId));\r\n}\r\n\r\n/** @internal */\r\nexport type FeatureOverridesCleanup = () => void;\r\n\r\nconst scratchPackedFeature = PackedFeature.createWithIndex();\r\n\r\n/** @internal */\r\nexport class FeatureOverrides implements WebGLDisposable {\r\n public readonly target: Target;\r\n private readonly _options: BatchOptions;\r\n private _lut?: Texture2DHandle;\r\n private _mostRecentSymbologyOverrides?: FeatureSymbology.Overrides;\r\n private _lastFlashId = Id64.invalid;\r\n private _hiliteSyncObserver: SyncObserver = {};\r\n private _pickExclusionsSyncObserver: SyncObserver = {};\r\n private _anyOverridden = true;\r\n private _allHidden = true;\r\n private _anyTranslucent = true;\r\n private _anyViewIndependentTranslucent = true;\r\n private _anyOpaque = true;\r\n private _anyHilited = true;\r\n private _lutParams = new Float32Array(2);\r\n private _uniformSymbologyFlags: EmphasisFlags = EmphasisFlags.None;\r\n private _cleanup?: FeatureOverridesCleanup;\r\n\r\n public get anyOverridden() { return this._anyOverridden; }\r\n public get allHidden() { return this._allHidden; }\r\n public get anyTranslucent() { return this._anyTranslucent; }\r\n public get anyViewIndependentTranslucent() { return this._anyViewIndependentTranslucent; }\r\n public get anyOpaque() { return this._anyOpaque; }\r\n public get anyHilited() { return this._anyHilited; }\r\n\r\n /** For tests. */\r\n public get lutData(): Uint8Array | undefined { return this._lut?.dataBytes; }\r\n public get byteLength(): number { return undefined !== this._lut ? this._lut.bytesUsed : 0; }\r\n public get isUniform() { return 3 === this._lutParams[0] && 1 === this._lutParams[1]; }\r\n\r\n private updateUniformSymbologyFlags(): void {\r\n this._uniformSymbologyFlags = EmphasisFlags.None;\r\n if (!this.isUniform || !this._lut)\r\n return;\r\n\r\n let flags = this._lut.dataBytes![0];\r\n if (0 !== (flags & OvrFlags.Flashed))\r\n this._uniformSymbologyFlags |= EmphasisFlags.Flashed;\r\n\r\n if (0 !== (flags & OvrFlags.NonLocatable))\r\n this._uniformSymbologyFlags |= EmphasisFlags.NonLocatable;\r\n\r\n if (!this._anyHilited)\r\n return;\r\n\r\n flags = this._lut.dataBytes![1] << 8;\r\n if (0 !== (flags & OvrFlags.Hilited))\r\n this._uniformSymbologyFlags |= EmphasisFlags.Hilite;\r\n\r\n if (0 !== (flags & OvrFlags.Emphasized))\r\n this._uniformSymbologyFlags |= EmphasisFlags.Emphasized;\r\n }\r\n\r\n public getUniformOverrides(): Uint8Array {\r\n assert(this.isUniform);\r\n assert(undefined !== this._lut);\r\n assert(undefined !== this._lut.dataBytes);\r\n return this._lut.dataBytes;\r\n }\r\n\r\n private _initialize(map: RenderFeatureTable, ovrs: FeatureSymbology.Overrides, pickExcludes: Id64.Uint32Set, hilite: Hilites, flashed?: Id64.Uint32Pair): Texture2DHandle | undefined {\r\n const nFeatures = map.numFeatures;\r\n const dims = computeDimensions(nFeatures, 3, 0, System.instance.maxTextureSize);\r\n const width = dims.width;\r\n const height = dims.height;\r\n assert(width * height >= nFeatures);\r\n\r\n this._lutParams[0] = width;\r\n this._lutParams[1] = height;\r\n\r\n const data = new Uint8Array(width * height * 4);\r\n const creator = new Texture2DDataUpdater(data);\r\n this.buildLookupTable(creator, map, ovrs, pickExcludes, flashed, hilite);\r\n\r\n return TextureHandle.createForData(width, height, data, true, GL.Texture.WrapMode.ClampToEdge);\r\n }\r\n\r\n private _update(map: RenderFeatureTable, lut: Texture2DHandle, pickExcludes: Id64.Uint32Set | undefined, flashed?: Id64.Uint32Pair, hilites?: Hilites, ovrs?: FeatureSymbology.Overrides) {\r\n const updater = new Texture2DDataUpdater(lut.dataBytes!);\r\n\r\n if (undefined === ovrs) {\r\n this.updateFlashedAndHilited(updater, map, pickExcludes, flashed, hilites);\r\n } else {\r\n assert(undefined !== hilites);\r\n this.buildLookupTable(updater, map, ovrs, pickExcludes, flashed, hilites);\r\n }\r\n\r\n lut.update(updater);\r\n }\r\n\r\n private setTransparency(transparency: number, viewDependentTransparency: true | undefined, data: Texture2DDataUpdater, transparencyByteIndex: number, curFlags: OvrFlags): OvrFlags {\r\n // transparency in range [0, 1]...convert to byte and invert so 0=transparent...\r\n let alpha = 1.0 - transparency;\r\n alpha = Math.floor(0xff * alpha + 0.5);\r\n if ((0xff - alpha) < DisplayParams.minTransparency)\r\n alpha = 0xff;\r\n\r\n data.setByteAtIndex(transparencyByteIndex, alpha);\r\n if (0xff === alpha) {\r\n this._anyOpaque = true;\r\n } else {\r\n this._anyTranslucent = true;\r\n if (!viewDependentTransparency) {\r\n curFlags |= OvrFlags.ViewIndependentTransparency;\r\n this._anyViewIndependentTranslucent = true;\r\n }\r\n }\r\n\r\n return curFlags;\r\n }\r\n\r\n private buildLookupTable(data: Texture2DDataUpdater, map: RenderFeatureTable, ovr: FeatureSymbology.Overrides, pickExclude: Id64.Uint32Set | undefined, flashedIdParts: Id64.Uint32Pair | undefined, hilites: Hilites) {\r\n const allowHilite = true !== this._options.noHilite;\r\n const allowFlash = true !== this._options.noFlash;\r\n const allowEmphasis = true !== this._options.noEmphasis;\r\n\r\n let isModelHilited = false;\r\n const prevModelId = { lower: -1, upper: -1 };\r\n\r\n this._anyOpaque = this._anyTranslucent = this._anyViewIndependentTranslucent = this._anyHilited = false;\r\n\r\n let nHidden = 0;\r\n let nOverridden = 0;\r\n\r\n // NB: We currently use 3 RGBA values per feature as follows:\r\n // [0]\r\n // RG = override flags (see OvrFlags enum)\r\n // B = line code\r\n // A = line weight (if we need an extra byte in future, could combine code+weight into a single byte).\r\n // [1]\r\n // RGB = rgb\r\n // A = alpha\r\n // [2]\r\n // RGB = line rgb\r\n // A = line alpha\r\n for (const feature of map.iterable(scratchPackedFeature)) {\r\n const i = feature.index;\r\n const dataIndex = i * 4 * 3;\r\n\r\n if (prevModelId.lower !== feature.modelId.lower || prevModelId.upper !== feature.modelId.upper) {\r\n prevModelId.lower = feature.modelId.lower;\r\n prevModelId.upper = feature.modelId.upper;\r\n isModelHilited = allowHilite && hilites.models.hasPair(feature.modelId);\r\n }\r\n\r\n const app = this.target.currentBranch.getFeatureAppearance(\r\n ovr,\r\n feature.elementId.lower, feature.elementId.upper,\r\n feature.subCategoryId.lower, feature.subCategoryId.upper,\r\n feature.geometryClass,\r\n feature.modelId.lower, feature.modelId.upper,\r\n map.type, feature.animationNodeId);\r\n\r\n // NB: If the appearance is fully transparent, then:\r\n // - For normal (\"primary\") models, getAppearance() returns undefined.\r\n // - For classifier models, getAppearance() returns the appearance, and classification shader will discard fully-transparent classified pixels.\r\n // (The latter is how we clip the classified model using the classifiers).\r\n if (undefined === app) {\r\n // The feature is not visible. We don't care about any of the other overrides, because we're not going to render it.\r\n data.setOvrFlagsAtIndex(dataIndex, OvrFlags.Visibility);\r\n nHidden++;\r\n nOverridden++;\r\n continue;\r\n }\r\n\r\n let flags = app.nonLocatable ? OvrFlags.NonLocatable : OvrFlags.None;\r\n if (allowHilite && isFeatureHilited(feature, hilites, isModelHilited)) {\r\n flags |= OvrFlags.Hilited;\r\n this._anyHilited = true;\r\n }\r\n\r\n if (allowEmphasis && app.emphasized) {\r\n flags |= OvrFlags.Emphasized;\r\n this._anyHilited = true;\r\n }\r\n\r\n if (app.overridesRgb && app.rgb) {\r\n flags |= OvrFlags.Rgb;\r\n const rgb = app.rgb;\r\n data.setByteAtIndex(dataIndex + 4, rgb.r);\r\n data.setByteAtIndex(dataIndex + 5, rgb.g);\r\n data.setByteAtIndex(dataIndex + 6, rgb.b);\r\n }\r\n\r\n if (undefined !== app.transparency) {\r\n flags |= OvrFlags.Alpha;\r\n flags = this.setTransparency(app.transparency, app.viewDependentTransparency, data, dataIndex + 7, flags);\r\n }\r\n\r\n const lineRgb = app.getLineRgb();\r\n if (lineRgb) {\r\n flags |= OvrFlags.LineRgb;\r\n data.setByteAtIndex(dataIndex + 8, lineRgb.r);\r\n data.setByteAtIndex(dataIndex + 9, lineRgb.g);\r\n data.setByteAtIndex(dataIndex + 10, lineRgb.b);\r\n }\r\n\r\n const lineTransp = app.getLineTransparency();\r\n if (undefined !== lineTransp) {\r\n flags |= OvrFlags.LineAlpha;\r\n flags = this.setTransparency(lineTransp, app.viewDependentTransparency, data, dataIndex + 11, flags);\r\n }\r\n\r\n if (app.overridesWeight && app.weight) {\r\n flags |= OvrFlags.Weight;\r\n let weight = app.weight;\r\n weight = Math.min(31, weight);\r\n weight = Math.max(1, weight);\r\n data.setByteAtIndex(dataIndex + 3, weight);\r\n }\r\n\r\n if (app.overridesLinePixels && app.linePixels) {\r\n flags |= OvrFlags.LineCode;\r\n const lineCode = LineCode.valueFromLinePixels(app.linePixels);\r\n data.setByteAtIndex(dataIndex + 2, lineCode);\r\n }\r\n\r\n if (app.ignoresMaterial)\r\n flags |= OvrFlags.IgnoreMaterial;\r\n\r\n if (allowFlash && undefined !== flashedIdParts && feature.elementId.lower === flashedIdParts.lower && feature.elementId.upper === flashedIdParts.upper)\r\n flags |= OvrFlags.Flashed;\r\n\r\n if (pickExclude?.hasPair(feature.elementId)) {\r\n flags |= OvrFlags.InvisibleDuringPick;\r\n ++nHidden;\r\n }\r\n\r\n data.setOvrFlagsAtIndex(dataIndex, flags);\r\n if (OvrFlags.None !== flags)\r\n nOverridden++;\r\n }\r\n\r\n this._allHidden = (nHidden === map.numFeatures);\r\n this._anyOverridden = (nOverridden > 0);\r\n\r\n this.updateUniformSymbologyFlags();\r\n }\r\n\r\n // NB: If hilites is undefined, it means that the hilited set has not changed.\r\n private updateFlashedAndHilited(data: Texture2DDataUpdater, map: RenderFeatureTable, pickExcludes: Id64.Uint32Set | undefined, flashed?: Id64.Uint32Pair, hilites?: Hilites) {\r\n if (!hilites || true === this._options.noHilite) {\r\n this.updateFlashed(data, map, pickExcludes, flashed);\r\n return;\r\n }\r\n\r\n const allowFlash = true !== this._options.noFlash;\r\n const intersect = \"intersection\" === hilites.modelSubCategoryMode;\r\n\r\n this._anyOverridden = this._anyHilited = false;\r\n for (const feature of map.iterable(scratchPackedFeature)) {\r\n const dataIndex = feature.index * 4 * 3;\r\n const oldFlags = data.getOvrFlagsAtIndex(dataIndex);\r\n if (OvrFlags.None !== (oldFlags & OvrFlags.Visibility)) {\r\n // If it's invisible, none of the other flags matter. We can't flash it and don't want to hilite it.\r\n this._anyOverridden = true;\r\n continue;\r\n }\r\n\r\n const isModelHilited = hilites.models.hasPair(feature.modelId);\r\n let isHilited = isModelHilited && !intersect;\r\n if (!isHilited)\r\n isHilited = hilites.elements.hasPair(feature.elementId);\r\n\r\n if (!isHilited)\r\n if (isModelHilited || !intersect)\r\n isHilited = hilites.subcategories.hasPair(feature.subCategoryId);\r\n\r\n let isFlashed = false;\r\n if (flashed && allowFlash)\r\n isFlashed = feature.elementId.lower === flashed.lower && feature.elementId.upper === flashed.upper;\r\n\r\n let newFlags = isFlashed ? (oldFlags | OvrFlags.Flashed) : (oldFlags & ~OvrFlags.Flashed);\r\n newFlags = isHilited ? (newFlags | OvrFlags.Hilited) : (newFlags & ~OvrFlags.Hilited);\r\n if (pickExcludes) {\r\n newFlags = pickExcludes.hasPair(feature.elementId) ? (newFlags | OvrFlags.InvisibleDuringPick) : (newFlags & ~OvrFlags.InvisibleDuringPick);\r\n }\r\n\r\n data.setOvrFlagsAtIndex(dataIndex, newFlags);\r\n if (OvrFlags.None !== newFlags) {\r\n this._anyOverridden = true;\r\n this._anyHilited = this._anyHilited || isHilited || OvrFlags.None !== (newFlags & OvrFlags.Emphasized);\r\n }\r\n }\r\n\r\n this.updateUniformSymbologyFlags();\r\n }\r\n\r\n private updateFlashed(data: Texture2DDataUpdater, map: RenderFeatureTable, pickExcludes: Id64.Uint32Set | undefined, flashed?: Id64.Uint32Pair): void {\r\n if (true === this._options.noFlash && !pickExcludes)\r\n return;\r\n\r\n this._anyOverridden = false;\r\n const elemId = { lower: 0, upper: 0 };\r\n for (let i = 0; i < map.numFeatures; i++) {\r\n const dataIndex = i * 4 * 3;\r\n const oldFlags = data.getOvrFlagsAtIndex(dataIndex);\r\n if (OvrFlags.None !== (oldFlags & OvrFlags.Visibility)) {\r\n // If it's invisible, none of the other flags matter and we can't flash it.\r\n this._anyOverridden = true;\r\n continue;\r\n }\r\n\r\n let isFlashed = false;\r\n let thisElemId: Id64.Uint32Pair | undefined;\r\n if (flashed && !this._options.noFlash) {\r\n thisElemId = map.getElementIdPair(i, elemId);\r\n isFlashed = thisElemId.lower === flashed.lower && thisElemId.upper === flashed.upper;\r\n }\r\n\r\n let newFlags = isFlashed ? (oldFlags | OvrFlags.Flashed) : (oldFlags & ~OvrFlags.Flashed);\r\n if (pickExcludes) {\r\n if (!thisElemId) {\r\n thisElemId = map.getElementIdPair(i, elemId);\r\n }\r\n\r\n newFlags = pickExcludes.hasPair(thisElemId) ? (newFlags | OvrFlags.InvisibleDuringPick) : (newFlags & ~OvrFlags.InvisibleDuringPick);\r\n }\r\n\r\n data.setOvrFlagsAtIndex(dataIndex, newFlags);\r\n if (OvrFlags.None !