@itwin/core-frontend 4.8.0-dev.3 → 4.8.0-dev.32

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (296) hide show
  1. package/CHANGELOG.md +57 -1
  2. package/ThirdPartyNotices.md +3 -3
  3. package/lib/cjs/AccuSnap.d.ts.map +1 -1
  4. package/lib/cjs/AccuSnap.js +4 -1
  5. package/lib/cjs/AccuSnap.js.map +1 -1
  6. package/lib/cjs/IModelApp.d.ts +2 -3
  7. package/lib/cjs/IModelApp.d.ts.map +1 -1
  8. package/lib/cjs/IModelApp.js +2 -2
  9. package/lib/cjs/IModelApp.js.map +1 -1
  10. package/lib/cjs/IModelConnection.d.ts +16 -6
  11. package/lib/cjs/IModelConnection.d.ts.map +1 -1
  12. package/lib/cjs/IModelConnection.js +21 -7
  13. package/lib/cjs/IModelConnection.js.map +1 -1
  14. package/lib/cjs/IpcApp.d.ts +5 -1
  15. package/lib/cjs/IpcApp.d.ts.map +1 -1
  16. package/lib/cjs/IpcApp.js +11 -5
  17. package/lib/cjs/IpcApp.js.map +1 -1
  18. package/lib/cjs/LocalhostIpcApp.d.ts.map +1 -1
  19. package/lib/cjs/LocalhostIpcApp.js +2 -1
  20. package/lib/cjs/LocalhostIpcApp.js.map +1 -1
  21. package/lib/cjs/NativeApp.d.ts.map +1 -1
  22. package/lib/cjs/NativeApp.js +2 -1
  23. package/lib/cjs/NativeApp.js.map +1 -1
  24. package/lib/cjs/PlanarClipMaskState.d.ts +8 -3
  25. package/lib/cjs/PlanarClipMaskState.d.ts.map +1 -1
  26. package/lib/cjs/PlanarClipMaskState.js +47 -17
  27. package/lib/cjs/PlanarClipMaskState.js.map +1 -1
  28. package/lib/cjs/RealityDataSourceTilesetUrlImpl.d.ts +3 -0
  29. package/lib/cjs/RealityDataSourceTilesetUrlImpl.d.ts.map +1 -1
  30. package/lib/cjs/RealityDataSourceTilesetUrlImpl.js +15 -4
  31. package/lib/cjs/RealityDataSourceTilesetUrlImpl.js.map +1 -1
  32. package/lib/cjs/SpatialViewState.d.ts +14 -1
  33. package/lib/cjs/SpatialViewState.d.ts.map +1 -1
  34. package/lib/cjs/SpatialViewState.js +17 -0
  35. package/lib/cjs/SpatialViewState.js.map +1 -1
  36. package/lib/cjs/SubCategoriesCache.d.ts +3 -1
  37. package/lib/cjs/SubCategoriesCache.d.ts.map +1 -1
  38. package/lib/cjs/SubCategoriesCache.js +19 -5
  39. package/lib/cjs/SubCategoriesCache.js.map +1 -1
  40. package/lib/cjs/ViewCreator3d.d.ts.map +1 -1
  41. package/lib/cjs/ViewCreator3d.js +1 -0
  42. package/lib/cjs/ViewCreator3d.js.map +1 -1
  43. package/lib/cjs/ViewManager.d.ts +4 -7
  44. package/lib/cjs/ViewManager.d.ts.map +1 -1
  45. package/lib/cjs/ViewManager.js +4 -7
  46. package/lib/cjs/ViewManager.js.map +1 -1
  47. package/lib/cjs/ViewingSpace.d.ts +3 -1
  48. package/lib/cjs/ViewingSpace.d.ts.map +1 -1
  49. package/lib/cjs/ViewingSpace.js +11 -2
  50. package/lib/cjs/ViewingSpace.js.map +1 -1
  51. package/lib/cjs/common/gltf/GltfSchema.d.ts +15 -1
  52. package/lib/cjs/common/gltf/GltfSchema.d.ts.map +1 -1
  53. package/lib/cjs/common/gltf/GltfSchema.js.map +1 -1
  54. package/lib/cjs/core-frontend.d.ts +1 -0
  55. package/lib/cjs/core-frontend.d.ts.map +1 -1
  56. package/lib/cjs/core-frontend.js +1 -0
  57. package/lib/cjs/core-frontend.js.map +1 -1
  58. package/lib/cjs/internal/Symbols.d.ts +7 -0
  59. package/lib/cjs/internal/Symbols.d.ts.map +1 -0
  60. package/lib/cjs/internal/Symbols.js +17 -0
  61. package/lib/cjs/internal/Symbols.js.map +1 -0
  62. package/lib/cjs/internal/cross-package.d.ts +5 -0
  63. package/lib/cjs/internal/cross-package.d.ts.map +1 -0
  64. package/lib/cjs/internal/cross-package.js +13 -0
  65. package/lib/cjs/internal/cross-package.js.map +1 -0
  66. package/lib/cjs/render/FeatureSymbology.js +3 -3
  67. package/lib/cjs/render/FeatureSymbology.js.map +1 -1
  68. package/lib/cjs/render/GraphicBuilder.d.ts +4 -0
  69. package/lib/cjs/render/GraphicBuilder.d.ts.map +1 -1
  70. package/lib/cjs/render/GraphicBuilder.js +49 -0
  71. package/lib/cjs/render/GraphicBuilder.js.map +1 -1
  72. package/lib/cjs/render/RenderTarget.d.ts +1 -0
  73. package/lib/cjs/render/RenderTarget.d.ts.map +1 -1
  74. package/lib/cjs/render/RenderTarget.js.map +1 -1
  75. package/lib/cjs/render/webgl/BackgroundMapDrape.js +1 -1
  76. package/lib/cjs/render/webgl/BackgroundMapDrape.js.map +1 -1
  77. package/lib/cjs/render/webgl/PlanarClassifier.d.ts +2 -0
  78. package/lib/cjs/render/webgl/PlanarClassifier.d.ts.map +1 -1
  79. package/lib/cjs/render/webgl/PlanarClassifier.js +38 -11
  80. package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
  81. package/lib/cjs/render/webgl/PlanarTextureProjection.d.ts +3 -3
  82. package/lib/cjs/render/webgl/PlanarTextureProjection.d.ts.map +1 -1
  83. package/lib/cjs/render/webgl/PlanarTextureProjection.js +53 -19
  84. package/lib/cjs/render/webgl/PlanarTextureProjection.js.map +1 -1
  85. package/lib/cjs/render/webgl/SolarShadowMap.js +2 -2
  86. package/lib/cjs/render/webgl/SolarShadowMap.js.map +1 -1
  87. package/lib/cjs/render/webgl/Target.d.ts +1 -0
  88. package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
  89. package/lib/cjs/render/webgl/Target.js +1 -0
  90. package/lib/cjs/render/webgl/Target.js.map +1 -1
  91. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js.map +1 -1
  92. package/lib/cjs/tile/B3dmReader.d.ts +0 -1
  93. package/lib/cjs/tile/B3dmReader.d.ts.map +1 -1
  94. package/lib/cjs/tile/B3dmReader.js +1 -2
  95. package/lib/cjs/tile/B3dmReader.js.map +1 -1
  96. package/lib/cjs/tile/GltfReader.d.ts +25 -1
  97. package/lib/cjs/tile/GltfReader.d.ts.map +1 -1
  98. package/lib/cjs/tile/GltfReader.js +239 -3
  99. package/lib/cjs/tile/GltfReader.js.map +1 -1
  100. package/lib/cjs/tile/GraphicsCollector.d.ts.map +1 -1
  101. package/lib/cjs/tile/GraphicsCollector.js +5 -2
  102. package/lib/cjs/tile/GraphicsCollector.js.map +1 -1
  103. package/lib/cjs/tile/I3dmReader.d.ts +0 -1
  104. package/lib/cjs/tile/I3dmReader.d.ts.map +1 -1
  105. package/lib/cjs/tile/I3dmReader.js +1 -2
  106. package/lib/cjs/tile/I3dmReader.js.map +1 -1
  107. package/lib/cjs/tile/PrimaryTileTree.d.ts +6 -2
  108. package/lib/cjs/tile/PrimaryTileTree.d.ts.map +1 -1
  109. package/lib/cjs/tile/PrimaryTileTree.js +25 -0
  110. package/lib/cjs/tile/PrimaryTileTree.js.map +1 -1
  111. package/lib/cjs/tile/RealityModelTileTree.js +1 -1
  112. package/lib/cjs/tile/RealityModelTileTree.js.map +1 -1
  113. package/lib/cjs/tile/RealityTile.d.ts +2 -3
  114. package/lib/cjs/tile/RealityTile.d.ts.map +1 -1
  115. package/lib/cjs/tile/RealityTile.js +0 -1
  116. package/lib/cjs/tile/RealityTile.js.map +1 -1
  117. package/lib/cjs/tile/RealityTileLoader.d.ts.map +1 -1
  118. package/lib/cjs/tile/RealityTileLoader.js +1 -0
  119. package/lib/cjs/tile/RealityTileLoader.js.map +1 -1
  120. package/lib/cjs/tile/TileGeometryCollector.d.ts +4 -4
  121. package/lib/cjs/tile/TileGeometryCollector.js +1 -1
  122. package/lib/cjs/tile/TileGeometryCollector.js.map +1 -1
  123. package/lib/cjs/tile/TileTreeReference.d.ts +0 -4
  124. package/lib/cjs/tile/TileTreeReference.d.ts.map +1 -1
  125. package/lib/cjs/tile/TileTreeReference.js +0 -3
  126. package/lib/cjs/tile/TileTreeReference.js.map +1 -1
  127. package/lib/cjs/tile/map/ArcGisUtilities.d.ts +1 -0
  128. package/lib/cjs/tile/map/ArcGisUtilities.d.ts.map +1 -1
  129. package/lib/cjs/tile/map/ArcGisUtilities.js +5 -3
  130. package/lib/cjs/tile/map/ArcGisUtilities.js.map +1 -1
  131. package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.d.ts.map +1 -1
  132. package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.js +7 -2
  133. package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.js.map +1 -1
  134. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
  135. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +3 -1
  136. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  137. package/lib/cjs/tile/map/MapTileTree.d.ts.map +1 -1
  138. package/lib/cjs/tile/map/MapTileTree.js +5 -5
  139. package/lib/cjs/tile/map/MapTileTree.js.map +1 -1
  140. package/lib/cjs/tools/ElementSetTool.d.ts +8 -4
  141. package/lib/cjs/tools/ElementSetTool.d.ts.map +1 -1
  142. package/lib/cjs/tools/ElementSetTool.js +5 -3
  143. package/lib/cjs/tools/ElementSetTool.js.map +1 -1
  144. package/lib/cjs/tools/ToolAdmin.d.ts +2 -0
  145. package/lib/cjs/tools/ToolAdmin.d.ts.map +1 -1
  146. package/lib/cjs/tools/ToolAdmin.js +5 -1
  147. package/lib/cjs/tools/ToolAdmin.js.map +1 -1
  148. package/lib/esm/AccuSnap.d.ts.map +1 -1
  149. package/lib/esm/AccuSnap.js +4 -1
  150. package/lib/esm/AccuSnap.js.map +1 -1
  151. package/lib/esm/IModelApp.d.ts +2 -3
  152. package/lib/esm/IModelApp.d.ts.map +1 -1
  153. package/lib/esm/IModelApp.js +2 -2
  154. package/lib/esm/IModelApp.js.map +1 -1
  155. package/lib/esm/IModelConnection.d.ts +16 -6
  156. package/lib/esm/IModelConnection.d.ts.map +1 -1
  157. package/lib/esm/IModelConnection.js +21 -7
  158. package/lib/esm/IModelConnection.js.map +1 -1
  159. package/lib/esm/IpcApp.d.ts +5 -1
  160. package/lib/esm/IpcApp.d.ts.map +1 -1
  161. package/lib/esm/IpcApp.js +11 -5
  162. package/lib/esm/IpcApp.js.map +1 -1
  163. package/lib/esm/LocalhostIpcApp.d.ts.map +1 -1
  164. package/lib/esm/LocalhostIpcApp.js +2 -1
  165. package/lib/esm/LocalhostIpcApp.js.map +1 -1
  166. package/lib/esm/NativeApp.d.ts.map +1 -1
  167. package/lib/esm/NativeApp.js +2 -1
  168. package/lib/esm/NativeApp.js.map +1 -1
  169. package/lib/esm/PlanarClipMaskState.d.ts +8 -3
  170. package/lib/esm/PlanarClipMaskState.d.ts.map +1 -1
  171. package/lib/esm/PlanarClipMaskState.js +48 -18
  172. package/lib/esm/PlanarClipMaskState.js.map +1 -1
  173. package/lib/esm/RealityDataSourceTilesetUrlImpl.d.ts +3 -0
  174. package/lib/esm/RealityDataSourceTilesetUrlImpl.d.ts.map +1 -1
  175. package/lib/esm/RealityDataSourceTilesetUrlImpl.js +15 -4
