@itwin/core-frontend 4.10.0-dev.31 → 4.10.0-dev.33

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (600) hide show
  1. package/lib/cjs/AccuDraw.d.ts.map +1 -1
  2. package/lib/cjs/AccuDraw.js +0 -2
  3. package/lib/cjs/AccuDraw.js.map +1 -1
  4. package/lib/cjs/AccuSnap.d.ts.map +1 -1
  5. package/lib/cjs/AccuSnap.js +9 -4
  6. package/lib/cjs/AccuSnap.js.map +1 -1
  7. package/lib/cjs/BackgroundMapGeometry.js +3 -3
  8. package/lib/cjs/BackgroundMapGeometry.js.map +1 -1
  9. package/lib/cjs/BingLocation.js +1 -1
  10. package/lib/cjs/BingLocation.js.map +1 -1
  11. package/lib/cjs/BriefcaseConnection.d.ts.map +1 -1
  12. package/lib/cjs/BriefcaseConnection.js +2 -2
  13. package/lib/cjs/BriefcaseConnection.js.map +1 -1
  14. package/lib/cjs/BriefcaseTxns.d.ts.map +1 -1
  15. package/lib/cjs/ChangeFlags.d.ts +1 -1
  16. package/lib/cjs/ChangeFlags.d.ts.map +1 -1
  17. package/lib/cjs/ChangeFlags.js.map +1 -1
  18. package/lib/cjs/CheckpointConnection.js +1 -1
  19. package/lib/cjs/CheckpointConnection.js.map +1 -1
  20. package/lib/cjs/DisplayStyleState.d.ts.map +1 -1
  21. package/lib/cjs/DisplayStyleState.js +6 -6
  22. package/lib/cjs/DisplayStyleState.js.map +1 -1
  23. package/lib/cjs/DrawingViewState.d.ts +4 -4
  24. package/lib/cjs/DrawingViewState.d.ts.map +1 -1
  25. package/lib/cjs/DrawingViewState.js +10 -9
  26. package/lib/cjs/DrawingViewState.js.map +1 -1
  27. package/lib/cjs/EnvironmentDecorations.js +1 -1
  28. package/lib/cjs/EnvironmentDecorations.js.map +1 -1
  29. package/lib/cjs/GraphicalEditingScope.d.ts.map +1 -1
  30. package/lib/cjs/HitDetail.d.ts +36 -7
  31. package/lib/cjs/HitDetail.d.ts.map +1 -1
  32. package/lib/cjs/HitDetail.js +11 -3
  33. package/lib/cjs/HitDetail.js.map +1 -1
  34. package/lib/cjs/IModelApp.d.ts.map +1 -1
  35. package/lib/cjs/IModelApp.js +1 -2
  36. package/lib/cjs/IModelApp.js.map +1 -1
  37. package/lib/cjs/IModelConnection.js +8 -8
  38. package/lib/cjs/IModelConnection.js.map +1 -1
  39. package/lib/cjs/LinePlaneIntersect.js +1 -2
  40. package/lib/cjs/LinePlaneIntersect.js.map +1 -1
  41. package/lib/cjs/NativeApp.d.ts +1 -1
  42. package/lib/cjs/NativeApp.d.ts.map +1 -1
  43. package/lib/cjs/NativeApp.js.map +1 -1
  44. package/lib/cjs/NoRenderApp.d.ts.map +1 -1
  45. package/lib/cjs/NotificationManager.d.ts +2 -2
  46. package/lib/cjs/NotificationManager.d.ts.map +1 -1
  47. package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.d.ts.map +1 -1
  48. package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js +1 -2
  49. package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js.map +1 -1
  50. package/lib/cjs/RealityDataSourceContextShareImpl.d.ts.map +1 -1
  51. package/lib/cjs/RealityDataSourceContextShareImpl.js +2 -3
  52. package/lib/cjs/RealityDataSourceContextShareImpl.js.map +1 -1
  53. package/lib/cjs/RealityDataSourceTilesetUrlImpl.js +1 -1
  54. package/lib/cjs/RealityDataSourceTilesetUrlImpl.js.map +1 -1
  55. package/lib/cjs/SheetViewState.d.ts +4 -4
  56. package/lib/cjs/SheetViewState.d.ts.map +1 -1
  57. package/lib/cjs/SheetViewState.js +18 -5
  58. package/lib/cjs/SheetViewState.js.map +1 -1
  59. package/lib/cjs/SpatialViewState.js +1 -1
  60. package/lib/cjs/SpatialViewState.js.map +1 -1
  61. package/lib/cjs/SubCategoriesCache.js +1 -1
  62. package/lib/cjs/SubCategoriesCache.js.map +1 -1
  63. package/lib/cjs/TentativePoint.js +1 -1
  64. package/lib/cjs/TentativePoint.js.map +1 -1
  65. package/lib/cjs/ViewCreator3d.js +1 -1
  66. package/lib/cjs/ViewCreator3d.js.map +1 -1
  67. package/lib/cjs/ViewGlobalLocation.js +9 -9
  68. package/lib/cjs/ViewGlobalLocation.js.map +1 -1
  69. package/lib/cjs/ViewState.d.ts +16 -7
  70. package/lib/cjs/ViewState.d.ts.map +1 -1
  71. package/lib/cjs/ViewState.js +5 -5
  72. package/lib/cjs/ViewState.js.map +1 -1
  73. package/lib/cjs/Viewport.d.ts.map +1 -1
  74. package/lib/cjs/Viewport.js +2 -4
  75. package/lib/cjs/Viewport.js.map +1 -1
  76. package/lib/cjs/ViewportSync.js +6 -6
  77. package/lib/cjs/ViewportSync.js.map +1 -1
  78. package/lib/cjs/common/ImageUtil.js +15 -16
  79. package/lib/cjs/common/ImageUtil.js.map +1 -1
  80. package/lib/cjs/common/WorkerProxy.js +1 -2
  81. package/lib/cjs/common/WorkerProxy.js.map +1 -1
  82. package/lib/cjs/common/gltf/GltfParser.js +7 -8
  83. package/lib/cjs/common/gltf/GltfParser.js.map +1 -1
  84. package/lib/cjs/common/gltf/GltfSchema.d.ts +1 -1
  85. package/lib/cjs/common/gltf/GltfSchema.d.ts.map +1 -1
  86. package/lib/cjs/common/gltf/GltfSchema.js +5 -5
  87. package/lib/cjs/common/gltf/GltfSchema.js.map +1 -1
  88. package/lib/cjs/common/imdl/CompactEdges.js +1 -2
  89. package/lib/cjs/common/imdl/CompactEdges.js.map +1 -1
  90. package/lib/cjs/common/imdl/ImdlModel.js +2 -3
  91. package/lib/cjs/common/imdl/ImdlModel.js.map +1 -1
  92. package/lib/cjs/common/imdl/ImdlSchema.d.ts.map +1 -1
  93. package/lib/cjs/common/imdl/ImdlSchema.js.map +1 -1
  94. package/lib/cjs/common/imdl/ParseImdlDocument.d.ts.map +1 -1
  95. package/lib/cjs/common/imdl/ParseImdlDocument.js +10 -12
  96. package/lib/cjs/common/imdl/ParseImdlDocument.js.map +1 -1
  97. package/lib/cjs/common/internal/render/DisplayParams.js.map +1 -1
  98. package/lib/cjs/common/internal/render/EdgeParams.js +2 -3
  99. package/lib/cjs/common/internal/render/EdgeParams.js.map +1 -1
  100. package/lib/cjs/common/internal/render/GeometryList.d.ts +1 -1
  101. package/lib/cjs/common/internal/render/GraphicDescriptionBuilderImpl.js +3 -3
  102. package/lib/cjs/common/internal/render/GraphicDescriptionBuilderImpl.js.map +1 -1
  103. package/lib/cjs/common/internal/render/LineCode.js +1 -2
  104. package/lib/cjs/common/internal/render/LineCode.js.map +1 -1
  105. package/lib/cjs/common/internal/render/MeshBuilder.js.map +1 -1
  106. package/lib/cjs/common/internal/render/MeshBuilderMap.js.map +1 -1
  107. package/lib/cjs/common/internal/render/MeshPrimitives.js +3 -3
  108. package/lib/cjs/common/internal/render/MeshPrimitives.js.map +1 -1
  109. package/lib/cjs/common/internal/render/PointStringParams.js +1 -2
  110. package/lib/cjs/common/internal/render/PointStringParams.js.map +1 -1
  111. package/lib/cjs/common/internal/render/PolylineParams.js +4 -5
  112. package/lib/cjs/common/internal/render/PolylineParams.js.map +1 -1
  113. package/lib/cjs/common/internal/render/SurfaceParams.js +3 -3
  114. package/lib/cjs/common/internal/render/SurfaceParams.js.map +1 -1
  115. package/lib/cjs/common/internal/render/VertexTable.js +1 -2
  116. package/lib/cjs/common/internal/render/VertexTable.js.map +1 -1
  117. package/lib/cjs/common/internal/render/VertexTableBuilder.js +2 -2
  118. package/lib/cjs/common/internal/render/VertexTableBuilder.js.map +1 -1
  119. package/lib/cjs/common/internal/render/VertexTableSplitter.js +4 -4
  120. package/lib/cjs/common/internal/render/VertexTableSplitter.js.map +1 -1
  121. package/lib/cjs/common/render/InstancedGraphicParams.js.map +1 -1
  122. package/lib/cjs/extension/providers/ExtensionLoadScript.js +1 -2
  123. package/lib/cjs/extension/providers/ExtensionLoadScript.js.map +1 -1
  124. package/lib/cjs/internal/render/RenderInstancesParamsImpl.js +2 -3
  125. package/lib/cjs/internal/render/RenderInstancesParamsImpl.js.map +1 -1
  126. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.d.ts.map +1 -1
  127. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js +1 -1
  128. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js.map +1 -1
  129. package/lib/cjs/quantity-formatting/BasicUnitsProvider.js +2 -2
  130. package/lib/cjs/quantity-formatting/BasicUnitsProvider.js.map +1 -1
  131. package/lib/cjs/quantity-formatting/LocalUnitFormatProvider.js +2 -2
  132. package/lib/cjs/quantity-formatting/LocalUnitFormatProvider.js.map +1 -1
  133. package/lib/cjs/quantity-formatting/QuantityFormatter.js +3 -3
  134. package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
  135. package/lib/cjs/quantity-formatting/QuantityTypesEditorSpecs.d.ts.map +1 -1
  136. package/lib/cjs/render/GraphicBranch.d.ts +3 -1
  137. package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
  138. package/lib/cjs/render/GraphicBranch.js +2 -2
  139. package/lib/cjs/render/GraphicBranch.js.map +1 -1
  140. package/lib/cjs/render/GraphicTemplate.js +1 -2
  141. package/lib/cjs/render/GraphicTemplate.js.map +1 -1
  142. package/lib/cjs/render/MockRender.d.ts.map +1 -1
  143. package/lib/cjs/render/Pixel.d.ts +9 -7
  144. package/lib/cjs/render/Pixel.d.ts.map +1 -1
  145. package/lib/cjs/render/Pixel.js +20 -5
  146. package/lib/cjs/render/Pixel.js.map +1 -1
  147. package/lib/cjs/render/RenderPlan.js +3 -3
  148. package/lib/cjs/render/RenderPlan.js.map +1 -1
  149. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  150. package/lib/cjs/render/RenderSystem.js +6 -7
  151. package/lib/cjs/render/RenderSystem.js.map +1 -1
  152. package/lib/cjs/render/UpsampleRealityMeshParams.js +1 -2
  153. package/lib/cjs/render/UpsampleRealityMeshParams.js.map +1 -1
  154. package/lib/cjs/render/VisibleFeature.js +1 -2
  155. package/lib/cjs/render/VisibleFeature.js.map +1 -1
  156. package/lib/cjs/render/webgl/AttributeBuffers.js +5 -5
  157. package/lib/cjs/render/webgl/AttributeBuffers.js.map +1 -1
  158. package/lib/cjs/render/webgl/BranchState.d.ts +2 -0
  159. package/lib/cjs/render/webgl/BranchState.d.ts.map +1 -1
  160. package/lib/cjs/render/webgl/BranchState.js +2 -0
  161. package/lib/cjs/render/webgl/BranchState.js.map +1 -1
  162. package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
  163. package/lib/cjs/render/webgl/ClippingProgram.js +2 -2
  164. package/lib/cjs/render/webgl/ClippingProgram.js.map +1 -1
  165. package/lib/cjs/render/webgl/DrawCommand.js +3 -3
  166. package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
  167. package/lib/cjs/render/webgl/FeatureOverrides.js +2 -2
  168. package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
  169. package/lib/cjs/render/webgl/FrustumUniforms.js +2 -2
  170. package/lib/cjs/render/webgl/FrustumUniforms.js.map +1 -1
  171. package/lib/cjs/render/webgl/Graphic.d.ts +3 -0
  172. package/lib/cjs/render/webgl/Graphic.d.ts.map +1 -1
  173. package/lib/cjs/render/webgl/Graphic.js +4 -0
  174. package/lib/cjs/render/webgl/Graphic.js.map +1 -1
  175. package/lib/cjs/render/webgl/InstancedGeometry.js +2 -2
  176. package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
  177. package/lib/cjs/render/webgl/Material.js +4 -4
  178. package/lib/cjs/render/webgl/Material.js.map +1 -1
  179. package/lib/cjs/render/webgl/Matrix.js +3 -3
  180. package/lib/cjs/render/webgl/Matrix.js.map +1 -1
  181. package/lib/cjs/render/webgl/RenderFlags.js +2 -2
  182. package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
  183. package/lib/cjs/render/webgl/SceneCompositor.d.ts.map +1 -1
  184. package/lib/cjs/render/webgl/SceneCompositor.js +8 -5
  185. package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
  186. package/lib/cjs/render/webgl/ScratchDrawParams.js +2 -3
  187. package/lib/cjs/render/webgl/ScratchDrawParams.js.map +1 -1
  188. package/lib/cjs/render/webgl/ScreenSpaceEffect.js +2 -2
  189. package/lib/cjs/render/webgl/ScreenSpaceEffect.js.map +1 -1
  190. package/lib/cjs/render/webgl/SurfaceGeometry.js +2 -2
  191. package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
  192. package/lib/cjs/render/webgl/Sync.js +3 -4
  193. package/lib/cjs/render/webgl/Sync.js.map +1 -1
  194. package/lib/cjs/render/webgl/System.d.ts.map +1 -1
  195. package/lib/cjs/render/webgl/System.js +7 -7
  196. package/lib/cjs/render/webgl/System.js.map +1 -1
  197. package/lib/cjs/render/webgl/Target.js +1 -1
  198. package/lib/cjs/render/webgl/Target.js.map +1 -1
  199. package/lib/cjs/render/webgl/TechniqueFlags.d.ts.map +1 -1
  200. package/lib/cjs/render/webgl/TechniqueId.js +1 -2
  201. package/lib/cjs/render/webgl/TechniqueId.js.map +1 -1
  202. package/lib/cjs/render/webgl/Texture.d.ts.map +1 -1
  203. package/lib/cjs/render/webgl/Texture.js +2 -2
  204. package/lib/cjs/render/webgl/Texture.js.map +1 -1
  205. package/lib/cjs/render/webgl/UniformHandle.js.map +1 -1
  206. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js +1 -2
  207. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js.map +1 -1
  208. package/lib/cjs/render/webgl/glsl/Animation.js +1 -2
  209. package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
  210. package/lib/cjs/render/webgl/glsl/Atmosphere.js +1 -2
  211. package/lib/cjs/render/webgl/glsl/Atmosphere.js.map +1 -1
  212. package/lib/cjs/render/webgl/glsl/Blur.js +1 -2
  213. package/lib/cjs/render/webgl/glsl/Blur.js.map +1 -1
  214. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js +1 -2
  215. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js.map +1 -1
  216. package/lib/cjs/render/webgl/glsl/ClearTranslucent.js +1 -2
  217. package/lib/cjs/render/webgl/glsl/ClearTranslucent.js.map +1 -1
  218. package/lib/cjs/render/webgl/glsl/Clipping.js +2 -2
  219. package/lib/cjs/render/webgl/glsl/Clipping.js.map +1 -1
  220. package/lib/cjs/render/webgl/glsl/Color.js +2 -3
  221. package/lib/cjs/render/webgl/glsl/Color.js.map +1 -1
  222. package/lib/cjs/render/webgl/glsl/Combine3Textures.js +1 -2
  223. package/lib/cjs/render/webgl/glsl/Combine3Textures.js.map +1 -1
  224. package/lib/cjs/render/webgl/glsl/CombineTextures.js +1 -2
  225. package/lib/cjs/render/webgl/glsl/CombineTextures.js.map +1 -1
  226. package/lib/cjs/render/webgl/glsl/Common.js +7 -7
  227. package/lib/cjs/render/webgl/glsl/Common.js.map +1 -1
  228. package/lib/cjs/render/webgl/glsl/Composite.js +1 -2
  229. package/lib/cjs/render/webgl/glsl/Composite.js.map +1 -1
  230. package/lib/cjs/render/webgl/glsl/Contours.js +1 -2
  231. package/lib/cjs/render/webgl/glsl/Contours.js.map +1 -1
  232. package/lib/cjs/render/webgl/glsl/CopyColor.js +1 -2
  233. package/lib/cjs/render/webgl/glsl/CopyColor.js.map +1 -1
  234. package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js +1 -2
  235. package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js.map +1 -1
  236. package/lib/cjs/render/webgl/glsl/CopyStencil.js +4 -5
  237. package/lib/cjs/render/webgl/glsl/CopyStencil.js.map +1 -1
  238. package/lib/cjs/render/webgl/glsl/Decode.js +2 -2
  239. package/lib/cjs/render/webgl/glsl/Decode.js.map +1 -1
  240. package/lib/cjs/render/webgl/glsl/EDL.js +4 -5
  241. package/lib/cjs/render/webgl/glsl/EDL.js.map +1 -1
  242. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js +1 -2
  243. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js.map +1 -1
  244. package/lib/cjs/render/webgl/glsl/Edge.js +2 -3
  245. package/lib/cjs/render/webgl/glsl/Edge.js.map +1 -1
  246. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +15 -15
  247. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  248. package/lib/cjs/render/webgl/glsl/Fragment.js +6 -6
  249. package/lib/cjs/render/webgl/glsl/Fragment.js.map +1 -1
  250. package/lib/cjs/render/webgl/glsl/Instancing.js +3 -4
  251. package/lib/cjs/render/webgl/glsl/Instancing.js.map +1 -1
