@itwin/core-frontend 5.0.0-dev.104 → 5.0.0-dev.106

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 (36) hide show
  1. package/lib/cjs/AccuSnap.d.ts +1 -0
  2. package/lib/cjs/AccuSnap.d.ts.map +1 -1
  3. package/lib/cjs/AccuSnap.js +69 -1
  4. package/lib/cjs/AccuSnap.js.map +1 -1
  5. package/lib/cjs/HitDetail.d.ts +5 -1
  6. package/lib/cjs/HitDetail.d.ts.map +1 -1
  7. package/lib/cjs/HitDetail.js +9 -0
  8. package/lib/cjs/HitDetail.js.map +1 -1
  9. package/lib/cjs/internal/render/webgl/SurfaceGeometry.d.ts.map +1 -1
  10. package/lib/cjs/internal/render/webgl/SurfaceGeometry.js +4 -0
  11. package/lib/cjs/internal/render/webgl/SurfaceGeometry.js.map +1 -1
  12. package/lib/cjs/tools/AccuDrawTool.d.ts +0 -12
  13. package/lib/cjs/tools/AccuDrawTool.d.ts.map +1 -1
  14. package/lib/cjs/tools/AccuDrawTool.js +2 -60
  15. package/lib/cjs/tools/AccuDrawTool.js.map +1 -1
  16. package/lib/esm/AccuSnap.d.ts +1 -0
  17. package/lib/esm/AccuSnap.d.ts.map +1 -1
  18. package/lib/esm/AccuSnap.js +69 -1
  19. package/lib/esm/AccuSnap.js.map +1 -1
  20. package/lib/esm/HitDetail.d.ts +5 -1
  21. package/lib/esm/HitDetail.d.ts.map +1 -1
  22. package/lib/esm/HitDetail.js +9 -0
  23. package/lib/esm/HitDetail.js.map +1 -1
  24. package/lib/esm/internal/render/webgl/SurfaceGeometry.d.ts.map +1 -1
  25. package/lib/esm/internal/render/webgl/SurfaceGeometry.js +4 -0
  26. package/lib/esm/internal/render/webgl/SurfaceGeometry.js.map +1 -1
  27. package/lib/esm/tools/AccuDrawTool.d.ts +0 -12
  28. package/lib/esm/tools/AccuDrawTool.d.ts.map +1 -1
  29. package/lib/esm/tools/AccuDrawTool.js +3 -60
  30. package/lib/esm/tools/AccuDrawTool.js.map +1 -1
  31. package/lib/public/locales/en/CoreTools.json +0 -5
  32. package/lib/public/scripts/parse-imdl-worker.js +1 -1
  33. package/lib/public/sprites/SnapPerpendicularPoint.png +0 -0
  34. package/lib/public/sprites/SnapTangentPoint.png +0 -0
  35. package/lib/workers/webpack/parse-imdl-worker.js +1 -1
  36. package/package.json +16 -16
@@ -24,6 +24,8 @@ export var SnapMode;
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  SnapMode[SnapMode["Origin"] = 16] = "Origin";
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  SnapMode[SnapMode["Bisector"] = 32] = "Bisector";
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  SnapMode[SnapMode["Intersection"] = 64] = "Intersection";
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+ SnapMode[SnapMode["PerpendicularPoint"] = 128] = "PerpendicularPoint";
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+ SnapMode[SnapMode["TangentPoint"] = 256] = "TangentPoint";
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  })(SnapMode || (SnapMode = {}));
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  /**
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  * @public
@@ -298,6 +300,11 @@ export class SnapDetail extends HitDetail {
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  this.adjustedPoint.setFrom(point);
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  this.heat = heat;
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  }
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+ /** Change the snap mode. */
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+ setSnapMode(snapMode) {
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+ this.snapMode = snapMode;
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+ this.sprite = IconSprites.getSpriteFromUrl(SnapDetail.getSnapSpriteUrl(snapMode));
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+ }
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  /** Set curve primitive and HitGeometryType for this SnapDetail. */
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  setCurvePrimitive(primitive, localToWorld, geomType) {
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  this.primitive = primitive;
@@ -389,6 +396,8 @@ export class SnapDetail extends HitDetail {
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  case SnapMode.Origin: return `${IModelApp.publicPath}sprites/SnapOrigin.png`;
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  case SnapMode.Bisector: return `${IModelApp.publicPath}sprites/SnapBisector.png`;
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  case SnapMode.Intersection: return `${IModelApp.publicPath}sprites/SnapIntersection.png`;
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+ case SnapMode.PerpendicularPoint: return `${IModelApp.publicPath}sprites/SnapPerpendicularPoint.png`;
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+ case SnapMode.TangentPoint: return `${IModelApp.publicPath}sprites/SnapTangentPoint.png`;
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  }
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  return "";
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  }
@@ -1 +1 @@
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module LocatingElements\n */\nimport { assert, Id64, Id64String } from \"@itwin/core-bentley\";\nimport { Arc3d, CurvePrimitive, LineSegment3d, LineString3d, Path, Point3d, Transform, Vector3d, XYZProps } from \"@itwin/core-geometry\";\nimport { GeometryClass, LinePixels } from \"@itwin/core-common\";\nimport { IModelApp } from \"./IModelApp\";\nimport { IModelConnection } from \"./IModelConnection\";\nimport { IconSprites, Sprite } from \"./Sprites\";\nimport { DecorateContext } from \"./ViewContext\";\nimport { ScreenViewport, Viewport } from \"./Viewport\";\nimport { GraphicType } from \"./common/render/GraphicType\";\n\n/**\n * @public\n * @extensions\n */\nexport enum SnapMode {\n Nearest = 1,\n NearestKeypoint = 1 << 1,\n MidPoint = 1 << 2,\n Center = 1 << 3,\n Origin = 1 << 4,\n Bisector = 1 << 5,\n Intersection = 1 << 6,\n}\n\n/**\n * @public\n * @extensions\n */\nexport enum SnapHeat {\n None = 0,\n NotInRange = 1, // \"of interest\", but out of range\n InRange = 2,\n}\n\n/** The procedure that generated this Hit.\n * @public\n * @extensions\n */\nexport enum HitSource {\n None = 0,\n FromUser = 1,\n MotionLocate = 2,\n AccuSnap = 3,\n TentativeSnap = 4,\n DataPoint = 5,\n Application = 6,\n EditAction = 7,\n EditActionSS = 8,\n}\n\n/** What was being tested to generate this hit. This is not the element or\n * GeometricPrimitive that generated the Hit, it is an indication of whether it is an edge or interior hit.\n * @public\n * @extensions\n */\nexport enum HitGeomType {\n None = 0,\n Point = 1,\n Segment = 2,\n Curve = 3,\n Arc = 4,\n Surface = 5,\n}\n\n/** Classification of GeometricPrimitive that generated the Hit.\n * @public\n * @extensions\n */\nexport enum HitParentGeomType {\n None = 0,\n Wire = 1,\n Sheet = 2,\n Solid = 3,\n Mesh = 4,\n Text = 5,\n}\n\n/**\n * @public\n * @extensions\n */\nexport enum HitPriority {\n WireEdge = 0,\n PlanarEdge = 1,\n NonPlanarEdge = 2,\n SilhouetteEdge = 3,\n PlanarSurface = 4,\n NonPlanarSurface = 5,\n Unknown = 6,\n}\n\n/**\n * @public\n * @extensions\n */\nexport enum HitDetailType {\n Hit = 1,\n Snap = 2,\n Intersection = 3,\n}\n\n/** As part of a [[HitPath]], describes the [ViewAttachment]($backend), if any, from which the hit represented by a [[HitDetail]] originated.\n * @beta\n */\nexport interface ViewAttachmentHitInfo {\n /** The element Id of the [ViewAttachment]($backend) from which the hit originated. */\n readonly id: Id64String;\n /** The viewport that renders the contents of the attached view into the [[ScreenViewport]].\n * @note Do not alter the state of this viewport.\n * @alpha\n */\n readonly viewport: Viewport;\n}\n\n/** As part of a [[HitPath]], describes the [SectionDrawing]($backend), if any, from which the hit represented by a [[HitDetail]] originated.\n * @beta\n */\nexport interface SectionDrawingAttachmentHitInfo {\n /** The viewport that renders the contents of the attached view into the [[ScreenViewport]].\n * @note Do not alter the state of this viewport.\n * @alpha\n */\n readonly viewport: Viewport;\n}\n\n/** As part of a [[HitDetail]], describes a series of \"attached\" views through which the hit was located.\n * Typically, the contents of a view are rendered directly to the screen via [[HitDetail.viewport]].\n * However, in some contexts one view might be \"attached\" to the viewport's view via a [ViewAttachment]($backend), [SectionDrawing]($backend), or both.\n * HitPath captures this information in one of the following possible ways:\n * 1. A [[SheetViewState]] renders another view through a [ViewAttachment]($backend), in which case [[viewAttachment]] will be defined.\n * 2. A [[DrawingViewState]] renders a [[SpatialViewState]] through a [SectionDrawing]($backend) attachment, in which case [[sectionDrawingAttachment]] will be defined; or\n * 3. A combination of 1 and 2 where a [ViewAttachment]($backend) on a sheet renders a [SectionDrawing]($backend) with an attached [[SpatialViewState]], in which both [viewAttachment]] and [[sectionDrawingAttachment]] will be defined.