  176. package/lib/esm/RealityDataSourceTilesetUrlImpl.js.map +1 -1
  177. package/lib/esm/SpatialViewState.d.ts +14 -1
  178. package/lib/esm/SpatialViewState.d.ts.map +1 -1
  179. package/lib/esm/SpatialViewState.js +17 -0
  180. package/lib/esm/SpatialViewState.js.map +1 -1
  181. package/lib/esm/SubCategoriesCache.d.ts +3 -1
  182. package/lib/esm/SubCategoriesCache.d.ts.map +1 -1
  183. package/lib/esm/SubCategoriesCache.js +19 -5
  184. package/lib/esm/SubCategoriesCache.js.map +1 -1
  185. package/lib/esm/ViewCreator3d.d.ts.map +1 -1
  186. package/lib/esm/ViewCreator3d.js +1 -0
  187. package/lib/esm/ViewCreator3d.js.map +1 -1
  188. package/lib/esm/ViewManager.d.ts +4 -7
  189. package/lib/esm/ViewManager.d.ts.map +1 -1
  190. package/lib/esm/ViewManager.js +4 -7
  191. package/lib/esm/ViewManager.js.map +1 -1
  192. package/lib/esm/ViewingSpace.d.ts +3 -1
  193. package/lib/esm/ViewingSpace.d.ts.map +1 -1
  194. package/lib/esm/ViewingSpace.js +11 -2
  195. package/lib/esm/ViewingSpace.js.map +1 -1
  196. package/lib/esm/common/gltf/GltfSchema.d.ts +15 -1
  197. package/lib/esm/common/gltf/GltfSchema.d.ts.map +1 -1
  198. package/lib/esm/common/gltf/GltfSchema.js.map +1 -1
  199. package/lib/esm/core-frontend.d.ts +1 -0
  200. package/lib/esm/core-frontend.d.ts.map +1 -1
  201. package/lib/esm/core-frontend.js +1 -0
  202. package/lib/esm/core-frontend.js.map +1 -1
  203. package/lib/esm/internal/Symbols.d.ts +7 -0
  204. package/lib/esm/internal/Symbols.d.ts.map +1 -0
  205. package/lib/esm/internal/Symbols.js +14 -0
  206. package/lib/esm/internal/Symbols.js.map +1 -0
  207. package/lib/esm/internal/cross-package.d.ts +5 -0
  208. package/lib/esm/internal/cross-package.d.ts.map +1 -0
  209. package/lib/esm/internal/cross-package.js +9 -0
  210. package/lib/esm/internal/cross-package.js.map +1 -0
  211. package/lib/esm/render/FeatureSymbology.js +3 -3
  212. package/lib/esm/render/FeatureSymbology.js.map +1 -1
  213. package/lib/esm/render/GraphicBuilder.d.ts +4 -0
  214. package/lib/esm/render/GraphicBuilder.d.ts.map +1 -1
  215. package/lib/esm/render/GraphicBuilder.js +49 -0
  216. package/lib/esm/render/GraphicBuilder.js.map +1 -1
  217. package/lib/esm/render/RenderTarget.d.ts +1 -0
  218. package/lib/esm/render/RenderTarget.d.ts.map +1 -1
  219. package/lib/esm/render/RenderTarget.js.map +1 -1
  220. package/lib/esm/render/webgl/BackgroundMapDrape.js +2 -2
  221. package/lib/esm/render/webgl/BackgroundMapDrape.js.map +1 -1
  222. package/lib/esm/render/webgl/PlanarClassifier.d.ts +2 -0
  223. package/lib/esm/render/webgl/PlanarClassifier.d.ts.map +1 -1
  224. package/lib/esm/render/webgl/PlanarClassifier.js +40 -13
  225. package/lib/esm/render/webgl/PlanarClassifier.js.map +1 -1
  226. package/lib/esm/render/webgl/PlanarTextureProjection.d.ts +3 -3
  227. package/lib/esm/render/webgl/PlanarTextureProjection.d.ts.map +1 -1
  228. package/lib/esm/render/webgl/PlanarTextureProjection.js +54 -20
  229. package/lib/esm/render/webgl/PlanarTextureProjection.js.map +1 -1
  230. package/lib/esm/render/webgl/SolarShadowMap.js +2 -2
  231. package/lib/esm/render/webgl/SolarShadowMap.js.map +1 -1
  232. package/lib/esm/render/webgl/Target.d.ts +1 -0
  233. package/lib/esm/render/webgl/Target.d.ts.map +1 -1
  234. package/lib/esm/render/webgl/Target.js +1 -0
  235. package/lib/esm/render/webgl/Target.js.map +1 -1
  236. package/lib/esm/render/webgl/glsl/AmbientOcclusion.js.map +1 -1
  237. package/lib/esm/tile/B3dmReader.d.ts +0 -1
  238. package/lib/esm/tile/B3dmReader.d.ts.map +1 -1
  239. package/lib/esm/tile/B3dmReader.js +1 -2
  240. package/lib/esm/tile/B3dmReader.js.map +1 -1
  241. package/lib/esm/tile/GltfReader.d.ts +25 -1
  242. package/lib/esm/tile/GltfReader.d.ts.map +1 -1
  243. package/lib/esm/tile/GltfReader.js +239 -3
  244. package/lib/esm/tile/GltfReader.js.map +1 -1
  245. package/lib/esm/tile/GraphicsCollector.d.ts.map +1 -1
  246. package/lib/esm/tile/GraphicsCollector.js +5 -2
  247. package/lib/esm/tile/GraphicsCollector.js.map +1 -1
  248. package/lib/esm/tile/I3dmReader.d.ts +0 -1
  249. package/lib/esm/tile/I3dmReader.d.ts.map +1 -1
  250. package/lib/esm/tile/I3dmReader.js +1 -2
  251. package/lib/esm/tile/I3dmReader.js.map +1 -1
  252. package/lib/esm/tile/PrimaryTileTree.d.ts +6 -2
  253. package/lib/esm/tile/PrimaryTileTree.d.ts.map +1 -1
  254. package/lib/esm/tile/PrimaryTileTree.js +25 -0
  255. package/lib/esm/tile/PrimaryTileTree.js.map +1 -1
  256. package/lib/esm/tile/RealityModelTileTree.js +1 -1
  257. package/lib/esm/tile/RealityModelTileTree.js.map +1 -1
  258. package/lib/esm/tile/RealityTile.d.ts +2 -3
  259. package/lib/esm/tile/RealityTile.d.ts.map +1 -1
  260. package/lib/esm/tile/RealityTile.js +0 -1
  261. package/lib/esm/tile/RealityTile.js.map +1 -1
  262. package/lib/esm/tile/RealityTileLoader.d.ts.map +1 -1
  263. package/lib/esm/tile/RealityTileLoader.js +1 -0
  264. package/lib/esm/tile/RealityTileLoader.js.map +1 -1
  265. package/lib/esm/tile/TileGeometryCollector.d.ts +4 -4
  266. package/lib/esm/tile/TileGeometryCollector.js +1 -1
  267. package/lib/esm/tile/TileGeometryCollector.js.map +1 -1
  268. package/lib/esm/tile/TileTreeReference.d.ts +0 -4
  269. package/lib/esm/tile/TileTreeReference.d.ts.map +1 -1
  270. package/lib/esm/tile/TileTreeReference.js +0 -3
  271. package/lib/esm/tile/TileTreeReference.js.map +1 -1
  272. package/lib/esm/tile/map/ArcGisUtilities.d.ts +1 -0
  273. package/lib/esm/tile/map/ArcGisUtilities.d.ts.map +1 -1
  274. package/lib/esm/tile/map/ArcGisUtilities.js +5 -3
  275. package/lib/esm/tile/map/ArcGisUtilities.js.map +1 -1
  276. package/lib/esm/tile/map/ImageryProviders/ArcGISImageryProvider.d.ts.map +1 -1
  277. package/lib/esm/tile/map/ImageryProviders/ArcGISImageryProvider.js +7 -2
  278. package/lib/esm/tile/map/ImageryProviders/ArcGISImageryProvider.js.map +1 -1
  279. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
  280. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +3 -1
  281. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  282. package/lib/esm/tile/map/MapTileTree.d.ts.map +1 -1
  283. package/lib/esm/tile/map/MapTileTree.js +5 -5
  284. package/lib/esm/tile/map/MapTileTree.js.map +1 -1
  285. package/lib/esm/tools/ElementSetTool.d.ts +8 -4
  286. package/lib/esm/tools/ElementSetTool.d.ts.map +1 -1
  287. package/lib/esm/tools/ElementSetTool.js +5 -3
  288. package/lib/esm/tools/ElementSetTool.js.map +1 -1
  289. package/lib/esm/tools/ToolAdmin.d.ts +2 -0
  290. package/lib/esm/tools/ToolAdmin.d.ts.map +1 -1
  291. package/lib/esm/tools/ToolAdmin.js +5 -1
  292. package/lib/esm/tools/ToolAdmin.js.map +1 -1
  293. package/lib/public/locales/en/iModelJs.json +5 -0
  294. package/lib/public/scripts/parse-imdl-worker.js +1 -1
  295. package/lib/workers/webpack/parse-imdl-worker.js +1 -1
  296. package/package.json +18 -18
@@ -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 WebGL\r\n */\r\n\r\n// portions adapted from Cesium.js Copyright 2011 - 2017 Cesium Contributors\r\n\r\nimport { AmbientOcclusionGeometry } from \"../CachedGeometry\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, VariablePrecision, VariableType } from \"../ShaderBuilder\";\r\nimport { ShaderProgram } from \"../ShaderProgram\";\r\nimport { System } from \"../System\";\r\nimport { Texture2DHandle } from \"../Texture\";\r\nimport { addFrustum } from \"./Common\";\r\nimport { decodeDepthRgb } from \"./Decode\";\r\nimport { addRenderOrderConstants, readDepthAndOrder } from \"./FeatureSymbology\";\r\nimport { addWindowToTexCoords, assignFragColor } from \"./Fragment\";\r\nimport { addViewport } from \"./Viewport\";\r\nimport { createViewportQuadBuilder } from \"./ViewportQuad\";\r\n\r\n// 'PB' indicates a shader variation when only the pickbuffer is available\r\n// 'DB' indicates a shader variation when the real floating point depth buffer is available.\r\n\r\nconst computeAmbientOcclusionPrefixPB = `\r\nvec2 tc = windowCoordsToTexCoords(gl_FragCoord.xy);\r\nvec2 depthAndOrder = readDepthAndOrder(tc);\r\nfloat db = depthAndOrder.y;\r\n`;\r\n\r\nconst computeAmbientOcclusionPrefixDB = `\r\nvec2 tc = windowCoordsToTexCoords(gl_FragCoord.xy);\r\nvec2 depthAndOrder = readDepthAndOrder(tc);\r\nfloat db = readDepth(tc);\r\n`;\r\n\r\n// This outputs 1 for unlit surfaces, and for polylines and point strings.\r\n// Otherwise it computes ambient occlusion based on normal reconstructed from pick depth.\r\n// NB: This shader code actually begins with a `computeAmbientOcclusionPrefix` variation as shown above.\r\nconst computeAmbientOcclusion = `\r\n depthAndOrder.y = unfinalizeLinearDepth(db);\r\n float order = depthAndOrder.x;\r\n if (order >= kRenderOrder_PlanarBit)\r\n order = order - kRenderOrder_PlanarBit;\r\n\r\n if (order < kRenderOrder_LitSurface || order == kRenderOrder_Linear)\r\n return vec4(1.0);\r\n\r\n // NB: linearDepth: 1 == near, 0 == far\r\n\r\n float linearDepth = depthAndOrder.y;\r\n float nonLinearDepth = computeNonLinearDepth(db);\r\n if (nonLinearDepth > u_maxDistance)\r\n return vec4(1.0);\r\n\r\n vec3 viewPos = computePositionFromDepth(tc, nonLinearDepth).xyz;\r\n\r\n vec2 pixelSize = 1.0 / u_viewport;\r\n vec3 viewNormal = computeNormalFromDepth(viewPos, tc, pixelSize);\r\n\r\n vec2 sampleDirection = vec2(1.0, 0.0);\r\n float gapAngle = 90.0 * 0.017453292519943295; // radians per degree\r\n\r\n // Grab some random noise\r\n // Multiply screen UV (range 0..1) with size of viewport divided by 4 in order to tile the 4x4 noise texture across the screen.