  252. package/lib/cjs/render/webgl/glsl/Lighting.js +1 -2
  253. package/lib/cjs/render/webgl/glsl/Lighting.js.map +1 -1
  254. package/lib/cjs/render/webgl/glsl/LogarithmicDepthBuffer.js +1 -2
  255. package/lib/cjs/render/webgl/glsl/LogarithmicDepthBuffer.js.map +1 -1
  256. package/lib/cjs/render/webgl/glsl/LookupTable.js +1 -2
  257. package/lib/cjs/render/webgl/glsl/LookupTable.js.map +1 -1
  258. package/lib/cjs/render/webgl/glsl/Monochrome.js +2 -3
  259. package/lib/cjs/render/webgl/glsl/Monochrome.js.map +1 -1
  260. package/lib/cjs/render/webgl/glsl/PlanarClassification.js +5 -5
  261. package/lib/cjs/render/webgl/glsl/PlanarClassification.js.map +1 -1
  262. package/lib/cjs/render/webgl/glsl/PlanarGrid.js +1 -1
  263. package/lib/cjs/render/webgl/glsl/PlanarGrid.js.map +1 -1
  264. package/lib/cjs/render/webgl/glsl/PointCloud.js +2 -3
  265. package/lib/cjs/render/webgl/glsl/PointCloud.js.map +1 -1
  266. package/lib/cjs/render/webgl/glsl/PointString.js +2 -3
  267. package/lib/cjs/render/webgl/glsl/PointString.js.map +1 -1
  268. package/lib/cjs/render/webgl/glsl/Polyline.js +6 -6
  269. package/lib/cjs/render/webgl/glsl/Polyline.js.map +1 -1
  270. package/lib/cjs/render/webgl/glsl/RealityMesh.js +5 -5
  271. package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
  272. package/lib/cjs/render/webgl/glsl/RenderPass.js +1 -2
  273. package/lib/cjs/render/webgl/glsl/RenderPass.js.map +1 -1
  274. package/lib/cjs/render/webgl/glsl/ScreenSpaceEffect.js +1 -2
  275. package/lib/cjs/render/webgl/glsl/ScreenSpaceEffect.js.map +1 -1
  276. package/lib/cjs/render/webgl/glsl/SkyBox.js +1 -2
  277. package/lib/cjs/render/webgl/glsl/SkyBox.js.map +1 -1
  278. package/lib/cjs/render/webgl/glsl/SkySphere.js +1 -2
  279. package/lib/cjs/render/webgl/glsl/SkySphere.js.map +1 -1
  280. package/lib/cjs/render/webgl/glsl/SolarShadowMapping.js +3 -3
  281. package/lib/cjs/render/webgl/glsl/SolarShadowMapping.js.map +1 -1
  282. package/lib/cjs/render/webgl/glsl/Surface.js +6 -6
  283. package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
  284. package/lib/cjs/render/webgl/glsl/Thematic.js +2 -3
  285. package/lib/cjs/render/webgl/glsl/Thematic.js.map +1 -1
  286. package/lib/cjs/render/webgl/glsl/Translucency.js +2 -2
  287. package/lib/cjs/render/webgl/glsl/Translucency.js.map +1 -1
  288. package/lib/cjs/render/webgl/glsl/Vertex.js +13 -13
  289. package/lib/cjs/render/webgl/glsl/Vertex.js.map +1 -1
  290. package/lib/cjs/render/webgl/glsl/Viewport.js +3 -4
  291. package/lib/cjs/render/webgl/glsl/Viewport.js.map +1 -1
  292. package/lib/cjs/render/webgl/glsl/ViewportQuad.js +1 -2
  293. package/lib/cjs/render/webgl/glsl/ViewportQuad.js.map +1 -1
  294. package/lib/cjs/render/webgl/glsl/Wiremesh.js +1 -2
  295. package/lib/cjs/render/webgl/glsl/Wiremesh.js.map +1 -1
  296. package/lib/cjs/request/Request.d.ts.map +1 -1
  297. package/lib/cjs/request/Request.js +2 -2
  298. package/lib/cjs/request/Request.js.map +1 -1
  299. package/lib/cjs/request/utils.js +3 -4
  300. package/lib/cjs/request/utils.js.map +1 -1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { AuxChannel, AuxChannelData, Point2d, Point3d, Range3d } from \"@itwin/core-geometry\";\r\nimport {\r\n ColorIndex, EdgeArgs, Feature, FeatureIndex, FeatureIndexType, FeatureTable, LinePixels, MeshEdges, MeshPolyline, MeshPolylineList,\r\n OctEncodedNormal, PolylineEdgeArgs, PolylineFlags, PolylineTypeFlags, QParams3d, QPoint3dList,\r\n SilhouetteEdgeArgs,\r\n} from \"@itwin/core-common\";\r\nimport { ColorMap } from \"./ColorMap\";\r\nimport { DisplayParams } from \"./DisplayParams\";\r\nimport { MeshPointList, MeshPrimitiveType, Point3dList } from \"./MeshPrimitive\";\r\nimport { Triangle, TriangleList } from \"./Primitives\";\r\nimport { VertexKeyProps } from \"./VertexKey\";\r\nimport { MeshArgs } from \"../../../render/MeshArgs\";\r\nimport { PolylineArgs } from \"../../../render/PolylineArgs\";\r\n\r\nexport function createPolylineArgs(mesh: Mesh): PolylineArgs | undefined {\r\n if (!mesh.polylines || mesh.polylines.length === 0)\r\n return undefined;\r\n\r\n const polylines = [];\r\n for (const polyline of mesh.polylines)\r\n if (polyline.indices.length > 0)\r\n polylines.push(polyline.indices);\r\n\r\n if (polylines.length === 0)\r\n return undefined;\r\n\r\n const flags: PolylineFlags = {\r\n is2d: mesh.is2d,\r\n isPlanar: mesh.isPlanar,\r\n isDisjoint: mesh.type === MeshPrimitiveType.Point,\r\n };\r\n\r\n if (mesh.displayParams.regionEdgeType === DisplayParams.RegionEdgeType.Outline) {\r\n // This polyline is behaving as the edges of a region surface.\r\n if (!mesh.displayParams.gradient || mesh.displayParams.gradient.isOutlined)\r\n flags.type = PolylineTypeFlags.Edge;\r\n else\r\n flags.type = PolylineTypeFlags.Outline; // edges only displayed if fill undisplayed\r\n }\r\n\r\n const colors = new ColorIndex();\r\n mesh.colorMap.toColorIndex(colors, mesh.colors);\r\n\r\n const features = new FeatureIndex();\r\n mesh.toFeatureIndex(features);\r\n\r\n return {\r\n width: mesh.displayParams.width,\r\n linePixels: mesh.displayParams.linePixels,\r\n flags,\r\n polylines,\r\n points: mesh.points,\r\n colors,\r\n features,\r\n };\r\n}\r\n\r\n/** The vertices of the edges are shared with those of the surface. */\r\nexport class MeshArgsEdges {\r\n public edges = new EdgeArgs();\r\n public silhouettes = new SilhouetteEdgeArgs();\r\n public polylines = new PolylineEdgeArgs();\r\n public width = 0;\r\n public linePixels = LinePixels.Solid;\r\n\r\n public clear(): void {\r\n this.edges.clear();\r\n this.silhouettes.clear();\r\n this.polylines.clear();\r\n this.width = 0;\r\n this.linePixels = LinePixels.Solid;\r\n }\r\n public get isValid(): boolean { return this.edges.isValid || this.silhouettes.isValid || this.polylines.isValid; }\r\n}\r\n\r\nexport function createMeshArgs(mesh: Mesh): MeshArgs | undefined {\r\n if (!mesh.triangles || mesh.triangles.isEmpty || mesh.points.length === 0)\r\n return undefined;\r\n\r\n const texture = mesh.displayParams.textureMapping?.texture;\r\n const textureMapping = texture && mesh.uvParams.length > 0 ? { texture, uvParams: mesh.uvParams } : undefined;\r\n\r\n const colors = new ColorIndex();\r\n mesh.colorMap.toColorIndex(colors, mesh.colors);\r\n\r\n const features = new FeatureIndex();\r\n mesh.toFeatureIndex(features);\r\n\r\n let edges;\r\n if (mesh.edges) {\r\n edges = new MeshArgsEdges();\r\n edges.width = mesh.displayParams.width;\r\n edges.linePixels = mesh.displayParams.linePixels;\r\n edges.edges.init(mesh.edges);\r\n edges.silhouettes.init(mesh.edges);\r\n\r\n const polylines = [];\r\n for (const meshPolyline of mesh.edges.polylines)\r\n if (meshPolyline.indices.length > 0)\r\n polylines.push(meshPolyline.indices);\r\n\r\n edges.polylines.init(polylines);\r\n }\r\n\r\n return {\r\n vertIndices: mesh.triangles.indices,\r\n points: mesh.points,\r\n normals: !mesh.displayParams.ignoreLighting && mesh.normals.length > 0 ? mesh.normals : undefined,\r\n textureMapping,\r\n colors,\r\n features,\r\n material: mesh.displayParams.material,\r\n fillFlags: mesh.displayParams.fillFlags,\r\n isPlanar: mesh.isPlanar,\r\n is2d: mesh.is2d,\r\n hasBakedLighting: true === mesh.hasBakedLighting,\r\n isVolumeClassifier: true === mesh.isVolumeClassifier,\r\n edges,\r\n auxChannels: mesh.auxChannels,\r\n };\r\n}\r\n\r\nexport class Mesh {\r\n private readonly _data: TriangleList | MeshPolylineList;\r\n public readonly points: MeshPointList;\r\n public readonly normals: OctEncodedNormal[] = [];\r\n public readonly uvParams: Point2d[] = [];\r\n public readonly colorMap: ColorMap = new ColorMap(); // used to be called ColorTable\r\n public colors: number[] = [];\r\n public edges?: MeshEdges;\r\n public readonly features?: Mesh.Features;\r\n public readonly type: MeshPrimitiveType;\r\n public readonly is2d: boolean;\r\n public readonly isPlanar: boolean;\r\n public readonly hasBakedLighting: boolean;\r\n public readonly isVolumeClassifier: boolean;\r\n public displayParams: DisplayParams;\r\n private _auxChannels?: AuxChannel[];\r\n\r\n private constructor(props: Mesh.Props) {\r\n const { displayParams, features, type, range, is2d, isPlanar } = props;\r\n this._data = MeshPrimitiveType.Mesh === type ? new TriangleList() : new MeshPolylineList();\r\n this.displayParams = displayParams;\r\n this.features = features ? new Mesh.Features(features) : undefined;\r\n this.type = type;\r\n this.is2d = is2d;\r\n this.isPlanar = isPlanar;\r\n this.hasBakedLighting = (true === props.hasBakedLighting);\r\n this.isVolumeClassifier = (true === props.isVolumeClassifier);\r\n if (props.quantizePositions) {\r\n this.points = new QPoint3dList(QParams3d.fromRange(range));\r\n } else {\r\n const points = [] as unknown as Point3dList;\r\n points.range = range;\r\n const center = range.center;\r\n points.add = (pt: Point3d) => {\r\n // assert(range.containsPoint(pt)); rounding error triggers this sometimes...\r\n points.push(pt.minus(center));\r\n };\r\n this.points = points;\r\n }\r\n }\r\n\r\n public static create(props: Mesh.Props): Mesh { return new Mesh(props); }\r\n\r\n public get triangles(): TriangleList | undefined {\r\n return MeshPrimitiveType.Mesh === this.type ? this._data as TriangleList : undefined;\r\n }\r\n\r\n public get polylines(): MeshPolylineList | undefined {\r\n return MeshPrimitiveType.Mesh !== this.type ? this._data as MeshPolylineList : undefined;\r\n }\r\n\r\n public get auxChannels(): ReadonlyArray<AuxChannel> | undefined {\r\n return this._auxChannels;\r\n }\r\n\r\n public addAuxChannels(channels: ReadonlyArray<AuxChannel>, srcIndex: number): void {\r\n // The native version of this function appears to assume that all polyfaces added to the Mesh will have\r\n // the same number + type of aux channels.\r\n // ###TODO We should really produce a separate Mesh for each unique combination. For now just bail on mismatch.\r\n if (this._auxChannels) {\r\n if (this._auxChannels.length !== channels.length)\r\n return;\r\n\r\n for (let i = 0; i < channels.length; i++) {\r\n const src = channels[i];\r\n const dst = this._auxChannels[i];\r\n if (src.dataType !== dst.dataType || src.name !== dst.name || src.inputName !== dst.inputName)\r\n return;\r\n }\r\n }\r\n\r\n if (!this._auxChannels) {\r\n // Copy the channels, leaving each AuxData's values array empty.\r\n this._auxChannels = channels.map((x) => new AuxChannel(x.data.map((y) => new AuxChannelData(y.input, [])), x.dataType, x.name, x.inputName));\r\n }\r\n\r\n // Append the value at srcIndex from each source channel's data to our channels.\r\n for (let channelIndex = 0; channelIndex < channels.length; channelIndex++) {\r\n const srcChannel = channels[channelIndex];\r\n const dstChannel = this._auxChannels[channelIndex];\r\n const dstIndex = dstChannel.valueCount;\r\n for (let dataIndex = 0; dataIndex < srcChannel.data.length; dataIndex++) {\r\n const dstData = dstChannel.data[dataIndex];\r\n dstData.copyValues(srcChannel.data[dataIndex], dstIndex, srcIndex, dstChannel.entriesPerValue);\r\n }\r\n }\r\n }\r\n\r\n public toFeatureIndex(index: FeatureIndex): void {\r\n if (undefined !== this.features)\r\n this.features.toFeatureIndex(index);\r\n }\r\n\r\n public toMeshArgs(): MeshArgs | undefined {\r\n return createMeshArgs(this);\r\n }\r\n\r\n public toPolylineArgs(): PolylineArgs | undefined {\r\n return createPolylineArgs(this);\r\n }\r\n\r\n public addPolyline(poly: MeshPolyline): void {\r\n const { type, polylines } = this;\r\n\r\n assert(MeshPrimitiveType.Polyline === type || MeshPrimitiveType.Point === type);\r\n assert(undefined !== polylines);\r\n\r\n if (MeshPrimitiveType.Polyline === type && poly.indices.length < 2)\r\n return;\r\n\r\n if (undefined !== polylines)\r\n polylines.push(poly);\r\n }\r\n\r\n public addTriangle(triangle: Triangle): void {\r\n const { triangles, type } = this;\r\n\r\n assert(MeshPrimitiveType.Mesh === type);\r\n assert(undefined !== triangles);\r\n\r\n if (undefined !== triangles)\r\n triangles.addTriangle(triangle);\r\n }\r\n\r\n public addVertex(props: VertexKeyProps): number {\r\n const { feature, position, normal, uvParam, fillColor } = props;\r\n\r\n this.points.add(position);\r\n\r\n if (undefined !== normal)\r\n this.normals.push(normal);\r\n\r\n if (undefined !== uvParam)\r\n this.uvParams.push(uvParam);\r\n\r\n if (feature) {\r\n assert(undefined !== this.features);\r\n this.features.add(feature, this.points.length);\r\n }\r\n\r\n // Don't allocate color indices until we have non-uniform colors\r\n if (0 === this.colorMap.length) {\r\n this.colorMap.insert(fillColor);\r\n assert(this.colorMap.isUniform);\r\n assert(0 === this.colorMap.indexOf(fillColor));\r\n } else if (!this.colorMap.isUniform || !this.colorMap.hasColor(fillColor)) {\r\n // Back-fill uniform value (index=0) for existing vertices if previously uniform\r\n if (0 === this.colors.length)\r\n this.colors.length = this.points.length - 1;\r\n\r\n this.colors.push(this.colorMap.insert(fillColor));\r\n assert(!this.colorMap.isUniform);\r\n }\r\n\r\n return this.points.length - 1;\r\n }\r\n}\r\n\r\nexport namespace Mesh { // eslint-disable-line no-redeclare\r\n export class Features {\r\n public readonly table: FeatureTable;\r\n public indices: number[] = [];\r\n public uniform = 0;\r\n public initialized = false;\r\n\r\n public constructor(table: FeatureTable) { this.table = table; }\r\n\r\n public add(feat: Feature, numVerts: number): void {\r\n const index = this.table.insert(feat);\r\n if (!this.initialized) {\r\n // First feature - uniform.