@itwin/core-frontend 4.8.0-dev.38 → 4.8.0-dev.39
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/lib/cjs/AccuSnap.d.ts +9 -0
- package/lib/cjs/AccuSnap.d.ts.map +1 -1
- package/lib/cjs/AccuSnap.js +11 -2
- package/lib/cjs/AccuSnap.js.map +1 -1
- package/lib/cjs/NoRenderApp.d.ts +2 -0
- package/lib/cjs/NoRenderApp.d.ts.map +1 -1
- package/lib/cjs/NoRenderApp.js +7 -0
- package/lib/cjs/NoRenderApp.js.map +1 -1
- package/lib/cjs/Viewport.d.ts +1 -3
- package/lib/cjs/Viewport.d.ts.map +1 -1
- package/lib/cjs/Viewport.js +1 -3
- package/lib/cjs/Viewport.js.map +1 -1
- package/lib/cjs/common/internal/render/EdgeParams.d.ts +1 -1
- package/lib/cjs/common/internal/render/EdgeParams.d.ts.map +1 -1
- package/lib/cjs/common/internal/render/EdgeParams.js.map +1 -1
- package/lib/cjs/common/internal/render/GraphicDescriptionBuilderImpl.d.ts.map +1 -1
- package/lib/cjs/common/internal/render/GraphicDescriptionBuilderImpl.js.map +1 -1
- package/lib/cjs/common/internal/render/MeshPrimitives.d.ts +7 -92
- package/lib/cjs/common/internal/render/MeshPrimitives.d.ts.map +1 -1
- package/lib/cjs/common/internal/render/MeshPrimitives.js +78 -93
- package/lib/cjs/common/internal/render/MeshPrimitives.js.map +1 -1
- package/lib/cjs/common/internal/render/PointStringParams.d.ts +1 -1
- package/lib/cjs/common/internal/render/PointStringParams.d.ts.map +1 -1
- package/lib/cjs/common/internal/render/PointStringParams.js.map +1 -1
- package/lib/cjs/common/internal/render/PolylineParams.d.ts +2 -1
- package/lib/cjs/common/internal/render/PolylineParams.d.ts.map +1 -1
- package/lib/cjs/common/internal/render/PolylineParams.js.map +1 -1
- package/lib/cjs/common/internal/render/VertexTableBuilder.d.ts +2 -1
- package/lib/cjs/common/internal/render/VertexTableBuilder.d.ts.map +1 -1
- package/lib/cjs/common/internal/render/VertexTableBuilder.js.map +1 -1
- package/lib/cjs/core-frontend.d.ts +2 -0
- package/lib/cjs/core-frontend.d.ts.map +1 -1
- package/lib/cjs/core-frontend.js +2 -0
- package/lib/cjs/core-frontend.js.map +1 -1
- package/lib/cjs/render/MeshArgs.d.ts +56 -0
- package/lib/cjs/render/MeshArgs.d.ts.map +1 -0
- package/lib/cjs/render/MeshArgs.js +10 -0
- package/lib/cjs/render/MeshArgs.js.map +1 -0
- package/lib/cjs/render/MockRender.d.ts +2 -0
- package/lib/cjs/render/MockRender.d.ts.map +1 -1
- package/lib/cjs/render/MockRender.js +4 -0
- package/lib/cjs/render/MockRender.js.map +1 -1
- package/lib/cjs/render/ParticleCollectionBuilder.js.map +1 -1
- package/lib/cjs/render/PolylineArgs.d.ts +31 -0
- package/lib/cjs/render/PolylineArgs.d.ts.map +1 -0
- package/lib/cjs/render/PolylineArgs.js +10 -0
- package/lib/cjs/render/PolylineArgs.js.map +1 -0
- package/lib/cjs/render/RenderSystem.d.ts +3 -1
- package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
- package/lib/cjs/render/RenderSystem.js.map +1 -1
- package/lib/cjs/render/RenderTarget.d.ts +48 -5
- package/lib/cjs/render/RenderTarget.d.ts.map +1 -1
- package/lib/cjs/render/RenderTarget.js +33 -5
- package/lib/cjs/render/RenderTarget.js.map +1 -1
- package/lib/cjs/render/webgl/Target.d.ts +2 -0
- package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Target.js +4 -0
- package/lib/cjs/render/webgl/Target.js.map +1 -1
- package/lib/cjs/tile/OPCFormatInterpreter.d.ts.map +1 -1
- package/lib/cjs/tile/OPCFormatInterpreter.js +7 -2
- package/lib/cjs/tile/OPCFormatInterpreter.js.map +1 -1
- package/lib/cjs/tools/ToolAdmin.d.ts.map +1 -1
- package/lib/cjs/tools/ToolAdmin.js +1 -0
- package/lib/cjs/tools/ToolAdmin.js.map +1 -1
- package/lib/esm/AccuSnap.d.ts +9 -0
- package/lib/esm/AccuSnap.d.ts.map +1 -1
- package/lib/esm/AccuSnap.js +11 -2
- package/lib/esm/AccuSnap.js.map +1 -1
- package/lib/esm/NoRenderApp.d.ts +2 -0
- package/lib/esm/NoRenderApp.d.ts.map +1 -1
- package/lib/esm/NoRenderApp.js +7 -0
- package/lib/esm/NoRenderApp.js.map +1 -1
- package/lib/esm/Viewport.d.ts +1 -3
- package/lib/esm/Viewport.d.ts.map +1 -1
- package/lib/esm/Viewport.js +1 -3
- package/lib/esm/Viewport.js.map +1 -1
- package/lib/esm/common/internal/render/EdgeParams.d.ts +1 -1
- package/lib/esm/common/internal/render/EdgeParams.d.ts.map +1 -1
- package/lib/esm/common/internal/render/EdgeParams.js.map +1 -1
- package/lib/esm/common/internal/render/GraphicDescriptionBuilderImpl.d.ts.map +1 -1
- package/lib/esm/common/internal/render/GraphicDescriptionBuilderImpl.js.map +1 -1
- package/lib/esm/common/internal/render/MeshPrimitives.d.ts +7 -92
- package/lib/esm/common/internal/render/MeshPrimitives.d.ts.map +1 -1
- package/lib/esm/common/internal/render/MeshPrimitives.js +75 -92
- package/lib/esm/common/internal/render/MeshPrimitives.js.map +1 -1
- package/lib/esm/common/internal/render/PointStringParams.d.ts +1 -1
- package/lib/esm/common/internal/render/PointStringParams.d.ts.map +1 -1
- package/lib/esm/common/internal/render/PointStringParams.js.map +1 -1
- package/lib/esm/common/internal/render/PolylineParams.d.ts +2 -1
- package/lib/esm/common/internal/render/PolylineParams.d.ts.map +1 -1
- package/lib/esm/common/internal/render/PolylineParams.js.map +1 -1
- package/lib/esm/common/internal/render/VertexTableBuilder.d.ts +2 -1
- package/lib/esm/common/internal/render/VertexTableBuilder.d.ts.map +1 -1
- package/lib/esm/common/internal/render/VertexTableBuilder.js.map +1 -1
- package/lib/esm/core-frontend.d.ts +2 -0
- package/lib/esm/core-frontend.d.ts.map +1 -1
- package/lib/esm/core-frontend.js +2 -0
- package/lib/esm/core-frontend.js.map +1 -1
- package/lib/esm/render/MeshArgs.d.ts +56 -0
- package/lib/esm/render/MeshArgs.d.ts.map +1 -0
- package/lib/esm/render/MeshArgs.js +9 -0
- package/lib/esm/render/MeshArgs.js.map +1 -0
- package/lib/esm/render/MockRender.d.ts +2 -0
- package/lib/esm/render/MockRender.d.ts.map +1 -1
- package/lib/esm/render/MockRender.js +4 -0
- package/lib/esm/render/MockRender.js.map +1 -1
- package/lib/esm/render/ParticleCollectionBuilder.js.map +1 -1
- package/lib/esm/render/PolylineArgs.d.ts +31 -0
- package/lib/esm/render/PolylineArgs.d.ts.map +1 -0
- package/lib/esm/render/PolylineArgs.js +9 -0
- package/lib/esm/render/PolylineArgs.js.map +1 -0
- package/lib/esm/render/RenderSystem.d.ts +3 -1
- package/lib/esm/render/RenderSystem.d.ts.map +1 -1
- package/lib/esm/render/RenderSystem.js.map +1 -1
- package/lib/esm/render/RenderTarget.d.ts +48 -5
- package/lib/esm/render/RenderTarget.d.ts.map +1 -1
- package/lib/esm/render/RenderTarget.js +33 -5
- package/lib/esm/render/RenderTarget.js.map +1 -1
- package/lib/esm/render/webgl/Target.d.ts +2 -0
- package/lib/esm/render/webgl/Target.d.ts.map +1 -1
- package/lib/esm/render/webgl/Target.js +4 -0
- package/lib/esm/render/webgl/Target.js.map +1 -1
- package/lib/esm/tile/OPCFormatInterpreter.d.ts.map +1 -1
- package/lib/esm/tile/OPCFormatInterpreter.js +7 -2
- package/lib/esm/tile/OPCFormatInterpreter.js.map +1 -1
- package/lib/esm/tools/ToolAdmin.d.ts.map +1 -1
- package/lib/esm/tools/ToolAdmin.js +1 -0
- package/lib/esm/tools/ToolAdmin.js.map +1 -1
- package/package.json +18 -18
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { AuxChannel, AuxChannelData, Point2d, Point3d, Range3d } from \"@itwin/core-geometry\";\r\nimport {\r\n ColorIndex, EdgeArgs, Feature, FeatureIndex, FeatureIndexType, FeatureTable, FillFlags, LinePixels, MeshEdges, MeshPolyline, MeshPolylineList,\r\n OctEncodedNormal, PolylineEdgeArgs, PolylineFlags, PolylineIndices, PolylineTypeFlags, QParams3d, QPoint3dList, RenderMaterial,\r\n RenderTexture, SilhouetteEdgeArgs,\r\n} from \"@itwin/core-common\";\r\nimport { ColorMap } from \"./ColorMap\";\r\nimport { DisplayParams } from \"./DisplayParams\";\r\nimport { MeshPointList, MeshPrimitiveType, Point3dList } from \"./MeshPrimitive\";\r\nimport { Triangle, TriangleList } from \"./Primitives\";\r\nimport { VertexKeyProps } from \"./VertexKey\";\r\n\r\n/** Arguments supplied to [[RenderSystem.createIndexedPolylines]] describing a set of \"polylines\" (i.e., line strings or point strings).\r\n * Line strings consist of two or more points, connected by segments between them with a width specified in pixels.\r\n * Point strings consist of one or more disconnected points, drawn as dots with a radius specified in pixels.\r\n * @public\r\n */\r\nexport interface PolylineArgs {\r\n /** The color(s) of the vertices. */\r\n colors: ColorIndex;\r\n /** The [Feature]($common)(s) contained in the [[polylines]]. */\r\n features: FeatureIndex;\r\n /** The width of the lines or radius of the points, in pixels. */\r\n width: number;\r\n /** The pixel pattern to apply to the line strings. */\r\n linePixels: LinePixels;\r\n /** Flags describing how to draw the [[polylines]]. */\r\n flags: PolylineFlags;\r\n /** The positions of the [[polylines]]' vertices. If the positions are not quantized, they must include\r\n * a precomputed [Range3d]($core-geometry) encompassing all of the points.\r\n */\r\n points: QPoint3dList | (Array<Point3d> & { range: Range3d });\r\n /** The set of polylines. Each entry in the array describes a separate line string or point string as a series of indices into [[points]]. */\r\n polylines: PolylineIndices[];\r\n}\r\n\r\n/** @public */\r\nexport namespace PolylineArgs {\r\n /** @internal */\r\n export function fromMesh(mesh: Mesh): PolylineArgs | undefined {\r\n if (!mesh.polylines || mesh.polylines.length === 0)\r\n return undefined;\r\n\r\n const polylines = [];\r\n for (const polyline of mesh.polylines)\r\n if (polyline.indices.length > 0)\r\n polylines.push(polyline.indices);\r\n\r\n if (polylines.length === 0)\r\n return undefined;\r\n\r\n const flags: PolylineFlags = {\r\n is2d: mesh.is2d,\r\n isPlanar: mesh.isPlanar,\r\n isDisjoint: mesh.type === MeshPrimitiveType.Point,\r\n };\r\n\r\n if (mesh.displayParams.regionEdgeType === DisplayParams.RegionEdgeType.Outline) {\r\n // This polyline is behaving as the edges of a region surface.\r\n if (!mesh.displayParams.gradient || mesh.displayParams.gradient.isOutlined)\r\n flags.type = PolylineTypeFlags.Edge;\r\n else\r\n flags.type = PolylineTypeFlags.Outline; // edges only displayed if fill undisplayed\r\n }\r\n\r\n const colors = new ColorIndex();\r\n mesh.colorMap.toColorIndex(colors, mesh.colors);\r\n\r\n const features = new FeatureIndex();\r\n mesh.toFeatureIndex(features);\r\n\r\n return {\r\n width: mesh.displayParams.width,\r\n linePixels: mesh.displayParams.linePixels,\r\n flags,\r\n polylines,\r\n points: mesh.points,\r\n colors,\r\n features,\r\n };\r\n }\r\n}\r\n\r\n/** The vertices of the edges are shared with those of the surface\r\n * @internal\r\n */\r\nexport class MeshArgsEdges {\r\n public edges = new EdgeArgs();\r\n public silhouettes = new SilhouetteEdgeArgs();\r\n public polylines = new PolylineEdgeArgs();\r\n public width = 0;\r\n public linePixels = LinePixels.Solid;\r\n\r\n public clear(): void {\r\n this.edges.clear();\r\n this.silhouettes.clear();\r\n this.polylines.clear();\r\n this.width = 0;\r\n this.linePixels = LinePixels.Solid;\r\n }\r\n public get isValid(): boolean { return this.edges.isValid || this.silhouettes.isValid || this.polylines.isValid; }\r\n}\r\n\r\n/** Arguments supplied to [[RenderSystem.createTriMesh]] describing a triangle mesh.\r\n * @public\r\n */\r\nexport interface MeshArgs {\r\n /** @internal */\r\n edges?: MeshArgsEdges;\r\n /** The indices of the triangles. Each consecutive set of three indices represents one triangle.\r\n * The indices are used to index into the vertex attribute arrays like [[points]] and [[normals]].\r\n * Their values must be 32-bit unsigned integers.\r\n */\r\n vertIndices: number[];\r\n /** The positions of the mesh's vertices, indexed by [[vertIndices]]. If the positions are not quantized, they must include\r\n * a precomputed [Range3d]($core-geometry) encompassing all of the points.\r\n */\r\n points: QPoint3dList | (Array<Point3d> & { range: Range3d });\r\n /** The per-vertex normal vectors, indexed by [[vertIndices]].\r\n * Normal vectors are required if the mesh is to be lit or have [ThematicDisplay]($common) applied to it.