\r\n // Multiply the random 0..1 vec3 by 2 and then substract 1. This puts the components of the vec3 in the range -1..1.\r\n vec3 noiseVec = (TEXTURE(u_noise, tc * vec2(u_viewport.x / 4.0, u_viewport.y / 4.0)).rgb + 1.0) / 2.0;\r\n\r\n float bias = u_hbaoSettings.x; // Represents an angle in radians. If the dot product between the normal of the sample and the vector to the camera is less than this value, sampling stops in the current direction. This is used to remove shadows from near planar edges.\r\n float zLengthCap = u_hbaoSettings.y; // If the distance in linear Z from the current sample to first sample is greater than this value, sampling stops in the current direction.\r\n float intensity = u_hbaoSettings.z; // Raise the final occlusion to the power of this value. Larger values make the ambient shadows darker.\r\n float texelStepSize = clamp(u_hbaoSettings.w * linearDepth, 1.0, u_hbaoSettings.w); // Indicates the distance to step toward the next texel sample in the current direction.\r\n\r\n float tOcclusion = 0.0;\r\n\r\n // loop for each direction\r\n for (int i = 0; i < 4; i++) {\r\n float newGapAngle = gapAngle * (float(i) + noiseVec.x);\r\n float cosVal = cos(newGapAngle);\r\n float sinVal = sin(newGapAngle);\r\n\r\n // rotate sampling direction\r\n vec2 rotatedSampleDirection = vec2(cosVal * sampleDirection.x - sinVal * sampleDirection.y, sinVal * sampleDirection.x + cosVal * sampleDirection.y);\r\n float curOcclusion = 0.0;\r\n float curStepSize = texelStepSize; // 1.0 = stepsize, StepSize should be specified by uniform - what are good values?\r\n\r\n // loop for each step\r\n for (int j = 0; j < 6; j++) {\r\n vec2 directionWithStep = vec2(rotatedSampleDirection.x * curStepSize * pixelSize.x, rotatedSampleDirection.y * curStepSize * pixelSize.y);\r\n vec2 newCoords = directionWithStep + tc;\r\n\r\n // do not repeat around the depth texture\r\n if(newCoords.x > 1.0 || newCoords.y > 1.0 || newCoords.x < 0.0 || newCoords.y < 0.0) {\r\n break;\r\n }\r\n\r\n db = readDepth(newCoords);\r\n float curLinearDepth = unfinalizeLinearDepth(db);\r\n float curNonLinearDepth = computeNonLinearDepth(db);\r\n vec3 curViewPos = computePositionFromDepth(newCoords, curNonLinearDepth).xyz;\r\n vec3 diffVec = curViewPos.xyz - viewPos.xyz;\r\n float zLength = abs(curLinearDepth - linearDepth);\r\n\r\n float dotVal = clamp(dot(viewNormal, normalize(diffVec)), 0.0, 1.0);\r\n float weight = smoothstep(0.0, 1.0, zLengthCap / zLength);\r\n\r\n if (dotVal < bias) {\r\n dotVal = 0.0;\r\n }\r\n\r\n curOcclusion = max(curOcclusion, dotVal * weight);\r\n curStepSize += texelStepSize;\r\n }\r\n tOcclusion += curOcclusion;\r\n }\r\n\r\n float distanceFadeFactor = kFrustumType_Perspective == u_frustum.z ? 1.0 - pow(clamp(nonLinearDepth / u_maxDistance, 0.0, 1.0), 4.0) : 1.0;\r\n tOcclusion *= distanceFadeFactor;\r\n\r\n tOcclusion /= 4.0;\r\n tOcclusion = 1.0 - clamp(tOcclusion, 0.0, 1.0);\r\n tOcclusion = pow(tOcclusion, intensity);\r\n\r\n return vec4(tOcclusion, tOcclusion, tOcclusion, 1.0);\r\n`;\r\n\r\nconst computePositionFromDepth = `\r\nvec4 computePositionFromDepth(vec2 tc, float nonLinearDepth) {\r\n if (kFrustumType_Perspective == u_frustum.z) {\r\n vec2 xy = vec2((tc.x * 2.0 - 1.0), ((1.0 - tc.y) * 2.0 - 1.0));\r\n vec4 posEC = u_invProj * vec4(xy, nonLinearDepth, 1.0);\r\n posEC = posEC / posEC.w;\r\n return posEC;\r\n } else {\r\n float top = u_frustumPlanes.x;\r\n float bottom = u_frustumPlanes.y;\r\n float left = u_frustumPlanes.z;\r\n float right = u_frustumPlanes.w;\r\n return vec4(mix(left, right, tc.x), mix(bottom, top, tc.y), nonLinearDepth, 1.0);\r\n }\r\n}\r\n`;\r\n\r\nconst computeNormalFromDepth = `\r\nvec3 computeNormalFromDepth(vec3 viewPos, vec2 tc, vec2 pixelSize) {\r\n float nonLinearDepthU = computeNonLinearDepth(readDepth(tc - vec2(0.0, pixelSize.y)));\r\n float nonLinearDepthD = computeNonLinearDepth(readDepth(tc + vec2(0.0, pixelSize.y)));\r\n float nonLinearDepthL = computeNonLinearDepth(readDepth(tc - vec2(pixelSize.x, 0.0)));\r\n float nonLinearDepthR = computeNonLinearDepth(readDepth(tc + vec2(pixelSize.x, 0.0)));\r\n\r\n vec3 viewPosUp = computePositionFromDepth(tc - vec2(0.0, pixelSize.y), nonLinearDepthU).xyz;\r\n vec3 viewPosDown = computePositionFromDepth(tc + vec2(0.0, pixelSize.y), nonLinearDepthD).xyz;\r\n vec3 viewPosLeft = computePositionFromDepth(tc - vec2(pixelSize.x, 0.0), nonLinearDepthL).xyz;\r\n vec3 viewPosRight = computePositionFromDepth(tc + vec2(pixelSize.x, 0.0), nonLinearDepthR).xyz;\r\n\r\n vec3 up = viewPos.xyz - viewPosUp.xyz;\r\n vec3 down = viewPosDown.xyz - viewPos.xyz;\r\n vec3 left = viewPos.xyz - viewPosLeft.xyz;\r\n vec3 right = viewPosRight.xyz - viewPos.xyz;\r\n\r\n vec3 dx = length(left) < length(right) ? left : right;\r\n vec3 dy = length(up) < length(down) ? up : down;\r\n\r\n return normalize(cross(dy, dx));\r\n}\r\n`;\r\n\r\nconst computeNonLinearDepthPB = `\r\nfloat computeNonLinearDepth(float linearDepth) {\r\n return mix(u_frustum.y, u_frustum.x, linearDepth);\r\n}\r\n`;\r\nconst computeNonLinearDepthDB = `\r\nfloat computeNonLinearDepth(float depth) {\r\n return 0.0 == u_logZ.x ? depth * u_logZ.y : exp(depth * u_logZ.y) / u_logZ.x;\r\n}\r\n`;\r\n\r\nconst readDepthPB = `\r\nfloat readDepth(vec2 tc) {\r\n return readDepthAndOrder(tc).y;\r\n}\r\n`;\r\nconst readDepthDB = `\r\nfloat readDepth(vec2 tc) {\r\n return TEXTURE(u_depthBuffer, tc).r;\r\n}\r\n`;\r\nconst unfinalizeLinearDepthDB = `\r\n float unfinalizeLinearDepth(float depth) {\r\n float eyeZ = 0.0 == u_logZ.x ? depth * u_logZ.y : exp(depth * u_logZ.y) / u_logZ.x;\r\n float near = u_frustum.x, far = u_frustum.y;\r\n float depthRange = far - near;\r\n float linearDepth = (eyeZ - near) / depthRange;\r\n return 1.0 - linearDepth;\r\n }\r\n`;\r\n\r\nfunction _shouldUseDB() {\r\n return System.instance.supportsLogZBuffer;\r\n}\r\n\r\n/** @internal */\r\nexport function createAmbientOcclusionProgram(context: WebGL2RenderingContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n const frag = builder.frag;\r\n const shouldUseDB = _shouldUseDB();\r\n\r\n addWindowToTexCoords(frag);\r\n frag.addFunction(decodeDepthRgb);\r\n frag.addFunction(readDepthAndOrder);\r\n\r\n if (shouldUseDB) {\r\n frag.addFunction(unfinalizeLinearDepthDB);\r\n frag.addFunction(computeNonLinearDepthDB);\r\n frag.addFunction(readDepthDB);\r\n } else {\r\n frag.addDefine(\"unfinalizeLinearDepth\", \"\");\r\n frag.addFunction(computeNonLinearDepthPB);\r\n frag.addFunction(readDepthPB);\r\n }\r\n\r\n frag.addFunction(computePositionFromDepth);\r\n frag.addFunction(computeNormalFromDepth);\r\n addRenderOrderConstants(frag);\r\n\r\n if (shouldUseDB)\r\n frag.addUniform(\"u_logZ\", VariableType.Vec2, (prog) => {\r\n prog.addProgramUniform(\"u_logZ\", (uniform, params) => {\r\n uniform.setUniform2fv(params.target.uniforms.frustum.logZ);\r\n });\r\n });\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, shouldUseDB ?\r\n computeAmbientOcclusionPrefixDB + computeAmbientOcclusion :\r\n computeAmbientOcclusionPrefixPB + computeAmbientOcclusion);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_pickDepthAndOrder\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_pickDepthAndOrder\", (uniform, params) => {\r\n const geom = params.geometry as AmbientOcclusionGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.depthAndOrder, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n if (shouldUseDB)\r\n frag.addUniform(\"u_depthBuffer\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_depthBuffer\", (uniform, params) => {\r\n const geom = params.geometry as AmbientOcclusionGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.depth, TextureUnit.Two);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_noise\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_noise\", (uniform, params) => {\r\n const geom = params.geometry as AmbientOcclusionGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.noise, TextureUnit.One);\r\n });\r\n });\r\n\r\n addFrustum(builder);\r\n addViewport(frag);\r\n\r\n frag.addUniform(\"u_invProj\", VariableType.Mat4, (prog) => {\r\n prog.addProgramUniform(\"u_invProj\", (uniform, params) => {\r\n const invProj = params.projectionMatrix.clone();\r\n invProj.invert();\r\n uniform.setMatrix4(invProj);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_frustumPlanes\", VariableType.Vec4, (prog) => {\r\n prog.addProgramUniform(\"u_frustumPlanes\", (uniform, params) => {\r\n uniform.setUniform4fv(params.target.uniforms.frustum.planes);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_hbaoSettings\", VariableType.Vec4, (prog) => {\r\n prog.addProgramUniform(\"u_hbaoSettings\", (uniform, params) => {\r\n const hbaoSettings = new Float32Array([\r\n params.target.ambientOcclusionSettings.bias,\r\n params.target.ambientOcclusionSettings.zLengthCap,\r\n params.target.ambientOcclusionSettings.intensity,\r\n params.target.ambientOcclusionSettings.texelStepSize]);\r\n uniform.setUniform4fv(hbaoSettings);\r\n });\r\n }, VariablePrecision.High);\r\n\r\n frag.addUniform(\"u_maxDistance\", VariableType.Float, (prog) => {\r\n prog.addProgramUniform(\"u_maxDistance\", (uniform, params) => {\r\n uniform.setUniform1f(params.target.ambientOcclusionSettings.maxDistance);\r\n });\r\n }, VariablePrecision.High);\r\n\r\n builder.vert.headerComment = \"//!V! AmbientOcclusion\";\r\n builder.frag.headerComment = \"//!F! AmbientOcclusion\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n"]}