== newFlags)\r\n this._anyOverridden = true;\r\n }\r\n\r\n this.updateUniformSymbologyFlags();\r\n }\r\n\r\n private constructor(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined) {\r\n this.target = target;\r\n this._options = options;\r\n this._cleanup = cleanup;\r\n }\r\n\r\n public static createFromTarget(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined) {\r\n return new FeatureOverrides(target, options, cleanup);\r\n }\r\n\r\n public get isDisposed(): boolean { return undefined === this._lut; }\r\n\r\n public dispose() {\r\n this._lut = dispose(this._lut);\r\n if (this._cleanup) {\r\n this._cleanup();\r\n this._cleanup = undefined;\r\n }\r\n }\r\n\r\n public initFromMap(map: RenderFeatureTable) {\r\n const nFeatures = map.numFeatures;\r\n assert(0 < nFeatures);\r\n\r\n this._lut = dispose(this._lut);\r\n\r\n const ovrs: FeatureSymbology.Overrides = this.target.currentFeatureSymbologyOverrides;\r\n this._mostRecentSymbologyOverrides = ovrs;\r\n const hilite = this.target.hilites;\r\n this._lut = this._initialize(map, ovrs, this.target.pickExclusions, hilite, this.target.flashed);\r\n this._lastFlashId = Id64.invalid;\r\n this._hiliteSyncObserver = {};\r\n this._pickExclusionsSyncObserver = {};\r\n }\r\n\r\n public update(features: RenderFeatureTable) {\r\n let ovrs: FeatureSymbology.Overrides | undefined = this.target.currentFeatureSymbologyOverrides;\r\n const ovrsUpdated = ovrs !== this._mostRecentSymbologyOverrides;\r\n if (ovrsUpdated)\r\n this._mostRecentSymbologyOverrides = ovrs;\r\n else\r\n ovrs = undefined;\r\n\r\n const flashedId = this.target.flashedId;\r\n\r\n const hilite = this.target.hilites;\r\n const hiliteUpdated = !sync(this.target.hiliteSyncTarget, this._hiliteSyncObserver);\r\n const pickExcludesUpdated = !sync(this.target.pickExclusionsSyncTarget, this._pickExclusionsSyncObserver);\r\n\r\n if (ovrsUpdated || hiliteUpdated || flashedId !== this._lastFlashId || pickExcludesUpdated) {\r\n // _lut can be undefined if context was lost, (gl.createTexture returns null)\r\n if (this._lut) {\r\n this._update(\r\n features,\r\n this._lut,\r\n undefined !== ovrs || pickExcludesUpdated ? this.target.pickExclusions : undefined,\r\n this.target.flashed,\r\n undefined !== ovrs || hiliteUpdated ? hilite : undefined, ovrs,\r\n );\r\n }\r\n\r\n this._lastFlashId = flashedId;\r\n }\r\n }\r\n\r\n public bindLUTParams(uniform: UniformHandle): void {\r\n uniform.setUniform2fv(this._lutParams);\r\n }\r\n\r\n public bindLUT(uniform: UniformHandle): void {\r\n if (this._lut)\r\n this._lut.bindSampler(uniform, TextureUnit.FeatureSymbology);\r\n }\r\n\r\n public bindUniformSymbologyFlags(uniform: UniformHandle): void {\r\n uniform.setUniform1f(this._uniformSymbologyFlags);\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 WebGL\r\n */\r\n\r\nimport { assert, dispose, Id64 } from \"@itwin/core-bentley\";\r\nimport { PackedFeature, RenderFeatureTable } from \"@itwin/core-common\";\r\nimport { FeatureSymbology } from \"../FeatureSymbology\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { LineCode } from \"./LineCode\";\r\nimport { GL } from \"./GL\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { EmphasisFlags, TextureUnit } from \"./RenderFlags\";\r\nimport { sync, SyncObserver } from \"./Sync\";\r\nimport { System } from \"./System\";\r\nimport { Hilites, Target } from \"./Target\";\r\nimport { Texture2DDataUpdater, Texture2DHandle, TextureHandle } from \"./Texture\";\r\nimport { BatchOptions } from \"../../common/render/BatchOptions\";\r\nimport { DisplayParams } from \"../../common/internal/render/DisplayParams\";\r\nimport { OvrFlags } from \"../../common/internal/render/OvrFlags\";\r\nimport { computeDimensions } from \"../../common/internal/render/VertexTable\";\r\n\r\nexport function isFeatureHilited(feature: PackedFeature, hilites: Hilites, isModelHilited: boolean): boolean {\r\n if (hilites.isEmpty)\r\n return false;\r\n\r\n if (\"union\" === hilites.modelSubCategoryMode)\r\n return isModelHilited || hilites.elements.hasPair(feature.elementId) || hilites.subcategories.hasPair(feature.subCategoryId);\r\n\r\n return hilites.elements.hasPair(feature.elementId) || (isModelHilited && hilites.subcategories.hasPair(feature.subCategoryId));\r\n}\r\n\r\n/** @internal */\r\nexport type FeatureOverridesCleanup = () => void;\r\n\r\nconst scratchPackedFeature = PackedFeature.createWithIndex();\r\n\r\n/** @internal */\r\nexport class FeatureOverrides implements WebGLDisposable {\r\n public readonly target: Target;\r\n private readonly _options: BatchOptions;\r\n private _lut?: Texture2DHandle;\r\n private _mostRecentSymbologyOverrides?: FeatureSymbology.Overrides;\r\n private _lastFlashId = Id64.invalid;\r\n private _hiliteSyncObserver: SyncObserver = {};\r\n private _pickExclusionsSyncObserver: SyncObserver = {};\r\n private _anyOverridden = true;\r\n private _allHidden = true;\r\n private _anyTranslucent = true;\r\n private _anyViewIndependentTranslucent = true;\r\n private _anyOpaque = true;\r\n private _anyHilited = true;\r\n private _lutParams = new Float32Array(2);\r\n private _uniformSymbologyFlags: EmphasisFlags = EmphasisFlags.None;\r\n private _cleanup?: FeatureOverridesCleanup;\r\n\r\n public get anyOverridden() { return this._anyOverridden; }\r\n public get allHidden() { return this._allHidden; }\r\n public get anyTranslucent() { return this._anyTranslucent; }\r\n public get anyViewIndependentTranslucent() { return this._anyViewIndependentTranslucent; }\r\n public get anyOpaque() { return this._anyOpaque; }\r\n public get anyHilited() { return this._anyHilited; }\r\n\r\n /** For tests. */\r\n public get lutData(): Uint8Array | undefined { return this._lut?.dataBytes; }\r\n public get byteLength(): number { return undefined !== this._lut ? this._lut.bytesUsed : 0; }\r\n public get isUniform() { return 3 === this._lutParams[0] && 1 === this._lutParams[1]; }\r\n\r\n private updateUniformSymbologyFlags(): void {\r\n this._uniformSymbologyFlags = EmphasisFlags.None;\r\n if (!this.isUniform || !this._lut)\r\n return;\r\n\r\n let flags = this._lut.dataBytes![0];\r\n if (0 !== (flags & OvrFlags.Flashed))\r\n this._uniformSymbologyFlags |= EmphasisFlags.Flashed;\r\n\r\n if (0 !== (flags & OvrFlags.NonLocatable))\r\n this._uniformSymbologyFlags |= EmphasisFlags.NonLocatable;\r\n\r\n if (!this._anyHilited)\r\n return;\r\n\r\n flags = this._lut.dataBytes![1] << 8;\r\n if (0 !== (flags & OvrFlags.Hilited))\r\n this._uniformSymbologyFlags |= EmphasisFlags.Hilite;\r\n\r\n if (0 !== (flags & OvrFlags.Emphasized))\r\n this._uniformSymbologyFlags |= EmphasisFlags.Emphasized;\r\n }\r\n\r\n public getUniformOverrides(): Uint8Array {\r\n assert(this.isUniform);\r\n assert(undefined !== this._lut);\r\n assert(undefined !== this._lut.dataBytes);\r\n return this._lut.dataBytes;\r\n }\r\n\r\n private _initialize(map: RenderFeatureTable, ovrs: FeatureSymbology.Overrides, pickExcludes: Id64.Uint32Set, hilite: Hilites, flashed?: Id64.Uint32Pair): Texture2DHandle | undefined {\r\n const nFeatures = map.numFeatures;\r\n const dims = computeDimensions(nFeatures, 3, 0, System.instance.maxTextureSize);\r\n const width = dims.width;\r\n const height = dims.height;\r\n assert(width * height >= nFeatures);\r\n\r\n this._lutParams[0] = width;\r\n this._lutParams[1] = height;\r\n\r\n const data = new Uint8Array(width * height * 4);\r\n const creator = new Texture2DDataUpdater(data);\r\n this.buildLookupTable(creator, map, ovrs, pickExcludes, flashed, hilite);\r\n\r\n return TextureHandle.createForData(width, height, data, true, GL.Texture.WrapMode.ClampToEdge);\r\n }\r\n\r\n private _update(map: RenderFeatureTable, lut: Texture2DHandle, pickExcludes: Id64.Uint32Set | undefined, flashed?: Id64.Uint32Pair, hilites?: Hilites, ovrs?: FeatureSymbology.Overrides) {\r\n const updater = new Texture2DDataUpdater(lut.dataBytes!);\r\n\r\n if (undefined === ovrs) {\r\n this.updateFlashedAndHilited(updater, map, pickExcludes, flashed, hilites);\r\n } else {\r\n assert(undefined !== hilites);\r\n this.buildLookupTable(updater, map, ovrs, pickExcludes, flashed, hilites);\r\n }\r\n\r\n lut.update(updater);\r\n }\r\n\r\n private setTransparency(transparency: number, viewDependentTransparency: true | undefined, data: Texture2DDataUpdater, transparencyByteIndex: number, curFlags: OvrFlags): OvrFlags {\r\n // transparency in range [0, 1]...convert to byte and invert so 0=transparent...\r\n let alpha = 1.0 - transparency;\r\n alpha = Math.floor(0xff * alpha + 0.5);\r\n if ((0xff - alpha) < DisplayParams.minTransparency)\r\n alpha = 0xff;\r\n\r\n data.setByteAtIndex(transparencyByteIndex, alpha);\r\n if (0xff === alpha) {\r\n this._anyOpaque = true;\r\n } else {\r\n this._anyTranslucent = true;\r\n if (!viewDependentTransparency) {\r\n curFlags |= OvrFlags.ViewIndependentTransparency;\r\n this._anyViewIndependentTranslucent = true;\r\n }\r\n }\r\n\r\n return curFlags;\r\n }\r\n\r\n private buildLookupTable(data: Texture2DDataUpdater, map: RenderFeatureTable, ovr: FeatureSymbology.Overrides, pickExclude: Id64.Uint32Set | undefined, flashedIdParts: Id64.Uint32Pair | undefined, hilites: Hilites) {\r\n const allowHilite = true !== this._options.noHilite;\r\n const allowFlash = true !== this._options.noFlash;\r\n const allowEmphasis = true !== this._options.noEmphasis;\r\n\r\n let isModelHilited = false;\r\n const prevModelId = { lower: -1, upper: -1 };\r\n\r\n this._anyOpaque = this._anyTranslucent = this._anyViewIndependentTranslucent = this._anyHilited = false;\r\n\r\n let nHidden = 0;\r\n let nOverridden = 0;\r\n\r\n // NB: We currently use 3 RGBA values per feature as follows:\r\n // [0]\r\n // RG = override flags (see OvrFlags enum)\r\n // B = line code\r\n // A = line weight (if we need an extra byte in future, could combine code+weight into a single byte).\r\n // [1]\r\n // RGB = rgb\r\n // A = alpha\r\n // [2]\r\n // RGB = line rgb\r\n // A = line alpha\r\n for (const feature of map.iterable(scratchPackedFeature)) {\r\n const i = feature.index;\r\n const dataIndex = i * 4 * 3;\r\n\r\n if (prevModelId.lower !== feature.modelId.lower || prevModelId.upper !== feature.modelId.upper) {\r\n prevModelId.lower = feature.modelId.lower;\r\n prevModelId.upper = feature.modelId.upper;\r\n isModelHilited = allowHilite && hilites.models.hasPair(feature.modelId);\r\n }\r\n\r\n const app = this.target.currentBranch.getFeatureAppearance(\r\n ovr,\r\n feature.elementId.lower, feature.elementId.upper,\r\n feature.subCategoryId.lower, feature.subCategoryId.upper,\r\n feature.geometryClass,\r\n feature.modelId.lower, feature.modelId.upper,\r\n map.type, feature.animationNodeId);\r\n\r\n // NB: If the appearance is fully transparent, then:\r\n // - For normal (\"primary\") models, getAppearance() returns undefined.\r\n // - For classifier models, getAppearance() returns the appearance, and classification shader will discard fully-transparent classified pixels.\r\n // (The latter is how we clip the classified model using the classifiers).\r\n if (undefined === app) {\r\n // The feature is not visible. We don't care about any of the other overrides, because we're not going to render it.\r\n data.setOvrFlagsAtIndex(dataIndex, OvrFlags.Visibility);\r\n nHidden++;\r\n nOverridden++;\r\n continue;\r\n }\r\n\r\n let flags = app.nonLocatable ? OvrFlags.NonLocatable : OvrFlags.None;\r\n if (allowHilite && isFeatureHilited(feature, hilites, isModelHilited)) {\r\n flags |= OvrFlags.Hilited;\r\n this._anyHilited = true;\r\n }\r\n\r\n if (allowEmphasis && app.emphasized) {\r\n flags |= OvrFlags.Emphasized;\r\n this._anyHilited = true;\r\n }\r\n\r\n if (app.overridesRgb && app.rgb) {\r\n flags |= OvrFlags.Rgb;\r\n const rgb = app.rgb;\r\n data.setByteAtIndex(dataIndex + 4, rgb.r);\r\n data.setByteAtIndex(dataIndex + 5, rgb.g);\r\n data.setByteAtIndex(dataIndex + 6, rgb.b);\r\n }\r\n\r\n if (undefined !== app.transparency) {\r\n flags |= OvrFlags.Alpha;\r\n flags = this.setTransparency(app.transparency, app.viewDependentTransparency, data, dataIndex + 7, flags);\r\n }\r\n\r\n const lineRgb = app.getLineRgb();\r\n if (lineRgb) {\r\n flags |= OvrFlags.LineRgb;\r\n data.setByteAtIndex(dataIndex + 8, lineRgb.r);\r\n data.setByteAtIndex(dataIndex + 9, lineRgb.g);\r\n data.setByteAtIndex(dataIndex + 10, lineRgb.b);\r\n }\r\n\r\n const lineTransp = app.getLineTransparency();\r\n if (undefined !== lineTransp) {\r\n flags |= OvrFlags.LineAlpha;\r\n flags = this.setTransparency(lineTransp, app.viewDependentTransparency, data, dataIndex + 11, flags);\r\n }\r\n\r\n if (app.overridesWeight && app.weight) {\r\n flags |= OvrFlags.Weight;\r\n let weight = app.weight;\r\n weight = Math.min(31, weight);\r\n weight = Math.max(1, weight);\r\n data.setByteAtIndex(dataIndex + 3, weight);\r\n }\r\n\r\n if (app.overridesLinePixels && app.linePixels) {\r\n flags |= OvrFlags.LineCode;\r\n const lineCode = LineCode.valueFromLinePixels(app.linePixels);\r\n data.setByteAtIndex(dataIndex + 2, lineCode);\r\n }\r\n\r\n if (app.ignoresMaterial)\r\n flags |= OvrFlags.IgnoreMaterial;\r\n\r\n if (allowFlash && undefined !