\r\n */\r\n normals?: OctEncodedNormal[];\r\n /** The color(s) of the mesh. */\r\n colors: ColorIndex;\r\n /** The [Feature]($common)(s) contained in the mesh. */\r\n features: FeatureIndex;\r\n /** If [[isPlanar]] is `true`, describes how fill is applied to planar region interiors in wireframe mode.\r\n * Default: [FillFlags.ByView]($common).\r\n */\r\n fillFlags?: FillFlags;\r\n /** If `true`, indicates that the mesh represents a planar region. Default: false. */\r\n isPlanar?: boolean;\r\n /** If `true`, indicates that the mesh is two-dimensional - i.e., all [[points]] have the same z coordinate. */\r\n is2d?: boolean;\r\n /** If `true`, indicates that the mesh has a texture that includes static lighting - e.g., from photogrammetry. */\r\n hasBakedLighting?: boolean;\r\n /** @internal */\r\n isVolumeClassifier?: boolean;\r\n /** Auxiliary data associated with the mesh. */\r\n auxChannels?: ReadonlyArray<AuxChannel>;\r\n /** The material applied to the mesh. */\r\n material?: RenderMaterial;\r\n /** A texture mapping to be applied to the mesh. */\r\n textureMapping?: {\r\n /** The texture image. */\r\n texture: RenderTexture;\r\n /** The per-vertex texture coordinates, indexed by [[vertIndices]]. */\r\n uvParams: Point2d[];\r\n };\r\n}\r\n\r\n/** @public */\r\nexport namespace MeshArgs {\r\n /** @internal */\r\n export function fromMesh(mesh: Mesh): MeshArgs | undefined {\r\n if (!mesh.triangles || mesh.triangles.isEmpty || mesh.points.length === 0)\r\n return undefined;\r\n\r\n const texture = mesh.displayParams.textureMapping?.texture;\r\n const textureMapping = texture && mesh.uvParams.length > 0 ? { texture, uvParams: mesh.uvParams } : undefined;\r\n\r\n const colors = new ColorIndex();\r\n mesh.colorMap.toColorIndex(colors, mesh.colors);\r\n\r\n const features = new FeatureIndex();\r\n mesh.toFeatureIndex(features);\r\n\r\n let edges;\r\n if (mesh.edges) {\r\n edges = new MeshArgsEdges();\r\n edges.width = mesh.displayParams.width;\r\n edges.linePixels = mesh.displayParams.linePixels;\r\n edges.edges.init(mesh.edges);\r\n edges.silhouettes.init(mesh.edges);\r\n\r\n const polylines = [];\r\n for (const meshPolyline of mesh.edges.polylines)\r\n if (meshPolyline.indices.length > 0)\r\n polylines.push(meshPolyline.indices);\r\n\r\n edges.polylines.init(polylines);\r\n }\r\n\r\n return {\r\n vertIndices: mesh.triangles.indices,\r\n points: mesh.points,\r\n normals: !mesh.displayParams.ignoreLighting && mesh.normals.length > 0 ? mesh.normals : undefined,\r\n textureMapping,\r\n colors,\r\n features,\r\n material: mesh.displayParams.material,\r\n fillFlags: mesh.displayParams.fillFlags,\r\n isPlanar: mesh.isPlanar,\r\n is2d: mesh.is2d,\r\n hasBakedLighting: true === mesh.hasBakedLighting,\r\n isVolumeClassifier: true === mesh.isVolumeClassifier,\r\n edges,\r\n auxChannels: mesh.auxChannels,\r\n };\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class Mesh {\r\n private readonly _data: TriangleList | MeshPolylineList;\r\n public readonly points: MeshPointList;\r\n public readonly normals: OctEncodedNormal[] = [];\r\n public readonly uvParams: Point2d[] = [];\r\n public readonly colorMap: ColorMap = new ColorMap(); // used to be called ColorTable\r\n public colors: number[] = [];\r\n public edges?: MeshEdges;\r\n public readonly features?: Mesh.Features;\r\n public readonly type: MeshPrimitiveType;\r\n public readonly is2d: boolean;\r\n public readonly isPlanar: boolean;\r\n public readonly hasBakedLighting: boolean;\r\n public readonly isVolumeClassifier: boolean;\r\n public displayParams: DisplayParams;\r\n private _auxChannels?: AuxChannel[];\r\n\r\n private constructor(props: Mesh.Props) {\r\n const { displayParams, features, type, range, is2d, isPlanar } = props;\r\n this._data = MeshPrimitiveType.Mesh === type ? new TriangleList() : new MeshPolylineList();\r\n this.displayParams = displayParams;\r\n this.features = features ? new Mesh.Features(features) : undefined;\r\n this.type = type;\r\n this.is2d = is2d;\r\n this.isPlanar = isPlanar;\r\n this.hasBakedLighting = (true === props.hasBakedLighting);\r\n this.isVolumeClassifier = (true === props.isVolumeClassifier);\r\n if (props.quantizePositions) {\r\n this.points = new QPoint3dList(QParams3d.fromRange(range));\r\n } else {\r\n const points = [] as unknown as Point3dList;\r\n points.range = range;\r\n const center = range.center;\r\n points.add = (pt: Point3d) => {\r\n // assert(range.containsPoint(pt)); rounding error triggers this sometimes...\r\n points.push(pt.minus(center));\r\n };\r\n this.points = points;\r\n }\r\n }\r\n\r\n public static create(props: Mesh.Props): Mesh { return new Mesh(props); }\r\n\r\n public get triangles(): TriangleList | undefined {\r\n return MeshPrimitiveType.Mesh === this.type ? this._data as TriangleList : undefined;\r\n }\r\n\r\n public get polylines(): MeshPolylineList | undefined {\r\n return MeshPrimitiveType.Mesh !== this.type ? this._data as MeshPolylineList : undefined;\r\n }\r\n\r\n public get auxChannels(): ReadonlyArray<AuxChannel> | undefined {\r\n return this._auxChannels;\r\n }\r\n\r\n public addAuxChannels(channels: ReadonlyArray<AuxChannel>, srcIndex: number): void {\r\n // The native version of this function appears to assume that all polyfaces added to the Mesh will have\r\n // the same number + type of aux channels.\r\n // ###TODO We should really produce a separate Mesh for each unique combination. For now just bail on mismatch.\r\n if (this._auxChannels) {\r\n if (this._auxChannels.length !== channels.length)\r\n return;\r\n\r\n for (let i = 0; i < channels.length; i++) {\r\n const src = channels[i];\r\n const dst = this._auxChannels[i];\r\n if (src.dataType !== dst.dataType || src.name !== dst.name || src.inputName !== dst.inputName)\r\n return;\r\n }\r\n }\r\n\r\n if (!this._auxChannels) {\r\n // Copy the channels, leaving each AuxData's values array empty.\r\n this._auxChannels = channels.map((x) => new AuxChannel(x.data.map((y) => new AuxChannelData(y.input, [])), x.dataType, x.name, x.inputName));\r\n }\r\n\r\n // Append the value at srcIndex from each source channel's data to our channels.\r\n for (let channelIndex = 0; channelIndex < channels.length; channelIndex++) {\r\n const srcChannel = channels[channelIndex];\r\n const dstChannel = this._auxChannels[channelIndex];\r\n const dstIndex = dstChannel.valueCount;\r\n for (let dataIndex = 0; dataIndex < srcChannel.data.length; dataIndex++) {\r\n const dstData = dstChannel.data[dataIndex];\r\n dstData.copyValues(srcChannel.data[dataIndex], dstIndex, srcIndex, dstChannel.entriesPerValue);\r\n }\r\n }\r\n }\r\n\r\n public toFeatureIndex(index: FeatureIndex): void {\r\n if (undefined !== this.features)\r\n this.features.toFeatureIndex(index);\r\n }\r\n\r\n public toMeshArgs(): MeshArgs | undefined {\r\n return MeshArgs.fromMesh(this);\r\n }\r\n\r\n public toPolylineArgs(): PolylineArgs | undefined {\r\n return PolylineArgs.fromMesh(this);\r\n }\r\n\r\n public addPolyline(poly: MeshPolyline): void {\r\n const { type, polylines } = this;\r\n\r\n assert(MeshPrimitiveType.Polyline === type || MeshPrimitiveType.Point === type);\r\n assert(undefined !== polylines);\r\n\r\n if (MeshPrimitiveType.Polyline === type && poly.indices.length < 2)\r\n return;\r\n\r\n if (undefined !== polylines)\r\n polylines.push(poly);\r\n }\r\n\r\n public addTriangle(triangle: Triangle): void {\r\n const { triangles, type } = this;\r\n\r\n assert(MeshPrimitiveType.Mesh === type);\r\n assert(undefined !== triangles);\r\n\r\n if (undefined !== triangles)\r\n triangles.addTriangle(triangle);\r\n }\r\n\r\n public addVertex(props: VertexKeyProps): number {\r\n const { feature, position, normal, uvParam, fillColor } = props;\r\n\r\n this.points.add(position);\r\n\r\n if (undefined !== normal)\r\n this.normals.push(normal);\r\n\r\n if (undefined !== uvParam)\r\n this.uvParams.push(uvParam);\r\n\r\n if (feature) {\r\n assert(undefined !== this.features);\r\n this.features.add(feature, this.points.length);\r\n }\r\n\r\n // Don't allocate color indices until we have non-uniform colors\r\n if (0 === this.colorMap.length) {\r\n this.colorMap.insert(fillColor);\r\n assert(this.colorMap.isUniform);\r\n assert(0 === this.colorMap.indexOf(fillColor));\r\n } else if (!this.colorMap.isUniform || !this.colorMap.hasColor(fillColor)) {\r\n // Back-fill uniform value (index=0) for existing vertices if previously uniform\r\n if (0 === this.colors.length)\r\n this.colors.length = this.points.length - 1;\r\n\r\n this.colors.push(this.colorMap.insert(fillColor));\r\n assert(!this.colorMap.isUniform);\r\n }\r\n\r\n return this.points.length - 1;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport namespace Mesh { // eslint-disable-line no-redeclare\r\n export class Features {\r\n public readonly table: FeatureTable;\r\n public indices: number[] = [];\r\n public uniform = 0;\r\n public initialized = false;\r\n\r\n public constructor(table: FeatureTable) { this.table = table; }\r\n\r\n public add(feat: Feature, numVerts: number): void {\r\n const index = this.table.insert(feat);\r\n if (!this.initialized) {\r\n // First feature - uniform.\r\n this.uniform = index;\r\n this.initialized = true;\r\n } else if (0 < this.indices.length) {\r\n // Already non-uniform\r\n this.indices.push(index);\r\n } else {\r\n // Second feature - back-fill uniform for existing verts\r\n while (this.indices.length < numVerts - 1)\r\n this.indices.push(this.uniform);\r\n\r\n this.indices.push(index);\r\n }\r\n }\r\n\r\n public setIndices(indices: number[]) {\r\n this.indices.length = 0;\r\n this.uniform = 0;\r\n this.initialized = 0 < indices.length;\r\n\r\n assert(0 < indices.length);\r\n if (1 === indices.length)\r\n this.uniform = indices[0];\r\n else if (1 < indices.length)\r\n this.indices = indices;\r\n }\r\n\r\n public toFeatureIndex(output?: FeatureIndex): FeatureIndex {\r\n const index = output ?? new FeatureIndex();\r\n if (!this.initialized) {\r\n index.type = FeatureIndexType.Empty;\r\n } else if (this.indices.length === 0) {\r\n index.type = FeatureIndexType.Uniform;\r\n index.featureID = this.uniform;\r\n } else {\r\n index.type = FeatureIndexType.NonUniform;\r\n index.featureIDs = new Uint32Array(this.indices);\r\n }\r\n\r\n return index;\r\n }\r\n }\r\n\r\n export interface Props {\r\n displayParams: DisplayParams;\r\n features?: FeatureTable;\r\n type: MeshPrimitiveType;\r\n range: Range3d;\r\n quantizePositions: boolean;\r\n is2d: boolean;\r\n isPlanar: boolean;\r\n hasBakedLighting?: boolean;\r\n isVolumeClassifier?: boolean;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class MeshList extends Array<Mesh> {\r\n public readonly features?: FeatureTable;\r\n public readonly range?: Range3d;\r\n constructor(features?: FeatureTable, range?: Range3d) {\r\n super();\r\n this.features = features;\r\n this.range = range;\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { AuxChannel, AuxChannelData, Point2d, Point3d, Range3d } from \"@itwin/core-geometry\";\r\nimport {\r\n ColorIndex, EdgeArgs, Feature, FeatureIndex, FeatureIndexType, FeatureTable, LinePixels, MeshEdges, MeshPolyline, MeshPolylineList,\r\n OctEncodedNormal, PolylineEdgeArgs, PolylineFlags, PolylineTypeFlags, QParams3d, QPoint3dList,\r\n SilhouetteEdgeArgs,\r\n} from \"@itwin/core-common\";\r\nimport { ColorMap } from \"./ColorMap\";\r\nimport { DisplayParams } from \"./DisplayParams\";\r\nimport { MeshPointList, MeshPrimitiveType, Point3dList } from \"./MeshPrimitive\";\r\nimport { Triangle, TriangleList } from \"./Primitives\";\r\nimport { VertexKeyProps } from \"./VertexKey\";\r\nimport { MeshArgs } from \"../../../render/MeshArgs\";\r\nimport { PolylineArgs } from \"../../../render/PolylineArgs\";\r\n\r\nexport function createPolylineArgs(mesh: Mesh): PolylineArgs | undefined {\r\n if (!mesh.polylines || mesh.polylines.length === 0)\r\n return undefined;\r\n\r\n const polylines = [];\r\n for (const polyline of mesh.polylines)\r\n if (polyline.indices.length > 0)\r\n polylines.push(polyline.indices);\r\n\r\n if (polylines.length === 0)\r\n return undefined;\r\n\r\n const flags: PolylineFlags = {\r\n is2d: mesh.is2d,\r\n isPlanar: mesh.isPlanar,\r\n isDisjoint: mesh.type === MeshPrimitiveType.Point,\r\n };\r\n\r\n if (mesh.displayParams.regionEdgeType === DisplayParams.RegionEdgeType.Outline) {\r\n // This polyline is behaving as the edges of a region surface.