\n * @beta\n */\nexport interface HitPath {\n /** Details about the [ViewAttachment]($backend) through which the hit was obtained. */\n viewAttachment?: ViewAttachmentHitInfo;\n /** Details about the [SectionDrawing]($backend) attachment through which the hit was obtained. */\n sectionDrawingAttachment?: SectionDrawingAttachmentHitInfo;\n};\n\n/** Arguments supplied to the [[HitDetail]] constructor.\n * @public\n */\nexport interface HitDetailProps {\n /** The point in world coordinates that was used as the initial locate point. */\n readonly testPoint: Point3d;\n /** The viewport in which the locate operation was performed. */\n readonly viewport: ScreenViewport;\n /** The procedure that requested the locate operation. */\n readonly hitSource: HitSource;\n /** The approximate location in world coordinates on the geometry identified by this HitDetail. */\n readonly hitPoint: Point3d;\n /** The source of the geometry. This may be a persistent element Id, or a transient Id used for, e.g., pickable decorations. */\n readonly sourceId: Id64String;\n /** The hit geometry priority/classification. */\n readonly priority: HitPriority;\n /** The xy distance to the hit in view coordinates. */\n readonly distXY: number;\n /** The distance in view coordinates between the hit and the near plane. */\n readonly distFraction: number;\n /** The [SubCategory]($backend) to which the hit geometry belongs. */\n readonly subCategoryId?: Id64String;\n /** The class of the hit geometry. */\n readonly geometryClass?: GeometryClass;\n /** The Id of the [[ModelState]] from which the hit originated. */\n readonly modelId?: string;\n /** The IModelConnection from which the hit originated.\n * This should almost always be left undefined, unless the hit is known to have originated from an iModel\n * other than the one associated with the viewport.\n * @internal\n */\n readonly sourceIModel?: IModelConnection;\n /** @internal */\n readonly transformFromSourceIModel?: Transform;\n /** @internal chiefly for debugging */\n readonly tileId?: string;\n /** True if the hit originated from a reality model classifier.\n * @alpha\n */\n readonly isClassifier?: boolean;\n /** Describes the path by which the hit was located through a series of attached views.\n * @beta\n */\n readonly path?: HitPath;\n}\n\n/** A HitDetail stores the result when locating geometry displayed in a view.\n * It holds an approximate location on an element (or decoration) from a *pick*.\n * @public\n * @extensions\n */\nexport class HitDetail {\n private readonly _props: HitDetailProps;\n\n /** The point in world coordinates that was used as the initial locate point. */\n public get testPoint(): Point3d { return this._props.testPoint; }\n /** The viewport in which the locate operation was performed. */\n public get viewport(): ScreenViewport { return this._props.viewport; }\n /** The procedure that requested the locate operation. */\n public get hitSource(): HitSource { return this._props.hitSource; }\n /** The approximate location in world coordinates on the geometry identified by this HitDetail. */\n public get hitPoint(): Point3d { return this._props.hitPoint; }\n /** The source of the geometry. This may be a persistent element Id, or a transient Id used for, e.g., pickable decorations. */\n public get sourceId(): Id64String { return this._props.sourceId; }\n /** The hit geometry priority/classification. */\n public get priority(): HitPriority { return this._props.priority; }\n /** The xy distance to the hit in view coordinates. */\n public get distXY(): number { return this._props.distXY; }\n /** The distance in view coordinates between the hit and the near plane. */\n public get distFraction(): number { return this._props.distFraction; }\n /** The [SubCategory]($backend) to which the hit geometry belongs. */\n public get subCategoryId(): Id64String | undefined { return this._props.subCategoryId; }\n /** The class of the hit geometry. */\n public get geometryClass(): GeometryClass | undefined { return this._props.geometryClass; }\n /** The Id of the [[ModelState]] from which the hit originated. */\n public get modelId(): string | undefined { return this._props.modelId; }\n /** The IModelConnection from which the hit originated.\n * This should almost always be left undefined, unless the hit is known to have originated from an iModel\n * other than the one associated with the viewport.\n * @internal\n */\n public get sourceIModel(): IModelConnection | undefined { return this._props.sourceIModel; }\n /** @internal */\n public get transformFromSourceIModel(): Transform | undefined { return this._props.transformFromSourceIModel; }\n /** @internal chiefly for debugging */\n public get tileId(): string | undefined { return this._props.tileId; }\n /** True if the hit originated from a reality model classifier.\n * @alpha\n */\n public get isClassifier(): boolean | undefined { return this._props.isClassifier; }\n /** Information about the [ViewAttachment]($backend) within which the hit geometry resides, if any.\n * @note Only [[SheetViewState]]s can have view attachments.\n * @beta\n */\n public get viewAttachment(): ViewAttachmentHitInfo | undefined { return this._props.path?.viewAttachment; }\n /** Describes the path by which the hit was located through a series of attached views.\n * @beta\n */\n public get path(): HitPath | undefined { return this._props.path; }\n\n /** Create a new HitDetail from the inputs to and results of a locate operation. */\n public constructor(props: HitDetailProps);\n\n /** @deprecated in 4.1. Use the overload that takes a [[HitDetailProps]]. */\n public constructor(testPoint: Point3d, viewport: ScreenViewport, hitSource: HitSource, hitPoint: Point3d, sourceId: string, priority: HitPriority, distXY: number, distFraction: number, subCategoryId?: string, geometryClass?: GeometryClass, modelId?: string, sourceIModel?: IModelConnection, tileId?: string, isClassifier?: boolean);\n\n /** @internal */\n public constructor(arg0: Point3d | HitDetailProps, viewport?: ScreenViewport, hitSource?: HitSource, hitPoint?: Point3d, sourceId?: string, priority?: HitPriority, distXY?: number, distFraction?: number, subCategoryId?: string, geometryClass?: GeometryClass, modelId?: string, sourceIModel?: IModelConnection, tileId?: string, isClassifier?: boolean) {\n if (arg0 instanceof Point3d) {\n assert(undefined !== viewport && undefined !== hitSource && undefined !== hitPoint && undefined !== sourceId);\n assert(undefined !== priority && undefined !== distXY && undefined !== distFraction);\n\n this._props = {\n testPoint: arg0,\n viewport,\n hitSource,\n hitPoint,\n sourceId,\n priority,\n distXY,\n distFraction,\n subCategoryId,\n geometryClass,\n modelId,\n sourceIModel,\n tileId,\n isClassifier,\n };\n } else {\n // Ignore an empty path.\n const path = arg0.path?.sectionDrawingAttachment || arg0.path?.viewAttachment ? arg0.path : undefined;\n\n // Tempting to use { ...arg0 } but spread operator omits getters so, e.g., if input is a HitDetail we would lose all the properties.\n this._props = {\n testPoint: arg0.testPoint,\n viewport: arg0.viewport,\n hitSource: arg0.hitSource,\n hitPoint: arg0.hitPoint,\n sourceId: arg0.sourceId,\n priority: arg0.priority,\n distXY: arg0.distXY,\n distFraction: arg0.distFraction,\n subCategoryId: arg0.subCategoryId,\n geometryClass: arg0.geometryClass,\n modelId: arg0.modelId,\n sourceIModel: arg0.sourceIModel,\n transformFromSourceIModel: arg0.transformFromSourceIModel,\n tileId: arg0.tileId,\n isClassifier: arg0.isClassifier,\n path,\n };\n }\n }\n\n /** Get the type of HitDetail.\n * @returns HitDetailType.Hit if this is a HitDetail, HitDetailType.Snap if it is a SnapDetail\n */\n public getHitType(): HitDetailType { return HitDetailType.Hit; }\n\n /** Get the *hit point* for this HitDetail. Returns the approximate point on the element that caused the hit when not a SnapDetail or IntersectDetail.\n * For a snap that is *hot*, the *exact* point on the Element for the snap mode is returned, otherwise the close point on the hit geometry is returned.\n */\n public getPoint(): Point3d { return this.hitPoint; }\n\n /** Determine if this HitPoint is from the same source as another HitDetail. */\n public isSameHit(otherHit?: HitDetail): boolean { return (undefined !== otherHit && this.sourceId === otherHit.sourceId && this.iModel === otherHit.iModel); }\n /** Return whether sourceId is for a persistent element and not a pickable decoration. */\n public get isElementHit(): boolean { return !Id64.isInvalid(this.sourceId) && !Id64.isTransient(this.sourceId); }\n // return whether the sourceId is for a model (reality models etc.)