@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.
Files changed (129) hide show
  1. package/lib/cjs/AccuSnap.d.ts +9 -0
  2. package/lib/cjs/AccuSnap.d.ts.map +1 -1
  3. package/lib/cjs/AccuSnap.js +11 -2
  4. package/lib/cjs/AccuSnap.js.map +1 -1
  5. package/lib/cjs/NoRenderApp.d.ts +2 -0
  6. package/lib/cjs/NoRenderApp.d.ts.map +1 -1
  7. package/lib/cjs/NoRenderApp.js +7 -0
  8. package/lib/cjs/NoRenderApp.js.map +1 -1
  9. package/lib/cjs/Viewport.d.ts +1 -3
  10. package/lib/cjs/Viewport.d.ts.map +1 -1
  11. package/lib/cjs/Viewport.js +1 -3
  12. package/lib/cjs/Viewport.js.map +1 -1
  13. package/lib/cjs/common/internal/render/EdgeParams.d.ts +1 -1
  14. package/lib/cjs/common/internal/render/EdgeParams.d.ts.map +1 -1
  15. package/lib/cjs/common/internal/render/EdgeParams.js.map +1 -1
  16. package/lib/cjs/common/internal/render/GraphicDescriptionBuilderImpl.d.ts.map +1 -1
  17. package/lib/cjs/common/internal/render/GraphicDescriptionBuilderImpl.js.map +1 -1
  18. package/lib/cjs/common/internal/render/MeshPrimitives.d.ts +7 -92
  19. package/lib/cjs/common/internal/render/MeshPrimitives.d.ts.map +1 -1
  20. package/lib/cjs/common/internal/render/MeshPrimitives.js +78 -93
  21. package/lib/cjs/common/internal/render/MeshPrimitives.js.map +1 -1
  22. package/lib/cjs/common/internal/render/PointStringParams.d.ts +1 -1
  23. package/lib/cjs/common/internal/render/PointStringParams.d.ts.map +1 -1
  24. package/lib/cjs/common/internal/render/PointStringParams.js.map +1 -1
  25. package/lib/cjs/common/internal/render/PolylineParams.d.ts +2 -1
  26. package/lib/cjs/common/internal/render/PolylineParams.d.ts.map +1 -1
  27. package/lib/cjs/common/internal/render/PolylineParams.js.map +1 -1
  28. package/lib/cjs/common/internal/render/VertexTableBuilder.d.ts +2 -1
  29. package/lib/cjs/common/internal/render/VertexTableBuilder.d.ts.map +1 -1
  30. package/lib/cjs/common/internal/render/VertexTableBuilder.js.map +1 -1
  31. package/lib/cjs/core-frontend.d.ts +2 -0
  32. package/lib/cjs/core-frontend.d.ts.map +1 -1
  33. package/lib/cjs/core-frontend.js +2 -0
  34. package/lib/cjs/core-frontend.js.map +1 -1
  35. package/lib/cjs/render/MeshArgs.d.ts +56 -0
  36. package/lib/cjs/render/MeshArgs.d.ts.map +1 -0
  37. package/lib/cjs/render/MeshArgs.js +10 -0
  38. package/lib/cjs/render/MeshArgs.js.map +1 -0
  39. package/lib/cjs/render/MockRender.d.ts +2 -0
  40. package/lib/cjs/render/MockRender.d.ts.map +1 -1
  41. package/lib/cjs/render/MockRender.js +4 -0
  42. package/lib/cjs/render/MockRender.js.map +1 -1
  43. package/lib/cjs/render/ParticleCollectionBuilder.js.map +1 -1
  44. package/lib/cjs/render/PolylineArgs.d.ts +31 -0
  45. package/lib/cjs/render/PolylineArgs.d.ts.map +1 -0
  46. package/lib/cjs/render/PolylineArgs.js +10 -0
  47. package/lib/cjs/render/PolylineArgs.js.map +1 -0
  48. package/lib/cjs/render/RenderSystem.d.ts +3 -1
  49. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  50. package/lib/cjs/render/RenderSystem.js.map +1 -1
  51. package/lib/cjs/render/RenderTarget.d.ts +48 -5
  52. package/lib/cjs/render/RenderTarget.d.ts.map +1 -1
  53. package/lib/cjs/render/RenderTarget.js +33 -5
  54. package/lib/cjs/render/RenderTarget.js.map +1 -1
  55. package/lib/cjs/render/webgl/Target.d.ts +2 -0
  56. package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
  57. package/lib/cjs/render/webgl/Target.js +4 -0
  58. package/lib/cjs/render/webgl/Target.js.map +1 -1
  59. package/lib/cjs/tile/OPCFormatInterpreter.d.ts.map +1 -1
  60. package/lib/cjs/tile/OPCFormatInterpreter.js +7 -2
  61. package/lib/cjs/tile/OPCFormatInterpreter.js.map +1 -1
  62. package/lib/cjs/tools/ToolAdmin.d.ts.map +1 -1
  63. package/lib/cjs/tools/ToolAdmin.js +1 -0
  64. package/lib/cjs/tools/ToolAdmin.js.map +1 -1
  65. package/lib/esm/AccuSnap.d.ts +9 -0
  66. package/lib/esm/AccuSnap.d.ts.map +1 -1
  67. package/lib/esm/AccuSnap.js +11 -2
  68. package/lib/esm/AccuSnap.js.map +1 -1
  69. package/lib/esm/NoRenderApp.d.ts +2 -0
  70. package/lib/esm/NoRenderApp.d.ts.map +1 -1
  71. package/lib/esm/NoRenderApp.js +7 -0
  72. package/lib/esm/NoRenderApp.js.map +1 -1
  73. package/lib/esm/Viewport.d.ts +1 -3
  74. package/lib/esm/Viewport.d.ts.map +1 -1
  75. package/lib/esm/Viewport.js +1 -3
  76. package/lib/esm/Viewport.js.map +1 -1
  77. package/lib/esm/common/internal/render/EdgeParams.d.ts +1 -1
  78. package/lib/esm/common/internal/render/EdgeParams.d.ts.map +1 -1
  79. package/lib/esm/common/internal/render/EdgeParams.js.map +1 -1
  80. package/lib/esm/common/internal/render/GraphicDescriptionBuilderImpl.d.ts.map +1 -1
  81. package/lib/esm/common/internal/render/GraphicDescriptionBuilderImpl.js.map +1 -1
  82. package/lib/esm/common/internal/render/MeshPrimitives.d.ts +7 -92
  83. package/lib/esm/common/internal/render/MeshPrimitives.d.ts.map +1 -1
  84. package/lib/esm/common/internal/render/MeshPrimitives.js +75 -92
  85. package/lib/esm/common/internal/render/MeshPrimitives.js.map +1 -1
  86. package/lib/esm/common/internal/render/PointStringParams.d.ts +1 -1
  87. package/lib/esm/common/internal/render/PointStringParams.d.ts.map +1 -1
  88. package/lib/esm/common/internal/render/PointStringParams.js.map +1 -1
  89. package/lib/esm/common/internal/render/PolylineParams.d.ts +2 -1
  90. package/lib/esm/common/internal/render/PolylineParams.d.ts.map +1 -1
  91. package/lib/esm/common/internal/render/PolylineParams.js.map +1 -1
  92. package/lib/esm/common/internal/render/VertexTableBuilder.d.ts +2 -1
  93. package/lib/esm/common/internal/render/VertexTableBuilder.d.ts.map +1 -1
  94. package/lib/esm/common/internal/render/VertexTableBuilder.js.map +1 -1
  95. package/lib/esm/core-frontend.d.ts +2 -0
  96. package/lib/esm/core-frontend.d.ts.map +1 -1
  97. package/lib/esm/core-frontend.js +2 -0
  98. package/lib/esm/core-frontend.js.map +1 -1
  99. package/lib/esm/render/MeshArgs.d.ts +56 -0
  100. package/lib/esm/render/MeshArgs.d.ts.map +1 -0
  101. package/lib/esm/render/MeshArgs.js +9 -0
  102. package/lib/esm/render/MeshArgs.js.map +1 -0
  103. package/lib/esm/render/MockRender.d.ts +2 -0
  104. package/lib/esm/render/MockRender.d.ts.map +1 -1
  105. package/lib/esm/render/MockRender.js +4 -0
  106. package/lib/esm/render/MockRender.js.map +1 -1
  107. package/lib/esm/render/ParticleCollectionBuilder.js.map +1 -1
  108. package/lib/esm/render/PolylineArgs.d.ts +31 -0
  109. package/lib/esm/render/PolylineArgs.d.ts.map +1 -0
  110. package/lib/esm/render/PolylineArgs.js +9 -0
  111. package/lib/esm/render/PolylineArgs.js.map +1 -0
  112. package/lib/esm/render/RenderSystem.d.ts +3 -1
  113. package/lib/esm/render/RenderSystem.d.ts.map +1 -1
  114. package/lib/esm/render/RenderSystem.js.map +1 -1
  115. package/lib/esm/render/RenderTarget.d.ts +48 -5
  116. package/lib/esm/render/RenderTarget.d.ts.map +1 -1
  117. package/lib/esm/render/RenderTarget.js +33 -5
  118. package/lib/esm/render/RenderTarget.js.map +1 -1
  119. package/lib/esm/render/webgl/Target.d.ts +2 -0
  120. package/lib/esm/render/webgl/Target.d.ts.map +1 -1
  121. package/lib/esm/render/webgl/Target.js +4 -0
  122. package/lib/esm/render/webgl/Target.js.map +1 -1
  123. package/lib/esm/tile/OPCFormatInterpreter.d.ts.map +1 -1
  124. package/lib/esm/tile/OPCFormatInterpreter.js +7 -2
  125. package/lib/esm/tile/OPCFormatInterpreter.js.map +1 -1
  126. package/lib/esm/tools/ToolAdmin.d.ts.map +1 -1
  127. package/lib/esm/tools/ToolAdmin.js +1 -0
  128. package/lib/esm/tools/ToolAdmin.js.map +1 -1
  129. package/package.json +18 -18
@@ -1 +1 @@
1
- {"version":3,"file":"core-frontend.js","sourceRoot":"","sources":["../../src/core-frontend.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;;;;;;;;;;;;;;;;AAE/F,6CAA2B;AAC3B,6CAA2B;AAC3B,gDAA8B;AAC9B,iDAA+B;AAC/B,wDAAsC;AACtC,kDAAgC;AAChC,0DAAwC;AACxC,gDAA8B;AAC9B,yDAAuC;AACvC,2CAAyB;AACzB,6DAA2C;AAC3C,gDAA8B;AAC9B,qDAAmC;AACnC,6CAA2B;AAC3B,sDAAoC;AACpC,qDAAmC;AACnC,yDAAuC;AACvC,sDAAoC;AACpC,gDAA8B;AAC9B,2DAAyC;AACzC,4DAA0C;AAC1C,kDAAgC;AAChC,sDAAoC;AACpC,8CAA4B;AAC5B,oDAAkC;AAClC,gDAA8B;AAC9B,gDAA8B;AAC9B,kDAAgC;AAChC,0DAAwC;AACxC,8CAA4B;AAC5B,8CAA4B;AAC5B,qDAAmC;AACnC,yDAAuC;AACvC,2CAAyB;AACzB,uDAAqC;AACrC,kDAAgC;AAChC,2CAAyB;AACzB,uDAAqC;AACrC,+CAA6B;AAC7B,8CAA4B;AAC5B,oDAAkC;AAClC,gDAA8B;AAC9B,wDAAsC;AACtC,+DAA6C;AAC7C,wDAAsC;AACtC,iDAA+B;AAC/B,mDAAiC;AACjC,4DAA0C;AAC1C,qDAAmC;AACnC,4CAA0B;AAC1B,iDAA+B;AAC/B,uDAAqC;AACrC,mDAAiC;AACjC,0CAAwB;AACxB,oDAAkC;AAClC,kDAAgC;AAChC,gDAA8B;AAC9B,uDAAqC;AACrC,iDAA+B;AAC/B,gDAA8B;AAC9B,6CAA2B;AAC3B,iDAA+B;AAC/B,6CAA2B;AAC3B,8CAA4B;AAC5B,+CAA6B;AAC7B,wDAAsC;AACtC,+EAA6D;AAC7D,gFAA8D;AAC9D,gEAA8C;AAC9C,4EAA0D;AAC1D,iEAA+C;AAC/C,0EAAwD;AACxD,2FAAyE;AACzE,gFAA8D;AAC9D,iFAA+D;AAC/D,4DAA0C;AAC1C,oEAAkD;AAClD,6DAA2C;AAC3C,uDAAqC;AACrC,4DAA0C;AAC1C,sDAAoC;AACpC,yDAAuC;AACvC,0DAAwC;AACxC,sDAAoC;AACpC,qEAAmD;AACnD,iDAA+B;AAC/B,oEAAkD;AAClD,6DAA2C;AAC3C,4DAA0C;AAC1C,yDAAuC;AACvC,wDAAsC;AACtC,sDAAoC;AACpC,kEAAgD;AAChD,wDAAsC;AACtC,wDAAsC;AACtC,iDAA+B;AAC/B,oEAAkD;AAClD,0DAAwC;AACxC,sEAAoD;AACpD,oEAAkD;AAClD,wDAAsC;AAUtC,kDAAgC;AAChC,uDAAqC;AACrC,uDAAqC;AACrC,0DAAwC;AACxC,yDAAuC;AACvC,0DAAwC;AACxC,mDAAiC;AACjC,sDAAoC;AACpC,wDAAsC;AACtC,qDAAmC;AACnC,+CAA6B;AAC7B,uDAAqC;AACrC,oDAAkC;AAClC,yDAAuC;AACvC,mDAAiC;AACjC,2DAAyC;AACzC,0DAAwC;AACxC,kDAAgC;AAChC,kDAAgC;AAChC,oDAAkC;AAClC,kDAAgC;AAChC,sDAAoC;AAEpC,2DAAyC;AAEzC,sGAAsG;AACtG,wCAAsC;AAEtC;;GAEG;AAEH;;;;GAIG;AACH;;;GAGG;AACH;;;;GAIG;AACH;;;;GAIG;AACH;;;GAGG;AACH;;;GAGG;AACH;;;GAGG;AACH;;;;GAIG;AACH;;;;GAIG;AACH;;;;GAIG;AACH;;;GAGG;AACH;;;GAGG;AACH;;;GAGG;AACH;;;;GAIG;AACH;;;GAGG;AACH;;;GAGG;AACH;;;GAGG;AACH;;;GAGG;AACH;;;GAGG;AACH;;;GAGG;AACH;;;;GAIG;AACH;;;GAGG;AACH;;;EAGE","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\r\nexport * from \"./AccuDraw\";\r\nexport * from \"./AccuSnap\";\r\nexport * from \"./AuxCoordSys\";\r\nexport * from \"./BingLocation\";\r\nexport * from \"./BriefcaseConnection\";\r\nexport * from \"./BriefcaseTxns\";\r\nexport * from \"./CategorySelectorState\";\r\nexport * from \"./ChangeFlags\";\r\nexport * from \"./CheckpointConnection\";\r\nexport * from \"./common\";\r\nexport * from \"./ContextRealityModelState\";\r\nexport * from \"./CoordSystem\";\r\nexport * from \"./DecorationsCache\";\r\nexport * from \"./DevTools\";\r\nexport * from \"./DisplayStyleState\";\r\nexport * from \"./DrawingViewState\";\r\nexport * from \"./ElementLocateManager\";\r\nexport * from \"./EmphasizeElements\";\r\nexport * from \"./EntityState\";\r\nexport * from \"./EnvironmentDecorations\";\r\nexport * from \"./FeatureOverrideProvider\";\r\nexport * from \"./FlashSettings\";\r\nexport * from \"./FrontendHubAccess\";\r\nexport * from \"./Frustum2d\";\r\nexport * from \"./FrustumAnimator\";\r\nexport * from \"./FuzzySearch\";\r\nexport * from \"./GeoServices\";\r\nexport * from \"./GlobeAnimator\";\r\nexport * from \"./GraphicalEditingScope\";\r\nexport * from \"./HitDetail\";\r\nexport * from \"./IModelApp\";\r\nexport * from \"./IModelConnection\";\r\nexport * from \"./IModelRoutingContext\";\r\nexport * from \"./IpcApp\";\r\nexport * from \"./LinePlaneIntersect\";\r\nexport * from \"./MarginPercent\";\r\nexport * from \"./Marker\";\r\nexport * from \"./ModelSelectorState\";\r\nexport * from \"./ModelState\";\r\nexport * from \"./NativeApp\";\r\nexport * from \"./NativeAppLogger\";\r\nexport * from \"./NoRenderApp\";\r\nexport * from \"./NotificationManager\";\r\nexport * from \"./PerModelCategoryVisibility\";\r\nexport * from \"./PlanarClipMaskState\";\r\nexport * from \"./SelectionSet\";\r\nexport * from \"./SheetViewState\";\r\nexport * from \"./SpatialClassifiersState\";\r\nexport * from \"./SpatialViewState\";\r\nexport * from \"./Sprites\";\r\nexport * from \"./StandardView\";\r\nexport * from \"./SubCategoriesCache\";\r\nexport * from \"./TentativePoint\";\r\nexport * from \"./Tiles\";\r\nexport * from \"./UserPreferences\";\r\nexport * from \"./ViewAnimation\";\r\nexport * from \"./ViewContext\";\r\nexport * from \"./ViewGlobalLocation\";\r\nexport * from \"./ViewingSpace\";\r\nexport * from \"./ViewManager\";\r\nexport * from \"./Viewport\";\r\nexport * from \"./ViewportSync\";\r\nexport * from \"./ViewPose\";\r\nexport * from \"./ViewState\";\r\nexport * from \"./ViewStatus\";\r\nexport * from \"./extension/Extension\";\r\nexport * from \"./extension/providers/LocalExtensionProvider\";\r\nexport * from \"./extension/providers/RemoteExtensionProvider\";\r\nexport * from \"./properties/AngleDescription\";\r\nexport * from \"./properties/FormattedQuantityDescription\";\r\nexport * from \"./properties/LengthDescription\";\r\nexport * from \"./quantity-formatting/QuantityFormatter\";\r\nexport * from \"./quantity-formatting/BaseUnitFormattingSettingsProvider\";\r\nexport * from \"./quantity-formatting/LocalUnitFormatProvider\";\r\nexport * from \"./quantity-formatting/QuantityTypesEditorSpecs\";\r\nexport * from \"./render/CanvasDecoration\";\r\nexport * from \"./render/CreateRenderMaterialArgs\";\r\nexport * from \"./render/CreateTextureArgs\";\r\nexport * from \"./render/Decorations\";\r\nexport * from \"./render/FeatureSymbology\";\r\nexport * from \"./render/FrameStats\";\r\nexport * from \"./render/GraphicBranch\";\r\nexport * from \"./render/GraphicBuilder\";\r\nexport * from \"./render/MockRender\";\r\nexport * from \"./render/ParticleCollectionBuilder\";\r\nexport * from \"./render/Pixel\";\r\nexport * from \"./render/RealityMeshGraphicParams\";\r\nexport * from \"./render/RealityMeshParams\";\r\nexport * from \"./render/RenderClipVolume\";\r\nexport * from \"./render/RenderGraphic\";\r\nexport * from \"./render/RenderMemory\";\r\nexport * from \"./render/RenderPlan\";\r\nexport * from \"./render/RenderPlanarClassifier\";\r\nexport * from \"./render/RenderSystem\";\r\nexport * from \"./render/RenderTarget\";\r\nexport * from \"./render/Scene\";\r\nexport * from \"./render/ScreenSpaceEffectBuilder\";\r\nexport * from \"./render/VisibleFeature\";\r\nexport * from \"./render/webgl/IModelFrameLifecycle\";\r\nexport * from \"./render/webgl/PerformanceMetrics\";\r\nexport * from \"./render/webgl/Target\";\r\nexport type {\r\n TxnEntityChange,\r\n TxnEntityChangeIterable,\r\n TxnEntityChangeType,\r\n TxnEntityChanges,\r\n TxnEntityChangesFilterOptions,\r\n TxnEntityMetadata,\r\n TxnEntityMetadataCriterion,\r\n} from \"./TxnEntityChanges\";\r\nexport * from \"./tile/internal\";\r\nexport * from \"./tools/AccuDrawTool\";\r\nexport * from \"./tools/ClipViewTool\";\r\nexport * from \"./tools/EditManipulator\";\r\nexport * from \"./tools/ElementSetTool\";\r\nexport * from \"./tools/EventController\";\r\nexport * from \"./tools/IdleTool\";\r\nexport * from \"./tools/MeasureTool\";\r\nexport * from \"./tools/PrimitiveTool\";\r\nexport * from \"./tools/SelectTool\";\r\nexport * from \"./tools/Tool\";\r\nexport * from \"./tools/ToolSettings\";\r\nexport * from \"./tools/ToolAdmin\";\r\nexport * from \"./tools/ToolAssistance\";\r\nexport * from \"./tools/ViewTool\";\r\nexport * from \"./workers/RegisterWorker\";\r\nexport * from \"./BackgroundMapGeometry\";\r\nexport * from \"./ViewCreator2d\";\r\nexport * from \"./ViewCreator3d\";\r\nexport * from \"./LocalhostIpcApp\";\r\nexport * from \"./request/utils\";\r\nexport * from \"./RealityDataSource\";\r\n\r\nexport * from \"./internal/cross-package\";\r\n\r\n// TODO/FIX: \"./extension/ExtensionRuntime\" import has to be last to avoid circular dependency errors.\r\nimport \"./extension/ExtensionRuntime\";\r\n\r\n/** @docs-package-description\r\n * The core-frontend package always runs in a web browser. It contains classes for [querying iModels and showing views]($docs/learning/frontend/index.md).\r\n */\r\n\r\n/**\r\n * @docs-group-description IModelApp\r\n * Classes for configuring and administering an iTwin.js application.\r\n * See [the learning articles]($docs/learning/frontend/index.md).\r\n */\r\n/**\r\n * @docs-group-description IModelConnection\r\n * Classes for working with a connection to an [iModel briefcase]($docs/learning/IModels.md)\r\n */\r\n/**\r\n * @docs-group-description ElementState\r\n * Classes for working with the *state* of Elements in the frontend.\r\n * See [the learning articles]($docs/learning/frontend/index.md).\r\n */\r\n/**\r\n * @docs-group-description ModelState\r\n * Classes for working with the *state* of Models in the frontend.\r\n * See [the learning articles]($docs/learning/frontend/index.md).\r\n */\r\n/**\r\n * @docs-group-description Tools\r\n * Classes for [working with Tools]($docs/learning/frontend/Tools.md)\r\n */\r\n/**\r\n * @docs-group-description Measure\r\n * Classes for reporting point to point distances and mass properties of elements.\r\n */\r\n/**\r\n * @docs-group-description Views\r\n * Classes for [working with Views]($docs/learning/frontend/Views.md)\r\n */\r\n/**\r\n * @docs-group-description LocatingElements\r\n * Classes for locating and snapping to elements in views.\r\n * See [the learning articles]($docs/learning/frontend/index.md).\r\n */\r\n/**\r\n * @docs-group-description AccuDraw\r\n * AccuDraw provides helpful assistance for creating and modifying elements in a view.\r\n * See [the learning articles]($docs/learning/frontend/index.md).\r\n */\r\n/**\r\n * @docs-group-description Notifications\r\n * Notifications provide feedback to the user of something of interest.\r\n * See [the learning articles]($docs/learning/frontend/index.md).\r\n */\r\n/**\r\n * @docs-group-description Extensions\r\n * Classes for creating and managing Extensions.\r\n */\r\n/**\r\n * @docs-group-description Properties\r\n * Classes for working with property records and descriptions.\r\n */\r\n/**\r\n * @docs-group-description Rendering\r\n * Classes for rendering the contents of views.\r\n */\r\n/**\r\n * @docs-group-description SelectionSet\r\n * Classes for working with the set of selected elements.\r\n * See [the learning articles]($docs/learning/frontend/index.md).\r\n */\r\n/**\r\n * @docs-group-description NativeApp\r\n * Classes for working with Native Applications\r\n */\r\n/**\r\n * @docs-group-description Utils\r\n * Miscellaneous utility classes.\r\n */\r\n/**\r\n * @docs-group-description Logging\r\n * Logger categories used by this package\r\n */\r\n/**\r\n * @docs-group-description QuantityFormatting\r\n * Classes for formatting and parsing quantity values.\r\n */\r\n/**\r\n * @docs-group-description Tiles\r\n * Classes representing graphics as [hierarchical 3d tiles](https://github.com/CesiumGS/3d-tiles).\r\n */\r\n/**\r\n * @docs-group-description HubAccess\r\n * APIs for working with IModelHub\r\n */\r\n/**\r\n * @docs-group-description UserPreferences\r\n * APIs for working with user preferences in an iModelApp.\r\n * See [the learning articles]($docs/learning/frontend/preferences.md).\r\n */\r\n/**\r\n * @docs-group-description MapLayers\r\n * Classes supporting map layers display.\r\n */\r\n/**\r\n * @docs-group-description TileStorage\r\n * Class for working with cloud storage using iTwin/object-storage cloud providers\r\n*/\r\n"]}
1
+ {"version":3,"file":"core-frontend.js","sourceRoot":"","sources":["../../src/core-frontend.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;;;;;;;;;;;;;;;;AAE/F,6CAA2B;AAC3B,6CAA2B;AAC3B,gDAA8B;AAC9B,iDAA+B;AAC/B,wDAAsC;AACtC,kDAAgC;AAChC,0DAAwC;AACxC,gDAA8B;AAC9B,yDAAuC;AACvC,2CAAyB;AACzB,6DAA2C;AAC3C,gDAA8B;AAC9B,qDAAmC;AACnC,6CAA2B;AAC3B,sDAAoC;AACpC,qDAAmC;AACnC,yDAAuC;AACvC,sDAAoC;AACpC,gDAA8B;AAC9B,2DAAyC;AACzC,4DAA0C;AAC1C,kDAAgC;AAChC,sDAAoC;AACpC,8CAA4B;AAC5B,oDAAkC;AAClC,gDAA8B;AAC9B,gDAA8B;AAC9B,kDAAgC;AAChC,0DAAwC;AACxC,8CAA4B;AAC5B,8CAA4B;AAC5B,qDAAmC;AACnC,yDAAuC;AACvC,2CAAyB;AACzB,uDAAqC;AACrC,kDAAgC;AAChC,2CAAyB;AACzB,uDAAqC;AACrC,+CAA6B;AAC7B,8CAA4B;AAC5B,oDAAkC;AAClC,gDAA8B;AAC9B,wDAAsC;AACtC,+DAA6C;AAC7C,wDAAsC;AACtC,iDAA+B;AAC/B,mDAAiC;AACjC,4DAA0C;AAC1C,qDAAmC;AACnC,4CAA0B;AAC1B,iDAA+B;AAC/B,uDAAqC;AACrC,mDAAiC;AACjC,0CAAwB;AACxB,oDAAkC;AAClC,kDAAgC;AAChC,gDAA8B;AAC9B,uDAAqC;AACrC,iDAA+B;AAC/B,gDAA8B;AAC9B,6CAA2B;AAC3B,iDAA+B;AAC/B,6CAA2B;AAC3B,8CAA4B;AAC5B,+CAA6B;AAC7B,wDAAsC;AACtC,+EAA6D;AAC7D,gFAA8D;AAC9D,gEAA8C;AAC9C,4EAA0D;AAC1D,iEAA+C;AAC/C,0EAAwD;AACxD,2FAAyE;AACzE,gFAA8D;AAC9D,iFAA+D;AAC/D,4DAA0C;AAC1C,oEAAkD;AAClD,6DAA2C;AAC3C,uDAAqC;AACrC,4DAA0C;AAC1C,sDAAoC;AACpC,yDAAuC;AACvC,0DAAwC;AACxC,oDAAkC;AAClC,sDAAoC;AACpC,qEAAmD;AACnD,iDAA+B;AAC/B,wDAAsC;AACtC,oEAAkD;AAClD,6DAA2C;AAC3C,4DAA0C;AAC1C,yDAAuC;AACvC,wDAAsC;AACtC,sDAAoC;AACpC,kEAAgD;AAChD,wDAAsC;AACtC,wDAAsC;AACtC,iDAA+B;AAC/B,oEAAkD;AAClD,0DAAwC;AACxC,sEAAoD;AACpD,oEAAkD;AAClD,wDAAsC;AAUtC,kDAAgC;AAChC,uDAAqC;AACrC,uDAAqC;AACrC,0DAAwC;AACxC,yDAAuC;AACvC,0DAAwC;AACxC,mDAAiC;AACjC,sDAAoC;AACpC,wDAAsC;AACtC,qDAAmC;AACnC,+CAA6B;AAC7B,uDAAqC;AACrC,oDAAkC;AAClC,yDAAuC;AACvC,mDAAiC;AACjC,2DAAyC;AACzC,0DAAwC;AACxC,kDAAgC;AAChC,kDAAgC;AAChC,oDAAkC;AAClC,kDAAgC;AAChC,sDAAoC;AAEpC,2DAAyC;AAEzC,sGAAsG;AACtG,wCAAsC;AAEtC;;GAEG;AAEH;;;;GAIG;AACH;;;GAGG;AACH;;;;GAIG;AACH;;;;GAIG;AACH;;;GAGG;AACH;;;GAGG;AACH;;;GAGG;AACH;;;;GAIG;AACH;;;;GAIG;AACH;;;;GAIG;AACH;;;GAGG;AACH;;;GAGG;AACH;;;GAGG;AACH;;;;GAIG;AACH;;;GAGG;AACH;;;GAGG;AACH;;;GAGG;AACH;;;GAGG;AACH;;;GAGG;AACH;;;GAGG;AACH;;;;GAIG;AACH;;;GAGG;AACH;;;EAGE","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\r\nexport * from \"./AccuDraw\";\r\nexport * from \"./AccuSnap\";\r\nexport * from \"./AuxCoordSys\";\r\nexport * from \"./BingLocation\";\r\nexport * from \"./BriefcaseConnection\";\r\nexport * from \"./BriefcaseTxns\";\r\nexport * from \"./CategorySelectorState\";\r\nexport * from \"./ChangeFlags\";\r\nexport * from \"./CheckpointConnection\";\r\nexport * from \"./common\";\r\nexport * from \"./ContextRealityModelState\";\r\nexport * from \"./CoordSystem\";\r\nexport * from \"./DecorationsCache\";\r\nexport * from \"./DevTools\";\r\nexport * from \"./DisplayStyleState\";\r\nexport * from \"./DrawingViewState\";\r\nexport * from \"./ElementLocateManager\";\r\nexport * from \"./EmphasizeElements\";\r\nexport * from \"./EntityState\";\r\nexport * from \"./EnvironmentDecorations\";\r\nexport * from \"./FeatureOverrideProvider\";\r\nexport * from \"./FlashSettings\";\r\nexport * from \"./FrontendHubAccess\";\r\nexport * from \"./Frustum2d\";\r\nexport * from \"./FrustumAnimator\";\r\nexport * from \"./FuzzySearch\";\r\nexport * from \"./GeoServices\";\r\nexport * from \"./GlobeAnimator\";\r\nexport * from \"./GraphicalEditingScope\";\r\nexport * from \"./HitDetail\";\r\nexport * from \"./IModelApp\";\r\nexport * from \"./IModelConnection\";\r\nexport * from \"./IModelRoutingContext\";\r\nexport * from \"./IpcApp\";\r\nexport * from \"./LinePlaneIntersect\";\r\nexport * from \"./MarginPercent\";\r\nexport * from \"./Marker\";\r\nexport * from \"./ModelSelectorState\";\r\nexport * from \"./ModelState\";\r\nexport * from \"./NativeApp\";\r\nexport * from \"./NativeAppLogger\";\r\nexport * from \"./NoRenderApp\";\r\nexport * from \"./NotificationManager\";\r\nexport * from \"./PerModelCategoryVisibility\";\r\nexport * from \"./PlanarClipMaskState\";\r\nexport * from \"./SelectionSet\";\r\nexport * from \"./SheetViewState\";\r\nexport * from \"./SpatialClassifiersState\";\r\nexport * from \"./SpatialViewState\";\r\nexport * from \"./Sprites\";\r\nexport * from \"./StandardView\";\r\nexport * from \"./SubCategoriesCache\";\r\nexport * from \"./TentativePoint\";\r\nexport * from \"./Tiles\";\r\nexport * from \"./UserPreferences\";\r\nexport * from \"./ViewAnimation\";\r\nexport * from \"./ViewContext\";\r\nexport * from \"./ViewGlobalLocation\";\r\nexport * from \"./ViewingSpace\";\r\nexport * from \"./ViewManager\";\r\nexport * from \"./Viewport\";\r\nexport * from \"./ViewportSync\";\r\nexport * from \"./ViewPose\";\r\nexport * from \"./ViewState\";\r\nexport * from \"./ViewStatus\";\r\nexport * from \"./extension/Extension\";\r\nexport * from \"./extension/providers/LocalExtensionProvider\";\r\nexport * from \"./extension/providers/RemoteExtensionProvider\";\r\nexport * from \"./properties/AngleDescription\";\r\nexport * from \"./properties/FormattedQuantityDescription\";\r\nexport * from \"./properties/LengthDescription\";\r\nexport * from \"./quantity-formatting/QuantityFormatter\";\r\nexport * from \"./quantity-formatting/BaseUnitFormattingSettingsProvider\";\r\nexport * from \"./quantity-formatting/LocalUnitFormatProvider\";\r\nexport * from \"./quantity-formatting/QuantityTypesEditorSpecs\";\r\nexport * from \"./render/CanvasDecoration\";\r\nexport * from \"./render/CreateRenderMaterialArgs\";\r\nexport * from \"./render/CreateTextureArgs\";\r\nexport * from \"./render/Decorations\";\r\nexport * from \"./render/FeatureSymbology\";\r\nexport * from \"./render/FrameStats\";\r\nexport * from \"./render/GraphicBranch\";\r\nexport * from \"./render/GraphicBuilder\";\r\nexport * from \"./render/MeshArgs\";\r\nexport * from \"./render/MockRender\";\r\nexport * from \"./render/ParticleCollectionBuilder\";\r\nexport * from \"./render/Pixel\";\r\nexport * from \"./render/PolylineArgs\";\r\nexport * from \"./render/RealityMeshGraphicParams\";\r\nexport * from \"./render/RealityMeshParams\";\r\nexport * from \"./render/RenderClipVolume\";\r\nexport * from \"./render/RenderGraphic\";\r\nexport * from \"./render/RenderMemory\";\r\nexport * from \"./render/RenderPlan\";\r\nexport * from \"./render/RenderPlanarClassifier\";\r\nexport * from \"./render/RenderSystem\";\r\nexport * from \"./render/RenderTarget\";\r\nexport * from \"./render/Scene\";\r\nexport * from \"./render/ScreenSpaceEffectBuilder\";\r\nexport * from \"./render/VisibleFeature\";\r\nexport * from \"./render/webgl/IModelFrameLifecycle\";\r\nexport * from \"./render/webgl/PerformanceMetrics\";\r\nexport * from \"./render/webgl/Target\";\r\nexport type {\r\n TxnEntityChange,\r\n TxnEntityChangeIterable,\r\n TxnEntityChangeType,\r\n TxnEntityChanges,\r\n TxnEntityChangesFilterOptions,\r\n TxnEntityMetadata,\r\n TxnEntityMetadataCriterion,\r\n} from \"./TxnEntityChanges\";\r\nexport * from \"./tile/internal\";\r\nexport * from \"./tools/AccuDrawTool\";\r\nexport * from \"./tools/ClipViewTool\";\r\nexport * from \"./tools/EditManipulator\";\r\nexport * from \"./tools/ElementSetTool\";\r\nexport * from \"./tools/EventController\";\r\nexport * from \"./tools/IdleTool\";\r\nexport * from \"./tools/MeasureTool\";\r\nexport * from \"./tools/PrimitiveTool\";\r\nexport * from \"./tools/SelectTool\";\r\nexport * from \"./tools/Tool\";\r\nexport * from \"./tools/ToolSettings\";\r\nexport * from \"./tools/ToolAdmin\";\r\nexport * from \"./tools/ToolAssistance\";\r\nexport * from \"./tools/ViewTool\";\r\nexport * from \"./workers/RegisterWorker\";\r\nexport * from \"./BackgroundMapGeometry\";\r\nexport * from \"./ViewCreator2d\";\r\nexport * from \"./ViewCreator3d\";\r\nexport * from \"./LocalhostIpcApp\";\r\nexport * from \"./request/utils\";\r\nexport * from \"./RealityDataSource\";\r\n\r\nexport * from \"./internal/cross-package\";\r\n\r\n// TODO/FIX: \"./extension/ExtensionRuntime\" import has to be last to avoid circular dependency errors.\r\nimport \"./extension/ExtensionRuntime\";\r\n\r\n/** @docs-package-description\r\n * The core-frontend package always runs in a web browser. It contains classes for [querying iModels and showing views]($docs/learning/frontend/index.md).\r\n */\r\n\r\n/**\r\n * @docs-group-description IModelApp\r\n * Classes for configuring and administering an iTwin.js application.\r\n * See [the learning articles]($docs/learning/frontend/index.md).\r\n */\r\n/**\r\n * @docs-group-description IModelConnection\r\n * Classes for working with a connection to an [iModel briefcase]($docs/learning/IModels.md)\r\n */\r\n/**\r\n * @docs-group-description ElementState\r\n * Classes for working with the *state* of Elements in the frontend.\r\n * See [the learning articles]($docs/learning/frontend/index.md).\r\n */\r\n/**\r\n * @docs-group-description ModelState\r\n * Classes for working with the *state* of Models in the frontend.\r\n * See [the learning articles]($docs/learning/frontend/index.md).\r\n */\r\n/**\r\n * @docs-group-description Tools\r\n * Classes for [working with Tools]($docs/learning/frontend/Tools.md)\r\n */\r\n/**\r\n * @docs-group-description Measure\r\n * Classes for reporting point to point distances and mass properties of elements.\r\n */\r\n/**\r\n * @docs-group-description Views\r\n * Classes for [working with Views]($docs/learning/frontend/Views.md)\r\n */\r\n/**\r\n * @docs-group-description LocatingElements\r\n * Classes for locating and snapping to elements in views.\r\n * See [the learning articles]($docs/learning/frontend/index.md).\r\n */\r\n/**\r\n * @docs-group-description AccuDraw\r\n * AccuDraw provides helpful assistance for creating and modifying elements in a view.\r\n * See [the learning articles]($docs/learning/frontend/index.md).\r\n */\r\n/**\r\n * @docs-group-description Notifications\r\n * Notifications provide feedback to the user of something of interest.\r\n * See [the learning articles]($docs/learning/frontend/index.md).\r\n */\r\n/**\r\n * @docs-group-description Extensions\r\n * Classes for creating and managing Extensions.\r\n */\r\n/**\r\n * @docs-group-description Properties\r\n * Classes for working with property records and descriptions.\r\n */\r\n/**\r\n * @docs-group-description Rendering\r\n * Classes for rendering the contents of views.\r\n */\r\n/**\r\n * @docs-group-description SelectionSet\r\n * Classes for working with the set of selected elements.\r\n * See [the learning articles]($docs/learning/frontend/index.md).\r\n */\r\n/**\r\n * @docs-group-description NativeApp\r\n * Classes for working with Native Applications\r\n */\r\n/**\r\n * @docs-group-description Utils\r\n * Miscellaneous utility classes.\r\n */\r\n/**\r\n * @docs-group-description Logging\r\n * Logger categories used by this package\r\n */\r\n/**\r\n * @docs-group-description QuantityFormatting\r\n * Classes for formatting and parsing quantity values.\r\n */\r\n/**\r\n * @docs-group-description Tiles\r\n * Classes representing graphics as [hierarchical 3d tiles](https://github.com/CesiumGS/3d-tiles).\r\n */\r\n/**\r\n * @docs-group-description HubAccess\r\n * APIs for working with IModelHub\r\n */\r\n/**\r\n * @docs-group-description UserPreferences\r\n * APIs for working with user preferences in an iModelApp.\r\n * See [the learning articles]($docs/learning/frontend/preferences.md).\r\n */\r\n/**\r\n * @docs-group-description MapLayers\r\n * Classes supporting map layers display.\r\n */\r\n/**\r\n * @docs-group-description TileStorage\r\n * Class for working with cloud storage using iTwin/object-storage cloud providers\r\n*/\r\n"]}
@@ -0,0 +1,56 @@
1
+ /** @packageDocumentation
2
+ * @module Rendering
3
+ */
4
+ import { ColorIndex, FeatureIndex, FillFlags, OctEncodedNormal, QPoint3dList, RenderMaterial, RenderTexture } from "@itwin/core-common";
5
+ import { MeshArgsEdges } from "../common/internal/render/MeshPrimitives";
6
+ import { AuxChannel, Point2d, Point3d, Range3d } from "@itwin/core-geometry";
7
+ /** Arguments supplied to [[RenderSystem.createTriMesh]] describing a triangle mesh.
8
+ * @public
9
+ */
10
+ export interface MeshArgs {
11
+ /** @internal */
12
+ edges?: MeshArgsEdges;
13
+ /** The indices of the triangles. Each consecutive set of three indices represents one triangle.
14
+ * The indices are used to index into the vertex attribute arrays like [[points]] and [[normals]].
15
+ * Their values must be 32-bit unsigned integers.
16
+ */
17
+ vertIndices: number[];
18
+ /** The positions of the mesh's vertices, indexed by [[vertIndices]]. If the positions are not quantized, they must include
19
+ * a precomputed [Range3d]($core-geometry) encompassing all of the points.
20
+ */
21
+ points: QPoint3dList | (Array<Point3d> & {
22
+ range: Range3d;
23
+ });
24
+ /** The per-vertex normal vectors, indexed by [[vertIndices]].
25
+ * Normal vectors are required if the mesh is to be lit or have [ThematicDisplay]($common) applied to it.
26
+ */
27
+ normals?: OctEncodedNormal[];
28
+ /** The color(s) of the mesh. */
29
+ colors: ColorIndex;
30
+ /** The [Feature]($common)(s) contained in the mesh. */
31
+ features: FeatureIndex;
32
+ /** If [[isPlanar]] is `true`, describes how fill is applied to planar region interiors in wireframe mode.
33
+ * Default: [FillFlags.ByView]($common).
34
+ */
35
+ fillFlags?: FillFlags;
36
+ /** If `true`, indicates that the mesh represents a planar region. Default: false. */
37
+ isPlanar?: boolean;
38
+ /** If `true`, indicates that the mesh is two-dimensional - i.e., all [[points]] have the same z coordinate. */
39
+ is2d?: boolean;
40
+ /** If `true`, indicates that the mesh has a texture that includes static lighting - e.g., from photogrammetry. */
41
+ hasBakedLighting?: boolean;
42
+ /** @internal */
43
+ isVolumeClassifier?: boolean;
44
+ /** Auxiliary data associated with the mesh. */
45
+ auxChannels?: ReadonlyArray<AuxChannel>;
46
+ /** The material applied to the mesh. */
47
+ material?: RenderMaterial;
48
+ /** A texture mapping to be applied to the mesh. */
49
+ textureMapping?: {
50
+ /** The texture image. */
51
+ texture: RenderTexture;
52
+ /** The per-vertex texture coordinates, indexed by [[vertIndices]]. */
53
+ uvParams: Point2d[];
54
+ };
55
+ }
56
+ //# sourceMappingURL=MeshArgs.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"MeshArgs.d.ts","sourceRoot":"","sources":["../../../src/render/MeshArgs.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,UAAU,EAAE,YAAY,EAAE,SAAS,EAAE,gBAAgB,EAAE,YAAY,EAAE,cAAc,EAAE,aAAa,EAAE,MAAM,oBAAoB,CAAC;AACxI,OAAO,EAAE,aAAa,EAAE,MAAM,0CAA0C,CAAC;AACzE,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAE7E;;GAEG;AACH,MAAM,WAAW,QAAQ;IACvB,gBAAgB;IAChB,KAAK,CAAC,EAAE,aAAa,CAAC;IACtB;;;OAGG;IACH,WAAW,EAAE,MAAM,EAAE,CAAC;IACtB;;OAEG;IACH,MAAM,EAAE,YAAY,GAAG,CAAC,KAAK,CAAC,OAAO,CAAC,GAAG;QAAE,KAAK,EAAE,OAAO,CAAA;KAAE,CAAC,CAAC;IAC7D;;OAEG;IACH,OAAO,CAAC,EAAE,gBAAgB,EAAE,CAAC;IAC7B,gCAAgC;IAChC,MAAM,EAAE,UAAU,CAAC;IACnB,uDAAuD;IACvD,QAAQ,EAAE,YAAY,CAAC;IACvB;;OAEG;IACH,SAAS,CAAC,EAAE,SAAS,CAAC;IACtB,qFAAqF;IACrF,QAAQ,CAAC,EAAE,OAAO,CAAC;IACnB,+GAA+G;IAC/G,IAAI,CAAC,EAAE,OAAO,CAAC;IACf,kHAAkH;IAClH,gBAAgB,CAAC,EAAE,OAAO,CAAC;IAC3B,gBAAgB;IAChB,kBAAkB,CAAC,EAAE,OAAO,CAAC;IAC7B,+CAA+C;IAC/C,WAAW,CAAC,EAAE,aAAa,CAAC,UAAU,CAAC,CAAC;IACxC,wCAAwC;IACxC,QAAQ,CAAC,EAAE,cAAc,CAAC;IAC1B,mDAAmD;IACnD,cAAc,CAAC,EAAE;QACf,yBAAyB;QACzB,OAAO,EAAE,aAAa,CAAC;QACvB,sEAAsE;QACtE,QAAQ,EAAE,OAAO,EAAE,CAAC;KACrB,CAAC;CACH"}
@@ -0,0 +1,10 @@
1
+ "use strict";
2
+ /*---------------------------------------------------------------------------------------------
3
+ * Copyright (c) Bentley Systems, Incorporated. All rights reserved.