\r\n if (!mesh.displayParams.gradient || mesh.displayParams.gradient.isOutlined)\r\n flags.type = PolylineTypeFlags.Edge;\r\n else\r\n flags.type = PolylineTypeFlags.Outline; // edges only displayed if fill undisplayed\r\n }\r\n\r\n const colors = new ColorIndex();\r\n mesh.colorMap.toColorIndex(colors, mesh.colors);\r\n\r\n const features = new FeatureIndex();\r\n mesh.toFeatureIndex(features);\r\n\r\n return {\r\n width: mesh.displayParams.width,\r\n linePixels: mesh.displayParams.linePixels,\r\n flags,\r\n polylines,\r\n points: mesh.points,\r\n colors,\r\n features,\r\n };\r\n}\r\n\r\n/** The vertices of the edges are shared with those of the surface. */\r\nexport class MeshArgsEdges {\r\n public edges = new EdgeArgs();\r\n public silhouettes = new SilhouetteEdgeArgs();\r\n public polylines = new PolylineEdgeArgs();\r\n public width = 0;\r\n public linePixels = LinePixels.Solid;\r\n\r\n public clear(): void {\r\n this.edges.clear();\r\n this.silhouettes.clear();\r\n this.polylines.clear();\r\n this.width = 0;\r\n this.linePixels = LinePixels.Solid;\r\n }\r\n public get isValid(): boolean { return this.edges.isValid || this.silhouettes.isValid || this.polylines.isValid; }\r\n}\r\n\r\nexport function createMeshArgs(mesh: Mesh): MeshArgs | undefined {\r\n if (!mesh.triangles || mesh.triangles.isEmpty || mesh.points.length === 0)\r\n return undefined;\r\n\r\n const texture = mesh.displayParams.textureMapping?.texture;\r\n const textureMapping = texture && mesh.uvParams.length > 0 ? { texture, uvParams: mesh.uvParams } : undefined;\r\n\r\n const colors = new ColorIndex();\r\n mesh.colorMap.toColorIndex(colors, mesh.colors);\r\n\r\n const features = new FeatureIndex();\r\n mesh.toFeatureIndex(features);\r\n\r\n let edges;\r\n if (mesh.edges) {\r\n edges = new MeshArgsEdges();\r\n edges.width = mesh.displayParams.width;\r\n edges.linePixels = mesh.displayParams.linePixels;\r\n edges.edges.init(mesh.edges);\r\n edges.silhouettes.init(mesh.edges);\r\n\r\n const polylines = [];\r\n for (const meshPolyline of mesh.edges.polylines)\r\n if (meshPolyline.indices.length > 0)\r\n polylines.push(meshPolyline.indices);\r\n\r\n edges.polylines.init(polylines);\r\n }\r\n\r\n return {\r\n vertIndices: mesh.triangles.indices,\r\n points: mesh.points,\r\n normals: !mesh.displayParams.ignoreLighting && mesh.normals.length > 0 ? mesh.normals : undefined,\r\n textureMapping,\r\n colors,\r\n features,\r\n material: mesh.displayParams.material,\r\n fillFlags: mesh.displayParams.fillFlags,\r\n isPlanar: mesh.isPlanar,\r\n is2d: mesh.is2d,\r\n hasBakedLighting: true === mesh.hasBakedLighting,\r\n isVolumeClassifier: true === mesh.isVolumeClassifier,\r\n edges,\r\n auxChannels: mesh.auxChannels,\r\n };\r\n}\r\n\r\nexport class Mesh {\r\n private readonly _data: TriangleList | MeshPolylineList;\r\n public readonly points: MeshPointList;\r\n public readonly normals: OctEncodedNormal[] = [];\r\n public readonly uvParams: Point2d[] = [];\r\n public readonly colorMap: ColorMap = new ColorMap(); // used to be called ColorTable\r\n public colors: number[] = [];\r\n public edges?: MeshEdges;\r\n public readonly features?: Mesh.Features;\r\n public readonly type: MeshPrimitiveType;\r\n public readonly is2d: boolean;\r\n public readonly isPlanar: boolean;\r\n public readonly hasBakedLighting: boolean;\r\n public readonly isVolumeClassifier: boolean;\r\n public displayParams: DisplayParams;\r\n private _auxChannels?: AuxChannel[];\r\n\r\n private constructor(props: Mesh.Props) {\r\n const { displayParams, features, type, range, is2d, isPlanar } = props;\r\n this._data = MeshPrimitiveType.Mesh === type ? new TriangleList() : new MeshPolylineList();\r\n this.displayParams = displayParams;\r\n this.features = features ? new Mesh.Features(features) : undefined;\r\n this.type = type;\r\n this.is2d = is2d;\r\n this.isPlanar = isPlanar;\r\n this.hasBakedLighting = (true === props.hasBakedLighting);\r\n this.isVolumeClassifier = (true === props.isVolumeClassifier);\r\n if (props.quantizePositions) {\r\n this.points = new QPoint3dList(QParams3d.fromRange(range));\r\n } else {\r\n const points = [] as unknown as Point3dList;\r\n points.range = range;\r\n const center = range.center;\r\n points.add = (pt: Point3d) => {\r\n // assert(range.containsPoint(pt)); rounding error triggers this sometimes...\r\n points.push(pt.minus(center));\r\n };\r\n this.points = points;\r\n }\r\n }\r\n\r\n public static create(props: Mesh.Props): Mesh { return new Mesh(props); }\r\n\r\n public get triangles(): TriangleList | undefined {\r\n return MeshPrimitiveType.Mesh === this.type ? this._data as TriangleList : undefined;\r\n }\r\n\r\n public get polylines(): MeshPolylineList | undefined {\r\n return MeshPrimitiveType.Mesh !== this.type ? this._data as MeshPolylineList : undefined;\r\n }\r\n\r\n public get auxChannels(): ReadonlyArray<AuxChannel> | undefined {\r\n return this._auxChannels;\r\n }\r\n\r\n public addAuxChannels(channels: ReadonlyArray<AuxChannel>, srcIndex: number): void {\r\n // The native version of this function appears to assume that all polyfaces added to the Mesh will have\r\n // the same number + type of aux channels.\r\n // ###TODO We should really produce a separate Mesh for each unique combination. For now just bail on mismatch.\r\n if (this._auxChannels) {\r\n if (this._auxChannels.length !== channels.length)\r\n return;\r\n\r\n for (let i = 0; i < channels.length; i++) {\r\n const src = channels[i];\r\n const dst = this._auxChannels[i];\r\n if (src.dataType !== dst.dataType || src.name !== dst.name || src.inputName !== dst.inputName)\r\n return;\r\n }\r\n }\r\n\r\n if (!this._auxChannels) {\r\n // Copy the channels, leaving each AuxData's values array empty.\r\n this._auxChannels = channels.map((x) => new AuxChannel(x.data.map((y) => new AuxChannelData(y.input, [])), x.dataType, x.name, x.inputName));\r\n }\r\n\r\n // Append the value at srcIndex from each source channel's data to our channels.\r\n for (let channelIndex = 0; channelIndex < channels.length; channelIndex++) {\r\n const srcChannel = channels[channelIndex];\r\n const dstChannel = this._auxChannels[channelIndex];\r\n const dstIndex = dstChannel.valueCount;\r\n for (let dataIndex = 0; dataIndex < srcChannel.data.length; dataIndex++) {\r\n const dstData = dstChannel.data[dataIndex];\r\n dstData.copyValues(srcChannel.data[dataIndex], dstIndex, srcIndex, dstChannel.entriesPerValue);\r\n }\r\n }\r\n }\r\n\r\n public toFeatureIndex(index: FeatureIndex): void {\r\n if (undefined !== this.features)\r\n this.features.toFeatureIndex(index);\r\n }\r\n\r\n public toMeshArgs(): MeshArgs | undefined {\r\n return createMeshArgs(this);\r\n }\r\n\r\n public toPolylineArgs(): PolylineArgs | undefined {\r\n return createPolylineArgs(this);\r\n }\r\n\r\n public addPolyline(poly: MeshPolyline): void {\r\n const { type, polylines } = this;\r\n\r\n assert(MeshPrimitiveType.Polyline === type || MeshPrimitiveType.Point === type);\r\n assert(undefined !== polylines);\r\n\r\n if (MeshPrimitiveType.Polyline === type && poly.indices.length < 2)\r\n return;\r\n\r\n if (undefined !== polylines)\r\n polylines.push(poly);\r\n }\r\n\r\n public addTriangle(triangle: Triangle): void {\r\n const { triangles, type } = this;\r\n\r\n assert(MeshPrimitiveType.Mesh === type);\r\n assert(undefined !== triangles);\r\n\r\n if (undefined !== triangles)\r\n triangles.addTriangle(triangle);\r\n }\r\n\r\n public addVertex(props: VertexKeyProps): number {\r\n const { feature, position, normal, uvParam, fillColor } = props;\r\n\r\n this.points.add(position);\r\n\r\n if (undefined !== normal)\r\n this.normals.push(normal);\r\n\r\n if (undefined !== uvParam)\r\n this.uvParams.push(uvParam);\r\n\r\n if (feature) {\r\n assert(undefined !== this.features);\r\n this.features.add(feature, this.points.length);\r\n }\r\n\r\n // Don't allocate color indices until we have non-uniform colors\r\n if (0 === this.colorMap.length) {\r\n this.colorMap.insert(fillColor);\r\n assert(this.colorMap.isUniform);\r\n assert(0 === this.colorMap.indexOf(fillColor));\r\n } else if (!this.colorMap.isUniform || !this.colorMap.hasColor(fillColor)) {\r\n // Back-fill uniform value (index=0) for existing vertices if previously uniform\r\n if (0 === this.colors.length)\r\n this.colors.length = this.points.length - 1;\r\n\r\n this.colors.push(this.colorMap.insert(fillColor));\r\n assert(!this.colorMap.isUniform);\r\n }\r\n\r\n return this.points.length - 1;\r\n }\r\n}\r\n\r\nexport namespace Mesh { // eslint-disable-line no-redeclare\r\n export class Features {\r\n public readonly table: FeatureTable;\r\n public indices: number[] = [];\r\n public uniform = 0;\r\n public initialized = false;\r\n\r\n public constructor(table: FeatureTable) { this.table = table; }\r\n\r\n public add(feat: Feature, numVerts: number): void {\r\n const index = this.table.insert(feat);\r\n if (!this.initialized) {\r\n // First feature - uniform.\r\n this.uniform = index;\r\n this.initialized = true;\r\n } else if (0 < this.indices.length) {\r\n // Already non-uniform\r\n this.indices.push(index);\r\n } else {\r\n // Second feature - back-fill uniform for existing verts\r\n while (this.indices.length < numVerts - 1)\r\n this.indices.push(this.uniform);\r\n\r\n this.indices.push(index);\r\n }\r\n }\r\n\r\n public setIndices(indices: number[]) {\r\n this.indices.length = 0;\r\n this.uniform = 0;\r\n this.initialized = 0 < indices.length;\r\n\r\n assert(0 < indices.length);\r\n if (1 === indices.length)\r\n this.uniform = indices[0];\r\n else if (1 < indices.length)\r\n this.indices = indices;\r\n }\r\n\r\n public toFeatureIndex(output?: FeatureIndex): FeatureIndex {\r\n const index = output ?? new FeatureIndex();\r\n if (!this.initialized) {\r\n index.type = FeatureIndexType.Empty;\r\n } else if (this.indices.length === 0) {\r\n index.type = FeatureIndexType.Uniform;\r\n index.featureID = this.uniform;\r\n } else {\r\n index.type = FeatureIndexType.NonUniform;\r\n index.featureIDs = new Uint32Array(this.indices);\r\n }\r\n\r\n return index;\r\n }\r\n }\r\n\r\n export interface Props {\r\n displayParams: DisplayParams;\r\n features?: FeatureTable;\r\n type: MeshPrimitiveType;\r\n range: Range3d;\r\n quantizePositions: boolean;\r\n is2d: boolean;\r\n isPlanar: boolean;\r\n hasBakedLighting?: boolean;\r\n isVolumeClassifier?: boolean;\r\n }\r\n}\r\n\r\nexport class MeshList extends Array<Mesh> {\r\n public readonly features?: FeatureTable;\r\n public readonly range?: Range3d;\r\n constructor(features?: FeatureTable, range?: Range3d) {\r\n super();\r\n this.features = features;\r\n this.range = range;\r\n }\r\n}\r\n"]}
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@@ -1,9 +1,9 @@
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/** @packageDocumentation
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* @module Rendering
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3
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*/
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4
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import { PolylineArgs } from "./MeshPrimitives";
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4
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import { VertexIndices } from "./VertexIndices";
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5
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import { VertexTable } from "./VertexTable";
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import { PolylineArgs } from "../../../render/PolylineArgs";
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/** Describes point string geometry to be submitted to the rendering system.