\n public get isModelHit(): boolean {\n return this.modelId === this.sourceId;\n }\n // return whether the hit point is from map.\n public get isMapHit(): boolean { return 0 !== this.viewport.mapLayerFromHit(this).length; }\n\n /** Create a deep copy of this HitDetail */\n public clone(): HitDetail {\n return new HitDetail(this);\n }\n\n /** Draw this HitDetail as a Decoration. Causes the picked element to *flash* */\n public draw(_context: DecorateContext) {\n this.viewport.flashedId = this.sourceId;\n }\n\n /** Get the tooltip content for this HitDetail. */\n public async getToolTip(): Promise<HTMLElement | string> {\n let toolTipPromise = this.isElementHit ? IModelApp.viewManager.overrideElementToolTip(this) : IModelApp.viewManager.getDecorationToolTip(this);\n for (const toolTipProvider of IModelApp.viewManager.toolTipProviders)\n toolTipPromise = toolTipProvider.augmentToolTip(this, toolTipPromise);\n return toolTipPromise;\n }\n\n /** The IModelConnection from which the hit originated. In some cases this may not be the same as the iModel associated with the Viewport -\n * for example, if a [[TiledGraphicsProvider]] is used to display graphics from a different iModel in the viewport.\n * This HitDetail's element, subcategory, and model Ids are defined in the context of this IModelConnection.\n */\n public get iModel(): IModelConnection {\n return this.sourceIModel ?? this.viewport.iModel;\n }\n\n /** Returns true if this hit originated from an [[IModelConnection]] other than the one associated with the [[Viewport]].\n * @see [[iModel]].\n */\n public get isExternalIModelHit(): boolean {\n return this.iModel !== this.viewport.iModel;\n }\n}\n\n/** A SnapDetail is generated from the result of a snap request. In addition to the HitDetail about the reason the element was *picked*,\n * it holds the *exact* point on the element from the snapping logic, plus additional information that varies with the type of element and snap mode.\n * @public\n * @extensions\n */\nexport class SnapDetail extends HitDetail {\n /** A sprite to show the user the type of snap performed */\n public sprite?: Sprite;\n /** HitPoint adjusted by snap */\n public readonly snapPoint: Point3d;\n /** AccuSnap/AccuDraw can adjust the point after the snap. */\n public readonly adjustedPoint: Point3d;\n /** Curve primitive for snap. */\n public primitive?: CurvePrimitive;\n /** Surface normal at snapPoint */\n public normal?: Vector3d;\n /** The HitGeomType of this SnapDetail */\n public geomType?: HitGeomType;\n /** The HitGeomType of this SnapDetail */\n public parentGeomType?: HitParentGeomType;\n\n /** Constructor for SnapDetail.\n * @param from The HitDetail that created this snap\n * @param snapMode The SnapMode used to create this SnapDetail\n * @param heat The SnapHeat of this SnapDetail\n * @param snapPoint The snapped point in the element\n */\n public constructor(from: HitDetail, public snapMode: SnapMode = SnapMode.Nearest, public heat: SnapHeat = SnapHeat.None, snapPoint?: XYZProps) {\n super(from);\n this.snapPoint = Point3d.fromJSON(snapPoint ? snapPoint : from.hitPoint);\n this.adjustedPoint = this.snapPoint.clone();\n this.sprite = IconSprites.getSpriteFromUrl(SnapDetail.getSnapSpriteUrl(snapMode));\n }\n\n /** Returns `HitDetailType.Snap` */\n public override getHitType(): HitDetailType { return HitDetailType.Snap; }\n /** Get the snap point if this SnapDetail is *hot*, the pick point otherwise. */\n public override getPoint(): Point3d { return this.isHot ? this.snapPoint : super.getPoint(); }\n /** Return true if the pick point was closer than the snap aperture from the generated snap point. */\n public get isHot(): boolean { return this.heat !== SnapHeat.None; }\n /** Determine whether the [[adjustedPoint]] is different than the [[snapPoint]]. This happens, for example, when points are adjusted for grids, acs plane snap, and AccuDraw. */\n public get isPointAdjusted(): boolean { return !this.adjustedPoint.isExactEqual(this.snapPoint); }\n /** Change the snap point. */\n public setSnapPoint(point: Point3d, heat: SnapHeat) {\n this.snapPoint.setFrom(point);\n this.adjustedPoint.setFrom(point);\n this.heat = heat;\n }\n\n /** Set curve primitive and HitGeometryType for this SnapDetail. */\n public setCurvePrimitive(primitive?: CurvePrimitive, localToWorld?: Transform, geomType?: HitGeomType): void {\n this.primitive = primitive;\n this.geomType = undefined;\n\n // Only HitGeomType.Point and HitGeomType.Surface are valid without a curve primitive.\n if (undefined === this.primitive) {\n if (HitGeomType.Point === geomType || HitGeomType.Surface === geomType)\n this.geomType = geomType;\n return;\n }\n\n if (undefined !== localToWorld)\n this.primitive.tryTransformInPlace(localToWorld);\n\n if (this.primitive instanceof Arc3d)\n this.geomType = HitGeomType.Arc;\n else if (this.primitive instanceof LineSegment3d)\n this.geomType = HitGeomType.Segment;\n else if (this.primitive instanceof LineString3d)\n this.geomType = HitGeomType.Segment;\n else\n this.geomType = HitGeomType.Curve;\n\n // Set curve primitive geometry type override...\n // - HitGeomType.Point with arc/ellipse denotes center.\n // - HitGeomType.Surface with any curve primitive denotes an interior hit.\n if (undefined !== geomType && HitGeomType.None !== geomType)\n this.geomType = geomType;\n }\n\n /** Make a copy of this SnapDetail. */\n public override clone(): SnapDetail {\n const val = new SnapDetail(this, this.snapMode, this.heat, this.snapPoint);\n val.sprite = this.sprite;\n val.geomType = this.geomType;\n val.parentGeomType = this.parentGeomType;\n val.adjustedPoint.setFrom(this.adjustedPoint);\n if (undefined !== this.primitive)\n val.primitive = this.primitive.clone();\n if (undefined !== this.normal)\n val.normal = this.normal.clone();\n return val;\n }\n\n public getCurvePrimitive(singleSegment: boolean = true): CurvePrimitive | undefined {\n if (!singleSegment || undefined === this.primitive)\n return this.primitive;\n\n if (this.primitive instanceof LineString3d) {\n const ls = this.primitive;\n if (ls.points.length > 2) {\n const loc = ls.closestPoint(this.snapPoint, false);\n const nSegments = ls.points.length - 1;\n const uSegRange = (1.0 / nSegments);\n let segmentNo = Math.floor(loc.fraction / uSegRange);\n if (segmentNo >= nSegments)\n segmentNo = nSegments - 1;\n return LineSegment3d.create(ls.points[segmentNo], ls.points[segmentNo + 1]);\n }\n }\n\n return this.primitive;\n }\n\n public override draw(context: DecorateContext) {\n if (undefined !== this.primitive) {\n let singleSegment = false;\n switch (this.snapMode) {\n case SnapMode.Center:\n case SnapMode.Origin:\n case SnapMode.Bisector:\n break; // Snap point for these is computed using entire linestring, not just the hit segment...\n\n default: {\n singleSegment = true;\n break;\n }\n }\n\n const builder = context.createGraphicBuilder(GraphicType.WorldOverlay);\n const outline = context.viewport.hilite.color.adjustedForContrast(context.viewport.view.backgroundColor, 50);\n const centerLine = context.viewport.hilite.color.adjustedForContrast(outline, 175);\n const path = Path.create(this.getCurvePrimitive(singleSegment)!);\n\n builder.setSymbology(outline, outline, 6);\n builder.addPath(path);\n\n builder.setSymbology(centerLine, centerLine, 2);\n builder.addPath(path);\n\n context.addDecorationFromBuilder(builder);\n return;\n }\n super.draw(context);\n }\n\n private static getSnapSpriteUrl(snapType: SnapMode): string {\n switch (snapType) {\n case SnapMode.Nearest: return `${IModelApp.publicPath}sprites/SnapPointOn.png`;\n case SnapMode.NearestKeypoint: return `${IModelApp.publicPath}sprites/SnapKeypoint.png`;\n case SnapMode.MidPoint: return `${IModelApp.publicPath}sprites/SnapMidpoint.png`;\n case SnapMode.Center: return `${IModelApp.publicPath}sprites/SnapCenter.png`;\n case SnapMode.Origin: return `${IModelApp.publicPath}sprites/SnapOrigin.png`;\n case SnapMode.Bisector: return `${IModelApp.publicPath}sprites/SnapBisector.png`;\n case SnapMode.Intersection: return `${IModelApp.publicPath}sprites/SnapIntersection.png`;\n }\n return \"\";\n }\n}\n\n/**\n * @public\n * @extensions\n */\nexport class IntersectDetail extends SnapDetail {\n public constructor(from: SnapDetail, heat: SnapHeat = SnapHeat.None, snapPoint: XYZProps, public readonly otherPrimitive: CurvePrimitive, public readonly otherId: string) {\n super(from, SnapMode.Intersection, heat, snapPoint);\n this.primitive = from.primitive;\n this.normal = from.normal; // Preserve normal from primary snap location for AccuDraw smart rotation...\n }\n\n public override draw(context: DecorateContext) {\n if (undefined !== this.primitive && undefined !