\r\n this.uniform = index;\r\n this.initialized = true;\r\n } else if (0 < this.indices.length) {\r\n // Already non-uniform\r\n this.indices.push(index);\r\n } else {\r\n // Second feature - back-fill uniform for existing verts\r\n while (this.indices.length < numVerts - 1)\r\n this.indices.push(this.uniform);\r\n\r\n this.indices.push(index);\r\n }\r\n }\r\n\r\n public setIndices(indices: number[]) {\r\n this.indices.length = 0;\r\n this.uniform = 0;\r\n this.initialized = 0 < indices.length;\r\n\r\n assert(0 < indices.length);\r\n if (1 === indices.length)\r\n this.uniform = indices[0];\r\n else if (1 < indices.length)\r\n this.indices = indices;\r\n }\r\n\r\n public toFeatureIndex(output?: FeatureIndex): FeatureIndex {\r\n const index = output ?? new FeatureIndex();\r\n if (!this.initialized) {\r\n index.type = FeatureIndexType.Empty;\r\n } else if (this.indices.length === 0) {\r\n index.type = FeatureIndexType.Uniform;\r\n index.featureID = this.uniform;\r\n } else {\r\n index.type = FeatureIndexType.NonUniform;\r\n index.featureIDs = new Uint32Array(this.indices);\r\n }\r\n\r\n return index;\r\n }\r\n }\r\n\r\n export interface Props {\r\n displayParams: DisplayParams;\r\n features?: FeatureTable;\r\n type: MeshPrimitiveType;\r\n range: Range3d;\r\n quantizePositions: boolean;\r\n is2d: boolean;\r\n isPlanar: boolean;\r\n hasBakedLighting?: boolean;\r\n isVolumeClassifier?: boolean;\r\n }\r\n}\r\n\r\nexport class MeshList extends Array<Mesh> {\r\n public readonly features?: FeatureTable;\r\n public readonly range?: Range3d;\r\n constructor(features?: FeatureTable, range?: Range3d) {\r\n super();\r\n this.features = features;\r\n this.range = range;\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { AuxChannel, AuxChannelData, Point2d, Point3d, Range3d } from \"@itwin/core-geometry\";\r\nimport {\r\n ColorIndex, EdgeArgs, Feature, FeatureIndex, FeatureIndexType, FeatureTable, LinePixels, MeshEdges, MeshPolyline, MeshPolylineList,\r\n OctEncodedNormal, PolylineEdgeArgs, PolylineFlags, PolylineTypeFlags, QParams3d, QPoint3dList,\r\n SilhouetteEdgeArgs,\r\n} from \"@itwin/core-common\";\r\nimport { ColorMap } from \"./ColorMap\";\r\nimport { DisplayParams } from \"./DisplayParams\";\r\nimport { MeshPointList, MeshPrimitiveType, Point3dList } from \"./MeshPrimitive\";\r\nimport { Triangle, TriangleList } from \"./Primitives\";\r\nimport { VertexKeyProps } from \"./VertexKey\";\r\nimport { MeshArgs } from \"../../../render/MeshArgs\";\r\nimport { PolylineArgs } from \"../../../render/PolylineArgs\";\r\n\r\nexport function createPolylineArgs(mesh: Mesh): PolylineArgs | undefined {\r\n if (!mesh.polylines || mesh.polylines.length === 0)\r\n return undefined;\r\n\r\n const polylines = [];\r\n for (const polyline of mesh.polylines)\r\n if (polyline.indices.length > 0)\r\n polylines.push(polyline.indices);\r\n\r\n if (polylines.length === 0)\r\n return undefined;\r\n\r\n const flags: PolylineFlags = {\r\n is2d: mesh.is2d,\r\n isPlanar: mesh.isPlanar,\r\n isDisjoint: mesh.type === MeshPrimitiveType.Point,\r\n };\r\n\r\n if (mesh.displayParams.regionEdgeType === DisplayParams.RegionEdgeType.Outline) {\r\n // This polyline is behaving as the edges of a region surface.\r\n if (!mesh.displayParams.gradient || mesh.displayParams.gradient.isOutlined)\r\n flags.type = PolylineTypeFlags.Edge;\r\n else\r\n flags.type = PolylineTypeFlags.Outline; // edges only displayed if fill undisplayed\r\n }\r\n\r\n const colors = new ColorIndex();\r\n mesh.colorMap.toColorIndex(colors, mesh.colors);\r\n\r\n const features = new FeatureIndex();\r\n mesh.toFeatureIndex(features);\r\n\r\n return {\r\n width: mesh.displayParams.width,\r\n linePixels: mesh.displayParams.linePixels,\r\n flags,\r\n polylines,\r\n points: mesh.points,\r\n colors,\r\n features,\r\n };\r\n}\r\n\r\n/** The vertices of the edges are shared with those of the surface. */\r\nexport class MeshArgsEdges {\r\n public edges = new EdgeArgs();\r\n public silhouettes = new SilhouetteEdgeArgs();\r\n public polylines = new PolylineEdgeArgs();\r\n public width = 0;\r\n public linePixels = LinePixels.Solid;\r\n\r\n public clear(): void {\r\n this.edges.clear();\r\n this.silhouettes.clear();\r\n this.polylines.clear();\r\n this.width = 0;\r\n this.linePixels = LinePixels.Solid;\r\n }\r\n public get isValid(): boolean { return this.edges.isValid || this.silhouettes.isValid || this.polylines.isValid; }\r\n}\r\n\r\nexport function createMeshArgs(mesh: Mesh): MeshArgs | undefined {\r\n if (!mesh.triangles || mesh.triangles.isEmpty || mesh.points.length === 0)\r\n return undefined;\r\n\r\n const texture = mesh.displayParams.textureMapping?.texture;\r\n const textureMapping = texture && mesh.uvParams.length > 0 ? { texture, uvParams: mesh.uvParams } : undefined;\r\n\r\n const colors = new ColorIndex();\r\n mesh.colorMap.toColorIndex(colors, mesh.colors);\r\n\r\n const features = new FeatureIndex();\r\n mesh.toFeatureIndex(features);\r\n\r\n let edges;\r\n if (mesh.edges) {\r\n edges = new MeshArgsEdges();\r\n edges.width = mesh.displayParams.width;\r\n edges.linePixels = mesh.displayParams.linePixels;\r\n edges.edges.init(mesh.edges);\r\n edges.silhouettes.init(mesh.edges);\r\n\r\n const polylines = [];\r\n for (const meshPolyline of mesh.edges.polylines)\r\n if (meshPolyline.indices.length > 0)\r\n polylines.push(meshPolyline.indices);\r\n\r\n edges.polylines.init(polylines);\r\n }\r\n\r\n return {\r\n vertIndices: mesh.triangles.indices,\r\n points: mesh.points,\r\n normals: !mesh.displayParams.ignoreLighting && mesh.normals.length > 0 ? mesh.normals : undefined,\r\n textureMapping,\r\n colors,\r\n features,\r\n material: mesh.displayParams.material,\r\n fillFlags: mesh.displayParams.fillFlags,\r\n isPlanar: mesh.isPlanar,\r\n is2d: mesh.is2d,\r\n hasBakedLighting: true === mesh.hasBakedLighting,\r\n isVolumeClassifier: true === mesh.isVolumeClassifier,\r\n edges,\r\n auxChannels: mesh.auxChannels,\r\n };\r\n}\r\n\r\nexport class Mesh {\r\n private readonly _data: TriangleList | MeshPolylineList;\r\n public readonly points: MeshPointList;\r\n public readonly normals: OctEncodedNormal[] = [];\r\n public readonly uvParams: Point2d[] = [];\r\n public readonly colorMap: ColorMap = new ColorMap(); // used to be called ColorTable\r\n public colors: number[] = [];\r\n public edges?: MeshEdges;\r\n public readonly features?: Mesh.Features;\r\n public readonly type: MeshPrimitiveType;\r\n public readonly is2d: boolean;\r\n public readonly isPlanar: boolean;\r\n public readonly hasBakedLighting: boolean;\r\n public readonly isVolumeClassifier: boolean;\r\n public displayParams: DisplayParams;\r\n private _auxChannels?: AuxChannel[];\r\n\r\n private constructor(props: Mesh.Props) {\r\n const { displayParams, features, type, range, is2d, isPlanar } = props;\r\n this._data = MeshPrimitiveType.Mesh === type ? new TriangleList() : new MeshPolylineList();\r\n this.displayParams = displayParams;\r\n this.features = features ? new Mesh.Features(features) : undefined;\r\n this.type = type;\r\n this.is2d = is2d;\r\n this.isPlanar = isPlanar;\r\n this.hasBakedLighting = (true === props.hasBakedLighting);\r\n this.isVolumeClassifier = (true === props.isVolumeClassifier);\r\n if (props.quantizePositions) {\r\n this.points = new QPoint3dList(QParams3d.fromRange(range));\r\n } else {\r\n const points = [] as unknown as Point3dList;\r\n points.range = range;\r\n const center = range.center;\r\n points.add = (pt: Point3d) => {\r\n // assert(range.containsPoint(pt)); rounding error triggers this sometimes...\r\n points.push(pt.minus(center));\r\n };\r\n this.points = points;\r\n }\r\n }\r\n\r\n public static create(props: Mesh.Props): Mesh { return new Mesh(props); }\r\n\r\n public get triangles(): TriangleList | undefined {\r\n return MeshPrimitiveType.Mesh === this.type ? this._data as TriangleList : undefined;\r\n }\r\n\r\n public get polylines(): MeshPolylineList | undefined {\r\n return MeshPrimitiveType.Mesh !== this.type ? this._data as MeshPolylineList : undefined;\r\n }\r\n\r\n public get auxChannels(): ReadonlyArray<AuxChannel> | undefined {\r\n return this._auxChannels;\r\n }\r\n\r\n public addAuxChannels(channels: ReadonlyArray<AuxChannel>, srcIndex: number): void {\r\n // The native version of this function appears to assume that all polyfaces added to the Mesh will have\r\n // the same number + type of aux channels.\r\n // ###TODO We should really produce a separate Mesh for each unique combination. For now just bail on mismatch.\r\n if (this._auxChannels) {\r\n if (this._auxChannels.length !== channels.length)\r\n return;\r\n\r\n for (let i = 0; i < channels.length; i++) {\r\n const src = channels[i];\r\n const dst = this._auxChannels[i];\r\n if (src.dataType !== dst.dataType || src.name !== dst.name || src.inputName !== dst.inputName)\r\n return;\r\n }\r\n }\r\n\r\n if (!this._auxChannels) {\r\n // Copy the channels, leaving each AuxData's values array empty.\r\n this._auxChannels = channels.map((x) => new AuxChannel(x.data.map((y) => new AuxChannelData(y.input, [])), x.dataType, x.name, x.inputName));\r\n }\r\n\r\n // Append the value at srcIndex from each source channel's data to our channels.\r\n for (let channelIndex = 0; channelIndex < channels.length; channelIndex++) {\r\n const srcChannel = channels[channelIndex];\r\n const dstChannel = this._auxChannels[channelIndex];\r\n const dstIndex = dstChannel.valueCount;\r\n for (let dataIndex = 0; dataIndex < srcChannel.data.length; dataIndex++) {\r\n const dstData = dstChannel.data[dataIndex];\r\n dstData.copyValues(srcChannel.data[dataIndex], dstIndex, srcIndex, dstChannel.entriesPerValue);\r\n }\r\n }\r\n }\r\n\r\n public toFeatureIndex(index: FeatureIndex): void {\r\n if (undefined !== this.features)\r\n this.features.toFeatureIndex(index);\r\n }\r\n\r\n public toMeshArgs(): MeshArgs | undefined {\r\n return createMeshArgs(this);\r\n }\r\n\r\n public toPolylineArgs(): PolylineArgs | undefined {\r\n return createPolylineArgs(this);\r\n }\r\n\r\n public addPolyline(poly: MeshPolyline): void {\r\n const { type, polylines } = this;\r\n\r\n assert(MeshPrimitiveType.Polyline === type || MeshPrimitiveType.Point === type);\r\n assert(undefined !== polylines);\r\n\r\n if (MeshPrimitiveType.Polyline === type && poly.indices.length < 2)\r\n return;\r\n\r\n if (undefined !== polylines)\r\n polylines.push(poly);\r\n }\r\n\r\n public addTriangle(triangle: Triangle): void {\r\n const { triangles, type } = this;\r\n\r\n assert(MeshPrimitiveType.Mesh === type);\r\n assert(undefined !== triangles);\r\n\r\n if (undefined !== triangles)\r\n triangles.addTriangle(triangle);\r\n }\r\n\r\n public addVertex(props: VertexKeyProps): number {\r\n const { feature, position, normal, uvParam, fillColor } = props;\r\n\r\n this.points.add(position);\r\n\r\n if (undefined !== normal)\r\n this.normals.push(normal);\r\n\r\n if (undefined !== uvParam)\r\n this.uvParams.push(uvParam);\r\n\r\n if (feature) {\r\n assert(undefined !== this.features);\r\n this.features.add(feature, this.points.length);\r\n }\r\n\r\n // Don't allocate color indices until we have non-uniform colors\r\n if (0 === this.colorMap.length) {\r\n this.colorMap.insert(fillColor);\r\n assert(this.colorMap.isUniform);\r\n assert(0 === this.colorMap.indexOf(fillColor));\r\n } else if (!this.colorMap.isUniform || !this.colorMap.hasColor(fillColor)) {\r\n // Back-fill uniform value (index=0) for existing vertices if previously uniform\r\n if (0 === this.colors.length)\r\n this.colors.length = this.points.length - 1;\r\n\r\n this.colors.push(this.colorMap.insert(fillColor));\r\n assert(!this.colorMap.isUniform);\r\n }\r\n\r\n return this.points.length - 1;\r\n }\r\n}\r\n\r\nexport namespace Mesh {\r\n export class Features {\r\n public readonly table: FeatureTable;\r\n public indices: number[] = [];\r\n public uniform = 0;\r\n public initialized = false;\r\n\r\n public constructor(table: FeatureTable) { this.table = table; }\r\n\r\n public add(feat: Feature, numVerts: number): void {\r\n const index = this.table.insert(feat);\r\n if (!this.initialized) {\r\n // First feature - uniform.\r\n this.uniform = index;\r\n this.initialized = true;\r\n } else if (0 < this.indices.length) {\r\n // Already non-uniform\r\n this.indices.push(index);\r\n } else {\r\n // Second feature - back-fill uniform for existing verts\r\n while (this.indices.length < numVerts - 1)\r\n this.indices.push(this.uniform);\r\n\r\n this.indices.push(index);\r\n }\r\n }\r\n\r\n public setIndices(indices: number[]) {\r\n this.indices.length = 0;\r\n this.uniform = 0;\r\n this.initialized = 0 < indices.length;\r\n\r\n assert(0 < indices.length);\r\n if (1 === indices.length)\r\n this.uniform = indices[0];\r\n else if (1 < indices.length)\r\n this.indices = indices;\r\n }\r\n\r\n public toFeatureIndex(output?: FeatureIndex): FeatureIndex {\r\n const index = output ?? new FeatureIndex();\r\n if (!this.initialized) {\r\n index.type = FeatureIndexType.Empty;\r\n } else if (this.indices.length === 0) {\r\n index.type = FeatureIndexType.Uniform;\r\n index.featureID = this.uniform;\r\n } else {\r\n index.type = FeatureIndexType.NonUniform;\r\n index.featureIDs = new Uint32Array(this.indices);\r\n }\r\n\r\n return index;\r\n }\r\n }\r\n\r\n export interface Props {\r\n displayParams: DisplayParams;\r\n features?: FeatureTable;\r\n type: MeshPrimitiveType;\r\n range: Range3d;\r\n quantizePositions: boolean;\r\n is2d: boolean;\r\n isPlanar: boolean;\r\n hasBakedLighting?: boolean;\r\n isVolumeClassifier?: boolean;\r\n }\r\n}\r\n\r\nexport class MeshList extends Array<Mesh> {\r\n public readonly features?: FeatureTable;\r\n public readonly range?: Range3d;\r\n constructor(features?: FeatureTable, range?: Range3d) {\r\n super();\r\n this.features = features;\r\n this.range = range;\r\n }\r\n}\r\n"]}
@@ -7,7 +7,7 @@
7
7
  * @module Rendering
8
8
  */
9
9
  Object.defineProperty(exports, "__esModule", { value: true });
10
- exports.createPointStringParams = void 0;
10
+ exports.createPointStringParams = createPointStringParams;
11
11
  const core_bentley_1 = require("@itwin/core-bentley");
12
12
  const VertexTableBuilder_1 = require("./VertexTableBuilder");
13
13
  const VertexIndices_1 = require("./VertexIndices");
@@ -35,5 +35,4 @@ function createPointStringParams(args, maxTextureSize) {
35
35
  weight: args.width,
36
36
  };
37
37
  }
38
- exports.createPointStringParams = createPointStringParams;
39
38
  //# sourceMappingURL=PointStringParams.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"PointStringParams.js","sourceRoot":"","sources":["../../../../../src/common/internal/render/PointStringParams.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAEH,sDAA6C;AAC7C,6DAA0D;AAC1D,mDAAgD;AAahD,gBAAgB;AAChB,SAAgB,uBAAuB,CAAC,IAAkB,EAAE,cAAsB;IAChF,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,UAAU;QACxB,OAAO,SAAS,CAAC;IAEnB,MAAM,QAAQ,GAAG,uCAAkB,CAAC,kBAAkB,CAAC,IAAI,EAAE,cAAc,CAAC,CAAC;IAC7E,IAAI,SAAS,KAAK,QAAQ;QACxB,OAAO,SAAS,CAAC;IAEnB,MAAM,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;IACjC,IAAI,WAAW,GAAG,SAAS,CAAC,CAAC,CAAC,CAAC;IAC/B,IAAI,CAAC,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC;QACzB,iEAAiE;QACjE,WAAW,GAAG,EAAE,CAAC;QACjB,KAAK,MAAM,QAAQ,IAAI,SAAS;YAC9B,KAAK,MAAM,SAAS,IAAI,QAAQ;gBAC9B,WAAW,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;IAClC,CAAC;IAED,MAAM,aAAa,GAAG,6BAAa,CAAC,SAAS,CAAC,WAAW,CAAC,CAAC;IAC3D,IAAA,qBAAM,EAAC,aAAa,CAAC,MAAM,KAAK,WAAW,CAAC,MAAM,CAAC,CAAC;IAEpD,OAAO;QACL,QAAQ;QACR,OAAO,EAAE,aAAa;QACtB,MAAM,EAAE,IAAI,CAAC,KAAK;KACnB,CAAC;AACJ,CAAC;AA1BD,0DA0BC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { VertexTableBuilder } from \"./VertexTableBuilder\";\r\nimport { VertexIndices } from \"./VertexIndices\";\r\nimport { VertexTable } from \"./VertexTable\";\r\nimport { PolylineArgs } from \"../../../render/PolylineArgs\";\r\n\r\n/** Describes point string geometry to be submitted to the rendering system.\r\n * @internal\r\n */\r\nexport interface PointStringParams {\r\n vertices: VertexTable;\r\n indices: VertexIndices;\r\n weight: number;\r\n}\r\n\r\n/** @internal */\r\nexport function createPointStringParams(args: PolylineArgs, maxTextureSize: number): PointStringParams | undefined {\r\n if (!args.flags.isDisjoint)\r\n return undefined;\r\n\r\n const vertices = VertexTableBuilder.buildFromPolylines(args, maxTextureSize);\r\n if (undefined === vertices)\r\n return undefined;\r\n\r\n const polylines = args.polylines;\r\n let vertIndices = polylines[0];\r\n if (1 < polylines.length) {\r\n // We used to assert this wouldn't happen - apparently it does...\r\n vertIndices = [];\r\n for (const polyline of polylines)\r\n for (const vertIndex of polyline)\r\n vertIndices.push(vertIndex);\r\n }\r\n\r\n const vertexIndices = VertexIndices.fromArray(vertIndices);\r\n assert(vertexIndices.length === vertIndices.length);\r\n\r\n return {\r\n vertices,\r\n indices: vertexIndices,\r\n weight: args.width,\r\n };\r\n}\r\n"]}