4
+ * See LICENSE.md in the project root for license terms and full copyright notice.
5
+ *--------------------------------------------------------------------------------------------*/
6
+ /** @packageDocumentation
7
+ * @module Rendering
8
+ */
9
+ Object.defineProperty(exports, "__esModule", { value: true });
10
+ //# sourceMappingURL=MeshArgs.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"MeshArgs.js","sourceRoot":"","sources":["../../../src/render/MeshArgs.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG","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 { ColorIndex, FeatureIndex, FillFlags, OctEncodedNormal, QPoint3dList, RenderMaterial, RenderTexture } from \"@itwin/core-common\";\r\nimport { MeshArgsEdges } from \"../common/internal/render/MeshPrimitives\";\r\nimport { AuxChannel, Point2d, Point3d, Range3d } from \"@itwin/core-geometry\";\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"]}
@@ -18,6 +18,7 @@ import { RenderPlan } from "./RenderPlan";
18
18
  import { RenderAreaPattern, RenderGeometry, RenderSystem } from "./RenderSystem";
19
19
  import { RenderTarget } from "./RenderTarget";
20
20
  import { Scene } from "./Scene";
21
+ import { _implementationProhibited } from "../common/internal/Symbols";
21
22
  /** Contains extensible mock implementations of the various components of a RenderSystem, intended for use in tests.
22
23
  * Use these for tests instead of the default RenderSystem wherever possible because:
23
24
  * (1) Electron has a bug on Windows in which it fails to obtain a WebGLRenderingContext when running inside a VM (e.g., during CI job); and
@@ -34,6 +35,7 @@ export declare namespace MockRender {
34
35
  /** @internal */
35
36
  abstract class Target extends RenderTarget {
36
37
  private readonly _system;
38
+ protected readonly [_implementationProhibited]: undefined;
37
39
  protected constructor(_system: RenderSystem);
38
40
  get renderSystem(): RenderSystem;
39
41
  get wantInvertBlackBackground(): boolean;
@@ -1 +1 @@
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+ {"version":3,"file":"MockRender.d.ts","sourceRoot":"","sources":["../../../src/render/MockRender.ts"],"names":[],"mappings":"AAUA,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjD,OAAO,EAAE,mBAAmB,EAAqB,kBAAkB,EAAE,MAAM,oBAAoB,CAAC;AAChG,OAAO,EAAa,gBAAgB,EAAE,MAAM,cAAc,CAAC;AAC3D,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AACvD,OAAO,EAAE,UAAU,EAAE,MAAM,sCAAsC,CAAC;AAClE,OAAO,EAAE,iBAAiB,EAAE,MAAM,6CAA6C,CAAC;AAChF,OAAO,EAAE,cAAc,EAAE,MAAM,0CAA0C,CAAC;AAC1E,OAAO,EAAE,QAAQ,EAAE,MAAM,oBAAoB,CAAC;AAC9C,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,aAAa,EAAE,oBAAoB,EAAE,MAAM,iBAAiB,CAAC;AACtE,OAAO,EAAE,2BAA2B,EAAE,cAAc,EAAE,6BAA6B,EAAE,MAAM,kBAAkB,CAAC;AAC9G,OAAO,EAAE,KAAK,EAAE,MAAM,SAAS,CAAC;AAChC,OAAO,EAAE,gBAAgB,EAAE,MAAM,qCAAqC,CAAC;AACvE,OAAO,EAAE,cAAc,EAAE,MAAM,+CAA+C,CAAC;AAC/E,OAAO,EAAE,WAAW,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAC7D,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAC9C,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAC1C,OAAO,EAAE,iBAAiB,EAAE,cAAc,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AACjF,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAC9C,OAAO,EAAE,KAAK,EAAE,MAAM,SAAS,CAAC;AAChC,OAAO,EAAE,yBAAyB,EAAE,MAAM,4BAA4B,CAAC;AAEvE;;;;;;;;;;;GAWG;AACH,yBAAiB,UAAU,CAAC;IAC1B,gBAAgB;IAChB,eAAsB,MAAO,SAAQ,YAAY;QAGzB,OAAO,CAAC,QAAQ,CAAC,OAAO;QAF9C,mBAA4B,CAAC,yBAAyB,CAAC,YAAa;QAEpE,SAAS,aAA8B,OAAO,EAAE,YAAY;QAE5D,IAAW,YAAY,IAAI,YAAY,CAAyB;QAChE,IAAW,yBAAyB,YAAoB;QACxD,IAAW,gBAAgB,IACY,MAAM,CADF;QAC3C,IAAW,gBAAgB,CAAC,SAAS,EAAE,MAAM,EAAK;QAC3C,WAAW,CAAC,MAAM,EAAE,KAAK;QACzB,cAAc,CAAC,SAAS,CAAC,EAAE,WAAW;QACtC,iBAAiB,CAAC,KAAK,EAAE,WAAW;QACpC,gBAAgB,CAAC,KAAK,EAAE,UAAU;QAClC,SAAS,CAAC,UAAU,CAAC,EAAE,MAAM;QAC7B,cAAc;QACd,UAAU,CAAC,KAAK,EAAE,QAAQ,EAAE,SAAS,EAAE,KAAK,CAAC,QAAQ,EAAE,QAAQ,EAAE,KAAK,CAAC,QAAQ,EAAE,oBAAoB,EAAE,OAAO;QACrH,IAAW,kBAAkB,IAAI,QAAQ,CAAC,MAAM,CAAC,CAAe;QAChE,IAAW,kBAAkB,CAAC,QAAQ,EAAE,QAAQ,CAAC,MAAM,CAAC,EAAK;KAC9D;IAED,gBAAgB;IAChB,MAAa,cAAe,SAAQ,MAAM;QACC,OAAO,CAAC,QAAQ,CAAC,OAAO;oBAA9C,MAAM,EAAE,YAAY,EAAmB,OAAO,EAAE,iBAAiB;QAEpF,IAAW,QAAQ,aAAsF;QAClG,WAAW,CAAC,KAAK,EAAE,QAAQ,EAAE,KAAK,EAAE,OAAO;KACnD;IAED,gBAAgB;IAChB,MAAa,eAAgB,SAAQ,MAAM;QACA,OAAO,CAAC,QAAQ,CAAC,SAAS;oBAAhD,MAAM,EAAE,YAAY,EAAmB,SAAS,EAAE,QAAQ;QAE7E,IAAW,QAAQ,aAA6B;QACzC,WAAW,CAAC,IAAI,EAAE,QAAQ,EAAE,KAAK,EAAE,OAAO;KAClD;IAED,gBAAgB;IAChB,MAAa,OAAQ,SAAQ,gBAAgB;oBACxB,MAAM,EAAE,MAAM,EAAE,OAAO,EAAE,2BAA2B,GAAG,6BAA6B;KAGxG;IAED,MAAa,OAAQ,SAAQ,aAAa;;QAGjC,OAAO;QACP,iBAAiB,CAAC,MAAM,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;QACxD,UAAU;KAClB;IAED,MAAa,IAAK,SAAQ,OAAO;iBACI,QAAQ,EAAE,aAAa,EAAE;oBAAzB,QAAQ,EAAE,aAAa,EAAE;QAE5C,OAAO;KAMxB;IAED,MAAa,MAAO,SAAQ,OAAO;iBACE,MAAM,EAAE,aAAa;iBAAkB,SAAS,EAAE,SAAS;iBAAkB,OAAO,CAAC;oBAArF,MAAM,EAAE,aAAa,EAAkB,SAAS,EAAE,SAAS,EAAkB,OAAO,CAAC,kCAAsB;QAE9H,OAAO;KACxB;IAED,MAAa,KAAM,SAAQ,OAAO;iBACG,OAAO,EAAE,aAAa;iBAAkB,YAAY,EAAE,kBAAkB;iBAAkB,KAAK,EAAE,mBAAmB;oBAApH,OAAO,EAAE,aAAa,EAAkB,YAAY,EAAE,kBAAkB,EAAkB,KAAK,EAAE,mBAAmB;QAEvI,OAAO;KAGxB;IAED,gBAAgB;IAChB,MAAa,QAAS,YAAW,cAAc;QACtC,OAAO,IAAI,IAAI;QACf,iBAAiB,IAAI,IAAI;KACjC;IAED,gBAAgB;IAChB,MAAa,WAAY,YAAW,iBAAiB;QAC5C,OAAO,IAAI,IAAI;QACf,iBAAiB,IAAI,IAAI;KACjC;IAED,MAAa,MAAO,SAAQ,YAAY;QACtC,IAAW,OAAO,YAAmB;QAC9B,OAAO,IAAI,IAAI;QACtB,IAAoB,cAAc,WAAmB;;QAIrD,gBAAgB;QACA,UAAU,IAAI,OAAO;QAErC,gBAAgB;QACA,YAAY,CAAC,MAAM,EAAE,iBAAiB,GAAG,cAAc;QACvE,gBAAgB;QACA,qBAAqB,CAAC,IAAI,EAAE,QAAQ,GAAG,YAAY;QAEnD,aAAa,CAAC,OAAO,EAAE,2BAA2B,GAAG,6BAA6B,GAAG,cAAc;QAInG,iBAAiB,CAAC,UAAU,EAAE,aAAa,EAAE;QAC7C,mBAAmB,CAAC,MAAM,EAAE,aAAa,EAAE,SAAS,EAAE,SAAS,EAAE,OAAO,CAAC,EAAE,oBAAoB;QAC/F,WAAW,CAAC,OAAO,EAAE,aAAa,EAAE,QAAQ,EAAE,kBAAkB,EAAE,KAAK,EAAE,mBAAmB;QAE5G,gBAAgB;QACA,UAAU,CAAC,OAAO,EAAE,UAAU;QAC9C,gBAAgB;QACA,cAAc,CAAC,OAAO,EAAE,cAAc;QACtD,gBAAgB;QACA,iBAAiB,CAAC,OAAO,EAAE,iBAAiB;QAC5D,gBAAgB;QACA,gBAAgB,CAAC,KAAK,EAAE,cAAc,EAAE,OAAO,EAAE,gBAAgB;QACjE,mBAAmB;QAEnC,gBAAgB;QACA,kBAAkB;QAClC,gBAAgB;QACA,sBAAsB;QACtC,gBAAgB;QACA,yBAAyB;QACzC,gBAAgB;QACA,iBAAiB;KAClC;IAED,KAAY,aAAa,GAAG,MAAM,YAAY,CAAC;IAE/C,gFAAgF;IAChF,MAAa,GAAG;QACd,OAAc,aAAa,EAAE,aAAa,CAAyC;eAE/D,OAAO,CAAC,IAAI,CAAC,EAAE,gBAAgB,GAAG,OAAO,CAAC,IAAI,CAAC;eAO/C,QAAQ,IAAI,OAAO,CAAC,IAAI,CAAC;QAK7C,SAAS,CAAC,MAAM,CAAC,yBAAyB;KAC3C;CACF"}
@@ -16,6 +16,7 @@ const PrimitiveBuilder_1 = require("../internal/render/PrimitiveBuilder");
16
16
  const RenderGraphic_1 = require("./RenderGraphic");
17
17
  const RenderSystem_1 = require("./RenderSystem");
18
18
  const RenderTarget_1 = require("./RenderTarget");
19
+ const Symbols_1 = require("../common/internal/Symbols");
19
20
  /** Contains extensible mock implementations of the various components of a RenderSystem, intended for use in tests.