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* @internal
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*/
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{"version":3,"file":"PointStringParams.d.ts","sourceRoot":"","sources":["../../../../../src/common/internal/render/PointStringParams.ts"],"names":[],"mappings":"AAIA;;GAEG;
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+
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-
{"version":3,"file":"PointStringParams.js","sourceRoot":"","sources":["../../../../../src/common/internal/render/PointStringParams.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAEH,sDAA6C;
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1
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+
{"version":3,"file":"PointStringParams.js","sourceRoot":"","sources":["../../../../../src/common/internal/render/PointStringParams.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAEH,sDAA6C;AAC7C,6DAA0D;AAC1D,mDAAgD;AAahD,gBAAgB;AAChB,SAAgB,uBAAuB,CAAC,IAAkB,EAAE,cAAsB;IAChF,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,UAAU;QACxB,OAAO,SAAS,CAAC;IAEnB,MAAM,QAAQ,GAAG,uCAAkB,CAAC,kBAAkB,CAAC,IAAI,EAAE,cAAc,CAAC,CAAC;IAC7E,IAAI,SAAS,KAAK,QAAQ;QACxB,OAAO,SAAS,CAAC;IAEnB,MAAM,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;IACjC,IAAI,WAAW,GAAG,SAAS,CAAC,CAAC,CAAC,CAAC;IAC/B,IAAI,CAAC,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC;QACzB,iEAAiE;QACjE,WAAW,GAAG,EAAE,CAAC;QACjB,KAAK,MAAM,QAAQ,IAAI,SAAS;YAC9B,KAAK,MAAM,SAAS,IAAI,QAAQ;gBAC9B,WAAW,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;IAClC,CAAC;IAED,MAAM,aAAa,GAAG,6BAAa,CAAC,SAAS,CAAC,WAAW,CAAC,CAAC;IAC3D,IAAA,qBAAM,EAAC,aAAa,CAAC,MAAM,KAAK,WAAW,CAAC,MAAM,CAAC,CAAC;IAEpD,OAAO;QACL,QAAQ;QACR,OAAO,EAAE,aAAa;QACtB,MAAM,EAAE,IAAI,CAAC,KAAK;KACnB,CAAC;AACJ,CAAC;AA1BD,0DA0BC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { VertexTableBuilder } from \"./VertexTableBuilder\";\r\nimport { VertexIndices } from \"./VertexIndices\";\r\nimport { VertexTable } from \"./VertexTable\";\r\nimport { PolylineArgs } from \"../../../render/PolylineArgs\";\r\n\r\n/** Describes point string geometry to be submitted to the rendering system.\r\n * @internal\r\n */\r\nexport interface PointStringParams {\r\n vertices: VertexTable;\r\n indices: VertexIndices;\r\n weight: number;\r\n}\r\n\r\n/** @internal */\r\nexport function createPointStringParams(args: PolylineArgs, maxTextureSize: number): PointStringParams | undefined {\r\n if (!args.flags.isDisjoint)\r\n return undefined;\r\n\r\n const vertices = VertexTableBuilder.buildFromPolylines(args, maxTextureSize);\r\n if (undefined === vertices)\r\n return undefined;\r\n\r\n const polylines = args.polylines;\r\n let vertIndices = polylines[0];\r\n if (1 < polylines.length) {\r\n // We used to assert this wouldn't happen - apparently it does...\r\n vertIndices = [];\r\n for (const polyline of polylines)\r\n for (const vertIndex of polyline)\r\n vertIndices.push(vertIndex);\r\n }\r\n\r\n const vertexIndices = VertexIndices.fromArray(vertIndices);\r\n assert(vertexIndices.length === vertIndices.length);\r\n\r\n return {\r\n vertices,\r\n indices: vertexIndices,\r\n weight: args.width,\r\n };\r\n}\r\n"]}
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import { LinePixels, PolylineIndices, PolylineTypeFlags, QPoint3dList } from "@itwin/core-common";
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import { VertexIndices } from "./VertexIndices";
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6
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import { VertexTable } from "./VertexTable";
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import { MeshArgs
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import { MeshArgs } from "../../../render/MeshArgs";
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import { PolylineArgs } from "../../../render/PolylineArgs";
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/** Represents a tesselated polyline.
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* Given a polyline as a line string, each segment of the line string is triangulated into a quad.
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* Based on the angle between two segments, additional joint triangles may be inserted in between to enable smoothly-rounded corners.
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{"version":3,"file":"PolylineParams.d.ts","sourceRoot":"","sources":["../../../../../src/common/internal/render/PolylineParams.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,UAAU,EAAE,eAAe,EAAE,iBAAiB,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAClG,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAChD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;
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{"version":3,"file":"PolylineParams.d.ts","sourceRoot":"","sources":["../../../../../src/common/internal/render/PolylineParams.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,UAAU,EAAE,eAAe,EAAE,iBAAiB,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAClG,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAChD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAI5C,OAAO,EAAE,QAAQ,EAAE,MAAM,0BAA0B,CAAC;AACpD,OAAO,EAAE,YAAY,EAAE,MAAM,8BAA8B,CAAC;AAE5D;;;;GAIG;AACH,MAAM,WAAW,kBAAkB;IACjC,mCAAmC;IACnC,OAAO,EAAE,aAAa,CAAC;IACvB,2DAA2D;IAC3D,WAAW,EAAE,aAAa,CAAC;IAC3B,qHAAqH;IACrH,oBAAoB,EAAE,UAAU,CAAC;CAClC;AAED,gBAAgB;AAChB,MAAM,WAAW,cAAc;IAC7B,QAAQ,EAAE,WAAW,CAAC;IACtB,QAAQ,EAAE,kBAAkB,CAAC;IAC7B,QAAQ,EAAE,OAAO,CAAC;IAClB,IAAI,EAAE,iBAAiB,CAAC;IACxB,MAAM,EAAE,MAAM,CAAC;IACf,UAAU,EAAE,UAAU,CAAC;CACxB;AAcD,gBAAgB;AAChB,wBAAgB,yBAAyB,CAAC,IAAI,EAAE,QAAQ,GAAG,kBAAkB,GAAG,SAAS,CAGxF;AAgLD,oCAAoC;AACpC,wBAAgB,iBAAiB,CAAC,SAAS,EAAE,eAAe,EAAE,EAAE,MAAM,EAAE,YAAY,EAAE,gBAAgB,EAAE,OAAO,GAAG,kBAAkB,CAGnI;AAED,gBAAgB;AAChB,wBAAgB,oBAAoB,CAAC,IAAI,EAAE,YAAY,EAAE,YAAY,EAAE,MAAM,GAAG,cAAc,GAAG,SAAS,CAkBzG;AAED,gBAAgB;AAChB,wBAAgB,kBAAkB,CAAC,MAAM,EAAE,MAAM,EAAE,IAAI,EAAE,OAAO,GAAG,OAAO,CAIzE"}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { LinePixels, PolylineIndices, PolylineTypeFlags, QPoint3dList } from \"@itwin/core-common\";\r\nimport { VertexIndices } from \"./VertexIndices\";\r\nimport { VertexTable } from \"./VertexTable\";\r\nimport { MeshArgs, PolylineArgs } from \"./MeshPrimitives\";\r\nimport { Point3d, Vector3d } from \"@itwin/core-geometry\";\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { VertexTableBuilder } from \"./VertexTableBuilder\";\r\n\r\n/** Represents a tesselated polyline.\r\n * Given a polyline as a line string, each segment of the line string is triangulated into a quad.\r\n * Based on the angle between two segments, additional joint triangles may be inserted in between to enable smoothly-rounded corners.\r\n * @internal\r\n */\r\nexport interface TesselatedPolyline {\r\n /** 24-bit index of each vertex. */\r\n indices: VertexIndices;\r\n /** 24-bit index of the previous vertex in the polyline. */\r\n prevIndices: VertexIndices;\r\n /** 24-bit index of the next vertex in the polyline, plus 8-bit parameter describing the semantics of this vertex. */\r\n nextIndicesAndParams: Uint8Array;\r\n}\r\n\r\n/** @internal */\r\nexport interface PolylineParams {\r\n vertices: VertexTable;\r\n polyline: TesselatedPolyline;\r\n isPlanar: boolean;\r\n type: PolylineTypeFlags;\r\n weight: number;\r\n linePixels: LinePixels;\r\n}\r\n\r\n/** Parameter associated with each vertex index of a tesselated polyline. */\r\nconst enum PolylineParam { // eslint-disable-line no-restricted-syntax\r\n kNone = 0,\r\n kSquare = 1 * 3,\r\n kMiter = 2 * 3,\r\n kMiterInsideOnly = 3 * 3,\r\n kJointBase = 4 * 3,\r\n kNegatePerp = 8 * 3,\r\n kNegateAlong = 16 * 3,\r\n kNoneAdjustWeight = 32 * 3,\r\n}\r\n\r\n/** @internal */\r\nexport function tesselatePolylineFromMesh(args: MeshArgs): TesselatedPolyline | undefined {\r\n const tesselator = PolylineTesselator.fromMesh(args);\r\n return tesselator?.tesselate();\r\n}\r\n\r\nclass PolylineVertex {\r\n public isSegmentStart: boolean = false;\r\n public isPolylineStartOrEnd: boolean = false;\r\n public vertexIndex: number = 0;\r\n public prevIndex: number = 0;\r\n public nextIndex: number = 0;\r\n\r\n public constructor() { }\r\n\r\n public init(isSegmentStart: boolean, isPolylineStartOrEnd: boolean, vertexIndex: number, prevIndex: number, nextIndex: number) {\r\n this.isSegmentStart = isSegmentStart;\r\n this.isPolylineStartOrEnd = isPolylineStartOrEnd;\r\n this.vertexIndex = vertexIndex;\r\n this.prevIndex = prevIndex;\r\n this.nextIndex = nextIndex;\r\n }\r\n\r\n public computeParam(negatePerp: boolean, adjacentToJoint: boolean = false, joint: boolean = false, noDisplacement: boolean = false): number {\r\n if (joint)\r\n return PolylineParam.kJointBase;\r\n\r\n let param: PolylineParam;\r\n if (noDisplacement)\r\n param = PolylineParam.kNoneAdjustWeight; // prevent getting tossed before width adjustment\r\n else if (adjacentToJoint)\r\n param = PolylineParam.kMiterInsideOnly;\r\n else\r\n param = this.isPolylineStartOrEnd ? PolylineParam.kSquare : PolylineParam.kMiter;\r\n\r\n let adjust = 0;\r\n if (negatePerp)\r\n adjust = PolylineParam.kNegatePerp;\r\n if (!this.isSegmentStart)\r\n adjust += PolylineParam.kNegateAlong;\r\n\r\n return param + adjust;\r\n }\r\n}\r\n\r\nclass PolylineTesselator {\r\n private _polylines: PolylineIndices[];\r\n private _doJoints: boolean;\r\n private _numIndices = 0;\r\n private _vertIndex: number[] = [];\r\n private _prevIndex: number[] = [];\r\n private _nextIndex: number[] = [];\r\n private _nextParam: number[] = [];\r\n private _position: Point3d[] = [];\r\n\r\n public constructor(polylines: PolylineIndices[], points: QPoint3dList | Point3d[], doJointTriangles: boolean) {\r\n this._polylines = polylines;\r\n if (points instanceof QPoint3dList) {\r\n for (const p of points.list)\r\n this._position.push(p.unquantize(points.params));\r\n } else {\r\n this._position = points;\r\n }\r\n\r\n this._doJoints = doJointTriangles;\r\n }\r\n\r\n public static fromPolyline(args: PolylineArgs): PolylineTesselator {\r\n return new PolylineTesselator(args.polylines, args.points, wantJointTriangles(args.width, !!args.flags.is2d));\r\n }\r\n\r\n public static fromMesh(args: MeshArgs): PolylineTesselator | undefined {\r\n if (undefined !== args.edges?.polylines.lines && undefined !== args.points)\r\n return new PolylineTesselator(args.edges.polylines.lines, args.points, wantJointTriangles(args.edges.width, true === args.is2d));\r\n\r\n return undefined;\r\n }\r\n\r\n public tesselate(): TesselatedPolyline {\r\n this._tesselate();\r\n\r\n const vertIndex = VertexIndices.fromArray(this._vertIndex);\r\n const prevIndex = VertexIndices.fromArray(this._prevIndex);\r\n\r\n const nextIndexAndParam = new Uint8Array(this._numIndices * 4);\r\n for (let i = 0; i < this._numIndices; i++) {\r\n const index = this._nextIndex[i];\r\n const j = i * 4;\r\n VertexIndices.encodeIndex(index, nextIndexAndParam, j);\r\n nextIndexAndParam[j + 3] = this._nextParam[i] & 0x000000ff;\r\n }\r\n\r\n return {\r\n indices: vertIndex,\r\n prevIndices: prevIndex,\r\n nextIndicesAndParams: nextIndexAndParam,\r\n };\r\n }\r\n\r\n private _tesselate() {\r\n const v0 = new PolylineVertex(), v1 = new PolylineVertex();\r\n const maxJointDot = -0.7;\r\n\r\n for (const line of this._polylines) {\r\n if (line.length < 2)\r\n continue;\r\n\r\n const last = line.length - 1;\r\n const isClosed: boolean = line[0] === line[last];\r\n\r\n for (let i = 0; i < last; ++i) {\r\n const idx0 = line[i];\r\n const idx1 = line[i + 1];\r\n const isStart: boolean = (0 === i);\r\n const isEnd: boolean = (last - 1 === i);\r\n const prevIdx0 = isStart ? (isClosed ? line[last - 1] : idx0) : line[i - 1];\r\n const nextIdx1 = isEnd ? (isClosed ? line[1] : idx1) : line[i + 2];\r\n\r\n v0.init(true, isStart && !isClosed, idx0, prevIdx0, idx1);\r\n v1.init(false, isEnd && !isClosed, idx1, nextIdx1, idx0);\r\n\r\n const jointAt0: boolean = this._doJoints && (isClosed || !isStart) && this._dotProduct(v0) > maxJointDot;\r\n const jointAt1: boolean = this._doJoints && (isClosed || !isEnd) && this._dotProduct(v1) > maxJointDot;\r\n\r\n if (jointAt0 || jointAt1) {\r\n this._addVertex(v0, v0.computeParam(true, jointAt0, false, false));\r\n this._addVertex(v1, v1.computeParam(false, jointAt1, false, false));\r\n this._addVertex(v0, v0.computeParam(false, jointAt0, false, true));\r\n this._addVertex(v0, v0.computeParam(false, jointAt0, false, true));\r\n this._addVertex(v1, v1.computeParam(false, jointAt1, false, false));\r\n this._addVertex(v1, v1.computeParam(false, jointAt1, false, true));\r\n this._addVertex(v0, v0.computeParam(false, jointAt0, false, true));\r\n this._addVertex(v1, v1.computeParam(false, jointAt1, false, true));\r\n this._addVertex(v0, v0.computeParam(false, jointAt0, false, false));\r\n this._addVertex(v0, v0.computeParam(false, jointAt0, false, false));\r\n this._addVertex(v1, v1.computeParam(false, jointAt1, false, true));\r\n this._addVertex(v1, v1.computeParam(true, jointAt1, false, false));\r\n\r\n if (jointAt0)\r\n this.addJointTriangles(v0, v0.computeParam(false, true, false, true), v0);\r\n\r\n if (jointAt1)\r\n this.addJointTriangles(v1, v1.computeParam(false, true, false, true), v1);\r\n } else {\r\n this._addVertex(v0, v0.computeParam(true));\r\n this._addVertex(v1, v1.computeParam(false));\r\n this._addVertex(v0, v0.computeParam(false));\r\n this._addVertex(v0, v0.computeParam(false));\r\n this._addVertex(v1, v1.computeParam(false));\r\n