1
+ {"version":3,"file":"PointStringParams.js","sourceRoot":"","sources":["../../../../../src/common/internal/render/PointStringParams.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;AAkBH,0DA0BC;AA1CD,sDAA6C;AAC7C,6DAA0D;AAC1D,mDAAgD;AAahD,gBAAgB;AAChB,SAAgB,uBAAuB,CAAC,IAAkB,EAAE,cAAsB;IAChF,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,UAAU;QACxB,OAAO,SAAS,CAAC;IAEnB,MAAM,QAAQ,GAAG,uCAAkB,CAAC,kBAAkB,CAAC,IAAI,EAAE,cAAc,CAAC,CAAC;IAC7E,IAAI,SAAS,KAAK,QAAQ;QACxB,OAAO,SAAS,CAAC;IAEnB,MAAM,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;IACjC,IAAI,WAAW,GAAG,SAAS,CAAC,CAAC,CAAC,CAAC;IAC/B,IAAI,CAAC,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC;QACzB,iEAAiE;QACjE,WAAW,GAAG,EAAE,CAAC;QACjB,KAAK,MAAM,QAAQ,IAAI,SAAS;YAC9B,KAAK,MAAM,SAAS,IAAI,QAAQ;gBAC9B,WAAW,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;IAClC,CAAC;IAED,MAAM,aAAa,GAAG,6BAAa,CAAC,SAAS,CAAC,WAAW,CAAC,CAAC;IAC3D,IAAA,qBAAM,EAAC,aAAa,CAAC,MAAM,KAAK,WAAW,CAAC,MAAM,CAAC,CAAC;IAEpD,OAAO;QACL,QAAQ;QACR,OAAO,EAAE,aAAa;QACtB,MAAM,EAAE,IAAI,CAAC,KAAK;KACnB,CAAC;AACJ,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { VertexTableBuilder } from \"./VertexTableBuilder\";\r\nimport { VertexIndices } from \"./VertexIndices\";\r\nimport { VertexTable } from \"./VertexTable\";\r\nimport { PolylineArgs } from \"../../../render/PolylineArgs\";\r\n\r\n/** Describes point string geometry to be submitted to the rendering system.\r\n * @internal\r\n */\r\nexport interface PointStringParams {\r\n vertices: VertexTable;\r\n indices: VertexIndices;\r\n weight: number;\r\n}\r\n\r\n/** @internal */\r\nexport function createPointStringParams(args: PolylineArgs, maxTextureSize: number): PointStringParams | undefined {\r\n if (!args.flags.isDisjoint)\r\n return undefined;\r\n\r\n const vertices = VertexTableBuilder.buildFromPolylines(args, maxTextureSize);\r\n if (undefined === vertices)\r\n return undefined;\r\n\r\n const polylines = args.polylines;\r\n let vertIndices = polylines[0];\r\n if (1 < polylines.length) {\r\n // We used to assert this wouldn't happen - apparently it does...\r\n vertIndices = [];\r\n for (const polyline of polylines)\r\n for (const vertIndex of polyline)\r\n vertIndices.push(vertIndex);\r\n }\r\n\r\n const vertexIndices = VertexIndices.fromArray(vertIndices);\r\n assert(vertexIndices.length === vertIndices.length);\r\n\r\n return {\r\n vertices,\r\n indices: vertexIndices,\r\n weight: args.width,\r\n };\r\n}\r\n"]}
@@ -7,7 +7,10 @@
7
7
  * @module Rendering
8
8
  */
9
9
  Object.defineProperty(exports, "__esModule", { value: true });
10
- exports.wantJointTriangles = exports.createPolylineParams = exports.tesselatePolyline = exports.tesselatePolylineFromMesh = void 0;
10
+ exports.tesselatePolylineFromMesh = tesselatePolylineFromMesh;
11
+ exports.tesselatePolyline = tesselatePolyline;
12
+ exports.createPolylineParams = createPolylineParams;
13
+ exports.wantJointTriangles = wantJointTriangles;
11
14
  const core_common_1 = require("@itwin/core-common");
12
15
  const VertexIndices_1 = require("./VertexIndices");
13
16
  const core_geometry_1 = require("@itwin/core-geometry");
@@ -18,7 +21,6 @@ function tesselatePolylineFromMesh(args) {
18
21
  const tesselator = PolylineTesselator.fromMesh(args);
19
22
  return tesselator?.tesselate();
20
23
  }
21
- exports.tesselatePolylineFromMesh = tesselatePolylineFromMesh;
22
24
  class PolylineVertex {
23
25
  constructor() {
24
26
  this.isSegmentStart = false;
@@ -170,7 +172,6 @@ function tesselatePolyline(polylines, points, doJointTriangles) {
170
172
  const tesselator = new PolylineTesselator(polylines, points, doJointTriangles);
171
173
  return tesselator.tesselate();
172
174
  }
173
- exports.tesselatePolyline = tesselatePolyline;
174
175
  /** @internal */
175
176
  function createPolylineParams(args, maxDimension) {
176
177
  (0, core_bentley_1.assert)(!args.flags.isDisjoint);
@@ -189,12 +190,10 @@ function createPolylineParams(args, maxDimension) {
189
190
  linePixels: args.linePixels,
190
191
  };
191
192
  }
192
- exports.createPolylineParams = createPolylineParams;
193
193
  /** @internal */
194
194
  function wantJointTriangles(weight, is2d) {
195
195
  // Joints are incredibly expensive. In 3d, only generate them if the line is sufficiently wide for them to be noticeable.
196
196
  const jointWidthThreshold = 3;
197
197
  return is2d || weight >= jointWidthThreshold;
198
198
  }
199
- exports.wantJointTriangles = wantJointTriangles;
200
199
  //# sourceMappingURL=PolylineParams.js.map
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { LinePixels, PolylineIndices, PolylineTypeFlags, QPoint3dList } from \"@itwin/core-common\";\r\nimport { VertexIndices } from \"./VertexIndices\";\r\nimport { VertexTable } from \"./VertexTable\";\r\nimport { Point3d, Vector3d } from \"@itwin/core-geometry\";\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { VertexTableBuilder } from \"./VertexTableBuilder\";\r\nimport { MeshArgs } from \"../../../render/MeshArgs\";\r\nimport { PolylineArgs } from \"../../../render/PolylineArgs\";\r\n\r\n/** Represents a tesselated polyline.\r\n * Given a polyline as a line string, each segment of the line string is triangulated into a quad.\r\n * Based on the angle between two segments, additional joint triangles may be inserted in between to enable smoothly-rounded corners.\r\n * @internal\r\n */\r\nexport interface TesselatedPolyline {\r\n /** 24-bit index of each vertex. */\r\n indices: VertexIndices;\r\n /** 24-bit index of the previous vertex in the polyline. */\r\n prevIndices: VertexIndices;\r\n /** 24-bit index of the next vertex in the polyline, plus 8-bit parameter describing the semantics of this vertex. */\r\n nextIndicesAndParams: Uint8Array;\r\n}\r\n\r\n/** @internal */\r\nexport interface PolylineParams {\r\n vertices: VertexTable;\r\n polyline: TesselatedPolyline;\r\n isPlanar: boolean;\r\n type: PolylineTypeFlags;\r\n weight: number;\r\n linePixels: LinePixels;\r\n}\r\n\r\n/** Parameter associated with each vertex index of a tesselated polyline. */\r\nconst enum PolylineParam { // eslint-disable-line no-restricted-syntax\r\n kNone = 0,\r\n kSquare = 1 * 3,\r\n kMiter = 2 * 3,\r\n kMiterInsideOnly = 3 * 3,\r\n kJointBase = 4 * 3,\r\n kNegatePerp = 8 * 3,\r\n kNegateAlong = 16 * 3,\r\n kNoneAdjustWeight = 32 * 3,\r\n}\r\n\r\n/** @internal */\r\nexport function tesselatePolylineFromMesh(args: MeshArgs): TesselatedPolyline | undefined {\r\n const tesselator = PolylineTesselator.fromMesh(args);\r\n return tesselator?.tesselate();\r\n}\r\n\r\nclass PolylineVertex {\r\n public isSegmentStart: boolean = false;\r\n public isPolylineStartOrEnd: boolean = false;\r\n public vertexIndex: number = 0;\r\n public prevIndex: number = 0;\r\n public nextIndex: number = 0;\r\n\r\n public constructor() { }\r\n\r\n public init(isSegmentStart: boolean, isPolylineStartOrEnd: boolean, vertexIndex: number, prevIndex: number, nextIndex: number) {\r\n this.isSegmentStart = isSegmentStart;\r\n this.isPolylineStartOrEnd = isPolylineStartOrEnd;\r\n this.vertexIndex = vertexIndex;\r\n this.prevIndex = prevIndex;\r\n this.nextIndex = nextIndex;\r\n }\r\n\r\n public computeParam(negatePerp: boolean, adjacentToJoint: boolean = false, joint: boolean = false, noDisplacement: boolean = false): number {\r\n if (joint)\r\n return PolylineParam.kJointBase;\r\n\r\n let param: PolylineParam;\r\n if (noDisplacement)\r\n param = PolylineParam.kNoneAdjustWeight; // prevent getting tossed before width adjustment\r\n else if (adjacentToJoint)\r\n param = PolylineParam.kMiterInsideOnly;\r\n else\r\n param = this.isPolylineStartOrEnd ? PolylineParam.kSquare : PolylineParam.kMiter;\r\n\r\n let adjust = 0;\r\n if (negatePerp)\r\n adjust = PolylineParam.kNegatePerp;\r\n if (!this.isSegmentStart)\r\n adjust += PolylineParam.kNegateAlong;\r\n\r\n return param + adjust;\r\n }\r\n}\r\n\r\nclass PolylineTesselator {\r\n private _polylines: PolylineIndices[];\r\n private _doJoints: boolean;\r\n private _numIndices = 0;\r\n private _vertIndex: number[] = [];\r\n private _prevIndex: number[] = [];\r\n private _nextIndex: number[] = [];\r\n private _nextParam: number[] = [];\r\n private _position: Point3d[] = [];\r\n\r\n public constructor(polylines: PolylineIndices[], points: QPoint3dList | Point3d[], doJointTriangles: boolean) {\r\n this._polylines = polylines;\r\n if (points instanceof QPoint3dList) {\r\n for (const p of points.list)\r\n this._position.push(p.unquantize(points.params));\r\n } else {\r\n this._position = points;\r\n }\r\n\r\n this._doJoints = doJointTriangles;\r\n }\r\n\r\n public static fromPolyline(args: PolylineArgs): PolylineTesselator {\r\n return new PolylineTesselator(args.polylines, args.points, wantJointTriangles(args.width, !!args.flags.is2d));\r\n }\r\n\r\n public static fromMesh(args: MeshArgs): PolylineTesselator | undefined {\r\n if (undefined !== args.edges?.polylines.lines && undefined !== args.points)\r\n return new PolylineTesselator(args.edges.polylines.lines, args.points, wantJointTriangles(args.edges.width, true === args.is2d));\r\n\r\n return undefined;\r\n }\r\n\r\n public tesselate(): TesselatedPolyline {\r\n this._tesselate();\r\n\r\n const vertIndex = VertexIndices.fromArray(this._vertIndex);\r\n const prevIndex = VertexIndices.fromArray(this._prevIndex);\r\n\r\n const nextIndexAndParam = new Uint8Array(this._numIndices * 4);\r\n for (let i = 0; i < this._numIndices; i++) {\r\n const index = this._nextIndex[i];\r\n const j = i * 4;\r\n VertexIndices.encodeIndex(index, nextIndexAndParam, j);\r\n nextIndexAndParam[j + 3] = this._nextParam[i] & 0x000000ff;\r\n }\r\n\r\n return {\r\n indices: vertIndex,\r\n prevIndices: prevIndex,\r\n nextIndicesAndParams: nextIndexAndParam,\r\n };\r\n }\r\n\r\n private _tesselate() {\r\n const v0 = new PolylineVertex(), v1 = new PolylineVertex();\r\n const maxJointDot = -0.7;\r\n\r\n for (const line of this._polylines) {\r\n if (line.length < 2)\r\n continue;\r\n\r\n const last = line.length - 1;\r\n const isClosed: boolean = line[0] === line[last];\r\n\r\n for (let i = 0; i < last; ++i) {\r\n const idx0 = line[i];\r\n const idx1 = line[i + 1];\r\n const isStart: boolean = (0 === i);\r\n const isEnd: boolean = (last - 1 === i);\r\n const prevIdx0 = isStart ? (isClosed ? line[last - 1] : idx0) : line[i - 1];\r\n const nextIdx1 = isEnd ? (isClosed ? line[1] : idx1) : line[i + 2];\r\n\r\n v0.init(true, isStart && !isClosed, idx0, prevIdx0, idx1);\r\n v1.init(false, isEnd && !isClosed, idx1, nextIdx1, idx0);\r\n\r\n const jointAt0: boolean = this._doJoints && (isClosed || !isStart) && this._dotProduct(v0) > maxJointDot;\r\n const jointAt1: boolean = this._doJoints && (isClosed || !isEnd) && this._dotProduct(v1) > maxJointDot;\r\n\r\n if (jointAt0 || jointAt1) {\r\n this._addVertex(v0, v0.computeParam(true, jointAt0, false, false));\r\n this._addVertex(v1, v1.computeParam(false, jointAt1, false, false));\r\n this._addVertex(v0, v0.computeParam(false, jointAt0, false, true));\r\n this._addVertex(v0, v0.computeParam(false, jointAt0, false, true));\r\n this._addVertex(v1, v1.computeParam(false, jointAt1, false, false));\r\n this._addVertex(v1, v1.computeParam(false, jointAt1, false, true));\r\n this._addVertex(v0, v0.computeParam(false, jointAt0, false, true));\r\n this._addVertex(v1, v1.computeParam(false, jointAt1, false, true));\r\n this._addVertex(v0, v0.computeParam(false, jointAt0, false, false));\r\n this._addVertex(v0, v0.computeParam(false, jointAt0, false, false));\r\n this._addVertex(v1, v1.computeParam(false, jointAt1, false, true));\r\n this._addVertex(v1, v1.computeParam(true, jointAt1, false, false));\r\n\r\n if (jointAt0)\r\n this.addJointTriangles(v0, v0.computeParam(false, true, false, true), v0);\r\n\r\n if (jointAt1)\r\n this.addJointTriangles(v1, v1.computeParam(false, true, false, true), v1);\r\n } else {\r\n this._addVertex(v0, v0.computeParam(true));\r\n this._addVertex(v1, v1.computeParam(false));\r\n this._addVertex(v0, v0.computeParam(false));\r\n this._addVertex(v0, v0.computeParam(false));\r\n this._addVertex(v1, v1.computeParam(false));\r\n this._addVertex(v1, v1.computeParam(true));\r\n }\r\n }\r\n }\r\n }\r\n\r\n private addJointTriangles(v0: PolylineVertex, p0: number, v1: PolylineVertex): void {\r\n const param = v1.computeParam(false, false, true);\r\n for (let i = 0; i < 3; i++) {\r\n this._addVertex(v0, p0);\r\n this._addVertex(v1, param + i + 1);\r\n this._addVertex(v1, param + i);\r\n }\r\n }\r\n\r\n private _dotProduct(v: PolylineVertex): number {\r\n const pos: Point3d = this._position[v.vertexIndex];\r\n const prevDir: Vector3d = Vector3d.createStartEnd(this._position[v.prevIndex], pos);\r\n const nextDir: Vector3d = Vector3d.createStartEnd(this._position[v.nextIndex], pos);\r\n return prevDir.dotProduct(nextDir);\r\n }\r\n\r\n private _addVertex(vertex: PolylineVertex, param: number): void {\r\n this._vertIndex[this._numIndices] = vertex.vertexIndex;\r\n this._prevIndex[this._numIndices] = vertex.prevIndex;\r\n this._nextIndex[this._numIndices] = vertex.nextIndex;\r\n this._nextParam[this._numIndices] = param;\r\n this._numIndices++;\r\n }\r\n}\r\n\r\n/** Strictly for tests. @internal */\r\nexport function tesselatePolyline(polylines: PolylineIndices[], points: QPoint3dList, doJointTriangles: boolean): TesselatedPolyline {\r\n const tesselator = new PolylineTesselator(polylines, points, doJointTriangles);\r\n return tesselator.tesselate();\r\n}\r\n\r\n/** @internal */\r\nexport function createPolylineParams(args: PolylineArgs, maxDimension: number): PolylineParams | undefined {\r\n assert(!args.flags.isDisjoint);\r\n const vertices = VertexTableBuilder.buildFromPolylines(args, maxDimension);\r\n if (undefined === vertices)\r\n return undefined;\r\n\r\n const tesselator = PolylineTesselator.fromPolyline(args);\r\n if (undefined === tesselator)\r\n return undefined;\r\n\r\n return {\r\n vertices,\r\n polyline: tesselator.tesselate(),\r\n isPlanar: !!args.flags.isPlanar,\r\n type: args.flags.type ?? PolylineTypeFlags.Normal,\r\n weight: args.width,\r\n linePixels: args.linePixels,\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport function wantJointTriangles(weight: number, is2d: boolean): boolean {\r\n // Joints are incredibly expensive. In 3d, only generate them if the line is sufficiently wide for them to be noticeable.