== flashedIdParts && feature.elementId.lower === flashedIdParts.lower && feature.elementId.upper === flashedIdParts.upper)\r\n flags |= OvrFlags.Flashed;\r\n\r\n if (pickExclude?.hasPair(feature.elementId)) {\r\n flags |= OvrFlags.InvisibleDuringPick;\r\n ++nHidden;\r\n }\r\n\r\n data.setOvrFlagsAtIndex(dataIndex, flags);\r\n if (OvrFlags.None !== flags)\r\n nOverridden++;\r\n }\r\n\r\n this._allHidden = (nHidden === map.numFeatures);\r\n this._anyOverridden = (nOverridden > 0);\r\n\r\n this.updateUniformSymbologyFlags();\r\n }\r\n\r\n // NB: If hilites is undefined, it means that the hilited set has not changed.\r\n private updateFlashedAndHilited(data: Texture2DDataUpdater, map: RenderFeatureTable, pickExcludes: Id64.Uint32Set | undefined, flashed?: Id64.Uint32Pair, hilites?: Hilites) {\r\n if (!hilites || true === this._options.noHilite) {\r\n this.updateFlashed(data, map, pickExcludes, flashed);\r\n return;\r\n }\r\n\r\n const allowFlash = true !== this._options.noFlash;\r\n const intersect = \"intersection\" === hilites.modelSubCategoryMode;\r\n\r\n this._anyOverridden = this._anyHilited = false;\r\n for (const feature of map.iterable(scratchPackedFeature)) {\r\n const dataIndex = feature.index * 4 * 3;\r\n const oldFlags = data.getOvrFlagsAtIndex(dataIndex);\r\n if (OvrFlags.None !== (oldFlags & OvrFlags.Visibility)) {\r\n // If it's invisible, none of the other flags matter. We can't flash it and don't want to hilite it.\r\n this._anyOverridden = true;\r\n continue;\r\n }\r\n\r\n const isModelHilited = hilites.models.hasPair(feature.modelId);\r\n let isHilited = isModelHilited && !intersect;\r\n if (!isHilited)\r\n isHilited = hilites.elements.hasPair(feature.elementId);\r\n\r\n if (!isHilited)\r\n if (isModelHilited || !intersect)\r\n isHilited = hilites.subcategories.hasPair(feature.subCategoryId);\r\n\r\n let isFlashed = false;\r\n if (flashed && allowFlash)\r\n isFlashed = feature.elementId.lower === flashed.lower && feature.elementId.upper === flashed.upper;\r\n\r\n let newFlags = isFlashed ? (oldFlags | OvrFlags.Flashed) : (oldFlags & ~OvrFlags.Flashed);\r\n newFlags = isHilited ? (newFlags | OvrFlags.Hilited) : (newFlags & ~OvrFlags.Hilited);\r\n if (pickExcludes) {\r\n newFlags = pickExcludes.hasPair(feature.elementId) ? (newFlags | OvrFlags.InvisibleDuringPick) : (newFlags & ~OvrFlags.InvisibleDuringPick);\r\n }\r\n\r\n data.setOvrFlagsAtIndex(dataIndex, newFlags);\r\n if (OvrFlags.None !== newFlags) {\r\n this._anyOverridden = true;\r\n this._anyHilited = this._anyHilited || isHilited || OvrFlags.None !== (newFlags & OvrFlags.Emphasized);\r\n }\r\n }\r\n\r\n this.updateUniformSymbologyFlags();\r\n }\r\n\r\n private updateFlashed(data: Texture2DDataUpdater, map: RenderFeatureTable, pickExcludes: Id64.Uint32Set | undefined, flashed?: Id64.Uint32Pair): void {\r\n if (true === this._options.noFlash && !pickExcludes)\r\n return;\r\n\r\n this._anyOverridden = false;\r\n const elemId = { lower: 0, upper: 0 };\r\n for (let i = 0; i < map.numFeatures; i++) {\r\n const dataIndex = i * 4 * 3;\r\n const oldFlags = data.getOvrFlagsAtIndex(dataIndex);\r\n if (OvrFlags.None !== (oldFlags & OvrFlags.Visibility)) {\r\n // If it's invisible, none of the other flags matter and we can't flash it.\r\n this._anyOverridden = true;\r\n continue;\r\n }\r\n\r\n let isFlashed = false;\r\n let thisElemId: Id64.Uint32Pair | undefined;\r\n if (flashed && !this._options.noFlash) {\r\n thisElemId = map.getElementIdPair(i, elemId);\r\n isFlashed = thisElemId.lower === flashed.lower && thisElemId.upper === flashed.upper;\r\n }\r\n\r\n let newFlags = isFlashed ? (oldFlags | OvrFlags.Flashed) : (oldFlags & ~OvrFlags.Flashed);\r\n if (pickExcludes) {\r\n if (!thisElemId) {\r\n thisElemId = map.getElementIdPair(i, elemId);\r\n }\r\n\r\n newFlags = pickExcludes.hasPair(thisElemId) ? (newFlags | OvrFlags.InvisibleDuringPick) : (newFlags & ~OvrFlags.InvisibleDuringPick);\r\n }\r\n\r\n data.setOvrFlagsAtIndex(dataIndex, newFlags);\r\n if (OvrFlags.None !== newFlags)\r\n this._anyOverridden = true;\r\n }\r\n\r\n this.updateUniformSymbologyFlags();\r\n }\r\n\r\n private constructor(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined) {\r\n this.target = target;\r\n this._options = options;\r\n this._cleanup = cleanup;\r\n }\r\n\r\n public static createFromTarget(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined) {\r\n return new FeatureOverrides(target, options, cleanup);\r\n }\r\n\r\n public get isDisposed(): boolean { return undefined === this._lut; }\r\n\r\n public dispose() {\r\n this._lut = dispose(this._lut);\r\n if (this._cleanup) {\r\n this._cleanup();\r\n this._cleanup = undefined;\r\n }\r\n }\r\n\r\n public initFromMap(map: RenderFeatureTable) {\r\n const nFeatures = map.numFeatures;\r\n assert(0 < nFeatures);\r\n\r\n this._lut = dispose(this._lut);\r\n\r\n const ovrs: FeatureSymbology.Overrides = this.target.currentFeatureSymbologyOverrides;\r\n this._mostRecentSymbologyOverrides = ovrs;\r\n const hilite = this.target.hilites;\r\n this._lut = this._initialize(map, ovrs, this.target.pickExclusions, hilite, this.target.flashed);\r\n this._lastFlashId = Id64.invalid;\r\n this._hiliteSyncObserver = {};\r\n this._pickExclusionsSyncObserver = {};\r\n }\r\n\r\n public update(features: RenderFeatureTable) {\r\n let ovrs: FeatureSymbology.Overrides | undefined = this.target.currentFeatureSymbologyOverrides;\r\n const ovrsUpdated = ovrs !== this._mostRecentSymbologyOverrides;\r\n if (ovrsUpdated)\r\n this._mostRecentSymbologyOverrides = ovrs;\r\n else\r\n ovrs = undefined;\r\n\r\n const flashedId = this.target.flashedId;\r\n\r\n const hilite = this.target.hilites;\r\n const hiliteUpdated = !sync(this.target.hiliteSyncTarget, this._hiliteSyncObserver);\r\n const pickExcludesUpdated = !sync(this.target.pickExclusionsSyncTarget, this._pickExclusionsSyncObserver);\r\n\r\n if (ovrsUpdated || hiliteUpdated || flashedId !== this._lastFlashId || pickExcludesUpdated) {\r\n // _lut can be undefined if context was lost, (gl.createTexture returns null)\r\n if (this._lut) {\r\n this._update(\r\n features,\r\n this._lut,\r\n undefined !== ovrs || pickExcludesUpdated ? this.target.pickExclusions : undefined,\r\n this.target.flashed,\r\n undefined !== ovrs || hiliteUpdated ? hilite : undefined, ovrs,\r\n );\r\n }\r\n\r\n this._lastFlashId = flashedId;\r\n }\r\n }\r\n\r\n public bindLUTParams(uniform: UniformHandle): void {\r\n uniform.setUniform2fv(this._lutParams);\r\n }\r\n\r\n public bindLUT(uniform: UniformHandle): void {\r\n if (this._lut)\r\n this._lut.bindSampler(uniform, TextureUnit.FeatureSymbology);\r\n }\r\n\r\n public bindUniformSymbologyFlags(uniform: UniformHandle): void {\r\n uniform.setUniform1f(this._uniformSymbologyFlags);\r\n }\r\n}\r\n"]}
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-------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { InverseMatrixState, Matrix4d, Point3d, Transform, Vector3d } from \"@itwin/core-geometry\";\r\nimport { Frustum, Npc } from \"@itwin/core-common\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { IModelFrameLifecycle } from \"./IModelFrameLifecycle\";\r\nimport { Matrix4 } from \"./Matrix\";\r\nimport { desync, sync } from \"./Sync\";\r\n\r\n/** @internal */\r\nexport const enum FrustumUniformType { // eslint-disable-line no-restricted-syntax\r\n TwoDee,\r\n Orthographic,\r\n Perspective,\r\n}\r\n\r\n/** @internal */\r\nexport const enum Plane { // eslint-disable-line no-restricted-syntax\r\n kTop,\r\n kBottom,\r\n kLeft,\r\n kRight,\r\n}\r\n\r\nconst enum FrustumData { // eslint-disable-line no-restricted-syntax\r\n kNear,\r\n kFar,\r\n kType,\r\n}\r\n\r\n/** Represents a Target's frustum for use in glsl as a pair of uniforms.\r\n * Do not modify fields of exposed objects directly. e.g., do not directly manipulate the projection or view matrices - use the appropriate APIs.\r\n * @internal\r\n */\r\nexport class FrustumUniforms {\r\n // CPU state. Do not modify - use APIs.\r\n public readonly planFrustum = new Frustum();\r\n private _planFraction = 0;\r\n private readonly _nearPlaneCenter = new Point3d();\r\n public readonly viewMatrix = Transform.createIdentity();\r\n public readonly projectionMatrix = Matrix4d.createIdentity();\r\n private readonly _worldUpVector = Vector3d.unitZ();\r\n private readonly _viewUpVector = Vector3d.unitZ();\r\n\r\n // GPU state\r\n private readonly _planeData: Float32Array = new Float32Array(4);\r\n private readonly _frustumData: Float32Array = new Float32Array(3);\r\n public readonly projectionMatrix32 = new Matrix4();\r\n private readonly _logZData = new Float32Array(2);\r\n private readonly _viewUpVector32 = new Float32Array(3);\r\n\r\n // SyncTarget\r\n public syncKey = 0;\r\n\r\n // Scratch variables\r\n private readonly _scratch = {\r\n point3d: new Point3d(),\r\n vec3d: new Vector3d(),\r\n viewX: new Vector3d(),\r\n viewY: new Vector3d(),\r\n viewZ: new Vector3d(),\r\n };\r\n\r\n public constructor() {\r\n }\r\n\r\n public bindProjectionMatrix(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setMatrix4(this.projectionMatrix32);\r\n }\r\n\r\n public bindUpVector(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setUniform3fv(this._viewUpVector32);\r\n }\r\n\r\n // uniform vec4 u_frustumPlanes; // { top, bottom, left, right }\r\n public get planes(): Float32Array { return this._planeData; }\r\n\r\n // uniform vec3 u_frustum; // { near, far, type }\r\n public get frustum(): Float32Array { return this._frustumData; }\r\n\r\n public get nearPlane(): number { return this._frustumData[FrustumData.kNear]; }\r\n public get farPlane(): number { return this._frustumData[FrustumData.kFar]; }\r\n public get type(): FrustumUniformType { return this.frustum[FrustumData.kType] as FrustumUniformType; }\r\n public get is2d(): boolean { return FrustumUniformType.TwoDee === this.type; }\r\n public get planFraction(): number { return this._planFraction; }\r\n\r\n // uniform vec2 u_logZ where x = 1/near and y = log(far/near)\r\n public get logZ(): Float32Array { return this._logZData; }\r\n\r\n public changeFrustum(newFrustum: Frustum, newFraction: number, is3d: boolean): void {\r\n if (newFraction === this._planFraction && is3d !== this.is2d && newFrustum.equals(this.planFrustum))\r\n return;\r\n\r\n desync(this);\r\n\r\n newFrustum.clone(this.planFrustum);\r\n\r\n const farLowerLeft = newFrustum.getCorner(Npc.LeftBottomRear);\r\n const farLowerRight = newFrustum.getCorner(Npc.RightBottomRear);\r\n const farUpperLeft = newFrustum.getCorner(Npc.LeftTopRear);\r\n const farUpperRight = newFrustum.getCorner(Npc.RightTopRear);\r\n const nearLowerLeft = newFrustum.getCorner(Npc.LeftBottomFront);\r\n const nearLowerRight = newFrustum.getCorner(Npc.RightBottomFront);\r\n const nearUpperLeft = newFrustum.getCorner(Npc.LeftTopFront);\r\n const nearUpperRight = newFrustum.getCorner(Npc.RightTopFront);\r\n\r\n const nearCenter = nearLowerLeft.interpolate(0.5, nearUpperRight, this._scratch.point3d);\r\n\r\n const viewX = normalizedDifference(nearLowerRight, nearLowerLeft, this._scratch.viewX);\r\n const viewY = normalizedDifference(nearUpperLeft, nearLowerLeft, this._scratch.viewY);\r\n const viewZ = viewX.crossProduct(viewY, this._scratch.viewZ).normalize()!;\r\n\r\n this._planFraction = newFraction;\r\n\r\n if (!is3d || newFraction > 0.999) { // ortho or 2d\r\n const halfWidth = Vector3d.createStartEnd(farLowerRight, farLowerLeft, this._scratch.vec3d).magnitude() * 0.5;\r\n const halfHeight = Vector3d.createStartEnd(farLowerRight, farUpperRight).magnitude() * 0.5;\r\n const depth = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, this._scratch.vec3d).magnitude();\r\n\r\n lookIn(nearCenter, viewX, viewY, viewZ, this.viewMatrix);\r\n ortho(-halfWidth, halfWidth, -halfHeight, halfHeight, 0, depth, this.projectionMatrix);\r\n\r\n this._nearPlaneCenter.setFrom(nearLowerLeft);\r\n this._nearPlaneCenter.interpolate(0.5, nearUpperRight, this._nearPlaneCenter);\r\n\r\n this.setPlanes(halfHeight, -halfHeight, -halfWidth, halfWidth);\r\n this.setFrustum(0, depth, is3d ? FrustumUniformType.Orthographic : FrustumUniformType.TwoDee);\r\n } else { // perspective\r\n const scale = 1.0 / (1.0 - newFraction);\r\n const zVec = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, this._scratch.vec3d);\r\n const cameraPosition = fromSumOf(farLowerLeft, zVec, scale, this._scratch.point3d);\r\n\r\n const frustumLeft = dotDifference(farLowerLeft, cameraPosition, viewX) * newFraction;\r\n