this._addVertex(v1, v1.computeParam(true));\r\n }\r\n }\r\n }\r\n }\r\n\r\n private addJointTriangles(v0: PolylineVertex, p0: number, v1: PolylineVertex): void {\r\n const param = v1.computeParam(false, false, true);\r\n for (let i = 0; i < 3; i++) {\r\n this._addVertex(v0, p0);\r\n this._addVertex(v1, param + i + 1);\r\n this._addVertex(v1, param + i);\r\n }\r\n }\r\n\r\n private _dotProduct(v: PolylineVertex): number {\r\n const pos: Point3d = this._position[v.vertexIndex];\r\n const prevDir: Vector3d = Vector3d.createStartEnd(this._position[v.prevIndex], pos);\r\n const nextDir: Vector3d = Vector3d.createStartEnd(this._position[v.nextIndex], pos);\r\n return prevDir.dotProduct(nextDir);\r\n }\r\n\r\n private _addVertex(vertex: PolylineVertex, param: number): void {\r\n this._vertIndex[this._numIndices] = vertex.vertexIndex;\r\n this._prevIndex[this._numIndices] = vertex.prevIndex;\r\n this._nextIndex[this._numIndices] = vertex.nextIndex;\r\n this._nextParam[this._numIndices] = param;\r\n this._numIndices++;\r\n }\r\n}\r\n\r\n/** Strictly for tests. @internal */\r\nexport function tesselatePolyline(polylines: PolylineIndices[], points: QPoint3dList, doJointTriangles: boolean): TesselatedPolyline {\r\n const tesselator = new PolylineTesselator(polylines, points, doJointTriangles);\r\n return tesselator.tesselate();\r\n}\r\n\r\n/** @internal */\r\nexport function createPolylineParams(args: PolylineArgs, maxDimension: number): PolylineParams | undefined {\r\n assert(!args.flags.isDisjoint);\r\n const vertices = VertexTableBuilder.buildFromPolylines(args, maxDimension);\r\n if (undefined === vertices)\r\n return undefined;\r\n\r\n const tesselator = PolylineTesselator.fromPolyline(args);\r\n if (undefined === tesselator)\r\n return undefined;\r\n\r\n return {\r\n vertices,\r\n polyline: tesselator.tesselate(),\r\n isPlanar: !!args.flags.isPlanar,\r\n type: args.flags.type ?? PolylineTypeFlags.Normal,\r\n weight: args.width,\r\n linePixels: args.linePixels,\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport function wantJointTriangles(weight: number, is2d: boolean): boolean {\r\n // Joints are incredibly expensive. In 3d, only generate them if the line is sufficiently wide for them to be noticeable.\r\n const jointWidthThreshold = 3;\r\n return is2d || weight >= jointWidthThreshold;\r\n}\r\n"]}
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+
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { LinePixels, PolylineIndices, PolylineTypeFlags, QPoint3dList } from \"@itwin/core-common\";\r\nimport { VertexIndices } from \"./VertexIndices\";\r\nimport { VertexTable } from \"./VertexTable\";\r\nimport { Point3d, Vector3d } from \"@itwin/core-geometry\";\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { VertexTableBuilder } from \"./VertexTableBuilder\";\r\nimport { MeshArgs } from \"../../../render/MeshArgs\";\r\nimport { PolylineArgs } from \"../../../render/PolylineArgs\";\r\n\r\n/** Represents a tesselated polyline.\r\n * Given a polyline as a line string, each segment of the line string is triangulated into a quad.\r\n * Based on the angle between two segments, additional joint triangles may be inserted in between to enable smoothly-rounded corners.\r\n * @internal\r\n */\r\nexport interface TesselatedPolyline {\r\n /** 24-bit index of each vertex. */\r\n indices: VertexIndices;\r\n /** 24-bit index of the previous vertex in the polyline. */\r\n prevIndices: VertexIndices;\r\n /** 24-bit index of the next vertex in the polyline, plus 8-bit parameter describing the semantics of this vertex. */\r\n nextIndicesAndParams: Uint8Array;\r\n}\r\n\r\n/** @internal */\r\nexport interface PolylineParams {\r\n vertices: VertexTable;\r\n polyline: TesselatedPolyline;\r\n isPlanar: boolean;\r\n type: PolylineTypeFlags;\r\n weight: number;\r\n linePixels: LinePixels;\r\n}\r\n\r\n/** Parameter associated with each vertex index of a tesselated polyline. */\r\nconst enum PolylineParam { // eslint-disable-line no-restricted-syntax\r\n kNone = 0,\r\n kSquare = 1 * 3,\r\n kMiter = 2 * 3,\r\n kMiterInsideOnly = 3 * 3,\r\n kJointBase = 4 * 3,\r\n kNegatePerp = 8 * 3,\r\n kNegateAlong = 16 * 3,\r\n kNoneAdjustWeight = 32 * 3,\r\n}\r\n\r\n/** @internal */\r\nexport function tesselatePolylineFromMesh(args: MeshArgs): TesselatedPolyline | undefined {\r\n const tesselator = PolylineTesselator.fromMesh(args);\r\n return tesselator?.tesselate();\r\n}\r\n\r\nclass PolylineVertex {\r\n public isSegmentStart: boolean = false;\r\n public isPolylineStartOrEnd: boolean = false;\r\n public vertexIndex: number = 0;\r\n public prevIndex: number = 0;\r\n public nextIndex: number = 0;\r\n\r\n public constructor() { }\r\n\r\n public init(isSegmentStart: boolean, isPolylineStartOrEnd: boolean, vertexIndex: number, prevIndex: number, nextIndex: number) {\r\n this.isSegmentStart = isSegmentStart;\r\n this.isPolylineStartOrEnd = isPolylineStartOrEnd;\r\n this.vertexIndex = vertexIndex;\r\n this.prevIndex = prevIndex;\r\n this.nextIndex = nextIndex;\r\n }\r\n\r\n public computeParam(negatePerp: boolean, adjacentToJoint: boolean = false, joint: boolean = false, noDisplacement: boolean = false): number {\r\n if (joint)\r\n return PolylineParam.kJointBase;\r\n\r\n let param: PolylineParam;\r\n if (noDisplacement)\r\n param = PolylineParam.kNoneAdjustWeight; // prevent getting tossed before width adjustment\r\n else if (adjacentToJoint)\r\n param = PolylineParam.kMiterInsideOnly;\r\n else\r\n param = this.isPolylineStartOrEnd ? PolylineParam.kSquare : PolylineParam.kMiter;\r\n\r\n let adjust = 0;\r\n if (negatePerp)\r\n adjust = PolylineParam.kNegatePerp;\r\n if (!this.isSegmentStart)\r\n adjust += PolylineParam.kNegateAlong;\r\n\r\n return param + adjust;\r\n }\r\n}\r\n\r\nclass PolylineTesselator {\r\n private _polylines: PolylineIndices[];\r\n private _doJoints: boolean;\r\n private _numIndices = 0;\r\n private _vertIndex: number[] = [];\r\n private _prevIndex: number[] = [];\r\n private _nextIndex: number[] = [];\r\n private _nextParam: number[] = [];\r\n private _position: Point3d[] = [];\r\n\r\n public constructor(polylines: PolylineIndices[], points: QPoint3dList | Point3d[], doJointTriangles: boolean) {\r\n this._polylines = polylines;\r\n if (points instanceof QPoint3dList) {\r\n for (const p of points.list)\r\n this._position.push(p.unquantize(points.params));\r\n } else {\r\n this._position = points;\r\n }\r\n\r\n this._doJoints = doJointTriangles;\r\n }\r\n\r\n public static fromPolyline(args: PolylineArgs): PolylineTesselator {\r\n return new PolylineTesselator(args.polylines, args.points, wantJointTriangles(args.width, !!args.flags.is2d));\r\n }\r\n\r\n public static fromMesh(args: MeshArgs): PolylineTesselator | undefined {\r\n if (undefined !== args.edges?.polylines.lines && undefined !== args.points)\r\n return new PolylineTesselator(args.edges.polylines.lines, args.points, wantJointTriangles(args.edges.width, true === args.is2d));\r\n\r\n return undefined;\r\n }\r\n\r\n public tesselate(): TesselatedPolyline {\r\n this._tesselate();\r\n\r\n const vertIndex = VertexIndices.fromArray(this._vertIndex);\r\n const prevIndex = VertexIndices.fromArray(this._prevIndex);\r\n\r\n const nextIndexAndParam = new Uint8Array(this._numIndices * 4);\r\n for (let i = 0; i < this._numIndices; i++) {\r\n const index = this._nextIndex[i];\r\n const j = i * 4;\r\n VertexIndices.encodeIndex(index, nextIndexAndParam, j);\r\n nextIndexAndParam[j + 3] = this._nextParam[i] & 0x000000ff;\r\n }\r\n\r\n return {\r\n indices: vertIndex,\r\n prevIndices: prevIndex,\r\n nextIndicesAndParams: nextIndexAndParam,\r\n };\r\n }\r\n\r\n private _tesselate() {\r\n const v0 = new PolylineVertex(), v1 = new PolylineVertex();\r\n const maxJointDot = -0.7;\r\n\r\n for (const line of this._polylines) {\r\n if (line.length < 2)\r\n continue;\r\n\r\n const last = line.length - 1;\r\n const isClosed: boolean = line[0] === line[last];\r\n\r\n for (let i = 0; i < last; ++i) {\r\n const idx0 = line[i];\r\n const idx1 = line[i + 1];\r\n const isStart: boolean = (0 === i);\r\n const isEnd: boolean = (last - 1 === i);\r\n const prevIdx0 = isStart ? (isClosed ? line[last - 1] : idx0) : line[i - 1];\r\n const nextIdx1 = isEnd ? (isClosed ? line[1] : idx1) : line[i + 2];\r\n\r\n v0.init(true, isStart && !isClosed, idx0, prevIdx0, idx1);\r\n v1.init(false, isEnd && !isClosed, idx1, nextIdx1, idx0);\r\n\r\n const jointAt0: boolean = this._doJoints && (isClosed || !isStart) && this._dotProduct(v0) > maxJointDot;\r\n const jointAt1: boolean = this._doJoints && (isClosed || !isEnd) && this._dotProduct(v1) > maxJointDot;\r\n\r\n if (jointAt0 || jointAt1) {\r\n this._addVertex(v0, v0.computeParam(true, jointAt0, false, false));\r\n this._addVertex(v1, v1.computeParam(false, jointAt1, false, false));\r\n this._addVertex(v0, v0.computeParam(false, jointAt0, false, true));\r\n this._addVertex(v0, v0.computeParam(false, jointAt0, false, true));\r\n this._addVertex(v1, v1.computeParam(false, jointAt1, false, false));\r\n this._addVertex(v1, v1.computeParam(false, jointAt1, false, true));\r\n this._addVertex(v0, v0.computeParam(false, jointAt0, false, true));\r\n this._addVertex(v1, v1.computeParam(false, jointAt1, false, true));\r\n this._addVertex(v0, v0.computeParam(false, jointAt0, false, false));\r\n this._addVertex(v0, v0.computeParam(false, jointAt0, false, false));\r\n this._addVertex(v1, v1.computeParam(false, jointAt1, false, true));\r\n this._addVertex(v1, v1.computeParam(true, jointAt1, false, false));\r\n\r\n if (jointAt0)\r\n this.addJointTriangles(v0, v0.computeParam(false, true, false, true), v0);\r\n\r\n if (jointAt1)\r\n this.addJointTriangles(v1, v1.computeParam(false, true, false, true), v1);\r\n } else {\r\n this._addVertex(v0, v0.computeParam(true));\r\n this._addVertex(v1, v1.computeParam(false));\r\n this._addVertex(v0, v0.computeParam(false));\r\n this._addVertex(v0, v0.computeParam(false));\r\n this._addVertex(v1, v1.computeParam(false));\r\n this._addVertex(v1, v1.computeParam(true));\r\n }\r\n }\r\n }\r\n }\r\n\r\n private addJointTriangles(v0: PolylineVertex, p0: number, v1: PolylineVertex): void {\r\n const param = v1.computeParam(false, false, true);\r\n for (let i = 0; i < 3; i++) {\r\n this._addVertex(v0, p0);\r\n this._addVertex(v1, param + i + 1);\r\n this._addVertex(v1, param + i);\r\n }\r\n }\r\n\r\n private _dotProduct(v: PolylineVertex): number {\r\n const pos: Point3d = this._position[v.vertexIndex];\r\n const prevDir: Vector3d = Vector3d.createStartEnd(this._position[v.prevIndex], pos);\r\n const nextDir: Vector3d = Vector3d.createStartEnd(this._position[v.nextIndex], pos);\r\n return prevDir.dotProduct(nextDir);\r\n }\r\n\r\n private _addVertex(vertex: PolylineVertex, param: number): void {\r\n this._vertIndex[this._numIndices] = vertex.vertexIndex;\r\n this._prevIndex[this._numIndices] = vertex.prevIndex;\r\n this._nextIndex[this._numIndices] = vertex.nextIndex;\r\n this._nextParam[this._numIndices] = param;\r\n this._numIndices++;\r\n }\r\n}\r\n\r\n/** Strictly for tests. @internal */\r\nexport function tesselatePolyline(polylines: PolylineIndices[], points: QPoint3dList, doJointTriangles: boolean): TesselatedPolyline {\r\n const tesselator = new PolylineTesselator(polylines, points, doJointTriangles);\r\n return tesselator.tesselate();\r\n}\r\n\r\n/** @internal */\r\nexport function createPolylineParams(args: PolylineArgs, maxDimension: number): PolylineParams | undefined {\r\n assert(!args.flags.isDisjoint);\r\n const vertices = VertexTableBuilder.buildFromPolylines(args, maxDimension);\r\n if (undefined === vertices)\r\n return undefined;\r\n\r\n const tesselator = PolylineTesselator.fromPolyline(args);\r\n if (undefined === tesselator)\r\n return undefined;\r\n\r\n return {\r\n vertices,\r\n polyline: tesselator.tesselate(),\r\n isPlanar: !!args.flags.isPlanar,\r\n type: args.flags.type ?? PolylineTypeFlags.Normal,\r\n weight: args.width,\r\n linePixels: args.linePixels,\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport function wantJointTriangles(weight: number, is2d: boolean): boolean {\r\n // Joints are incredibly expensive. In 3d, only generate them if the line is sufficiently wide for them to be noticeable.\r\n const jointWidthThreshold = 3;\r\n return is2d || weight >= jointWidthThreshold;\r\n}\r\n"]}
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@@ -4,7 +4,8 @@
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import { ColorIndex, FeatureIndex, QParams2d, QParams3d } from "@itwin/core-common";
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5
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import { VertexTable } from "./VertexTable";
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6
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import { MeshParams } from "./MeshParams";
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-
import { MeshArgs
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7
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import { MeshArgs } from "../../../render/MeshArgs";
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import { PolylineArgs } from "../../../render/PolylineArgs";
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/** @internal */
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export declare function createMeshParams(args: MeshArgs, maxDimension: number, enableIndexedEdges: boolean): MeshParams;
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/** Builds a VertexTable from some data type supplying the vertex data.