\r\n const jointWidthThreshold = 3;\r\n return is2d || weight >= jointWidthThreshold;\r\n}\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { LinePixels, PolylineIndices, PolylineTypeFlags, QPoint3dList } from \"@itwin/core-common\";\r\nimport { VertexIndices } from \"./VertexIndices\";\r\nimport { VertexTable } from \"./VertexTable\";\r\nimport { Point3d, Vector3d } from \"@itwin/core-geometry\";\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { VertexTableBuilder } from \"./VertexTableBuilder\";\r\nimport { MeshArgs } from \"../../../render/MeshArgs\";\r\nimport { PolylineArgs } from \"../../../render/PolylineArgs\";\r\n\r\n/** Represents a tesselated polyline.\r\n * Given a polyline as a line string, each segment of the line string is triangulated into a quad.\r\n * Based on the angle between two segments, additional joint triangles may be inserted in between to enable smoothly-rounded corners.\r\n * @internal\r\n */\r\nexport interface TesselatedPolyline {\r\n /** 24-bit index of each vertex. */\r\n indices: VertexIndices;\r\n /** 24-bit index of the previous vertex in the polyline. */\r\n prevIndices: VertexIndices;\r\n /** 24-bit index of the next vertex in the polyline, plus 8-bit parameter describing the semantics of this vertex. */\r\n nextIndicesAndParams: Uint8Array;\r\n}\r\n\r\n/** @internal */\r\nexport interface PolylineParams {\r\n vertices: VertexTable;\r\n polyline: TesselatedPolyline;\r\n isPlanar: boolean;\r\n type: PolylineTypeFlags;\r\n weight: number;\r\n linePixels: LinePixels;\r\n}\r\n\r\n/** Parameter associated with each vertex index of a tesselated polyline. */\r\nconst enum PolylineParam { // eslint-disable-line no-restricted-syntax\r\n kNone = 0,\r\n kSquare = 1 * 3,\r\n kMiter = 2 * 3,\r\n kMiterInsideOnly = 3 * 3,\r\n kJointBase = 4 * 3,\r\n kNegatePerp = 8 * 3,\r\n kNegateAlong = 16 * 3,\r\n kNoneAdjustWeight = 32 * 3,\r\n}\r\n\r\n/** @internal */\r\nexport function tesselatePolylineFromMesh(args: MeshArgs): TesselatedPolyline | undefined {\r\n const tesselator = PolylineTesselator.fromMesh(args);\r\n return tesselator?.tesselate();\r\n}\r\n\r\nclass PolylineVertex {\r\n public isSegmentStart: boolean = false;\r\n public isPolylineStartOrEnd: boolean = false;\r\n public vertexIndex: number = 0;\r\n public prevIndex: number = 0;\r\n public nextIndex: number = 0;\r\n\r\n public constructor() { }\r\n\r\n public init(isSegmentStart: boolean, isPolylineStartOrEnd: boolean, vertexIndex: number, prevIndex: number, nextIndex: number) {\r\n this.isSegmentStart = isSegmentStart;\r\n this.isPolylineStartOrEnd = isPolylineStartOrEnd;\r\n this.vertexIndex = vertexIndex;\r\n this.prevIndex = prevIndex;\r\n this.nextIndex = nextIndex;\r\n }\r\n\r\n public computeParam(negatePerp: boolean, adjacentToJoint: boolean = false, joint: boolean = false, noDisplacement: boolean = false): number {\r\n if (joint)\r\n return PolylineParam.kJointBase;\r\n\r\n let param: PolylineParam;\r\n if (noDisplacement)\r\n param = PolylineParam.kNoneAdjustWeight; // prevent getting tossed before width adjustment\r\n else if (adjacentToJoint)\r\n param = PolylineParam.kMiterInsideOnly;\r\n else\r\n param = this.isPolylineStartOrEnd ? PolylineParam.kSquare : PolylineParam.kMiter;\r\n\r\n let adjust = 0;\r\n if (negatePerp)\r\n adjust = PolylineParam.kNegatePerp;\r\n if (!this.isSegmentStart)\r\n adjust += PolylineParam.kNegateAlong;\r\n\r\n return param + adjust;\r\n }\r\n}\r\n\r\nclass PolylineTesselator {\r\n private _polylines: PolylineIndices[];\r\n private _doJoints: boolean;\r\n private _numIndices = 0;\r\n private _vertIndex: number[] = [];\r\n private _prevIndex: number[] = [];\r\n private _nextIndex: number[] = [];\r\n private _nextParam: number[] = [];\r\n private _position: Point3d[] = [];\r\n\r\n public constructor(polylines: PolylineIndices[], points: QPoint3dList | Point3d[], doJointTriangles: boolean) {\r\n this._polylines = polylines;\r\n if (points instanceof QPoint3dList) {\r\n for (const p of points.list)\r\n this._position.push(p.unquantize(points.params));\r\n } else {\r\n this._position = points;\r\n }\r\n\r\n this._doJoints = doJointTriangles;\r\n }\r\n\r\n public static fromPolyline(args: PolylineArgs): PolylineTesselator {\r\n return new PolylineTesselator(args.polylines, args.points, wantJointTriangles(args.width, !!args.flags.is2d));\r\n }\r\n\r\n public static fromMesh(args: MeshArgs): PolylineTesselator | undefined {\r\n if (undefined !== args.edges?.polylines.lines && undefined !== args.points)\r\n return new PolylineTesselator(args.edges.polylines.lines, args.points, wantJointTriangles(args.edges.width, true === args.is2d));\r\n\r\n return undefined;\r\n }\r\n\r\n public tesselate(): TesselatedPolyline {\r\n this._tesselate();\r\n\r\n const vertIndex = VertexIndices.fromArray(this._vertIndex);\r\n const prevIndex = VertexIndices.fromArray(this._prevIndex);\r\n\r\n const nextIndexAndParam = new Uint8Array(this._numIndices * 4);\r\n for (let i = 0; i < this._numIndices; i++) {\r\n const index = this._nextIndex[i];\r\n const j = i * 4;\r\n VertexIndices.encodeIndex(index, nextIndexAndParam, j);\r\n nextIndexAndParam[j + 3] = this._nextParam[i] & 0x000000ff;\r\n }\r\n\r\n return {\r\n indices: vertIndex,\r\n prevIndices: prevIndex,\r\n nextIndicesAndParams: nextIndexAndParam,\r\n };\r\n }\r\n\r\n private _tesselate() {\r\n const v0 = new PolylineVertex(), v1 = new PolylineVertex();\r\n const maxJointDot = -0.7;\r\n\r\n for (const line of this._polylines) {\r\n if (line.length < 2)\r\n continue;\r\n\r\n const last = line.length - 1;\r\n const isClosed: boolean = line[0] === line[last];\r\n\r\n for (let i = 0; i < last; ++i) {\r\n const idx0 = line[i];\r\n const idx1 = line[i + 1];\r\n const isStart: boolean = (0 === i);\r\n const isEnd: boolean = (last - 1 === i);\r\n const prevIdx0 = isStart ? (isClosed ? line[last - 1] : idx0) : line[i - 1];\r\n const nextIdx1 = isEnd ? (isClosed ? line[1] : idx1) : line[i + 2];\r\n\r\n v0.init(true, isStart && !isClosed, idx0, prevIdx0, idx1);\r\n v1.init(false, isEnd && !isClosed, idx1, nextIdx1, idx0);\r\n\r\n const jointAt0: boolean = this._doJoints && (isClosed || !isStart) && this._dotProduct(v0) > maxJointDot;\r\n const jointAt1: boolean = this._doJoints && (isClosed || !isEnd) && this._dotProduct(v1) > maxJointDot;\r\n\r\n if (jointAt0 || jointAt1) {\r\n this._addVertex(v0, v0.computeParam(true, jointAt0, false, false));\r\n this._addVertex(v1, v1.computeParam(false, jointAt1, false, false));\r\n this._addVertex(v0, v0.computeParam(false, jointAt0, false, true));\r\n this._addVertex(v0, v0.computeParam(false, jointAt0, false, true));\r\n this._addVertex(v1, v1.computeParam(false, jointAt1, false, false));\r\n this._addVertex(v1, v1.computeParam(false, jointAt1, false, true));\r\n this._addVertex(v0, v0.computeParam(false, jointAt0, false, true));\r\n this._addVertex(v1, v1.computeParam(false, jointAt1, false, true));\r\n this._addVertex(v0, v0.computeParam(false, jointAt0, false, false));\r\n this._addVertex(v0, v0.computeParam(false, jointAt0, false, false));\r\n this._addVertex(v1, v1.computeParam(false, jointAt1, false, true));\r\n this._addVertex(v1, v1.computeParam(true, jointAt1, false, false));\r\n\r\n if (jointAt0)\r\n this.addJointTriangles(v0, v0.computeParam(false, true, false, true), v0);\r\n\r\n if (jointAt1)\r\n this.addJointTriangles(v1, v1.computeParam(false, true, false, true), v1);\r\n } else {\r\n this._addVertex(v0, v0.computeParam(true));\r\n this._addVertex(v1, v1.computeParam(false));\r\n this._addVertex(v0, v0.computeParam(false));\r\n this._addVertex(v0, v0.computeParam(false));\r\n this._addVertex(v1, v1.computeParam(false));\r\n this._addVertex(v1, v1.computeParam(true));\r\n }\r\n }\r\n }\r\n }\r\n\r\n private addJointTriangles(v0: PolylineVertex, p0: number, v1: PolylineVertex): void {\r\n const param = v1.computeParam(false, false, true);\r\n for (let i = 0; i < 3; i++) {\r\n this._addVertex(v0, p0);\r\n this._addVertex(v1, param + i + 1);\r\n this._addVertex(v1, param + i);\r\n }\r\n }\r\n\r\n private _dotProduct(v: PolylineVertex): number {\r\n const pos: Point3d = this._position[v.vertexIndex];\r\n const prevDir: Vector3d = Vector3d.createStartEnd(this._position[v.prevIndex], pos);\r\n const nextDir: Vector3d = Vector3d.createStartEnd(this._position[v.nextIndex], pos);\r\n return prevDir.dotProduct(nextDir);\r\n }\r\n\r\n private _addVertex(vertex: PolylineVertex, param: number): void {\r\n this._vertIndex[this._numIndices] = vertex.vertexIndex;\r\n this._prevIndex[this._numIndices] = vertex.prevIndex;\r\n this._nextIndex[this._numIndices] = vertex.nextIndex;\r\n this._nextParam[this._numIndices] = param;\r\n this._numIndices++;\r\n }\r\n}\r\n\r\n/** Strictly for tests. @internal */\r\nexport function tesselatePolyline(polylines: PolylineIndices[], points: QPoint3dList, doJointTriangles: boolean): TesselatedPolyline {\r\n const tesselator = new PolylineTesselator(polylines, points, doJointTriangles);\r\n return tesselator.tesselate();\r\n}\r\n\r\n/** @internal */\r\nexport function createPolylineParams(args: PolylineArgs, maxDimension: number): PolylineParams | undefined {\r\n assert(!args.flags.isDisjoint);\r\n const vertices = VertexTableBuilder.buildFromPolylines(args, maxDimension);\r\n if (undefined === vertices)\r\n return undefined;\r\n\r\n const tesselator = PolylineTesselator.fromPolyline(args);\r\n if (undefined === tesselator)\r\n return undefined;\r\n\r\n return {\r\n vertices,\r\n polyline: tesselator.tesselate(),\r\n isPlanar: !!args.flags.isPlanar,\r\n type: args.flags.type ?? PolylineTypeFlags.Normal,\r\n weight: args.width,\r\n linePixels: args.linePixels,\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport function wantJointTriangles(weight: number, is2d: boolean): boolean {\r\n // Joints are incredibly expensive. In 3d, only generate them if the line is sufficiently wide for them to be noticeable.\r\n const jointWidthThreshold = 3;\r\n return is2d || weight >= jointWidthThreshold;\r\n}\r\n"]}
@@ -7,7 +7,9 @@
7
7
  * @module Rendering
8
8
  */
9
9
  Object.defineProperty(exports, "__esModule", { value: true });
10
- exports.createSurfaceMaterial = exports.isValidSurfaceType = exports.SurfaceType = void 0;
10
+ exports.SurfaceType = void 0;
11
+ exports.isValidSurfaceType = isValidSurfaceType;
12
+ exports.createSurfaceMaterial = createSurfaceMaterial;
11
13
  /** @internal */
12
14
  var SurfaceType;
13
15
  (function (SurfaceType) {
@@ -30,7 +32,6 @@ function isValidSurfaceType(value) {
30
32
  return false;
31
33
  }
32
34
  }
33
- exports.isValidSurfaceType = isValidSurfaceType;
34
35
  /** @internal */
35
36
  function createSurfaceMaterial(source) {
36
37
  if (undefined === source)
@@ -38,5 +39,4 @@ function createSurfaceMaterial(source) {
38
39
  else
39
40
  return { isAtlas: false, material: source };
40
41
  }
41
- exports.createSurfaceMaterial = createSurfaceMaterial;
42
42
  //# sourceMappingURL=SurfaceParams.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"SurfaceParams.js","sourceRoot":"","sources":["../../../../../src/common/internal/render/SurfaceParams.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAKH,gBAAgB;AAChB,IAAY,WAMX;AAND,WAAY,WAAW;IACrB,+CAAK,CAAA;IACL,2CAAG,CAAA;IACH,qDAAQ,CAAA;IACR,2DAAW,CAAA;IACX,qEAAgB,CAAA;AAClB,CAAC,EANW,WAAW,2BAAX,WAAW,QAMtB;AAED,gBAAgB;AAChB,SAAgB,kBAAkB,CAAC,KAAa;IAC9C,QAAQ,KAAK,EAAE,CAAC;QACd,KAAK,WAAW,CAAC,KAAK,CAAC;QACvB,KAAK,WAAW,CAAC,GAAG,CAAC;QACrB,KAAK,WAAW,CAAC,QAAQ,CAAC;QAC1B,KAAK,WAAW,CAAC,WAAW,CAAC;QAC7B,KAAK,WAAW,CAAC,gBAAgB;YAC/B,OAAO,IAAI,CAAC;QACd;YACE,OAAO,KAAK,CAAC;IACjB,CAAC;AACH,CAAC;AAXD,gDAWC;AAuBD,gBAAgB;AAChB,SAAgB,qBAAqB,CAAC,MAAkC;IACtE,IAAI,SAAS,KAAK,MAAM;QACtB,OAAO,SAAS,CAAC;;QAEjB,OAAO,EAAE,OAAO,EAAE,KAAK,EAAE,QAAQ,EAAE,MAAM,EAAE,CAAC;AAChD,CAAC;AALD,sDAKC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { FillFlags, RenderMaterial, RenderTexture } from \"@itwin/core-common\";\r\nimport { VertexIndices } from \"./VertexIndices\";\r\n\r\n/** @internal */\r\nexport enum SurfaceType {\r\n Unlit,\r\n Lit,\r\n Textured,\r\n TexturedLit,\r\n VolumeClassifier,\r\n}\r\n\r\n/** @internal */\r\nexport function isValidSurfaceType(value: number): boolean {\r\n switch (value) {\r\n case SurfaceType.Unlit:\r\n case SurfaceType.Lit:\r\n case SurfaceType.Textured:\r\n case SurfaceType.TexturedLit:\r\n case SurfaceType.VolumeClassifier:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport interface SurfaceRenderMaterial {\r\n readonly isAtlas: false;\r\n readonly material: RenderMaterial;\r\n}\r\n\r\n/** @internal */\r\nexport interface SurfaceMaterialAtlas {\r\n readonly isAtlas: true;\r\n // Overrides surface alpha to be translucent. Implies `overridesAlpha`.\r\n readonly hasTranslucency: boolean;\r\n // Overrides surface alpha to be opaque or translucent.\r\n readonly overridesAlpha: boolean;\r\n // offset past the END of the vertex data; equivalently, number of 32-bit colors in color table preceding material atlas.\r\n readonly vertexTableOffset: number;\r\n readonly numMaterials: number;\r\n}\r\n\r\n/** @internal */\r\nexport type SurfaceMaterial = SurfaceRenderMaterial | SurfaceMaterialAtlas;\r\n\r\n/** @internal */\r\nexport function createSurfaceMaterial(source: RenderMaterial | undefined): SurfaceMaterial | undefined {\r\n if (undefined === source)\r\n return undefined;\r\n else\r\n return { isAtlas: false, material: source };\r\n}\r\n\r\n/** @internal */\r\nexport interface SurfaceParams {\r\n readonly type: SurfaceType;\r\n readonly indices: VertexIndices;\r\n readonly fillFlags: FillFlags;\r\n readonly hasBakedLighting: boolean;\r\n readonly textureMapping?: {\r\n texture: RenderTexture;\r\n alwaysDisplayed: boolean;\r\n };\r\n readonly material?: SurfaceMaterial;\r\n}\r\n"]}
1
+ {"version":3,"file":"SurfaceParams.js","sourceRoot":"","sources":["../../../../../src/common/internal/render/SurfaceParams.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAeH,gDAWC;AAwBD,sDAKC;AAlDD,gBAAgB;AAChB,IAAY,WAMX;AAND,WAAY,WAAW;IACrB,+CAAK,CAAA;IACL,2CAAG,CAAA;IACH,qDAAQ,CAAA;IACR,2DAAW,CAAA;IACX,qEAAgB,CAAA;AAClB,CAAC,EANW,WAAW,2BAAX,WAAW,QAMtB;AAED,gBAAgB;AAChB,SAAgB,kBAAkB,CAAC,KAAa;IAC9C,QAAQ,KAAK,EAAE,CAAC;QACd,KAAK,WAAW,CAAC,KAAK,CAAC;QACvB,KAAK,WAAW,CAAC,GAAG,CAAC;QACrB,KAAK,WAAW,CAAC,QAAQ,CAAC;QAC1B,KAAK,WAAW,CAAC,WAAW,CAAC;QAC7B,KAAK,WAAW,CAAC,gBAAgB;YAC/B,OAAO,IAAI,CAAC;QACd;YACE,OAAO,KAAK,CAAC;IACjB,CAAC;AACH,CAAC;AAuBD,gBAAgB;AAChB,SAAgB,qBAAqB,CAAC,MAAkC;IACtE,IAAI,SAAS,KAAK,MAAM;QACtB,OAAO,SAAS,CAAC;;QAEjB,OAAO,EAAE,OAAO,EAAE,KAAK,EAAE,QAAQ,EAAE,MAAM,EAAE,CAAC;AAChD,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { FillFlags, RenderMaterial, RenderTexture } from \"@itwin/core-common\";\r\nimport { VertexIndices } from \"./VertexIndices\";\r\n\r\n/** @internal */\r\nexport enum SurfaceType {\r\n Unlit,\r\n Lit,\r\n Textured,\r\n TexturedLit,\r\n VolumeClassifier,\r\n}\r\n\r\n/** @internal */\r\nexport function isValidSurfaceType(value: number): boolean {\r\n switch (value) {\r\n case SurfaceType.Unlit:\r\n case SurfaceType.Lit:\r\n case SurfaceType.Textured:\r\n case SurfaceType.TexturedLit:\r\n case SurfaceType.VolumeClassifier:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport interface SurfaceRenderMaterial {\r\n readonly isAtlas: false;\r\n readonly material: RenderMaterial;\r\n}\r\n\r\n/** @internal */\r\nexport interface SurfaceMaterialAtlas {\r\n readonly isAtlas: true;\r\n // Overrides surface alpha to be translucent. Implies `overridesAlpha`.\r\n readonly hasTranslucency: boolean;\r\n // Overrides surface alpha to be opaque or translucent.\r\n readonly overridesAlpha: boolean;\r\n // offset past the END of the vertex data; equivalently, number of 32-bit colors in color table preceding material atlas.\r\n readonly vertexTableOffset: number;\r\n readonly numMaterials: number;\r\n}\r\n\r\n/** @internal */\r\nexport type SurfaceMaterial = SurfaceRenderMaterial | SurfaceMaterialAtlas;\r\n\r\n/** @internal */\r\nexport function createSurfaceMaterial(source: RenderMaterial | undefined): SurfaceMaterial | undefined {\r\n if (undefined === source)\r\n return undefined;\r\n else\r\n return { isAtlas: false, material: source };\r\n}\r\n\r\n/** @internal */\r\nexport interface SurfaceParams {\r\n readonly type: SurfaceType;\r\n readonly indices: VertexIndices;\r\n readonly fillFlags: FillFlags;\r\n readonly hasBakedLighting: boolean;\r\n readonly textureMapping?: {\r\n texture: RenderTexture;\r\n alwaysDisplayed: boolean;\r\n };\r\n readonly material?: SurfaceMaterial;\r\n}\r\n"]}