20
21
  * Use these for tests instead of the default RenderSystem wherever possible because:
21
22
  * (1) Electron has a bug on Windows in which it fails to obtain a WebGLRenderingContext when running inside a VM (e.g., during CI job); and
@@ -30,11 +31,13 @@ const RenderTarget_1 = require("./RenderTarget");
30
31
  */
31
32
  var MockRender;
32
33
  (function (MockRender) {
34
+ var _a;
33
35
  /** @internal */
34
36
  class Target extends RenderTarget_1.RenderTarget {
35
37
  constructor(_system) {
36
38
  super();
37
39
  this._system = _system;
40
+ this[_a] = undefined;
38
41
  }
39
42
  get renderSystem() { return this._system; }
40
43
  get wantInvertBlackBackground() { return false; }
@@ -50,6 +53,7 @@ var MockRender;
50
53
  get screenSpaceEffects() { return []; }
51
54
  set screenSpaceEffects(_effects) { }
52
55
  }
56
+ _a = Symbols_1._implementationProhibited;
53
57
  MockRender.Target = Target;
54
58
  /** @internal */
55
59
  class OnScreenTarget extends Target {
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module Utils\r\n */\r\n\r\nimport { dispose } from \"@itwin/core-bentley\";\r\nimport { Transform } from \"@itwin/core-geometry\";\r\nimport { ElementAlignedBox3d, EmptyLocalization, RenderFeatureTable } from \"@itwin/core-common\";\r\nimport { IModelApp, IModelAppOptions } from \"../IModelApp\";\r\nimport { IModelConnection } from \"../IModelConnection\";\r\nimport { MeshParams } from \"../common/internal/render/MeshParams\";\r\nimport { PointStringParams } from \"../common/internal/render/PointStringParams\";\r\nimport { PolylineParams } from \"../common/internal/render/PolylineParams\";\r\nimport { ViewRect } from \"../common/ViewRect\";\r\nimport { Decorations } from \"./Decorations\";\r\nimport { GraphicBranch, GraphicBranchOptions } from \"./GraphicBranch\";\r\nimport { CustomGraphicBuilderOptions, GraphicBuilder, ViewportGraphicBuilderOptions } from \"./GraphicBuilder\";\r\nimport { Pixel } from \"./Pixel\";\r\nimport { PrimitiveBuilder } from \"../internal/render/PrimitiveBuilder\";\r\nimport { PointCloudArgs } from \"../common/internal/render/PointCloudPrimitive\";\r\nimport { GraphicList, RenderGraphic } from \"./RenderGraphic\";\r\nimport { RenderMemory } from \"./RenderMemory\";\r\nimport { RenderPlan } from \"./RenderPlan\";\r\nimport { RenderAreaPattern, RenderGeometry, RenderSystem } from \"./RenderSystem\";\r\nimport { RenderTarget } from \"./RenderTarget\";\r\nimport { Scene } from \"./Scene\";\r\n\r\n/** Contains extensible mock implementations of the various components of a RenderSystem, intended for use in tests.\r\n * Use these for tests instead of the default RenderSystem wherever possible because:\r\n * (1) Electron has a bug on Windows in which it fails to obtain a WebGLRenderingContext when running inside a VM (e.g., during CI job); and\r\n * (2) To decouple the logic which uses aspects of the RenderSystem from the full implementation.\r\n * Any and all of these types can be extended for the purposes of specific tests.\r\n * To use this:\r\n * (1) If overriding anything in the implementation supplied herein, pass a SystemFactory function to MockRender.App.systemFactory.\r\n * (2) Call MockRender.App.startup() instead of IModelApp.startup() before tests begin.\r\n * (3) Likewise call MockRender.App.shutdown() when finished. This resets the SystemFactory to its default.\r\n * @note The APIs within this namespace are intended *strictly* for use with unit tests.\r\n * @internal\r\n */\r\nexport namespace MockRender {\r\n /** @internal */\r\n export abstract class Target extends RenderTarget {\r\n protected constructor(private readonly _system: RenderSystem) { super(); }\r\n\r\n public get renderSystem(): RenderSystem { return this._system; }\r\n public get wantInvertBlackBackground() { return false; }\r\n public get analysisFraction() { return 0; }\r\n public set analysisFraction(_fraction: number) { }\r\n public changeScene(_scene: Scene) { }\r\n public changeDynamics(_dynamics?: GraphicList) { }\r\n public changeDecorations(_decs: Decorations) { }\r\n public changeRenderPlan(_plan: RenderPlan) { }\r\n public drawFrame(_sceneTime?: number) { }\r\n public updateViewRect() { return false; }\r\n public readPixels(_rect: ViewRect, _selector: Pixel.Selector, receiver: Pixel.Receiver, _excludeNonLocatable: boolean) { receiver(undefined); }\r\n public get screenSpaceEffects(): Iterable<string> { return []; }\r\n public set screenSpaceEffects(_effects: Iterable<string>) { }\r\n }\r\n\r\n /** @internal */\r\n export class OnScreenTarget extends Target {\r\n public constructor(system: RenderSystem, private readonly _canvas: HTMLCanvasElement) { super(system); }\r\n\r\n public get viewRect() { return new ViewRect(0, 0, this._canvas.clientWidth, this._canvas.clientHeight); }\r\n public setViewRect(_rect: ViewRect, _temp: boolean) { }\r\n }\r\n\r\n /** @internal */\r\n export class OffScreenTarget extends Target {\r\n public constructor(system: RenderSystem, private readonly _viewRect: ViewRect) { super(system); }\r\n\r\n public get viewRect() { return this._viewRect; }\r\n public setViewRect(rect: ViewRect, _temp: boolean) { this._viewRect.setFrom(rect); }\r\n }\r\n\r\n /** @internal */\r\n export class Builder extends PrimitiveBuilder {\r\n public constructor(system: System, options: CustomGraphicBuilderOptions | ViewportGraphicBuilderOptions) {\r\n super(system, options);\r\n }\r\n }\r\n\r\n export class Graphic extends RenderGraphic {\r\n public constructor() { super(); }\r\n\r\n public dispose() { }\r\n public collectStatistics(_stats: RenderMemory.Statistics): void { }\r\n public unionRange() { }\r\n }\r\n\r\n export class List extends Graphic {\r\n public constructor(public readonly graphics: RenderGraphic[]) { super(); }\r\n\r\n public override dispose() {\r\n for (const graphic of this.graphics)\r\n dispose(graphic);\r\n\r\n this.graphics.length = 0;\r\n }\r\n }\r\n\r\n export class Branch extends Graphic {\r\n public constructor(public readonly branch: GraphicBranch, public readonly transform: Transform, public readonly options?: GraphicBranchOptions) { super(); }\r\n\r\n public override dispose() { this.branch.dispose(); }\r\n }\r\n\r\n export class Batch extends Graphic {\r\n public constructor(public readonly graphic: RenderGraphic, public readonly featureTable: RenderFeatureTable, public readonly range: ElementAlignedBox3d) { super(); }\r\n\r\n public override dispose() {\r\n dispose(this.graphic);\r\n }\r\n }\r\n\r\n /** @internal */\r\n export class Geometry implements RenderGeometry {\r\n public dispose(): void { }\r\n public collectStatistics(): void { }\r\n }\r\n\r\n /** @internal */\r\n export class AreaPattern implements RenderAreaPattern {\r\n public dispose(): void { }\r\n public collectStatistics(): void { }\r\n }\r\n\r\n export class System extends RenderSystem {\r\n public get isValid() { return true; }\r\n public dispose(): void { }\r\n public override get maxTextureSize() { return 4096; }\r\n\r\n public constructor() { super(); }\r\n\r\n /** @internal */\r\n public override doIdleWork(): boolean { return false; }\r\n\r\n /** @internal */\r\n public override createTarget(canvas: HTMLCanvasElement): OnScreenTarget { return new OnScreenTarget(this, canvas); }\r\n /** @internal */\r\n public override createOffscreenTarget(rect: ViewRect): RenderTarget { return new OffScreenTarget(this, rect); }\r\n\r\n public override createGraphic(options: CustomGraphicBuilderOptions | ViewportGraphicBuilderOptions): GraphicBuilder {\r\n return new Builder(this, options);\r\n }\r\n\r\n public override createGraphicList(primitives: RenderGraphic[]) { return new List(primitives); }\r\n public override createGraphicBranch(branch: GraphicBranch, transform: Transform, options?: GraphicBranchOptions) { return new Branch(branch, transform, options); }\r\n public override createBatch(graphic: RenderGraphic, features: RenderFeatureTable, range: ElementAlignedBox3d) { return new Batch(graphic, features, range); }\r\n\r\n /** @internal */\r\n public override createMesh(_params: MeshParams) { return new Graphic(); }\r\n /** @internal */\r\n public override createPolyline(_params: PolylineParams) { return new Graphic(); }\r\n /** @internal */\r\n public override createPointString(_params: PointStringParams) { return new Graphic(); }\r\n /** @internal */\r\n public override createPointCloud(_args: PointCloudArgs, _imodel: IModelConnection) { return new Graphic(); }\r\n public override createRenderGraphic() { return new Graphic(); }\r\n\r\n /** @internal */\r\n public override createMeshGeometry() { return new Geometry(); }\r\n /** @internal */\r\n public override createPolylineGeometry() { return new Geometry(); }\r\n /** @internal */\r\n public override createPointStringGeometry() { return new Geometry(); }\r\n /** @internal */\r\n public override createAreaPattern() { return new AreaPattern(); }\r\n }\r\n\r\n export type SystemFactory = () => RenderSystem;\r\n\r\n /** An implementation of IModelApp which uses a MockRender.System by default. */\r\n export class App {\r\n public static systemFactory: SystemFactory = () => App.createDefaultRenderSystem();\r\n\r\n public static async startup(opts?: IModelAppOptions): Promise<void> {\r\n opts = opts ? opts : {};\r\n opts.renderSys = this.systemFactory();\r\n opts.localization = opts.localization ?? new EmptyLocalization();\r\n await IModelApp.startup(opts);\r\n }\r\n\r\n public static async shutdown(): Promise<void> {\r\n this.systemFactory = () => App.createDefaultRenderSystem();\r\n await IModelApp.shutdown();\r\n }\r\n\r\n protected static createDefaultRenderSystem() { return new System(); }\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\r\n/** @packageDocumentation\r\n * @module Utils\r\n */\r\n\r\nimport { dispose } from \"@itwin/core-bentley\";\r\nimport { Transform } from \"@itwin/core-geometry\";\r\nimport { ElementAlignedBox3d, EmptyLocalization, RenderFeatureTable } from \"@itwin/core-common\";\r\nimport { IModelApp, IModelAppOptions } from \"../IModelApp\";\r\nimport { IModelConnection } from \"../IModelConnection\";\r\nimport { MeshParams } from \"../common/internal/render/MeshParams\";\r\nimport { PointStringParams } from \"../common/internal/render/PointStringParams\";\r\nimport { PolylineParams } from \"../common/internal/render/PolylineParams\";\r\nimport { ViewRect } from \"../common/ViewRect\";\r\nimport { Decorations } from \"./Decorations\";\r\nimport { GraphicBranch, GraphicBranchOptions } from \"./GraphicBranch\";\r\nimport { CustomGraphicBuilderOptions, GraphicBuilder, ViewportGraphicBuilderOptions } from \"./GraphicBuilder\";\r\nimport { Pixel } from \"./Pixel\";\r\nimport { PrimitiveBuilder } from \"../internal/render/PrimitiveBuilder\";\r\nimport { PointCloudArgs } from \"../common/internal/render/PointCloudPrimitive\";\r\nimport { GraphicList, RenderGraphic } from \"./RenderGraphic\";\r\nimport { RenderMemory } from \"./RenderMemory\";\r\nimport { RenderPlan } from \"./RenderPlan\";\r\nimport { RenderAreaPattern, RenderGeometry, RenderSystem } from \"./RenderSystem\";\r\nimport { RenderTarget } from \"./RenderTarget\";\r\nimport { Scene } from \"./Scene\";\r\nimport { _implementationProhibited } from \"../common/internal/Symbols\";\r\n\r\n/** Contains extensible mock implementations of the various components of a RenderSystem, intended for use in tests.\r\n * Use these for tests instead of the default RenderSystem wherever possible because:\r\n * (1) Electron has a bug on Windows in which it fails to obtain a WebGLRenderingContext when running inside a VM (e.g., during CI job); and\r\n * (2) To decouple the logic which uses aspects of the RenderSystem from the full implementation.\r\n * Any and all of these types can be extended for the purposes of specific tests.\r\n * To use this:\r\n * (1) If overriding anything in the implementation supplied herein, pass a SystemFactory function to MockRender.App.systemFactory.\r\n * (2) Call MockRender.App.startup() instead of IModelApp.startup() before tests begin.\r\n * (3) Likewise call MockRender.App.shutdown() when finished. This resets the SystemFactory to its default.\r\n * @note The APIs within this namespace are intended *strictly* for use with unit tests.\r\n * @internal\r\n */\r\nexport namespace MockRender {\r\n /** @internal */\r\n export abstract class Target extends RenderTarget {\r\n protected override readonly [_implementationProhibited] = undefined;\r\n\r\n protected constructor(private readonly _system: RenderSystem) { super(); }\r\n\r\n public get renderSystem(): RenderSystem { return this._system; }\r\n public get wantInvertBlackBackground() { return false; }\r\n public get analysisFraction() { return 0; }\r\n public set analysisFraction(_fraction: number) { }\r\n public changeScene(_scene: Scene) { }\r\n public changeDynamics(_dynamics?: GraphicList) { }\r\n public changeDecorations(_decs: Decorations) { }\r\n public changeRenderPlan(_plan: RenderPlan) { }\r\n public drawFrame(_sceneTime?: number) { }\r\n public updateViewRect() { return false; }\r\n public readPixels(_rect: ViewRect, _selector: Pixel.Selector, receiver: Pixel.Receiver, _excludeNonLocatable: boolean) { receiver(undefined); }\r\n public get screenSpaceEffects(): Iterable<string> { return []; }\r\n public set screenSpaceEffects(_effects: Iterable<string>) { }\r\n }\r\n\r\n /** @internal */\r\n export class OnScreenTarget extends Target {\r\n public constructor(system: RenderSystem, private readonly _canvas: HTMLCanvasElement) { super(system); }\r\n\r\n public get viewRect() { return new ViewRect(0, 0, this._canvas.clientWidth, this._canvas.clientHeight); }\r\n public setViewRect(_rect: ViewRect, _temp: boolean) { }\r\n }\r\n\r\n /** @internal */\r\n export class OffScreenTarget extends Target {\r\n public constructor(system: RenderSystem, private readonly _viewRect: ViewRect) { super(system); }\r\n\r\n public get viewRect() { return this._viewRect; }\r\n public setViewRect(rect: ViewRect, _temp: boolean) { this._viewRect.setFrom(rect); }\r\n }\r\n\r\n /** @internal */\r\n export class Builder extends PrimitiveBuilder {\r\n public constructor(system: System, options: CustomGraphicBuilderOptions | ViewportGraphicBuilderOptions) {\r\n super(system, options);\r\n }\r\n }\r\n\r\n export class Graphic extends RenderGraphic {\r\n public constructor() { super(); }\r\n\r\n public dispose() { }\r\n public collectStatistics(_stats: RenderMemory.Statistics): void { }\r\n public unionRange() { }\r\n }\r\n\r\n export class List extends Graphic {\r\n public constructor(public readonly graphics: RenderGraphic[]) { super(); }\r\n\r\n public override dispose() {\r\n for (const graphic