const frustumRight = dotDifference(farLowerRight, cameraPosition, viewX) * newFraction;\r\n const frustumBottom = dotDifference(farLowerLeft, cameraPosition, viewY) * newFraction;\r\n const frustumTop = dotDifference(farUpperLeft, cameraPosition, viewY) * newFraction;\r\n const frustumFront = -dotDifference(nearLowerLeft, cameraPosition, viewZ);\r\n const frustumBack = -dotDifference(farLowerLeft, cameraPosition, viewZ);\r\n\r\n lookIn(cameraPosition, viewX, viewY, viewZ, this.viewMatrix);\r\n frustum(frustumLeft, frustumRight, frustumBottom, frustumTop, frustumFront, frustumBack, this.projectionMatrix);\r\n\r\n IModelFrameLifecycle.onChangeCameraView.raiseEvent({\r\n cameraPosition,\r\n viewX,\r\n viewY,\r\n viewZ,\r\n });\r\n IModelFrameLifecycle.onChangeCameraFrustum.raiseEvent({\r\n type: FrustumUniformType.Perspective,\r\n left: frustumLeft,\r\n right: frustumRight,\r\n bottom: frustumBottom,\r\n top: frustumTop,\r\n front: frustumFront,\r\n back: frustumBack,\r\n });\r\n\r\n this._nearPlaneCenter.setFrom(nearLowerLeft);\r\n this._nearPlaneCenter.interpolate(0.5, nearUpperRight, this._nearPlaneCenter);\r\n\r\n this.setPlanes(frustumTop, frustumBottom, frustumLeft, frustumRight);\r\n this.setFrustum(frustumFront, frustumBack, FrustumUniformType.Perspective);\r\n }\r\n\r\n this.viewMatrix.matrix.inverseState = InverseMatrixState.unknown;\r\n\r\n this.viewMatrix.matrix.multiplyVector(this._worldUpVector, this._viewUpVector);\r\n this._viewUpVector.normalizeInPlace();\r\n this._viewUpVector32[0] = this._viewUpVector.x;\r\n this._viewUpVector32[1] = this._viewUpVector.y;\r\n this._viewUpVector32[2] = this._viewUpVector.z;\r\n\r\n this.projectionMatrix32.initFromMatrix4d(this.projectionMatrix);\r\n }\r\n\r\n public changeProjectionMatrix(newMatrix: Matrix4d): void {\r\n desync(this);\r\n this.projectionMatrix.setFrom(newMatrix);\r\n this.projectionMatrix32.initFromMatrix4d(this.projectionMatrix);\r\n }\r\n\r\n protected setPlanes(top: number, bottom: number, left: number, right: number): void {\r\n this._planeData[Plane.kTop] = top;\r\n this._planeData[Plane.kBottom] = bottom;\r\n this._planeData[Plane.kLeft] = left;\r\n this._planeData[Plane.kRight] = right;\r\n }\r\n\r\n protected setFrustum(nearPlane: number, farPlane: number, type: FrustumUniformType): void {\r\n this._frustumData[FrustumData.kNear] = nearPlane;\r\n this._frustumData[FrustumData.kFar] = farPlane;\r\n this._frustumData[FrustumData.kType] = type as number;\r\n\r\n // If nearPlane is zero, we don't have a camera (or got very unlucky); in that case shader will compute linear depth.\r\n this._logZData[0] = 0 !== nearPlane ? 1 / nearPlane : 0;\r\n this._logZData[1] = 0 !== nearPlane ? Math.log(farPlane / nearPlane) : farPlane;\r\n }\r\n}\r\n\r\nfunction normalizedDifference(p0: Point3d, p1: Point3d, out?: Vector3d): Vector3d {\r\n const result = undefined !== out ? out : new Vector3d();\r\n result.x = p0.x - p1.x;\r\n result.y = p0.y - p1.y;\r\n result.z = p0.z - p1.z;\r\n result.normalizeInPlace();\r\n return result;\r\n}\r\n\r\n/** @internal */\r\nexport function fromSumOf(p: Point3d, v: Vector3d, scale: number, out?: Point3d) {\r\n const result = undefined !== out ? out : new Point3d();\r\n result.x = p.x + v.x * scale;\r\n result.y = p.y + v.y * scale;\r\n result.z = p.z + v.z * scale;\r\n return result;\r\n}\r\n\r\nfunction dotDifference(pt: Point3d, origin: Point3d, vec: Vector3d): number {\r\n return (pt.x - origin.x) * vec.x + (pt.y - origin.y) * vec.y + (pt.z - origin.z) * vec.z;\r\n}\r\n\r\nfunction lookIn(eye: Point3d, viewX: Vector3d, viewY: Vector3d, viewZ: Vector3d, result: Transform) {\r\n const rot = result.matrix.coffs;\r\n rot[0] = viewX.x;\r\n rot[1] = viewX.y;\r\n rot[2] = viewX.z;\r\n rot[3] = viewY.x;\r\n rot[4] = viewY.y;\r\n rot[5] = viewY.z;\r\n rot[6] = viewZ.x;\r\n rot[7] = viewZ.y;\r\n rot[8] = viewZ.z;\r\n\r\n result.origin.x = -viewX.dotProduct(eye);\r\n result.origin.y = -viewY.dotProduct(eye);\r\n result.origin.z = -viewZ.dotProduct(eye);\r\n}\r\n\r\nfunction ortho(left: number, right: number, bottom: number, top: number, near: number, far: number, result: Matrix4d) {\r\n Matrix4d.createRowValues(\r\n 2.0 / (right - left), 0.0, 0.0, -(right + left) / (right - left),\r\n 0.0, 2.0 / (top - bottom), 0.0, -(top + bottom) / (top - bottom),\r\n 0.0, 0.0, -2.0 / (far - near), -(far + near) / (far - near),\r\n 0.0, 0.0, 0.0, 1.0,\r\n result);\r\n}\r\n\r\nfunction frustum(left: number, right: number, bottom: number, top: number, near: number, far: number, result: Matrix4d) {\r\n Matrix4d.createRowValues(\r\n (2.0 * near) / (right - left), 0.0, (right + left) / (right - left), 0.0,\r\n 0.0, (2.0 * near) / (top - bottom), (top + bottom) / (top - bottom), 0.0,\r\n 0.0, 0.0, -(far + near) / (far - near), -(2.0 * far * near) / (far - near),\r\n 0.0, 0.0, -1.0, 0.0,\r\n result);\r\n}\r\n"]}
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---------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { InverseMatrixState, Matrix4d, Point3d, Transform, Vector3d } from \"@itwin/core-geometry\";\r\nimport { Frustum, Npc } from \"@itwin/core-common\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { IModelFrameLifecycle } from \"./IModelFrameLifecycle\";\r\nimport { Matrix4 } from \"./Matrix\";\r\nimport { desync, sync } from \"./Sync\";\r\n\r\n/** @internal */\r\nexport const enum FrustumUniformType { // eslint-disable-line no-restricted-syntax\r\n TwoDee,\r\n Orthographic,\r\n Perspective,\r\n}\r\n\r\n/** @internal */\r\nexport const enum Plane { // eslint-disable-line no-restricted-syntax\r\n kTop,\r\n kBottom,\r\n kLeft,\r\n kRight,\r\n}\r\n\r\nconst enum FrustumData { // eslint-disable-line no-restricted-syntax\r\n kNear,\r\n kFar,\r\n kType,\r\n}\r\n\r\n/** Represents a Target's frustum for use in glsl as a pair of uniforms.\r\n * Do not modify fields of exposed objects directly. e.g., do not directly manipulate the projection or view matrices - use the appropriate APIs.\r\n * @internal\r\n */\r\nexport class FrustumUniforms {\r\n // CPU state. Do not modify - use APIs.\r\n public readonly planFrustum = new Frustum();\r\n private _planFraction = 0;\r\n private readonly _nearPlaneCenter = new Point3d();\r\n public readonly viewMatrix = Transform.createIdentity();\r\n public readonly projectionMatrix = Matrix4d.createIdentity();\r\n private readonly _worldUpVector = Vector3d.unitZ();\r\n private readonly _viewUpVector = Vector3d.unitZ();\r\n\r\n // GPU state\r\n private readonly _planeData: Float32Array = new Float32Array(4);\r\n private readonly _frustumData: Float32Array = new Float32Array(3);\r\n public readonly projectionMatrix32 = new Matrix4();\r\n private readonly _logZData = new Float32Array(2);\r\n private readonly _viewUpVector32 = new Float32Array(3);\r\n\r\n // SyncTarget\r\n public syncKey = 0;\r\n\r\n // Scratch variables\r\n private readonly _scratch = {\r\n point3d: new Point3d(),\r\n vec3d: new Vector3d(),\r\n viewX: new Vector3d(),\r\n viewY: new Vector3d(),\r\n viewZ: new Vector3d(),\r\n };\r\n\r\n public constructor() {\r\n }\r\n\r\n public bindProjectionMatrix(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setMatrix4(this.projectionMatrix32);\r\n }\r\n\r\n public bindUpVector(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setUniform3fv(this._viewUpVector32);\r\n }\r\n\r\n // uniform vec4 u_frustumPlanes; // { top, bottom, left, right }\r\n public get planes(): Float32Array { return this._planeData; }\r\n\r\n // uniform vec3 u_frustum; // { near, far, type }\r\n public get frustum(): Float32Array { return this._frustumData; }\r\n\r\n public get nearPlane(): number { return this._frustumData[FrustumData.kNear]; }\r\n public get farPlane(): number { return this._frustumData[FrustumData.kFar]; }\r\n public get type(): FrustumUniformType { return this.frustum[FrustumData.kType] as FrustumUniformType; }\r\n public get is2d(): boolean { return FrustumUniformType.TwoDee === this.type; }\r\n public get planFraction(): number { return this._planFraction; }\r\n\r\n // uniform vec2 u_logZ where x = 1/near and y = log(far/near)\r\n public get logZ(): Float32Array { return this._logZData; }\r\n\r\n public changeFrustum(newFrustum: Frustum, newFraction: number, is3d: boolean): void {\r\n if (newFraction === this._planFraction && is3d !== this.is2d && newFrustum.equals(this.planFrustum))\r\n return;\r\n\r\n desync(this);\r\n\r\n newFrustum.clone(this.planFrustum);\r\n\r\n const farLowerLeft = newFrustum.getCorner(Npc.LeftBottomRear);\r\n const farLowerRight = newFrustum.getCorner(Npc.RightBottomRear);\r\n const farUpperLeft = newFrustum.getCorner(Npc.LeftTopRear);\r\n const farUpperRight = newFrustum.getCorner(Npc.RightTopRear);\r\n const nearLowerLeft = newFrustum.getCorner(Npc.LeftBottomFront);\r\n const nearLowerRight = newFrustum.getCorner(Npc.RightBottomFront);\r\n const nearUpperLeft = newFrustum.getCorner(Npc.LeftTopFront);\r\n const nearUpperRight = newFrustum.getCorner(Npc.RightTopFront);\r\n\r\n const nearCenter = nearLowerLeft.interpolate(0.5, nearUpperRight, this._scratch.point3d);\r\n\r\n const viewX = normalizedDifference(nearLowerRight, nearLowerLeft, this._scratch.viewX);\r\n const viewY = normalizedDifference(nearUpperLeft, nearLowerLeft, this._scratch.viewY);\r\n const viewZ = viewX.crossProduct(viewY, this._scratch.viewZ).normalize()!;\r\n\r\n this._planFraction = newFraction;\r\n\r\n if (!is3d || newFraction > 0.999) { // ortho or 2d\r\n const halfWidth = Vector3d.createStartEnd(farLowerRight, farLowerLeft, this._scratch.vec3d).magnitude() * 0.5;\r\n const halfHeight = Vector3d.createStartEnd(farLowerRight, farUpperRight).magnitude() * 0.5;\r\n const depth = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, this._scratch.vec3d).magnitude();\r\n\r\n lookIn(nearCenter, viewX, viewY, viewZ, this.viewMatrix);\r\n ortho(-halfWidth, halfWidth, -halfHeight, halfHeight, 0, depth, this.projectionMatrix);\r\n\r\n this._nearPlaneCenter.setFrom(nearLowerLeft);\r\n this._nearPlaneCenter.interpolate(0.5, nearUpperRight, this._nearPlaneCenter);\r\n\r\n this.setPlanes(halfHeight, -halfHeight, -halfWidth, halfWidth);\r\n this.setFrustum(0, depth, is3d ? FrustumUniformType.Orthographic : FrustumUniformType.TwoDee);\r\n } else { // perspective\r\n const scale = 1.0 / (1.0 - newFraction);\r\n const zVec = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, this._scratch.vec3d);\r\n const cameraPosition = fromSumOf(farLowerLeft, zVec, scale, this._scratch.point3d);\r\n\r\n const frustumLeft = dotDifference(farLowerLeft, cameraPosition, viewX) * newFraction;\r\n const frustumRight = dotDifference(farLowerRight, cameraPosition, viewX) * newFraction;\r\n const frustumBottom = dotDifference(farLowerLeft, cameraPosition, viewY) * newFraction;\r\n const frustumTop = dotDifference(farUpperLeft, cameraPosition, viewY) * newFraction;\r\n const frustumFront = -dotDifference(nearLowerLeft, cameraPosition, viewZ);\r\n const frustumBack = -dotDifference(farLowerLeft, cameraPosition, viewZ);\r\n\r\n lookIn(cameraPosition, viewX, viewY, viewZ, this.viewMatrix);\r\n frustum(frustumLeft, frustumRight, frustumBottom, frustumTop, frustumFront, frustumBack, this.projectionMatrix);\r\n\r\n IModelFrameLifecycle.onChangeCameraView.raiseEvent({\r\n cameraPosition,\r\n viewX,\r\n viewY,\r\n viewZ,\r\n });\r\n IModelFrameLifecycle.onChangeCameraFrustum.raiseEvent({\r\n type: FrustumUniformType.Perspective,\r\n left: frustumLeft,\r\n right: frustumRight,\r\n bottom: frustumBottom,\r\n top: frustumTop,\r\n front: frustumFront,\r\n back: frustumBack,\r\n });\r\n\r\n this._nearPlaneCenter.setFrom(nearLowerLeft);\r\n this._nearPlaneCenter.interpolate(0.5, nearUpperRight, this._nearPlaneCenter);\r\n\r\n this.setPlanes(frustumTop, frustumBottom, frustumLeft, frustumRight);\r\n this.setFrustum(frustumFront, frustumBack, FrustumUniformType.Perspective);\r\n }\r\n\r\n this.viewMatrix.matrix.inverseState = InverseMatrixState.unknown;\r\n\r\n this.viewMatrix.matrix.multiplyVector(this._worldUpVector, this._viewUpVector);\r\n this._viewUpVector.normalizeInPlace();\r\n this._viewUpVector32[0] = this._viewUpVector.x;\r\n this._viewUpVector32[1] = this._viewUpVector.y;\r\n this._viewUpVector32[2] = this._viewUpVector.z;\r\n\r\n this.projectionMatrix32.initFromMatrix4d(this.projectionMatrix);\r\n }\r\n\r\n public changeProjectionMatrix(newMatrix: Matrix4d): void {\r\n desync(this);\r\n this.projectionMatrix.setFrom(newMatrix);\r\n this.projectionMatrix32.initFromMatrix4d(this.projectionMatrix);\r\n }\r\n\r\n protected setPlanes(top: number, bottom: number, left: number, right: number): void {\r\n this._planeData[Plane.kTop] = top;\r\n this._planeData[Plane.kBottom] = bottom;\r\n this._planeData[Plane.kLeft] = left;\r\n this._planeData[Plane.kRight] = right;\r\n }\r\n\r\n protected setFrustum(nearPlane: number, farPlane: number, type: FrustumUniformType): void {\r\n this._frustumData[FrustumData.kNear] = nearPlane;\r\n this._frustumData[FrustumData.kFar] = farPlane;\r\n this._frustumData[FrustumData.kType] = type as number;\r\n\r\n // If nearPlane is zero, we don't have a camera (or got very unlucky); in that case shader will compute linear depth.