@itwin/core-frontend 4.8.0-dev.2 → 4.8.0-dev.20

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 (206) hide show
  1. package/CHANGELOG.md +31 -1
  2. package/lib/cjs/AccuSnap.d.ts.map +1 -1
  3. package/lib/cjs/AccuSnap.js +2 -1
  4. package/lib/cjs/AccuSnap.js.map +1 -1
  5. package/lib/cjs/IModelApp.d.ts +2 -3
  6. package/lib/cjs/IModelApp.d.ts.map +1 -1
  7. package/lib/cjs/IModelApp.js +2 -2
  8. package/lib/cjs/IModelApp.js.map +1 -1
  9. package/lib/cjs/IModelConnection.d.ts +16 -6
  10. package/lib/cjs/IModelConnection.d.ts.map +1 -1
  11. package/lib/cjs/IModelConnection.js +21 -7
  12. package/lib/cjs/IModelConnection.js.map +1 -1
  13. package/lib/cjs/IpcApp.d.ts +5 -1
  14. package/lib/cjs/IpcApp.d.ts.map +1 -1
  15. package/lib/cjs/IpcApp.js +11 -5
  16. package/lib/cjs/IpcApp.js.map +1 -1
  17. package/lib/cjs/LocalhostIpcApp.d.ts.map +1 -1
  18. package/lib/cjs/LocalhostIpcApp.js +2 -1
  19. package/lib/cjs/LocalhostIpcApp.js.map +1 -1
  20. package/lib/cjs/NativeApp.d.ts.map +1 -1
  21. package/lib/cjs/NativeApp.js +2 -1
  22. package/lib/cjs/NativeApp.js.map +1 -1
  23. package/lib/cjs/PlanarClipMaskState.d.ts +8 -3
  24. package/lib/cjs/PlanarClipMaskState.d.ts.map +1 -1
  25. package/lib/cjs/PlanarClipMaskState.js +46 -17
  26. package/lib/cjs/PlanarClipMaskState.js.map +1 -1
  27. package/lib/cjs/SpatialViewState.d.ts +14 -1
  28. package/lib/cjs/SpatialViewState.d.ts.map +1 -1
  29. package/lib/cjs/SpatialViewState.js +17 -0
  30. package/lib/cjs/SpatialViewState.js.map +1 -1
  31. package/lib/cjs/SubCategoriesCache.d.ts +3 -1
  32. package/lib/cjs/SubCategoriesCache.d.ts.map +1 -1
  33. package/lib/cjs/SubCategoriesCache.js +19 -5
  34. package/lib/cjs/SubCategoriesCache.js.map +1 -1
  35. package/lib/cjs/ViewCreator3d.d.ts.map +1 -1
  36. package/lib/cjs/ViewCreator3d.js +1 -0
  37. package/lib/cjs/ViewCreator3d.js.map +1 -1
  38. package/lib/cjs/ViewManager.d.ts +4 -7
  39. package/lib/cjs/ViewManager.d.ts.map +1 -1
  40. package/lib/cjs/ViewManager.js +4 -7
  41. package/lib/cjs/ViewManager.js.map +1 -1
  42. package/lib/cjs/ViewingSpace.d.ts +3 -1
  43. package/lib/cjs/ViewingSpace.d.ts.map +1 -1
  44. package/lib/cjs/ViewingSpace.js +11 -2
  45. package/lib/cjs/ViewingSpace.js.map +1 -1
  46. package/lib/cjs/core-frontend.d.ts +1 -0
  47. package/lib/cjs/core-frontend.d.ts.map +1 -1
  48. package/lib/cjs/core-frontend.js +1 -0
  49. package/lib/cjs/core-frontend.js.map +1 -1
  50. package/lib/cjs/internal/Symbols.d.ts +7 -0
  51. package/lib/cjs/internal/Symbols.d.ts.map +1 -0
  52. package/lib/cjs/internal/Symbols.js +17 -0
  53. package/lib/cjs/internal/Symbols.js.map +1 -0
  54. package/lib/cjs/internal/cross-package.d.ts +5 -0
  55. package/lib/cjs/internal/cross-package.d.ts.map +1 -0
  56. package/lib/cjs/internal/cross-package.js +13 -0
  57. package/lib/cjs/internal/cross-package.js.map +1 -0
  58. package/lib/cjs/render/GraphicBuilder.d.ts +4 -0
  59. package/lib/cjs/render/GraphicBuilder.d.ts.map +1 -1
  60. package/lib/cjs/render/GraphicBuilder.js +49 -0
  61. package/lib/cjs/render/GraphicBuilder.js.map +1 -1
  62. package/lib/cjs/render/RenderTarget.d.ts +1 -0
  63. package/lib/cjs/render/RenderTarget.d.ts.map +1 -1
  64. package/lib/cjs/render/RenderTarget.js.map +1 -1
  65. package/lib/cjs/render/webgl/BackgroundMapDrape.js +1 -1
  66. package/lib/cjs/render/webgl/BackgroundMapDrape.js.map +1 -1
  67. package/lib/cjs/render/webgl/PlanarClassifier.d.ts +1 -0
  68. package/lib/cjs/render/webgl/PlanarClassifier.d.ts.map +1 -1
  69. package/lib/cjs/render/webgl/PlanarClassifier.js +33 -11
  70. package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
  71. package/lib/cjs/render/webgl/PlanarTextureProjection.d.ts +3 -3
  72. package/lib/cjs/render/webgl/PlanarTextureProjection.d.ts.map +1 -1
  73. package/lib/cjs/render/webgl/PlanarTextureProjection.js +53 -19
  74. package/lib/cjs/render/webgl/PlanarTextureProjection.js.map +1 -1
  75. package/lib/cjs/render/webgl/SolarShadowMap.js +2 -2
  76. package/lib/cjs/render/webgl/SolarShadowMap.js.map +1 -1
  77. package/lib/cjs/render/webgl/Target.d.ts +1 -0
  78. package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
  79. package/lib/cjs/render/webgl/Target.js +1 -0
  80. package/lib/cjs/render/webgl/Target.js.map +1 -1
  81. package/lib/cjs/tile/GraphicsCollector.d.ts.map +1 -1
  82. package/lib/cjs/tile/GraphicsCollector.js +5 -2
  83. package/lib/cjs/tile/GraphicsCollector.js.map +1 -1
  84. package/lib/cjs/tile/PrimaryTileTree.d.ts +6 -2
  85. package/lib/cjs/tile/PrimaryTileTree.d.ts.map +1 -1
  86. package/lib/cjs/tile/PrimaryTileTree.js +25 -0
  87. package/lib/cjs/tile/PrimaryTileTree.js.map +1 -1
  88. package/lib/cjs/tile/RealityTile.d.ts +2 -3
  89. package/lib/cjs/tile/RealityTile.d.ts.map +1 -1
  90. package/lib/cjs/tile/RealityTile.js +0 -1
  91. package/lib/cjs/tile/RealityTile.js.map +1 -1
  92. package/lib/cjs/tile/TileGeometryCollector.d.ts +4 -4
  93. package/lib/cjs/tile/TileGeometryCollector.js +1 -1
  94. package/lib/cjs/tile/TileGeometryCollector.js.map +1 -1
  95. package/lib/cjs/tile/TileTreeReference.d.ts +0 -4
  96. package/lib/cjs/tile/TileTreeReference.d.ts.map +1 -1
  97. package/lib/cjs/tile/TileTreeReference.js +0 -3
  98. package/lib/cjs/tile/TileTreeReference.js.map +1 -1
  99. package/lib/cjs/tools/ElementSetTool.d.ts +8 -4
  100. package/lib/cjs/tools/ElementSetTool.d.ts.map +1 -1
  101. package/lib/cjs/tools/ElementSetTool.js +5 -3
  102. package/lib/cjs/tools/ElementSetTool.js.map +1 -1
  103. package/lib/esm/AccuSnap.d.ts.map +1 -1
  104. package/lib/esm/AccuSnap.js +2 -1
  105. package/lib/esm/AccuSnap.js.map +1 -1
  106. package/lib/esm/IModelApp.d.ts +2 -3
  107. package/lib/esm/IModelApp.d.ts.map +1 -1
  108. package/lib/esm/IModelApp.js +2 -2
  109. package/lib/esm/IModelApp.js.map +1 -1
  110. package/lib/esm/IModelConnection.d.ts +16 -6
  111. package/lib/esm/IModelConnection.d.ts.map +1 -1
  112. package/lib/esm/IModelConnection.js +21 -7
  113. package/lib/esm/IModelConnection.js.map +1 -1
  114. package/lib/esm/IpcApp.d.ts +5 -1
  115. package/lib/esm/IpcApp.d.ts.map +1 -1
  116. package/lib/esm/IpcApp.js +11 -5
  117. package/lib/esm/IpcApp.js.map +1 -1
  118. package/lib/esm/LocalhostIpcApp.d.ts.map +1 -1
  119. package/lib/esm/LocalhostIpcApp.js +2 -1
  120. package/lib/esm/LocalhostIpcApp.js.map +1 -1
  121. package/lib/esm/NativeApp.d.ts.map +1 -1
  122. package/lib/esm/NativeApp.js +2 -1
  123. package/lib/esm/NativeApp.js.map +1 -1
  124. package/lib/esm/PlanarClipMaskState.d.ts +8 -3
  125. package/lib/esm/PlanarClipMaskState.d.ts.map +1 -1
  126. package/lib/esm/PlanarClipMaskState.js +47 -18
  127. package/lib/esm/PlanarClipMaskState.js.map +1 -1
  128. package/lib/esm/SpatialViewState.d.ts +14 -1
  129. package/lib/esm/SpatialViewState.d.ts.map +1 -1
  130. package/lib/esm/SpatialViewState.js +17 -0
  131. package/lib/esm/SpatialViewState.js.map +1 -1
  132. package/lib/esm/SubCategoriesCache.d.ts +3 -1
  133. package/lib/esm/SubCategoriesCache.d.ts.map +1 -1
  134. package/lib/esm/SubCategoriesCache.js +19 -5
  135. package/lib/esm/SubCategoriesCache.js.map +1 -1
  136. package/lib/esm/ViewCreator3d.d.ts.map +1 -1
  137. package/lib/esm/ViewCreator3d.js +1 -0
  138. package/lib/esm/ViewCreator3d.js.map +1 -1
  139. package/lib/esm/ViewManager.d.ts +4 -7
  140. package/lib/esm/ViewManager.d.ts.map +1 -1
  141. package/lib/esm/ViewManager.js +4 -7
  142. package/lib/esm/ViewManager.js.map +1 -1
  143. package/lib/esm/ViewingSpace.d.ts +3 -1
  144. package/lib/esm/ViewingSpace.d.ts.map +1 -1
  145. package/lib/esm/ViewingSpace.js +11 -2
  146. package/lib/esm/ViewingSpace.js.map +1 -1
  147. package/lib/esm/core-frontend.d.ts +1 -0
  148. package/lib/esm/core-frontend.d.ts.map +1 -1
  149. package/lib/esm/core-frontend.js +1 -0
  150. package/lib/esm/core-frontend.js.map +1 -1
  151. package/lib/esm/internal/Symbols.d.ts +7 -0
  152. package/lib/esm/internal/Symbols.d.ts.map +1 -0
  153. package/lib/esm/internal/Symbols.js +14 -0
  154. package/lib/esm/internal/Symbols.js.map +1 -0
  155. package/lib/esm/internal/cross-package.d.ts +5 -0
  156. package/lib/esm/internal/cross-package.d.ts.map +1 -0
  157. package/lib/esm/internal/cross-package.js +9 -0
  158. package/lib/esm/internal/cross-package.js.map +1 -0
  159. package/lib/esm/render/GraphicBuilder.d.ts +4 -0
  160. package/lib/esm/render/GraphicBuilder.d.ts.map +1 -1
  161. package/lib/esm/render/GraphicBuilder.js +49 -0
  162. package/lib/esm/render/GraphicBuilder.js.map +1 -1
  163. package/lib/esm/render/RenderTarget.d.ts +1 -0
  164. package/lib/esm/render/RenderTarget.d.ts.map +1 -1
  165. package/lib/esm/render/RenderTarget.js.map +1 -1
  166. package/lib/esm/render/webgl/BackgroundMapDrape.js +2 -2
  167. package/lib/esm/render/webgl/BackgroundMapDrape.js.map +1 -1
  168. package/lib/esm/render/webgl/PlanarClassifier.d.ts +1 -0
  169. package/lib/esm/render/webgl/PlanarClassifier.d.ts.map +1 -1
  170. package/lib/esm/render/webgl/PlanarClassifier.js +34 -12
  171. package/lib/esm/render/webgl/PlanarClassifier.js.map +1 -1
  172. package/lib/esm/render/webgl/PlanarTextureProjection.d.ts +3 -3
  173. package/lib/esm/render/webgl/PlanarTextureProjection.d.ts.map +1 -1
  174. package/lib/esm/render/webgl/PlanarTextureProjection.js +54 -20
  175. package/lib/esm/render/webgl/PlanarTextureProjection.js.map +1 -1
  176. package/lib/esm/render/webgl/SolarShadowMap.js +2 -2
  177. package/lib/esm/render/webgl/SolarShadowMap.js.map +1 -1
  178. package/lib/esm/render/webgl/Target.d.ts +1 -0
  179. package/lib/esm/render/webgl/Target.d.ts.map +1 -1
  180. package/lib/esm/render/webgl/Target.js +1 -0
  181. package/lib/esm/render/webgl/Target.js.map +1 -1
  182. package/lib/esm/tile/GraphicsCollector.d.ts.map +1 -1
  183. package/lib/esm/tile/GraphicsCollector.js +5 -2
  184. package/lib/esm/tile/GraphicsCollector.js.map +1 -1
  185. package/lib/esm/tile/PrimaryTileTree.d.ts +6 -2
  186. package/lib/esm/tile/PrimaryTileTree.d.ts.map +1 -1
  187. package/lib/esm/tile/PrimaryTileTree.js +25 -0
  188. package/lib/esm/tile/PrimaryTileTree.js.map +1 -1
  189. package/lib/esm/tile/RealityTile.d.ts +2 -3
  190. package/lib/esm/tile/RealityTile.d.ts.map +1 -1
  191. package/lib/esm/tile/RealityTile.js +0 -1
  192. package/lib/esm/tile/RealityTile.js.map +1 -1
  193. package/lib/esm/tile/TileGeometryCollector.d.ts +4 -4
  194. package/lib/esm/tile/TileGeometryCollector.js +1 -1
  195. package/lib/esm/tile/TileGeometryCollector.js.map +1 -1
  196. package/lib/esm/tile/TileTreeReference.d.ts +0 -4
  197. package/lib/esm/tile/TileTreeReference.d.ts.map +1 -1
  198. package/lib/esm/tile/TileTreeReference.js +0 -3
  199. package/lib/esm/tile/TileTreeReference.js.map +1 -1
  200. package/lib/esm/tools/ElementSetTool.d.ts +8 -4
  201. package/lib/esm/tools/ElementSetTool.d.ts.map +1 -1
  202. package/lib/esm/tools/ElementSetTool.js +5 -3
  203. package/lib/esm/tools/ElementSetTool.js.map +1 -1
  204. package/lib/public/scripts/parse-imdl-worker.js +1 -1
  205. package/lib/workers/webpack/parse-imdl-worker.js +1 -1
  206. package/package.json +18 -18
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Tiles\r\n */\r\n\r\nimport { BeTimePoint, dispose } from \"@itwin/core-bentley\";\r\nimport { ClipMaskXYZRangePlanes, ClipShape, ClipVector, IndexedPolyface, Point3d, Transform } from \"@itwin/core-geometry\";\r\nimport { ColorDef, Frustum } from \"@itwin/core-common\";\r\nimport { IModelApp } from \"../IModelApp\";\r\nimport { GraphicBranch, GraphicBranchOptions } from \"../render/GraphicBranch\";\r\nimport { GraphicBuilder } from \"../render/GraphicBuilder\";\r\nimport { RenderGraphic } from \"../render/RenderGraphic\";\r\nimport { RenderSystem } from \"../render/RenderSystem\";\r\nimport { ViewingSpace } from \"../ViewingSpace\";\r\nimport { Viewport } from \"../Viewport\";\r\nimport {\r\n RealityTileRegion, RealityTileTree, Tile, TileContent, TileDrawArgs, TileGeometryCollector, TileGraphicType, TileLoadStatus, TileParams, TileRequest, TileRequestChannel,\r\n TileTreeLoadStatus, TileUser, TraversalDetails, TraversalSelectionContext,\r\n} from \"./internal\";\r\n\r\n/** @internal */\r\nexport interface RealityTileParams extends TileParams {\r\n readonly transformToRoot?: Transform;\r\n readonly additiveRefinement?: boolean;\r\n readonly noContentButTerminateOnSelection?: boolean;\r\n readonly rangeCorners?: Point3d[];\r\n readonly region?: RealityTileRegion;\r\n readonly geometricError?: number;\r\n}\r\n\r\n/** The geometry representing the contents of a reality tile. Currently only polyfaces are returned\r\n * @beta\r\n * @see [[RealityTile.geometry]] to access a particular tile's geometry.\r\n */\r\nexport interface RealityTileGeometry {\r\n /** Polyfaces representing the tile's geometry. */\r\n polyfaces?: IndexedPolyface[];\r\n}\r\n\r\n/** @internal */\r\nexport interface RealityTileContent extends TileContent {\r\n geometry?: RealityTileGeometry;\r\n}\r\n\r\nconst scratchLoadedChildren = new Array<RealityTile>();\r\nconst scratchCorners = [Point3d.createZero(), Point3d.createZero(), Point3d.createZero(), Point3d.createZero(), Point3d.createZero(), Point3d.createZero(), Point3d.createZero(), Point3d.createZero()];\r\nconst additiveRefinementThreshold = 10000; // Additive tiles (Cesium OSM tileset) are subdivided until their range diagonal falls below this threshold to ensure accurate reprojection.\r\nconst additiveRefinementDepthLimit = 20;\r\nconst scratchFrustum = new Frustum();\r\n\r\n/** A [[Tile]] within a [[RealityTileTree]], representing part of a reality model (e.g., a point cloud or photogrammetry mesh) or 3d terrain with map imagery.