@@ -7,7 +7,7 @@
7
7
  * @module Rendering
8
8
  */
9
9
  Object.defineProperty(exports, "__esModule", { value: true });
10
- exports.computeDimensions = void 0;
10
+ exports.computeDimensions = computeDimensions;
11
11
  const core_bentley_1 = require("@itwin/core-bentley");
12
12
  /** @internal */
13
13
  function computeDimensions(nEntries, nRgbaPerEntry, nExtraRgba, maxSize) {
@@ -32,5 +32,4 @@ function computeDimensions(nEntries, nRgbaPerEntry, nExtraRgba, maxSize) {
32
32
  (0, core_bentley_1.assert)(0 === width % nRgbaPerEntry);
33
33
  return { width, height };
34
34
  }
35
- exports.computeDimensions = computeDimensions;
36
35
  //# sourceMappingURL=VertexTable.js.map
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"VertexTable.js","sourceRoot":"","sources":["../../../../../src/common/internal/render/VertexTable.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;AA8CH,8CA4BC;AAxED,sDAA6C;AA2C7C,gBAAgB;AAChB,SAAgB,iBAAiB,CAAC,QAAgB,EAAE,aAAqB,EAAE,UAAkB,EAAE,OAAe;IAC5G,MAAM,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,QAAQ,GAAG,aAAa,CAAC,GAAG,UAAU,CAAC;IAE/D,IAAI,KAAK,IAAI,OAAO;QAClB,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC;IAErC,yDAAyD;IACzD,IAAI,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;IAExC,8DAA8D;IAC9D,MAAM,SAAS,GAAG,KAAK,GAAG,aAAa,CAAC;IACxC,IAAI,CAAC,KAAK,SAAS,EAAE,CAAC;QACpB,KAAK,IAAI,aAAa,GAAG,SAAS,CAAC;IACrC,CAAC;IAED,iBAAiB;IACjB,MAAM,MAAM,GAAG,IAAI,CAAC,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC,CAAC;IAExC,IAAA,qBAAM,EAAC,MAAM,IAAI,OAAO,CAAC,CAAC;IAC1B,IAAA,qBAAM,EAAC,KAAK,IAAI,OAAO,CAAC,CAAC;IACzB,IAAA,qBAAM,EAAC,KAAK,GAAG,MAAM,IAAI,KAAK,CAAC,CAAC;IAChC,IAAA,qBAAM,EAAC,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,KAAK,MAAM,CAAC,CAAC;IACtC,IAAA,qBAAM,EAAC,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,KAAK,KAAK,CAAC,CAAC;IAEpC,2CAA2C;IAC3C,IAAA,qBAAM,EAAC,CAAC,KAAK,KAAK,GAAG,aAAa,CAAC,CAAC;IAEpC,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC3B,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { ColorDef, FeatureIndexType, QParams2d, QParams3d } from \"@itwin/core-common\";\r\n\r\n/** Describes a VertexTable.\r\n * @internal\r\n */\r\nexport interface VertexTable {\r\n /** The rectangular array of vertex data, of size width*height*numRgbaPerVertex bytes. */\r\n readonly data: Uint8Array;\r\n /** If true, positions are not quantized but instead stored as 32-bit floats.\r\n * [[qparams]] will still be defined; it can be used to derive the range of positions in the table.\r\n */\r\n readonly usesUnquantizedPositions?: boolean;\r\n /** Quantization parameters for the vertex positions encoded into the array, if the positions are quantized;\r\n * and for deriving the range of positions in the table, whether quantized or not.\r\n */\r\n readonly qparams: QParams3d;\r\n /** The number of 4-byte 'RGBA' values in each row of the array. Must be divisible by numRgbaPerVertex. */\r\n readonly width: number;\r\n /** The number of rows in the array. */\r\n readonly height: number;\r\n /** Whether or not the vertex colors contain translucent colors. */\r\n readonly hasTranslucency: boolean;\r\n /** If no color table exists, the color to use for all vertices. */\r\n readonly uniformColor?: ColorDef;\r\n /** Describes the number of features (none, one, or multiple) contained. */\r\n readonly featureIndexType: FeatureIndexType;\r\n /** If featureIndexType is 'Uniform', the feature ID associated with all vertices. */\r\n readonly uniformFeatureID?: number;\r\n /** The number of vertices in the table. Must be less than (width*height)/numRgbaPerVertex. */\r\n readonly numVertices: number;\r\n /** The number of 4-byte 'RGBA' values associated with each vertex. */\r\n readonly numRgbaPerVertex: number;\r\n /** If vertex data include texture UV coordinates, the quantization params for those coordinates. */\r\n readonly uvParams?: QParams2d;\r\n}\r\n\r\n/** @internal */\r\nexport interface Dimensions {\r\n width: number;\r\n height: number;\r\n}\r\n\r\n/** @internal */\r\nexport function computeDimensions(nEntries: number, nRgbaPerEntry: number, nExtraRgba: number, maxSize: number): Dimensions {\r\n const nRgba = Math.ceil(nEntries * nRgbaPerEntry) + nExtraRgba;\r\n\r\n if (nRgba <= maxSize)\r\n return { width: nRgba, height: 1 };\r\n\r\n // Make roughly square to reduce unused space in last row\r\n let width = Math.ceil(Math.sqrt(nRgba));\r\n\r\n // Ensure a given entry's RGBA values all fit on the same row.\r\n const remainder = width % nRgbaPerEntry;\r\n if (0 !== remainder) {\r\n width += nRgbaPerEntry - remainder;\r\n }\r\n\r\n // Compute height\r\n const height = Math.ceil(nRgba / width);\r\n\r\n assert(height <= maxSize);\r\n assert(width <= maxSize);\r\n assert(width * height >= nRgba);\r\n assert(Math.floor(height) === height);\r\n assert(Math.floor(width) === width);\r\n\r\n // Row padding should never be necessary...\r\n assert(0 === width % nRgbaPerEntry);\r\n\r\n return { width, height };\r\n}\r\n"]}
@@ -7,7 +7,8 @@
7
7
  * @module Rendering
8
8
  */
9
9
  Object.defineProperty(exports, "__esModule", { value: true });
10
- exports.VertexTableBuilder = exports.createMeshParams = void 0;
10
+ exports.VertexTableBuilder = void 0;
11
+ exports.createMeshParams = createMeshParams;
11
12
  const core_bentley_1 = require("@itwin/core-bentley");
12
13
  const core_geometry_1 = require("@itwin/core-geometry");
13
14
  const core_common_1 = require("@itwin/core-common");
@@ -39,7 +40,6 @@ function createMeshParams(args, maxDimension, enableIndexedEdges) {
39
40
  auxChannels: channels,
40
41
  };
41
42
  }
42
- exports.createMeshParams = createMeshParams;
43
43
  /** Builds a VertexTable from some data type supplying the vertex data.
44
44
  * @internal
45
45
  */
@@ -1 +1 @@
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Point2d, Point3d, Range2d } from \"@itwin/core-geometry\";\r\nimport {\r\n ColorDef, ColorIndex, FeatureIndex, FeatureIndexType, FillFlags, QParams2d, QParams3d, QPoint2d, QPoint3dList,\r\n} from \"@itwin/core-common\";\r\nimport { AuxChannelTable } from \"./AuxChannelTable\";\r\nimport { computeDimensions, VertexTable } from \"./VertexTable\";\r\nimport { createSurfaceMaterial, SurfaceParams, SurfaceType } from \"./SurfaceParams\";\r\nimport { MeshParams } from \"./MeshParams\";\r\nimport { Point3dList } from \"./MeshPrimitive\";\r\nimport { VertexIndices } from \"./VertexIndices\";\r\nimport { createEdgeParams } from \"./EdgeParams\";\r\nimport { MeshArgs } from \"../../../render/MeshArgs\";\r\nimport { PolylineArgs } from \"../../../render/PolylineArgs\";\r\n\r\n/** @internal */\r\nexport function createMeshParams(args: MeshArgs, maxDimension: number, enableIndexedEdges: boolean): MeshParams {\r\n const builder = createMeshBuilder(args);\r\n const vertices = builder.build(args.colors, args.features, maxDimension);\r\n\r\n const surfaceIndices = VertexIndices.fromArray(args.vertIndices);\r\n\r\n const surface: SurfaceParams = {\r\n type: builder.type,\r\n indices: surfaceIndices,\r\n fillFlags: args.fillFlags ?? FillFlags.ByView,\r\n hasBakedLighting: true === args.hasBakedLighting,\r\n textureMapping: undefined !== args.textureMapping ? { texture: args.textureMapping.texture, alwaysDisplayed: false } : undefined,\r\n material: createSurfaceMaterial(args.material),\r\n };\r\n\r\n const channels = undefined !== args.auxChannels ? AuxChannelTable.fromChannels(args.auxChannels, vertices.numVertices, maxDimension) : undefined;\r\n const edges = createEdgeParams({ meshArgs: args, maxWidth: maxDimension, createIndexed: enableIndexedEdges });\r\n return {\r\n vertices,\r\n surface,\r\n edges,\r\n isPlanar: !!args.isPlanar,\r\n auxChannels: channels,\r\n };\r\n}\r\n\r\n/** Builds a VertexTable from some data type supplying the vertex data.\r\n * @internal\r\n */\r\nexport abstract class VertexTableBuilder {\r\n public data?: Uint8Array;\r\n private _curIndex: number = 0;\r\n\r\n public abstract get numVertices(): number;\r\n public abstract get numRgbaPerVertex(): number;\r\n public abstract get qparams(): QParams3d;\r\n public abstract get usesUnquantizedPositions(): boolean;\r\n public get uvParams(): QParams2d | undefined { return undefined; }\r\n public abstract appendVertex(vertIndex: number): void;\r\n\r\n public appendColorTable(colorIndex: ColorIndex) {\r\n if (undefined !== colorIndex.nonUniform) {\r\n for (const color of colorIndex.nonUniform.colors) {\r\n this.appendColor(color);\r\n }\r\n }\r\n }\r\n\r\n protected advance(nBytes: number) {\r\n this._curIndex += nBytes;\r\n assert(this._curIndex <= this.data!.length);\r\n }\r\n\r\n protected append8(val: number) {\r\n assert(0 <= val);\r\n assert(val <= 0xff);\r\n assert(val === Math.floor(val));\r\n\r\n this.data![this._curIndex] = val;\r\n this.advance(1);\r\n }\r\n protected append16(val: number) {\r\n this.append8(val & 0x00ff);\r\n this.append8(val >>> 8);\r\n }\r\n protected append32(val: number) {\r\n this.append16(val & 0x0000ffff);\r\n this.append16(val >>> 16);\r\n }\r\n\r\n private appendColor(tbgr: number) {\r\n const colors = ColorDef.getColors(tbgr);\r\n\r\n // invert transparency => alpha\r\n colors.t = 255 - colors.t;\r\n\r\n // premultiply alpha...\r\n switch (colors.t) {\r\n case 0:\r\n colors.r = colors.g = colors.b = 0;\r\n break;\r\n case 255:\r\n break;\r\n default: {\r\n const f = colors.t / 255.0;\r\n colors.r = Math.floor(colors.r * f + 0.5);\r\n colors.g = Math.floor(colors.g * f + 0.5);\r\n colors.b = Math.floor(colors.b * f + 0.5);\r\n break;\r\n }\r\n }\r\n\r\n // Store 32-bit value in little-endian order (red first)\r\n this.append8(colors.r);\r\n this.append8(colors.g);\r\n this.append8(colors.b);\r\n this.append8(colors.t);\r\n }\r\n\r\n public build(colorIndex: ColorIndex, featureIndex: FeatureIndex, maxDimension: number): VertexTable {\r\n const { numVertices, numRgbaPerVertex } = this;\r\n const numColors = colorIndex.isUniform ? 0 : colorIndex.numColors;\r\n const dimensions = computeDimensions(numVertices, numRgbaPerVertex, numColors, maxDimension);\r\n assert(0 === dimensions.width % numRgbaPerVertex || (0 < numColors && 1 === dimensions.height));\r\n\r\n const data = new Uint8Array(dimensions.width * dimensions.height * 4);\r\n\r\n this.data = data;\r\n for (let i = 0; i < numVertices; i++)\r\n this.appendVertex(i);\r\n\r\n this.appendColorTable(colorIndex);\r\n\r\n this.data = undefined;\r\n\r\n return {\r\n data,\r\n qparams: this.qparams,\r\n usesUnquantizedPositions: this.usesUnquantizedPositions,\r\n width: dimensions.width,\r\n height: dimensions.height,\r\n hasTranslucency: colorIndex.hasAlpha,\r\n uniformColor: colorIndex.uniform,\r\n numVertices,\r\n numRgbaPerVertex,\r\n uvParams: this.uvParams,\r\n featureIndexType: featureIndex.type,\r\n uniformFeatureID: featureIndex.type === FeatureIndexType.Uniform ? featureIndex.featureID : undefined,\r\n };\r\n }\r\n\r\n public static buildFromPolylines(args: PolylineArgs, maxDimension: number): VertexTable | undefined {\r\n const polylines = args.polylines;\r\n if (polylines.length === 0)\r\n return undefined;\r\n\r\n const builder = createPolylineBuilder(args);\r\n return builder.build(args.colors, args.features, maxDimension);\r\n }\r\n}\r\n\r\ntype VertexData = PolylineArgs | MeshArgs;\r\ntype Quantized<T extends VertexData> = Omit<T, \"points\"> & { points: QPoint3dList };\r\ntype Unquantized<T extends VertexData> = Omit<T, \"points\"> & { points: Omit<Point3dList, \"add\"> };\r\n\r\nnamespace Quantized { // eslint-disable-line @typescript-eslint/no-redeclare\r\n /**\r\n * Supplies vertex data from a PolylineArgs or MeshArgs. Each vertex consists of 12 bytes:\r\n * pos.x 00\r\n * pos.y 02\r\n * pos.z 04\r\n * colorIndex 06\r\n * featureIndex 08 (24 bits)\r\n * materialIndex 0B (for meshes that use a material atlas; otherwise unused). NOTE: Currently front-end code does not produce material atlases.\r\n */\r\n export class SimpleBuilder<T extends Quantized<VertexData>> extends VertexTableBuilder {\r\n public args: T;\r\n protected _qpoints: QPoint3dList;\r\n\r\n public constructor(args: T) {\r\n super();\r\n this._qpoints = args.points;\r\n this.args = args;\r\n assert(undefined !== this.args.points);\r\n }\r\n\r\n public get numVertices() { return this.args.points.length; }\r\n public get numRgbaPerVertex() { return 3; }\r\n public get usesUnquantizedPositions() { return false; }\r\n public get qparams() {\r\n return this._qpoints.params;\r\n }\r\n\r\n public appendVertex(vertIndex: number): void {\r\n this.appendPosition(vertIndex);\r\n this.appendColorIndex(vertIndex);\r\n this.appendFeatureIndex(vertIndex);\r\n }\r\n\r\n protected appendPosition(vertIndex: number) {\r\n this.append16(this._qpoints.list[vertIndex].x);\r\n this.append16(this._qpoints.list[vertIndex].y);\r\n this.append16(this._qpoints.list[vertIndex].z);\r\n }\r\n\r\n protected appendColorIndex(vertIndex: number) {\r\n if (undefined !== this.args.colors.nonUniform) {\r\n this.append16(this.args.colors.nonUniform.indices[vertIndex]);\r\n } else {\r\n this.advance(2);\r\n }\r\n }\r\n\r\n protected appendFeatureIndex(vertIndex: number) {\r\n if (undefined !== this.args.features.featureIDs) {\r\n this.append32(this.args.features.featureIDs[vertIndex]);\r\n } else {\r\n this.advance(4);\r\n }\r\n }\r\n }\r\n\r\n /** Supplies vertex data from a MeshArgs. */\r\n export class MeshBuilder extends SimpleBuilder<Quantized<MeshArgs>> {\r\n public readonly type: SurfaceType;\r\n\r\n protected constructor(args: Quantized<MeshArgs>, type: SurfaceType) {\r\n super(args);\r\n this.type = type;\r\n }\r\n\r\n public static create(args: Quantized<MeshArgs>): MeshBuilder {\r\n if (args.isVolumeClassifier)\r\n return new MeshBuilder(args, SurfaceType.VolumeClassifier);\r\n\r\n const isLit = undefined !== args.normals && 0 < args.normals.length;\r\n const isTextured = undefined !