\r\n this._logZData[0] = 0 !== nearPlane ? 1 / nearPlane : 0;\r\n this._logZData[1] = 0 !== nearPlane ? Math.log(farPlane / nearPlane) : farPlane;\r\n }\r\n}\r\n\r\nfunction normalizedDifference(p0: Point3d, p1: Point3d, out?: Vector3d): Vector3d {\r\n const result = undefined !== out ? out : new Vector3d();\r\n result.x = p0.x - p1.x;\r\n result.y = p0.y - p1.y;\r\n result.z = p0.z - p1.z;\r\n result.normalizeInPlace();\r\n return result;\r\n}\r\n\r\n/** @internal */\r\nexport function fromSumOf(p: Point3d, v: Vector3d, scale: number, out?: Point3d) {\r\n const result = undefined !== out ? out : new Point3d();\r\n result.x = p.x + v.x * scale;\r\n result.y = p.y + v.y * scale;\r\n result.z = p.z + v.z * scale;\r\n return result;\r\n}\r\n\r\nfunction dotDifference(pt: Point3d, origin: Point3d, vec: Vector3d): number {\r\n return (pt.x - origin.x) * vec.x + (pt.y - origin.y) * vec.y + (pt.z - origin.z) * vec.z;\r\n}\r\n\r\nfunction lookIn(eye: Point3d, viewX: Vector3d, viewY: Vector3d, viewZ: Vector3d, result: Transform) {\r\n const rot = result.matrix.coffs;\r\n rot[0] = viewX.x;\r\n rot[1] = viewX.y;\r\n rot[2] = viewX.z;\r\n rot[3] = viewY.x;\r\n rot[4] = viewY.y;\r\n rot[5] = viewY.z;\r\n rot[6] = viewZ.x;\r\n rot[7] = viewZ.y;\r\n rot[8] = viewZ.z;\r\n\r\n result.origin.x = -viewX.dotProduct(eye);\r\n result.origin.y = -viewY.dotProduct(eye);\r\n result.origin.z = -viewZ.dotProduct(eye);\r\n}\r\n\r\nfunction ortho(left: number, right: number, bottom: number, top: number, near: number, far: number, result: Matrix4d) {\r\n Matrix4d.createRowValues(\r\n 2.0 / (right - left), 0.0, 0.0, -(right + left) / (right - left),\r\n 0.0, 2.0 / (top - bottom), 0.0, -(top + bottom) / (top - bottom),\r\n 0.0, 0.0, -2.0 / (far - near), -(far + near) / (far - near),\r\n 0.0, 0.0, 0.0, 1.0,\r\n result);\r\n}\r\n\r\nfunction frustum(left: number, right: number, bottom: number, top: number, near: number, far: number, result: Matrix4d) {\r\n Matrix4d.createRowValues(\r\n (2.0 * near) / (right - left), 0.0, (right + left) / (right - left), 0.0,\r\n 0.0, (2.0 * near) / (top - bottom), (top + bottom) / (top - bottom), 0.0,\r\n 0.0, 0.0, -(far + near) / (far - near), -(2.0 * far * near) / (far - near),\r\n 0.0, 0.0, -1.0, 0.0,\r\n result);\r\n}\r\n"]}
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iModel?: IModelConnection;
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transformFromIModel?: Transform;
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viewAttachmentId?: Id64String;
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inSectionDrawingAttachment?: boolean;
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}
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/** @internal exported strictly for tests. */
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export declare class PerTargetBatchData {
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@@ -103,6 +104,7 @@ export declare class Batch extends Graphic {
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get batchIModel(): IModelConnection | undefined;
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get transformFromBatchIModel(): Transform | undefined;
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get viewAttachmentId(): string | undefined;
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get inSectionDrawingAttachment(): boolean | undefined;
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setContext(batchId: number, branch: BranchState): void;
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constructor(graphic: RenderGraphic, features: RenderFeatureTable, range: ElementAlignedBox3d, options?: BatchOptions);
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readonly appearanceProvider?: FeatureAppearanceProvider;
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readonly secondaryClassifiers?: PlanarClassifier[];
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constructor(branch: GraphicBranch, localToWorld: Transform, viewFlags?: ViewFlags, opts?: GraphicBranchOptions);
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+
{"version":3,"file":"Graphic.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/Graphic.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAmB,UAAU,EAAE,MAAM,qBAAqB,CAAC;AAClE,OAAO,EAAE,mBAAmB,EAAE,yBAAyB,EAAE,kBAAkB,EAAuB,SAAS,EAAE,MAAM,oBAAoB,CAAC;AACxI,OAAO,EAAE,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAC1D,OAAO,EAAE,gBAAgB,EAAE,MAAM,wBAAwB,CAAC;AAC1D,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AACvD,OAAO,EAAE,aAAa,EAAE,oBAAoB,EAAE,oBAAoB,EAAE,MAAM,kBAAkB,CAAC;AAC7F,OAAO,EAAE,WAAW,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AAC9D,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAC/C,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAC1C,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAC/C,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAC9C,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AACtD,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AACtD,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAClD,OAAO,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AAC3C,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAC9C,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AACpD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,YAAY,EAAE,MAAM,kCAAkC,CAAC;AAChE,OAAO,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AAEtC,gBAAgB;AAChB,8BAAsB,OAAQ,SAAQ,aAAc,YAAW,eAAe;aAC5D,WAAW,CAAC,SAAS,EAAE,cAAc,GAAG,IAAI;IAC5D,aAAoB,UAAU,IAAI,OAAO,CAAC;IAC1C,aAAoB,UAAU,IAAI,OAAO,CAAC;IACnC,iBAAiB,CAAC,SAAS,EAAE,cAAc,EAAE,KAAK,EAAE,UAAU,GAAG,IAAI;IACrE,WAAW,IAAI,SAAS,GAAG,SAAS;CAC5C;AAED,qBAAa,YAAa,SAAQ,OAAO;IACvC,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAU;gBAEhB,OAAO,EAAE,OAAO;IAKnC,IAAW,OAAO,IAAI,aAAa,CAA0B;IAE7D,OAAO,CAAC,WAAW,CAAS;IAC5B,IAAW,UAAU,IAAI,OAAO,CAA6B;IACtD,OAAO,IAAI,IAAI;IACf,cAAc,IAAI,IAAI;IAGtB,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAI9C,UAAU,CAAC,KAAK,EAAE,OAAO;IAIlC,WAAW,CAAC,QAAQ,EAAE,cAAc,GAAG,IAAI;IAGlD,IAAoB,UAAU,IAAI,OAAO,CAExC;IACe,iBAAiB,CAAC,QAAQ,EAAE,cAAc,EAAE,IAAI,EAAE,UAAU,GAAG,IAAI;IAGnE,WAAW,IAAI,SAAS,GAAG,SAAS;CAGrD;AAED;;GAEG;AACH,MAAM,WAAW,YAAY;IAC3B,OAAO,EAAE,MAAM,CAAC;IAChB,MAAM,CAAC,EAAE,gBAAgB,CAAC;IAC1B,mBAAmB,CAAC,EAAE,SAAS,CAAC;IAChC,gBAAgB,CAAC,EAAE,UAAU,CAAC;IAC9B,0BAA0B,CAAC,EAAE,OAAO,CAAC;CACtC;AAED,6CAA6C;AAC7C,qBAAa,kBAAkB;IAC7B,SAAgB,MAAM,EAAE,MAAM,CAAC;IAC/B,SAAS,CAAC,QAAQ,CAAC,iBAAiB,6DAAoE;IACxG,SAAS,CAAC,SAAS,CAAC,EAAE,QAAQ,CAAC;IAC/B,SAAS,CAAC,gBAAgB,CAAC,EAAE,eAAe,CAAC;gBAE1B,MAAM,EAAE,MAAM;IAI1B,OAAO,IAAI,IAAI;IASf,kBAAkB,CAAC,KAAK,EAAE,KAAK,GAAG,eAAe;IAWjD,mBAAmB,CAAC,KAAK,EAAE,KAAK,GAAG,gBAAgB;IAanD,WAAW,CAAC,KAAK,EAAE,KAAK,GAAG,QAAQ;IAanC,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAW9D,kCAAkC;IAClC,IAAW,gBAAgB,+DAAqC;IAEhE,OAAO,CAAC,gBAAgB;CAOzB;AAED,6CAA6C;AAC7C,qBAAa,aAAa;IACxB,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAQ;IAC/B,OAAO,CAAC,QAAQ,CAAC,KAAK,CAA4B;gBAE/B,KAAK,EAAE,KAAK;IAIxB,OAAO,IAAI,IAAI;IAStB,IAAW,UAAU,IAAI,OAAO,CAE/B;IAED,kCAAkC;IAClC,IAAW,IAAI,IAAI,kBAAkB,EAAE,CAAuB;IAEvD,gBAAgB,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IAUtC,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAKvD,kBAAkB,CAAC,MAAM,EAAE,MAAM,GAAG,eAAe;IAInD,mBAAmB,CAAC,MAAM,EAAE,MAAM,GAAG,gBAAgB;IAIrD,WAAW,CAAC,MAAM,EAAE,MAAM,GAAG,QAAQ;IAI5C,OAAO,CAAC,YAAY;CASrB;AAED,gBAAgB;AAChB,qBAAa,KAAM,SAAQ,OAAO;IAChC,SAAgB,OAAO,EAAE,aAAa,CAAC;IACvC,SAAgB,YAAY,EAAE,kBAAkB,CAAC;IACjD,SAAgB,KAAK,EAAE,mBAAmB,CAAC;IAC3C,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAgC;IACzD,iCAAiC;IACjC,SAAgB,aAAa,gBAA2B;IACxD,SAAgB,OAAO,EAAE,YAAY,CAAC;IAGtC,IAAW,MAAM,IAAI,MAAM,GAAG,SAAS,CAEtC;IAED,IAAW,UAAU,IAAI,OAAO,CAE/B;IAED,sEAAsE;IACtE,IAAW,OAAO,WAAoC;IACtD,IAAW,WAAW,iCAAmC;IACzD,IAAW,wBAAwB,0BAAgD;IACnF,IAAW,gBAAgB,uBAA6C;IACxE,IAAW,0BAA0B,wBAAuD;IAErF,UAAU,CAAC,OAAO,EAAE,MAAM,EAAE,MAAM,EAAE,WAAW;IAQ/C,YAAY;gBAQA,OAAO,EAAE,aAAa,EAAE,QAAQ,EAAE,kBAAkB,EAAE,KAAK,EAAE,mBAAmB,EAAE,OAAO,CAAC,EAAE,YAAY;IAQ3H,OAAO,CAAC,WAAW,CAAS;IAC5B,IAAW,UAAU,IAAI,OAAO,CAE/B;IAGM,OAAO;IAOP,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAM9C,UAAU,CAAC,KAAK,EAAE,OAAO;IAIlC,WAAW,CAAC,QAAQ,EAAE,cAAc,GAAG,IAAI;IAIlD,IAAoB,UAAU,IAAI,OAAO,CAExC;IAEM,kBAAkB,CAAC,MAAM,EAAE,MAAM,GAAG,eAAe;IAQnD,YAAY,CAAC,MAAM,EAAE,MAAM,GAAG,gBAAgB;IAI9C,WAAW,CAAC,MAAM,EAAE,MAAM,GAAG,QAAQ;IAIrC,gBAAgB,CAAC,MAAM,EAAE,MAAM;CAGvC;AAED,gBAAgB;AAChB,qBAAa,MAAO,SAAQ,OAAO;IACjC,SAAgB,MAAM,EAAE,aAAa,CAAC;IAC/B,qBAAqB,EAAE,SAAS,CAAC;IACxC,SAAgB,KAAK,CAAC,EAAE,UAAU,CAAC;IACnC,SAAgB,gBAAgB,CAAC,EAAE,gBAAgB,CAAC;IACpD,SAAgB,YAAY,CAAC,EAAE,YAAY,CAAC;IAC5C,SAAgB,gBAAgB,CAAC,EAAE,GAAG,CAAC,MAAM,EAAE,gBAAgB,CAAC,CAAC;IACjE,SAAgB,YAAY,CAAC,EAAE,YAAY,CAAC;IAC5C,SAAgB,MAAM,CAAC,EAAE,gBAAgB,CAAC;IAC1C,SAAgB,OAAO,CAAC,EAAE,oBAAoB,CAAC;IAC/C,SAAgB,kBAAkB,CAAC,EAAE,yBAAyB,CAAC;IAC/D,SAAgB,oBAAoB,CAAC,EAAE,gBAAgB,EAAE,CAAC;IAC1D,SAAgB,gBAAgB,CAAC,EAAE,UAAU,CAAC;IAC9C,SAAgB,0BAA0B,CAAC,EAAE,OAAO,CAAC;IAC9C,gBAAgB,CAAC,EAAE,IAAI,CAAC;IAC/B,SAAgB,2BAA2B,CAAC,EAAE,SAAS,CAAC;gBAErC,MAAM,EAAE,aAAa,EAAE,YAAY,EAAE,SAAS,EAAE,SAAS,CAAC,EAAE,SAAS,EAAE,IAAI,CAAC,EAAE,oBAAoB;IAqCrH,IAAW,UAAU,IAAI,OAAO,CAE/B;IAEM,OAAO;IAId,IAAoB,UAAU,IAAI,OAAO,CAExC;IAEM,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAI9C,UAAU,CAAC,KAAK,EAAE,OAAO;IASzC,OAAO,CAAC,iBAAiB;IASlB,WAAW,CAAC,QAAQ,EAAE,cAAc,GAAG,IAAI;IAKlC,iBAAiB,CAAC,Q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@@ -184,17 +184,20 @@ class Batch extends Graphic {
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get batchIModel() { return this._context.iModel; }
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185
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get transformFromBatchIModel() { return this._context.transformFromIModel; }
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get viewAttachmentId() { return this._context.viewAttachmentId; }
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+
get inSectionDrawingAttachment() { return this._context.inSectionDrawingAttachment; }
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setContext(batchId, branch) {
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this._context.batchId = batchId;
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this._context.iModel = branch.iModel;
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this._context.transformFromIModel = branch.transformFromIModel;
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this._context.viewAttachmentId = branch.viewAttachmentId;
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+
this._context.inSectionDrawingAttachment = branch.inSectionDrawingAttachment;
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}
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193
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resetContext() {
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this._context.batchId = 0;
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195
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this._context.iModel = undefined;
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196
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this._context.transformFromIModel = undefined;
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197
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this._context.viewAttachmentId = undefined;
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+
this._context.inSectionDrawingAttachment = undefined;
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}
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199
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constructor(graphic, features, range, options) {
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super();
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@@ -262,6 +265,7 @@ class Branch extends Graphic {
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this.iModel = opts.iModel;
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this.frustum = opts.frustum;
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this.viewAttachmentId = opts.viewAttachmentId;
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+
this.inSectionDrawingAttachment = opts.inSectionDrawingAttachment;
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269
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this.disableClipStyle = opts.disableClipStyle;