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-
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1
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+
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Point2d, Point3d, Range2d } from \"@itwin/core-geometry\";\r\nimport {\r\n ColorDef, ColorIndex, FeatureIndex, FeatureIndexType, FillFlags, QParams2d, QParams3d, QPoint2d, QPoint3dList,\r\n} from \"@itwin/core-common\";\r\nimport { AuxChannelTable } from \"./AuxChannelTable\";\r\nimport { computeDimensions, VertexTable } from \"./VertexTable\";\r\nimport { createSurfaceMaterial, SurfaceParams, SurfaceType } from \"./SurfaceParams\";\r\nimport { MeshParams } from \"./MeshParams\";\r\nimport { Point3dList } from \"./MeshPrimitive\";\r\nimport { VertexIndices } from \"./VertexIndices\";\r\nimport { MeshArgs, PolylineArgs } from \"./MeshPrimitives\";\r\nimport { createEdgeParams } from \"./EdgeParams\";\r\n\r\n/** @internal */\r\nexport function createMeshParams(args: MeshArgs, maxDimension: number, enableIndexedEdges: boolean): MeshParams {\r\n const builder = createMeshBuilder(args);\r\n const vertices = builder.build(args.colors, args.features, maxDimension);\r\n\r\n const surfaceIndices = VertexIndices.fromArray(args.vertIndices);\r\n\r\n const surface: SurfaceParams = {\r\n type: builder.type,\r\n indices: surfaceIndices,\r\n fillFlags: args.fillFlags ?? FillFlags.ByView,\r\n hasBakedLighting: true === args.hasBakedLighting,\r\n textureMapping: undefined !== args.textureMapping ? { texture: args.textureMapping.texture, alwaysDisplayed: false } : undefined,\r\n material: createSurfaceMaterial(args.material),\r\n };\r\n\r\n const channels = undefined !== args.auxChannels ? AuxChannelTable.fromChannels(args.auxChannels, vertices.numVertices, maxDimension) : undefined;\r\n const edges = createEdgeParams({ meshArgs: args, maxWidth: maxDimension, createIndexed: enableIndexedEdges });\r\n return {\r\n vertices,\r\n surface,\r\n edges,\r\n isPlanar: !!args.isPlanar,\r\n auxChannels: channels,\r\n };\r\n}\r\n\r\n/** Builds a VertexTable from some data type supplying the vertex data.\r\n * @internal\r\n */\r\nexport abstract class VertexTableBuilder {\r\n public data?: Uint8Array;\r\n private _curIndex: number = 0;\r\n\r\n public abstract get numVertices(): number;\r\n public abstract get numRgbaPerVertex(): number;\r\n public abstract get qparams(): QParams3d;\r\n public abstract get usesUnquantizedPositions(): boolean;\r\n public get uvParams(): QParams2d | undefined { return undefined; }\r\n public abstract appendVertex(vertIndex: number): void;\r\n\r\n public appendColorTable(colorIndex: ColorIndex) {\r\n if (undefined !== colorIndex.nonUniform) {\r\n for (const color of colorIndex.nonUniform.colors) {\r\n this.appendColor(color);\r\n }\r\n }\r\n }\r\n\r\n protected advance(nBytes: number) {\r\n this._curIndex += nBytes;\r\n assert(this._curIndex <= this.data!.length);\r\n }\r\n\r\n protected append8(val: number) {\r\n assert(0 <= val);\r\n assert(val <= 0xff);\r\n assert(val === Math.floor(val));\r\n\r\n this.data![this._curIndex] = val;\r\n this.advance(1);\r\n }\r\n protected append16(val: number) {\r\n this.append8(val & 0x00ff);\r\n this.append8(val >>> 8);\r\n }\r\n protected append32(val: number) {\r\n this.append16(val & 0x0000ffff);\r\n this.append16(val >>> 16);\r\n }\r\n\r\n private appendColor(tbgr: number) {\r\n const colors = ColorDef.getColors(tbgr);\r\n\r\n // invert transparency => alpha\r\n colors.t = 255 - colors.t;\r\n\r\n // premultiply alpha...\r\n switch (colors.t) {\r\n case 0:\r\n colors.r = colors.g = colors.b = 0;\r\n break;\r\n case 255:\r\n break;\r\n default: {\r\n const f = colors.t / 255.0;\r\n colors.r = Math.floor(colors.r * f + 0.5);\r\n colors.g = Math.floor(colors.g * f + 0.5);\r\n colors.b = Math.floor(colors.b * f + 0.5);\r\n break;\r\n }\r\n }\r\n\r\n // Store 32-bit value in little-endian order (red first)\r\n this.append8(colors.r);\r\n this.append8(colors.g);\r\n this.append8(colors.b);\r\n this.append8(colors.t);\r\n }\r\n\r\n public build(colorIndex: ColorIndex, featureIndex: FeatureIndex, maxDimension: number): VertexTable {\r\n const { numVertices, numRgbaPerVertex } = this;\r\n const numColors = colorIndex.isUniform ? 0 : colorIndex.numColors;\r\n const dimensions = computeDimensions(numVertices, numRgbaPerVertex, numColors, maxDimension);\r\n assert(0 === dimensions.width % numRgbaPerVertex || (0 < numColors && 1 === dimensions.height));\r\n\r\n const data = new Uint8Array(dimensions.width * dimensions.height * 4);\r\n\r\n this.data = data;\r\n for (let i = 0; i < numVertices; i++)\r\n this.appendVertex(i);\r\n\r\n this.appendColorTable(colorIndex);\r\n\r\n this.data = undefined;\r\n\r\n return {\r\n data,\r\n qparams: this.qparams,\r\n usesUnquantizedPositions: this.usesUnquantizedPositions,\r\n width: dimensions.width,\r\n height: dimensions.height,\r\n hasTranslucency: colorIndex.hasAlpha,\r\n uniformColor: colorIndex.uniform,\r\n numVertices,\r\n numRgbaPerVertex,\r\n uvParams: this.uvParams,\r\n featureIndexType: featureIndex.type,\r\n uniformFeatureID: featureIndex.type === FeatureIndexType.Uniform ? featureIndex.featureID : undefined,\r\n };\r\n }\r\n\r\n public static buildFromPolylines(args: PolylineArgs, maxDimension: number): VertexTable | undefined {\r\n const polylines = args.polylines;\r\n if (polylines.length === 0)\r\n return undefined;\r\n\r\n const builder = createPolylineBuilder(args);\r\n return builder.build(args.colors, args.features, maxDimension);\r\n }\r\n}\r\n\r\ntype VertexData = PolylineArgs | MeshArgs;\r\ntype Quantized<T extends VertexData> = Omit<T, \"points\"> & { points: QPoint3dList };\r\ntype Unquantized<T extends VertexData> = Omit<T, \"points\"> & { points: Omit<Point3dList, \"add\"> };\r\n\r\nnamespace Quantized { // eslint-disable-line @typescript-eslint/no-redeclare\r\n /**\r\n * Supplies vertex data from a PolylineArgs or MeshArgs. Each vertex consists of 12 bytes:\r\n * pos.x 00\r\n * pos.y 02\r\n * pos.z 04\r\n * colorIndex 06\r\n * featureIndex 08 (24 bits)\r\n * materialIndex 0B (for meshes that use a material atlas; otherwise unused). NOTE: Currently front-end code does not produce material atlases.\r\n */\r\n export class SimpleBuilder<T extends Quantized<VertexData>> extends VertexTableBuilder {\r\n public args: T;\r\n protected _qpoints: QPoint3dList;\r\n\r\n public constructor(args: T) {\r\n super();\r\n this._qpoints = args.points;\r\n this.args = args;\r\n assert(undefined !== this.args.points);\r\n }\r\n\r\n public get numVertices() { return this.args.points.length; }\r\n public get numRgbaPerVertex() { return 3; }\r\n public get usesUnquantizedPositions() { return false; }\r\n public get qparams() {\r\n return this._qpoints.params;\r\n }\r\n\r\n public appendVertex(vertIndex: number): void {\r\n this.appendPosition(vertIndex);\r\n this.appendColorIndex(vertIndex);\r\n this.appendFeatureIndex(vertIndex);\r\n }\r\n\r\n protected appendPosition(vertIndex: number) {\r\n this.append16(this._qpoints.list[vertIndex].x);\r\n this.append16(this._qpoints.list[vertIndex].y);\r\n this.append16(this._qpoints.list[vertIndex].z);\r\n }\r\n\r\n protected appendColorIndex(vertIndex: number) {\r\n if (undefined !== this.args.colors.nonUniform) {\r\n this.append16(this.args.colors.nonUniform.indices[vertIndex]);\r\n } else {\r\n this.advance(2);\r\n }\r\n }\r\n\r\n protected appendFeatureIndex(vertIndex: number) {\r\n if (undefined !== this.args.features.featureIDs) {\r\n this.append32(this.args.features.featureIDs[vertIndex]);\r\n } else {\r\n this.advance(4);\r\n }\r\n }\r\n }\r\n\r\n /** Supplies vertex data from a MeshArgs. */\r\n export class MeshBuilder extends SimpleBuilder<Quantized<MeshArgs>> {\r\n public readonly type: SurfaceType;\r\n\r\n protected constructor(args: Quantized<MeshArgs>, type: SurfaceType) {\r\n super(args);\r\n this.type = type;\r\n }\r\n\r\n public static create(args: Quantized<MeshArgs>): MeshBuilder {\r\n if (args.isVolumeClassifier)\r\n return new MeshBuilder(args, SurfaceType.VolumeClassifier);\r\n\r\n const isLit = undefined !== args.normals && 0 < args.normals.length;\r\n const isTextured = undefined !== args.textureMapping;\r\n\r\n let uvParams: QParams2d | undefined;\r\n\r\n if (args.textureMapping) {\r\n const uvRange = Range2d.createNull();\r\n const fpts = args.textureMapping.uvParams;\r\n const pt2d = new Point2d();\r\n if (undefined !== fpts && fpts.length > 0)\r\n for (let i = 0; i < args.points.length; i++)\r\n uvRange.extendPoint(Point2d.create(fpts[i].x, fpts[i].y, pt2d));\r\n\r\n uvParams = QParams2d.fromRange(uvRange);\r\n }\r\n\r\n if (isLit)\r\n return isTextured ? new TexturedLitMeshBuilder(args, uvParams!) : new LitMeshBuilder(args);\r\n else\r\n return isTextured ? new TexturedMeshBuilder(args, uvParams!) : new MeshBuilder(args, SurfaceType.Unlit);\r\n }\r\n }\r\n\r\n /** Supplies vertex data from a MeshArgs where each vertex consists of 16 bytes.\r\n * In addition to the SimpleBuilder data, the final 4 bytes hold the quantized UV params\r\n * The color index is left uninitialized as it is unused.\r\n */\r\n class TexturedMeshBuilder extends MeshBuilder {\r\n private _qparams: QParams2d;\r\n private _qpoint = new QPoint2d();\r\n\r\n public constructor(args: Quantized<MeshArgs>, qparams: QParams2d, type: SurfaceType = SurfaceType.Textured) {\r\n super(args, type);\r\n this._qparams = qparams;\r\n assert(undefined !== args.textureMapping);\r\n }\r\n\r\n public override get numRgbaPerVertex() { return 4; }\r\n public override get uvParams() { return this._qparams; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n this.appendPosition(vertIndex);\r\n this.appendNormal(vertIndex);\r\n this.appendFeatureIndex(vertIndex);\r\n this.appendUVParams(vertIndex);\r\n }\r\n\r\n protected appendNormal(_vertIndex: number): void { this.advance(2); } // no normal for unlit meshes\r\n\r\n protected appendUVParams(vertIndex: number) {\r\n this._qpoint.init(this.args.textureMapping!.uvParams[vertIndex], this._qparams);\r\n this.append16(this._qpoint.x);\r\n this.append16(this._qpoint.y);\r\n }\r\n }\r\n\r\n /** As with TexturedMeshBuilder, but the color index is replaced with the oct-encoded normal value. */\r\n class TexturedLitMeshBuilder extends TexturedMeshBuilder {\r\n public constructor(args: Quantized<MeshArgs>, qparams: QParams2d) {\r\n super(args, qparams, SurfaceType.TexturedLit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n protected override appendNormal(vertIndex: number) { this.append16(this.args.normals![vertIndex].value); }\r\n }\r\n\r\n /** 16 bytes. The last 2 bytes are unused; the 2 immediately preceding it hold the oct-encoded normal value. */\r\n class LitMeshBuilder extends MeshBuilder {\r\n public constructor(args: Quantized<MeshArgs>) {\r\n super(args, SurfaceType.Lit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n public override get numRgbaPerVertex() { return 4; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n super.appendVertex(vertIndex);\r\n this.append16(this.args.normals![vertIndex].value);\r\n this.advance(2); // 2 unused bytes\r\n }\r\n }\r\n}\r\n\r\n/** Builders in this namespace store vertex positions as 32-bit floats instead of quantizing to 16-bit unsigned integers.\r\n * This is preferred for decoration graphics, which might contain ranges of positions that exceed the limits for quantization; if quantized,\r\n * they could produce visual artifacts.\r\n * Each builder produces a VertexTable that starts with the following layout:\r\n * pos.x: 00\r\n * pos.y: 04\r\n * pos.z: 08\r\n * featureIndex: 0C\r\n * materialIndex:0F (NOTE: frontend code currently doesn't produce material atlases, so this is always zero).\r\n * Followed (by default) by:\r\n * colorIndex: 10\r\n * unused: 12\r\n * Subclasses may add 4 more bytes and/or overwrite the final 4 bytes above.\r\n */\r\nnamespace Unquantized { // eslint-disable-line @typescript-eslint/no-redeclare\r\n const u32Array = new Uint32Array(1);\r\n const f32Array = new Float32Array(u32Array.buffer);\r\n\r\n // colorIndex: 10\r\n // unused: 12\r\n export class SimpleBuilder<T extends Unquantized<VertexData>> extends VertexTableBuilder {\r\n public args: T;\r\n protected _points: Point3d[];\r\n private _qparams3d: QParams3d;\r\n\r\n public constructor(args: T) {\r\n super();\r\n assert(!