== args.textureMapping;\r\n\r\n let uvParams: QParams2d | undefined;\r\n\r\n if (args.textureMapping) {\r\n const uvRange = Range2d.createNull();\r\n const fpts = args.textureMapping.uvParams;\r\n const pt2d = new Point2d();\r\n if (undefined !== fpts && fpts.length > 0)\r\n for (let i = 0; i < args.points.length; i++)\r\n uvRange.extendPoint(Point2d.create(fpts[i].x, fpts[i].y, pt2d));\r\n\r\n uvParams = QParams2d.fromRange(uvRange);\r\n }\r\n\r\n if (isLit)\r\n return isTextured ? new TexturedLitMeshBuilder(args, uvParams!) : new LitMeshBuilder(args);\r\n else\r\n return isTextured ? new TexturedMeshBuilder(args, uvParams!) : new MeshBuilder(args, SurfaceType.Unlit);\r\n }\r\n }\r\n\r\n /** Supplies vertex data from a MeshArgs where each vertex consists of 16 bytes.\r\n * In addition to the SimpleBuilder data, the final 4 bytes hold the quantized UV params\r\n * The color index is left uninitialized as it is unused.\r\n */\r\n class TexturedMeshBuilder extends MeshBuilder {\r\n private _qparams: QParams2d;\r\n private _qpoint = new QPoint2d();\r\n\r\n public constructor(args: Quantized<MeshArgs>, qparams: QParams2d, type: SurfaceType = SurfaceType.Textured) {\r\n super(args, type);\r\n this._qparams = qparams;\r\n assert(undefined !== args.textureMapping);\r\n }\r\n\r\n public override get numRgbaPerVertex() { return 4; }\r\n public override get uvParams() { return this._qparams; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n this.appendPosition(vertIndex);\r\n this.appendNormal(vertIndex);\r\n this.appendFeatureIndex(vertIndex);\r\n this.appendUVParams(vertIndex);\r\n }\r\n\r\n protected appendNormal(_vertIndex: number): void { this.advance(2); } // no normal for unlit meshes\r\n\r\n protected appendUVParams(vertIndex: number) {\r\n this._qpoint.init(this.args.textureMapping!.uvParams[vertIndex], this._qparams);\r\n this.append16(this._qpoint.x);\r\n this.append16(this._qpoint.y);\r\n }\r\n }\r\n\r\n /** As with TexturedMeshBuilder, but the color index is replaced with the oct-encoded normal value. */\r\n class TexturedLitMeshBuilder extends TexturedMeshBuilder {\r\n public constructor(args: Quantized<MeshArgs>, qparams: QParams2d) {\r\n super(args, qparams, SurfaceType.TexturedLit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n protected override appendNormal(vertIndex: number) { this.append16(this.args.normals![vertIndex].value); }\r\n }\r\n\r\n /** 16 bytes. The last 2 bytes are unused; the 2 immediately preceding it hold the oct-encoded normal value. */\r\n class LitMeshBuilder extends MeshBuilder {\r\n public constructor(args: Quantized<MeshArgs>) {\r\n super(args, SurfaceType.Lit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n public override get numRgbaPerVertex() { return 4; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n super.appendVertex(vertIndex);\r\n this.append16(this.args.normals![vertIndex].value);\r\n this.advance(2); // 2 unused bytes\r\n }\r\n }\r\n}\r\n\r\n/** Builders in this namespace store vertex positions as 32-bit floats instead of quantizing to 16-bit unsigned integers.\r\n * This is preferred for decoration graphics, which might contain ranges of positions that exceed the limits for quantization; if quantized,\r\n * they could produce visual artifacts.\r\n * Each builder produces a VertexTable that starts with the following layout:\r\n * pos.x: 00\r\n * pos.y: 04\r\n * pos.z: 08\r\n * featureIndex: 0C\r\n * materialIndex:0F (NOTE: frontend code currently doesn't produce material atlases, so this is always zero).\r\n * Followed (by default) by:\r\n * colorIndex: 10\r\n * unused: 12\r\n * Subclasses may add 4 more bytes and/or overwrite the final 4 bytes above.\r\n */\r\nnamespace Unquantized { // eslint-disable-line @typescript-eslint/no-redeclare\r\n const u32Array = new Uint32Array(1);\r\n const f32Array = new Float32Array(u32Array.buffer);\r\n\r\n // colorIndex: 10\r\n // unused: 12\r\n export class SimpleBuilder<T extends Unquantized<VertexData>> extends VertexTableBuilder {\r\n public args: T;\r\n protected _points: Point3d[];\r\n private _qparams3d: QParams3d;\r\n\r\n public constructor(args: T) {\r\n super();\r\n assert(!(args.points instanceof QPoint3dList));\r\n this._qparams3d = QParams3d.fromRange(args.points.range);\r\n this.args = args;\r\n this._points = args.points;\r\n }\r\n\r\n public get numVertices() { return this._points.length; }\r\n public get numRgbaPerVertex() { return 5; }\r\n public get usesUnquantizedPositions() { return true; }\r\n public get qparams() { return this._qparams3d; }\r\n\r\n public appendVertex(vertIndex: number): void {\r\n this.appendTransposePosAndFeatureNdx(vertIndex);\r\n this.appendColorIndex(vertIndex);\r\n }\r\n\r\n private appendFloat32(val: number) {\r\n f32Array[0] = val;\r\n this.append32(u32Array[0]);\r\n }\r\n\r\n private convertFloat32(val: number): number {\r\n f32Array[0] = val;\r\n return u32Array[0];\r\n }\r\n\r\n protected appendTransposePosAndFeatureNdx(vertIndex: number) {\r\n // transpose position xyz vals into [0].xyz - [3].xyz, and add feature index at .w\r\n // this is to order things to let shader code access much more efficiently\r\n const pt = this._points[vertIndex];\r\n const x = this.convertFloat32 (pt.x);\r\n const y = this.convertFloat32 (pt.y);\r\n const z = this.convertFloat32 (pt.z);\r\n const featID = (this.args.features.featureIDs) ? this.args.features.featureIDs[vertIndex] : 0;\r\n this.append8(x & 0x000000ff);\r\n this.append8(y & 0x000000ff);\r\n this.append8(z & 0x000000ff);\r\n this.append8(featID & 0x000000ff);\r\n this.append8((x >>> 8) & 0x000000ff);\r\n this.append8((y >>> 8) & 0x000000ff);\r\n this.append8((z >>> 8) & 0x000000ff);\r\n this.append8((featID >>> 8) & 0x000000ff);\r\n this.append8((x >>> 16) & 0x000000ff);\r\n this.append8((y >>> 16) & 0x000000ff);\r\n this.append8((z >>> 16) & 0x000000ff);\r\n this.append8((featID >>> 16) & 0x000000ff);\r\n this.append8(x >>> 24);\r\n this.append8(y >>> 24);\r\n this.append8(z >>> 24);\r\n this.append8(featID >>> 24);\r\n }\r\n\r\n protected appendPosition(vertIndex: number) {\r\n const pt = this._points[vertIndex];\r\n this.appendFloat32(pt.x);\r\n this.appendFloat32(pt.y);\r\n this.appendFloat32(pt.z);\r\n }\r\n\r\n protected appendFeatureIndex(vertIndex: number) {\r\n if (this.args.features.featureIDs)\r\n this.append32(this.args.features.featureIDs[vertIndex]);\r\n else\r\n this.advance(4);\r\n }\r\n\r\n protected _appendColorIndex(vertIndex: number) {\r\n if (undefined !== this.args.colors.nonUniform)\r\n this.append16(this.args.colors.nonUniform.indices[vertIndex]);\r\n else\r\n this.advance(2);\r\n }\r\n\r\n protected appendColorIndex(vertIndex: number) {\r\n this._appendColorIndex(vertIndex);\r\n this.advance(2);\r\n }\r\n }\r\n\r\n export class MeshBuilder extends SimpleBuilder<Unquantized<MeshArgs>> {\r\n public readonly type: SurfaceType;\r\n\r\n protected constructor(args: Unquantized<MeshArgs>, type: SurfaceType) {\r\n super(args);\r\n this.type = type;\r\n }\r\n\r\n public static create(args: Unquantized<MeshArgs>): MeshBuilder {\r\n if (args.isVolumeClassifier)\r\n return new MeshBuilder(args, SurfaceType.VolumeClassifier);\r\n\r\n const isLit = undefined !== args.normals && 0 < args.normals.length;\r\n const isTextured = undefined !== args.textureMapping;\r\n\r\n let uvParams: QParams2d | undefined;\r\n\r\n if (args.textureMapping) {\r\n const uvRange = Range2d.createNull();\r\n const fpts = args.textureMapping.uvParams;\r\n const pt2d = new Point2d();\r\n if (undefined !== fpts && fpts.length > 0)\r\n for (let i = 0; i < args.points.length; i++)\r\n uvRange.extendPoint(Point2d.create(fpts[i].x, fpts[i].y, pt2d));\r\n\r\n uvParams = QParams2d.fromRange(uvRange);\r\n }\r\n\r\n if (isLit)\r\n return isTextured ? new TexturedLitMeshBuilder(args, uvParams!) : new LitMeshBuilder(args);\r\n else\r\n return isTextured ? new TexturedMeshBuilder(args, uvParams!) : new MeshBuilder(args, SurfaceType.Unlit);\r\n }\r\n }\r\n\r\n // u: 10\r\n // v: 12\r\n class TexturedMeshBuilder extends MeshBuilder {\r\n private _qparams: QParams2d;\r\n private _qpoint = new QPoint2d();\r\n\r\n public constructor(args: Unquantized<MeshArgs>, qparams: QParams2d, type = SurfaceType.Textured) {\r\n super(args, type);\r\n this._qparams = qparams;\r\n assert(undefined !== args.textureMapping);\r\n }\r\n\r\n public override get uvParams() { return this._qparams; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n super.appendVertex(vertIndex);\r\n\r\n this._qpoint.init(this.args.textureMapping!.uvParams[vertIndex], this._qparams);\r\n this.append16(this._qpoint.x);\r\n this.append16(this._qpoint.y);\r\n }\r\n\r\n protected override appendColorIndex() { }\r\n }\r\n\r\n // u: 10\r\n // v: 12\r\n // normal: 14\r\n // unused: 16\r\n class TexturedLitMeshBuilder extends TexturedMeshBuilder {\r\n public constructor(args: Unquantized<MeshArgs>, qparams: QParams2d) {\r\n super(args, qparams, SurfaceType.TexturedLit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n public override get numRgbaPerVertex() { return 6; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n super.appendVertex(vertIndex);\r\n this.append16(this.args.normals![vertIndex].value);\r\n this.advance(2);\r\n }\r\n }\r\n\r\n // color: 10\r\n // normal: 12\r\n class LitMeshBuilder extends MeshBuilder {\r\n public constructor(args: Unquantized<MeshArgs>) {\r\n super(args, SurfaceType.Lit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n protected override appendColorIndex(vertIndex: number) {\r\n super._appendColorIndex(vertIndex);\r\n }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n super.appendVertex(vertIndex);\r\n this.append16(this.args.normals![vertIndex].value);\r\n }\r\n }\r\n}\r\n\r\nfunction createMeshBuilder(args: MeshArgs): VertexTableBuilder & { type: SurfaceType } {\r\n if (args.points instanceof QPoint3dList)\r\n return Quantized.MeshBuilder.create(args as Quantized<MeshArgs>);\r\n else\r\n return Unquantized.MeshBuilder.create(args as Unquantized<MeshArgs>);\r\n}\r\n\r\nfunction createPolylineBuilder(args: PolylineArgs): VertexTableBuilder {\r\n if (args.points instanceof QPoint3dList)\r\n return new Quantized.SimpleBuilder(args as Quantized<PolylineArgs>);\r\n else\r\n return new Unquantized.SimpleBuilder(args as Unquantized<PolylineArgs>);\r\n}\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Point2d, Point3d, Range2d } from \"@itwin/core-geometry\";\r\nimport {\r\n ColorDef, ColorIndex, FeatureIndex, FeatureIndexType, FillFlags, QParams2d, QParams3d, QPoint2d, QPoint3dList,\r\n} from \"@itwin/core-common\";\r\nimport { AuxChannelTable } from \"./AuxChannelTable\";\r\nimport { computeDimensions, VertexTable } from \"./VertexTable\";\r\nimport { createSurfaceMaterial, SurfaceParams, SurfaceType } from \"./SurfaceParams\";\r\nimport { MeshParams } from \"./MeshParams\";\r\nimport { Point3dList } from \"./MeshPrimitive\";\r\nimport { VertexIndices } from \"./VertexIndices\";\r\nimport { createEdgeParams } from \"./EdgeParams\";\r\nimport { MeshArgs } from \"../../../render/MeshArgs\";\r\nimport { PolylineArgs } from \"../../../render/PolylineArgs\";\r\n\r\n/** @internal */\r\nexport function createMeshParams(args: MeshArgs, maxDimension: number, enableIndexedEdges: boolean): MeshParams {\r\n const builder = createMeshBuilder(args);\r\n const vertices = builder.build(args.colors, args.features, maxDimension);\r\n\r\n const surfaceIndices = VertexIndices.fromArray(args.vertIndices);\r\n\r\n const surface: SurfaceParams = {\r\n type: builder.type,\r\n indices: surfaceIndices,\r\n fillFlags: args.fillFlags ?? FillFlags.ByView,\r\n hasBakedLighting: true === args.hasBakedLighting,\r\n textureMapping: undefined !== args.textureMapping ? { texture: args.textureMapping.texture, alwaysDisplayed: false } : undefined,\r\n material: createSurfaceMaterial(args.material),\r\n };\r\n\r\n const channels = undefined !== args.auxChannels ? AuxChannelTable.fromChannels(args.auxChannels, vertices.numVertices, maxDimension) : undefined;\r\n const edges = createEdgeParams({ meshArgs: args, maxWidth: maxDimension, createIndexed: enableIndexedEdges });\r\n return {\r\n vertices,\r\n surface,\r\n edges,\r\n isPlanar: !!args.isPlanar,\r\n auxChannels: channels,\r\n };\r\n}\r\n\r\n/** Builds a VertexTable from some data type supplying the vertex data.\r\n * @internal\r\n */\r\nexport abstract class VertexTableBuilder {\r\n public data?: Uint8Array;\r\n private _curIndex: number = 0;\r\n\r\n public abstract get numVertices(): number;\r\n public abstract get numRgbaPerVertex(): number;\r\n public abstract get qparams(): QParams3d;\r\n public abstract get usesUnquantizedPositions(): boolean;\r\n public get uvParams(): QParams2d | undefined { return undefined; }\r\n public abstract appendVertex(vertIndex: number): void;\r\n\r\n public appendColorTable(colorIndex: ColorIndex) {\r\n if (undefined !== colorIndex.nonUniform) {\r\n for (const color of colorIndex.nonUniform.colors) {\r\n this.appendColor(color);\r\n }\r\n }\r\n }\r\n\r\n protected advance(nBytes: number) {\r\n this._curIndex += nBytes;\r\n assert(this._curIndex <= this.data!.length);\r\n }\r\n\r\n protected append8(val: number) {\r\n assert(0 <= val);\r\n assert(val <= 0xff);\r\n assert(val === Math.floor(val));\r\n\r\n this.data![this._curIndex] = val;\r\n this.advance(1);\r\n }\r\n protected append16(val: number) {\r\n this.append8(val & 0x00ff);\r\n this.append8(val >>> 8);\r\n }\r\n protected append32(val: number) {\r\n this.append16(val & 0x0000ffff);\r\n this.append16(val >>> 16);\r\n }\r\n\r\n private appendColor(tbgr: number) {\r\n const colors = ColorDef.getColors(tbgr);\r\n\r\n // invert transparency => alpha\r\n colors.t = 255 - colors.t;\r\n\r\n // premultiply alpha...\r\n switch (colors.t) {\r\n case 0:\r\n colors.r = colors.g = colors.b = 0;\r\n break;\r\n case 255:\r\n break;\r\n default: {\r\n const f = colors.t / 255.0;\r\n colors.r = Math.floor(colors.r * f + 0.5);\r\n colors.g = Math.floor(colors.g * f + 0.5);\r\n colors.b = Math.floor(colors.b * f + 0.5);\r\n break;\r\n }\r\n }\r\n\r\n // Store 32-bit value in little-endian order (red first)\r\n this.append8(colors.r);\r\n this.append8(colors.g);\r\n this.append8(colors.b);\r\n this.append8(colors.t);\r\n }\r\n\r\n public build(colorIndex: ColorIndex, featureIndex: FeatureIndex, maxDimension: number): VertexTable {\r\n const { numVertices, numRgbaPerVertex } = this;\r\n const numColors = colorIndex.isUniform ? 