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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 WebGL\r\n */\r\n\r\n// portions adapted from Cesium.js Copyright 2011 - 2022 Cesium Contributors\r\n\r\nimport { AmbientOcclusionGeometry } from \"../CachedGeometry\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, VariablePrecision, VariableType } from \"../ShaderBuilder\";\r\nimport { ShaderProgram } from \"../ShaderProgram\";\r\nimport { System } from \"../System\";\r\nimport { Texture2DHandle } from \"../Texture\";\r\nimport { addFrustum } from \"./Common\";\r\nimport { decodeDepthRgb } from \"./Decode\";\r\nimport { addRenderOrderConstants, readDepthAndOrder } from \"./FeatureSymbology\";\r\nimport { addWindowToTexCoords, assignFragColor } from \"./Fragment\";\r\nimport { addViewport } from \"./Viewport\";\r\nimport { createViewportQuadBuilder } from \"./ViewportQuad\";\r\n\r\n// 'PB' indicates a shader variation when only the pickbuffer is available\r\n// 'DB' indicates a shader variation when the real floating point depth buffer is available.\r\n\r\nconst computeAmbientOcclusionPrefixPB = `\r\nvec2 tc = windowCoordsToTexCoords(gl_FragCoord.xy);\r\nvec2 depthAndOrder = readDepthAndOrder(tc);\r\nfloat db = depthAndOrder.y;\r\n`;\r\n\r\nconst computeAmbientOcclusionPrefixDB = `\r\nvec2 tc = windowCoordsToTexCoords(gl_FragCoord.xy);\r\nvec2 depthAndOrder = readDepthAndOrder(tc);\r\nfloat db = readDepth(tc);\r\n`;\r\n\r\n// This outputs 1 for unlit surfaces, and for polylines and point strings.\r\n// Otherwise it computes ambient occlusion based on normal reconstructed from pick depth.\r\n// NB: This shader code actually begins with a `computeAmbientOcclusionPrefix` variation as shown above.\r\nconst computeAmbientOcclusion = `\r\n depthAndOrder.y = unfinalizeLinearDepth(db);\r\n float order = depthAndOrder.x;\r\n if (order >= kRenderOrder_PlanarBit)\r\n order = order - kRenderOrder_PlanarBit;\r\n\r\n if (order < kRenderOrder_LitSurface || order == kRenderOrder_Linear)\r\n return vec4(1.0);\r\n\r\n // NB: linearDepth: 1 == near, 0 == far\r\n\r\n float linearDepth = depthAndOrder.y;\r\n float nonLinearDepth = computeNonLinearDepth(db);\r\n if (nonLinearDepth > u_maxDistance)\r\n return vec4(1.0);\r\n\r\n vec3 viewPos = computePositionFromDepth(tc, nonLinearDepth).xyz;\r\n\r\n vec2 pixelSize = 1.0 / u_viewport;\r\n vec3 viewNormal = computeNormalFromDepth(viewPos, tc, pixelSize);\r\n\r\n vec2 sampleDirection = vec2(1.0, 0.0);\r\n float gapAngle = 90.0 * 0.017453292519943295; // radians per degree\r\n\r\n // Grab some random noise\r\n // Multiply screen UV (range 0..1) with size of viewport divided by 4 in order to tile the 4x4 noise texture across the screen.\r\n // Multiply the random 0..1 vec3 by 2 and then substract 1. This puts the components of the vec3 in the range -1..1.\r\n vec3 noiseVec = (TEXTURE(u_noise, tc * vec2(u_viewport.x / 4.0, u_viewport.y / 4.0)).rgb + 1.0) / 2.0;\r\n\r\n float bias = u_hbaoSettings.x; // Represents an angle in radians. If the dot product between the normal of the sample and the vector to the camera is less than this value, sampling stops in the current direction. This is used to remove shadows from near planar edges.\r\n float zLengthCap = u_hbaoSettings.y; // If the distance in linear Z from the current sample to first sample is greater than this value, sampling stops in the current direction.\r\n float intensity = u_hbaoSettings.z; // Raise the final occlusion to the power of this value. Larger values make the ambient shadows darker.\r\n float texelStepSize = clamp(u_hbaoSettings.w * linearDepth, 1.0, u_hbaoSettings.w); // Indicates the distance to step toward the next texel sample in the current direction.\r\n\r\n float tOcclusion = 0.0;\r\n\r\n // loop for each direction\r\n for (int i = 0; i < 4; i++) {\r\n float newGapAngle = gapAngle * (float(i) + noiseVec.x);\r\n float cosVal = cos(newGapAngle);\r\n float sinVal = sin(newGapAngle);\r\n\r\n // rotate sampling direction\r\n vec2 rotatedSampleDirection = vec2(cosVal * sampleDirection.x - sinVal * sampleDirection.y, sinVal * sampleDirection.x + cosVal * sampleDirection.y);\r\n float curOcclusion = 0.0;\r\n float curStepSize = texelStepSize; // 1.0 = stepsize, StepSize should be specified by uniform - what are good values?\r\n\r\n // loop for each step\r\n for (int j = 0; j < 6; j++) {\r\n vec2 directionWithStep = vec2(rotatedSampleDirection.x * curStepSize * pixelSize.x, rotatedSampleDirection.y * curStepSize * pixelSize.y);\r\n vec2 newCoords = directionWithStep + tc;\r\n\r\n // do not repeat around the depth texture\r\n if(newCoords.x > 1.0 || newCoords.y > 1.0 || newCoords.x < 0.0 || newCoords.y < 0.0) {\r\n break;\r\n }\r\n\r\n db = readDepth(newCoords);\r\n float curLinearDepth = unfinalizeLinearDepth(db);\r\n float curNonLinearDepth = computeNonLinearDepth(db);\r\n vec3 curViewPos = computePositionFromDepth(newCoords, curNonLinearDepth).xyz;\r\n vec3 diffVec = curViewPos.xyz - viewPos.xyz;\r\n float zLength = abs(curLinearDepth - linearDepth);\r\n\r\n float dotVal = clamp(dot(viewNormal, normalize(diffVec)), 0.0, 1.0);\r\n float weight = smoothstep(0.0, 1.0, zLengthCap / zLength);\r\n\r\n if (dotVal < bias) {\r\n dotVal = 0.0;\r\n }\r\n\r\n curOcclusion = max(curOcclusion, dotVal * weight);\r\n curStepSize += texelStepSize;\r\n }\r\n tOcclusion += curOcclusion;\r\n }\r\n\r\n float distanceFadeFactor = kFrustumType_Perspective == u_frustum.z ? 1.0 - pow(clamp(nonLinearDepth / u_maxDistance, 0.0, 1.0), 4.0) : 1.0;\r\n tOcclusion *= distanceFadeFactor;\r\n\r\n tOcclusion /= 4.0;\r\n tOcclusion = 1.0 - clamp(tOcclusion, 0.0, 1.0);\r\n tOcclusion = pow(tOcclusion, intensity);\r\n\r\n return vec4(tOcclusion, tOcclusion, tOcclusion, 1.0);\r\n`;\r\n\r\nconst computePositionFromDepth = `\r\nvec4 computePositionFromDepth(vec2 tc, float nonLinearDepth) {\r\n if (kFrustumType_Perspective == u_frustum.z) {\r\n vec2 xy = vec2((tc.x * 2.0 - 1.0), ((1.0 - tc.y) * 2.0 - 1.0));\r\n vec4 posEC = u_invProj * vec4(xy, nonLinearDepth, 1.0);\r\n posEC = posEC / posEC.w;\r\n return posEC;\r\n } else {\r\n float top = u_frustumPlanes.x;\r\n float bottom = u_frustumPlanes.y;\r\n float left = u_frustumPlanes.z;\r\n float right = u_frustumPlanes.w;\r\n return vec4(mix(left, right, tc.x), mix(bottom, top, tc.y), nonLinearDepth, 1.0);\r\n }\r\n}\r\n`;\r\n\r\nconst computeNormalFromDepth = `\r\nvec3 computeNormalFromDepth(vec3 viewPos, vec2 tc, vec2 pixelSize) {\r\n float nonLinearDepthU = computeNonLinearDepth(readDepth(tc - vec2(0.0, pixelSize.y)));\r\n float nonLinearDepthD = computeNonLinearDepth(readDepth(tc + vec2(0.0, pixelSize.y)));\r\n float nonLinearDepthL = computeNonLinearDepth(readDepth(tc - vec2(pixelSize.x, 0.0)));\r\n float nonLinearDepthR = computeNonLinearDepth(readDepth(tc + vec2(pixelSize.x, 0.0)));\r\n\r\n vec3 viewPosUp = computePositionFromDepth(tc - vec2(0.0, pixelSize.y), nonLinearDepthU).xyz;\r\n vec3 viewPosDown = computePositionFromDepth(tc + vec2(0.0, pixelSize.y), nonLinearDepthD).xyz;\r\n vec3 viewPosLeft = computePositionFromDepth(tc - vec2(pixelSize.x, 0.0), nonLinearDepthL).xyz;\r\n vec3 viewPosRight = computePositionFromDepth(tc + vec2(pixelSize.x, 0.0), nonLinearDepthR).xyz;\r\n\r\n vec3 up = viewPos.xyz - viewPosUp.xyz;\r\n vec3 down = viewPosDown.xyz - viewPos.xyz;\r\n vec3 left = viewPos.xyz - viewPosLeft.xyz;\r\n vec3 right = viewPosRight.xyz - viewPos.xyz;\r\n\r\n vec3 dx = length(left) < length(right) ? left : right;\r\n vec3 dy = length(up) < length(down) ? up : down;\r\n\r\n return normalize(cross(dy, dx));\r\n}\r\n`;\r\n\r\nconst computeNonLinearDepthPB = `\r\nfloat computeNonLinearDepth(float linearDepth) {\r\n return mix(u_frustum.y, u_frustum.x, linearDepth);\r\n}\r\n`;\r\nconst computeNonLinearDepthDB = `\r\nfloat computeNonLinearDepth(float depth) {\r\n return 0.0 == u_logZ.x ? depth * u_logZ.y : exp(depth * u_logZ.y) / u_logZ.x;\r\n}\r\n`;\r\n\r\nconst readDepthPB = `\r\nfloat readDepth(vec2 tc) {\r\n return readDepthAndOrder(tc).y;\r\n}\r\n`;\r\nconst readDepthDB = `\r\nfloat readDepth(vec2 tc) {\r\n return TEXTURE(u_depthBuffer, tc).r;\r\n}\r\n`;\r\nconst unfinalizeLinearDepthDB = `\r\n float unfinalizeLinearDepth(float depth) {\r\n float eyeZ = 0.0 == u_logZ.x ? depth * u_logZ.y : exp(depth * u_logZ.y) / u_logZ.x;\r\n float near = u_frustum.x, far = u_frustum.y;\r\n float depthRange = far - near;\r\n float linearDepth = (eyeZ - near) / depthRange;\r\n return 1.0 - linearDepth;\r\n }\r\n`;\r\n\r\nfunction _shouldUseDB() {\r\n return System.instance.supportsLogZBuffer;\r\n}\r\n\r\n/** @internal */\r\nexport function createAmbientOcclusionProgram(context: WebGL2RenderingContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n const frag = builder.frag;\r\n const shouldUseDB = _shouldUseDB();\r\n\r\n addWindowToTexCoords(frag);\r\n frag.addFunction(decodeDepthRgb);\r\n frag.addFunction(readDepthAndOrder);\r\n\r\n if (shouldUseDB) {\r\n frag.addFunction(unfinalizeLinearDepthDB);\r\n frag.addFunction(computeNonLinearDepthDB);\r\n frag.addFunction(readDepthDB);\r\n } else {\r\n frag.addDefine(\"unfinalizeLinearDepth\", \"\");\r\n frag.addFunction(computeNonLinearDepthPB);\r\n frag.addFunction(readDepthPB);\r\n }\r\n\r\n frag.addFunction(computePositionFromDepth);\r\n frag.addFunction(computeNormalFromDepth);\r\n addRenderOrderConstants(frag);\r\n\r\n if (shouldUseDB)\r\n frag.addUniform(\"u_logZ\", VariableType.Vec2, (prog) => {\r\n prog.addProgramUniform(\"u_logZ\", (uniform, params) => {\r\n uniform.setUniform2fv(params.target.uniforms.frustum.logZ);\r\n });\r\n });\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, shouldUseDB ?