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266
270
|
this.transformFromExternalIModel = opts.transformFromIModel;
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267
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|
if (opts.hline)
|
|
@@ -1 +1 @@
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|
|
1
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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 WebGL\r\n */\r\n\r\nimport { assert, dispose, Id64String } from \"@itwin/core-bentley\";\r\nimport { ElementAlignedBox3d, FeatureAppearanceProvider, RenderFeatureTable, ThematicDisplayMode, ViewFlags } from \"@itwin/core-common\";\r\nimport { Range3d, Transform } from \"@itwin/core-geometry\";\r\nimport { IModelConnection } from \"../../IModelConnection\";\r\nimport { FeatureSymbology } from \"../FeatureSymbology\";\r\nimport { GraphicBranch, GraphicBranchFrustum, GraphicBranchOptions } from \"../GraphicBranch\";\r\nimport { GraphicList, RenderGraphic } from \"../RenderGraphic\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { ClipVolume } from \"./ClipVolume\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { EdgeSettings } from \"./EdgeSettings\";\r\nimport { FeatureOverrides } from \"./FeatureOverrides\";\r\nimport { PlanarClassifier } from \"./PlanarClassifier\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { RenderCommands } from \"./RenderCommands\";\r\nimport { RenderPass } from \"./RenderFlags\";\r\nimport { Target } from \"./Target\";\r\nimport { TextureDrape } from \"./TextureDrape\";\r\nimport { ThematicSensors } from \"./ThematicSensors\";\r\nimport { BranchState } from \"./BranchState\";\r\nimport { BatchOptions } from \"../../common/render/BatchOptions\";\r\nimport { Contours } from \"./Contours\";\r\n\r\n/** @internal */\r\nexport abstract class Graphic extends RenderGraphic implements WebGLDisposable {\r\n public abstract addCommands(_commands: RenderCommands): void;\r\n public abstract get isDisposed(): boolean;\r\n public abstract get isPickable(): boolean;\r\n public addHiliteCommands(_commands: RenderCommands, _pass: RenderPass): void { assert(false); }\r\n public toPrimitive(): Primitive | undefined { return undefined; }\r\n}\r\n\r\nexport class GraphicOwner extends Graphic {\r\n private readonly _graphic: Graphic;\r\n\r\n public constructor(graphic: Graphic) {\r\n super();\r\n this._graphic = graphic;\r\n }\r\n\r\n public get graphic(): RenderGraphic { return this._graphic; }\r\n\r\n private _isDisposed = false;\r\n public get isDisposed(): boolean { return this._isDisposed; }\r\n public dispose(): void { this._isDisposed = true; }\r\n public disposeGraphic(): void {\r\n this.graphic.dispose();\r\n }\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this.graphic.collectStatistics(stats);\r\n }\r\n\r\n public override unionRange(range: Range3d) {\r\n this.graphic.unionRange(range);\r\n }\r\n\r\n public addCommands(commands: RenderCommands): void {\r\n this._graphic.addCommands(commands);\r\n }\r\n public override get isPickable(): boolean {\r\n return this._graphic.isPickable;\r\n }\r\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\r\n this._graphic.addHiliteCommands(commands, pass);\r\n }\r\n public override toPrimitive(): Primitive | undefined {\r\n return this._graphic.toPrimitive();\r\n }\r\n}\r\n\r\n/** Transiently assigned to a Batch while rendering a frame, reset afterward. Used to provide context for pick IDs.\r\n * @internal\r\n */\r\nexport interface BatchContext {\r\n batchId: number;\r\n iModel?: IModelConnection;\r\n transformFromIModel?: Transform;\r\n viewAttachmentId?: Id64String;\r\n}\r\n\r\n/** @internal exported strictly for tests. */\r\nexport class PerTargetBatchData {\r\n public readonly target: Target;\r\n protected readonly _featureOverrides = new Map<FeatureSymbology.Source | undefined, FeatureOverrides>();\r\n protected _contours?: Contours;\r\n protected _thematicSensors?: ThematicSensors;\r\n\r\n public constructor(target: Target) {\r\n this.target = target;\r\n }\r\n\r\n public dispose(): void {\r\n this._thematicSensors = dispose(this._thematicSensors);\r\n this._contours = this._contours?.dispose();\r\n for (const value of this._featureOverrides.values())\r\n dispose(value);\r\n\r\n this._featureOverrides.clear();\r\n }\r\n\r\n public getThematicSensors(batch: Batch): ThematicSensors {\r\n if (this._thematicSensors && !this._thematicSensors.matchesTarget(this.target))\r\n this._thematicSensors = dispose(this._thematicSensors);\r\n\r\n if (!this._thematicSensors)\r\n this._thematicSensors = ThematicSensors.create(this.target, batch.range);\r\n\r\n this._thematicSensors.update(this.target.uniforms.frustum.viewMatrix);\r\n return this._thematicSensors;\r\n }\r\n\r\n public getFeatureOverrides(batch: Batch): FeatureOverrides {\r\n const source = this.target.currentFeatureSymbologyOverrides?.source;\r\n let ovrs = this._featureOverrides.get(source);\r\n if (!ovrs) {\r\n const cleanup = source ? source.onSourceDisposed.addOnce(() => this.onSourceDisposed(source)) : undefined;\r\n this._featureOverrides.set(source, ovrs = FeatureOverrides.createFromTarget(this.target, batch.options, cleanup));\r\n ovrs.initFromMap(batch.featureTable);\r\n }\r\n\r\n ovrs.update(batch.featureTable);\r\n return ovrs;\r\n }\r\n\r\n public getContours(batch: Batch): Contours {\r\n if (this._contours && !this._contours.matchesTargetAndFeatureCount(this.target, batch.featureTable))\r\n this._contours = this._contours.dispose();\r\n\r\n if (!this._contours) {\r\n this._contours = Contours.createFromTarget(this.target, batch.options);\r\n this._contours.initFromMap(batch.featureTable);\r\n } else {\r\n this._contours.update(batch.featureTable);\r\n }\r\n return this._contours;\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n if (this._thematicSensors)\r\n stats.addThematicTexture(this._thematicSensors.bytesUsed);\r\n\r\n for (const ovrs of this._featureOverrides.values())\r\n stats.addFeatureOverrides(ovrs.byteLength);\r\n\r\n if (this._contours)\r\n stats.addContours(this._contours.byteLength);\r\n }\r\n\r\n /** Exposed strictly for tests. */\r\n public get featureOverrides() { return this._featureOverrides; }\r\n\r\n private onSourceDisposed(source: FeatureSymbology.Source): void {\r\n const ovrs = this._featureOverrides.get(source);\r\n if (ovrs) {\r\n this._featureOverrides.delete(source);\r\n ovrs.dispose();\r\n }\r\n }\r\n}\r\n\r\n/** @internal exported strictly for tests. */\r\nexport class PerTargetData {\r\n private readonly _batch: Batch;\r\n private readonly _data: PerTargetBatchData[] = [];\r\n\r\n public constructor(batch: Batch) {\r\n this._batch = batch;\r\n }\r\n\r\n public dispose(): void {\r\n for (const data of this._data) {\r\n data.target.onBatchDisposed(this._batch);\r\n data.dispose();\r\n }\r\n\r\n this._data.length = 0;\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this._data.length === 0;\r\n }\r\n\r\n /** Exposed strictly for tests. */\r\n public get data(): PerTargetBatchData[] { return this._data; }\r\n\r\n public onTargetDisposed(target: Target): void {\r\n const index = this._data.findIndex((x) => x.target === target);\r\n if (-1 === index)\r\n return;\r\n\r\n const data = this._data[index];\r\n data.dispose();\r\n this._data.splice(index, 1);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n for (const data of this._data)\r\n data.collectStatistics(stats);\r\n }\r\n\r\n public getThematicSensors(target: Target): ThematicSensors {\r\n return this.getBatchData(target).getThematicSensors(this._batch);\r\n }\r\n\r\n public getFeatureOverrides(target: Target): FeatureOverrides {\r\n return this.getBatchData(target).getFeatureOverrides(this._batch);\r\n }\r\n\r\n public getContours(target: Target): Contours {\r\n return this.getBatchData(target).getContours(this._batch);\r\n }\r\n\r\n private getBatchData(target: Target): PerTargetBatchData {\r\n let data = this._data.find((x) => x.target === target);\r\n if (!data) {\r\n this._data.push(data = new PerTargetBatchData(target));\r\n target.addBatch(this._batch);\r\n }\r\n\r\n return data;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class Batch extends Graphic {\r\n public readonly graphic: RenderGraphic;\r\n public readonly featureTable: RenderFeatureTable;\r\n public readonly range: ElementAlignedBox3d;\r\n private readonly _context: BatchContext = { batchId: 0 };\r\n /** Public strictly for tests. */\r\n public readonly perTargetData = new PerTargetData(this);\r\n public readonly options: BatchOptions;\r\n\r\n // Chiefly for debugging.\r\n public get tileId(): string | undefined {\r\n return this.options.tileId;\r\n }\r\n\r\n public get locateOnly(): boolean {\r\n return true === this.options.locateOnly;\r\n }\r\n\r\n /** The following are valid only during a draw and reset afterward. */\r\n public get batchId() { return this._context.batchId; }\r\n public get batchIModel() { return this._context.iModel; }\r\n public get transformFromBatchIModel() { return this._context.transformFromIModel; }\r\n public get viewAttachmentId() { return this._context.viewAttachmentId; }\r\n\r\n public setContext(batchId: number, branch: BranchState) {\r\n this._context.batchId = batchId;\r\n this._context.iModel = branch.iModel;\r\n this._context.transformFromIModel = branch.transformFromIModel;\r\n this._context.viewAttachmentId = branch.viewAttachmentId;\r\n }\r\n\r\n public resetContext() {\r\n this._context.batchId = 0;\r\n this._context.iModel = undefined;\r\n this._context.transformFromIModel = undefined;\r\n this._context.viewAttachmentId = undefined;\r\n }\r\n\r\n public constructor(graphic: RenderGraphic, features: RenderFeatureTable, range: ElementAlignedBox3d, options?: BatchOptions) {\r\n super();\r\n this.graphic = graphic;\r\n this.featureTable = features;\r\n this.range = range;\r\n this.options = options ?? {};\r\n }\r\n\r\n private _isDisposed = false;\r\n public get isDisposed(): boolean {\r\n return this._isDisposed && this.perTargetData.isDisposed;\r\n }\r\n\r\n // Note: This does not remove FeatureOverrides from the array, but rather disposes of the WebGL resources they contain\r\n public dispose() {\r\n dispose(this.graphic);\r\n\r\n this.perTargetData.dispose();\r\n this._isDisposed = true;\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this.graphic.collectStatistics(stats);\r\n stats.addFeatureTable(this.featureTable.byteLength);\r\n this.perTargetData.collectStatistics(stats);\r\n }\r\n\r\n public override unionRange(range: Range3d) {\r\n range.extendRange(this.range);\r\n }\r\n\r\n public addCommands(commands: RenderCommands): void {\r\n commands.addBatch(this);\r\n }\r\n\r\n public override get isPickable(): boolean {\r\n return true;\r\n }\r\n\r\n public getThematicSensors(target: Target): ThematicSensors {\r\n assert(target.plan.thematic !== undefined, \"thematic display settings must exist\");\r\n assert(target.plan.thematic.displayMode === ThematicDisplayMode.InverseDistanceWeightedSensors, \"thematic display mode must be sensor-based\");\r\n assert(target.plan.thematic.sensorSettings.sensors.length > 0, \"must have at least one sensor to process\");\r\n\r\n return this.perTargetData.getThematicSensors(target);\r\n }\r\n\r\n public getOverrides(target: Target): FeatureOverrides {\r\n return this.perTargetData.getFeatureOverrides(target);\r\n }\r\n\r\n public getContours(target: Target): Contours {\r\n return this.perTargetData.getContours(target);\r\n }\r\n\r\n public onTargetDisposed(target: Target) {\r\n this.perTargetData.onTargetDisposed(target);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class Branch extends Graphic {\r\n public readonly branch: GraphicBranch;\r\n public localToWorldTransform: Transform;\r\n public readonly clips?: ClipVolume;\r\n public readonly planarClassifier?: PlanarClassifier;\r\n public readonly textureDrape?: TextureDrape;\r\n public readonly layerClassifiers?: Map<number, PlanarClassifier>;\r\n public readonly edgeSettings?: EdgeSettings;\r\n public readonly iModel?: IModelConnection; // used chiefly for readPixels to identify context of picked Ids.\r\n public readonly frustum?: GraphicBranchFrustum;\r\n public readonly appearanceProvider?: FeatureAppearanceProvider;\r\n public readonly secondaryClassifiers?: PlanarClassifier[];\r\n public readonly viewAttachmentId?: Id64String;\r\n public disableClipStyle?: true;\r\n public readonly transformFromExternalIModel?: Transform;\r\n\r\n public constructor(branch: GraphicBranch, localToWorld: Transform, viewFlags?: ViewFlags, opts?: GraphicBranchOptions) {\r\n super();\r\n this.branch = branch;\r\n this.localToWorldTransform = localToWorld;\r\n\r\n if (undefined !