== this.otherPrimitive) {\n const builder = context.createGraphicBuilder(GraphicType.WorldOverlay);\n const outline = context.viewport.hilite.color.adjustedForContrast(context.viewport.view.backgroundColor, 50);\n const centerLine = context.viewport.hilite.color.adjustedForContrast(outline, 175);\n const path1 = Path.create(this.primitive);\n const path2 = Path.create(this.otherPrimitive);\n\n builder.setSymbology(outline, outline, 6);\n builder.addPath(path1);\n builder.addPath(path2);\n\n builder.setSymbology(centerLine, centerLine, 2);\n builder.addPath(path1);\n builder.setSymbology(centerLine, centerLine, 2, LinePixels.Code2);\n builder.addPath(path2);\n\n context.addDecorationFromBuilder(builder);\n return;\n }\n super.draw(context);\n }\n}\n\n/** The result of a \"locate\" is a sorted list of objects that satisfied the search criteria (a HitList). Earlier hits in the list\n * are somehow *better* than those later on.\n * @public\n * @extensions\n */\nexport class HitList<T extends HitDetail> {\n public hits: T[] = [];\n public currHit = -1;\n public get length(): number { return this.hits.length; }\n public empty(): void {\n this.hits.length = 0;\n this.currHit = -1;\n }\n\n public resetCurrentHit(): void { this.currHit = -1; }\n\n /** Get a hit from a particular index into a HitList\n * return the requested hit from the HitList or undefined\n */\n public getHit(hitNum: number): T | undefined {\n if (hitNum < 0)\n hitNum = this.length - 1;\n\n return (hitNum >= this.length) ? undefined : this.hits[hitNum];\n }\n\n /** When setting one or more indices to undefined you must call dropNulls afterwards */\n public setHit(i: number, p: T | undefined): void {\n if (i < 0 || i >= this.length)\n return;\n this.hits[i] = p!;\n }\n\n public dropNulls(): void {\n const hits = this.hits;\n this.hits = [];\n for (const hit of hits)\n this.hits.push(hit);\n }\n\n public getNextHit(): T | undefined {\n this.currHit++;\n return this.getCurrentHit();\n }\n\n public getCurrentHit(): T | undefined { return -1 === this.currHit ? undefined : this.getHit(this.currHit); }\n\n public setCurrentHit(hit: T): void {\n this.resetCurrentHit();\n for (let thisHit; undefined !== (thisHit = this.getNextHit());) {\n if (thisHit === hit)\n return;\n }\n }\n\n /** remove the current hit from the list. */\n public removeCurrentHit() { this.removeHit(this.currHit); }\n\n /** remove a hit in the list. */\n public removeHit(hitNum: number) {\n if (hitNum < 0) // Support -1 == END\n hitNum = this.length - 1;\n\n if (hitNum <= this.currHit)\n this.currHit = -1;\n\n if (hitNum >= this.length) // Locate calls GetNextHit, which increments currHit, until it goes beyond the end of size of the array.\n return; // Then Reset call RemoteCurrentHit, which passes in currHit. When it is out of range, we do nothing.\n\n this.hits.splice(hitNum, 1);\n }\n\n /** search through list and remove any hits that contain a specified element id. */\n public removeHitsFrom(sourceId: string): boolean {\n let removedOne = false;\n\n // walk backwards through list so we don't have to worry about what happens on remove\n for (let i = this.length - 1; i >= 0; i--) {\n const thisHit = this.hits[i];\n if (thisHit && sourceId === thisHit.sourceId) {\n removedOne = true;\n this.removeHit(i);\n }\n }\n return removedOne;\n }\n\n private getPriorityZOverride(priority: HitPriority): number {\n switch (priority) {\n case HitPriority.WireEdge:\n case HitPriority.PlanarEdge:\n case HitPriority.NonPlanarEdge:\n return 0;\n case HitPriority.SilhouetteEdge:\n return 1;\n case HitPriority.PlanarSurface:\n case HitPriority.NonPlanarSurface:\n return 2;\n default:\n return 3;\n }\n }\n\n /** compare two hits for insertion into list. */\n public compare(hit1: HitDetail | undefined, hit2: HitDetail | undefined): -1 | 1 | 0 {\n if (!hit1 || !hit2)\n return 0;\n\n const zOverride1 = this.getPriorityZOverride(hit1.priority);\n const zOverride2 = this.getPriorityZOverride(hit2.priority);\n\n // Prefer edges over surfaces, this is more important than z because we know the edge isn't obscured...\n if (zOverride1 < zOverride2)\n return -1;\n if (zOverride1 > zOverride2)\n return 1;\n\n // Compare xy distance from pick point, prefer hits closer to center...\n if (hit1.distXY < hit2.distXY)\n return -1;\n if (hit1.distXY > hit2.distXY)\n return 1;\n\n // Compare distance fraction, prefer hits closer to eye...\n if (hit1.distFraction > hit2.distFraction)\n return -1;\n if (hit1.distFraction < hit2.distFraction)\n return 1;\n\n // Compare geometry class, prefer path/region hits over surface hits when all else is equal...\n if (hit1.priority < hit2.priority)\n return -1;\n if (hit1.priority > hit2.priority)\n return 1;\n\n return 0;\n }\n\n /** Add a new hit to the list. Hits are sorted according to their priority and distance. */\n public addHit(newHit: T): number {\n if (0 === this.hits.length) {\n this.hits.push(newHit);\n return 0;\n }\n let index = 0;\n for (; index < this.hits.length; ++index) {\n const oldHit = this.hits[index];\n const comparison = this.compare(newHit, oldHit);\n if (comparison < 0)\n break;\n }\n\n this.hits.splice(index, 0, newHit);\n return index;\n }\n\n /** Insert a new hit into the list at the supplied index. */\n public insertHit(i: number, hit: T): void {\n if (i < 0 || i >= this.length)\n this.hits.push(hit);\n else\n this.hits.splice(i, 0, hit);\n }\n}\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module LocatingElements\n */\nimport { assert, Id64, Id64String } from \"@itwin/core-bentley\";\nimport { Arc3d, CurvePrimitive, LineSegment3d, LineString3d, Path, Point3d, Transform, Vector3d, XYZProps } from \"@itwin/core-geometry\";\nimport { GeometryClass, LinePixels } from \"@itwin/core-common\";\nimport { IModelApp } from \"./IModelApp\";\nimport { IModelConnection } from \"./IModelConnection\";\nimport { IconSprites, Sprite } from \"./Sprites\";\nimport { DecorateContext } from \"./ViewContext\";\nimport { ScreenViewport, Viewport } from \"./Viewport\";\nimport { GraphicType } from \"./common/render/GraphicType\";\n\n/**\n * @public\n * @extensions\n */\nexport enum SnapMode {\n Nearest = 1,\n NearestKeypoint = 1 << 1,\n MidPoint = 1 << 2,\n Center = 1 << 3,\n Origin = 1 << 4,\n Bisector = 1 << 5,\n Intersection = 1 << 6,\n PerpendicularPoint = 1 << 7,\n TangentPoint = 1 << 8,\n}\n\n/**\n * @public\n * @extensions\n */\nexport enum SnapHeat {\n None = 0,\n NotInRange = 1, // \"of interest\", but out of range\n InRange = 2,\n}\n\n/** The procedure that generated this Hit.\n * @public\n * @extensions\n */\nexport enum HitSource {\n None = 0,\n FromUser = 1,\n MotionLocate = 2,\n AccuSnap = 3,\n TentativeSnap = 4,\n DataPoint = 5,\n Application = 6,\n EditAction = 7,\n EditActionSS = 8,\n}\n\n/** What was being tested to generate this hit. This is not the element or\n * GeometricPrimitive that generated the Hit, it is an indication of whether it is an edge or interior hit.\n * @public\n * @extensions\n */\nexport enum HitGeomType {\n None = 0,\n Point = 1,\n Segment = 2,\n Curve = 3,\n Arc = 4,\n Surface = 5,\n}\n\n/** Classification of GeometricPrimitive that generated the Hit.\n * @public\n * @extensions\n */\nexport enum HitParentGeomType {\n None = 0,\n Wire = 1,\n Sheet = 2,\n Solid = 3,\n Mesh = 4,\n Text = 5,\n}\n\n/**\n * @public\n * @extensions\n */\nexport enum HitPriority {\n WireEdge = 0,\n PlanarEdge = 1,\n NonPlanarEdge = 2,\n SilhouetteEdge = 3,\n PlanarSurface = 4,\n NonPlanarSurface = 5,\n Unknown = 6,\n}\n\n/**\n * @public\n * @extensions\n */\nexport enum HitDetailType {\n Hit = 1,\n Snap = 2,\n Intersection = 3,\n}\n\n/** As part of a [[HitPath]], describes the [ViewAttachment]($backend), if any, from which the hit represented by a [[HitDetail]] originated.\n * @beta\n */\nexport interface ViewAttachmentHitInfo {\n /** The element Id of the [ViewAttachment]($backend) from which the hit originated. */\n readonly id: Id64String;\n /** The viewport that renders the contents of the attached view into the [[ScreenViewport]].\n * @note Do not alter the state of this viewport.\n * @alpha\n */\n readonly viewport: Viewport;\n}\n\n/** As part of a [[HitPath]], describes the [SectionDrawing]($backend), if any, from which the hit represented by a [[HitDetail]] originated.\n * @beta\n */\nexport interface SectionDrawingAttachmentHitInfo {\n /** The viewport that renders the contents of the attached view into the [[ScreenViewport]].\n * @note Do not alter the state of this viewport.\n * @alpha\n */\n readonly viewport: Viewport;\n}\n\n/** As part of a [[HitDetail]], describes a series of \"attached\" views through which the hit was located.\n * Typically, the contents of a view are rendered directly to the screen via [[HitDetail.viewport]].\n * However, in some contexts one view might be \"attached\" to the viewport's view via a [ViewAttachment]($backend), [SectionDrawing]($backend), or both.