0 : colorIndex.numColors;\r\n const dimensions = computeDimensions(numVertices, numRgbaPerVertex, numColors, maxDimension);\r\n assert(0 === dimensions.width % numRgbaPerVertex || (0 < numColors && 1 === dimensions.height));\r\n\r\n const data = new Uint8Array(dimensions.width * dimensions.height * 4);\r\n\r\n this.data = data;\r\n for (let i = 0; i < numVertices; i++)\r\n this.appendVertex(i);\r\n\r\n this.appendColorTable(colorIndex);\r\n\r\n this.data = undefined;\r\n\r\n return {\r\n data,\r\n qparams: this.qparams,\r\n usesUnquantizedPositions: this.usesUnquantizedPositions,\r\n width: dimensions.width,\r\n height: dimensions.height,\r\n hasTranslucency: colorIndex.hasAlpha,\r\n uniformColor: colorIndex.uniform,\r\n numVertices,\r\n numRgbaPerVertex,\r\n uvParams: this.uvParams,\r\n featureIndexType: featureIndex.type,\r\n uniformFeatureID: featureIndex.type === FeatureIndexType.Uniform ? featureIndex.featureID : undefined,\r\n };\r\n }\r\n\r\n public static buildFromPolylines(args: PolylineArgs, maxDimension: number): VertexTable | undefined {\r\n const polylines = args.polylines;\r\n if (polylines.length === 0)\r\n return undefined;\r\n\r\n const builder = createPolylineBuilder(args);\r\n return builder.build(args.colors, args.features, maxDimension);\r\n }\r\n}\r\n\r\ntype VertexData = PolylineArgs | MeshArgs;\r\ntype Quantized<T extends VertexData> = Omit<T, \"points\"> & { points: QPoint3dList };\r\ntype Unquantized<T extends VertexData> = Omit<T, \"points\"> & { points: Omit<Point3dList, \"add\"> };\r\n\r\nnamespace Quantized { // eslint-disable-line @typescript-eslint/no-redeclare\r\n /**\r\n * Supplies vertex data from a PolylineArgs or MeshArgs. Each vertex consists of 12 bytes:\r\n * pos.x 00\r\n * pos.y 02\r\n * pos.z 04\r\n * colorIndex 06\r\n * featureIndex 08 (24 bits)\r\n * materialIndex 0B (for meshes that use a material atlas; otherwise unused). NOTE: Currently front-end code does not produce material atlases.\r\n */\r\n export class SimpleBuilder<T extends Quantized<VertexData>> extends VertexTableBuilder {\r\n public args: T;\r\n protected _qpoints: QPoint3dList;\r\n\r\n public constructor(args: T) {\r\n super();\r\n this._qpoints = args.points;\r\n this.args = args;\r\n assert(undefined !== this.args.points);\r\n }\r\n\r\n public get numVertices() { return this.args.points.length; }\r\n public get numRgbaPerVertex() { return 3; }\r\n public get usesUnquantizedPositions() { return false; }\r\n public get qparams() {\r\n return this._qpoints.params;\r\n }\r\n\r\n public appendVertex(vertIndex: number): void {\r\n this.appendPosition(vertIndex);\r\n this.appendColorIndex(vertIndex);\r\n this.appendFeatureIndex(vertIndex);\r\n }\r\n\r\n protected appendPosition(vertIndex: number) {\r\n this.append16(this._qpoints.list[vertIndex].x);\r\n this.append16(this._qpoints.list[vertIndex].y);\r\n this.append16(this._qpoints.list[vertIndex].z);\r\n }\r\n\r\n protected appendColorIndex(vertIndex: number) {\r\n if (undefined !== this.args.colors.nonUniform) {\r\n this.append16(this.args.colors.nonUniform.indices[vertIndex]);\r\n } else {\r\n this.advance(2);\r\n }\r\n }\r\n\r\n protected appendFeatureIndex(vertIndex: number) {\r\n if (undefined !== this.args.features.featureIDs) {\r\n this.append32(this.args.features.featureIDs[vertIndex]);\r\n } else {\r\n this.advance(4);\r\n }\r\n }\r\n }\r\n\r\n /** Supplies vertex data from a MeshArgs. */\r\n export class MeshBuilder extends SimpleBuilder<Quantized<MeshArgs>> {\r\n public readonly type: SurfaceType;\r\n\r\n protected constructor(args: Quantized<MeshArgs>, type: SurfaceType) {\r\n super(args);\r\n this.type = type;\r\n }\r\n\r\n public static create(args: Quantized<MeshArgs>): MeshBuilder {\r\n if (args.isVolumeClassifier)\r\n return new MeshBuilder(args, SurfaceType.VolumeClassifier);\r\n\r\n const isLit = undefined !== args.normals && 0 < args.normals.length;\r\n const isTextured = undefined !== args.textureMapping;\r\n\r\n let uvParams: QParams2d | undefined;\r\n\r\n if (args.textureMapping) {\r\n const uvRange = Range2d.createNull();\r\n const fpts = args.textureMapping.uvParams;\r\n const pt2d = new Point2d();\r\n if (undefined !== fpts && fpts.length > 0)\r\n for (let i = 0; i < args.points.length; i++)\r\n uvRange.extendPoint(Point2d.create(fpts[i].x, fpts[i].y, pt2d));\r\n\r\n uvParams = QParams2d.fromRange(uvRange);\r\n }\r\n\r\n if (isLit)\r\n return isTextured ? new TexturedLitMeshBuilder(args, uvParams!) : new LitMeshBuilder(args);\r\n else\r\n return isTextured ? new TexturedMeshBuilder(args, uvParams!) : new MeshBuilder(args, SurfaceType.Unlit);\r\n }\r\n }\r\n\r\n /** Supplies vertex data from a MeshArgs where each vertex consists of 16 bytes.\r\n * In addition to the SimpleBuilder data, the final 4 bytes hold the quantized UV params\r\n * The color index is left uninitialized as it is unused.\r\n */\r\n class TexturedMeshBuilder extends MeshBuilder {\r\n private _qparams: QParams2d;\r\n private _qpoint = new QPoint2d();\r\n\r\n public constructor(args: Quantized<MeshArgs>, qparams: QParams2d, type: SurfaceType = SurfaceType.Textured) {\r\n super(args, type);\r\n this._qparams = qparams;\r\n assert(undefined !== args.textureMapping);\r\n }\r\n\r\n public override get numRgbaPerVertex() { return 4; }\r\n public override get uvParams() { return this._qparams; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n this.appendPosition(vertIndex);\r\n this.appendNormal(vertIndex);\r\n this.appendFeatureIndex(vertIndex);\r\n this.appendUVParams(vertIndex);\r\n }\r\n\r\n protected appendNormal(_vertIndex: number): void { this.advance(2); } // no normal for unlit meshes\r\n\r\n protected appendUVParams(vertIndex: number) {\r\n this._qpoint.init(this.args.textureMapping!.uvParams[vertIndex], this._qparams);\r\n this.append16(this._qpoint.x);\r\n this.append16(this._qpoint.y);\r\n }\r\n }\r\n\r\n /** As with TexturedMeshBuilder, but the color index is replaced with the oct-encoded normal value. */\r\n class TexturedLitMeshBuilder extends TexturedMeshBuilder {\r\n public constructor(args: Quantized<MeshArgs>, qparams: QParams2d) {\r\n super(args, qparams, SurfaceType.TexturedLit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n protected override appendNormal(vertIndex: number) { this.append16(this.args.normals![vertIndex].value); }\r\n }\r\n\r\n /** 16 bytes. The last 2 bytes are unused; the 2 immediately preceding it hold the oct-encoded normal value. */\r\n class LitMeshBuilder extends MeshBuilder {\r\n public constructor(args: Quantized<MeshArgs>) {\r\n super(args, SurfaceType.Lit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n public override get numRgbaPerVertex() { return 4; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n super.appendVertex(vertIndex);\r\n this.append16(this.args.normals![vertIndex].value);\r\n this.advance(2); // 2 unused bytes\r\n }\r\n }\r\n}\r\n\r\n/** Builders in this namespace store vertex positions as 32-bit floats instead of quantizing to 16-bit unsigned integers.\r\n * This is preferred for decoration graphics, which might contain ranges of positions that exceed the limits for quantization; if quantized,\r\n * they could produce visual artifacts.\r\n * Each builder produces a VertexTable that starts with the following layout:\r\n * pos.x: 00\r\n * pos.y: 04\r\n * pos.z: 08\r\n * featureIndex: 0C\r\n * materialIndex:0F (NOTE: frontend code currently doesn't produce material atlases, so this is always zero).\r\n * Followed (by default) by:\r\n * colorIndex: 10\r\n * unused: 12\r\n * Subclasses may add 4 more bytes and/or overwrite the final 4 bytes above.\r\n */\r\nnamespace Unquantized { // eslint-disable-line @typescript-eslint/no-redeclare\r\n const u32Array = new Uint32Array(1);\r\n const f32Array = new Float32Array(u32Array.buffer);\r\n\r\n // colorIndex: 10\r\n // unused: 12\r\n export class SimpleBuilder<T extends Unquantized<VertexData>> extends VertexTableBuilder {\r\n public args: T;\r\n protected _points: Point3d[];\r\n private _qparams3d: QParams3d;\r\n\r\n public constructor(args: T) {\r\n super();\r\n assert(!(args.points instanceof QPoint3dList));\r\n this._qparams3d = QParams3d.fromRange(args.points.range);\r\n this.args = args;\r\n this._points = args.points;\r\n }\r\n\r\n public get numVertices() { return this._points.length; }\r\n public get numRgbaPerVertex() { return 5; }\r\n public get usesUnquantizedPositions() { return true; }\r\n public get qparams() { return this._qparams3d; }\r\n\r\n public appendVertex(vertIndex: number): void {\r\n this.appendTransposePosAndFeatureNdx(vertIndex);\r\n this.appendColorIndex(vertIndex);\r\n }\r\n\r\n private appendFloat32(val: number) {\r\n f32Array[0] = val;\r\n this.append32(u32Array[0]);\r\n }\r\n\r\n private convertFloat32(val: number): number {\r\n f32Array[0] = val;\r\n return u32Array[0];\r\n }\r\n\r\n protected appendTransposePosAndFeatureNdx(vertIndex: number) {\r\n // transpose position xyz vals into [0].xyz - [3].xyz, and add feature index at .w\r\n // this is to order things to let shader code access much more efficiently\r\n const pt = this._points[vertIndex];\r\n const x = this.convertFloat32 (pt.x);\r\n const y = this.convertFloat32 (pt.y);\r\n const z = this.convertFloat32 (pt.z);\r\n const featID = (this.args.features.featureIDs) ? this.args.features.featureIDs[vertIndex] : 0;\r\n this.append8(x & 0x000000ff);\r\n this.append8(y & 0x000000ff);\r\n this.append8(z & 0x000000ff);\r\n this.append8(featID & 0x000000ff);\r\n this.append8((x >>> 8) & 0x000000ff);\r\n this.append8((y >>> 8) & 0x000000ff);\r\n this.append8((z >>> 8) & 0x000000ff);\r\n this.append8((featID >>> 8) & 0x000000ff);\r\n this.append8((x >>> 16) & 0x000000ff);\r\n this.append8((y >>> 16) & 0x000000ff);\r\n this.append8((z >>> 16) & 0x000000ff);\r\n this.append8((featID >>> 16) & 0x000000ff);\r\n this.append8(x >>> 24);\r\n this.append8(y >>> 24);\r\n this.append8(z >>> 24);\r\n this.append8(featID >>> 24);\r\n }\r\n\r\n protected appendPosition(vertIndex: number) {\r\n const pt = this._points[vertIndex];\r\n this.appendFloat32(pt.x);\r\n this.appendFloat32(pt.y);\r\n this.appendFloat32(pt.z);\r\n }\r\n\r\n protected appendFeatureIndex(vertIndex: number) {\r\n if (this.args.features.featureIDs)\r\n this.append32(this.args.features.featureIDs[vertIndex]);\r\n else\r\n this.advance(4);\r\n }\r\n\r\n protected _appendColorIndex(vertIndex: number) {\r\n if (undefined !== this.args.colors.nonUniform)\r\n this.append16(this.args.colors.nonUniform.indices[vertIndex]);\r\n else\r\n this.advance(2);\r\n }\r\n\r\n protected appendColorIndex(vertIndex: number) {\r\n this._appendColorIndex(vertIndex);\r\n this.advance(2);\r\n }\r\n }\r\n\r\n export class MeshBuilder extends SimpleBuilder<Unquantized<MeshArgs>> {\r\n public readonly type: SurfaceType;\r\n\r\n protected constructor(args: Unquantized<MeshArgs>, type: SurfaceType) {\r\n super(args);\r\n this.type = type;\r\n }\r\n\r\n public static create(args: Unquantized<MeshArgs>): MeshBuilder {\r\n if (args.isVolumeClassifier)\r\n return new MeshBuilder(args, SurfaceType.VolumeClassifier);\r\n\r\n const isLit = undefined !== args.normals && 0 < args.normals.length;\r\n const isTextured = undefined !== args.textureMapping;\r\n\r\n let uvParams: QParams2d | undefined;\r\n\r\n if (args.textureMapping) {\r\n const uvRange = Range2d.createNull();\r\n const fpts = args.textureMapping.uvParams;\r\n const pt2d = new Point2d();\r\n if (undefined !== fpts && fpts.length > 0)\r\n for (let i = 0; i < args.points.length; i++)\r\n uvRange.extendPoint(Point2d.create(fpts[i].x, fpts[i].y, pt2d));\r\n\r\n uvParams = QParams2d.fromRange(uvRange);\r\n }\r\n\r\n if (isLit)\r\n return isTextured ? new TexturedLitMeshBuilder(args, uvParams!) : new LitMeshBuilder(args);\r\n else\r\n return isTextured ? new TexturedMeshBuilder(args, uvParams!) : new MeshBuilder(args, SurfaceType.Unlit);\r\n }\r\n }\r\n\r\n // u: 10\r\n // v: 12\r\n class TexturedMeshBuilder extends MeshBuilder {\r\n private _qparams: QParams2d;\r\n private _qpoint = new QPoint2d();\r\n\r\n public constructor(args: Unquantized<MeshArgs>, qparams: QParams2d, type = SurfaceType.Textured) {\r\n super(args, type);\r\n this._qparams = qparams;\r\n assert(undefined !== args.textureMapping);\r\n }\r\n\r\n public override get uvParams() { return this._qparams; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n super.appendVertex(vertIndex);\r\n\r\n this._qpoint.init(this.args.textureMapping!.uvParams[vertIndex], this._qparams);\r\n this.append16(this._qpoint.x);\r\n this.append16(this._qpoint.y);\r\n }\r\n\r\n protected override appendColorIndex() { }\r\n }\r\n\r\n // u: 10\r\n // v: 12\r\n // normal: 14\r\n // unused: 16\r\n class TexturedLitMeshBuilder extends TexturedMeshBuilder {\r\n public constructor(args: Unquantized<MeshArgs>, qparams: QParams2d) {\r\n super(args, qparams, SurfaceType.TexturedLit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n public override get numRgbaPerVertex() { return 6; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n super.appendVertex(vertIndex);\r\n this.append16(this.args.normals![vertIndex].value);\r\n this.advance(2);\r\n }\r\n }\r\n\r\n // color: 10\r\n // normal: 12\r\n class LitMeshBuilder extends MeshBuilder {\r\n public constructor(args: Unquantized<MeshArgs>) {\r\n super(args, SurfaceType.Lit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n protected override appendColorIndex(vertIndex: number) {\r\n super._appendColorIndex(vertIndex);\r\n }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n super.appendVertex(vertIndex);\r\n this.append16(this.args.normals![vertIndex].value);\r\n }\r\n }\r\n}\r\n\r\nfunction createMeshBuilder(args: MeshArgs): VertexTableBuilder & { type: SurfaceType } {\r\n if (args.points instanceof QPoint3dList)\r\n return Quantized.MeshBuilder.create(args as Quantized<MeshArgs>);\r\n else\r\n return Unquantized.MeshBuilder.create(args as Unquantized<MeshArgs>);\r\n}\r\n\r\nfunction createPolylineBuilder(args: PolylineArgs): VertexTableBuilder {\r\n if (args.points instanceof QPoint3dList)\r\n return new Quantized.SimpleBuilder(args as Quantized<PolylineArgs>);\r\n else\r\n return new Unquantized.SimpleBuilder(args as Unquantized<PolylineArgs>);\r\n}\r\n"]}
@@ -7,7 +7,10 @@
7
7
  * @module Rendering
8
8
  */
9
9
  Object.defineProperty(exports, "__esModule", { value: true });
10
- exports.splitPolylineParams = exports.splitMeshParams = exports.splitPointStringParams = exports.IndexBuffer = void 0;
10
+ exports.IndexBuffer = void 0;
11
+ exports.splitPointStringParams = splitPointStringParams;
12
+ exports.splitMeshParams = splitMeshParams;
13
+ exports.splitPolylineParams = splitPolylineParams;
11
14
  const core_bentley_1 = require("@itwin/core-bentley");
12
15
  const core_common_1 = require("@itwin/core-common");
13
16
  const EdgeParams_1 = require("./EdgeParams");
@@ -310,7 +313,6 @@ function splitPointStringParams(args) {
310
313
  }
311
314
  return result;
312
315
  }
313
- exports.splitPointStringParams = splitPointStringParams;
314
316
  class RemappedPolylineEdges {
315
317
  constructor() {
316
318
  this.indices = new IndexBuffer();
@@ -561,7 +563,6 @@ function splitMeshParams(args) {
561
563
  }
562
564
  return result;
563
565
  }
564
- exports.splitMeshParams = splitMeshParams;
565
566
  /** @internal */
566
567
  function splitPolylineParams(args) {
567
568
  const nodes = VertexTableSplitter.split({
@@ -611,5 +612,4 @@ function splitPolylineParams(args) {
611
612
  }
612
613
  return result;
613
614
  }
614
- exports.splitPolylineParams = splitPolylineParams;
615
615
  //# sourceMappingURL=VertexTableSplitter.js.map