\r\n computeAmbientOcclusionPrefixDB + computeAmbientOcclusion :\r\n computeAmbientOcclusionPrefixPB + computeAmbientOcclusion);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_pickDepthAndOrder\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_pickDepthAndOrder\", (uniform, params) => {\r\n const geom = params.geometry as AmbientOcclusionGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.depthAndOrder, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n if (shouldUseDB)\r\n frag.addUniform(\"u_depthBuffer\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_depthBuffer\", (uniform, params) => {\r\n const geom = params.geometry as AmbientOcclusionGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.depth, TextureUnit.Two);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_noise\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_noise\", (uniform, params) => {\r\n const geom = params.geometry as AmbientOcclusionGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.noise, TextureUnit.One);\r\n });\r\n });\r\n\r\n addFrustum(builder);\r\n addViewport(frag);\r\n\r\n frag.addUniform(\"u_invProj\", VariableType.Mat4, (prog) => {\r\n prog.addProgramUniform(\"u_invProj\", (uniform, params) => {\r\n const invProj = params.projectionMatrix.clone();\r\n invProj.invert();\r\n uniform.setMatrix4(invProj);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_frustumPlanes\", VariableType.Vec4, (prog) => {\r\n prog.addProgramUniform(\"u_frustumPlanes\", (uniform, params) => {\r\n uniform.setUniform4fv(params.target.uniforms.frustum.planes);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_hbaoSettings\", VariableType.Vec4, (prog) => {\r\n prog.addProgramUniform(\"u_hbaoSettings\", (uniform, params) => {\r\n const hbaoSettings = new Float32Array([\r\n params.target.ambientOcclusionSettings.bias,\r\n params.target.ambientOcclusionSettings.zLengthCap,\r\n params.target.ambientOcclusionSettings.intensity,\r\n params.target.ambientOcclusionSettings.texelStepSize]);\r\n uniform.setUniform4fv(hbaoSettings);\r\n });\r\n }, VariablePrecision.High);\r\n\r\n frag.addUniform(\"u_maxDistance\", VariableType.Float, (prog) => {\r\n prog.addProgramUniform(\"u_maxDistance\", (uniform, params) => {\r\n uniform.setUniform1f(params.target.ambientOcclusionSettings.maxDistance);\r\n });\r\n }, VariablePrecision.High);\r\n\r\n builder.vert.headerComment = \"//!V! AmbientOcclusion\";\r\n builder.frag.headerComment = \"//!F! AmbientOcclusion\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n"]}
@@ -19,7 +19,6 @@ export declare class B3dmReader extends GltfReader {
19
19
  private _batchTableLength;
20
20
  private _transformToRoot?;
21
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  private _batchTableJson?;
22
- private _idMap?;
23
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  private _pseudoRtcBias?;
24
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  private _batchIdRemap;
25
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  private _colors?;
@@ -1 +1 @@
1
- {"version":3,"file":"B3dmReader.d.ts","sourceRoot":"","sources":["../../../src/tile/B3dmReader.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,UAAU,EAAE,UAAU,EAAa,MAAM,qBAAqB,CAAC;AACxE,OAAO,EAAE,OAAO,EAAE,SAAS,EAAY,MAAM,sBAAsB,CAAC;AACpE,OAAO,EAAwB,mBAAmB,EAAyC,MAAM,oBAAoB,CAAC;AACtH,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AACvD,OAAO,EAAE,IAAI,EAAE,MAAM,0CAA0C,CAAC;AAChE,OAAO,EAAE,YAAY,EAAE,MAAM,wBAAwB,CAAC;AACtD,OAAO,EAAgB,iBAAiB,EAAE,MAAM,2BAA2B,CAAC;AAC5E,OAAO,EACL,gBAAgB,EAAkB,UAAU,EAAmB,gBAAgB,EAAE,mBAAmB,EACrG,MAAM,YAAY,CAAC;AAEpB;;;GAGG;AACH,qBAAa,UAAW,SAAQ,UAAU;IAsCtC,OAAO,CAAC,MAAM;IAAuB,OAAO,CAAC,OAAO;IAAW,OAAO,CAAC,iBAAiB;IAAU,OAAO,CAAC,gBAAgB,CAAC;IAAa,OAAO,CAAC,eAAe,CAAC;IAC3H,OAAO,CAAC,MAAM,CAAC;IAAoB,OAAO,CAAC,cAAc,CAAC;IAtCjG,OAAO,CAAC,aAAa,CAA6B;IAClD,OAAO,CAAC,OAAO,CAAC,CAAgB;IAChC,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAa;WAExB,MAAM,CAAC,MAAM,EAAE,UAAU,EAAE,MAAM,EAAE,gBAAgB,EAAE,OAAO,EAAE,UAAU,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,mBAAmB,EAC/H,MAAM,EAAE,YAAY,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,eAAe,CAAC,EAAE,SAAS,EACzG,UAAU,CAAC,EAAE,mBAAmB,EAAE,KAAK,CAAC,EAAE,gBAAgB,EAAE,mBAAmB,UAAM,GAAG,UAAU,GAAG,SAAS;IA8BhH,OAAO;IAUM,IAAI,IAAI,OAAO,CAAC,gBAAgB,CAAC;cAiF3B,cAAc,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,iBAAiB;CA+BtE"}
1
+ {"version":3,"file":"B3dmReader.d.ts","sourceRoot":"","sources":["../../../src/tile/B3dmReader.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,UAAU,EAAE,UAAU,EAAa,MAAM,qBAAqB,CAAC;AACxE,OAAO,EAAE,OAAO,EAAE,SAAS,EAAY,MAAM,sBAAsB,CAAC;AACpE,OAAO,EAAwB,mBAAmB,EAAyC,MAAM,oBAAoB,CAAC;AACtH,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AACvD,OAAO,EAAE,IAAI,EAAE,MAAM,0CAA0C,CAAC;AAChE,OAAO,EAAE,YAAY,EAAE,MAAM,wBAAwB,CAAC;AACtD,OAAO,EAAgB,iBAAiB,EAAE,MAAM,2BAA2B,CAAC;AAC5E,OAAO,EACL,gBAAgB,EAAkB,UAAU,EAAmB,gBAAgB,EAAE,mBAAmB,EACrG,MAAM,YAAY,CAAC;AAEpB;;;GAGG;AACH,qBAAa,UAAW,SAAQ,UAAU;IAsCtC,OAAO,CAAC,MAAM;IAAuB,OAAO,CAAC,OAAO;IAAW,OAAO,CAAC,iBAAiB;IAAU,OAAO,CAAC,gBAAgB,CAAC;IAAa,OAAO,CAAC,eAAe,CAAC;IAChG,OAAO,CAAC,cAAc,CAAC;IAtCzF,OAAO,CAAC,aAAa,CAA6B;IAClD,OAAO,CAAC,OAAO,CAAC,CAAgB;IAChC,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAa;WAExB,MAAM,CAAC,MAAM,EAAE,UAAU,EAAE,MAAM,EAAE,gBAAgB,EAAE,OAAO,EAAE,UAAU,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,mBAAmB,EAC/H,MAAM,EAAE,YAAY,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,eAAe,CAAC,EAAE,SAAS,EACzG,UAAU,CAAC,EAAE,mBAAmB,EAAE,KAAK,CAAC,EAAE,gBAAgB,EAAE,mBAAmB,UAAM,GAAG,UAAU,GAAG,SAAS;IA8BhH,OAAO;IAUM,IAAI,IAAI,OAAO,CAAC,gBAAgB,CAAC;cAiF3B,cAAc,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,iBAAiB;CA+BtE"}
@@ -43,14 +43,13 @@ export class B3dmReader extends GltfReader {
43
43
  constructor(props, iModel, modelId, is3d, system, _range, _isLeaf, _batchTableLength, _transformToRoot, _batchTableJson, shouldAbort, _idMap, _pseudoRtcBias, deduplicateVertices = false) {
44
44
  super({
45
45
  props, iModel, system, shouldAbort, deduplicateVertices,
46
- is2d: !is3d,
46
+ is2d: !is3d, idMap: _idMap,
47
47
  });
48
48
  this._range = _range;
49
49
  this._isLeaf = _isLeaf;
50
50
  this._batchTableLength = _batchTableLength;
51
51
  this._transformToRoot = _transformToRoot;
52
52
  this._batchTableJson = _batchTableJson;
53
- this._idMap = _idMap;
54
53
  this._pseudoRtcBias = _pseudoRtcBias;
55
54
  this._batchIdRemap = new Map();
56
55
  this._modelId = modelId;
@@ -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 { ByteStream, Id64String, JsonUtils } from \"@itwin/core-bentley\";\r\nimport { Point3d, Transform, Vector3d } from \"@itwin/core-geometry\";\r\nimport { B3dmHeader, ColorDef, ElementAlignedBox3d, Feature, FeatureTable, TileReadStatus } from \"@itwin/core-common\";\r\nimport { IModelConnection } from \"../IModelConnection\";\r\nimport { Mesh } from \"../render/primitives/mesh/MeshPrimitives\";\r\nimport { RenderSystem } from \"../render/RenderSystem\";\r\nimport { GltfDataType, GltfMeshPrimitive } from \"../common/gltf/GltfSchema\";\r\nimport {\r\n BatchedTileIdMap, GltfBufferData, GltfReader, GltfReaderProps, GltfReaderResult, ShouldAbortReadGltf,\r\n} from \"./internal\";\r\n\r\n/**\r\n * Deserializes a tile in [b3dm](https://github.com/AnalyticalGraphicsInc/3d-tiles/tree/master/specification/TileFormats/Batched3DModel) format.\r\n * @internal\r\n */\r\nexport class B3dmReader extends GltfReader {\r\n private _batchIdRemap = new Map<number, number>();\r\n private _colors?: Array<number>;\r\n private readonly _modelId: Id64String;\r\n\r\n public static create(stream: ByteStream, iModel: IModelConnection, modelId: Id64String, is3d: boolean, range: ElementAlignedBox3d,\r\n system: RenderSystem, yAxisUp: boolean, isLeaf: boolean, tileCenter: Point3d, transformToRoot?: Transform,\r\n isCanceled?: ShouldAbortReadGltf, idMap?: BatchedTileIdMap, deduplicateVertices=false): B3dmReader | undefined {\r\n const header = new B3dmHeader(stream);\r\n if (!header.isValid)\r\n return undefined;\r\n\r\n let returnToCenterTransform, pseudoRtcBias;\r\n if (header.featureTableJson && Array.isArray(header.featureTableJson.RTC_CENTER)) {\r\n returnToCenterTransform = Transform.createTranslationXYZ(header.featureTableJson.RTC_CENTER[0], header.featureTableJson.RTC_CENTER[1], header.featureTableJson.RTC_CENTER[2]);\r\n } else {\r\n /**\r\n * This is a workaround for tiles generated by\r\n * context capture which have a large offset from the tileset origin that exceeds the\r\n * capacity of 32 bit integers. It is essentially an ad hoc RTC applied at read time only if the tile is far from the\r\n * origin and there is no RTC supplied either with the B3DM of the GLTF.\r\n * as the vertices are supplied in a quantized format, applying the RTC bias to\r\n * quantization origin will make these tiles work correctly.\r\n */\r\n pseudoRtcBias = Vector3d.create(tileCenter.x, tileCenter.y, tileCenter.z);\r\n }\r\n\r\n if (undefined !== returnToCenterTransform)\r\n transformToRoot = transformToRoot ? transformToRoot.multiplyTransformTransform(returnToCenterTransform) : returnToCenterTransform;\r\n\r\n const props = GltfReaderProps.create(stream.nextBytes(header.length - stream.curPos), yAxisUp);\r\n const batchTableLength = header.featureTableJson ? JsonUtils.asInt(header.featureTableJson.BATCH_LENGTH, 0) : 0;\r\n\r\n return undefined !