\r\n * @public\r\n */\r\nexport class RealityTile extends Tile {\r\n /** @internal */\r\n public readonly transformToRoot?: Transform;\r\n /** @internal */\r\n public readonly additiveRefinement?: boolean;\r\n /** @internal */\r\n public readonly noContentButTerminateOnSelection?: boolean;\r\n /** @internal */\r\n public readonly rangeCorners?: Point3d[];\r\n /** @internal */\r\n public readonly region?: RealityTileRegion;\r\n /** @internal */\r\n protected _geometry?: RealityTileGeometry;\r\n private _everDisplayed = false;\r\n /** @internal */\r\n protected _reprojectionTransform?: Transform;\r\n private _reprojectedGraphic?: RenderGraphic;\r\n private readonly _geometricError?: number;\r\n\r\n /** @internal */\r\n public constructor(props: RealityTileParams, tree: RealityTileTree) {\r\n super(props, tree);\r\n this.transformToRoot = props.transformToRoot;\r\n this.additiveRefinement = props.additiveRefinement ?? this.realityParent?.additiveRefinement;\r\n this.noContentButTerminateOnSelection = props.noContentButTerminateOnSelection;\r\n this.rangeCorners = props.rangeCorners;\r\n this.region = props.region;\r\n this._geometricError = props.geometricError;\r\n\r\n if (undefined === this.transformToRoot)\r\n return;\r\n\r\n // Can transform be non-rigid?? -- if so would have to handle (readonly) radius.\r\n this.boundingSphere.transformBy(this.transformToRoot, this.boundingSphere);\r\n this.transformToRoot.multiplyRange(this.range, this.range);\r\n\r\n if (this.rangeCorners)\r\n this.transformToRoot.multiplyPoint3dArrayInPlace(this.rangeCorners);\r\n\r\n if (undefined !== this._contentRange)\r\n this.transformToRoot.multiplyRange(this._contentRange, this._contentRange);\r\n }\r\n\r\n /** @internal */\r\n public override setContent(content: RealityTileContent): void {\r\n super.setContent(content);\r\n this._geometry = content.geometry;\r\n }\r\n\r\n /** @internal */\r\n public override freeMemory(): void {\r\n // Prevent freeing if AdditiveRefinementStepChildren are present, since they depend on the parent tile to draw.\r\n // This assumes at least one of the step children is currently selected, which is not necessarily the case. Eventually the\r\n // normal periodic pruning of expired tiles will clean up that case, but it could be held them in memory longer than necessary.\r\n if (!this.realityChildren?.some((child) => child.isStepChild))\r\n super.freeMemory();\r\n }\r\n\r\n /** @internal */\r\n public get realityChildren(): RealityTile[] | undefined { return this.children as RealityTile[] | undefined; }\r\n /** @internal */\r\n public get realityParent(): RealityTile { return this.parent as RealityTile; }\r\n /** @internal */\r\n public get realityRoot(): RealityTileTree { return this.tree as RealityTileTree; }\r\n /** @internal */\r\n public get graphicType(): TileGraphicType | undefined { return undefined; } // If undefined, use tree type.\r\n /** @internal */\r\n public get maxDepth(): number { return this.realityRoot.loader.maxDepth; }\r\n /** @internal */\r\n public get isPointCloud() { return this.realityRoot.loader.containsPointClouds; }\r\n /** @internal */\r\n public get isLoaded() { return this.loadStatus === TileLoadStatus.Ready; } // Reality tiles may depend on secondary tiles (maps) so can ge loaded but not ready.\r\n /** A representation of the tile's geometry.\r\n * This property is only available when using [[TileGeometryCollector]].\r\n * @beta\r\n */\r\n public get geometry(): RealityTileGeometry | undefined { return this._geometry; }\r\n\r\n /** @internal */\r\n public override get isDisplayable(): boolean {\r\n if (this.noContentButTerminateOnSelection)\r\n return false;\r\n else\r\n return super.isDisplayable;\r\n }\r\n\r\n /** @internal */\r\n public markUsed(args: TileDrawArgs): void {\r\n args.markUsed(this);\r\n }\r\n\r\n /** @internal */\r\n public markDisplayed(): void {\r\n this._everDisplayed = true;\r\n }\r\n\r\n /** @internal */\r\n public isOccluded(_viewingSpace: ViewingSpace): boolean {\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public get channel(): TileRequestChannel {\r\n return this.realityRoot.loader.getRequestChannel(this);\r\n }\r\n\r\n /** @internal */\r\n public async requestContent(isCanceled: () => boolean): Promise<TileRequest.Response> {\r\n return this.realityRoot.loader.requestTileContent(this, isCanceled);\r\n }\r\n\r\n /** @internal */\r\n private useAdditiveRefinementStepchildren() {\r\n // Create additive stepchildren only if we are this tile is additive and we are re-projecting and the radius exceeds the additiveRefinementThreshold.\r\n // This criteria is currently only met by the Cesium OSM tileset.\r\n const rangeDiagonal = this.rangeCorners ? this.rangeCorners[0].distance(this.rangeCorners[3]) : 0;\r\n return this.additiveRefinement && this.isDisplayable && rangeDiagonal > additiveRefinementThreshold && this.depth < additiveRefinementDepthLimit && this.realityRoot.doReprojectChildren(this);\r\n }\r\n\r\n /** @internal */\r\n protected _loadChildren(resolve: (children: Tile[] | undefined) => void, reject: (error: Error) => void): void {\r\n this.realityRoot.loader.loadChildren(this).then((children: Tile[] | undefined) => {\r\n\r\n /* If this is a large tile is to be included additively, but we are re-projecting (Cesium OSM) then we must add step-children to display the geometry as an overly large\r\n tile cannot be reprojected accurately. */\r\n if (this.useAdditiveRefinementStepchildren())\r\n this.loadAdditiveRefinementChildren((stepChildren: Tile[]) => { children = children ? children?.concat(stepChildren) : stepChildren; });\r\n\r\n if (children)\r\n this.realityRoot.reprojectAndResolveChildren(this, children, resolve); /* Potentially reproject and resolve these children */\r\n\r\n }).catch((err) => {\r\n reject(err);\r\n });\r\n }\r\n\r\n /** @internal */\r\n public async readContent(data: TileRequest.ResponseData, system: RenderSystem, isCanceled?: () => boolean): Promise<TileContent> {\r\n return this.realityRoot.loader.loadTileContent(this, data, system, isCanceled);\r\n }\r\n\r\n /** @internal */\r\n public override computeLoadPriority(viewports: Iterable<Viewport>, users: Iterable<TileUser>): number {\r\n return this.realityRoot.loader.computeTilePriority(this, viewports, users);\r\n }\r\n\r\n /** @internal */\r\n public getContentClip(): ClipVector | undefined {\r\n return ClipVector.createCapture([ClipShape.createBlock(this.contentRange, ClipMaskXYZRangePlanes.All)]);\r\n }\r\n\r\n /** Allow tile to select additional tiles (Terrain Imagery...)\r\n * @internal\r\n */\r\n public selectSecondaryTiles(_args: TileDrawArgs, _context: TraversalSelectionContext) { }\r\n\r\n /** An upsampled tile is not loadable - will override to return loadable parent.\r\n * @internal\r\n */\r\n public get loadableTile(): RealityTile { return this; }\r\n\r\n /** @internal */\r\n public preloadRealityTilesAtDepth(depth: number, context: TraversalSelectionContext, args: TileDrawArgs) {\r\n if (this.depth === depth) {\r\n context.preload(this, args);\r\n return;\r\n }\r\n\r\n this.loadChildren();\r\n\r\n if (undefined !== this.realityChildren) {\r\n for (const child of this.realityChildren)\r\n child.preloadRealityTilesAtDepth(depth, context, args);\r\n }\r\n }\r\n\r\n // Preload tiles that are protected:\r\n // * used tiles (where \"used\" may mean: selected/preloaded for display or content requested);\r\n // * parents and siblings of other protected tiles.\r\n /** @internal */\r\n public preloadProtectedTiles(args: TileDrawArgs, context: TraversalSelectionContext): boolean {\r\n const children = this.realityChildren;\r\n let hasProtectedChildren = false;\r\n\r\n if (children && !this.additiveRefinement) {\r\n for (const child of children) {\r\n hasProtectedChildren = child.preloadProtectedTiles(args, context) || hasProtectedChildren;\r\n }\r\n }\r\n\r\n if (children && hasProtectedChildren) {\r\n for (const child of children) {\r\n if (child.isDisplayable && !child.isLoaded)\r\n context.preload(child, args);\r\n }\r\n\r\n return true; // Parents of protected tiles are protected\r\n }\r\n\r\n // Special case of the root tile\r\n if (this === this.realityRoot.rootTile) {\r\n context.preload(this, args);\r\n return true;\r\n }\r\n\r\n return context.selected.find((tile) => tile === this) !== undefined;\r\n }\r\n\r\n /** @internal */\r\n public addBoundingGraphic(builder: GraphicBuilder, color: ColorDef) {\r\n builder.setSymbology(color, color, 3);\r\n let corners = this.rangeCorners ? this.rangeCorners : this.range.corners();\r\n if (this._reprojectionTransform)\r\n corners = this._reprojectionTransform.multiplyPoint3dArray(corners);\r\n builder.addRangeBoxFromCorners(corners);\r\n }\r\n\r\n /** @internal */\r\n public reproject(rootReprojection: Transform) {\r\n this._reprojectionTransform = rootReprojection;\r\n rootReprojection.multiplyRange(this.range, this.range);\r\n this.boundingSphere.transformBy(rootReprojection, this.boundingSphere);\r\n if (this.contentRange)\r\n rootReprojection.multiplyRange(this.contentRange, this.contentRange);\r\n if (this.rangeCorners)\r\n rootReprojection.multiplyPoint3dArrayInPlace(this.rangeCorners);\r\n }\r\n\r\n /** @internal */\r\n public allChildrenIncluded(tiles: Tile[]) {\r\n if (this.children === undefined || tiles.length !== this.children.length)\r\n return false;\r\n for (const tile of tiles)\r\n if (tile.parent !== this)\r\n return false;\r\n return true;\r\n }\r\n\r\n /** @internal */\r\n protected getLoadedRealityChildren(args: TileDrawArgs): boolean {\r\n if (this._childrenLoadStatus !== TileTreeLoadStatus.Loaded || this.realityChildren === undefined)\r\n return false;\r\n\r\n for (const child of this.realityChildren) {\r\n if (child.isReady && child.computeVisibilityFactor(args) > 0) {\r\n scratchLoadedChildren.push(child);\r\n } else if (!child.getLoadedRealityChildren(args)) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n /** @internal */\r\n protected forceSelectRealityTile(): boolean { return false; }\r\n /** @internal */\r\n protected minimumVisibleFactor(): number {\r\n if (this.additiveRefinement)\r\n return 0.25;\r\n else\r\n return 0;\r\n }\r\n\r\n /** @internal */\r\n public selectRealityTiles(context: TraversalSelectionContext, args: TileDrawArgs, traversalDetails: TraversalDetails) {\r\n const visibility = this.computeVisibilityFactor(args);\r\n\r\n const isNotVisible = visibility < 0;\r\n\r\n if (isNotVisible)\r\n return;\r\n\r\n // Force loading if loader requires this tile. (cesium terrain visibility).\r\n if (this.realityRoot.loader.forceTileLoad(this) && !this.isReady) {\r\n context.selectOrQueue(this, args, traversalDetails);\r\n return;\r\n }\r\n\r\n // Force to return early without selecting\r\n if (visibility >= 1 && this.noContentButTerminateOnSelection)\r\n return;\r\n\r\n const shouldSelectThisTile = visibility >= 1 || this._anyChildNotFound || this.forceSelectRealityTile() || context.selectionCountExceeded;\r\n if (shouldSelectThisTile && this.isDisplayable) { // Select this tile\r\n\r\n // Return early if tile is totally occluded\r\n if (this.isOccluded(args.viewingSpace))\r\n return;\r\n\r\n // Attempt to select this tile. If not ready, queue it\r\n context.selectOrQueue(this, args, traversalDetails);\r\n\r\n // This tile is visible but not loaded - Use higher resolution children if present\r\n if (!this.isReady)\r\n this.selectRealityChildrenAsFallback(context, args, traversalDetails);\r\n\r\n } else { // Select children instead of this tile\r\n\r\n // With additive refinement it is necessary to display this tile along with any displayed children\r\n if (this.additiveRefinement && this.isDisplayable && !this.useAdditiveRefinementStepchildren())\r\n context.selectOrQueue(this, args, traversalDetails);\r\n\r\n this.selectRealityChildren(context, args, traversalDetails);\r\n\r\n // Children are not ready: use this tile to avoid leaving a hole\r\n traversalDetails.shouldSelectParent = traversalDetails.shouldSelectParent || traversalDetails.queuedChildren.length !== 0;\r\n\r\n if (traversalDetails.shouldSelectParent) {\r\n // If the tile has not yet been displayed in this viewport -- display only if it is visible enough. Avoid overly tiles popping into view unexpectedly (terrain)\r\n if (visibility > this.minimumVisibleFactor() || this._everDisplayed) {\r\n context.selectOrQueue(this, args, traversalDetails);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Attempt to select the children of a tile in case they could be displayed while this tile is loading. This does not take into account visibility.\r\n /** @internal */\r\n protected selectRealityChildrenAsFallback(context: TraversalSelectionContext, args: TileDrawArgs, traversalDetails: TraversalDetails) {\r\n const childrenReady = this.getLoadedRealityChildren(args);\r\n\r\n if (childrenReady) {\r\n context.select(scratchLoadedChildren, args);\r\n traversalDetails.shouldSelectParent = false;\r\n }\r\n\r\n scratchLoadedChildren.length = 0;\r\n }\r\n\r\n // Recurse through children to select them normally\r\n /** @internal */\r\n protected selectRealityChildren(context: TraversalSelectionContext, args: TileDrawArgs, traversalDetails: TraversalDetails) {\r\n\r\n // Load children if not yet requested\r\n const childrenLoadStatus = this.loadChildren(); // NB: asynchronous\r\n\r\n // Children are not ready yet\r\n if (childrenLoadStatus === TileTreeLoadStatus.Loading) {\r\n args.markChildrenLoading();\r\n traversalDetails.shouldSelectParent = true;\r\n return;\r\n }\r\n\r\n if (this.realityChildren !