\n * HitPath captures this information in one of the following possible ways:\n * 1. A [[SheetViewState]] renders another view through a [ViewAttachment]($backend), in which case [[viewAttachment]] will be defined.\n * 2. A [[DrawingViewState]] renders a [[SpatialViewState]] through a [SectionDrawing]($backend) attachment, in which case [[sectionDrawingAttachment]] will be defined; or\n * 3. A combination of 1 and 2 where a [ViewAttachment]($backend) on a sheet renders a [SectionDrawing]($backend) with an attached [[SpatialViewState]], in which both [viewAttachment]] and [[sectionDrawingAttachment]] will be defined.\n * @beta\n */\nexport interface HitPath {\n /** Details about the [ViewAttachment]($backend) through which the hit was obtained. */\n viewAttachment?: ViewAttachmentHitInfo;\n /** Details about the [SectionDrawing]($backend) attachment through which the hit was obtained. */\n sectionDrawingAttachment?: SectionDrawingAttachmentHitInfo;\n};\n\n/** Arguments supplied to the [[HitDetail]] constructor.\n * @public\n */\nexport interface HitDetailProps {\n /** The point in world coordinates that was used as the initial locate point. */\n readonly testPoint: Point3d;\n /** The viewport in which the locate operation was performed. */\n readonly viewport: ScreenViewport;\n /** The procedure that requested the locate operation. */\n readonly hitSource: HitSource;\n /** The approximate location in world coordinates on the geometry identified by this HitDetail. */\n readonly hitPoint: Point3d;\n /** The source of the geometry. This may be a persistent element Id, or a transient Id used for, e.g., pickable decorations. */\n readonly sourceId: Id64String;\n /** The hit geometry priority/classification. */\n readonly priority: HitPriority;\n /** The xy distance to the hit in view coordinates. */\n readonly distXY: number;\n /** The distance in view coordinates between the hit and the near plane. */\n readonly distFraction: number;\n /** The [SubCategory]($backend) to which the hit geometry belongs. */\n readonly subCategoryId?: Id64String;\n /** The class of the hit geometry. */\n readonly geometryClass?: GeometryClass;\n /** The Id of the [[ModelState]] from which the hit originated. */\n readonly modelId?: string;\n /** The IModelConnection from which the hit originated.\n * This should almost always be left undefined, unless the hit is known to have originated from an iModel\n * other than the one associated with the viewport.\n * @internal\n */\n readonly sourceIModel?: IModelConnection;\n /** @internal */\n readonly transformFromSourceIModel?: Transform;\n /** @internal chiefly for debugging */\n readonly tileId?: string;\n /** True if the hit originated from a reality model classifier.\n * @alpha\n */\n readonly isClassifier?: boolean;\n /** Describes the path by which the hit was located through a series of attached views.\n * @beta\n */\n readonly path?: HitPath;\n}\n\n/** A HitDetail stores the result when locating geometry displayed in a view.\n * It holds an approximate location on an element (or decoration) from a *pick*.\n * @public\n * @extensions\n */\nexport class HitDetail {\n private readonly _props: HitDetailProps;\n\n /** The point in world coordinates that was used as the initial locate point. */\n public get testPoint(): Point3d { return this._props.testPoint; }\n /** The viewport in which the locate operation was performed. */\n public get viewport(): ScreenViewport { return this._props.viewport; }\n /** The procedure that requested the locate operation. */\n public get hitSource(): HitSource { return this._props.hitSource; }\n /** The approximate location in world coordinates on the geometry identified by this HitDetail. */\n public get hitPoint(): Point3d { return this._props.hitPoint; }\n /** The source of the geometry. This may be a persistent element Id, or a transient Id used for, e.g., pickable decorations. */\n public get sourceId(): Id64String { return this._props.sourceId; }\n /** The hit geometry priority/classification. */\n public get priority(): HitPriority { return this._props.priority; }\n /** The xy distance to the hit in view coordinates. */\n public get distXY(): number { return this._props.distXY; }\n /** The distance in view coordinates between the hit and the near plane. */\n public get distFraction(): number { return this._props.distFraction; }\n /** The [SubCategory]($backend) to which the hit geometry belongs. */\n public get subCategoryId(): Id64String | undefined { return this._props.subCategoryId; }\n /** The class of the hit geometry. */\n public get geometryClass(): GeometryClass | undefined { return this._props.geometryClass; }\n /** The Id of the [[ModelState]] from which the hit originated. */\n public get modelId(): string | undefined { return this._props.modelId; }\n /** The IModelConnection from which the hit originated.\n * This should almost always be left undefined, unless the hit is known to have originated from an iModel\n * other than the one associated with the viewport.\n * @internal\n */\n public get sourceIModel(): IModelConnection | undefined { return this._props.sourceIModel; }\n /** @internal */\n public get transformFromSourceIModel(): Transform | undefined { return this._props.transformFromSourceIModel; }\n /** @internal chiefly for debugging */\n public get tileId(): string | undefined { return this._props.tileId; }\n /** True if the hit originated from a reality model classifier.\n * @alpha\n */\n public get isClassifier(): boolean | undefined { return this._props.isClassifier; }\n /** Information about the [ViewAttachment]($backend) within which the hit geometry resides, if any.\n * @note Only [[SheetViewState]]s can have view attachments.\n * @beta\n */\n public get viewAttachment(): ViewAttachmentHitInfo | undefined { return this._props.path?.viewAttachment; }\n /** Describes the path by which the hit was located through a series of attached views.\n * @beta\n */\n public get path(): HitPath | undefined { return this._props.path; }\n\n /** Create a new HitDetail from the inputs to and results of a locate operation. */\n public constructor(props: HitDetailProps);\n\n /** @deprecated in 4.1. Use the overload that takes a [[HitDetailProps]]. */\n public constructor(testPoint: Point3d, viewport: ScreenViewport, hitSource: HitSource, hitPoint: Point3d, sourceId: string, priority: HitPriority, distXY: number, distFraction: number, subCategoryId?: string, geometryClass?: GeometryClass, modelId?: string, sourceIModel?: IModelConnection, tileId?: string, isClassifier?: boolean);\n\n /** @internal */\n public constructor(arg0: Point3d | HitDetailProps, viewport?: ScreenViewport, hitSource?: HitSource, hitPoint?: Point3d, sourceId?: string, priority?: HitPriority, distXY?: number, distFraction?: number, subCategoryId?: string, geometryClass?: GeometryClass, modelId?: string, sourceIModel?: IModelConnection, tileId?: string, isClassifier?: boolean) {\n if (arg0 instanceof Point3d) {\n assert(undefined !== viewport && undefined !== hitSource && undefined !== hitPoint && undefined !== sourceId);\n assert(undefined !== priority && undefined !== distXY && undefined !== distFraction);\n\n this._props = {\n testPoint: arg0,\n viewport,\n hitSource,\n hitPoint,\n sourceId,\n priority,\n distXY,\n distFraction,\n subCategoryId,\n geometryClass,\n modelId,\n sourceIModel,\n tileId,\n isClassifier,\n };\n } else {\n // Ignore an empty path.\n const path = arg0.path?.sectionDrawingAttachment || arg0.path?.viewAttachment ? arg0.path : undefined;\n\n // Tempting to use { ...arg0 } but spread operator omits getters so, e.g., if input is a HitDetail we would lose all the properties.\n this._props = {\n testPoint: arg0.testPoint,\n viewport: arg0.viewport,\n hitSource: arg0.hitSource,\n hitPoint: arg0.hitPoint,\n sourceId: arg0.sourceId,\n priority: arg0.priority,\n distXY: arg0.distXY,\n distFraction: arg0.distFraction,\n subCategoryId: arg0.subCategoryId,\n geometryClass: arg0.geometryClass,\n modelId: arg0.modelId,\n sourceIModel: arg0.sourceIModel,\n transformFromSourceIModel: arg0.transformFromSourceIModel,\n tileId: arg0.tileId,\n isClassifier: arg0.isClassifier,\n path,\n };\n }\n }\n\n /** Get the type of HitDetail.\n * @returns HitDetailType.Hit if this is a HitDetail, HitDetailType.Snap if it is a SnapDetail\n */\n public getHitType(): HitDetailType { return HitDetailType.Hit; }\n\n /** Get the *hit point* for this HitDetail. Returns the approximate point on the element that caused the hit when not a SnapDetail or IntersectDetail.\n * For a snap that is *hot*, the *exact* point on the Element for the snap mode is returned, otherwise the close point on the hit geometry is returned.