of this.graphics)\r\n dispose(graphic);\r\n\r\n this.graphics.length = 0;\r\n }\r\n }\r\n\r\n export class Branch extends Graphic {\r\n public constructor(public readonly branch: GraphicBranch, public readonly transform: Transform, public readonly options?: GraphicBranchOptions) { super(); }\r\n\r\n public override dispose() { this.branch.dispose(); }\r\n }\r\n\r\n export class Batch extends Graphic {\r\n public constructor(public readonly graphic: RenderGraphic, public readonly featureTable: RenderFeatureTable, public readonly range: ElementAlignedBox3d) { super(); }\r\n\r\n public override dispose() {\r\n dispose(this.graphic);\r\n }\r\n }\r\n\r\n /** @internal */\r\n export class Geometry implements RenderGeometry {\r\n public dispose(): void { }\r\n public collectStatistics(): void { }\r\n }\r\n\r\n /** @internal */\r\n export class AreaPattern implements RenderAreaPattern {\r\n public dispose(): void { }\r\n public collectStatistics(): void { }\r\n }\r\n\r\n export class System extends RenderSystem {\r\n public get isValid() { return true; }\r\n public dispose(): void { }\r\n public override get maxTextureSize() { return 4096; }\r\n\r\n public constructor() { super(); }\r\n\r\n /** @internal */\r\n public override doIdleWork(): boolean { return false; }\r\n\r\n /** @internal */\r\n public override createTarget(canvas: HTMLCanvasElement): OnScreenTarget { return new OnScreenTarget(this, canvas); }\r\n /** @internal */\r\n public override createOffscreenTarget(rect: ViewRect): RenderTarget { return new OffScreenTarget(this, rect); }\r\n\r\n public override createGraphic(options: CustomGraphicBuilderOptions | ViewportGraphicBuilderOptions): GraphicBuilder {\r\n return new Builder(this, options);\r\n }\r\n\r\n public override createGraphicList(primitives: RenderGraphic[]) { return new List(primitives); }\r\n public override createGraphicBranch(branch: GraphicBranch, transform: Transform, options?: GraphicBranchOptions) { return new Branch(branch, transform, options); }\r\n public override createBatch(graphic: RenderGraphic, features: RenderFeatureTable, range: ElementAlignedBox3d) { return new Batch(graphic, features, range); }\r\n\r\n /** @internal */\r\n public override createMesh(_params: MeshParams) { return new Graphic(); }\r\n /** @internal */\r\n public override createPolyline(_params: PolylineParams) { return new Graphic(); }\r\n /** @internal */\r\n public override createPointString(_params: PointStringParams) { return new Graphic(); }\r\n /** @internal */\r\n public override createPointCloud(_args: PointCloudArgs, _imodel: IModelConnection) { return new Graphic(); }\r\n public override createRenderGraphic() { return new Graphic(); }\r\n\r\n /** @internal */\r\n public override createMeshGeometry() { return new Geometry(); }\r\n /** @internal */\r\n public override createPolylineGeometry() { return new Geometry(); }\r\n /** @internal */\r\n public override createPointStringGeometry() { return new Geometry(); }\r\n /** @internal */\r\n public override createAreaPattern() { return new AreaPattern(); }\r\n }\r\n\r\n export type SystemFactory = () => RenderSystem;\r\n\r\n /** An implementation of IModelApp which uses a MockRender.System by default. */\r\n export class App {\r\n public static systemFactory: SystemFactory = () => App.createDefaultRenderSystem();\r\n\r\n public static async startup(opts?: IModelAppOptions): Promise<void> {\r\n opts = opts ? opts : {};\r\n opts.renderSys = this.systemFactory();\r\n opts.localization = opts.localization ?? new EmptyLocalization();\r\n await IModelApp.startup(opts);\r\n }\r\n\r\n public static async shutdown(): Promise<void> {\r\n this.systemFactory = () => App.createDefaultRenderSystem();\r\n await IModelApp.shutdown();\r\n }\r\n\r\n protected static createDefaultRenderSystem() { return new System(); }\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 { Id64String } from \"@itwin/core-bentley\";\r\nimport { Matrix3d, Point2d, Point3d, Range3d, Transform, Vector2d, XAndY, XYAndZ } from \"@itwin/core-geometry\";\r\nimport {\r\n ColorDef, ColorIndex, Feature, FeatureIndex, FeatureTable, FillFlags, PackedFeatureTable, QParams3d, QPoint3dList, RenderTexture,\r\n} from \"@itwin/core-common\";\r\nimport { Viewport } from \"../Viewport\";\r\nimport { RenderGraphic } from \"./RenderGraphic\";\r\nimport { GraphicBranch } from \"./GraphicBranch\";\r\nimport { MeshArgs } from \"../common/internal/render/MeshPrimitives\";\r\nimport { DisplayParams } from \"../common/internal/render/DisplayParams\";\r\nimport { MeshParams } from \"../common/internal/render/MeshParams\";\r\nimport { createMeshParams } from \"../common/internal/render/VertexTableBuilder\";\r\nimport { IModelApp } from \"../IModelApp\";\r\n\r\n/** Parameters used to construct a [[ParticleCollectionBuilder]].\r\n * @public\r\n * @extensions\r\n */\r\nexport interface ParticleCollectionBuilderParams {\r\n /** The image mapped to each particle quad.\r\n * @note The texture should be disposed of when no longer needed to free up WebGL resources. For example, if a [[Decorator]] creates the texture, the\r\n * texture should probably be disposed of when the decorator is removed from the [[ViewManager]].\r\n */\r\n texture: RenderTexture;\r\n\r\n /** The default extents of the particle quad. Individual particles may apply a scale to these extents to produce particles of varying dimensions.\r\n * Must be positive.\r\n */\r\n size: XAndY | number;\r\n\r\n /** The initial transparency of the particles as an integer in [0,255]. Defaults to zero if omitted. */\r\n transparency?: number;\r\n\r\n /** The origin of the particle collection in world coordinates. Defaults to (0, 0, 0). */\r\n origin?: XYAndZ;\r\n\r\n /** If the particles are to be pickable, a unique identifier to associate with the resultant [[RenderGraphic]].\r\n * @see [[IModelConnection.transientIdSequence]] to obtain an Id that is unique within an iModel.\r\n */\r\n pickableId?: Id64String;\r\n\r\n /** The viewport in which the particles will be drawn. */\r\n viewport: Viewport;\r\n\r\n /** If true, the finished graphic will be defined in view coordinates, for use as a decoration of type [[GraphicType.ViewBackground]] or [[GraphicType.ViewOverlay]].\r\n * Defaults to false, indicating the graphic will be defined in world coordinates.\r\n * @see [[CoordSystem.View]] and [[CoordSystem.World]].\r\n */\r\n isViewCoords?: boolean;\r\n}\r\n\r\n/** Describes a particle to to add to a particle collection via [[ParticleCollectionBuilder.addParticle]].\r\n * The x, y, and z coordinates represent the centroid of the particle quad in the collection's coordinate space.\r\n * @public\r\n * @extensions\r\n */\r\nexport interface ParticleProps extends XYAndZ {\r\n /** The size of the particle, in the collection's coordinate space. If omitted, it defaults to the size supplied to the collection by [[ParticleCollectionBuilderParams.size]].\r\n * Supplying a `number` produces a square; supplying a non-uniform `XAndY` produces a rectangle. Must be positive.\r\n */\r\n size?: XAndY | number;\r\n\r\n /** The transparency with which to draw the particle as an integer in [0,255]. If omitted, it defaults to the current value of [[ParticleCollectionBuilder.transparency]]. */\r\n transparency?: number;\r\n\r\n /** A rotation matrix to orient the particle. If supplied then the particle will not be automatically oriented towards the camera. */\r\n rotationMatrix?: Matrix3d;\r\n}\r\n\r\n/** Interface for producing a collection of particles suitable for use in particle effects.\r\n * Particle effects involve animating hundreds or thousands of small particles to simulate phenomena like smoke, fire, snow, etc.\r\n * A particle collection represents each particle as a quad (rectangle) displaying an image. The position of each particle corresponds to the\r\n * centroid of its quad. The transparency and size of each particle can be specified individually. By default, the quads will always rotate to face the camera\r\n * such that the image is fully visible.\r\n *\r\n * Creating a particle collection using a ParticleCollectionBuilder is far more efficient (in both CPU and GPU usage) than doing so using a [[GraphicBuilder]].\r\n * @see interactive demonstrations of [Snow and Rain](https://www.itwinjs.org/sample-showcase/?group=Viewer+Features&sample=snow-rain-sample&imodel=Villa) and\r\n * [Fire and Smoke](https://www.itwinjs.org/sample-showcase/?group=Viewer+Features&sample=fire-sample&imodel=Villa) particle effects.\r\n * @see [SnowEffect]($frontend-devtools) for an example of a particle effect.\r\n * @public\r\n * @extensions\r\n */\r\nexport interface ParticleCollectionBuilder {\r\n /** The default transparency for newly-added particles as an integer in [0,255], used by [[ParticleCollectionBuilder.addParticle]] if [[ParticleProps.transparency]] is omitted.\r\n * Changing this value has no effect on the transparency of previously-added particles.\r\n */\r\n transparency: number;\r\n\r\n /** The default size of each particle, used by [[ParticleCollectionBuilder.addParticle]] if [[ParticleProps.size]] is omitted. */\r\n size: XAndY;\r\n\r\n /** Add a particle to the collection.\r\n * If `size` is omitted, `this.size` is used.\r\n * If `transparency` is omitted, `this.transparency` is used.\r\n * @throws Error if particle size is defined and not greater than zero.\r\n */\r\n addParticle: (particle: ParticleProps) => void;\r\n\r\n /** Produces a finished graphic from the accumulated particles.\r\n * It returns the finished graphic, or `undefined` if the collection contains no particles or the [[RenderSystem]] failed to produce the graphic.\r\n * @note After this method returns, the particle collection is empty.\r\n */\r\n finish: () => RenderGraphic | undefined;\r\n}\r\n\r\n/**\r\n * @public\r\n * @extensions\r\n */\r\nexport namespace ParticleCollectionBuilder {\r\n /** Creates a new ParticleCollectionBuilder.\r\n * @throws Error if size is not greater than zero.\r\n */\r\n export function create(params: ParticleCollectionBuilderParams): ParticleCollectionBuilder {\r\n return new Builder(params);\r\n }\r\n}\r\n\r\nclass Particle {\r\n public readonly centroid: Point3d;\r\n public readonly transparency: number;\r\n public readonly width: number;\r\n public readonly height: number;\r\n public readonly rotationMatrix?: Matrix3d;\r\n\r\n public constructor(centroid: XYAndZ, width: number, height: number, transparency: number, rotationMatrix?: Matrix3d) {\r\n this.centroid = Point3d.fromJSON(centroid);\r\n this.transparency = transparency;\r\n this.width = width;\r\n this.height = height;\r\n this.rotationMatrix = rotationMatrix;\r\n }\r\n}\r\n\r\nclass Builder implements ParticleCollectionBuilder {\r\n private readonly _viewport: Viewport;\r\n private readonly _isViewCoords: boolean;\r\n private readonly _pickableId?: Id64String;\r\n private readonly _texture: RenderTexture;\r\n private readonly _size: Vector2d;\r\n private _transparency: number;\r\n private _hasVaryingTransparency = false;\r\n private readonly _localToWorldTransform: Transform;\r\n private readonly _range = Range3d.createNull();\r\n private _particlesOpaque: Particle[] = [];\r\n private _particlesTranslucent: Particle[] = [];\r\n\r\n public constructor(params: ParticleCollectionBuilderParams) {\r\n this._viewport = params.viewport;\r\n this._isViewCoords = true === params.isViewCoords;\r\n this._pickableId = params.pickableId;\r\n this._texture = params.texture;\r\n this._transparency = undefined !== params.transparency ? clampTransparency(params.transparency) : 0;\r\n this._localToWorldTransform = params.origin ? Transform.createTranslationXYZ(params.origin.x, params.origin.y, params.origin.z) : Transform.createIdentity();\r\n\r\n if (\"number\" === typeof params.size)\r\n this._size = new Vector2d(params.size, params.size);\r\n else\r\n this._size = Vector2d.fromJSON(params.size);\r\n\r\n if (this._size.x <= 0 || this._size.y <= 0)\r\n throw new Error(\"Particle size must be greater than zero\");\r\n }\r\n\r\n public get size(): XAndY {\r\n return this._size;\r\n }\r\n\r\n public get transparency() {\r\n return this._transparency;\r\n }\r\n\r\n public set transparency(transparency: number) {\r\n transparency = clampTransparency(transparency);\r\n if (transparency !== this._transparency) {\r\n this._transparency = transparency;\r\n this._hasVaryingTransparency = this._particlesTranslucent.length > 0;\r\n }\r\n }\r\n\r\n public addParticle(props: ParticleProps): void {\r\n const size = props.size ?? this._size;\r\n let width, height;\r\n if (\"number\" === typeof size) {\r\n width = height = size;\r\n } else {\r\n width = size.x;\r\n height = size.y;\r\n }\r\n\r\n if (width <= 0 || height <= 0)\r\n throw new Error(\"A particle must have a size greater than zero\");\r\n\r\n const transparency = undefined !== props.transparency ? clampTransparency(props.transparency) : this.transparency;\r\n if (transparency !== this.transparency && this._particlesTranslucent.length > 0)\r\n this._hasVaryingTransparency = true;\r\n\r\n const particle = new Particle(props, width, height, transparency, props.rotationMatrix);\r\n if (transparency > 0)\r\n this._particlesTranslucent.push(particle);\r\n else\r\n this._particlesOpaque.push(particle);\r\n this._range.extendPoint(particle.centroid);\r\n }\r\n\r\n public finish(): RenderGraphic | undefined {\r\n if (0 === this._particlesTranslucent.length + this._particlesOpaque.length)\r\n return undefined;\r\n\r\n // Order-independent transparency doesn't work well with opaque geometry - it will look semi-transparent.\r\n // If we have a mix of opaque and transparent particles, put them in separate graphics to be rendered in separate passes.\r\n const opaque = this.createGraphic(this._particlesOpaque, 0);\r\n const transparent = this.createGraphic(this._particlesTranslucent, this._hasVaryingTransparency ? undefined : this._transparency);\r\n\r\n // Empty the collection before any return statements.\r\n const range = this._range.clone();\r\n this._range.setNull();\r\n this._particlesOpaque.length = 0;\r\n this._particlesTranslucent.length = 0;\r\n this._hasVaryingTransparency = false;\r\n\r\n if (!transparent && !opaque)\r\n return undefined;\r\n\r\n // Transform from origin to collection, then to world.\r\n const toCollection = Transform.createTranslation(range.center);\r\n const toWorld = toCollection.multiplyTransformTransform(this._localToWorldTransform);\r\n const branch = new GraphicBranch(true);\r\n if (opaque)\r\n branch.add(opaque);\r\n\r\n if (transparent)\r\n branch.add(transparent);\r\n\r\n let graphic = this._viewport.target.renderSystem.createGraphicBranch(branch, toWorld);\r\n\r\n // If we have a pickable Id, produce a batch.