== undefined) {\r\n // Attempt to select the children\r\n const traversalChildren = this.realityRoot.getTraversalChildren(this.depth);\r\n traversalChildren.initialize();\r\n\r\n for (let i = 0; i < this.children!.length; i++)\r\n this.realityChildren[i].selectRealityTiles(context, args, traversalChildren.getChildDetail(i));\r\n\r\n traversalChildren.combine(traversalDetails);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public purgeContents(olderThan: BeTimePoint, useProtectedTiles: boolean): void {\r\n const tilesToPurge = new Set<RealityTile>();\r\n\r\n // Get the list of tiles to purge\r\n if (useProtectedTiles && !this.additiveRefinement)\r\n this.getTilesToPurge(olderThan, tilesToPurge);\r\n else\r\n this.getTilesToPurgeWithoutProtection(olderThan, tilesToPurge);\r\n\r\n // Discard contents of tiles that have been marked.\r\n // Note we do not discard the child Tile objects themselves.\r\n for (const tile of tilesToPurge)\r\n tile.disposeContents();\r\n }\r\n\r\n // Populate a set with tiles that should be disposed. Prevent some tiles to be disposed to avoid holes when moving.\r\n // Return true if the current tile is \"protected\".\r\n private getTilesToPurge(olderThan: BeTimePoint, tilesToPurge: Set<RealityTile>): boolean {\r\n const children = this.realityChildren;\r\n\r\n // Protected tiles cannot be purged. They are:\r\n // * used tiles (where \"used\" may mean: selected/preloaded for display or content requested);\r\n // * parents and siblings of other protected tiles.\r\n let hasProtectedChildren = false;\r\n\r\n if (children) {\r\n for (const child of children) {\r\n hasProtectedChildren = child.getTilesToPurge(olderThan, tilesToPurge) || hasProtectedChildren;\r\n }\r\n\r\n if (hasProtectedChildren) {\r\n // Siblings of protected tiles are protected too. We need to remove them from it\r\n for (const child of children) {\r\n // Because the current tile can be invisible, relying on its children to display geometry,\r\n // we have to recurse in order to remove the first children that has geometry, otherwise,\r\n // some holes might appear\r\n child.removeFirstDisplayableChildrenFromSet(tilesToPurge);\r\n }\r\n\r\n return true; // Parents of protected tiles are protected\r\n }\r\n }\r\n\r\n const isInUse = this.usageMarker.getIsTileInUse();\r\n\r\n if (!isInUse && this.usageMarker.isTimestampExpired(olderThan)) {\r\n tilesToPurge.add(this);\r\n }\r\n\r\n return isInUse;\r\n }\r\n\r\n // Populate a set with tiles that should be disposed. Does not prevent some tiles to be disposed to avoid holes when moving.\r\n // This method is simpler and more fitting for devices that has a bigger memory constraint, such as mobiles.\r\n // However, it causes the apparition of holes by letting important tiles to be purged.\r\n private getTilesToPurgeWithoutProtection(olderThan: BeTimePoint, tilesToPurge: Set<RealityTile>): void {\r\n const children = this.realityChildren;\r\n\r\n if (children) {\r\n for (const child of children) {\r\n child.getTilesToPurgeWithoutProtection(olderThan, tilesToPurge);\r\n }\r\n }\r\n\r\n if (this.usageMarker.isExpired(olderThan))\r\n tilesToPurge.add(this);\r\n }\r\n\r\n private removeFirstDisplayableChildrenFromSet(set: Set<RealityTile>): void {\r\n if (set.size === 0)\r\n return;\r\n\r\n if (this.isDisplayable) {\r\n set.delete(this);\r\n return;\r\n }\r\n\r\n if (this.realityChildren !== undefined) {\r\n for (const child of this.realityChildren)\r\n child.removeFirstDisplayableChildrenFromSet(set);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public computeVisibilityFactor(args: TileDrawArgs): number {\r\n if (this.isEmpty)\r\n return -1;\r\n\r\n if (this.rangeCorners)\r\n scratchFrustum.setFromCorners(this.rangeCorners);\r\n else\r\n Frustum.fromRange(this.range, scratchFrustum);\r\n\r\n if (this.isFrustumCulled(scratchFrustum, args, true, this.boundingSphere))\r\n return -1;\r\n\r\n // some nodes are merely for structure and don't have any geometry\r\n if (0 === this.maximumSize)\r\n return 0;\r\n\r\n if (this.isLeaf)\r\n return this.hasContentRange && this.isContentCulled(args) ? -1 : 1;\r\n\r\n if (undefined !== this._geometricError) {\r\n const radius = args.getTileRadius(this);\r\n const center = args.getTileCenter(this);\r\n const pixelSize = args.computePixelSizeInMetersAtClosestPoint(center, radius);\r\n\r\n const sse = this._geometricError / pixelSize;\r\n return args.maximumScreenSpaceError / sse;\r\n }\r\n\r\n return this.maximumSize / args.getPixelSize(this);\r\n }\r\n\r\n /** @internal */\r\n protected get _anyChildNotFound(): boolean {\r\n if (undefined !== this.children)\r\n for (const child of this.children)\r\n if (child.isNotFound)\r\n return true;\r\n\r\n return this._childrenLoadStatus === TileTreeLoadStatus.NotFound;\r\n }\r\n\r\n /** @internal */\r\n public override getSizeProjectionCorners(): Point3d[] | undefined {\r\n if (!this.tree.isContentUnbounded)\r\n return undefined; // For a non-global tree use the standard size algorithm.\r\n\r\n // For global tiles (as in OSM buildings) return the range corners or X-Y corners only if bounded by region- this allows an algorithm that uses the area of the projected corners to attenuate horizon tiles.\r\n if (!this.rangeCorners)\r\n return this.range.corners(scratchCorners);\r\n\r\n return this.region ? this.rangeCorners.slice(4) : this.rangeCorners;\r\n }\r\n\r\n /** @internal */\r\n public get isStepChild() { return false; }\r\n\r\n /** @internal */\r\n protected loadAdditiveRefinementChildren(resolve: (children: Tile[]) => void): void {\r\n const region = this.region;\r\n const corners = this.rangeCorners;\r\n if (!region || !corners)\r\n return;\r\n\r\n const maximumSize = this.maximumSize;\r\n const rangeDiagonal = corners[0].distance(corners[3]);\r\n const isLeaf = rangeDiagonal < additiveRefinementThreshold || this.depth > additiveRefinementDepthLimit;\r\n\r\n const stepChildren = new Array<AdditiveRefinementStepChild>();\r\n const latitudeDelta = (region.maxLatitude - region.minLatitude) / 2;\r\n const longitudeDelta = (region.maxLongitude - region.minLongitude) / 2;\r\n const minHeight = region.minHeight;\r\n const maxHeight = region.maxHeight;\r\n\r\n for (let i = 0, minLongitude = region.minLongitude, step = 0; i < 2; i++, minLongitude += longitudeDelta, step++) {\r\n for (let j = 0, minLatitude = region.minLatitude; j < 2; j++, minLatitude += latitudeDelta) {\r\n const childRegion = new RealityTileRegion({ minLatitude, maxLatitude: minLatitude + latitudeDelta, minLongitude, maxLongitude: minLongitude + longitudeDelta, minHeight, maxHeight });\r\n const childRange = childRegion.getRange();\r\n\r\n const contentId = `${this.contentId}_S${step++}`;\r\n const childParams: RealityTileParams = { rangeCorners: childRange.corners, contentId, range: childRange.range, maximumSize, parent: this, additiveRefinement: false, isLeaf, region: childRegion };\r\n\r\n stepChildren.push(new AdditiveRefinementStepChild(childParams, this.realityRoot));\r\n }\r\n }\r\n resolve(stepChildren);\r\n }\r\n\r\n /** @internal */\r\n public override produceGraphics(): RenderGraphic | undefined {\r\n if (undefined === this._reprojectionTransform)\r\n return super.produceGraphics();\r\n\r\n if (undefined === this._reprojectedGraphic && undefined !== this._graphic) {\r\n const branch = new GraphicBranch(false);\r\n branch.add(this._graphic);\r\n this._reprojectedGraphic = IModelApp.renderSystem.createGraphicBranch(branch, this._reprojectionTransform);\r\n }\r\n return this._reprojectedGraphic;\r\n }\r\n\r\n /** @internal */\r\n public get unprojectedGraphic(): RenderGraphic | undefined {\r\n return this._graphic;\r\n }\r\n\r\n /** @internal */\r\n public override disposeContents(): void {\r\n super.disposeContents();\r\n this._reprojectedGraphic = dispose(this._reprojectedGraphic);\r\n }\r\n\r\n /** @internal */\r\n public collectTileGeometry(collector: TileGeometryCollector): void {\r\n const status = collector.collectTile(this);\r\n\r\n switch (status) {\r\n case \"reject\":\r\n return;\r\n\r\n case \"continue\":\r\n if (!this.isLeaf && !this._anyChildNotFound) {\r\n const childrenLoadStatus = this.loadChildren();\r\n if (TileTreeLoadStatus.Loading === childrenLoadStatus) {\r\n collector.markLoading();\r\n } else if (undefined !== this.realityChildren && !this._anyChildNotFound) {\r\n for (const child of this.realityChildren)\r\n child.collectTileGeometry(collector);\r\n }\r\n\r\n break;\r\n } // else fall through to \"accept\"\r\n // eslint-disable-next-line no-fallthrough\r\n case \"accept\":\r\n if (!this.isReady)\r\n collector.addMissingTile(this.loadableTile);\r\n else if (this.geometry?.polyfaces)\r\n collector.polyfaces.push(...this.geometry.polyfaces);\r\n\r\n break;\r\n }\r\n }\r\n}\r\n\r\n/** When additive refinement is used (as in the Cesium OSM tileset) it is not possible to accurately reproject very large, low level tiles\r\n * In this case we create additional \"step\" children (grandchildren etc. ) that will clipped portions display the their ancestor's additive geometry.\r\n * These step children are subdivided until they are small enough to be accurately reprojected - this is controlled by the additiveRefinementThreshold (currently 2KM).\r\n * The stepchildren do not contain any tile graphics - they just create a branch with clipping and reprojection to display their additive refinement ancestor graphics.\r\n */\r\nclass AdditiveRefinementStepChild extends RealityTile {\r\n public override get isStepChild() { return true; }\r\n private _loadableTile: RealityTile;\r\n\r\n public constructor(props: RealityTileParams, tree: RealityTileTree) {\r\n super(props, tree);\r\n this._loadableTile = this.realityParent;\r\n for (; this._loadableTile && this._loadableTile.isStepChild; this._loadableTile = this._loadableTile.realityParent)\r\n ;\r\n }\r\n public override get loadableTile(): RealityTile {\r\n return this._loadableTile;\r\n }\r\n public override get isLoading(): boolean { return this._loadableTile.isLoading; }\r\n public override get isQueued(): boolean { return this._loadableTile.isQueued; }\r\n public override get isNotFound(): boolean { return this._loadableTile.isNotFound; }\r\n public override get isReady(): boolean { return this._loadableTile.isReady; }\r\n public override get isLoaded(): boolean { return this._loadableTile.isLoaded; }\r\n public override get isEmpty() { return false; }\r\n public override produceGraphics(): RenderGraphic | undefined {\r\n if (undefined === this._graphic) {\r\n const parentGraphics = this._loadableTile.unprojectedGraphic;\r\n\r\n if (!parentGraphics || !this._reprojectionTransform)\r\n return undefined;\r\n\r\n const branch = new GraphicBranch(false);\r\n branch.add(parentGraphics);\r\n const renderSystem = IModelApp.renderSystem;\r\n const branchOptions: GraphicBranchOptions = {};\r\n if (this.rangeCorners) {\r\n const clipPolygon = [this.rangeCorners[0], this.rangeCorners[1], this.rangeCorners[3], this.rangeCorners[2]];\r\n branchOptions.clipVolume = renderSystem.createClipVolume(ClipVector.create([ClipShape.createShape(clipPolygon, undefined, undefined, this.tree.iModelTransform)!]));\r\n }\r\n this._graphic = renderSystem.createGraphicBranch(branch, this._reprojectionTransform, branchOptions);\r\n }\r\n return this._graphic;\r\n }\r\n\r\n public override markUsed(args: TileDrawArgs): void {\r\n args.markUsed(this);\r\n args.markUsed(this._loadableTile);\r\n }\r\n protected override _loadChildren(resolve: (children: Tile[] | undefined) => void, _reject: (error: Error) => void): void {\r\n this.loadAdditiveRefinementChildren((stepChildren: Tile[]) => {\r\n if (stepChildren)\r\n this.realityRoot.reprojectAndResolveChildren(this, stepChildren, resolve);\r\n });\r\n }\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 Tiles\r\n */\r\n\r\nimport { BeTimePoint, dispose } from \"@itwin/core-bentley\";\r\nimport { ClipMaskXYZRangePlanes, ClipShape, ClipVector, IndexedPolyface, Point3d, Transform } from \"@itwin/core-geometry\";\r\nimport { ColorDef, Frustum } from \"@itwin/core-common\";\r\nimport { IModelApp } from \"../IModelApp\";\r\nimport { GraphicBranch, GraphicBranchOptions } from \"../render/GraphicBranch\";\r\nimport { GraphicBuilder } from \"../render/GraphicBuilder\";\r\nimport { RenderGraphic } from \"../render/RenderGraphic\";\r\nimport { RenderSystem } from \"../render/RenderSystem\";\r\nimport { ViewingSpace } from \"../ViewingSpace\";\r\nimport { Viewport } from \"../Viewport\";\r\nimport {\r\n RealityTileRegion, RealityTileTree, Tile, TileContent, TileDrawArgs, TileGeometryCollector, TileGraphicType, TileLoadStatus, TileParams, TileRequest, TileRequestChannel,\r\n TileTreeLoadStatus, TileUser, TraversalDetails, TraversalSelectionContext,\r\n} from \"./internal\";\r\n\r\n/** @internal */\r\nexport interface RealityTileParams extends TileParams {\r\n readonly transformToRoot?: Transform;\r\n readonly additiveRefinement?: boolean;\r\n readonly noContentButTerminateOnSelection?: boolean;\r\n readonly rangeCorners?: Point3d[];\r\n readonly region?: RealityTileRegion;\r\n readonly geometricError?: number;\r\n}\r\n\r\n/** The geometry representing the contents of a reality tile. Currently only polyfaces are returned.\r\n * @see [[RealityTile.geometry]] to access a particular tile's geometry.\r\n * @public\r\n */\r\nexport interface RealityTileGeometry {\r\n /** Polyfaces representing the tile's geometry. */\r\n polyfaces?: IndexedPolyface[];\r\n}\r\n\r\n/** @internal */\r\nexport interface RealityTileContent extends TileContent {\r\n geometry?: RealityTileGeometry;\r\n}\r\n\r\nconst scratchLoadedChildren = new Array<RealityTile>();\r\nconst scratchCorners = [Point3d.createZero(), Point3d.createZero(), Point3d.createZero(), Point3d.createZero(), Point3d.createZero(), Point3d.createZero(), Point3d.createZero(), Point3d.createZero()];\r\nconst additiveRefinementThreshold = 10000; // Additive tiles (Cesium OSM tileset) are subdivided until their range diagonal falls below this threshold to ensure accurate reprojection.