== props ? new B3dmReader(props, iModel, modelId, is3d, system, range, isLeaf, batchTableLength,\r\n transformToRoot, header.batchTableJson, isCanceled, idMap, pseudoRtcBias, deduplicateVertices) : undefined;\r\n }\r\n\r\n private constructor(props: GltfReaderProps, iModel: IModelConnection, modelId: Id64String, is3d: boolean, system: RenderSystem,\r\n private _range: ElementAlignedBox3d, private _isLeaf: boolean, private _batchTableLength: number, private _transformToRoot?: Transform, private _batchTableJson?: any\r\n , shouldAbort?: ShouldAbortReadGltf, private _idMap?: BatchedTileIdMap, private _pseudoRtcBias?: Vector3d, deduplicateVertices=false) {\r\n super({\r\n props, iModel, system, shouldAbort, deduplicateVertices,\r\n is2d: !is3d,\r\n });\r\n this._modelId = modelId;\r\n }\r\n\r\n public async read(): Promise<GltfReaderResult> {\r\n // NB: For reality models with no batch table, we want the model ID in the feature table\r\n const featureTable: FeatureTable = new FeatureTable(this._batchTableLength ? this._batchTableLength : 1, this._modelId, this._type);\r\n if (this._batchTableLength > 0 && this._idMap !== undefined && this._batchTableJson !== undefined) {\r\n if (this._batchTableJson.extensions && this._batchTableJson.extensions[\"3DTILES_batch_table_hierarchy\"]) {\r\n const hierarchy = this._batchTableJson.extensions[\"3DTILES_batch_table_hierarchy\"];\r\n const { classIds, classes, parentIds, parentCounts, instancesLength } = hierarchy;\r\n if (classes !== undefined && classIds !== undefined && instancesLength !== 0) {\r\n const classCounts = new Array<number>(classes.length);\r\n classCounts.fill(0);\r\n const classIndexes = new Uint16Array(instancesLength);\r\n for (let i = 0; i < instancesLength; ++i) {\r\n const classId = classIds[i];\r\n classIndexes[i] = classCounts[classId]++;\r\n }\r\n\r\n let parentMap: [][] | undefined;\r\n if (parentIds) {\r\n parentMap = new Array<[]>();\r\n for (let i = 0, parentIndex = 0; i < instancesLength; i++) {\r\n const parentCount = parentCounts === undefined ? 1 : parentCounts[i];\r\n parentMap[i] = parentIds.slice(parentIndex, parentIndex += parentCount);\r\n }\r\n }\r\n\r\n const getProperties = (instance: any, instanceIndex: number) => {\r\n const classId = classIds[instanceIndex];\r\n const instanceClass = classes[classId];\r\n const instances = instanceClass.instances;\r\n const indexInClass = classIndexes[instanceIndex];\r\n for (const key in instances) { // eslint-disable-line guard-for-in\r\n const value = instances[key][indexInClass];\r\n if (value !== undefined && value !== null)\r\n instance[key] = value;\r\n }\r\n if (parentIds !== undefined) {\r\n const thisParents = parentMap![instanceIndex];\r\n for (const parentId of thisParents) {\r\n if (parentId !== instanceIndex)\r\n getProperties(instance, parentId);\r\n }\r\n }\r\n };\r\n for (let batchId = 0; batchId < instancesLength; batchId++) {\r\n const instance: any = {};\r\n getProperties(instance, batchId);\r\n this._batchIdRemap.set(batchId, featureTable.insert(new Feature(this._idMap.getBatchId(instance))));\r\n const cesiumColor = instance[\"cesium#color\"];\r\n if (undefined !== cesiumColor) {\r\n if (!this._colors) {\r\n this._colors = new Array<number>(instancesLength);\r\n this._colors.fill(ColorDef.white.tbgr);\r\n }\r\n this._colors[batchId] = ColorDef.create(cesiumColor).tbgr;\r\n }\r\n }\r\n }\r\n } else {\r\n for (let i = 0; i < this._batchTableLength; i++) {\r\n const feature: any = {};\r\n for (const key in this._batchTableJson) // eslint-disable-line guard-for-in\r\n feature[key] = this._batchTableJson[key][i];\r\n\r\n this._batchIdRemap.set(i, featureTable.insert(new Feature(this._idMap.getBatchId(feature))));\r\n }\r\n }\r\n }\r\n\r\n if (featureTable.isEmpty) {\r\n this._batchIdRemap.set(0, 0);\r\n const feature = new Feature(this._modelId);\r\n featureTable.insert(feature);\r\n }\r\n\r\n await this.resolveResources();\r\n if (this._isCanceled)\r\n return { readStatus: TileReadStatus.Canceled, isLeaf: this._isLeaf };\r\n\r\n return this.readGltfAndCreateGraphics(this._isLeaf, featureTable, this._range, this._transformToRoot, this._pseudoRtcBias);\r\n }\r\n\r\n protected override readBatchTable(mesh: Mesh, json: GltfMeshPrimitive) {\r\n if (mesh.features !== undefined) {\r\n if (this._batchTableLength > 0 && undefined !== this._batchTableJson && undefined !== json.attributes) {\r\n const view = this.getBufferView(json.attributes, \"_BATCHID\");\r\n let batchIds: undefined | GltfBufferData;\r\n if (undefined !== view && (undefined !== (batchIds = view.toBufferData(GltfDataType.UInt32)) || undefined !== (batchIds = view.toBufferData(GltfDataType.Float)))) {\r\n const indices = [];\r\n const { colors, colorMap } = mesh;\r\n let colorRemap: Uint32Array | undefined;\r\n if (this._colors && this._colors.length === this._batchTableLength) {\r\n colorRemap = new Uint32Array(this._batchTableLength);\r\n\r\n for (let i = 0; i < this._batchTableLength; i++)\r\n colorRemap[i] = colorMap.insert(this._colors[i]);\r\n }\r\n\r\n for (let i = 0; i < batchIds.count; i++) {\r\n const batchId = batchIds.buffer[i * view.stride];\r\n const remapId = this._batchIdRemap.get(batchId);\r\n indices.push(remapId === undefined ? 0 : remapId);\r\n if (colorRemap)\r\n colors.push(colorRemap[batchId]);\r\n }\r\n mesh.features.setIndices(indices);\r\n\r\n }\r\n } else {\r\n mesh.features.add(new Feature(this._modelId), 1);\r\n }\r\n }\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Tiles\r\n */\r\n\r\nimport { ByteStream, Id64String, JsonUtils } from \"@itwin/core-bentley\";\r\nimport { Point3d, Transform, Vector3d } from \"@itwin/core-geometry\";\r\nimport { B3dmHeader, ColorDef, ElementAlignedBox3d, Feature, FeatureTable, TileReadStatus } from \"@itwin/core-common\";\r\nimport { IModelConnection } from \"../IModelConnection\";\r\nimport { Mesh } from \"../render/primitives/mesh/MeshPrimitives\";\r\nimport { RenderSystem } from \"../render/RenderSystem\";\r\nimport { GltfDataType, GltfMeshPrimitive } from \"../common/gltf/GltfSchema\";\r\nimport {\r\n BatchedTileIdMap, GltfBufferData, GltfReader, GltfReaderProps, GltfReaderResult, ShouldAbortReadGltf,\r\n} from \"./internal\";\r\n\r\n/**\r\n * Deserializes a tile in [b3dm](https://github.com/AnalyticalGraphicsInc/3d-tiles/tree/master/specification/TileFormats/Batched3DModel) format.\r\n * @internal\r\n */\r\nexport class B3dmReader extends GltfReader {\r\n private _batchIdRemap = new Map<number, number>();\r\n private _colors?: Array<number>;\r\n private readonly _modelId: Id64String;\r\n\r\n public static create(stream: ByteStream, iModel: IModelConnection, modelId: Id64String, is3d: boolean, range: ElementAlignedBox3d,\r\n system: RenderSystem, yAxisUp: boolean, isLeaf: boolean, tileCenter: Point3d, transformToRoot?: Transform,\r\n isCanceled?: ShouldAbortReadGltf, idMap?: BatchedTileIdMap, deduplicateVertices=false): B3dmReader | undefined {\r\n const header = new B3dmHeader(stream);\r\n if (!header.isValid)\r\n return undefined;\r\n\r\n let returnToCenterTransform, pseudoRtcBias;\r\n if (header.featureTableJson && Array.isArray(header.featureTableJson.RTC_CENTER)) {\r\n returnToCenterTransform = Transform.createTranslationXYZ(header.featureTableJson.RTC_CENTER[0], header.featureTableJson.RTC_CENTER[1], header.featureTableJson.RTC_CENTER[2]);\r\n } else {\r\n /**\r\n * This is a workaround for tiles generated by\r\n * context capture which have a large offset from the tileset origin that exceeds the\r\n * capacity of 32 bit integers. It is essentially an ad hoc RTC applied at read time only if the tile is far from the\r\n * origin and there is no RTC supplied either with the B3DM of the GLTF.\r\n * as the vertices are supplied in a quantized format, applying the RTC bias to\r\n * quantization origin will make these tiles work correctly.\r\n */\r\n pseudoRtcBias = Vector3d.create(tileCenter.x, tileCenter.y, tileCenter.z);\r\n }\r\n\r\n if (undefined !== returnToCenterTransform)\r\n transformToRoot = transformToRoot ? transformToRoot.multiplyTransformTransform(returnToCenterTransform) : returnToCenterTransform;\r\n\r\n const props = GltfReaderProps.create(stream.nextBytes(header.length - stream.curPos), yAxisUp);\r\n const batchTableLength = header.featureTableJson ? JsonUtils.asInt(header.featureTableJson.BATCH_LENGTH, 0) : 0;\r\n\r\n return undefined !== props ? new B3dmReader(props, iModel, modelId, is3d, system, range, isLeaf, batchTableLength,\r\n transformToRoot, header.batchTableJson, isCanceled, idMap, pseudoRtcBias, deduplicateVertices) : undefined;\r\n }\r\n\r\n private constructor(props: GltfReaderProps, iModel: IModelConnection, modelId: Id64String, is3d: boolean, system: RenderSystem,\r\n private _range: ElementAlignedBox3d, private _isLeaf: boolean, private _batchTableLength: number, private _transformToRoot?: Transform, private _batchTableJson?: any\r\n , shouldAbort?: ShouldAbortReadGltf, _idMap?: BatchedTileIdMap, private _pseudoRtcBias?: Vector3d, deduplicateVertices=false) {\r\n super({\r\n props, iModel, system, shouldAbort, deduplicateVertices,\r\n is2d: !is3d, idMap: _idMap,\r\n });\r\n this._modelId = modelId;\r\n }\r\n\r\n public async read(): Promise<GltfReaderResult> {\r\n // NB: For reality models with no batch table, we want the model ID in the feature table\r\n const featureTable: FeatureTable = new FeatureTable(this._batchTableLength ? this._batchTableLength : 1, this._modelId, this._type);\r\n if (this._batchTableLength > 0 && this._idMap !== undefined && this._batchTableJson !== undefined) {\r\n if (this._batchTableJson.extensions && this._batchTableJson.extensions[\"3DTILES_batch_table_hierarchy\"]) {\r\n const hierarchy = this._batchTableJson.extensions[\"3DTILES_batch_table_hierarchy\"];\r\n const { classIds, classes, parentIds, parentCounts, instancesLength } = hierarchy;\r\n if (classes !