\r\n // NB: We pass this._pickableId as the FeatureTable's modelId so that it will be treated like a reality model or a map -\r\n // specifically, it can be located and display a tooltip, but can't be selected.\r\n const featureTable = this._pickableId ? new FeatureTable(1, this._pickableId) : undefined;\r\n if (featureTable) {\r\n this._localToWorldTransform.multiplyRange(range, range);\r\n featureTable.insert(new Feature(this._pickableId));\r\n graphic = this._viewport.target.renderSystem.createBatch(graphic, PackedFeatureTable.pack(featureTable), range);\r\n }\r\n\r\n return graphic;\r\n }\r\n\r\n private createGraphic(particles: Particle[], uniformTransparency: number | undefined): RenderGraphic | undefined {\r\n const numParticles = particles.length;\r\n if (numParticles <= 0)\r\n return undefined;\r\n\r\n // To keep scale values close to 1, compute mean size to use as size of quad.\r\n const meanSize = new Vector2d();\r\n let maxSize = 0;\r\n for (const particle of particles) {\r\n meanSize.x += particle.width;\r\n meanSize.y += particle.height;\r\n if (particle.width > maxSize)\r\n maxSize = particle.width;\r\n if (particle.height > maxSize)\r\n maxSize = particle.height;\r\n }\r\n meanSize.x /= numParticles;\r\n meanSize.y /= numParticles;\r\n\r\n // Define InstancedGraphicParams for particles.\r\n const rangeCenter = this._range.center;\r\n const floatsPerTransform = 12;\r\n const transforms = new Float32Array(floatsPerTransform * numParticles);\r\n const bytesPerOverride = 8;\r\n const symbologyOverrides = undefined === uniformTransparency ? new Uint8Array(bytesPerOverride * numParticles) : undefined;\r\n\r\n const viewToWorld = this._viewport.view.getRotation().transpose();\r\n let tfIndex = 0;\r\n let ovrIndex = 0;\r\n for (const particle of particles) {\r\n const scaleX = particle.width / meanSize.x;\r\n const scaleY = particle.height / meanSize.y;\r\n if (this._isViewCoords) {\r\n // Particles already face the camera in view coords - just apply the scale.\r\n transforms[tfIndex + 0] = scaleX;\r\n transforms[tfIndex + 5] = scaleY;\r\n transforms[tfIndex + 10] = 1;\r\n } else if (undefined !== particle.rotationMatrix) {\r\n // Scale rotation matrix relative to size of quad.\r\n transforms[tfIndex + 0] = particle.rotationMatrix.coffs[0] * scaleX;\r\n transforms[tfIndex + 1] = particle.rotationMatrix.coffs[1] * scaleY;\r\n transforms[tfIndex + 2] = particle.rotationMatrix.coffs[2];\r\n transforms[tfIndex + 4] = particle.rotationMatrix.coffs[3] * scaleX;\r\n transforms[tfIndex + 5] = particle.rotationMatrix.coffs[4] * scaleY;\r\n transforms[tfIndex + 6] = particle.rotationMatrix.coffs[5];\r\n transforms[tfIndex + 8] = particle.rotationMatrix.coffs[6] * scaleX;\r\n transforms[tfIndex + 9] = particle.rotationMatrix.coffs[7] * scaleY;\r\n transforms[tfIndex + 10] = particle.rotationMatrix.coffs[8];\r\n } else {\r\n // Rotate about origin by inverse view matrix so quads always face the camera and scale relative to size of quad.\r\n transforms[tfIndex + 0] = viewToWorld.coffs[0] * scaleX;\r\n transforms[tfIndex + 1] = viewToWorld.coffs[1] * scaleY;\r\n transforms[tfIndex + 2] = viewToWorld.coffs[2];\r\n transforms[tfIndex + 4] = viewToWorld.coffs[3] * scaleX;\r\n transforms[tfIndex + 5] = viewToWorld.coffs[4] * scaleY;\r\n transforms[tfIndex + 6] = viewToWorld.coffs[5];\r\n transforms[tfIndex + 8] = viewToWorld.coffs[6] * scaleX;\r\n transforms[tfIndex + 9] = viewToWorld.coffs[7] * scaleY;\r\n transforms[tfIndex + 10] = viewToWorld.coffs[8];\r\n }\r\n\r\n // Translate relative to center of particles range.\r\n transforms[tfIndex + 3] = particle.centroid.x - rangeCenter.x;\r\n transforms[tfIndex + 7] = particle.centroid.y - rangeCenter.y;\r\n transforms[tfIndex + 11] = particle.centroid.z - rangeCenter.z;\r\n\r\n tfIndex += floatsPerTransform;\r\n\r\n if (symbologyOverrides) {\r\n // See FeatureOverrides.buildLookupTable() for layout.\r\n symbologyOverrides[ovrIndex + 0] = 1 << 2; // OvrFlags.Alpha\r\n symbologyOverrides[ovrIndex + 7] = 0xff - particle.transparency;\r\n\r\n ovrIndex += bytesPerOverride;\r\n }\r\n }\r\n\r\n // Produce instanced quads.\r\n // Note: We do not need to allocate an array of featureIds. If we have a pickableId, all particles refer to the same Feature, with index 0.\r\n // So we leave the vertex attribute disabled causing the shader to receive the default (0, 0, 0) which happens to correspond to our feature index.\r\n const quad = createQuad(meanSize, this._texture, uniformTransparency ?? 0x7f, this._viewport);\r\n const transformCenter = new Point3d(0, 0, 0);\r\n const range = computeRange(this._range, rangeCenter, maxSize);\r\n const instances = { count: numParticles, transforms, transformCenter, symbologyOverrides, range };\r\n return this._viewport.target.renderSystem.createMesh(quad, instances);\r\n }\r\n}\r\n\r\nfunction createQuad(size: XAndY, texture: RenderTexture, transparency: number, viewport: Viewport): MeshParams {\r\n const halfWidth = size.x / 2;\r\n const halfHeight = size.y / 2;\r\n const corners = [\r\n new Point3d(-halfWidth, -halfHeight, 0), new Point3d(halfWidth, -halfHeight, 0),\r\n new Point3d(-halfWidth, halfHeight, 0), new Point3d(halfWidth, halfHeight, 0),\r\n ];\r\n\r\n const range = new Range3d();\r\n range.low = corners[0];\r\n range.high = corners[3];\r\n\r\n const points = new QPoint3dList(QParams3d.fromRange(range));\r\n for (const corner of corners)\r\n points.add(corner);\r\n\r\n const colors = new ColorIndex();\r\n colors.initUniform(ColorDef.white.withTransparency(transparency));\r\n\r\n const quadArgs: MeshArgs = {\r\n points,\r\n vertIndices: [0, 1, 2, 2, 1, 3],\r\n fillFlags: FillFlags.None,\r\n isPlanar: true,\r\n colors,\r\n features: new FeatureIndex(),\r\n textureMapping: {\r\n texture,\r\n uvParams: [new Point2d(0, 1), new Point2d(1, 1), new Point2d(0, 0), new Point2d(1, 0)],\r\n },\r\n };\r\n\r\n return createMeshParams(quadArgs, viewport.target.renderSystem.maxTextureSize, \"non-indexed\" !== IModelApp.tileAdmin.edgeOptions.type);\r\n}\r\n\r\nfunction clampTransparency(transparency: number): number {\r\n transparency = Math.min(255, transparency, Math.max(0, transparency));\r\n transparency = Math.floor(transparency);\r\n if (transparency < DisplayParams.minTransparency)\r\n transparency = 0;\r\n\r\n return transparency;\r\n}\r\n\r\nfunction computeRange(centroidRange: Range3d, center: Point3d, maxSize: number): Range3d {\r\n const range2 = centroidRange.clone();\r\n range2.low.subtractInPlace(center);\r\n range2.high.subtractInPlace(center);\r\n const halfSize = maxSize * 0.5;\r\n range2.low.x -= halfSize;\r\n range2.low.y -= halfSize;\r\n range2.low.z -= halfSize;\r\n range2.high.x += halfSize;\r\n range2.high.y += halfSize;\r\n range2.high.z += halfSize;\r\n return range2;\r\n}\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { Id64String } from \"@itwin/core-bentley\";\r\nimport { Matrix3d, Point2d, Point3d, Range3d, Transform, Vector2d, XAndY, XYAndZ } from \"@itwin/core-geometry\";\r\nimport {\r\n ColorDef, ColorIndex, Feature, FeatureIndex, FeatureTable, FillFlags, PackedFeatureTable, QParams3d, QPoint3dList, RenderTexture,\r\n} from \"@itwin/core-common\";\r\nimport { Viewport } from \"../Viewport\";\r\nimport { RenderGraphic } from \"./RenderGraphic\";\r\nimport { GraphicBranch } from \"./GraphicBranch\";\r\nimport { DisplayParams } from \"../common/internal/render/DisplayParams\";\r\nimport { MeshParams } from \"../common/internal/render/MeshParams\";\r\nimport { createMeshParams } from \"../common/internal/render/VertexTableBuilder\";\r\nimport { IModelApp } from \"../IModelApp\";\r\nimport { MeshArgs } from \"./MeshArgs\";\r\n\r\n/** Parameters used to construct a [[ParticleCollectionBuilder]].\r\n * @public\r\n * @extensions\r\n */\r\nexport interface ParticleCollectionBuilderParams {\r\n /** The image mapped to each particle quad.\r\n * @note The texture should be disposed of when no longer needed to free up WebGL resources. For example, if a [[Decorator]] creates the texture, the\r\n * texture should probably be disposed of when the decorator is removed from the [[ViewManager]].\r\n */\r\n texture: RenderTexture;\r\n\r\n /** The default extents of the particle quad. Individual particles may apply a scale to these extents to produce particles of varying dimensions.\r\n * Must be positive.\r\n */\r\n size: XAndY | number;\r\n\r\n /** The initial transparency of the particles as an integer in [0,255]. Defaults to zero if omitted. */\r\n transparency?: number;\r\n\r\n /** The origin of the particle collection in world coordinates. Defaults to (0, 0, 0). */\r\n origin?: XYAndZ;\r\n\r\n /** If the particles are to be pickable, a unique identifier to associate with the resultant [[RenderGraphic]].\r\n * @see [[IModelConnection.transientIdSequence]] to obtain an Id that is unique within an iModel.\r\n */\r\n pickableId?: Id64String;\r\n\r\n /** The viewport in which the particles will be drawn. */\r\n viewport: Viewport;\r\n\r\n /** If true, the finished graphic will be defined in view coordinates, for use as a decoration of type [[GraphicType.ViewBackground]] or [[GraphicType.ViewOverlay]].\r\n * Defaults to false, indicating the graphic will be defined in world coordinates.\r\n * @see [[CoordSystem.View]] and [[CoordSystem.World]].\r\n */\r\n isViewCoords?: boolean;\r\n}\r\n\r\n/** Describes a particle to to add to a particle collection via [[ParticleCollectionBuilder.addParticle]].\r\n * The x, y, and z coordinates represent the centroid of the particle quad in the collection's coordinate space.\r\n * @public\r\n * @extensions\r\n */\r\nexport interface ParticleProps extends XYAndZ {\r\n /** The size of the particle, in the collection's coordinate space. If omitted, it defaults to the size supplied to the collection by [[ParticleCollectionBuilderParams.size]].\r\n * Supplying a `number` produces a square; supplying a non-uniform `XAndY` produces a rectangle. Must be positive.\r\n */\r\n size?: XAndY | number;\r\n\r\n /** The transparency with which to draw the particle as an integer in [0,255]. If omitted, it defaults to the current value of [[ParticleCollectionBuilder.transparency]]. */\r\n transparency?: number;\r\n\r\n /** A rotation matrix to orient the particle. If supplied then the particle will not be automatically oriented towards the camera. */\r\n rotationMatrix?: Matrix3d;\r\n}\r\n\r\n/** Interface for producing a collection of particles suitable for use in particle effects.\r\n * Particle effects involve animating hundreds or thousands of small particles to simulate phenomena like smoke, fire, snow, etc.\r\n * A particle collection represents each particle as a quad (rectangle) displaying an image. The position of each particle corresponds to the\r\n * centroid of its quad. The transparency and size of each particle can be specified individually. By default, the quads will always rotate to face the camera\r\n * such that the image is fully visible.\r\n *\r\n * Creating a particle collection using a ParticleCollectionBuilder is far more efficient (in both CPU and GPU usage) than doing so using a [[GraphicBuilder]].\r\n * @see interactive demonstrations of [Snow and Rain](https://www.itwinjs.org/sample-showcase/?group=Viewer+Features&sample=snow-rain-sample&imodel=Villa) and\r\n * [Fire and Smoke](https://www.itwinjs.org/sample-showcase/?group=Viewer+Features&sample=fire-sample&imodel=Villa) particle effects.\r\n * @see [SnowEffect]($frontend-devtools) for an example of a particle effect.\r\n * @public\r\n * @extensions\r\n */\r\nexport interface ParticleCollectionBuilder {\r\n /** The default transparency for newly-added particles as an integer in [0,255], used by [[ParticleCollectionBuilder.addParticle]] if [[ParticleProps.transparency]] is omitted.\r\n * Changing this value has no effect on the transparency of previously-added particles.\r\n */\r\n transparency: number;\r\n\r\n /** The default size of each particle, used by [[ParticleCollectionBuilder.addParticle]] if [[ParticleProps.size]] is omitted. */\r\n size: XAndY;\r\n\r\n /** Add a particle to the collection.\r\n * If `size` is omitted, `this.size` is used.\r\n * If `transparency` is omitted, `this.transparency` is used.\r\n * @throws Error if particle size is defined and not greater than zero.\r\n */\r\n addParticle: (particle: ParticleProps) => void;\r\n\r\n /** Produces a finished graphic from the accumulated particles.\r\n * It returns the finished graphic, or `undefined` if the collection contains no particles or the [[RenderSystem]] failed to produce the graphic.\r\n * @note After this method returns, the particle collection is empty.\r\n */\r\n finish: () => RenderGraphic | undefined;\r\n}\r\n\r\n/**\r\n * @public\r\n * @extensions\r\n */\r\nexport namespace ParticleCollectionBuilder {\r\n /** Creates a new ParticleCollectionBuilder.\r\n * @throws Error if size is not greater than zero.\r\n */\r\n export function create(params: ParticleCollectionBuilderParams): ParticleCollectionBuilder {\r\n return new Builder(params);\r\n }\r\n}\r\n\r\nclass Particle {\r\n public readonly centroid: Point3d;\r\n public readonly transparency: number;\r\n public readonly width: number;\r\n public readonly height: number;\r\n public readonly rotationMatrix?: Matrix3d;\r\n\r\n public constructor(centroid: XYAndZ, width: number, height: number, transparency: number, rotationMatrix?: Matrix3d) {\r\n this.centroid = Point3d.fromJSON(centroid);\r\n this.transparency = transparency;\r\n this.width = width;\r\n this.height = height;\r\n this.rotationMatrix = rotationMatrix;\r\n }\r\n}\r\n\r\nclass Builder implements ParticleCollectionBuilder {\r\n private readonly _viewport: Viewport;\r\n private readonly _isViewCoords: boolean;\r\n private readonly _pickableId?: Id64String;\r\n private readonly _texture: RenderTexture;\r\n private readonly _size: Vector2d;\r\n private _transparency: number;\r\n private _hasVaryingTransparency = false;\r\n private readonly _localToWorldTransform: Transform;\r\n private readonly _range = Range3d.createNull();\r\n private _particlesOpaque: Particle[] = [];\r\n private _particlesTranslucent: Particle[] = [];\r\n\r\n public constructor(params: ParticleCollectionBuilderParams) {\r\n this._viewport = params.viewport;\r\n this._isViewCoords = true === params.isViewCoords;\r\n this._pickableId = params.pickableId;\r\n this._texture = params.texture;\r\n this._transparency = undefined !