\r\nconst additiveRefinementDepthLimit = 20;\r\nconst scratchFrustum = new Frustum();\r\n\r\n/** A [[Tile]] within a [[RealityTileTree]], representing part of a reality model (e.g., a point cloud or photogrammetry mesh) or 3d terrain with map imagery.\r\n * @public\r\n */\r\nexport class RealityTile extends Tile {\r\n /** @internal */\r\n public readonly transformToRoot?: Transform;\r\n /** @internal */\r\n public readonly additiveRefinement?: boolean;\r\n /** @internal */\r\n public readonly noContentButTerminateOnSelection?: boolean;\r\n /** @internal */\r\n public readonly rangeCorners?: Point3d[];\r\n /** @internal */\r\n public readonly region?: RealityTileRegion;\r\n /** @internal */\r\n protected _geometry?: RealityTileGeometry;\r\n private _everDisplayed = false;\r\n /** @internal */\r\n protected _reprojectionTransform?: Transform;\r\n private _reprojectedGraphic?: RenderGraphic;\r\n private readonly _geometricError?: number;\r\n\r\n /** @internal */\r\n public constructor(props: RealityTileParams, tree: RealityTileTree) {\r\n super(props, tree);\r\n this.transformToRoot = props.transformToRoot;\r\n this.additiveRefinement = props.additiveRefinement ?? this.realityParent?.additiveRefinement;\r\n this.noContentButTerminateOnSelection = props.noContentButTerminateOnSelection;\r\n this.rangeCorners = props.rangeCorners;\r\n this.region = props.region;\r\n this._geometricError = props.geometricError;\r\n\r\n if (undefined === this.transformToRoot)\r\n return;\r\n\r\n // Can transform be non-rigid?? -- if so would have to handle (readonly) radius.\r\n this.boundingSphere.transformBy(this.transformToRoot, this.boundingSphere);\r\n this.transformToRoot.multiplyRange(this.range, this.range);\r\n\r\n if (this.rangeCorners)\r\n this.transformToRoot.multiplyPoint3dArrayInPlace(this.rangeCorners);\r\n\r\n if (undefined !== this._contentRange)\r\n this.transformToRoot.multiplyRange(this._contentRange, this._contentRange);\r\n }\r\n\r\n /** @internal */\r\n public override setContent(content: RealityTileContent): void {\r\n super.setContent(content);\r\n this._geometry = content.geometry;\r\n }\r\n\r\n /** @internal */\r\n public override freeMemory(): void {\r\n // Prevent freeing if AdditiveRefinementStepChildren are present, since they depend on the parent tile to draw.\r\n // This assumes at least one of the step children is currently selected, which is not necessarily the case. Eventually the\r\n // normal periodic pruning of expired tiles will clean up that case, but it could be held them in memory longer than necessary.\r\n if (!this.realityChildren?.some((child) => child.isStepChild))\r\n super.freeMemory();\r\n }\r\n\r\n /** @internal */\r\n public get realityChildren(): RealityTile[] | undefined { return this.children as RealityTile[] | undefined; }\r\n /** @internal */\r\n public get realityParent(): RealityTile { return this.parent as RealityTile; }\r\n /** @internal */\r\n public get realityRoot(): RealityTileTree { return this.tree as RealityTileTree; }\r\n /** @internal */\r\n public get graphicType(): TileGraphicType | undefined { return undefined; } // If undefined, use tree type.\r\n /** @internal */\r\n public get maxDepth(): number { return this.realityRoot.loader.maxDepth; }\r\n /** @internal */\r\n public get isPointCloud() { return this.realityRoot.loader.containsPointClouds; }\r\n /** @internal */\r\n public get isLoaded() { return this.loadStatus === TileLoadStatus.Ready; } // Reality tiles may depend on secondary tiles (maps) so can ge loaded but not ready.\r\n /** A representation of the tile's geometry.\r\n * This property is only available when using [[TileGeometryCollector]].\r\n */\r\n public get geometry(): RealityTileGeometry | undefined { return this._geometry; }\r\n\r\n /** @internal */\r\n public override get isDisplayable(): boolean {\r\n if (this.noContentButTerminateOnSelection)\r\n return false;\r\n else\r\n return super.isDisplayable;\r\n }\r\n\r\n /** @internal */\r\n public markUsed(args: TileDrawArgs): void {\r\n args.markUsed(this);\r\n }\r\n\r\n /** @internal */\r\n public markDisplayed(): void {\r\n this._everDisplayed = true;\r\n }\r\n\r\n /** @internal */\r\n public isOccluded(_viewingSpace: ViewingSpace): boolean {\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public get channel(): TileRequestChannel {\r\n return this.realityRoot.loader.getRequestChannel(this);\r\n }\r\n\r\n /** @internal */\r\n public async requestContent(isCanceled: () => boolean): Promise<TileRequest.Response> {\r\n return this.realityRoot.loader.requestTileContent(this, isCanceled);\r\n }\r\n\r\n /** @internal */\r\n private useAdditiveRefinementStepchildren() {\r\n // Create additive stepchildren only if we are this tile is additive and we are re-projecting and the radius exceeds the additiveRefinementThreshold.\r\n // This criteria is currently only met by the Cesium OSM tileset.\r\n const rangeDiagonal = this.rangeCorners ? this.rangeCorners[0].distance(this.rangeCorners[3]) : 0;\r\n return this.additiveRefinement && this.isDisplayable && rangeDiagonal > additiveRefinementThreshold && this.depth < additiveRefinementDepthLimit && this.realityRoot.doReprojectChildren(this);\r\n }\r\n\r\n /** @internal */\r\n protected _loadChildren(resolve: (children: Tile[] | undefined) => void, reject: (error: Error) => void): void {\r\n this.realityRoot.loader.loadChildren(this).then((children: Tile[] | undefined) => {\r\n\r\n /* If this is a large tile is to be included additively, but we are re-projecting (Cesium OSM) then we must add step-children to display the geometry as an overly large\r\n tile cannot be reprojected accurately. */\r\n if (this.useAdditiveRefinementStepchildren())\r\n this.loadAdditiveRefinementChildren((stepChildren: Tile[]) => { children = children ? children?.concat(stepChildren) : stepChildren; });\r\n\r\n if (children)\r\n this.realityRoot.reprojectAndResolveChildren(this, children, resolve); /* Potentially reproject and resolve these children */\r\n\r\n }).catch((err) => {\r\n reject(err);\r\n });\r\n }\r\n\r\n /** @internal */\r\n public async readContent(data: TileRequest.ResponseData, system: RenderSystem, isCanceled?: () => boolean): Promise<TileContent> {\r\n return this.realityRoot.loader.loadTileContent(this, data, system, isCanceled);\r\n }\r\n\r\n /** @internal */\r\n public override computeLoadPriority(viewports: Iterable<Viewport>, users: Iterable<TileUser>): number {\r\n return this.realityRoot.loader.computeTilePriority(this, viewports, users);\r\n }\r\n\r\n /** @internal */\r\n public getContentClip(): ClipVector | undefined {\r\n return ClipVector.createCapture([ClipShape.createBlock(this.contentRange, ClipMaskXYZRangePlanes.All)]);\r\n }\r\n\r\n /** Allow tile to select additional tiles (Terrain Imagery...)\r\n * @internal\r\n */\r\n public selectSecondaryTiles(_args: TileDrawArgs, _context: TraversalSelectionContext) { }\r\n\r\n /** An upsampled tile is not loadable - will override to return loadable parent.\r\n * @internal\r\n */\r\n public get loadableTile(): RealityTile { return this; }\r\n\r\n /** @internal */\r\n public preloadRealityTilesAtDepth(depth: number, context: TraversalSelectionContext, args: TileDrawArgs) {\r\n if (this.depth === depth) {\r\n context.preload(this, args);\r\n return;\r\n }\r\n\r\n this.loadChildren();\r\n\r\n if (undefined !== this.realityChildren) {\r\n for (const child of this.realityChildren)\r\n child.preloadRealityTilesAtDepth(depth, context, args);\r\n }\r\n }\r\n\r\n // Preload tiles that are protected:\r\n // * used tiles (where \"used\" may mean: selected/preloaded for display or content requested);\r\n // * parents and siblings of other protected tiles.\r\n /** @internal */\r\n public preloadProtectedTiles(args: TileDrawArgs, context: TraversalSelectionContext): boolean {\r\n const children = this.realityChildren;\r\n let hasProtectedChildren = false;\r\n\r\n if (children && !this.additiveRefinement) {\r\n for (const child of children) {\r\n hasProtectedChildren = child.preloadProtectedTiles(args, context) || hasProtectedChildren;\r\n }\r\n }\r\n\r\n if (children && hasProtectedChildren) {\r\n for (const child of children) {\r\n if (child.isDisplayable && !child.isLoaded)\r\n context.preload(child, args);\r\n }\r\n\r\n return true; // Parents of protected tiles are protected\r\n }\r\n\r\n // Special case of the root tile\r\n if (this === this.realityRoot.rootTile) {\r\n context.preload(this, args);\r\n return true;\r\n }\r\n\r\n return context.selected.find((tile) => tile === this) !== undefined;\r\n }\r\n\r\n /** @internal */\r\n public addBoundingGraphic(builder: GraphicBuilder, color: ColorDef) {\r\n builder.setSymbology(color, color, 3);\r\n let corners = this.rangeCorners ? this.rangeCorners : this.range.corners();\r\n if (this._reprojectionTransform)\r\n corners = this._reprojectionTransform.multiplyPoint3dArray(corners);\r\n builder.addRangeBoxFromCorners(corners);\r\n }\r\n\r\n /** @internal */\r\n public reproject(rootReprojection: Transform) {\r\n this._reprojectionTransform = rootReprojection;\r\n rootReprojection.multiplyRange(this.range, this.range);\r\n this.boundingSphere.transformBy(rootReprojection, this.boundingSphere);\r\n if (this.contentRange)\r\n rootReprojection.multiplyRange(this.contentRange, this.contentRange);\r\n if (this.rangeCorners)\r\n rootReprojection.multiplyPoint3dArrayInPlace(this.rangeCorners);\r\n }\r\n\r\n /** @internal */\r\n public allChildrenIncluded(tiles: Tile[]) {\r\n if (this.children === undefined || tiles.length !== this.children.length)\r\n return false;\r\n for (const tile of tiles)\r\n if (tile.parent !== this)\r\n return false;\r\n return true;\r\n }\r\n\r\n /** @internal */\r\n protected getLoadedRealityChildren(args: TileDrawArgs): boolean {\r\n if (this._childrenLoadStatus !== TileTreeLoadStatus.Loaded || this.realityChildren === undefined)\r\n return false;\r\n\r\n for (const child of this.realityChildren) {\r\n if (child.isReady && child.computeVisibilityFactor(args) > 0) {\r\n scratchLoadedChildren.push(child);\r\n } else if (!child.getLoadedRealityChildren(args)) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n /** @internal */\r\n protected forceSelectRealityTile(): boolean { return false; }\r\n /** @internal */\r\n protected minimumVisibleFactor(): number {\r\n if (this.additiveRefinement)\r\n return 0.25;\r\n else\r\n return 0;\r\n }\r\n\r\n /** @internal */\r\n public selectRealityTiles(context: TraversalSelectionContext, args: TileDrawArgs, traversalDetails: TraversalDetails) {\r\n const visibility = this.computeVisibilityFactor(args);\r\n\r\n const isNotVisible = visibility < 0;\r\n\r\n if (isNotVisible)\r\n return;\r\n\r\n // Force loading if loader requires this tile. (cesium terrain visibility).\r\n if (this.realityRoot.loader.forceTileLoad(this) && !this.isReady) {\r\n context.selectOrQueue(this, args, traversalDetails);\r\n return;\r\n }\r\n\r\n // Force to return early without selecting\r\n if (visibility >= 1 && this.noContentButTerminateOnSelection)\r\n return;\r\n\r\n const shouldSelectThisTile = visibility >= 1 || this._anyChildNotFound || this.forceSelectRealityTile() || context.selectionCountExceeded;\r\n if (shouldSelectThisTile && this.isDisplayable) { // Select this tile\r\n\r\n // Return early if tile is totally occluded\r\n if (this.isOccluded(args.viewingSpace))\r\n return;\r\n\r\n // Attempt to select this tile. If not ready, queue it\r\n context.selectOrQueue(this, args, traversalDetails);\r\n\r\n // This tile is visible but not loaded - Use higher resolution children if present\r\n if (!this.isReady)\r\n this.selectRealityChildrenAsFallback(context, args, traversalDetails);\r\n\r\n } else { // Select children instead of this tile\r\n\r\n // With additive refinement it is necessary to display this tile along with any displayed children\r\n if (this.additiveRefinement && this.isDisplayable && !this.useAdditiveRefinementStepchildren())\r\n context.selectOrQueue(this, args, traversalDetails);\r\n\r\n this.selectRealityChildren(context, args, traversalDetails);\r\n\r\n // Children are not ready: use this tile to avoid leaving a hole\r\n traversalDetails.shouldSelectParent = traversalDetails.shouldSelectParent || traversalDetails.queuedChildren.length !== 0;\r\n\r\n if (traversalDetails.shouldSelectParent) {\r\n // If the tile has not yet been displayed in this viewport -- display only if it is visible enough. Avoid overly tiles popping into view unexpectedly (terrain)\r\n if (visibility > this.minimumVisibleFactor() || this._everDisplayed) {\r\n context.selectOrQueue(this, args, traversalDetails);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Attempt to select the children of a tile in case they could be displayed while this tile is loading. This does not take into account visibility.\r\n /** @internal */\r\n protected selectRealityChildrenAsFallback(context: TraversalSelectionContext, args: TileDrawArgs, traversalDetails: TraversalDetails) {\r\n const childrenReady = this.getLoadedRealityChildren(args);\r\n\r\n if (childrenReady) {\r\n context.select(scratchLoadedChildren, args);\r\n traversalDetails.shouldSelectParent = false;\r\n }\r\n\r\n scratchLoadedChildren.length = 0;\r\n }\r\n\r\n // Recurse through children to select them normally\r\n /** @internal */\r\n protected selectRealityChildren(context: TraversalSelectionContext, args: TileDrawArgs, traversalDetails: TraversalDetails) {\r\n\r\n // Load children if not yet requested\r\n const childrenLoadStatus = this.loadChildren(); // NB: asynchronous\r\n\r\n // Children are not ready yet\r\n if (childrenLoadStatus === TileTreeLoadStatus.Loading) {\r\n args.markChildrenLoading();\r\n traversalDetails.shouldSelectParent = true;\r\n return;\r\n }\r\n\r\n if (this.realityChildren !