(args.points instanceof QPoint3dList));\r\n this._qparams3d = QParams3d.fromRange(args.points.range);\r\n this.args = args;\r\n this._points = args.points;\r\n }\r\n\r\n public get numVertices() { return this._points.length; }\r\n public get numRgbaPerVertex() { return 5; }\r\n public get usesUnquantizedPositions() { return true; }\r\n public get qparams() { return this._qparams3d; }\r\n\r\n public appendVertex(vertIndex: number): void {\r\n this.appendTransposePosAndFeatureNdx(vertIndex);\r\n this.appendColorIndex(vertIndex);\r\n }\r\n\r\n private appendFloat32(val: number) {\r\n f32Array[0] = val;\r\n this.append32(u32Array[0]);\r\n }\r\n\r\n private convertFloat32(val: number): number {\r\n f32Array[0] = val;\r\n return u32Array[0];\r\n }\r\n\r\n protected appendTransposePosAndFeatureNdx(vertIndex: number) {\r\n // transpose position xyz vals into [0].xyz - [3].xyz, and add feature index at .w\r\n // this is to order things to let shader code access much more efficiently\r\n const pt = this._points[vertIndex];\r\n const x = this.convertFloat32 (pt.x);\r\n const y = this.convertFloat32 (pt.y);\r\n const z = this.convertFloat32 (pt.z);\r\n const featID = (this.args.features.featureIDs) ? this.args.features.featureIDs[vertIndex] : 0;\r\n this.append8(x & 0x000000ff);\r\n this.append8(y & 0x000000ff);\r\n this.append8(z & 0x000000ff);\r\n this.append8(featID & 0x000000ff);\r\n this.append8((x >>> 8) & 0x000000ff);\r\n this.append8((y >>> 8) & 0x000000ff);\r\n this.append8((z >>> 8) & 0x000000ff);\r\n this.append8((featID >>> 8) & 0x000000ff);\r\n this.append8((x >>> 16) & 0x000000ff);\r\n this.append8((y >>> 16) & 0x000000ff);\r\n this.append8((z >>> 16) & 0x000000ff);\r\n this.append8((featID >>> 16) & 0x000000ff);\r\n this.append8(x >>> 24);\r\n this.append8(y >>> 24);\r\n this.append8(z >>> 24);\r\n this.append8(featID >>> 24);\r\n }\r\n\r\n protected appendPosition(vertIndex: number) {\r\n const pt = this._points[vertIndex];\r\n this.appendFloat32(pt.x);\r\n this.appendFloat32(pt.y);\r\n this.appendFloat32(pt.z);\r\n }\r\n\r\n protected appendFeatureIndex(vertIndex: number) {\r\n if (this.args.features.featureIDs)\r\n this.append32(this.args.features.featureIDs[vertIndex]);\r\n else\r\n this.advance(4);\r\n }\r\n\r\n protected _appendColorIndex(vertIndex: number) {\r\n if (undefined !== this.args.colors.nonUniform)\r\n this.append16(this.args.colors.nonUniform.indices[vertIndex]);\r\n else\r\n this.advance(2);\r\n }\r\n\r\n protected appendColorIndex(vertIndex: number) {\r\n this._appendColorIndex(vertIndex);\r\n this.advance(2);\r\n }\r\n }\r\n\r\n export class MeshBuilder extends SimpleBuilder<Unquantized<MeshArgs>> {\r\n public readonly type: SurfaceType;\r\n\r\n protected constructor(args: Unquantized<MeshArgs>, type: SurfaceType) {\r\n super(args);\r\n this.type = type;\r\n }\r\n\r\n public static create(args: Unquantized<MeshArgs>): MeshBuilder {\r\n if (args.isVolumeClassifier)\r\n return new MeshBuilder(args, SurfaceType.VolumeClassifier);\r\n\r\n const isLit = undefined !== args.normals && 0 < args.normals.length;\r\n const isTextured = undefined !== args.textureMapping;\r\n\r\n let uvParams: QParams2d | undefined;\r\n\r\n if (args.textureMapping) {\r\n const uvRange = Range2d.createNull();\r\n const fpts = args.textureMapping.uvParams;\r\n const pt2d = new Point2d();\r\n if (undefined !== fpts && fpts.length > 0)\r\n for (let i = 0; i < args.points.length; i++)\r\n uvRange.extendPoint(Point2d.create(fpts[i].x, fpts[i].y, pt2d));\r\n\r\n uvParams = QParams2d.fromRange(uvRange);\r\n }\r\n\r\n if (isLit)\r\n return isTextured ? new TexturedLitMeshBuilder(args, uvParams!) : new LitMeshBuilder(args);\r\n else\r\n return isTextured ? new TexturedMeshBuilder(args, uvParams!) : new MeshBuilder(args, SurfaceType.Unlit);\r\n }\r\n }\r\n\r\n // u: 10\r\n // v: 12\r\n class TexturedMeshBuilder extends MeshBuilder {\r\n private _qparams: QParams2d;\r\n private _qpoint = new QPoint2d();\r\n\r\n public constructor(args: Unquantized<MeshArgs>, qparams: QParams2d, type = SurfaceType.Textured) {\r\n super(args, type);\r\n this._qparams = qparams;\r\n assert(undefined !== args.textureMapping);\r\n }\r\n\r\n public override get uvParams() { return this._qparams; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n super.appendVertex(vertIndex);\r\n\r\n this._qpoint.init(this.args.textureMapping!.uvParams[vertIndex], this._qparams);\r\n this.append16(this._qpoint.x);\r\n this.append16(this._qpoint.y);\r\n }\r\n\r\n protected override appendColorIndex() { }\r\n }\r\n\r\n // u: 10\r\n // v: 12\r\n // normal: 14\r\n // unused: 16\r\n class TexturedLitMeshBuilder extends TexturedMeshBuilder {\r\n public constructor(args: Unquantized<MeshArgs>, qparams: QParams2d) {\r\n super(args, qparams, SurfaceType.TexturedLit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n public override get numRgbaPerVertex() { return 6; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n super.appendVertex(vertIndex);\r\n this.append16(this.args.normals![vertIndex].value);\r\n this.advance(2);\r\n }\r\n }\r\n\r\n // color: 10\r\n // normal: 12\r\n class LitMeshBuilder extends MeshBuilder {\r\n public constructor(args: Unquantized<MeshArgs>) {\r\n super(args, SurfaceType.Lit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n protected override appendColorIndex(vertIndex: number) {\r\n super._appendColorIndex(vertIndex);\r\n }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n super.appendVertex(vertIndex);\r\n this.append16(this.args.normals![vertIndex].value);\r\n }\r\n }\r\n}\r\n\r\nfunction createMeshBuilder(args: MeshArgs): VertexTableBuilder & { type: SurfaceType } {\r\n if (args.points instanceof QPoint3dList)\r\n return Quantized.MeshBuilder.create(args as Quantized<MeshArgs>);\r\n else\r\n return Unquantized.MeshBuilder.create(args as Unquantized<MeshArgs>);\r\n}\r\n\r\nfunction createPolylineBuilder(args: PolylineArgs): VertexTableBuilder {\r\n if (args.points instanceof QPoint3dList)\r\n return new Quantized.SimpleBuilder(args as Quantized<PolylineArgs>);\r\n else\r\n return new Unquantized.SimpleBuilder(args as Unquantized<PolylineArgs>);\r\n}\r\n"]}
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+
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Point2d, Point3d, Range2d } from \"@itwin/core-geometry\";\r\nimport {\r\n ColorDef, ColorIndex, FeatureIndex, FeatureIndexType, FillFlags, QParams2d, QParams3d, QPoint2d, QPoint3dList,\r\n} from \"@itwin/core-common\";\r\nimport { AuxChannelTable } from \"./AuxChannelTable\";\r\nimport { computeDimensions, VertexTable } from \"./VertexTable\";\r\nimport { createSurfaceMaterial, SurfaceParams, SurfaceType } from \"./SurfaceParams\";\r\nimport { MeshParams } from \"./MeshParams\";\r\nimport { Point3dList } from \"./MeshPrimitive\";\r\nimport { VertexIndices } from \"./VertexIndices\";\r\nimport { createEdgeParams } from \"./EdgeParams\";\r\nimport { MeshArgs } from \"../../../render/MeshArgs\";\r\nimport { PolylineArgs } from \"../../../render/PolylineArgs\";\r\n\r\n/** @internal */\r\nexport function createMeshParams(args: MeshArgs, maxDimension: number, enableIndexedEdges: boolean): MeshParams {\r\n const builder = createMeshBuilder(args);\r\n const vertices = builder.build(args.colors, args.features, maxDimension);\r\n\r\n const surfaceIndices = VertexIndices.fromArray(args.vertIndices);\r\n\r\n const surface: SurfaceParams = {\r\n type: builder.type,\r\n indices: surfaceIndices,\r\n fillFlags: args.fillFlags ?? FillFlags.ByView,\r\n hasBakedLighting: true === args.hasBakedLighting,\r\n textureMapping: undefined !== args.textureMapping ? { texture: args.textureMapping.texture, alwaysDisplayed: false } : undefined,\r\n material: createSurfaceMaterial(args.material),\r\n };\r\n\r\n const channels = undefined !== args.auxChannels ? AuxChannelTable.fromChannels(args.auxChannels, vertices.numVertices, maxDimension) : undefined;\r\n const edges = createEdgeParams({ meshArgs: args, maxWidth: maxDimension, createIndexed: enableIndexedEdges });\r\n return {\r\n vertices,\r\n surface,\r\n edges,\r\n isPlanar: !!args.isPlanar,\r\n auxChannels: channels,\r\n };\r\n}\r\n\r\n/** Builds a VertexTable from some data type supplying the vertex data.\r\n * @internal\r\n */\r\nexport abstract class VertexTableBuilder {\r\n public data?: Uint8Array;\r\n private _curIndex: number = 0;\r\n\r\n public abstract get numVertices(): number;\r\n public abstract get numRgbaPerVertex(): number;\r\n public abstract get qparams(): QParams3d;\r\n public abstract get usesUnquantizedPositions(): boolean;\r\n public get uvParams(): QParams2d | undefined { return undefined; }\r\n public abstract appendVertex(vertIndex: number): void;\r\n\r\n public appendColorTable(colorIndex: ColorIndex) {\r\n if (undefined !== colorIndex.nonUniform) {\r\n for (const color of colorIndex.nonUniform.colors) {\r\n this.appendColor(color);\r\n }\r\n }\r\n }\r\n\r\n protected advance(nBytes: number) {\r\n this._curIndex += nBytes;\r\n assert(this._curIndex <= this.data!.length);\r\n }\r\n\r\n protected append8(val: number) {\r\n assert(0 <= val);\r\n assert(val <= 0xff);\r\n assert(val === Math.floor(val));\r\n\r\n this.data![this._curIndex] = val;\r\n this.advance(1);\r\n }\r\n protected append16(val: number) {\r\n this.append8(val & 0x00ff);\r\n this.append8(val >>> 8);\r\n }\r\n protected append32(val: number) {\r\n this.append16(val & 0x0000ffff);\r\n this.append16(val >>> 16);\r\n }\r\n\r\n private appendColor(tbgr: number) {\r\n const colors = ColorDef.getColors(tbgr);\r\n\r\n // invert transparency => alpha\r\n colors.t = 255 - colors.t;\r\n\r\n // premultiply alpha...\r\n switch (colors.t) {\r\n case 0:\r\n colors.r = colors.g = colors.b = 0;\r\n break;\r\n case 255:\r\n break;\r\n default: {\r\n const f = colors.t / 255.0;\r\n colors.r = Math.floor(colors.r * f + 0.5);\r\n colors.g = Math.floor(colors.g * f + 0.5);\r\n colors.b = Math.floor(colors.b * f + 0.5);\r\n break;\r\n }\r\n }\r\n\r\n // Store 32-bit value in little-endian order (red first)\r\n this.append8(colors.r);\r\n this.append8(colors.g);\r\n this.append8(colors.b);\r\n this.append8(colors.t);\r\n }\r\n\r\n public build(colorIndex: ColorIndex, featureIndex: FeatureIndex, maxDimension: number): VertexTable {\r\n const { numVertices, numRgbaPerVertex } = this;\r\n const numColors = colorIndex.isUniform ? 0 : colorIndex.numColors;\r\n const dimensions = computeDimensions(numVertices, numRgbaPerVertex, numColors, maxDimension);\r\n assert(0 === dimensions.width % numRgbaPerVertex || (0 < numColors && 1 === dimensions.height));\r\n\r\n const data = new Uint8Array(dimensions.width * dimensions.height * 4);\r\n\r\n this.data = data;\r\n for (let i = 0; i < numVertices; i++)\r\n this.appendVertex(i);\r\n\r\n this.appendColorTable(colorIndex);\r\n\r\n this.data = undefined;\r\n\r\n return {\r\n data,\r\n qparams: this.qparams,\r\n usesUnquantizedPositions: this.usesUnquantizedPositions,\r\n width: dimensions.width,\r\n height: dimensions.height,\r\n hasTranslucency: colorIndex.hasAlpha,\r\n uniformColor: colorIndex.uniform,\r\n numVertices,\r\n numRgbaPerVertex,\r\n uvParams: this.uvParams,\r\n featureIndexType: featureIndex.type,\r\n uniformFeatureID: featureIndex.type === FeatureIndexType.Uniform ? featureIndex.featureID : undefined,\r\n };\r\n }\r\n\r\n public static buildFromPolylines(args: PolylineArgs, maxDimension: number): VertexTable | undefined {\r\n const polylines = args.polylines;\r\n if (polylines.length === 0)\r\n return undefined;\r\n\r\n const builder = createPolylineBuilder(args);\r\n return builder.build(args.colors, args.features, maxDimension);\r\n }\r\n}\r\n\r\ntype VertexData = PolylineArgs | MeshArgs;\r\ntype Quantized<T extends VertexData> = Omit<T, \"points\"> & { points: QPoint3dList };\r\ntype Unquantized<T extends VertexData> = Omit<T, \"points\"> & { points: Omit<Point3dList, \"add\"> };\r\n\r\nnamespace Quantized { // eslint-disable-line @typescript-eslint/no-redeclare\r\n /**\r\n * Supplies vertex data from a PolylineArgs or MeshArgs. Each vertex consists of 12 bytes:\r\n * pos.x 00\r\n * pos.y 02\r\n * pos.z 04\r\n * colorIndex 06\r\n * featureIndex 08 (24 bits)\r\n * materialIndex 0B (for meshes that use a material atlas; otherwise unused). NOTE: Currently front-end code does not produce material atlases.\r\n */\r\n export class SimpleBuilder<T extends Quantized<VertexData>> extends VertexTableBuilder {\r\n public args: T;\r\n protected _qpoints: QPoint3dList;\r\n\r\n public constructor(args: T) {\r\n super();\r\n this._qpoints = args.points;\r\n this.args = args;\r\n assert(undefined !== this.args.points);\r\n }\r\n\r\n public get numVertices() { return this.args.points.length; }\r\n public get numRgbaPerVertex() { return 3; }\r\n public get usesUnquantizedPositions() { return false; }\r\n public get qparams() {\r\n return this._qpoints.params;\r\n }\r\n\r\n public appendVertex(vertIndex: number): void {\r\n this.appendPosition(vertIndex);\r\n this.appendColorIndex(vertIndex);\r\n this.appendFeatureIndex(vertIndex);\r\n }\r\n\r\n protected appendPosition(vertIndex: number) {\r\n this.append16(this._qpoints.list[vertIndex].x);\r\n this.append16(this._qpoints.list[vertIndex].y);\r\n this.append16(this._qpoints.list[vertIndex].z);\r\n }\r\n\r\n protected appendColorIndex(vertIndex: number) {\r\n if (undefined !== this.args.colors.nonUniform) {\r\n this.append16(this.args.colors.nonUniform.indices[vertIndex]);\r\n } else {\r\n this.advance(2);\r\n }\r\n }\r\n\r\n protected appendFeatureIndex(vertIndex: number) {\r\n if (undefined !