\n */\n public getPoint(): Point3d { return this.hitPoint; }\n\n /** Determine if this HitPoint is from the same source as another HitDetail. */\n public isSameHit(otherHit?: HitDetail): boolean { return (undefined !== otherHit && this.sourceId === otherHit.sourceId && this.iModel === otherHit.iModel); }\n /** Return whether sourceId is for a persistent element and not a pickable decoration. */\n public get isElementHit(): boolean { return !Id64.isInvalid(this.sourceId) && !Id64.isTransient(this.sourceId); }\n // return whether the sourceId is for a model (reality models etc.)\n public get isModelHit(): boolean {\n return this.modelId === this.sourceId;\n }\n // return whether the hit point is from map.\n public get isMapHit(): boolean { return 0 !== this.viewport.mapLayerFromHit(this).length; }\n\n /** Create a deep copy of this HitDetail */\n public clone(): HitDetail {\n return new HitDetail(this);\n }\n\n /** Draw this HitDetail as a Decoration. Causes the picked element to *flash* */\n public draw(_context: DecorateContext) {\n this.viewport.flashedId = this.sourceId;\n }\n\n /** Get the tooltip content for this HitDetail. */\n public async getToolTip(): Promise<HTMLElement | string> {\n let toolTipPromise = this.isElementHit ? IModelApp.viewManager.overrideElementToolTip(this) : IModelApp.viewManager.getDecorationToolTip(this);\n for (const toolTipProvider of IModelApp.viewManager.toolTipProviders)\n toolTipPromise = toolTipProvider.augmentToolTip(this, toolTipPromise);\n return toolTipPromise;\n }\n\n /** The IModelConnection from which the hit originated. In some cases this may not be the same as the iModel associated with the Viewport -\n * for example, if a [[TiledGraphicsProvider]] is used to display graphics from a different iModel in the viewport.\n * This HitDetail's element, subcategory, and model Ids are defined in the context of this IModelConnection.\n */\n public get iModel(): IModelConnection {\n return this.sourceIModel ?? this.viewport.iModel;\n }\n\n /** Returns true if this hit originated from an [[IModelConnection]] other than the one associated with the [[Viewport]].\n * @see [[iModel]].\n */\n public get isExternalIModelHit(): boolean {\n return this.iModel !== this.viewport.iModel;\n }\n}\n\n/** A SnapDetail is generated from the result of a snap request. In addition to the HitDetail about the reason the element was *picked*,\n * it holds the *exact* point on the element from the snapping logic, plus additional information that varies with the type of element and snap mode.\n * @public\n * @extensions\n */\nexport class SnapDetail extends HitDetail {\n /** A sprite to show the user the type of snap performed */\n public sprite?: Sprite;\n /** HitPoint adjusted by snap */\n public readonly snapPoint: Point3d;\n /** AccuSnap/AccuDraw can adjust the point after the snap. */\n public readonly adjustedPoint: Point3d;\n /** Curve primitive for snap. */\n public primitive?: CurvePrimitive;\n /** Surface normal at snapPoint */\n public normal?: Vector3d;\n /** The HitGeomType of this SnapDetail */\n public geomType?: HitGeomType;\n /** The HitGeomType of this SnapDetail */\n public parentGeomType?: HitParentGeomType;\n\n /** Constructor for SnapDetail.\n * @param from The HitDetail that created this snap\n * @param snapMode The SnapMode used to create this SnapDetail\n * @param heat The SnapHeat of this SnapDetail\n * @param snapPoint The snapped point in the element\n */\n public constructor(from: HitDetail, public snapMode: SnapMode = SnapMode.Nearest, public heat: SnapHeat = SnapHeat.None, snapPoint?: XYZProps) {\n super(from);\n this.snapPoint = Point3d.fromJSON(snapPoint ? snapPoint : from.hitPoint);\n this.adjustedPoint = this.snapPoint.clone();\n this.sprite = IconSprites.getSpriteFromUrl(SnapDetail.getSnapSpriteUrl(snapMode));\n }\n\n /** Returns `HitDetailType.Snap` */\n public override getHitType(): HitDetailType { return HitDetailType.Snap; }\n /** Get the snap point if this SnapDetail is *hot*, the pick point otherwise. */\n public override getPoint(): Point3d { return this.isHot ? this.snapPoint : super.getPoint(); }\n /** Return true if the pick point was closer than the snap aperture from the generated snap point. */\n public get isHot(): boolean { return this.heat !== SnapHeat.None; }\n /** Determine whether the [[adjustedPoint]] is different than the [[snapPoint]]. This happens, for example, when points are adjusted for grids, acs plane snap, and AccuDraw. */\n public get isPointAdjusted(): boolean { return !this.adjustedPoint.isExactEqual(this.snapPoint); }\n\n /** Change the snap point. */\n public setSnapPoint(point: Point3d, heat: SnapHeat) {\n this.snapPoint.setFrom(point);\n this.adjustedPoint.setFrom(point);\n this.heat = heat;\n }\n\n /** Change the snap mode. */\n public setSnapMode(snapMode: SnapMode) {\n this.snapMode = snapMode;\n this.sprite = IconSprites.getSpriteFromUrl(SnapDetail.getSnapSpriteUrl(snapMode));\n }\n\n /** Set curve primitive and HitGeometryType for this SnapDetail. */\n public setCurvePrimitive(primitive?: CurvePrimitive, localToWorld?: Transform, geomType?: HitGeomType): void {\n this.primitive = primitive;\n this.geomType = undefined;\n\n // Only HitGeomType.Point and HitGeomType.Surface are valid without a curve primitive.\n if (undefined === this.primitive) {\n if (HitGeomType.Point === geomType || HitGeomType.Surface === geomType)\n this.geomType = geomType;\n return;\n }\n\n if (undefined !== localToWorld)\n this.primitive.tryTransformInPlace(localToWorld);\n\n if (this.primitive instanceof Arc3d)\n this.geomType = HitGeomType.Arc;\n else if (this.primitive instanceof LineSegment3d)\n this.geomType = HitGeomType.Segment;\n else if (this.primitive instanceof LineString3d)\n this.geomType = HitGeomType.Segment;\n else\n this.geomType = HitGeomType.Curve;\n\n // Set curve primitive geometry type override...\n // - HitGeomType.Point with arc/ellipse denotes center.\n // - HitGeomType.Surface with any curve primitive denotes an interior hit.\n if (undefined !== geomType && HitGeomType.None !== geomType)\n this.geomType = geomType;\n }\n\n /** Make a copy of this SnapDetail. */\n public override clone(): SnapDetail {\n const val = new SnapDetail(this, this.snapMode, this.heat, this.snapPoint);\n val.sprite = this.sprite;\n val.geomType = this.geomType;\n val.parentGeomType = this.parentGeomType;\n val.adjustedPoint.setFrom(this.adjustedPoint);\n if (undefined !== this.primitive)\n val.primitive = this.primitive.clone();\n if (undefined !== this.normal)\n val.normal = this.normal.clone();\n return val;\n }\n\n public getCurvePrimitive(singleSegment: boolean = true): CurvePrimitive | undefined {\n if (!singleSegment || undefined === this.primitive)\n return this.primitive;\n\n if (this.primitive instanceof LineString3d) {\n const ls = this.primitive;\n if (ls.points.length > 2) {\n const loc = ls.closestPoint(this.snapPoint, false);\n const nSegments = ls.points.length - 1;\n const uSegRange = (1.0 / nSegments);\n let segmentNo = Math.floor(loc.fraction / uSegRange);\n if (segmentNo >= nSegments)\n segmentNo = nSegments - 1;\n return LineSegment3d.create(ls.points[segmentNo], ls.points[segmentNo + 1]);\n }\n }\n\n return this.primitive;\n }\n\n public override draw(context: DecorateContext) {\n if (undefined !== this.primitive) {\n let singleSegment = false;\n switch (this.snapMode) {\n case SnapMode.Center:\n case SnapMode.Origin:\n case SnapMode.Bisector:\n break; // Snap point for these is computed using entire linestring, not just the hit segment...\n\n default: {\n singleSegment = true;\n break;\n }\n }\n\n const builder = context.createGraphicBuilder(GraphicType.WorldOverlay);\n const outline = context.viewport.hilite.color.adjustedForContrast(context.viewport.view.backgroundColor, 50);\n const centerLine = context.viewport.hilite.color.adjustedForContrast(outline, 175);\n const path = Path.create(this.getCurvePrimitive(singleSegment)!);\n\n builder.setSymbology(outline, outline, 6);\n builder.addPath(path);\n\n builder.setSymbology(centerLine, centerLine, 2);\n builder.addPath(path);\n\n context.addDecorationFromBuilder(builder);\n return;\n }\n super.draw(context);\n }\n\n private static getSnapSpriteUrl(snapType: SnapMode): string {\n switch (snapType) {\n case SnapMode.Nearest: return `${IModelApp.publicPath}sprites/SnapPointOn.png`;\n case SnapMode.NearestKeypoint: return `${IModelApp.publicPath}sprites/SnapKeypoint.png`;\n case SnapMode.MidPoint: return `${IModelApp.publicPath}sprites/SnapMidpoint.png`;\n case SnapMode.Center: return `${IModelApp.publicPath}sprites/SnapCenter.png`;\n case SnapMode.Origin: return `${IModelApp.publicPath}sprites/SnapOrigin.png`;\n case SnapMode.Bisector: return `${IModelApp.publicPath}sprites/SnapBisector.png`;\n case SnapMode.Intersection: return `${IModelApp.publicPath}sprites/SnapIntersection.png`;\n case SnapMode.PerpendicularPoint: return `${IModelApp.publicPath}sprites/SnapPerpendicularPoint.png`;\n case SnapMode.TangentPoint: return `${IModelApp.publicPath}sprites/SnapTangentPoint.png`;\n }\n return \"\";\n }\n}\n\n/**\n * @public\n * @extensions\n */\nexport class IntersectDetail extends SnapDetail {\n public constructor(from: SnapDetail, heat: SnapHeat = SnapHeat.None, snapPoint: XYZProps, public readonly otherPrimitive: CurvePrimitive, public readonly otherId: string) {\n super(from, SnapMode.Intersection, heat, snapPoint);\n this.primitive = from.primitive;\n this.normal = from.normal; // Preserve normal from primary snap location for AccuDraw smart rotation...