== undefined) {\r\n // Attempt to select the children\r\n const traversalChildren = this.realityRoot.getTraversalChildren(this.depth);\r\n traversalChildren.initialize();\r\n\r\n for (let i = 0; i < this.children!.length; i++)\r\n this.realityChildren[i].selectRealityTiles(context, args, traversalChildren.getChildDetail(i));\r\n\r\n traversalChildren.combine(traversalDetails);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public purgeContents(olderThan: BeTimePoint, useProtectedTiles: boolean): void {\r\n const tilesToPurge = new Set<RealityTile>();\r\n\r\n // Get the list of tiles to purge\r\n if (useProtectedTiles && !this.additiveRefinement)\r\n this.getTilesToPurge(olderThan, tilesToPurge);\r\n else\r\n this.getTilesToPurgeWithoutProtection(olderThan, tilesToPurge);\r\n\r\n // Discard contents of tiles that have been marked.\r\n // Note we do not discard the child Tile objects themselves.\r\n for (const tile of tilesToPurge)\r\n tile.disposeContents();\r\n }\r\n\r\n // Populate a set with tiles that should be disposed. Prevent some tiles to be disposed to avoid holes when moving.\r\n // Return true if the current tile is \"protected\".\r\n private getTilesToPurge(olderThan: BeTimePoint, tilesToPurge: Set<RealityTile>): boolean {\r\n const children = this.realityChildren;\r\n\r\n // Protected tiles cannot be purged. They are:\r\n // * used tiles (where \"used\" may mean: selected/preloaded for display or content requested);\r\n // * parents and siblings of other protected tiles.\r\n let hasProtectedChildren = false;\r\n\r\n if (children) {\r\n for (const child of children) {\r\n hasProtectedChildren = child.getTilesToPurge(olderThan, tilesToPurge) || hasProtectedChildren;\r\n }\r\n\r\n if (hasProtectedChildren) {\r\n // Siblings of protected tiles are protected too. We need to remove them from it\r\n for (const child of children) {\r\n // Because the current tile can be invisible, relying on its children to display geometry,\r\n // we have to recurse in order to remove the first children that has geometry, otherwise,\r\n // some holes might appear\r\n child.removeFirstDisplayableChildrenFromSet(tilesToPurge);\r\n }\r\n\r\n return true; // Parents of protected tiles are protected\r\n }\r\n }\r\n\r\n const isInUse = this.usageMarker.getIsTileInUse();\r\n\r\n if (!isInUse && this.usageMarker.isTimestampExpired(olderThan)) {\r\n tilesToPurge.add(this);\r\n }\r\n\r\n return isInUse;\r\n }\r\n\r\n // Populate a set with tiles that should be disposed. Does not prevent some tiles to be disposed to avoid holes when moving.\r\n // This method is simpler and more fitting for devices that has a bigger memory constraint, such as mobiles.\r\n // However, it causes the apparition of holes by letting important tiles to be purged.\r\n private getTilesToPurgeWithoutProtection(olderThan: BeTimePoint, tilesToPurge: Set<RealityTile>): void {\r\n const children = this.realityChildren;\r\n\r\n if (children) {\r\n for (const child of children) {\r\n child.getTilesToPurgeWithoutProtection(olderThan, tilesToPurge);\r\n }\r\n }\r\n\r\n if (this.usageMarker.isExpired(olderThan))\r\n tilesToPurge.add(this);\r\n }\r\n\r\n private removeFirstDisplayableChildrenFromSet(set: Set<RealityTile>): void {\r\n if (set.size === 0)\r\n return;\r\n\r\n if (this.isDisplayable) {\r\n set.delete(this);\r\n return;\r\n }\r\n\r\n if (this.realityChildren !== undefined) {\r\n for (const child of this.realityChildren)\r\n child.removeFirstDisplayableChildrenFromSet(set);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public computeVisibilityFactor(args: TileDrawArgs): number {\r\n if (this.isEmpty)\r\n return -1;\r\n\r\n if (this.rangeCorners)\r\n scratchFrustum.setFromCorners(this.rangeCorners);\r\n else\r\n Frustum.fromRange(this.range, scratchFrustum);\r\n\r\n if (this.isFrustumCulled(scratchFrustum, args, true, this.boundingSphere))\r\n return -1;\r\n\r\n // some nodes are merely for structure and don't have any geometry\r\n if (0 === this.maximumSize)\r\n return 0;\r\n\r\n if (this.isLeaf)\r\n return this.hasContentRange && this.isContentCulled(args) ? -1 : 1;\r\n\r\n if (undefined !== this._geometricError) {\r\n const radius = args.getTileRadius(this);\r\n const center = args.getTileCenter(this);\r\n const pixelSize = args.computePixelSizeInMetersAtClosestPoint(center, radius);\r\n\r\n const sse = this._geometricError / pixelSize;\r\n return args.maximumScreenSpaceError / sse;\r\n }\r\n\r\n return this.maximumSize / args.getPixelSize(this);\r\n }\r\n\r\n /** @internal */\r\n protected get _anyChildNotFound(): boolean {\r\n if (undefined !== this.children)\r\n for (const child of this.children)\r\n if (child.isNotFound)\r\n return true;\r\n\r\n return this._childrenLoadStatus === TileTreeLoadStatus.NotFound;\r\n }\r\n\r\n /** @internal */\r\n public override getSizeProjectionCorners(): Point3d[] | undefined {\r\n if (!this.tree.isContentUnbounded)\r\n return undefined; // For a non-global tree use the standard size algorithm.\r\n\r\n // For global tiles (as in OSM buildings) return the range corners or X-Y corners only if bounded by region- this allows an algorithm that uses the area of the projected corners to attenuate horizon tiles.\r\n if (!this.rangeCorners)\r\n return this.range.corners(scratchCorners);\r\n\r\n return this.region ? this.rangeCorners.slice(4) : this.rangeCorners;\r\n }\r\n\r\n /** @internal */\r\n public get isStepChild() { return false; }\r\n\r\n /** @internal */\r\n protected loadAdditiveRefinementChildren(resolve: (children: Tile[]) => void): void {\r\n const region = this.region;\r\n const corners = this.rangeCorners;\r\n if (!region || !corners)\r\n return;\r\n\r\n const maximumSize = this.maximumSize;\r\n const rangeDiagonal = corners[0].distance(corners[3]);\r\n const isLeaf = rangeDiagonal < additiveRefinementThreshold || this.depth > additiveRefinementDepthLimit;\r\n\r\n const stepChildren = new Array<AdditiveRefinementStepChild>();\r\n const latitudeDelta = (region.maxLatitude - region.minLatitude) / 2;\r\n const longitudeDelta = (region.maxLongitude - region.minLongitude) / 2;\r\n const minHeight = region.minHeight;\r\n const maxHeight = region.maxHeight;\r\n\r\n for (let i = 0, minLongitude = region.minLongitude, step = 0; i < 2; i++, minLongitude += longitudeDelta, step++) {\r\n for (let j = 0, minLatitude = region.minLatitude; j < 2; j++, minLatitude += latitudeDelta) {\r\n const childRegion = new RealityTileRegion({ minLatitude, maxLatitude: minLatitude + latitudeDelta, minLongitude, maxLongitude: minLongitude + longitudeDelta, minHeight, maxHeight });\r\n const childRange = childRegion.getRange();\r\n\r\n const contentId = `${this.contentId}_S${step++}`;\r\n const childParams: RealityTileParams = { rangeCorners: childRange.corners, contentId, range: childRange.range, maximumSize, parent: this, additiveRefinement: false, isLeaf, region: childRegion };\r\n\r\n stepChildren.push(new AdditiveRefinementStepChild(childParams, this.realityRoot));\r\n }\r\n }\r\n resolve(stepChildren);\r\n }\r\n\r\n /** @internal */\r\n public override produceGraphics(): RenderGraphic | undefined {\r\n if (undefined === this._reprojectionTransform)\r\n return super.produceGraphics();\r\n\r\n if (undefined === this._reprojectedGraphic && undefined !== this._graphic) {\r\n const branch = new GraphicBranch(false);\r\n branch.add(this._graphic);\r\n this._reprojectedGraphic = IModelApp.renderSystem.createGraphicBranch(branch, this._reprojectionTransform);\r\n }\r\n return this._reprojectedGraphic;\r\n }\r\n\r\n /** @internal */\r\n public get unprojectedGraphic(): RenderGraphic | undefined {\r\n return this._graphic;\r\n }\r\n\r\n /** @internal */\r\n public override disposeContents(): void {\r\n super.disposeContents();\r\n this._reprojectedGraphic = dispose(this._reprojectedGraphic);\r\n }\r\n\r\n /** @internal */\r\n public collectTileGeometry(collector: TileGeometryCollector): void {\r\n const status = collector.collectTile(this);\r\n\r\n switch (status) {\r\n case \"reject\":\r\n return;\r\n\r\n case \"continue\":\r\n if (!this.isLeaf && !this._anyChildNotFound) {\r\n const childrenLoadStatus = this.loadChildren();\r\n if (TileTreeLoadStatus.Loading === childrenLoadStatus) {\r\n collector.markLoading();\r\n } else if (undefined !== this.realityChildren && !this._anyChildNotFound) {\r\n for (const child of this.realityChildren)\r\n child.collectTileGeometry(collector);\r\n }\r\n\r\n break;\r\n } // else fall through to \"accept\"\r\n // eslint-disable-next-line no-fallthrough\r\n case \"accept\":\r\n if (!this.isReady)\r\n collector.addMissingTile(this.loadableTile);\r\n else if (this.geometry?.polyfaces)\r\n collector.polyfaces.push(...this.geometry.polyfaces);\r\n\r\n break;\r\n }\r\n }\r\n}\r\n\r\n/** When additive refinement is used (as in the Cesium OSM tileset) it is not possible to accurately reproject very large, low level tiles\r\n * In this case we create additional \"step\" children (grandchildren etc. ) that will clipped portions display the their ancestor's additive geometry.\r\n * These step children are subdivided until they are small enough to be accurately reprojected - this is controlled by the additiveRefinementThreshold (currently 2KM).\r\n * The stepchildren do not contain any tile graphics - they just create a branch with clipping and reprojection to display their additive refinement ancestor graphics.\r\n */\r\nclass AdditiveRefinementStepChild extends RealityTile {\r\n public override get isStepChild() { return true; }\r\n private _loadableTile: RealityTile;\r\n\r\n public constructor(props: RealityTileParams, tree: RealityTileTree) {\r\n super(props, tree);\r\n this._loadableTile = this.realityParent;\r\n for (; this._loadableTile && this._loadableTile.isStepChild; this._loadableTile = this._loadableTile.realityParent)\r\n ;\r\n }\r\n public override get loadableTile(): RealityTile {\r\n return this._loadableTile;\r\n }\r\n public override get isLoading(): boolean { return this._loadableTile.isLoading; }\r\n public override get isQueued(): boolean { return this._loadableTile.isQueued; }\r\n public override get isNotFound(): boolean { return this._loadableTile.isNotFound; }\r\n public override get isReady(): boolean { return this._loadableTile.isReady; }\r\n public override get isLoaded(): boolean { return this._loadableTile.isLoaded; }\r\n public override get isEmpty() { return false; }\r\n public override produceGraphics(): RenderGraphic | undefined {\r\n if (undefined === this._graphic) {\r\n const parentGraphics = this._loadableTile.unprojectedGraphic;\r\n\r\n if (!parentGraphics || !this._reprojectionTransform)\r\n return undefined;\r\n\r\n const branch = new GraphicBranch(false);\r\n branch.add(parentGraphics);\r\n const renderSystem = IModelApp.renderSystem;\r\n const branchOptions: GraphicBranchOptions = {};\r\n if (this.rangeCorners) {\r\n const clipPolygon = [this.rangeCorners[0], this.rangeCorners[1], this.rangeCorners[3], this.rangeCorners[2]];\r\n branchOptions.clipVolume = renderSystem.createClipVolume(ClipVector.create([ClipShape.createShape(clipPolygon, undefined, undefined, this.tree.iModelTransform)!]));\r\n }\r\n this._graphic = renderSystem.createGraphicBranch(branch, this._reprojectionTransform, branchOptions);\r\n }\r\n return this._graphic;\r\n }\r\n\r\n public override markUsed(args: TileDrawArgs): void {\r\n args.markUsed(this);\r\n args.markUsed(this._loadableTile);\r\n }\r\n protected override _loadChildren(resolve: (children: Tile[] | undefined) => void, _reject: (error: Error) => void): void {\r\n this.loadAdditiveRefinementChildren((stepChildren: Tile[]) => {\r\n if (stepChildren)\r\n this.realityRoot.reprojectAndResolveChildren(this, stepChildren, resolve);\r\n });\r\n }\r\n}\r\n"]}
@@ -7,11 +7,11 @@ import { Tile, TileTreeReference, TileUser } from "./internal";
7
7
  * - "accept": The tile's geometry should be collected.
8
8
  * - "reject": The tile's geometry (and that of all of its child tiles) should be omitted.
9
9
  * - "continue": The tile's geometry should be omitted, but that of its child tiles should be evaluated for collection.
10
- * @beta
10
+ * @public
11
11
  */
12
12
  export type CollectTileStatus = "accept" | "reject" | "continue";
13
13
  /** Options for creating a [[TileGeometryCollector]].
14
- * @beta
14
+ * @public
15
15
  */
16
16
  export interface TileGeometryCollectorOptions {
17
17
  /** The chord tolerance in meters describing the minimum level of detail desired of the tile geometry. */
@@ -27,7 +27,7 @@ export interface TileGeometryCollectorOptions {
27
27
  * Subclasses can refine the collection criterion.
28
28
  * The tile geometry is obtained asynchronously, so successive collections over multiple frames may be required before all of the geometry
29
29
  * is collected.
30
- * @beta
30
+ * @public
31
31
  */
32
32
  export declare class TileGeometryCollector {
33
33
  /** The list of accumulated polyfaces, populated during [[GeometryTileTreeReference.collectTileGeometry]].
@@ -68,7 +68,7 @@ export declare class TileGeometryCollector {
68
68
  /** A [[TileTreeReference]] that can supply geometry in the form of [Polyface]($core-geometry)s from [[Tile]]s belonging to its [[TileTree]] and satisfying the criteria defined
69
69
  * by a [[TileGeometryCollector]].
70
70
  * Use [[TileTreeReference.createGeometryTreeReference]] to obtain a GeometryTileTreeReference from an existing TileTreeReference.
71
- * @beta
71
+ * @public
72
72
  */
73
73
  export interface GeometryTileTreeReference extends TileTreeReference {
74
74
  /** Populate [[TileGeometryCollector.polyfaces]] with geometry satisfying `collector`'s criteria.
@@ -13,7 +13,7 @@ const IModelApp_1 = require("../IModelApp");
13
13
  * Subclasses can refine the collection criterion.
14
14
  * The tile geometry is obtained asynchronously, so successive collections over multiple frames may be required before all of the geometry
15
15
  * is collected.