== this.args.features.featureIDs) {\r\n this.append32(this.args.features.featureIDs[vertIndex]);\r\n } else {\r\n this.advance(4);\r\n }\r\n }\r\n }\r\n\r\n /** Supplies vertex data from a MeshArgs. */\r\n export class MeshBuilder extends SimpleBuilder<Quantized<MeshArgs>> {\r\n public readonly type: SurfaceType;\r\n\r\n protected constructor(args: Quantized<MeshArgs>, type: SurfaceType) {\r\n super(args);\r\n this.type = type;\r\n }\r\n\r\n public static create(args: Quantized<MeshArgs>): MeshBuilder {\r\n if (args.isVolumeClassifier)\r\n return new MeshBuilder(args, SurfaceType.VolumeClassifier);\r\n\r\n const isLit = undefined !== args.normals && 0 < args.normals.length;\r\n const isTextured = undefined !== args.textureMapping;\r\n\r\n let uvParams: QParams2d | undefined;\r\n\r\n if (args.textureMapping) {\r\n const uvRange = Range2d.createNull();\r\n const fpts = args.textureMapping.uvParams;\r\n const pt2d = new Point2d();\r\n if (undefined !== fpts && fpts.length > 0)\r\n for (let i = 0; i < args.points.length; i++)\r\n uvRange.extendPoint(Point2d.create(fpts[i].x, fpts[i].y, pt2d));\r\n\r\n uvParams = QParams2d.fromRange(uvRange);\r\n }\r\n\r\n if (isLit)\r\n return isTextured ? new TexturedLitMeshBuilder(args, uvParams!) : new LitMeshBuilder(args);\r\n else\r\n return isTextured ? new TexturedMeshBuilder(args, uvParams!) : new MeshBuilder(args, SurfaceType.Unlit);\r\n }\r\n }\r\n\r\n /** Supplies vertex data from a MeshArgs where each vertex consists of 16 bytes.\r\n * In addition to the SimpleBuilder data, the final 4 bytes hold the quantized UV params\r\n * The color index is left uninitialized as it is unused.\r\n */\r\n class TexturedMeshBuilder extends MeshBuilder {\r\n private _qparams: QParams2d;\r\n private _qpoint = new QPoint2d();\r\n\r\n public constructor(args: Quantized<MeshArgs>, qparams: QParams2d, type: SurfaceType = SurfaceType.Textured) {\r\n super(args, type);\r\n this._qparams = qparams;\r\n assert(undefined !== args.textureMapping);\r\n }\r\n\r\n public override get numRgbaPerVertex() { return 4; }\r\n public override get uvParams() { return this._qparams; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n this.appendPosition(vertIndex);\r\n this.appendNormal(vertIndex);\r\n this.appendFeatureIndex(vertIndex);\r\n this.appendUVParams(vertIndex);\r\n }\r\n\r\n protected appendNormal(_vertIndex: number): void { this.advance(2); } // no normal for unlit meshes\r\n\r\n protected appendUVParams(vertIndex: number) {\r\n this._qpoint.init(this.args.textureMapping!.uvParams[vertIndex], this._qparams);\r\n this.append16(this._qpoint.x);\r\n this.append16(this._qpoint.y);\r\n }\r\n }\r\n\r\n /** As with TexturedMeshBuilder, but the color index is replaced with the oct-encoded normal value. */\r\n class TexturedLitMeshBuilder extends TexturedMeshBuilder {\r\n public constructor(args: Quantized<MeshArgs>, qparams: QParams2d) {\r\n super(args, qparams, SurfaceType.TexturedLit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n protected override appendNormal(vertIndex: number) { this.append16(this.args.normals![vertIndex].value); }\r\n }\r\n\r\n /** 16 bytes. The last 2 bytes are unused; the 2 immediately preceding it hold the oct-encoded normal value. */\r\n class LitMeshBuilder extends MeshBuilder {\r\n public constructor(args: Quantized<MeshArgs>) {\r\n super(args, SurfaceType.Lit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n public override get numRgbaPerVertex() { return 4; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n super.appendVertex(vertIndex);\r\n this.append16(this.args.normals![vertIndex].value);\r\n this.advance(2); // 2 unused bytes\r\n }\r\n }\r\n}\r\n\r\n/** Builders in this namespace store vertex positions as 32-bit floats instead of quantizing to 16-bit unsigned integers.\r\n * This is preferred for decoration graphics, which might contain ranges of positions that exceed the limits for quantization; if quantized,\r\n * they could produce visual artifacts.\r\n * Each builder produces a VertexTable that starts with the following layout:\r\n * pos.x: 00\r\n * pos.y: 04\r\n * pos.z: 08\r\n * featureIndex: 0C\r\n * materialIndex:0F (NOTE: frontend code currently doesn't produce material atlases, so this is always zero).\r\n * Followed (by default) by:\r\n * colorIndex: 10\r\n * unused: 12\r\n * Subclasses may add 4 more bytes and/or overwrite the final 4 bytes above.\r\n */\r\nnamespace Unquantized { // eslint-disable-line @typescript-eslint/no-redeclare\r\n const u32Array = new Uint32Array(1);\r\n const f32Array = new Float32Array(u32Array.buffer);\r\n\r\n // colorIndex: 10\r\n // unused: 12\r\n export class SimpleBuilder<T extends Unquantized<VertexData>> extends VertexTableBuilder {\r\n public args: T;\r\n protected _points: Point3d[];\r\n private _qparams3d: QParams3d;\r\n\r\n public constructor(args: T) {\r\n super();\r\n assert(!(args.points instanceof QPoint3dList));\r\n this._qparams3d = QParams3d.fromRange(args.points.range);\r\n this.args = args;\r\n this._points = args.points;\r\n }\r\n\r\n public get numVertices() { return this._points.length; }\r\n public get numRgbaPerVertex() { return 5; }\r\n public get usesUnquantizedPositions() { return true; }\r\n public get qparams() { return this._qparams3d; }\r\n\r\n public appendVertex(vertIndex: number): void {\r\n this.appendTransposePosAndFeatureNdx(vertIndex);\r\n this.appendColorIndex(vertIndex);\r\n }\r\n\r\n private appendFloat32(val: number) {\r\n f32Array[0] = val;\r\n this.append32(u32Array[0]);\r\n }\r\n\r\n private convertFloat32(val: number): number {\r\n f32Array[0] = val;\r\n return u32Array[0];\r\n }\r\n\r\n protected appendTransposePosAndFeatureNdx(vertIndex: number) {\r\n // transpose position xyz vals into [0].xyz - [3].xyz, and add feature index at .w\r\n // this is to order things to let shader code access much more efficiently\r\n const pt = this._points[vertIndex];\r\n const x = this.convertFloat32 (pt.x);\r\n const y = this.convertFloat32 (pt.y);\r\n const z = this.convertFloat32 (pt.z);\r\n const featID = (this.args.features.featureIDs) ? this.args.features.featureIDs[vertIndex] : 0;\r\n this.append8(x & 0x000000ff);\r\n this.append8(y & 0x000000ff);\r\n this.append8(z & 0x000000ff);\r\n this.append8(featID & 0x000000ff);\r\n this.append8((x >>> 8) & 0x000000ff);\r\n this.append8((y >>> 8) & 0x000000ff);\r\n this.append8((z >>> 8) & 0x000000ff);\r\n this.append8((featID >>> 8) & 0x000000ff);\r\n this.append8((x >>> 16) & 0x000000ff);\r\n this.append8((y >>> 16) & 0x000000ff);\r\n this.append8((z >>> 16) & 0x000000ff);\r\n this.append8((featID >>> 16) & 0x000000ff);\r\n this.append8(x >>> 24);\r\n this.append8(y >>> 24);\r\n this.append8(z >>> 24);\r\n this.append8(featID >>> 24);\r\n }\r\n\r\n protected appendPosition(vertIndex: number) {\r\n const pt = this._points[vertIndex];\r\n this.appendFloat32(pt.x);\r\n this.appendFloat32(pt.y);\r\n this.appendFloat32(pt.z);\r\n }\r\n\r\n protected appendFeatureIndex(vertIndex: number) {\r\n if (this.args.features.featureIDs)\r\n this.append32(this.args.features.featureIDs[vertIndex]);\r\n else\r\n this.advance(4);\r\n }\r\n\r\n protected _appendColorIndex(vertIndex: number) {\r\n if (undefined !== this.args.colors.nonUniform)\r\n this.append16(this.args.colors.nonUniform.indices[vertIndex]);\r\n else\r\n this.advance(2);\r\n }\r\n\r\n protected appendColorIndex(vertIndex: number) {\r\n this._appendColorIndex(vertIndex);\r\n this.advance(2);\r\n }\r\n }\r\n\r\n export class MeshBuilder extends SimpleBuilder<Unquantized<MeshArgs>> {\r\n public readonly type: SurfaceType;\r\n\r\n protected constructor(args: Unquantized<MeshArgs>, type: SurfaceType) {\r\n super(args);\r\n this.type = type;\r\n }\r\n\r\n public static create(args: Unquantized<MeshArgs>): MeshBuilder {\r\n if (args.isVolumeClassifier)\r\n return new MeshBuilder(args, SurfaceType.VolumeClassifier);\r\n\r\n const isLit = undefined !== args.normals && 0 < args.normals.length;\r\n const isTextured = undefined !== args.textureMapping;\r\n\r\n let uvParams: QParams2d | undefined;\r\n\r\n if (args.textureMapping) {\r\n const uvRange = Range2d.createNull();\r\n const fpts = args.textureMapping.uvParams;\r\n const pt2d = new Point2d();\r\n if (undefined !== fpts && fpts.length > 0)\r\n for (let i = 0; i < args.points.length; i++)\r\n uvRange.extendPoint(Point2d.create(fpts[i].x, fpts[i].y, pt2d));\r\n\r\n uvParams = QParams2d.fromRange(uvRange);\r\n }\r\n\r\n if (isLit)\r\n return isTextured ? new TexturedLitMeshBuilder(args, uvParams!) : new LitMeshBuilder(args);\r\n else\r\n return isTextured ? new TexturedMeshBuilder(args, uvParams!) : new MeshBuilder(args, SurfaceType.Unlit);\r\n }\r\n }\r\n\r\n // u: 10\r\n // v: 12\r\n class TexturedMeshBuilder extends MeshBuilder {\r\n private _qparams: QParams2d;\r\n private _qpoint = new QPoint2d();\r\n\r\n public constructor(args: Unquantized<MeshArgs>, qparams: QParams2d, type = SurfaceType.Textured) {\r\n super(args, type);\r\n this._qparams = qparams;\r\n assert(undefined !== args.textureMapping);\r\n }\r\n\r\n public override get uvParams() { return this._qparams; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n super.appendVertex(vertIndex);\r\n\r\n this._qpoint.init(this.args.textureMapping!.uvParams[vertIndex], this._qparams);\r\n this.append16(this._qpoint.x);\r\n this.append16(this._qpoint.y);\r\n }\r\n\r\n protected override appendColorIndex() { }\r\n }\r\n\r\n // u: 10\r\n // v: 12\r\n // normal: 14\r\n // unused: 16\r\n class TexturedLitMeshBuilder extends TexturedMeshBuilder {\r\n public constructor(args: Unquantized<MeshArgs>, qparams: QParams2d) {\r\n super(args, qparams, SurfaceType.TexturedLit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n public override get numRgbaPerVertex() { return 6; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n super.appendVertex(vertIndex);\r\n this.append16(this.args.normals![vertIndex].value);\r\n this.advance(2);\r\n }\r\n }\r\n\r\n // color: 10\r\n // normal: 12\r\n class LitMeshBuilder extends MeshBuilder {\r\n public constructor(args: Unquantized<MeshArgs>) {\r\n super(args, SurfaceType.Lit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n protected override appendColorIndex(vertIndex: number) {\r\n super._appendColorIndex(vertIndex);\r\n }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n super.appendVertex(vertIndex);\r\n this.append16(this.args.normals![vertIndex].value);\r\n }\r\n }\r\n}\r\n\r\nfunction createMeshBuilder(args: MeshArgs): VertexTableBuilder & { type: SurfaceType } {\r\n if (args.points instanceof QPoint3dList)\r\n return Quantized.MeshBuilder.create(args as Quantized<MeshArgs>);\r\n else\r\n return Unquantized.MeshBuilder.create(args as Unquantized<MeshArgs>);\r\n}\r\n\r\nfunction createPolylineBuilder(args: PolylineArgs): VertexTableBuilder {\r\n if (args.points instanceof QPoint3dList)\r\n return new Quantized.SimpleBuilder(args as Quantized<PolylineArgs>);\r\n else\r\n return new Unquantized.SimpleBuilder(args as Unquantized<PolylineArgs>);\r\n}\r\n"]}
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@@ -81,9 +81,11 @@ export * from "./render/FeatureSymbology";
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export * from "./render/FrameStats";
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export * from "./render/GraphicBranch";
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export * from "./render/GraphicBuilder";
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export * from "./render/MeshArgs";
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export * from "./render/MockRender";
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export * from "./render/ParticleCollectionBuilder";
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export * from "./render/Pixel";
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export * from "./render/PolylineArgs";
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export * from "./render/RealityMeshGraphicParams";
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export * from "./render/RealityMeshParams";
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export * from "./render/RenderClipVolume";
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-
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|
|
1
|
+
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|
package/lib/cjs/core-frontend.js
CHANGED
|
@@ -101,9 +101,11 @@ __exportStar(require("./render/FeatureSymbology"), exports);
|
|
|
101
101
|
__exportStar(require("./render/FrameStats"), exports);
|
|
102
102
|
__exportStar(require("./render/GraphicBranch"), exports);
|
|
103
103
|
__exportStar(require("./render/GraphicBuilder"), exports);
|
|
104
|
+
__exportStar(require("./render/MeshArgs"), exports);
|
|
104
105
|
__exportStar(require("./render/MockRender"), exports);
|
|
105
106
|
__exportStar(require("./render/ParticleCollectionBuilder"), exports);
|
|
106
107
|
__exportStar(require("./render/Pixel"), exports);
|
|
108
|
+
__exportStar(require("./render/PolylineArgs"), exports);
|
|
107
109
|
__exportStar(require("./render/RealityMeshGraphicParams"), exports);
|
|
108
110
|
__exportStar(require("./render/RealityMeshParams"), exports);
|
|
109
111
|
__exportStar(require("./render/RenderClipVolume"), exports);
|