== undefined && classIds !== undefined && instancesLength !== 0) {\r\n const classCounts = new Array<number>(classes.length);\r\n classCounts.fill(0);\r\n const classIndexes = new Uint16Array(instancesLength);\r\n for (let i = 0; i < instancesLength; ++i) {\r\n const classId = classIds[i];\r\n classIndexes[i] = classCounts[classId]++;\r\n }\r\n\r\n let parentMap: [][] | undefined;\r\n if (parentIds) {\r\n parentMap = new Array<[]>();\r\n for (let i = 0, parentIndex = 0; i < instancesLength; i++) {\r\n const parentCount = parentCounts === undefined ? 1 : parentCounts[i];\r\n parentMap[i] = parentIds.slice(parentIndex, parentIndex += parentCount);\r\n }\r\n }\r\n\r\n const getProperties = (instance: any, instanceIndex: number) => {\r\n const classId = classIds[instanceIndex];\r\n const instanceClass = classes[classId];\r\n const instances = instanceClass.instances;\r\n const indexInClass = classIndexes[instanceIndex];\r\n for (const key in instances) { // eslint-disable-line guard-for-in\r\n const value = instances[key][indexInClass];\r\n if (value !== undefined && value !== null)\r\n instance[key] = value;\r\n }\r\n if (parentIds !== undefined) {\r\n const thisParents = parentMap![instanceIndex];\r\n for (const parentId of thisParents) {\r\n if (parentId !== instanceIndex)\r\n getProperties(instance, parentId);\r\n }\r\n }\r\n };\r\n for (let batchId = 0; batchId < instancesLength; batchId++) {\r\n const instance: any = {};\r\n getProperties(instance, batchId);\r\n this._batchIdRemap.set(batchId, featureTable.insert(new Feature(this._idMap.getBatchId(instance))));\r\n const cesiumColor = instance[\"cesium#color\"];\r\n if (undefined !== cesiumColor) {\r\n if (!this._colors) {\r\n this._colors = new Array<number>(instancesLength);\r\n this._colors.fill(ColorDef.white.tbgr);\r\n }\r\n this._colors[batchId] = ColorDef.create(cesiumColor).tbgr;\r\n }\r\n }\r\n }\r\n } else {\r\n for (let i = 0; i < this._batchTableLength; i++) {\r\n const feature: any = {};\r\n for (const key in this._batchTableJson) // eslint-disable-line guard-for-in\r\n feature[key] = this._batchTableJson[key][i];\r\n\r\n this._batchIdRemap.set(i, featureTable.insert(new Feature(this._idMap.getBatchId(feature))));\r\n }\r\n }\r\n }\r\n\r\n if (featureTable.isEmpty) {\r\n this._batchIdRemap.set(0, 0);\r\n const feature = new Feature(this._modelId);\r\n featureTable.insert(feature);\r\n }\r\n\r\n await this.resolveResources();\r\n if (this._isCanceled)\r\n return { readStatus: TileReadStatus.Canceled, isLeaf: this._isLeaf };\r\n\r\n return this.readGltfAndCreateGraphics(this._isLeaf, featureTable, this._range, this._transformToRoot, this._pseudoRtcBias);\r\n }\r\n\r\n protected override readBatchTable(mesh: Mesh, json: GltfMeshPrimitive) {\r\n if (mesh.features !== undefined) {\r\n if (this._batchTableLength > 0 && undefined !== this._batchTableJson && undefined !== json.attributes) {\r\n const view = this.getBufferView(json.attributes, \"_BATCHID\");\r\n let batchIds: undefined | GltfBufferData;\r\n if (undefined !== view && (undefined !== (batchIds = view.toBufferData(GltfDataType.UInt32)) || undefined !== (batchIds = view.toBufferData(GltfDataType.Float)))) {\r\n const indices = [];\r\n const { colors, colorMap } = mesh;\r\n let colorRemap: Uint32Array | undefined;\r\n if (this._colors && this._colors.length === this._batchTableLength) {\r\n colorRemap = new Uint32Array(this._batchTableLength);\r\n\r\n for (let i = 0; i < this._batchTableLength; i++)\r\n colorRemap[i] = colorMap.insert(this._colors[i]);\r\n }\r\n\r\n for (let i = 0; i < batchIds.count; i++) {\r\n const batchId = batchIds.buffer[i * view.stride];\r\n const remapId = this._batchIdRemap.get(batchId);\r\n indices.push(remapId === undefined ? 0 : remapId);\r\n if (colorRemap)\r\n colors.push(colorRemap[batchId]);\r\n }\r\n mesh.features.setIndices(indices);\r\n\r\n }\r\n } else {\r\n mesh.features.add(new Feature(this._modelId), 1);\r\n }\r\n }\r\n }\r\n}\r\n"]}
@@ -9,7 +9,7 @@ import { InstancedGraphicParams } from "../render/InstancedGraphicParams";
9
9
  import { Mesh } from "../render/primitives/mesh/MeshPrimitives";
10
10
  import { RenderGraphic } from "../render/RenderGraphic";
11
11
  import { RenderSystem } from "../render/RenderSystem";
12
- import { RealityTileGeometry, TileContent } from "./internal";
12
+ import { BatchedTileIdMap, RealityTileGeometry, TileContent } from "./internal";
13
13
  import { DisplayParams } from "../common/render/primitives/DisplayParams";
14
14
  import { PointCloudArgs } from "../render/primitives/PointCloudPrimitive";
15
15
  import { TextureImageSource } from "../common/render/TextureParams";
@@ -127,6 +127,20 @@ export interface GltfReaderArgs {
127
127
  * Reality meshes are simpler but do not support some features like lighting.
128
128
  */
129
129
  vertexTableRequired?: boolean;
130
+ /** A table structure to store the Gltf structural metadata if present.
131
+ */
132
+ idMap?: BatchedTileIdMap;
133
+ }
134
+ interface StructuralMetadataTableEntries {
135
+ name: string;
136
+ values: any[];
137
+ }
138
+ interface StructuralMetadataTable {
139
+ name: string;
140
+ entries: StructuralMetadataTableEntries[];
141
+ }
142
+ interface StructuralMetadata {
143
+ tables: StructuralMetadataTable[];
130
144
  }
131
145
  /** Deserializes [glTF](https://www.khronos.org/gltf/).
132
146
  * @internal
@@ -149,6 +163,10 @@ export declare abstract class GltfReader {
149
163
  private readonly _resolvedTextures;
150
164
  private readonly _dracoMeshes;
151
165
  private _containsPointCloud;
166
+ protected _instanceFeatures: Feature[];
167
+ protected _instanceElementIdToFeatureId: Map<string, number>;
168
+ protected _structuralMetadata?: StructuralMetadata;
169
+ protected readonly _idMap?: BatchedTileIdMap;
152
170
  protected get _nodes(): GltfDictionary<GltfNode>;
153
171
  protected get _meshes(): GltfDictionary<GltfMesh>;
154
172
  protected get _accessors(): GltfDictionary<GltfAccessor>;
@@ -288,6 +306,8 @@ export interface ReadGltfGraphicsArgs {
288
306
  transform?: Transform;
289
307
  /** @alpha */
290
308
  hasChildren?: boolean;
309
+ /** @internal */
310
+ idMap?: BatchedTileIdMap;
291
311
  }
292
312
  /** The output of [[readGltf]].
293
313
  * @public
@@ -332,7 +352,11 @@ export declare class GltfGraphicsReader extends GltfReader {
332
352
  readonly binaryData?: Uint8Array;
333
353
  constructor(props: GltfReaderProps, args: ReadGltfGraphicsArgs);
334
354
  protected get viewFlagOverrides(): ViewFlagOverrides;
355
+ private getGltfStructuralMetadataBuffer;
356
+ private getGltfStructuralMetadataPropertyValues;
357
+ private readGltfStructuralMetadata;
335
358
  read(): Promise<GltfReaderResult>;
359
+ get structuralMetadata(): StructuralMetadata | undefined;
336
360
  get nodes(): GltfDictionary<GltfNode>;
337
361
  get scenes(): GltfDictionary<GltfScene>;
338
362
  get sceneNodes(): GltfId[];
@@ -1 +1 @@
1
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@@ -263,6 +263,8 @@ function compareTextureKeys(lhs, rhs) {
263
263
  assert("number" === typeof lhs.id && "number" === typeof rhs.id);
264
264
  return compareNumbers(lhs.id, rhs.id);
265
265
  }
266
+ ;
267
+ ;
266
268
  /** Deserializes [glTF](https://www.khronos.org/gltf/).
267
269
  * @internal
268
270
  */
@@ -318,6 +320,12 @@ export class GltfReader {
318
320
  this._computedContentRange = contentRange = Range3d.createNull();
319
321
  else
320
322
  this._computedContentRange = undefined;
323
+ // Save feature table model id in case we need to recreate it after reading instances
324
+ const featureTableModelId = featureTable?.modelId;
325
+ // Flush feature table if instance features are used
326
+ if (this._structuralMetadata && this._glTF.extensionsUsed?.includes("EXT_instance_features") && this._idMap) {
327
+ featureTable = undefined;
328
+ }
321
329
  // ###TODO this looks like a hack? Why does it assume the first node's transform is special, or that the transform will be specified as a matrix instead of translation+rot+scale?
322
330
  if (this._returnToCenter || this._nodes[0]?.matrix || (pseudoRtcBias && pseudoRtcBias.magnitude() < 1.0E5))
323
331
  pseudoRtcBias = undefined;
@@ -330,6 +338,14 @@ export class GltfReader {
330
338
  if (node && TileReadStatus.Success !== (readStatus = this.readNodeAndCreateGraphics(renderGraphicList, node, featureTable, transformStack, instances, pseudoRtcBias)))
331
339
  return { readStatus, isLeaf };
332
340
  }
341
+ // Creates a feature table based on instance features
342
+ // The table must be created after reading instances, since the maximum number of features is not known until all instances have been read.
343
+ if (this._instanceFeatures.length > 0 && this._idMap) {
344
+ featureTable = new FeatureTable(this._instanceFeatures.length, featureTableModelId);
345
+ for (let instanceFeatureId = 0; instanceFeatureId < this._instanceFeatures.length; instanceFeatureId++) {
346
+ featureTable.insertWithIndex(this._instanceFeatures[instanceFeatureId], instanceFeatureId);
347
+ }
348
+ }
333
349
  if (0 === renderGraphicList.length)
334
350
  return { readStatus: TileReadStatus.InvalidTileData, isLeaf };
335
351
  let renderGraphic;
@@ -460,9 +476,67 @@ export class GltfReader {
460
476
  transforms[idx + 10] = tf.matrix.coffs[8];
461
477
  transforms[idx + 11] = tf.origin.z;
462
478
  }
463
- // ###TODO? The extension currently provides no way of specifying per-instance feature Ids.
464
- // For now, assume that if the feature table contains exactly one feature, all the instances belong to that feature.