16
- * @beta
16
+ * @public
17
17
  */
18
18
  class TileGeometryCollector {
19
19
  /** Create a new collector. */
@@ -1 +1 @@
1
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Tiles\r\n */\r\n\r\nimport { IndexedPolyface, Range3d, Transform } from \"@itwin/core-geometry\";\r\nimport { IModelApp } from \"../IModelApp\";\r\nimport {\r\n Tile, TileTreeReference, TileUser,\r\n} from \"./internal\";\r\n\r\n/** Enumerates the statuses returned by [[TileGeometryCollector.collectTile]].\r\n * - \"accept\": The tile's geometry should be collected.\r\n * - \"reject\": The tile's geometry (and that of all of its child tiles) should be omitted.\r\n * - \"continue\": The tile's geometry should be omitted, but that of its child tiles should be evaluated for collection.\r\n * @beta\r\n */\r\nexport type CollectTileStatus = \"accept\" | \"reject\" | \"continue\";\r\n\r\n/** Options for creating a [[TileGeometryCollector]].\r\n * @beta\r\n */\r\nexport interface TileGeometryCollectorOptions {\r\n /** The chord tolerance in meters describing the minimum level of detail desired of the tile geometry. */\r\n chordTolerance: number;\r\n /** The volume in which to collect tiles. Geometry of tiles that do not intersect this volume will not be collected. */\r\n range: Range3d;\r\n /** The [[TileUser]] that will make use of the tiles. */\r\n user: TileUser;\r\n /** An optional transform to be applied to the tile ranges before testing intersection with [[range]]. Typically this is obtained from [[TileTree.iModelTransform]]. */\r\n transform?: Transform;\r\n}\r\n\r\n/** Collects geoemtry from a [[GeometryTileTreeReference]] within a specified volume at a specified level of detail.\r\n * Subclasses can refine the collection criterion.\r\n * The tile geometry is obtained asynchronously, so successive collections over multiple frames may be required before all of the geometry\r\n * is collected.\r\n * @beta\r\n */\r\nexport class TileGeometryCollector {\r\n /** The list of accumulated polyfaces, populated during [[GeometryTileTreeReference.collectTileGeometry]].\r\n * The polyfaces belong to the [[Tile]]s - they should not be modified.\r\n * If [[isAllGeometryLoaded]] is `false`, then this list is incomplete - another geometry collection should be performed with a new collector on a subsequent frame.\r\n */\r\n public readonly polyfaces: IndexedPolyface[] = [];\r\n private readonly _missing = new Set<Tile>();\r\n private _loading = false;\r\n /** The options used to construct this collector. */\r\n protected readonly _options: TileGeometryCollectorOptions;\r\n\r\n /** Create a new collector. */\r\n public constructor(options: TileGeometryCollectorOptions) {\r\n this._options = options;\r\n }\r\n\r\n /** Allows an implementation of [[GeometryTileTreeReference.collectTileGeoemtry]] to indicate that further loading is required before\r\n * the collection can be completed.\r\n * This will cause [[isAllGeometryLoaded]] to return `false`.\r\n */\r\n public markLoading(): void {\r\n this._loading = true;\r\n }\r\n\r\n /** Enqueues requests to obtain the content of any tiles whose content is required to complete the geometry collection.\r\n * @see [[isAllGeometryLoaded]] to determine if geometry collection is complete.\r\n */\r\n public requestMissingTiles(): void {\r\n IModelApp.tileAdmin.requestTiles(this._options.user, this._missing);\r\n }\r\n\r\n /** Allows an implementation of [[GeometryTileTreeReference.collectTileGeometry]] to indicate that the specified tile's content must be loaded\r\n * before geometry collection can be completed.\r\n * This will cause [[isAllGeometryLoaded]] to return `false`.\r\n */\r\n public addMissingTile(tile: Tile): void {\r\n this._missing.add(tile);\r\n }\r\n\r\n /** Returns true if [[polyfaces]] has been fully populated with all the geometry satisfying this collector's criteria.\r\n * If it returns false, another collection using a new collector should be performed on a subsequent frame to load more geometry.\r\n */\r\n public get isAllGeometryLoaded(): boolean {\r\n return !this._loading && this._missing.size === 0;\r\n }\r\n\r\n /** Determine whether to collect the specified tile's geometry, reject it, or to evaluate the geometry of its child tiles for collection.\r\n * This base implementation makes that determination based on the collector's range and chord tolerance. Subclasses should typically call `super.collectTile` and, if\r\n * it returns \"accept\" or \"continue\", apply their own criteria to the tile.\r\n */\r\n public collectTile(tile: Tile): CollectTileStatus {\r\n const range = this._options.transform ? this._options.transform.multiplyRange(tile.range) : tile.range;\r\n if (!range.intersectsRange(this._options.range))\r\n return \"reject\";\r\n\r\n if (tile.maximumSize === 0 || !tile.isDisplayable)\r\n return \"continue\";\r\n\r\n const tolerance = tile.radius / tile.maximumSize;\r\n return tolerance < this._options.chordTolerance ? \"accept\" : \"continue\";\r\n }\r\n}\r\n\r\n/** A [[TileTreeReference]] that can supply geometry in the form of [Polyface]($core-geometry)s from [[Tile]]s belonging to its [[TileTree]] and satisfying the criteria defined\r\n * by a [[TileGeometryCollector]].\r\n * Use [[TileTreeReference.createGeometryTreeReference]] to obtain a GeometryTileTreeReference from an existing TileTreeReference.\r\n * @beta\r\n */\r\nexport interface GeometryTileTreeReference extends TileTreeReference {\r\n /** Populate [[TileGeometryCollector.polyfaces]] with geometry satisfying `collector`'s criteria.\r\n * Because tile geometry is obtained asynchronously, successive collections over multiple frames may be required before the list of polyfaces is fully populated.\r\n * @see [[TileGeometryCollector.isAllGeometryLoaded]] to determine if the list of polyfaces is fully populated.\r\n */\r\n collectTileGeometry: (collector: TileGeometryCollector) => void;\r\n}\r\n"]}
1
+ {"version":3,"file":"TileGeometryCollector.js","sourceRoot":"","sources":["../../../src/tile/TileGeometryCollector.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAGH,4CAAyC;AA2BzC;;;;;GAKG;AACH,MAAa,qBAAqB;IAWhC,8BAA8B;IAC9B,YAAmB,OAAqC;QAXxD;;;WAGG;QACa,cAAS,GAAsB,EAAE,CAAC;QACjC,aAAQ,GAAG,IAAI,GAAG,EAAQ,CAAC;QACpC,aAAQ,GAAG,KAAK,CAAC;QAMvB,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;IAC1B,CAAC;IAED;;;OAGG;IACI,WAAW;QAChB,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;IACvB,CAAC;IAED;;OAEG;IACI,mBAAmB;QACxB,qBAAS,CAAC,SAAS,CAAC,YAAY,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;IACtE,CAAC;IAED;;;OAGG;IACI,cAAc,CAAC,IAAU;QAC9B,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;IAC1B,CAAC;IAED;;OAEG;IACH,IAAW,mBAAmB;QAC5B,OAAO,CAAC,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,QAAQ,CAAC,IAAI,KAAK,CAAC,CAAC;IACpD,CAAC;IAED;;;OAGG;IACI,WAAW,CAAC,IAAU;QAC3B,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC,SAAS,CAAC,aAAa,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC;QACvG,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC;YAC7C,OAAO,QAAQ,CAAC;QAElB,IAAI,IAAI,CAAC,WAAW,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,aAAa;YAC/C,OAAO,UAAU,CAAC;QAEpB,MAAM,SAAS,GAAG,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,WAAW,CAAC;QACjD,OAAO,SAAS,GAAG,IAAI,CAAC,QAAQ,CAAC,cAAc,CAAC,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,UAAU,CAAC;IAC1E,CAAC;CACF;AA7DD,sDA6DC","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 Tiles\r\n */\r\n\r\nimport { IndexedPolyface, Range3d, Transform } from \"@itwin/core-geometry\";\r\nimport { IModelApp } from \"../IModelApp\";\r\nimport {\r\n Tile, TileTreeReference, TileUser,\r\n} from \"./internal\";\r\n\r\n/** Enumerates the statuses returned by [[TileGeometryCollector.collectTile]].\r\n * - \"accept\": The tile's geometry should be collected.\r\n * - \"reject\": The tile's geometry (and that of all of its child tiles) should be omitted.\r\n * - \"continue\": The tile's geometry should be omitted, but that of its child tiles should be evaluated for collection.\r\n * @public\r\n */\r\nexport type CollectTileStatus = \"accept\" | \"reject\" | \"continue\";\r\n\r\n/** Options for creating a [[TileGeometryCollector]].\r\n * @public\r\n */\r\nexport interface TileGeometryCollectorOptions {\r\n /** The chord tolerance in meters describing the minimum level of detail desired of the tile geometry. */\r\n chordTolerance: number;\r\n /** The volume in which to collect tiles. Geometry of tiles that do not intersect this volume will not be collected. */\r\n range: Range3d;\r\n /** The [[TileUser]] that will make use of the tiles. */\r\n user: TileUser;\r\n /** An optional transform to be applied to the tile ranges before testing intersection with [[range]]. Typically this is obtained from [[TileTree.iModelTransform]]. */\r\n transform?: Transform;\r\n}\r\n\r\n/** Collects geoemtry from a [[GeometryTileTreeReference]] within a specified volume at a specified level of detail.\r\n * Subclasses can refine the collection criterion.\r\n * The tile geometry is obtained asynchronously, so successive collections over multiple frames may be required before all of the geometry\r\n * is collected.\r\n * @public\r\n */\r\nexport class TileGeometryCollector {\r\n /** The list of accumulated polyfaces, populated during [[GeometryTileTreeReference.collectTileGeometry]].\r\n * The polyfaces belong to the [[Tile]]s - they should not be modified.\r\n * If [[isAllGeometryLoaded]] is `false`, then this list is incomplete - another geometry collection should be performed with a new collector on a subsequent frame.\r\n */\r\n public readonly polyfaces: IndexedPolyface[] = [];\r\n private readonly _missing = new Set<Tile>();\r\n private _loading = false;\r\n /** The options used to construct this collector. */\r\n protected readonly _options: TileGeometryCollectorOptions;\r\n\r\n /** Create a new collector. */\r\n public constructor(options: TileGeometryCollectorOptions) {\r\n this._options = options;\r\n }\r\n\r\n /** Allows an implementation of [[GeometryTileTreeReference.collectTileGeoemtry]] to indicate that further loading is required before\r\n * the collection can be completed.\r\n * This will cause [[isAllGeometryLoaded]] to return `false`.\r\n */\r\n public markLoading(): void {\r\n this._loading = true;\r\n }\r\n\r\n /** Enqueues requests to obtain the content of any tiles whose content is required to complete the geometry collection.\r\n * @see [[isAllGeometryLoaded]] to determine if geometry collection is complete.\r\n */\r\n public requestMissingTiles(): void {\r\n IModelApp.tileAdmin.requestTiles(this._options.user, this._missing);\r\n }\r\n\r\n /** Allows an implementation of [[GeometryTileTreeReference.collectTileGeometry]] to indicate that the specified tile's content must be loaded\r\n * before geometry collection can be completed.\r\n * This will cause [[isAllGeometryLoaded]] to return `false`.\r\n */\r\n public addMissingTile(tile: Tile): void {\r\n this._missing.add(tile);\r\n }\r\n\r\n /** Returns true if [[polyfaces]] has been fully populated with all the geometry satisfying this collector's criteria.\r\n * If it returns false, another collection using a new collector should be performed on a subsequent frame to load more geometry.\r\n */\r\n public get isAllGeometryLoaded(): boolean {\r\n return !this._loading && this._missing.size === 0;\r\n }\r\n\r\n /** Determine whether to collect the specified tile's geometry, reject it, or to evaluate the geometry of its child tiles for collection.\r\n * This base implementation makes that determination based on the collector's range and chord tolerance. Subclasses should typically call `super.collectTile` and, if\r\n * it returns \"accept\" or \"continue\", apply their own criteria to the tile.\r\n */\r\n public collectTile(tile: Tile): CollectTileStatus {\r\n const range = this._options.transform ? this._options.transform.multiplyRange(tile.range) : tile.range;\r\n if (!range.intersectsRange(this._options.range))\r\n return \"reject\";\r\n\r\n if (tile.maximumSize === 0 || !tile.isDisplayable)\r\n return \"continue\";\r\n\r\n const tolerance = tile.radius / tile.maximumSize;\r\n return tolerance < this._options.chordTolerance ? \"accept\" : \"continue\";\r\n }\r\n}\r\n\r\n/** A [[TileTreeReference]] that can supply geometry in the form of [Polyface]($core-geometry)s from [[Tile]]s belonging to its [[TileTree]] and satisfying the criteria defined\r\n * by a [[TileGeometryCollector]].\r\n * Use [[TileTreeReference.createGeometryTreeReference]] to obtain a GeometryTileTreeReference from an existing TileTreeReference.\r\n * @public\r\n */\r\nexport interface GeometryTileTreeReference extends TileTreeReference {\r\n /** Populate [[TileGeometryCollector.polyfaces]] with geometry satisfying `collector`'s criteria.\r\n * Because tile geometry is obtained asynchronously, successive collections over multiple frames may be required before the list of polyfaces is fully populated.\r\n * @see [[TileGeometryCollector.isAllGeometryLoaded]] to determine if the list of polyfaces is fully populated.\r\n */\r\n collectTileGeometry: (collector: TileGeometryCollector) => void;\r\n}\r\n"]}
@@ -132,22 +132,18 @@ export declare abstract class TileTreeReference {
132
132
  /** Create a tile tree reference equivalent to this one that also supplies an implementation of [[GeometryTileTreeReference.collectTileGeometry]].
133
133
  * Return `undefined` if geometry collection is not supported.
134
134
  * @see [[createGeometryTreeReference]].
135
- * @beta
136
135
  */
137
136
  protected _createGeometryTreeReference(): GeometryTileTreeReference | undefined;
138
137
  /** If defined, supplies the implementation of [[GeometryTileTreeReference.collectTileGeometry]].
139
- * @beta
140
138
  */
141
139
  collectTileGeometry?: (collector: TileGeometryCollector) => void;
142
140
  /** A function that can be assigned to [[collectTileGeometry]] to enable geometry collection for references to tile trees that support geometry collection.
143
- * @beta
144
141
  */
145
142
  protected _collectTileGeometry(collector: TileGeometryCollector): void;
146
143
  /** Obtain a tile tree reference equivalent to this one that also supplies an implementation of [[GeometryTileTreeReference.collectTileGeometry]], or
147
144
  * undefined if geometry collection is not supported.
148
145
  * Currently, only terrain and reality model tiles support geometry collection.
149
146
  * @note Do not override this method - override [[_createGeometryTreeReference]] instead.
150
- * @beta
151
147
  */
152
148
  createGeometryTreeReference(): GeometryTileTreeReference | undefined;
153
149
  /** Create a [[TileTreeReference]] that displays a pre-defined [[RenderGraphic]].
@@ -1 +1 @@
1
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1
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@@ -221,13 +221,11 @@ class TileTreeReference /* implements RenderMemory.Consumer */ {
221
221
  /** Create a tile tree reference equivalent to this one that also supplies an implementation of [[GeometryTileTreeReference.collectTileGeometry]].
222
222
  * Return `undefined` if geometry collection is not supported.
223
223
  * @see [[createGeometryTreeReference]].
224
- * @beta
225
224
  */
226
225
  _createGeometryTreeReference() {
227
226
  return undefined;
228
227
  }
229
228
  /** A function that can be assigned to [[collectTileGeometry]] to enable geometry collection for references to tile trees that support geometry collection.
230
- * @beta
231
229
  */
232
230
  _collectTileGeometry(collector) {
233
231
  const tree = this.treeOwner.load();
@@ -245,7 +243,6 @@ class TileTreeReference /* implements RenderMemory.Consumer */ {
245
243
  * undefined if geometry collection is not supported.
246
244
  * Currently, only terrain and reality model tiles support geometry collection.
247
245
  * @note Do not override this method - override [[_createGeometryTreeReference]] instead.