== params.transparency ? clampTransparency(params.transparency) : 0;\r\n this._localToWorldTransform = params.origin ? Transform.createTranslationXYZ(params.origin.x, params.origin.y, params.origin.z) : Transform.createIdentity();\r\n\r\n if (\"number\" === typeof params.size)\r\n this._size = new Vector2d(params.size, params.size);\r\n else\r\n this._size = Vector2d.fromJSON(params.size);\r\n\r\n if (this._size.x <= 0 || this._size.y <= 0)\r\n throw new Error(\"Particle size must be greater than zero\");\r\n }\r\n\r\n public get size(): XAndY {\r\n return this._size;\r\n }\r\n\r\n public get transparency() {\r\n return this._transparency;\r\n }\r\n\r\n public set transparency(transparency: number) {\r\n transparency = clampTransparency(transparency);\r\n if (transparency !== this._transparency) {\r\n this._transparency = transparency;\r\n this._hasVaryingTransparency = this._particlesTranslucent.length > 0;\r\n }\r\n }\r\n\r\n public addParticle(props: ParticleProps): void {\r\n const size = props.size ?? this._size;\r\n let width, height;\r\n if (\"number\" === typeof size) {\r\n width = height = size;\r\n } else {\r\n width = size.x;\r\n height = size.y;\r\n }\r\n\r\n if (width <= 0 || height <= 0)\r\n throw new Error(\"A particle must have a size greater than zero\");\r\n\r\n const transparency = undefined !== props.transparency ? clampTransparency(props.transparency) : this.transparency;\r\n if (transparency !== this.transparency && this._particlesTranslucent.length > 0)\r\n this._hasVaryingTransparency = true;\r\n\r\n const particle = new Particle(props, width, height, transparency, props.rotationMatrix);\r\n if (transparency > 0)\r\n this._particlesTranslucent.push(particle);\r\n else\r\n this._particlesOpaque.push(particle);\r\n this._range.extendPoint(particle.centroid);\r\n }\r\n\r\n public finish(): RenderGraphic | undefined {\r\n if (0 === this._particlesTranslucent.length + this._particlesOpaque.length)\r\n return undefined;\r\n\r\n // Order-independent transparency doesn't work well with opaque geometry - it will look semi-transparent.\r\n // If we have a mix of opaque and transparent particles, put them in separate graphics to be rendered in separate passes.\r\n const opaque = this.createGraphic(this._particlesOpaque, 0);\r\n const transparent = this.createGraphic(this._particlesTranslucent, this._hasVaryingTransparency ? undefined : this._transparency);\r\n\r\n // Empty the collection before any return statements.\r\n const range = this._range.clone();\r\n this._range.setNull();\r\n this._particlesOpaque.length = 0;\r\n this._particlesTranslucent.length = 0;\r\n this._hasVaryingTransparency = false;\r\n\r\n if (!transparent && !opaque)\r\n return undefined;\r\n\r\n // Transform from origin to collection, then to world.\r\n const toCollection = Transform.createTranslation(range.center);\r\n const toWorld = toCollection.multiplyTransformTransform(this._localToWorldTransform);\r\n const branch = new GraphicBranch(true);\r\n if (opaque)\r\n branch.add(opaque);\r\n\r\n if (transparent)\r\n branch.add(transparent);\r\n\r\n let graphic = this._viewport.target.renderSystem.createGraphicBranch(branch, toWorld);\r\n\r\n // If we have a pickable Id, produce a batch.\r\n // NB: We pass this._pickableId as the FeatureTable's modelId so that it will be treated like a reality model or a map -\r\n // specifically, it can be located and display a tooltip, but can't be selected.\r\n const featureTable = this._pickableId ? new FeatureTable(1, this._pickableId) : undefined;\r\n if (featureTable) {\r\n this._localToWorldTransform.multiplyRange(range, range);\r\n featureTable.insert(new Feature(this._pickableId));\r\n graphic = this._viewport.target.renderSystem.createBatch(graphic, PackedFeatureTable.pack(featureTable), range);\r\n }\r\n\r\n return graphic;\r\n }\r\n\r\n private createGraphic(particles: Particle[], uniformTransparency: number | undefined): RenderGraphic | undefined {\r\n const numParticles = particles.length;\r\n if (numParticles <= 0)\r\n return undefined;\r\n\r\n // To keep scale values close to 1, compute mean size to use as size of quad.\r\n const meanSize = new Vector2d();\r\n let maxSize = 0;\r\n for (const particle of particles) {\r\n meanSize.x += particle.width;\r\n meanSize.y += particle.height;\r\n if (particle.width > maxSize)\r\n maxSize = particle.width;\r\n if (particle.height > maxSize)\r\n maxSize = particle.height;\r\n }\r\n meanSize.x /= numParticles;\r\n meanSize.y /= numParticles;\r\n\r\n // Define InstancedGraphicParams for particles.\r\n const rangeCenter = this._range.center;\r\n const floatsPerTransform = 12;\r\n const transforms = new Float32Array(floatsPerTransform * numParticles);\r\n const bytesPerOverride = 8;\r\n const symbologyOverrides = undefined === uniformTransparency ? new Uint8Array(bytesPerOverride * numParticles) : undefined;\r\n\r\n const viewToWorld = this._viewport.view.getRotation().transpose();\r\n let tfIndex = 0;\r\n let ovrIndex = 0;\r\n for (const particle of particles) {\r\n const scaleX = particle.width / meanSize.x;\r\n const scaleY = particle.height / meanSize.y;\r\n if (this._isViewCoords) {\r\n // Particles already face the camera in view coords - just apply the scale.\r\n transforms[tfIndex + 0] = scaleX;\r\n transforms[tfIndex + 5] = scaleY;\r\n transforms[tfIndex + 10] = 1;\r\n } else if (undefined !== particle.rotationMatrix) {\r\n // Scale rotation matrix relative to size of quad.\r\n transforms[tfIndex + 0] = particle.rotationMatrix.coffs[0] * scaleX;\r\n transforms[tfIndex + 1] = particle.rotationMatrix.coffs[1] * scaleY;\r\n transforms[tfIndex + 2] = particle.rotationMatrix.coffs[2];\r\n transforms[tfIndex + 4] = particle.rotationMatrix.coffs[3] * scaleX;\r\n transforms[tfIndex + 5] = particle.rotationMatrix.coffs[4] * scaleY;\r\n transforms[tfIndex + 6] = particle.rotationMatrix.coffs[5];\r\n transforms[tfIndex + 8] = particle.rotationMatrix.coffs[6] * scaleX;\r\n transforms[tfIndex + 9] = particle.rotationMatrix.coffs[7] * scaleY;\r\n transforms[tfIndex + 10] = particle.rotationMatrix.coffs[8];\r\n } else {\r\n // Rotate about origin by inverse view matrix so quads always face the camera and scale relative to size of quad.\r\n transforms[tfIndex + 0] = viewToWorld.coffs[0] * scaleX;\r\n transforms[tfIndex + 1] = viewToWorld.coffs[1] * scaleY;\r\n transforms[tfIndex + 2] = viewToWorld.coffs[2];\r\n transforms[tfIndex + 4] = viewToWorld.coffs[3] * scaleX;\r\n transforms[tfIndex + 5] = viewToWorld.coffs[4] * scaleY;\r\n transforms[tfIndex + 6] = viewToWorld.coffs[5];\r\n transforms[tfIndex + 8] = viewToWorld.coffs[6] * scaleX;\r\n transforms[tfIndex + 9] = viewToWorld.coffs[7] * scaleY;\r\n transforms[tfIndex + 10] = viewToWorld.coffs[8];\r\n }\r\n\r\n // Translate relative to center of particles range.\r\n transforms[tfIndex + 3] = particle.centroid.x - rangeCenter.x;\r\n transforms[tfIndex + 7] = particle.centroid.y - rangeCenter.y;\r\n transforms[tfIndex + 11] = particle.centroid.z - rangeCenter.z;\r\n\r\n tfIndex += floatsPerTransform;\r\n\r\n if (symbologyOverrides) {\r\n // See FeatureOverrides.buildLookupTable() for layout.\r\n symbologyOverrides[ovrIndex + 0] = 1 << 2; // OvrFlags.Alpha\r\n symbologyOverrides[ovrIndex + 7] = 0xff - particle.transparency;\r\n\r\n ovrIndex += bytesPerOverride;\r\n }\r\n }\r\n\r\n // Produce instanced quads.\r\n // Note: We do not need to allocate an array of featureIds. If we have a pickableId, all particles refer to the same Feature, with index 0.\r\n // So we leave the vertex attribute disabled causing the shader to receive the default (0, 0, 0) which happens to correspond to our feature index.\r\n const quad = createQuad(meanSize, this._texture, uniformTransparency ?? 0x7f, this._viewport);\r\n const transformCenter = new Point3d(0, 0, 0);\r\n const range = computeRange(this._range, rangeCenter, maxSize);\r\n const instances = { count: numParticles, transforms, transformCenter, symbologyOverrides, range };\r\n return this._viewport.target.renderSystem.createMesh(quad, instances);\r\n }\r\n}\r\n\r\nfunction createQuad(size: XAndY, texture: RenderTexture, transparency: number, viewport: Viewport): MeshParams {\r\n const halfWidth = size.x / 2;\r\n const halfHeight = size.y / 2;\r\n const corners = [\r\n new Point3d(-halfWidth, -halfHeight, 0), new Point3d(halfWidth, -halfHeight, 0),\r\n new Point3d(-halfWidth, halfHeight, 0), new Point3d(halfWidth, halfHeight, 0),\r\n ];\r\n\r\n const range = new Range3d();\r\n range.low = corners[0];\r\n range.high = corners[3];\r\n\r\n const points = new QPoint3dList(QParams3d.fromRange(range));\r\n for (const corner of corners)\r\n points.add(corner);\r\n\r\n const colors = new ColorIndex();\r\n colors.initUniform(ColorDef.white.withTransparency(transparency));\r\n\r\n const quadArgs: MeshArgs = {\r\n points,\r\n vertIndices: [0, 1, 2, 2, 1, 3],\r\n fillFlags: FillFlags.None,\r\n isPlanar: true,\r\n colors,\r\n features: new FeatureIndex(),\r\n textureMapping: {\r\n texture,\r\n uvParams: [new Point2d(0, 1), new Point2d(1, 1), new Point2d(0, 0), new Point2d(1, 0)],\r\n },\r\n };\r\n\r\n return createMeshParams(quadArgs, viewport.target.renderSystem.maxTextureSize, \"non-indexed\" !== IModelApp.tileAdmin.edgeOptions.type);\r\n}\r\n\r\nfunction clampTransparency(transparency: number): number {\r\n transparency = Math.min(255, transparency, Math.max(0, transparency));\r\n transparency = Math.floor(transparency);\r\n if (transparency < DisplayParams.minTransparency)\r\n transparency = 0;\r\n\r\n return transparency;\r\n}\r\n\r\nfunction computeRange(centroidRange: Range3d, center: Point3d, maxSize: number): Range3d {\r\n const range2 = centroidRange.clone();\r\n range2.low.subtractInPlace(center);\r\n range2.high.subtractInPlace(center);\r\n const halfSize = maxSize * 0.5;\r\n range2.low.x -= halfSize;\r\n range2.low.y -= halfSize;\r\n range2.low.z -= halfSize;\r\n range2.high.x += halfSize;\r\n range2.high.y += halfSize;\r\n range2.high.z += halfSize;\r\n return range2;\r\n}\r\n"]}
@@ -0,0 +1,31 @@
1
+ /** @packageDocumentation
2
+ * @module Rendering
3
+ */
4
+ import { ColorIndex, FeatureIndex, LinePixels, PolylineFlags, PolylineIndices, QPoint3dList } from "@itwin/core-common";
5
+ import { Point3d, Range3d } from "@itwin/core-geometry";
6
+ /** Arguments supplied to [[RenderSystem.createIndexedPolylines]] describing a set of "polylines" (i.e., line strings or point strings).
7
+ * Line strings consist of two or more points, connected by segments between them with a width specified in pixels.
8
+ * Point strings consist of one or more disconnected points, drawn as dots with a radius specified in pixels.
9
+ * @public
10
+ */
11
+ export interface PolylineArgs {
12
+ /** The color(s) of the vertices. */
13
+ colors: ColorIndex;
14
+ /** The [Feature]($common)(s) contained in the [[polylines]]. */
15
+ features: FeatureIndex;
16
+ /** The width of the lines or radius of the points, in pixels. */
17
+ width: number;
18
+ /** The pixel pattern to apply to the line strings. */
19
+ linePixels: LinePixels;
20
+ /** Flags describing how to draw the [[polylines]]. */
21
+ flags: PolylineFlags;
22
+ /** The positions of the [[polylines]]' vertices. If the positions are not quantized, they must include
23
+ * a precomputed [Range3d]($core-geometry) encompassing all of the points.
24
+ */
25
+ points: QPoint3dList | (Array<Point3d> & {
26
+ range: Range3d;
27
+ });
28
+ /** The set of polylines. Each entry in the array describes a separate line string or point string as a series of indices into [[points]]. */
29
+ polylines: PolylineIndices[];
30
+ }
31
+ //# sourceMappingURL=PolylineArgs.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"PolylineArgs.d.ts","sourceRoot":"","sources":["../../../src/render/PolylineArgs.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,UAAU,EAAE,YAAY,EAAE,UAAU,EAAE,aAAa,EAAE,eAAe,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AACxH,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAExD;;;;GAIG;AACH,MAAM,WAAW,YAAY;IAC3B,oCAAoC;IACpC,MAAM,EAAE,UAAU,CAAC;IACnB,gEAAgE;IAChE,QAAQ,EAAE,YAAY,CAAC;IACvB,iEAAiE;IACjE,KAAK,EAAE,MAAM,CAAC;IACd,sDAAsD;IACtD,UAAU,EAAE,UAAU,CAAC;IACvB,sDAAsD;IACtD,KAAK,EAAE,aAAa,CAAC;IACrB;;OAEG;IACH,MAAM,EAAE,YAAY,GAAG,CAAC,KAAK,CAAC,OAAO,CAAC,GAAG;QAAE,KAAK,EAAE,OAAO,CAAA;KAAE,CAAC,CAAC;IAC7D,6IAA6I;IAC7I,SAAS,EAAE,eAAe,EAAE,CAAC;CAC9B"}
@@ -0,0 +1,10 @@
1
+ "use strict";
2
+ /*---------------------------------------------------------------------------------------------
3
+ * Copyright (c) Bentley Systems, Incorporated. All rights reserved.
4
+ * See LICENSE.md in the project root for license terms and full copyright notice.
5
+ *--------------------------------------------------------------------------------------------*/
6
+ /** @packageDocumentation
7
+ * @module Rendering
8
+ */
9
+ Object.defineProperty(exports, "__esModule", { value: true });
10
+ //# sourceMappingURL=PolylineArgs.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"PolylineArgs.js","sourceRoot":"","sources":["../../../src/render/PolylineArgs.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG","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 { ColorIndex, FeatureIndex, LinePixels, PolylineFlags, PolylineIndices, QPoint3dList } from \"@itwin/core-common\";\r\nimport { Point3d, Range3d } from \"@itwin/core-geometry\";\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"]}
@@ -17,7 +17,7 @@ import { ViewRect } from "../common/ViewRect";
17
17
  import { GraphicBranch, GraphicBranchOptions } from "./GraphicBranch";
18
18
  import { CustomGraphicBuilderOptions, GraphicBuilder, ViewportGraphicBuilderOptions } from "./GraphicBuilder";
19
19
  import { InstancedGraphicParams, PatternGraphicParams } from "../common/render/InstancedGraphicParams";
20
- import { Mesh, MeshArgs, PolylineArgs } from "../common/internal/render/MeshPrimitives";
20
+ import { Mesh } from "../common/internal/render/MeshPrimitives";
21
21
  import { RealityMeshGraphicParams } from "./RealityMeshGraphicParams";
22
22
  import { RealityMeshParams } from "./RealityMeshParams";
23
23
  import { PointCloudArgs } from "../common/internal/render/PointCloudPrimitive";
@@ -33,6 +33,8 @@ import { GraphicType } from "../common/render/GraphicType";
33
33
  import { BatchOptions } from "../common/render/BatchOptions";
34
34
  import { GraphicDescription } from "../common/render/GraphicDescriptionBuilder";
35
35
  import { GraphicDescriptionContext, GraphicDescriptionContextProps, WorkerGraphicDescriptionContextProps } from "../common/render/GraphicDescriptionContext";
36
+ import { MeshArgs } from "./MeshArgs";
37
+ import { PolylineArgs } from "./PolylineArgs";
36
38
  /** An opaque representation of a texture draped on geometry within a [[Viewport]].
37
39
  * @internal
38
40
  */
@@ -1 +1 @@
1
- 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