\n }\n\n public override draw(context: DecorateContext) {\n if (undefined !== this.primitive && undefined !== this.otherPrimitive) {\n const builder = context.createGraphicBuilder(GraphicType.WorldOverlay);\n const outline = context.viewport.hilite.color.adjustedForContrast(context.viewport.view.backgroundColor, 50);\n const centerLine = context.viewport.hilite.color.adjustedForContrast(outline, 175);\n const path1 = Path.create(this.primitive);\n const path2 = Path.create(this.otherPrimitive);\n\n builder.setSymbology(outline, outline, 6);\n builder.addPath(path1);\n builder.addPath(path2);\n\n builder.setSymbology(centerLine, centerLine, 2);\n builder.addPath(path1);\n builder.setSymbology(centerLine, centerLine, 2, LinePixels.Code2);\n builder.addPath(path2);\n\n context.addDecorationFromBuilder(builder);\n return;\n }\n super.draw(context);\n }\n}\n\n/** The result of a \"locate\" is a sorted list of objects that satisfied the search criteria (a HitList). Earlier hits in the list\n * are somehow *better* than those later on.\n * @public\n * @extensions\n */\nexport class HitList<T extends HitDetail> {\n public hits: T[] = [];\n public currHit = -1;\n public get length(): number { return this.hits.length; }\n public empty(): void {\n this.hits.length = 0;\n this.currHit = -1;\n }\n\n public resetCurrentHit(): void { this.currHit = -1; }\n\n /** Get a hit from a particular index into a HitList\n * return the requested hit from the HitList or undefined\n */\n public getHit(hitNum: number): T | undefined {\n if (hitNum < 0)\n hitNum = this.length - 1;\n\n return (hitNum >= this.length) ? undefined : this.hits[hitNum];\n }\n\n /** When setting one or more indices to undefined you must call dropNulls afterwards */\n public setHit(i: number, p: T | undefined): void {\n if (i < 0 || i >= this.length)\n return;\n this.hits[i] = p!;\n }\n\n public dropNulls(): void {\n const hits = this.hits;\n this.hits = [];\n for (const hit of hits)\n this.hits.push(hit);\n }\n\n public getNextHit(): T | undefined {\n this.currHit++;\n return this.getCurrentHit();\n }\n\n public getCurrentHit(): T | undefined { return -1 === this.currHit ? undefined : this.getHit(this.currHit); }\n\n public setCurrentHit(hit: T): void {\n this.resetCurrentHit();\n for (let thisHit; undefined !== (thisHit = this.getNextHit());) {\n if (thisHit === hit)\n return;\n }\n }\n\n /** remove the current hit from the list. */\n public removeCurrentHit() { this.removeHit(this.currHit); }\n\n /** remove a hit in the list. */\n public removeHit(hitNum: number) {\n if (hitNum < 0) // Support -1 == END\n hitNum = this.length - 1;\n\n if (hitNum <= this.currHit)\n this.currHit = -1;\n\n if (hitNum >= this.length) // Locate calls GetNextHit, which increments currHit, until it goes beyond the end of size of the array.\n return; // Then Reset call RemoteCurrentHit, which passes in currHit. When it is out of range, we do nothing.\n\n this.hits.splice(hitNum, 1);\n }\n\n /** search through list and remove any hits that contain a specified element id. */\n public removeHitsFrom(sourceId: string): boolean {\n let removedOne = false;\n\n // walk backwards through list so we don't have to worry about what happens on remove\n for (let i = this.length - 1; i >= 0; i--) {\n const thisHit = this.hits[i];\n if (thisHit && sourceId === thisHit.sourceId) {\n removedOne = true;\n this.removeHit(i);\n }\n }\n return removedOne;\n }\n\n private getPriorityZOverride(priority: HitPriority): number {\n switch (priority) {\n case HitPriority.WireEdge:\n case HitPriority.PlanarEdge:\n case HitPriority.NonPlanarEdge:\n return 0;\n case HitPriority.SilhouetteEdge:\n return 1;\n case HitPriority.PlanarSurface:\n case HitPriority.NonPlanarSurface:\n return 2;\n default:\n return 3;\n }\n }\n\n /** compare two hits for insertion into list. */\n public compare(hit1: HitDetail | undefined, hit2: HitDetail | undefined): -1 | 1 | 0 {\n if (!hit1 || !hit2)\n return 0;\n\n const zOverride1 = this.getPriorityZOverride(hit1.priority);\n const zOverride2 = this.getPriorityZOverride(hit2.priority);\n\n // Prefer edges over surfaces, this is more important than z because we know the edge isn't obscured...\n if (zOverride1 < zOverride2)\n return -1;\n if (zOverride1 > zOverride2)\n return 1;\n\n // Compare xy distance from pick point, prefer hits closer to center...\n if (hit1.distXY < hit2.distXY)\n return -1;\n if (hit1.distXY > hit2.distXY)\n return 1;\n\n // Compare distance fraction, prefer hits closer to eye...\n if (hit1.distFraction > hit2.distFraction)\n return -1;\n if (hit1.distFraction < hit2.distFraction)\n return 1;\n\n // Compare geometry class, prefer path/region hits over surface hits when all else is equal...\n if (hit1.priority < hit2.priority)\n return -1;\n if (hit1.priority > hit2.priority)\n return 1;\n\n return 0;\n }\n\n /** Add a new hit to the list. Hits are sorted according to their priority and distance. */\n public addHit(newHit: T): number {\n if (0 === this.hits.length) {\n this.hits.push(newHit);\n return 0;\n }\n let index = 0;\n for (; index < this.hits.length; ++index) {\n const oldHit = this.hits[index];\n const comparison = this.compare(newHit, oldHit);\n if (comparison < 0)\n break;\n }\n\n this.hits.splice(index, 0, newHit);\n return index;\n }\n\n /** Insert a new hit into the list at the supplied index. */\n public insertHit(i: number, hit: T): void {\n if (i < 0 || i >= this.length)\n this.hits.push(hit);\n else\n this.hits.splice(i, 0, hit);\n }\n}\n"]}
@@ -1 +1 @@
1
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+ {"version":3,"file":"SurfaceGeometry.d.ts","sourceRoot":"","sources":["../../../../../src/internal/render/webgl/SurfaceGeometry.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAmG,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAEhJ,OAAO,EAAE,YAAY,EAAE,MAAM,8BAA8B,CAAC;AAE5D,OAAO,EAAE,mBAAmB,EAAE,MAAM,eAAe,CAAC;AAEpD,OAAO,EAAkC,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AACtF,OAAO,EAAE,YAAY,EAAE,MAAM,YAAY,CAAC;AAC1C,OAAO,EAAE,IAAI,EAAE,WAAW,EAA+B,MAAM,eAAe,CAAC;AAE/E,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AACtC,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAC9C,OAAO,EAAE,kBAAkB,EAAoB,MAAM,kBAAkB,CAAC;AACxE,OAAO,EAAE,UAAU,EAAE,MAAM,4CAA4C,CAAC;AAKxE,gBAAgB;AAChB,wBAAgB,aAAa,CAAC,EAAE,EAAE,SAAS,GAAG,OAAO,CAEpD;AAMD,gBAAgB;AAChB,qBAAa,eAAgB,SAAQ,YAAY;IAC/C,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAmB;IAC5C,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAe;IACxC,SAAgB,WAAW,EAAE,OAAO,CAAC;IAC9B,aAAa,EAAE,kBAAkB,GAAG,SAAS,CAAC;IAErD,IAAW,UAAU,qBAA4B;WAEnC,MAAM,CAAC,IAAI,EAAE,QAAQ,EAAE,MAAM,EAAE,UAAU,GAAG,eAAe,GAAG,SAAS;IAiErF,IAAW,UAAU,IAAI,OAAO,CAG/B;IAEM,CAAC,MAAM,CAAC,OAAO,CAAC;IAKhB,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAI9D,IAAW,KAAK,YAAmG;IACnH,IAAW,cAAc,YAAwG;IACjI,IAAW,UAAU,YAAgE;IACrF,IAAW,YAAY,YAAgF;IACvG,IAAW,OAAO,YAAgC;IAClD,IAAoB,uBAAuB,YAA2B;IACtE,IAAW,aAAa,YAAuE;IAC/F,IAAW,YAAY,YAAgE;IACvF,IAAoB,uBAAuB,YAE1C;IAED,IAAoB,kBAAkB,YAKrC;IAED,IAAoB,SAAS,SAAmB;IAChD,IAAoB,MAAM,cAAwB;IAClD,IAAoB,YAAY,cAAwB;IAExD,SAAS,CAAC,KAAK,CAAC,YAAY,EAAE,MAAM,EAAE,wBAAwB,CAAC,EAAE,gBAAgB,GAAG,IAAI;IAmBxE,sBAAsB,CAAC,MAAM,EAAE,MAAM,GAAG,OAAO;IAK/D,IAAW,WAAW,IAAI,WAAW,CAAgC;IACrE,IAAoB,YAAY,YAAyB;IACzD,IAAoB,gBAAgB,YAAyC;IAC7E,IAAW,WAAW,IAAI,WAAW,CASpC;IAEe,QAAQ,CAAC,MAAM,EAAE,MAAM;IAOvB,OAAO,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IAoF7C,SAAS,CAAC,gBAAgB,CAAC,MAAM,EAAE,MAAM,GAAG,OAAO;IAiCnD,IAAoB,YAAY,IAAI,YAAY,GAAG,SAAS,CAAmC;IAExF,UAAU,CAAC,MAAM,EAAE,mBAAmB,GAAG,OAAO;IAIhD,YAAY,CAAC,MAAM,EAAE,mBAAmB,GAAG,OAAO;IAIlD,mBAAmB,CAAC,MAAM,EAAE,mBAAmB,EAAE,KAAK,EAAE,UAAU,GAAG,IAAI;IAwDhF,OAAO;IAWP,OAAO,CAAC,YAAY;IA2BpB,OAAO,CAAC,cAAc;CAavB"}
@@ -213,6 +213,10 @@ export class SurfaceGeometry extends MeshGeometry {
213
213
  return hasAlpha ? "translucent" : opaquePass;
214
214
  }
215
215
  _wantWoWReversal(target) {
216
+ if (this.isGlyph) {
217
+ // Raster text is always subject to white-on-white reversal.