248
- * @beta
249
246
  */
250
247
  createGeometryTreeReference() {
251
248
  if (this.collectTileGeometry) {
@@ -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 Tiles\r\n */\r\n\r\nimport { assert, BeTimePoint } from \"@itwin/core-bentley\";\r\nimport { Matrix4d, Range1d, Range3d, Transform } from \"@itwin/core-geometry\";\r\nimport { ElementAlignedBox3d, FeatureAppearanceProvider, FrustumPlanes, HiddenLine, PlanarClipMaskPriority, ViewFlagOverrides } from \"@itwin/core-common\";\r\nimport { HitDetail } from \"../HitDetail\";\r\nimport { FeatureSymbology } from \"../render/FeatureSymbology\";\r\nimport { RenderClipVolume } from \"../render/RenderClipVolume\";\r\nimport { RenderMemory } from \"../render/RenderMemory\";\r\nimport { DecorateContext, SceneContext } from \"../ViewContext\";\r\nimport { ScreenViewport } from \"../Viewport\";\r\nimport {\r\n DisclosedTileTreeSet, GeometryTileTreeReference, MapFeatureInfoOptions, MapLayerFeatureInfo, RenderGraphicTileTreeArgs, TileDrawArgs, TileGeometryCollector, TileTree, TileTreeLoadStatus, TileTreeOwner, tileTreeReferenceFromRenderGraphic,\r\n} from \"./internal\";\r\n\r\n/** Describes the type of graphics produced by a [[TileTreeReference]].\r\n * @public\r\n * @extensions\r\n */\r\nexport enum TileGraphicType {\r\n /** Rendered behind all other geometry without depth. */\r\n BackgroundMap = 0,\r\n /** Rendered with normal scene graphics. */\r\n Scene = 1,\r\n /** Rendered in front of all other geometry. */\r\n Overlay = 2,\r\n}\r\n\r\n/** A reference to a [[TileTree]] suitable for drawing within a [[Viewport]]. The reference does not *own* its tile tree - it merely refers to it by\r\n * way of the tree's [[TileTreeOwner]].\r\n * The specific [[TileTree]] referenced by this object may change based on the current state of the Viewport in which it is drawn - for example,\r\n * as a result of changing the RenderMode, or animation settings, or classification settings, etc.\r\n * A reference to a TileTree is typically associated with a [[ViewState]], a [[DisplayStyleState]], or a [[Viewport]].\r\n * Multiple TileTreeReferences can refer to the same TileTree with different parameters and logic - for example, the same background map tiles can be displayed in two viewports with\r\n * differing levels of transparency.\r\n * @see [[TiledGraphicsProvider]] to supply custom [[TileTreeReference]]s to be drawn within a [[Viewport]].\r\n * @public\r\n * @extensions\r\n */\r\nexport abstract class TileTreeReference /* implements RenderMemory.Consumer */ {\r\n /** The owner of the currently-referenced [[TileTree]]. Do not store a direct reference to it, because it may change or become disposed at any time. */\r\n public abstract get treeOwner(): TileTreeOwner;\r\n\r\n /** Force a new tree owner / tile tree to be created for the current tile tree reference\r\n * @internal\r\n */\r\n public resetTreeOwner() {}\r\n\r\n /** Disclose *all* TileTrees use by this reference. This may include things like map tiles used for draping on terrain.\r\n * Override this and call super if you have such auxiliary trees.\r\n * @note Any tree *NOT* disclosed becomes a candidate for *purging* (being unloaded from memory along with all of its tiles and graphics).\r\n */\r\n public discloseTileTrees(trees: DisclosedTileTreeSet): void {\r\n const tree = this.treeOwner.tileTree;\r\n if (undefined !== tree)\r\n trees.add(tree);\r\n }\r\n\r\n /** Adds this reference's graphics to the scene. By default this invokes [[draw]]. */\r\n public addToScene(context: SceneContext): void {\r\n const args = this.createDrawArgs(context);\r\n if (undefined !== args)\r\n this.draw(args);\r\n }\r\n\r\n /** Adds this reference's graphics to the scene. By default this invokes [[TileTree.draw]] on the referenced TileTree, if it is loaded. */\r\n public draw(args: TileDrawArgs): void {\r\n args.tree.draw(args);\r\n }\r\n\r\n /** Return a tooltip describing the hit, or `undefined` if no tooltip can be supplied.\r\n * If you override this method, make sure to check that `hit` represents an entity belonging to your tile tree, e.g., by checking `hit.modelId` and `hit.sourceId`.\r\n * If you *don't* override this method, override [[canSupplyToolTip]] to return false.\r\n * Callers who want to obtain a tooltip should prefer [[getToolTipPromise]].\r\n */\r\n public async getToolTip(_hit: HitDetail): Promise<HTMLElement | string | undefined> { return undefined; }\r\n\r\n /** Return whether this TileTreeReference can supply a tooltip describing the entity represented by the specified hit.\r\n * [[getToolTipPromise]] calls [[getToolTip]] if and only if `canSupplyToolTip` returns `true`.\r\n * If your tile tree never supplies tooltips, override this to return `false`.\r\n */\r\n public canSupplyToolTip(_hit: HitDetail): boolean {\r\n return true;\r\n }\r\n\r\n /** Obtain a tooltip describing the specified `hit`, or `undefined` if this tile tree reference cannot supply a tooltip for the hit. */\r\n public getToolTipPromise(hit: HitDetail): Promise<HTMLElement | string | undefined> | undefined {\r\n return this.canSupplyToolTip(hit) ? this.getToolTip(hit).catch(() => undefined) : undefined;\r\n }\r\n\r\n /** Optionally return a MapLayerFeatureInfo object describing the hit.].\r\n * @alpha\r\n */\r\n public async getMapFeatureInfo(_hit: HitDetail, _options?: MapFeatureInfoOptions): Promise<MapLayerFeatureInfo[] | undefined> { return undefined; }\r\n\r\n /** Optionally add any decorations specific to this reference. For example, map tile trees may add a logo image and/or copyright attributions.\r\n * @note This is currently only invoked for background maps and TiledGraphicsProviders - others have no decorations, but if they did implement this it would not be called.\r\n */\r\n public decorate(_context: DecorateContext): void { }\r\n\r\n /** Unions this reference's range with the supplied range to help compute a volume in world space for fitting a viewport to its contents.\r\n * Override this function if a reference's range should not be included in the fit range, or a range different from its tile tree's range should be used.\r\n */\r\n public unionFitRange(union: Range3d): void {\r\n const contentRange = this.computeWorldContentRange();\r\n if (!contentRange.isNull)\r\n union.extendRange(contentRange);\r\n }\r\n\r\n /** Record graphics memory consumed by this tile tree reference. */\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n const tree = this.treeOwner.tileTree;\r\n if (undefined !== tree)\r\n tree.collectStatistics(stats);\r\n }\r\n\r\n /** Return true if the tile tree is fully loaded and ready to draw.\r\n * The default implementation returns true if the tile tree loading process completed (whether it resulted in success or failure).\r\n * @note Do *not* override this property - override [[_isLoadingComplete]] instead..\r\n * @public\r\n */\r\n public get isLoadingComplete(): boolean {\r\n switch (this.treeOwner.loadStatus) {\r\n case TileTreeLoadStatus.NotLoaded:\r\n case TileTreeLoadStatus.Loading:\r\n return false;\r\n case TileTreeLoadStatus.NotFound:\r\n return true; // we tried, and failed, to load.\r\n case TileTreeLoadStatus.Loaded:\r\n return this._isLoadingComplete;\r\n }\r\n }\r\n\r\n /** Override if additional asynchronous loading is required after the tile tree is successfully loaded, to indicate when that loading has completed.\r\n * @public\r\n */\r\n protected get _isLoadingComplete(): boolean {\r\n return true;\r\n }\r\n\r\n /** Create context for drawing the tile tree, if it is ready for drawing.\r\n * TileTreeReferences can override individual portions of the context, e.g. apply their own transform.\r\n * Returns undefined if, e.g., the tile tree is not yet loaded.\r\n */\r\n public createDrawArgs(context: SceneContext): TileDrawArgs | undefined {\r\n const tree = this.treeOwner.load();\r\n if (undefined === tree)\r\n return undefined;\r\n\r\n return new TileDrawArgs({\r\n context,\r\n tree,\r\n now: BeTimePoint.now(),\r\n location: this.computeTransform(tree),\r\n viewFlagOverrides: this.getViewFlagOverrides(tree),\r\n clipVolume: this.getClipVolume(tree),\r\n parentsAndChildrenExclusive: tree.parentsAndChildrenExclusive,\r\n symbologyOverrides: this.getSymbologyOverrides(tree),\r\n appearanceProvider: this.getAppearanceProvider(tree),\r\n hiddenLineSettings: this.getHiddenLineSettings(tree),\r\n animationTransformNodeId: this.getAnimationTransformNodeId(tree),\r\n groupNodeId: this.getGroupNodeId(tree),\r\n });\r\n }\r\n\r\n /** @internal */\r\n protected getAnimationTransformNodeId(_tree: TileTree): number | undefined {\r\n return undefined;\r\n }\r\n /** @internal */\r\n protected getGroupNodeId(_tree: TileTree): number | undefined {\r\n return undefined;\r\n }\r\n\r\n /** Supply transform from this tile tree reference's location to iModel coordinate space.\r\n * @returns undefined if the TileTree is not yet loaded.\r\n */\r\n public getLocation(): Transform | undefined {\r\n const tree = this.treeOwner.load();\r\n return undefined !== tree ? this.computeTransform(tree) : undefined;\r\n }\r\n\r\n /** Compute a transform from this tile tree reference's coordinate space to the [[IModelConnection]]'s coordinate space. */\r\n protected computeTransform(tree: TileTree): Transform {\r\n return tree.iModelTransform.clone();\r\n }\r\n\r\n /** Compute the range of this tile tree's contents in world coordinates.\r\n * @returns The content range in world coodinates, or a null range if the tile tree is not loaded or has a null content range.\r\n */\r\n public computeWorldContentRange(): ElementAlignedBox3d {\r\n const range = new Range3d();\r\n const tree = this.treeOwner.tileTree;\r\n if (undefined !== tree && !tree.rootTile.contentRange.isNull)\r\n this.computeTransform(tree).multiplyRange(tree.rootTile.contentRange, range);\r\n\r\n return range;\r\n }\r\n\r\n /** Return the clip volume applied to this reference's tile tree, if any. */\r\n protected getClipVolume(tree: TileTree): RenderClipVolume | undefined {\r\n return tree.clipVolume;\r\n }\r\n\r\n /** Supply overrides that should be applied to the [[ViewState]]'s [ViewFlags]($common) when drawing this tile tree reference. */\r\n protected getViewFlagOverrides(tree: TileTree): ViewFlagOverrides {\r\n return tree.viewFlagOverrides;\r\n }\r\n\r\n /** Return overrides that *replace* any defined for the view. */\r\n protected getSymbologyOverrides(_tree: TileTree): FeatureSymbology.Overrides | undefined {\r\n return undefined;\r\n }\r\n\r\n /** Return a provider that can supplement the view's symbology overrides. */\r\n protected getAppearanceProvider(_tree: TileTree): FeatureAppearanceProvider | undefined {\r\n return undefined;\r\n }\r\n\r\n /** Return hidden line settings to replace those defined for the view. */\r\n protected getHiddenLineSettings(_tree: TileTree): HiddenLine.Settings | undefined {\r\n return undefined;\r\n }\r\n\r\n /* Extend range to include transformed range of this tile tree.\r\n * @internal\r\n */\r\n public accumulateTransformedRange(range: Range3d, matrix: Matrix4d, frustumPlanes?: FrustumPlanes) {\r\n const tree = this.treeOwner.tileTree;\r\n if (undefined === tree)\r\n return;\r\n\r\n const location = this.computeTransform(tree);\r\n tree.accumulateTransformedRange(range, matrix, location, frustumPlanes);\r\n }\r\n\r\n /** @internal */\r\n public getTerrainHeight(_terrainHeights: Range1d): void { }\r\n\r\n /** Return whether the geometry exposed by this tile tree reference should cast shadows on other geometry. */\r\n public get castsShadows(): boolean {\r\n return true;\r\n }\r\n\r\n /** Return whether this reference has global coverage. Mapping data is global and some non-primary models such as the OSM building layer have global coverage */\r\n public get isGlobal(): boolean { return false; }\r\n\r\n /** Return the clip mask priority for this model - models will be clipped by any other viewed model with a higher proirity.\r\n * BIM models have highest prioirty and are never clipped.\r\n * @alpha\r\n */\r\n public get planarclipMaskPriority(): number { return PlanarClipMaskPriority.DesignModel; }\r\n\r\n /** Add attribution logo cards for the tile tree source logo cards to the viewport's logo div. */\r\n public addLogoCards(_cards: HTMLTableElement, _vp: ScreenViewport): void { }\r\n\r\n /** Create a tile tree reference equivalent to this one that also supplies an implementation of [[GeometryTileTreeReference.collectTileGeometry]].\r\n * Return `undefined` if geometry collection is not supported.\r\n * @see [[createGeometryTreeReference]].\r\n * @beta\r\n */\r\n protected _createGeometryTreeReference(): GeometryTileTreeReference | undefined {\r\n return undefined;\r\n }\r\n\r\n /** If defined, supplies the implementation of [[GeometryTileTreeReference.collectTileGeometry]].\r\n * @beta\r\n */\r\n public collectTileGeometry?: (collector: TileGeometryCollector) => void;\r\n\r\n /** A function that can be assigned to [[collectTileGeometry]] to enable geometry collection for references to tile trees that support geometry collection.\r\n * @beta\r\n */\r\n protected _collectTileGeometry(collector: TileGeometryCollector): void {\r\n const tree = this.treeOwner.load();\r\n switch (this.treeOwner.loadStatus) {\r\n case TileTreeLoadStatus.Loaded:\r\n assert(undefined !== tree);\r\n tree.collectTileGeometry(collector);\r\n break;\r\n case TileTreeLoadStatus.Loading:\r\n collector.markLoading();\r\n break;\r\n }\r\n }\r\n\r\n /** Obtain a tile tree reference equivalent to this one that also supplies an implementation of [[GeometryTileTreeReference.collectTileGeometry]], or\r\n * undefined if geometry collection is not supported.\r\n * Currently, only terrain and reality model tiles support geometry collection.\r\n * @note Do not override this method - override [[_createGeometryTreeReference]] instead.\r\n * @beta\r\n */\r\n public createGeometryTreeReference(): GeometryTileTreeReference | undefined {\r\n if (this.collectTileGeometry) {\r\n // Unclear why compiler doesn't detect that `this` satisfies the GeometryTileTreeReference interface...it must be looking only at the types, not this particular instance.\r\n return this as GeometryTileTreeReference;\r\n }\r\n\r\n return this._createGeometryTreeReference();\r\n }\r\n\r\n /** Create a [[TileTreeReference]] that displays a pre-defined [[RenderGraphic]].\r\n * The reference can be used by a [[TiledGraphicsProvider]] or as a [[DynamicSpatialClassifier]]. For example:\r\n * ```ts\r\n * [[include:TileTreeReference_createFromRenderGraphic]]\r\n *```\r\n * @beta\r\n */\r\n public static createFromRenderGraphic(args: RenderGraphicTileTreeArgs): TileTreeReference {\r\n return tileTreeReferenceFromRenderGraphic(args);\r\n }\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 Tiles\r\n */\r\n\r\nimport { assert, BeTimePoint } from \"@itwin/core-bentley\";\r\nimport { Matrix4d, Range1d, Range3d, Transform } from \"@itwin/core-geometry\";\r\nimport { ElementAlignedBox3d, FeatureAppearanceProvider, FrustumPlanes, HiddenLine, PlanarClipMaskPriority, ViewFlagOverrides } from \"@itwin/core-common\";\r\nimport { HitDetail } from \"../HitDetail\";\r\nimport { FeatureSymbology } from \"../render/FeatureSymbology\";\r\nimport { RenderClipVolume } from \"../render/RenderClipVolume\";\r\nimport { RenderMemory } from \"../render/RenderMemory\";\r\nimport { DecorateContext, SceneContext } from \"../ViewContext\";\r\nimport { ScreenViewport } from \"../Viewport\";\r\nimport {\r\n DisclosedTileTreeSet, GeometryTileTreeReference, MapFeatureInfoOptions, MapLayerFeatureInfo, RenderGraphicTileTreeArgs, TileDrawArgs, TileGeometryCollector, TileTree, TileTreeLoadStatus, TileTreeOwner, tileTreeReferenceFromRenderGraphic,\r\n} from \"./internal\";\r\n\r\n/** Describes the type of graphics produced by a [[TileTreeReference]].\r\n * @public\r\n * @extensions\r\n */\r\nexport enum TileGraphicType {\r\n /** Rendered behind all other geometry without depth. */\r\n BackgroundMap = 0,\r\n /** Rendered with normal scene graphics. */\r\n Scene = 1,\r\n /** Rendered in front of all other geometry. */\r\n Overlay = 2,\r\n}\r\n\r\n/** A reference to a [[TileTree]] suitable for drawing within a [[Viewport]]. The reference does not *own* its tile tree - it merely refers to it by\r\n * way of the tree's [[TileTreeOwner]].