== viewFlags)\r\n branch.setViewFlags(viewFlags);\r\n\r\n if (!opts)\r\n return;\r\n\r\n this.appearanceProvider = opts.appearanceProvider;\r\n this.clips = opts.clipVolume as ClipVolume | undefined;\r\n this.iModel = opts.iModel;\r\n this.frustum = opts.frustum;\r\n this.viewAttachmentId = opts.viewAttachmentId;\r\n this.disableClipStyle = opts.disableClipStyle;\r\n this.transformFromExternalIModel = opts.transformFromIModel;\r\n\r\n if (opts.hline)\r\n this.edgeSettings = EdgeSettings.create(opts.hline);\r\n\r\n if (opts.classifierOrDrape instanceof PlanarClassifier)\r\n this.planarClassifier = opts.classifierOrDrape;\r\n else if (opts.classifierOrDrape instanceof TextureDrape)\r\n this.textureDrape = opts.classifierOrDrape;\r\n\r\n if (opts.secondaryClassifiers) {\r\n this.secondaryClassifiers = new Array<PlanarClassifier>();\r\n opts.secondaryClassifiers.forEach((classifier) => {\r\n if (classifier instanceof PlanarClassifier)\r\n this.secondaryClassifiers?.push(classifier);\r\n });\r\n }\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return 0 === this.branch.entries.length;\r\n }\r\n\r\n public dispose() {\r\n this.branch.dispose();\r\n }\r\n\r\n public override get isPickable(): boolean {\r\n return this.branch.entries.some((gf) => (gf as Graphic).isPickable);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this.branch.collectStatistics(stats);\r\n }\r\n\r\n public override unionRange(range: Range3d) {\r\n const thisRange = new Range3d();\r\n for (const graphic of this.branch.entries)\r\n graphic.unionRange(thisRange);\r\n\r\n this.localToWorldTransform.multiplyRange(thisRange, thisRange);\r\n range.extendRange(thisRange);\r\n }\r\n\r\n private shouldAddCommands(commands: RenderCommands): boolean {\r\n const group = commands.target.currentBranch.groupNodeId;\r\n if (undefined !== group && undefined !== this.branch.groupNodeId && this.branch.groupNodeId !== group)\r\n return false;\r\n\r\n const nodeId = commands.target.getAnimationTransformNodeId(this.branch.animationNodeId);\r\n return undefined === nodeId || nodeId === commands.target.currentAnimationTransformNodeId;\r\n }\r\n\r\n public addCommands(commands: RenderCommands): void {\r\n if (this.shouldAddCommands(commands))\r\n commands.addBranch(this);\r\n }\r\n\r\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\r\n if (this.shouldAddCommands(commands))\r\n commands.addHiliteBranch(this, pass);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class AnimationTransformBranch extends Graphic {\r\n public readonly nodeId: number;\r\n public readonly graphic: Graphic;\r\n\r\n public constructor(graphic: RenderGraphic, nodeId: number) {\r\n super();\r\n assert(graphic instanceof Graphic);\r\n this.graphic = graphic;\r\n this.nodeId = nodeId;\r\n }\r\n\r\n public override dispose() {\r\n this.graphic.dispose();\r\n }\r\n\r\n public override get isDisposed() {\r\n return this.graphic.isDisposed;\r\n }\r\n\r\n public override get isPickable() {\r\n return this.graphic.isPickable;\r\n }\r\n\r\n public override collectStatistics(stats: RenderMemory.Statistics) {\r\n this.graphic.collectStatistics(stats);\r\n }\r\n\r\n public override unionRange(range: Range3d) {\r\n this.graphic.unionRange(range);\r\n }\r\n\r\n public override addCommands(commands: RenderCommands) {\r\n commands.target.currentAnimationTransformNodeId = this.nodeId;\r\n this.graphic.addCommands(commands);\r\n commands.target.currentAnimationTransformNodeId = undefined;\r\n }\r\n\r\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass) {\r\n commands.target.currentAnimationTransformNodeId = this.nodeId;\r\n this.graphic.addHiliteCommands(commands, pass);\r\n commands.target.currentAnimationTransformNodeId = undefined;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class WorldDecorations extends Branch {\r\n public constructor(viewFlags: ViewFlags) {\r\n super(new GraphicBranch(), Transform.identity, viewFlags);\r\n\r\n // World decorations ignore all the symbology overrides for the \"scene\" geometry...\r\n this.branch.symbologyOverrides = new FeatureSymbology.Overrides();\r\n // Make all subcategories visible.\r\n this.branch.symbologyOverrides.ignoreSubCategory = true;\r\n }\r\n\r\n public init(decs: GraphicList): void {\r\n this.branch.clear();\r\n for (const dec of decs) {\r\n this.branch.add(dec);\r\n }\r\n }\r\n}\r\n/** @internal */\r\nexport class GraphicsArray extends Graphic {\r\n // Note: We assume the graphics array we get contains undisposed graphics to start\r\n constructor(public graphics: RenderGraphic[]) { super(); }\r\n\r\n public get isDisposed(): boolean { return 0 === this.graphics.length; }\r\n\r\n public override get isPickable(): boolean {\r\n return this.graphics.some((x) => (x as Graphic).isPickable);\r\n }\r\n\r\n public dispose() {\r\n for (const graphic of this.graphics)\r\n dispose(graphic);\r\n this.graphics.length = 0;\r\n }\r\n\r\n public addCommands(commands: RenderCommands): void {\r\n for (const graphic of this.graphics) {\r\n (graphic as Graphic).addCommands(commands);\r\n }\r\n }\r\n\r\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\r\n for (const graphic of this.graphics) {\r\n (graphic as Graphic).addHiliteCommands(commands, pass);\r\n }\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n for (const graphic of this.graphics)\r\n graphic.collectStatistics(stats);\r\n }\r\n\r\n public override unionRange(range: Range3d) {\r\n for (const graphic of this.graphics)\r\n graphic.unionRange(range);\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose, Id64String } from \"@itwin/core-bentley\";\r\nimport { ElementAlignedBox3d, FeatureAppearanceProvider, RenderFeatureTable, ThematicDisplayMode, ViewFlags } from \"@itwin/core-common\";\r\nimport { Range3d, Transform } from \"@itwin/core-geometry\";\r\nimport { IModelConnection } from \"../../IModelConnection\";\r\nimport { FeatureSymbology } from \"../FeatureSymbology\";\r\nimport { GraphicBranch, GraphicBranchFrustum, GraphicBranchOptions } from \"../GraphicBranch\";\r\nimport { GraphicList, RenderGraphic } from \"../RenderGraphic\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { ClipVolume } from \"./ClipVolume\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { EdgeSettings } from \"./EdgeSettings\";\r\nimport { FeatureOverrides } from \"./FeatureOverrides\";\r\nimport { PlanarClassifier } from \"./PlanarClassifier\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { RenderCommands } from \"./RenderCommands\";\r\nimport { RenderPass } from \"./RenderFlags\";\r\nimport { Target } from \"./Target\";\r\nimport { TextureDrape } from \"./TextureDrape\";\r\nimport { ThematicSensors } from \"./ThematicSensors\";\r\nimport { BranchState } from \"./BranchState\";\r\nimport { BatchOptions } from \"../../common/render/BatchOptions\";\r\nimport { Contours } from \"./Contours\";\r\n\r\n/** @internal */\r\nexport abstract class Graphic extends RenderGraphic implements WebGLDisposable {\r\n public abstract addCommands(_commands: RenderCommands): void;\r\n public abstract get isDisposed(): boolean;\r\n public abstract get isPickable(): boolean;\r\n public addHiliteCommands(_commands: RenderCommands, _pass: RenderPass): void { assert(false); }\r\n public toPrimitive(): Primitive | undefined { return undefined; }\r\n}\r\n\r\nexport class GraphicOwner extends Graphic {\r\n private readonly _graphic: Graphic;\r\n\r\n public constructor(graphic: Graphic) {\r\n super();\r\n this._graphic = graphic;\r\n }\r\n\r\n public get graphic(): RenderGraphic { return this._graphic; }\r\n\r\n private _isDisposed = false;\r\n public get isDisposed(): boolean { return this._isDisposed; }\r\n public dispose(): void { this._isDisposed = true; }\r\n public disposeGraphic(): void {\r\n this.graphic.dispose();\r\n }\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this.graphic.collectStatistics(stats);\r\n }\r\n\r\n public override unionRange(range: Range3d) {\r\n this.graphic.unionRange(range);\r\n }\r\n\r\n public addCommands(commands: RenderCommands): void {\r\n this._graphic.addCommands(commands);\r\n }\r\n public override get isPickable(): boolean {\r\n return this._graphic.isPickable;\r\n }\r\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\r\n this._graphic.addHiliteCommands(commands, pass);\r\n }\r\n public override toPrimitive(): Primitive | undefined {\r\n return this._graphic.toPrimitive();\r\n }\r\n}\r\n\r\n/** Transiently assigned to a Batch while rendering a frame, reset afterward. Used to provide context for pick IDs.\r\n * @internal\r\n */\r\nexport interface BatchContext {\r\n batchId: number;\r\n iModel?: IModelConnection;\r\n transformFromIModel?: Transform;\r\n viewAttachmentId?: Id64String;\r\n inSectionDrawingAttachment?: boolean;\r\n}\r\n\r\n/** @internal exported strictly for tests. */\r\nexport class PerTargetBatchData {\r\n public readonly target: Target;\r\n protected readonly _featureOverrides = new Map<FeatureSymbology.Source | undefined, FeatureOverrides>();\r\n protected _contours?: Contours;\r\n protected _thematicSensors?: ThematicSensors;\r\n\r\n public constructor(target: Target) {\r\n this.target = target;\r\n }\r\n\r\n public dispose(): void {\r\n this._thematicSensors = dispose(this._thematicSensors);\r\n this._contours = this._contours?.dispose();\r\n for (const value of this._featureOverrides.values())\r\n dispose(value);\r\n\r\n this._featureOverrides.clear();\r\n }\r\n\r\n public getThematicSensors(batch: Batch): ThematicSensors {\r\n if (this._thematicSensors && !this._thematicSensors.matchesTarget(this.target))\r\n this._thematicSensors = dispose(this._thematicSensors);\r\n\r\n if (!this._thematicSensors)\r\n this._thematicSensors = ThematicSensors.create(this.target, batch.range);\r\n\r\n this._thematicSensors.update(this.target.uniforms.frustum.viewMatrix);\r\n return this._thematicSensors;\r\n }\r\n\r\n public getFeatureOverrides(batch: Batch): FeatureOverrides {\r\n const source = this.target.currentFeatureSymbologyOverrides?.source;\r\n let ovrs = this._featureOverrides.get(source);\r\n if (!ovrs) {\r\n const cleanup = source ? source.onSourceDisposed.addOnce(() => this.onSourceDisposed(source)) : undefined;\r\n this._featureOverrides.set(source, ovrs = FeatureOverrides.createFromTarget(this.target, batch.options, cleanup));\r\n ovrs.initFromMap(batch.featureTable);\r\n }\r\n\r\n ovrs.update(batch.featureTable);\r\n return ovrs;\r\n }\r\n\r\n public getContours(batch: Batch): Contours {\r\n if (this._contours && !this._contours.matchesTargetAndFeatureCount(this.target, batch.featureTable))\r\n this._contours = this._contours.dispose();\r\n\r\n if (!this._contours) {\r\n this._contours = Contours.createFromTarget(this.target, batch.options);\r\n this._contours.initFromMap(batch.featureTable);\r\n } else {\r\n this._contours.update(batch.featureTable);\r\n }\r\n return this._contours;\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n if (this._thematicSensors)\r\n stats.addThematicTexture(this._thematicSensors.bytesUsed);\r\n\r\n for (const ovrs of this._featureOverrides.values())\r\n stats.addFeatureOverrides(ovrs.byteLength);\r\n\r\n if (this._contours)\r\n stats.addContours(this._contours.byteLength);\r\n }\r\n\r\n /** Exposed strictly for tests. */\r\n public get featureOverrides() { return this._featureOverrides; }\r\n\r\n private onSourceDisposed(source: FeatureSymbology.Source): void {\r\n const ovrs = this._featureOverrides.get(source);\r\n if (ovrs) {\r\n this._featureOverrides.delete(source);\r\n ovrs.dispose();\r\n }\r\n }\r\n}\r\n\r\n/** @internal exported strictly for tests. */\r\nexport class PerTargetData {\r\n private readonly _batch: Batch;\r\n private readonly _data: PerTargetBatchData[] = [];\r\n\r\n public constructor(batch: Batch) {\r\n this._batch = batch;\r\n }\r\n\r\n public dispose(): void {\r\n for (const data of this._data) {\r\n data.target.onBatchDisposed(this._batch);\r\n data.dispose();\r\n }\r\n\r\n this._data.length = 0;\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this._data.length === 0;\r\n }\r\n\r\n /** Exposed strictly for tests. */\r\n public get data(): PerTargetBatchData[] { return this._data; }\r\n\r\n public onTargetDisposed(target: Target): void {\r\n const index = this._data.findIndex((x) => x.target === target);\r\n if (-1 === index)\r\n return;\r\n\r\n const data = this._data[index];\r\n data.dispose();\r\n this._data.splice(index, 1);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n for (const data of this._data)\r\n data.collectStatistics(stats);\r\n }\r\n\r\n public getThematicSensors(target: Target): ThematicSensors {\r\n return this.getBatchData(target).getThematicSensors(this._batch);\r\n }\r\n\r\n public getFeatureOverrides(target: Target): FeatureOverrides {\r\n return this.getBatchData(target).getFeatureOverrides(this._batch);\r\n }\r\n\r\n public getContours(target: Target): Contours {\r\n return this.getBatchData(target).getContours(this._batch);\r\n }\r\n\r\n private getBatchData(target: Target): PerTargetBatchData {\r\n let data = this._data.find((x) => x.target === target);\r\n if (!data) {\r\n this._data.push(data = new PerTargetBatchData(target));\r\n target.addBatch(this._batch);\r\n }\r\n\r\n return data;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class Batch extends Graphic {\r\n public readonly graphic: RenderGraphic;\r\n public readonly featureTable: RenderFeatureTable;\r\n public readonly range: ElementAlignedBox3d;\r\n private readonly _context: BatchContext = { batchId: 0 };\r\n /** Public strictly for tests. */\r\n public readonly perTargetData = new PerTargetData(this);\r\n public readonly options: BatchOptions;\r\n\r\n // Chiefly for debugging.