465
- const featureIds = featureTable && featureTable.isUniform ? new Uint8Array(3 * count) : undefined;
479
+ let featureIds = ((featureTable && featureTable.isUniform)) ? new Uint8Array(3 * count) : undefined;
480
+ // Resolve instance features if the EXT_instance_features if present
481
+ const instanceFeaturesExt = node.extensions?.EXT_instance_features;
482
+ if (this._structuralMetadata && instanceFeaturesExt && this._idMap) {
483
+ if (!featureIds)
484
+ featureIds = new Uint8Array(3 * count);
485
+ // Resolve feature buffers before creating instance table
486
+ const featureBuffers = new Map();
487
+ for (const featureIdDesc of instanceFeaturesExt.featureIds) {
488
+ if (featureIdDesc.attribute !== undefined) {
489
+ const bufferView = this.getBufferView(ext.attributes, `_FEATURE_ID_${featureIdDesc.attribute}`);
490
+ if (bufferView) {
491
+ const bufferData = bufferView.toBufferData(bufferView.type)?.buffer;
492
+ if (bufferData) {
493
+ featureBuffers.set(featureIdDesc.attribute, bufferData);
494
+ }
495
+ }
496
+ }
497
+ }
498
+ for (let localInstanceId = 0; localInstanceId < count; localInstanceId++) {
499
+ const instanceProps = {};
500
+ for (const featureIdDesc of instanceFeaturesExt.featureIds) {
501
+ const table = this._structuralMetadata.tables[featureIdDesc.propertyTable];
502
+ instanceProps[table.name] = {};
503
+ // If the attribute is not defined, then the feature id corresponds to the instance id
504
+ if (featureIdDesc.attribute === undefined) {
505
+ for (const entries of table.entries) {
506
+ if (entries.values[localInstanceId] !== undefined) {
507
+ instanceProps[table.name][entries.name] = entries.values[localInstanceId];
508
+ }
509
+ }
510
+ }
511
+ else if (featureBuffers.has(featureIdDesc.attribute)) {
512
+ const featureBuffer = featureBuffers.get(featureIdDesc.attribute);
513
+ if (!featureBuffer) {
514
+ continue;
515
+ }
516
+ const featureId = featureBuffer[localInstanceId];
517
+ if (featureIdDesc.nullFeatureId !== undefined && featureId === featureIdDesc.nullFeatureId) {
518
+ continue;
519
+ }
520
+ for (const entries of table.entries) {
521
+ if (entries.values[featureId] !== undefined) {
522
+ instanceProps[table.name][entries.name] = entries.values[featureId];
523
+ }
524
+ }
525
+ }
526
+ }
527
+ const instanceElementId = this._idMap.getBatchId(instanceProps);
528
+ // If the element id is already assigned to a previous instance,
529
+ // reuse the previous feature id to avoid collision in the feature table
530
+ if (!this._instanceElementIdToFeatureId.has(instanceElementId)) {
531
+ this._instanceElementIdToFeatureId.set(instanceElementId, this._instanceFeatures.length);
532
+ this._instanceFeatures.push(new Feature(instanceElementId));
533
+ }
534
+ const instanceFeatureId = this._instanceElementIdToFeatureId.get(instanceElementId);
535
+ featureIds[localInstanceId * 3 + 0] = instanceFeatureId & 0xFF;
536
+ featureIds[localInstanceId * 3 + 1] = (instanceFeatureId >> 8) & 0xFF;
537
+ featureIds[localInstanceId * 3 + 2] = (instanceFeatureId >> 16) & 0xFF;
538
+ }
539
+ }
466
540
  return { count, transforms, transformCenter, featureIds };
467
541
  }
468
542
  readNodeAndCreateGraphics(renderGraphicList, node, featureTable, transformStack, batchInstances, pseudoRtcBias) {
@@ -641,6 +715,8 @@ export class GltfReader {
641
715
  this._resolvedTextures = new Dictionary((lhs, rhs) => compareTextureKeys(lhs, rhs));
642
716
  this._dracoMeshes = new Map();
643
717
  this._containsPointCloud = false;
718
+ this._instanceFeatures = [];
719
+ this._instanceElementIdToFeatureId = new Map();
644
720
  /** The glTF spec says that if GltfSampler.wrapS/T are omitted, they default to Repeat.
645
721
  * However, the reality data service serves tiles that lack any wrapS/T property, and we want those clamped to edge, not repeated.
646
722
  * (We also don't want to produce mip-maps for them, which is determined indirectly from the wrap mode).
@@ -678,6 +754,7 @@ export class GltfReader {
678
754
  if (!sceneNodes)
679
755
  sceneNodes = Object.keys(this._nodes);
680
756
  this._sceneNodes = sceneNodes;
757
+ this._idMap = args.idMap;
681
758
  }
682
759
  readBufferData(json, accessorName, type) {
683
760
  const view = this.getBufferView(json, accessorName);
@@ -1576,6 +1653,7 @@ export class GltfGraphicsReader extends GltfReader {
1576
1653
  props,
1577
1654
  iModel: args.iModel,
1578
1655
  vertexTableRequired: true,
1656
+ idMap: args.idMap,
1579
1657
  });
1580
1658
  this._contentRange = args.contentRange;
1581
1659
  this._transform = args.transform;
@@ -1593,10 +1671,168 @@ export class GltfGraphicsReader extends GltfReader {
1593
1671
  renderMode: RenderMode.SmoothShade,
1594
1672
  };
1595
1673
  }
1674
+ getGltfStructuralMetadataBuffer(id, type) {
1675
+ const bufferView = this._bufferViews[id];
1676
+ if (!bufferView || undefined === bufferView.buffer)
1677
+ return undefined;
1678
+ if (!bufferView.byteLength || bufferView.byteLength === 0) {
1679
+ return undefined;
1680
+ }
1681
+ const bufferData = this._buffers[bufferView.buffer]?.resolvedBuffer;
1682
+ if (!bufferData)
1683
+ return undefined;
1684
+ assert(undefined !== bufferView.byteLength); // required by spec; TypeScript interface is wrong.
1685
+ const byteOffset = bufferView.byteOffset ?? 0;
1686
+ const subarray = bufferData.slice(byteOffset, byteOffset + bufferView.byteLength);
1687
+ switch (type) {
1688
+ case "INT8":
1689
+ return new Int8Array(subarray.buffer, 0, bufferView.byteLength);
1690
+ case "UINT8":
1691
+ return new Uint8Array(subarray.buffer, 0, bufferView.byteLength);
1692
+ case "INT16":
1693
+ return new Int16Array(subarray.buffer, 0, bufferView.byteLength / 2);
1694
+ case "UINT16":
1695
+ return new Uint16Array(subarray.buffer, 0, bufferView.byteLength / 2);
1696
+ case "INT32":
1697
+ return new Int32Array(subarray.buffer, 0, bufferView.byteLength / 4);
1698
+ case "UINT32":
1699
+ return new Uint32Array(subarray.buffer, 0, bufferView.byteLength / 4);
1700
+ case "INT64":
1701
+ return new BigInt64Array(subarray.buffer, 0, bufferView.byteLength / 8);
1702
+ case "UINT64":
1703
+ return new BigUint64Array(subarray.buffer, 0, bufferView.byteLength / 8);
1704
+ case "FLOAT32":
1705
+ return new Float32Array(subarray.buffer, 0, bufferView.byteLength / 4);
1706
+ case "FLOAT64":
1707
+ return new Float64Array(subarray.buffer, 0, bufferView.byteLength / 8);
1708
+ }
1709
+ return undefined;
1710
+ }
1711
+ getGltfStructuralMetadataPropertyValues(property, classProperty, count) {
1712
+ // Not supported for now
1713
+ if (classProperty.type === "ENUM" || classProperty.type === "BOOLEAN") {
1714
+ return undefined;
1715
+ }
1716
+ let getPropertyValue;
1717
+ if (classProperty.type === "STRING" && property.stringOffsets) {
1718
+ const stringValues = this.getGltfStructuralMetadataBuffer(property.values, "UINT8");
1719
+ if (!stringValues) {
1720
+ return undefined;
1721
+ }
1722
+ const stringOffsets = this.getGltfStructuralMetadataBuffer(property.stringOffsets, "UINT32");
1723
+ if (!stringOffsets) {
1724
+ return undefined;
1725
+ }
1726
+ getPropertyValue = (index) => {
1727
+ const begin = stringOffsets[index];
1728
+ const end = stringOffsets[index + 1];
1729
+ return utf8ToString(stringValues.subarray(begin, end));
1730
+ };
1731
+ }
1732
+ else {
1733
+ if (!classProperty.componentType) {
1734
+ return undefined;
1735
+ }
1736
+ let numComponents = -1;
1737
+ switch (classProperty.type) {
1738
+ case "SCALAR":
1739
+ numComponents = 1;
1740
+ break;
1741
+ case "VEC2":
1742
+ numComponents = 2;
1743
+ break;
1744
+ case "VEC3":
1745
+ numComponents = 3;
1746
+ break;
1747
+ case "VEC4":
1748
+ numComponents = 4;
1749
+ break;
1750
+ case "MAT2":
1751
+ numComponents = 4;
1752
+ break;
1753
+ case "MAT3":
1754
+ numComponents = 9;
1755
+ break;
1756
+ case "MAT4":
1757
+ numComponents = 16;
1758
+ break;
1759
+ }
1760
+ if (numComponents === -1) {
1761
+ return undefined;
1762
+ }
1763
+ const values = this.getGltfStructuralMetadataBuffer(property.values, classProperty.componentType);
1764
+ if (!values) {
1765
+ return undefined;
1766
+ }
1767
+ if (numComponents === 1) {
1768
+ getPropertyValue = (index) => {
1769
+ return values[index];
1770
+ };
1771
+ }
1772
+ else {
1773
+ getPropertyValue = (index) => {
1774
+ const result = [];
1775
+ for (let i = 0; i < numComponents; i++) {
1776
+ result.push(values[index * numComponents + i]);
1777
+ }
1778
+ return result;
1779
+ };
1780
+ }
1781
+ }
1782
+ const propertyValues = [];
1783
+ for (let i = 0; i < count; i++) {
1784
+ const value = getPropertyValue(i);
1785
+ const propertyValue = (typeof value === "bigint") ? value.toString() : value;
1786
+ if (!classProperty.noData || propertyValue !== classProperty.noData) {
1787
+ propertyValues.push(propertyValue);
1788
+ }
1789
+ else {
1790
+ propertyValues.push(undefined);
1791
+ }
1792
+ }
1793
+ return propertyValues;
1794
+ }
1795
+ readGltfStructuralMetadata() {
1796
+ const propertyTables = this._glTF.extensions?.EXT_structural_metadata?.propertyTables;
1797
+ const schema = this._glTF.extensions?.EXT_structural_metadata?.schema;
1798
+ if (propertyTables && schema && schema.classes) {
1799
+ this._structuralMetadata = { tables: [] };
1800
+ for (const propertyTable of propertyTables) {
1801
+ if (!propertyTable.properties || !schema.classes) {
1802
+ continue;
1803
+ }
1804
+ const propertyTableSchema = schema.classes[propertyTable.class];
1805
+ if (!propertyTableSchema || !propertyTableSchema.properties) {
1806
+ continue;
1807
+ }
1808
+ const structuralMetadataTable = {
1809
+ name: propertyTableSchema.name ?? propertyTable.class,
1810
+ entries: [],
1811
+ };
1812
+ for (const [propertyName, property] of Object.entries(propertyTable.properties)) {
1813
+ const propertySchema = propertyTableSchema.properties[propertyName];
1814
+ if (!property || !propertySchema) {
1815
+ continue;
1816
+ }
1817
+ const propertyValues = this.getGltfStructuralMetadataPropertyValues(property, propertySchema, propertyTable.count);
1818
+ if (!propertyValues) {
1819
+ continue;
1820
+ }
1821
+ structuralMetadataTable.entries.push({
1822
+ name: propertySchema.name ?? propertyName,
1823
+ values: propertyValues,
1824
+ });
1825
+ }
1826
+ this._structuralMetadata.tables.push(structuralMetadataTable);
1827
+ }
1828
+ }
1829
+ }
1596
1830
  async read() {
1597
1831
  await this.resolveResources();
1832
+ this.readGltfStructuralMetadata();
1598
1833
  return this.readGltfAndCreateGraphics(this._isLeaf, this._featureTable, this._contentRange, this._transform);
1599
1834
  }
1835
+ get structuralMetadata() { return this._structuralMetadata; }
1600
1836
  get nodes() { return this._nodes; }
1601
1837
  get scenes() { return this._glTF.scenes ?? emptyDict; }
1602
1838
  get sceneNodes() { return this._sceneNodes; }