\r\n * The specific [[TileTree]] referenced by this object may change based on the current state of the Viewport in which it is drawn - for example,\r\n * as a result of changing the RenderMode, or animation settings, or classification settings, etc.\r\n * A reference to a TileTree is typically associated with a [[ViewState]], a [[DisplayStyleState]], or a [[Viewport]].\r\n * Multiple TileTreeReferences can refer to the same TileTree with different parameters and logic - for example, the same background map tiles can be displayed in two viewports with\r\n * differing levels of transparency.\r\n * @see [[TiledGraphicsProvider]] to supply custom [[TileTreeReference]]s to be drawn within a [[Viewport]].\r\n * @public\r\n * @extensions\r\n */\r\nexport abstract class TileTreeReference /* implements RenderMemory.Consumer */ {\r\n /** The owner of the currently-referenced [[TileTree]]. Do not store a direct reference to it, because it may change or become disposed at any time. */\r\n public abstract get treeOwner(): TileTreeOwner;\r\n\r\n /** Force a new tree owner / tile tree to be created for the current tile tree reference\r\n * @internal\r\n */\r\n public resetTreeOwner() {}\r\n\r\n /** Disclose *all* TileTrees use by this reference. This may include things like map tiles used for draping on terrain.\r\n * Override this and call super if you have such auxiliary trees.\r\n * @note Any tree *NOT* disclosed becomes a candidate for *purging* (being unloaded from memory along with all of its tiles and graphics).\r\n */\r\n public discloseTileTrees(trees: DisclosedTileTreeSet): void {\r\n const tree = this.treeOwner.tileTree;\r\n if (undefined !== tree)\r\n trees.add(tree);\r\n }\r\n\r\n /** Adds this reference's graphics to the scene. By default this invokes [[draw]]. */\r\n public addToScene(context: SceneContext): void {\r\n const args = this.createDrawArgs(context);\r\n if (undefined !== args)\r\n this.draw(args);\r\n }\r\n\r\n /** Adds this reference's graphics to the scene. By default this invokes [[TileTree.draw]] on the referenced TileTree, if it is loaded. */\r\n public draw(args: TileDrawArgs): void {\r\n args.tree.draw(args);\r\n }\r\n\r\n /** Return a tooltip describing the hit, or `undefined` if no tooltip can be supplied.\r\n * If you override this method, make sure to check that `hit` represents an entity belonging to your tile tree, e.g., by checking `hit.modelId` and `hit.sourceId`.\r\n * If you *don't* override this method, override [[canSupplyToolTip]] to return false.\r\n * Callers who want to obtain a tooltip should prefer [[getToolTipPromise]].\r\n */\r\n public async getToolTip(_hit: HitDetail): Promise<HTMLElement | string | undefined> { return undefined; }\r\n\r\n /** Return whether this TileTreeReference can supply a tooltip describing the entity represented by the specified hit.\r\n * [[getToolTipPromise]] calls [[getToolTip]] if and only if `canSupplyToolTip` returns `true`.\r\n * If your tile tree never supplies tooltips, override this to return `false`.\r\n */\r\n public canSupplyToolTip(_hit: HitDetail): boolean {\r\n return true;\r\n }\r\n\r\n /** Obtain a tooltip describing the specified `hit`, or `undefined` if this tile tree reference cannot supply a tooltip for the hit. */\r\n public getToolTipPromise(hit: HitDetail): Promise<HTMLElement | string | undefined> | undefined {\r\n return this.canSupplyToolTip(hit) ? this.getToolTip(hit).catch(() => undefined) : undefined;\r\n }\r\n\r\n /** Optionally return a MapLayerFeatureInfo object describing the hit.].\r\n * @alpha\r\n */\r\n public async getMapFeatureInfo(_hit: HitDetail, _options?: MapFeatureInfoOptions): Promise<MapLayerFeatureInfo[] | undefined> { return undefined; }\r\n\r\n /** Optionally add any decorations specific to this reference. For example, map tile trees may add a logo image and/or copyright attributions.\r\n * @note This is currently only invoked for background maps and TiledGraphicsProviders - others have no decorations, but if they did implement this it would not be called.\r\n */\r\n public decorate(_context: DecorateContext): void { }\r\n\r\n /** Unions this reference's range with the supplied range to help compute a volume in world space for fitting a viewport to its contents.\r\n * Override this function if a reference's range should not be included in the fit range, or a range different from its tile tree's range should be used.\r\n */\r\n public unionFitRange(union: Range3d): void {\r\n const contentRange = this.computeWorldContentRange();\r\n if (!contentRange.isNull)\r\n union.extendRange(contentRange);\r\n }\r\n\r\n /** Record graphics memory consumed by this tile tree reference. */\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n const tree = this.treeOwner.tileTree;\r\n if (undefined !== tree)\r\n tree.collectStatistics(stats);\r\n }\r\n\r\n /** Return true if the tile tree is fully loaded and ready to draw.\r\n * The default implementation returns true if the tile tree loading process completed (whether it resulted in success or failure).\r\n * @note Do *not* override this property - override [[_isLoadingComplete]] instead..\r\n * @public\r\n */\r\n public get isLoadingComplete(): boolean {\r\n switch (this.treeOwner.loadStatus) {\r\n case TileTreeLoadStatus.NotLoaded:\r\n case TileTreeLoadStatus.Loading:\r\n return false;\r\n case TileTreeLoadStatus.NotFound:\r\n return true; // we tried, and failed, to load.\r\n case TileTreeLoadStatus.Loaded:\r\n return this._isLoadingComplete;\r\n }\r\n }\r\n\r\n /** Override if additional asynchronous loading is required after the tile tree is successfully loaded, to indicate when that loading has completed.\r\n * @public\r\n */\r\n protected get _isLoadingComplete(): boolean {\r\n return true;\r\n }\r\n\r\n /** Create context for drawing the tile tree, if it is ready for drawing.\r\n * TileTreeReferences can override individual portions of the context, e.g. apply their own transform.\r\n * Returns undefined if, e.g., the tile tree is not yet loaded.\r\n */\r\n public createDrawArgs(context: SceneContext): TileDrawArgs | undefined {\r\n const tree = this.treeOwner.load();\r\n if (undefined === tree)\r\n return undefined;\r\n\r\n return new TileDrawArgs({\r\n context,\r\n tree,\r\n now: BeTimePoint.now(),\r\n location: this.computeTransform(tree),\r\n viewFlagOverrides: this.getViewFlagOverrides(tree),\r\n clipVolume: this.getClipVolume(tree),\r\n parentsAndChildrenExclusive: tree.parentsAndChildrenExclusive,\r\n symbologyOverrides: this.getSymbologyOverrides(tree),\r\n appearanceProvider: this.getAppearanceProvider(tree),\r\n hiddenLineSettings: this.getHiddenLineSettings(tree),\r\n animationTransformNodeId: this.getAnimationTransformNodeId(tree),\r\n groupNodeId: this.getGroupNodeId(tree),\r\n });\r\n }\r\n\r\n /** @internal */\r\n protected getAnimationTransformNodeId(_tree: TileTree): number | undefined {\r\n return undefined;\r\n }\r\n /** @internal */\r\n protected getGroupNodeId(_tree: TileTree): number | undefined {\r\n return undefined;\r\n }\r\n\r\n /** Supply transform from this tile tree reference's location to iModel coordinate space.\r\n * @returns undefined if the TileTree is not yet loaded.\r\n */\r\n public getLocation(): Transform | undefined {\r\n const tree = this.treeOwner.load();\r\n return undefined !== tree ? this.computeTransform(tree) : undefined;\r\n }\r\n\r\n /** Compute a transform from this tile tree reference's coordinate space to the [[IModelConnection]]'s coordinate space. */\r\n protected computeTransform(tree: TileTree): Transform {\r\n return tree.iModelTransform.clone();\r\n }\r\n\r\n /** Compute the range of this tile tree's contents in world coordinates.\r\n * @returns The content range in world coodinates, or a null range if the tile tree is not loaded or has a null content range.\r\n */\r\n public computeWorldContentRange(): ElementAlignedBox3d {\r\n const range = new Range3d();\r\n const tree = this.treeOwner.tileTree;\r\n if (undefined !== tree && !tree.rootTile.contentRange.isNull)\r\n this.computeTransform(tree).multiplyRange(tree.rootTile.contentRange, range);\r\n\r\n return range;\r\n }\r\n\r\n /** Return the clip volume applied to this reference's tile tree, if any. */\r\n protected getClipVolume(tree: TileTree): RenderClipVolume | undefined {\r\n return tree.clipVolume;\r\n }\r\n\r\n /** Supply overrides that should be applied to the [[ViewState]]'s [ViewFlags]($common) when drawing this tile tree reference. */\r\n protected getViewFlagOverrides(tree: TileTree): ViewFlagOverrides {\r\n return tree.viewFlagOverrides;\r\n }\r\n\r\n /** Return overrides that *replace* any defined for the view. */\r\n protected getSymbologyOverrides(_tree: TileTree): FeatureSymbology.Overrides | undefined {\r\n return undefined;\r\n }\r\n\r\n /** Return a provider that can supplement the view's symbology overrides. */\r\n protected getAppearanceProvider(_tree: TileTree): FeatureAppearanceProvider | undefined {\r\n return undefined;\r\n }\r\n\r\n /** Return hidden line settings to replace those defined for the view. */\r\n protected getHiddenLineSettings(_tree: TileTree): HiddenLine.Settings | undefined {\r\n return undefined;\r\n }\r\n\r\n /* Extend range to include transformed range of this tile tree.\r\n * @internal\r\n */\r\n public accumulateTransformedRange(range: Range3d, matrix: Matrix4d, frustumPlanes?: FrustumPlanes) {\r\n const tree = this.treeOwner.tileTree;\r\n if (undefined === tree)\r\n return;\r\n\r\n const location = this.computeTransform(tree);\r\n tree.accumulateTransformedRange(range, matrix, location, frustumPlanes);\r\n }\r\n\r\n /** @internal */\r\n public getTerrainHeight(_terrainHeights: Range1d): void { }\r\n\r\n /** Return whether the geometry exposed by this tile tree reference should cast shadows on other geometry. */\r\n public get castsShadows(): boolean {\r\n return true;\r\n }\r\n\r\n /** Return whether this reference has global coverage. Mapping data is global and some non-primary models such as the OSM building layer have global coverage */\r\n public get isGlobal(): boolean { return false; }\r\n\r\n /** Return the clip mask priority for this model - models will be clipped by any other viewed model with a higher proirity.\r\n * BIM models have highest prioirty and are never clipped.\r\n * @alpha\r\n */\r\n public get planarclipMaskPriority(): number { return PlanarClipMaskPriority.DesignModel; }\r\n\r\n /** Add attribution logo cards for the tile tree source logo cards to the viewport's logo div. */\r\n public addLogoCards(_cards: HTMLTableElement, _vp: ScreenViewport): void { }\r\n\r\n /** Create a tile tree reference equivalent to this one that also supplies an implementation of [[GeometryTileTreeReference.collectTileGeometry]].\r\n * Return `undefined` if geometry collection is not supported.\r\n * @see [[createGeometryTreeReference]].\r\n */\r\n protected _createGeometryTreeReference(): GeometryTileTreeReference | undefined {\r\n return undefined;\r\n }\r\n\r\n /** If defined, supplies the implementation of [[GeometryTileTreeReference.collectTileGeometry]].\r\n */\r\n public collectTileGeometry?: (collector: TileGeometryCollector) => void;\r\n\r\n /** A function that can be assigned to [[collectTileGeometry]] to enable geometry collection for references to tile trees that support geometry collection.\r\n */\r\n protected _collectTileGeometry(collector: TileGeometryCollector): void {\r\n const tree = this.treeOwner.load();\r\n switch (this.treeOwner.loadStatus) {\r\n case TileTreeLoadStatus.Loaded:\r\n assert(undefined !== tree);\r\n tree.collectTileGeometry(collector);\r\n break;\r\n case TileTreeLoadStatus.Loading:\r\n collector.markLoading();\r\n break;\r\n }\r\n }\r\n\r\n /** Obtain a tile tree reference equivalent to this one that also supplies an implementation of [[GeometryTileTreeReference.collectTileGeometry]], or\r\n * undefined if geometry collection is not supported.\r\n * Currently, only terrain and reality model tiles support geometry collection.\r\n * @note Do not override this method - override [[_createGeometryTreeReference]] instead.\r\n */\r\n public createGeometryTreeReference(): GeometryTileTreeReference | undefined {\r\n if (this.collectTileGeometry) {\r\n // Unclear why compiler doesn't detect that `this` satisfies the GeometryTileTreeReference interface...it must be looking only at the types, not this particular instance.\r\n return this as GeometryTileTreeReference;\r\n }\r\n\r\n return this._createGeometryTreeReference();\r\n }\r\n\r\n /** Create a [[TileTreeReference]] that displays a pre-defined [[RenderGraphic]].\r\n * The reference can be used by a [[TiledGraphicsProvider]] or as a [[DynamicSpatialClassifier]]. For example:\r\n * ```ts\r\n * [[include:TileTreeReference_createFromRenderGraphic]]\r\n *```\r\n * @beta\r\n */\r\n public static createFromRenderGraphic(args: RenderGraphicTileTreeArgs): TileTreeReference {\r\n return tileTreeReferenceFromRenderGraphic(args);\r\n }\r\n}\r\n"]}
@@ -13,7 +13,9 @@ import { PrimitiveTool } from "./PrimitiveTool";
13
13
  import { SelectionMethod } from "./SelectTool";
14
14
  import { BeButtonEvent, BeModifierKeys, EventHandled } from "./Tool";
15
15
  import { ToolAssistanceInstruction } from "./ToolAssistance";
16
- /** @alpha */
16
+ /** Identifies the source of the elements in the agenda.
17
+ * @public
18
+ */
17
19
  export declare enum ModifyElementSource {
18
20
  /** The source for the element is unknown - not caused by a modification command. */
19
21
  Unknown = 0,
@@ -24,7 +26,9 @@ export declare enum ModifyElementSource {
24
26
  /** The element is selected by the user using drag box or crossing line selection. */
25
27
  DragSelect = 3
26
28
  }
27
- /** @alpha */
29
+ /** Identifies groups of elements added to agenda along with the source.
30
+ * @public
31
+ */
28
32
  export interface GroupMark {
29
33
  start: number;
30
34
  source: ModifyElementSource;
@@ -32,7 +36,7 @@ export interface GroupMark {
32
36
  /** The ElementAgenda class is used by [[ElementSetTool]] to hold the collection of elements it will operate on
33
37
  * and to manage their hilite state.
34
38
  * @see [[ElementSetTool]]
35
- * @alpha
39
+ * @public
36
40
  */
37
41
  export declare class ElementAgenda {
38
42
  iModel: IModelConnection;
@@ -89,7 +93,7 @@ export declare class ElementAgenda {
89
93
  * - Immediately apply operation.
90
94
  * - Restart.
91
95
  * Sub-classes are required to opt-in to additional element sources, dynamics, AccuSnap, additional input, etc.
92
- * @alpha
96
+ * @public
93
97
  */
94
98
  export declare abstract class ElementSetTool extends PrimitiveTool {
95
99
  private _agenda?;
@@ -1 +1 @@
1
- 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1
+ 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@@ -21,7 +21,9 @@ const PrimitiveTool_1 = require("./PrimitiveTool");
21
21
  const SelectTool_1 = require("./SelectTool");
22
22
  const Tool_1 = require("./Tool");
23
23
  const ToolAssistance_1 = require("./ToolAssistance");
24
- /** @alpha */
24
+ /** Identifies the source of the elements in the agenda.
25
+ * @public
26
+ */
25
27
  var ModifyElementSource;
26
28
  (function (ModifyElementSource) {
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  /** The source for the element is unknown - not caused by a modification command. */
@@ -36,7 +38,7 @@ var ModifyElementSource;
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  /** The ElementAgenda class is used by [[ElementSetTool]] to hold the collection of elements it will operate on
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  * and to manage their hilite state.
38
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  * @see [[ElementSetTool]]
39
- * @alpha
41
+ * @public
40
42
  */
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43
  class ElementAgenda {
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  constructor(iModel) {
@@ -229,7 +231,7 @@ exports.ElementAgenda = ElementAgenda;
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  * - Immediately apply operation.
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  * - Restart.
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  * Sub-classes are required to opt-in to additional element sources, dynamics, AccuSnap, additional input, etc.
232
- * @alpha
234
+ * @public
233
235
  */
234
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  class ElementSetTool extends PrimitiveTool_1.PrimitiveTool {
235
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  constructor() {