\r\n public get tileId(): string | undefined {\r\n return this.options.tileId;\r\n }\r\n\r\n public get locateOnly(): boolean {\r\n return true === this.options.locateOnly;\r\n }\r\n\r\n /** The following are valid only during a draw and reset afterward. */\r\n public get batchId() { return this._context.batchId; }\r\n public get batchIModel() { return this._context.iModel; }\r\n public get transformFromBatchIModel() { return this._context.transformFromIModel; }\r\n public get viewAttachmentId() { return this._context.viewAttachmentId; }\r\n public get inSectionDrawingAttachment() { return this._context.inSectionDrawingAttachment; }\r\n\r\n public setContext(batchId: number, branch: BranchState) {\r\n this._context.batchId = batchId;\r\n this._context.iModel = branch.iModel;\r\n this._context.transformFromIModel = branch.transformFromIModel;\r\n this._context.viewAttachmentId = branch.viewAttachmentId;\r\n this._context.inSectionDrawingAttachment = branch.inSectionDrawingAttachment;\r\n }\r\n\r\n public resetContext() {\r\n this._context.batchId = 0;\r\n this._context.iModel = undefined;\r\n this._context.transformFromIModel = undefined;\r\n this._context.viewAttachmentId = undefined;\r\n this._context.inSectionDrawingAttachment = undefined;\r\n }\r\n\r\n public constructor(graphic: RenderGraphic, features: RenderFeatureTable, range: ElementAlignedBox3d, options?: BatchOptions) {\r\n super();\r\n this.graphic = graphic;\r\n this.featureTable = features;\r\n this.range = range;\r\n this.options = options ?? {};\r\n }\r\n\r\n private _isDisposed = false;\r\n public get isDisposed(): boolean {\r\n return this._isDisposed && this.perTargetData.isDisposed;\r\n }\r\n\r\n // Note: This does not remove FeatureOverrides from the array, but rather disposes of the WebGL resources they contain\r\n public dispose() {\r\n dispose(this.graphic);\r\n\r\n this.perTargetData.dispose();\r\n this._isDisposed = true;\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this.graphic.collectStatistics(stats);\r\n stats.addFeatureTable(this.featureTable.byteLength);\r\n this.perTargetData.collectStatistics(stats);\r\n }\r\n\r\n public override unionRange(range: Range3d) {\r\n range.extendRange(this.range);\r\n }\r\n\r\n public addCommands(commands: RenderCommands): void {\r\n commands.addBatch(this);\r\n }\r\n\r\n public override get isPickable(): boolean {\r\n return true;\r\n }\r\n\r\n public getThematicSensors(target: Target): ThematicSensors {\r\n assert(target.plan.thematic !== undefined, \"thematic display settings must exist\");\r\n assert(target.plan.thematic.displayMode === ThematicDisplayMode.InverseDistanceWeightedSensors, \"thematic display mode must be sensor-based\");\r\n assert(target.plan.thematic.sensorSettings.sensors.length > 0, \"must have at least one sensor to process\");\r\n\r\n return this.perTargetData.getThematicSensors(target);\r\n }\r\n\r\n public getOverrides(target: Target): FeatureOverrides {\r\n return this.perTargetData.getFeatureOverrides(target);\r\n }\r\n\r\n public getContours(target: Target): Contours {\r\n return this.perTargetData.getContours(target);\r\n }\r\n\r\n public onTargetDisposed(target: Target) {\r\n this.perTargetData.onTargetDisposed(target);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class Branch extends Graphic {\r\n public readonly branch: GraphicBranch;\r\n public localToWorldTransform: Transform;\r\n public readonly clips?: ClipVolume;\r\n public readonly planarClassifier?: PlanarClassifier;\r\n public readonly textureDrape?: TextureDrape;\r\n public readonly layerClassifiers?: Map<number, PlanarClassifier>;\r\n public readonly edgeSettings?: EdgeSettings;\r\n public readonly iModel?: IModelConnection; // used chiefly for readPixels to identify context of picked Ids.\r\n public readonly frustum?: GraphicBranchFrustum;\r\n public readonly appearanceProvider?: FeatureAppearanceProvider;\r\n public readonly secondaryClassifiers?: PlanarClassifier[];\r\n public readonly viewAttachmentId?: Id64String;\r\n public readonly inSectionDrawingAttachment?: boolean;\r\n public disableClipStyle?: true;\r\n public readonly transformFromExternalIModel?: Transform;\r\n\r\n public constructor(branch: GraphicBranch, localToWorld: Transform, viewFlags?: ViewFlags, opts?: GraphicBranchOptions) {\r\n super();\r\n this.branch = branch;\r\n this.localToWorldTransform = localToWorld;\r\n\r\n if (undefined !== viewFlags)\r\n branch.setViewFlags(viewFlags);\r\n\r\n if (!opts)\r\n return;\r\n\r\n this.appearanceProvider = opts.appearanceProvider;\r\n this.clips = opts.clipVolume as ClipVolume | undefined;\r\n this.iModel = opts.iModel;\r\n this.frustum = opts.frustum;\r\n this.viewAttachmentId = opts.viewAttachmentId;\r\n this.inSectionDrawingAttachment = opts.inSectionDrawingAttachment;\r\n this.disableClipStyle = opts.disableClipStyle;\r\n this.transformFromExternalIModel = opts.transformFromIModel;\r\n\r\n if (opts.hline)\r\n this.edgeSettings = EdgeSettings.create(opts.hline);\r\n\r\n if (opts.classifierOrDrape instanceof PlanarClassifier)\r\n this.planarClassifier = opts.classifierOrDrape;\r\n else if (opts.classifierOrDrape instanceof TextureDrape)\r\n this.textureDrape = opts.classifierOrDrape;\r\n\r\n if (opts.secondaryClassifiers) {\r\n this.secondaryClassifiers = new Array<PlanarClassifier>();\r\n opts.secondaryClassifiers.forEach((classifier) => {\r\n if (classifier instanceof PlanarClassifier)\r\n this.secondaryClassifiers?.push(classifier);\r\n });\r\n }\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return 0 === this.branch.entries.length;\r\n }\r\n\r\n public dispose() {\r\n this.branch.dispose();\r\n }\r\n\r\n public override get isPickable(): boolean {\r\n return this.branch.entries.some((gf) => (gf as Graphic).isPickable);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this.branch.collectStatistics(stats);\r\n }\r\n\r\n public override unionRange(range: Range3d) {\r\n const thisRange = new Range3d();\r\n for (const graphic of this.branch.entries)\r\n graphic.unionRange(thisRange);\r\n\r\n this.localToWorldTransform.multiplyRange(thisRange, thisRange);\r\n range.extendRange(thisRange);\r\n }\r\n\r\n private shouldAddCommands(commands: RenderCommands): boolean {\r\n const group = commands.target.currentBranch.groupNodeId;\r\n if (undefined !== group && undefined !== this.branch.groupNodeId && this.branch.groupNodeId !== group)\r\n return false;\r\n\r\n const nodeId = commands.target.getAnimationTransformNodeId(this.branch.animationNodeId);\r\n return undefined === nodeId || nodeId === commands.target.currentAnimationTransformNodeId;\r\n }\r\n\r\n public addCommands(commands: RenderCommands): void {\r\n if (this.shouldAddCommands(commands))\r\n commands.addBranch(this);\r\n }\r\n\r\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\r\n if (this.shouldAddCommands(commands))\r\n commands.addHiliteBranch(this, pass);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class AnimationTransformBranch extends Graphic {\r\n public readonly nodeId: number;\r\n public readonly graphic: Graphic;\r\n\r\n public constructor(graphic: RenderGraphic, nodeId: number) {\r\n super();\r\n assert(graphic instanceof Graphic);\r\n this.graphic = graphic;\r\n this.nodeId = nodeId;\r\n }\r\n\r\n public override dispose() {\r\n this.graphic.dispose();\r\n }\r\n\r\n public override get isDisposed() {\r\n return this.graphic.isDisposed;\r\n }\r\n\r\n public override get isPickable() {\r\n return this.graphic.isPickable;\r\n }\r\n\r\n public override collectStatistics(stats: RenderMemory.Statistics) {\r\n this.graphic.collectStatistics(stats);\r\n }\r\n\r\n public override unionRange(range: Range3d) {\r\n this.graphic.unionRange(range);\r\n }\r\n\r\n public override addCommands(commands: RenderCommands) {\r\n commands.target.currentAnimationTransformNodeId = this.nodeId;\r\n this.graphic.addCommands(commands);\r\n commands.target.currentAnimationTransformNodeId = undefined;\r\n }\r\n\r\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass) {\r\n commands.target.currentAnimationTransformNodeId = this.nodeId;\r\n this.graphic.addHiliteCommands(commands, pass);\r\n commands.target.currentAnimationTransformNodeId = undefined;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class WorldDecorations extends Branch {\r\n public constructor(viewFlags: ViewFlags) {\r\n super(new GraphicBranch(), Transform.identity, viewFlags);\r\n\r\n // World decorations ignore all the symbology overrides for the \"scene\" geometry...\r\n this.branch.symbologyOverrides = new FeatureSymbology.Overrides();\r\n // Make all subcategories visible.\r\n this.branch.symbologyOverrides.ignoreSubCategory = true;\r\n }\r\n\r\n public init(decs: GraphicList): void {\r\n this.branch.clear();\r\n for (const dec of decs) {\r\n this.branch.add(dec);\r\n }\r\n }\r\n}\r\n/** @internal */\r\nexport class GraphicsArray extends Graphic {\r\n // Note: We assume the graphics array we get contains undisposed graphics to start\r\n constructor(public graphics: RenderGraphic[]) { super(); }\r\n\r\n public get isDisposed(): boolean { return 0 === this.graphics.length; }\r\n\r\n public override get isPickable(): boolean {\r\n return this.graphics.some((x) => (x as Graphic).isPickable);\r\n }\r\n\r\n public dispose() {\r\n for (const graphic of this.graphics)\r\n dispose(graphic);\r\n this.graphics.length = 0;\r\n }\r\n\r\n public addCommands(commands: RenderCommands): void {\r\n for (const graphic of this.graphics) {\r\n (graphic as Graphic).addCommands(commands);\r\n }\r\n }\r\n\r\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\r\n for (const graphic of this.graphics) {\r\n (graphic as Graphic).addHiliteCommands(commands, pass);\r\n }\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n for (const graphic of this.graphics)\r\n graphic.collectStatistics(stats);\r\n }\r\n\r\n public override unionRange(range: Range3d) {\r\n for (const graphic of this.graphics)\r\n graphic.unionRange(range);\r\n }\r\n}\r\n"]}
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@@ -8,7 +8,8 @@
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*/
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var _a;
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.InstancedGeometry = exports.PatternBuffers = exports.InstanceBuffers = exports.RenderInstancesImpl = exports.InstanceBuffersData =
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exports.InstancedGeometry = exports.PatternBuffers = exports.InstanceBuffers = exports.RenderInstancesImpl = exports.InstanceBuffersData = void 0;
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exports.isInstancedGraphicParams = isInstancedGraphicParams;
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const core_bentley_1 = require("@itwin/core-bentley");
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const core_geometry_1 = require("@itwin/core-geometry");
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const AttributeMap_1 = require("./AttributeMap");
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@@ -22,7 +23,6 @@ const core_common_1 = require("@itwin/core-common");
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function isInstancedGraphicParams(params) {
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return typeof params === "object" && typeof params.count === "number" && params.transforms instanceof Float32Array && params.transformCenter instanceof core_geometry_1.Point3d;
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}
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exports.isInstancedGraphicParams = isInstancedGraphicParams;
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class InstanceData {
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constructor(numInstances, rtcCenter) {
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// The model matrix from which _rtcModelTransform was previously computed. If it changes, _rtcModelTransform must be recomputed.
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