218
+ return true;
219
+ }
216
220
  const fillFlags = this.fillFlags;
217
221
  if (FillFlags.None !== (fillFlags & FillFlags.Background)) {
218
222
  return false; // fill color explicitly from background
@@ -1 +1 @@
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose } from \"@itwin/core-bentley\";\nimport { CartographicRange, FillFlags, RenderMode, TextureTransparency, ThematicGradientTransparencyMode, ViewFlags } from \"@itwin/core-common\";\nimport { SurfaceType } from \"../../../common/internal/render/SurfaceParams\";\nimport { RenderMemory } from \"../../../render/RenderMemory\";\nimport { AttributeMap } from \"./AttributeMap\";\nimport { ShaderProgramParams } from \"./DrawCommand\";\nimport { GL } from \"./GL\";\nimport { BufferHandle, BufferParameters, BuffersContainer } from \"./AttributeBuffers\";\nimport { MaterialInfo } from \"./Material\";\nimport { Pass, RenderOrder, RenderPass, SurfaceBitIndex } from \"./RenderFlags\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { TechniqueId } from \"./TechniqueId\";\nimport { MeshData } from \"./MeshData\";\nimport { MeshGeometry } from \"./MeshGeometry\";\nimport { LayerTextureParams, ProjectedTexture } from \"./MapLayerParams\";\nimport { MeshParams } from \"../../../common/internal/render/MeshParams\";\nimport { MapCartoRectangle, PlanarProjection, PlanarTilePatch } from \"../../../tile/internal\";\nimport { MeshMapLayerGraphicParams } from \"../MeshMapLayerGraphicParams\";\nimport { Vector3d } from \"@itwin/core-geometry\";\n\n/** @internal */\nexport function wantMaterials(vf: ViewFlags): boolean {\n return vf.materials && RenderMode.SmoothShade === vf.renderMode;\n}\n\nfunction wantLighting(vf: ViewFlags) {\n return RenderMode.SmoothShade === vf.renderMode && vf.lighting;\n}\n\n/** @internal */\nexport class SurfaceGeometry extends MeshGeometry {\n private readonly _buffers: BuffersContainer;\n private readonly _indices: BufferHandle;\n public readonly hasTextures: boolean;\n public textureParams: LayerTextureParams | undefined;\n\n public get lutBuffers() { return this._buffers; }\n\n public static create(mesh: MeshData, params: MeshParams): SurfaceGeometry | undefined {\n const indices = params.surface.indices;\n const indexBuffer = BufferHandle.createArrayBuffer(indices.data);\n\n const tile = params.tileData;\n\n const layerClassifiers = tile?.layerClassifiers;\n\n if (!layerClassifiers?.size || !tile || undefined === layerClassifiers) {\n return undefined !== indexBuffer ? new SurfaceGeometry(indexBuffer, indices.length, mesh, undefined) : undefined;\n }\n\n const transformECEF = tile.ecefTransform;\n\n const tileEcefRange = transformECEF.multiplyRange(tile.range);\n const cartographicRange = new CartographicRange(tileEcefRange, transformECEF);\n const boundingBox = cartographicRange.getLongitudeLatitudeBoundingBox();\n const mapCartoRectangle = MapCartoRectangle.fromRadians(\n boundingBox.low.x,\n boundingBox.low.y,\n boundingBox.high.x,\n boundingBox.high.y\n );\n\n const corners = tile.range.corners();\n\n const normal = Vector3d.createCrossProductToPoints(corners[0], corners[1], corners[2])?.normalize();\n if (!normal) {\n return undefined !== indexBuffer ? new SurfaceGeometry(indexBuffer, indices.length, mesh, undefined) : undefined;\n }\n const chordHeight = corners[0].distance(corners[3]) / 2;\n\n const surfacePlanarTilePatch = new PlanarTilePatch(corners, normal, chordHeight);\n const surfaceProjection = new PlanarProjection(surfacePlanarTilePatch);\n\n const meshParams: MeshMapLayerGraphicParams = {\n projection: surfaceProjection,\n tileRectangle: mapCartoRectangle,\n tileId: undefined,\n baseColor: undefined,\n baseTransparent: false,\n layerClassifiers\n };\n\n const layerTextures: ProjectedTexture[] = [];\n\n let sequentialIndex = 0;\n\n layerClassifiers?.forEach((layerClassifier) => {\n layerTextures[sequentialIndex++] = new ProjectedTexture(layerClassifier, meshParams, meshParams.tileRectangle);\n });\n\n let surfaceGeometry;\n\n if (undefined !== indexBuffer) {\n const indexCount = indices.length;\n const hasLayerTextures = layerTextures.length > 0;\n const layerTextureParams = hasLayerTextures ? LayerTextureParams.create(layerTextures) : undefined;\n\n surfaceGeometry = new SurfaceGeometry(indexBuffer, indexCount, mesh, layerTextureParams);\n }\n\n return surfaceGeometry;\n }\n\n public get isDisposed(): boolean {\n return this._buffers.isDisposed\n && this._indices.isDisposed;\n }\n\n public [Symbol.dispose]() {\n dispose(this._buffers);\n dispose(this._indices);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n stats.addSurface(this._indices.bytesUsed);\n }\n\n public get isLit() { return SurfaceType.Lit === this.surfaceType || SurfaceType.TexturedLit === this.surfaceType; }\n public get isTexturedType() { return SurfaceType.Textured === this.surfaceType || SurfaceType.TexturedLit === this.surfaceType; }\n public get hasTexture() { return this.isTexturedType && undefined !== this.texture; }\n public get hasNormalMap() { return this.isLit && this.isTexturedType && undefined !== this.normalMap; }\n public get isGlyph() { return this.mesh.isGlyph; }\n public override get alwaysRenderTranslucent() { return this.isGlyph; }\n public get isTileSection() { return undefined !== this.texture && this.texture.isTileSection; }\n public get isClassifier() { return SurfaceType.VolumeClassifier === this.surfaceType; }\n public override get supportsThematicDisplay() {\n return !this.isGlyph;\n }\n\n public override get allowColorOverride() {\n // Text background color should not be overridden by feature symbology overrides - otherwise it becomes unreadable...\n // We don't actually know if we have text.\n // We do know that text background color uses blanking fill. So do ImageGraphics, so they're also going to forbid overriding their color.\n return FillFlags.Blanking !== (this.fillFlags & FillFlags.Blanking);\n }\n\n public override get asSurface() { return this; }\n public override get asEdge() { return undefined; }\n public override get asSilhouette() { return undefined; }\n\n protected _draw(numInstances: number, instanceBuffersContainer?: BuffersContainer): void {\n const system = System.instance;\n\n // If we can't write depth in the fragment shader, use polygonOffset to force blanking regions to draw behind.\n const offset = RenderOrder.BlankingRegion === this.renderOrder && !system.supportsLogZBuffer;\n if (offset) {\n system.context.enable(GL.POLYGON_OFFSET_FILL);\n system.context.polygonOffset(1.0, 1.0);\n }\n\n const bufs = instanceBuffersContainer !== undefined ? instanceBuffersContainer : this._buffers;\n bufs.bind();\n system.drawArrays(GL.PrimitiveType.Triangles, 0, this._numIndices, numInstances);\n bufs.unbind();\n\n if (offset)\n system.context.disable(GL.POLYGON_OFFSET_FILL);\n }\n\n public override wantMixMonochromeColor(target: Target): boolean {\n // Text relies on white-on-white reversal.\n return !this.isGlyph && (this.isLitSurface || this.wantTextures(target, this.hasTexture));\n }\n\n public get techniqueId(): TechniqueId { return TechniqueId.Surface; }\n public override get isLitSurface() { return this.isLit; }\n public override get hasBakedLighting() { return this.mesh.hasBakedLighting; }\n public get renderOrder(): RenderOrder {\n if (FillFlags.Behind === (this.fillFlags & FillFlags.Behind))\n return RenderOrder.BlankingRegion;\n\n let order = this.isLit ? RenderOrder.LitSurface : RenderOrder.UnlitSurface;\n if (this.isPlanar)\n order = order | RenderOrder.PlanarBit;\n\n return order;\n }\n\n public override getColor(target: Target) {\n if (FillFlags.Background === (this.fillFlags & FillFlags.Background))\n return target.uniforms.style.backgroundColorInfo;\n else\n return this.colorInfo;\n }\n\n public override getPass(target: Target): Pass {\n // Classifiers have a dedicated pass\n if (this.isClassifier)\n return \"classification\";\n\n let opaquePass: Pass = this.isPlanar ? \"opaque-planar\" : \"opaque\";\n\n // When reading pixels, glyphs are always opaque. Otherwise always transparent (for anti-aliasing).\n if (this.isGlyph)\n return target.isReadPixelsInProgress ? opaquePass : \"translucent\";\n\n const vf = target.currentViewFlags;\n\n // When rendering thematic isolines, we need translucency because they have anti-aliasing.\n const thematic = target.wantThematicDisplay && this.supportsThematicDisplay ? target.uniforms.thematic.thematicDisplay : undefined;\n if (thematic && target.uniforms.thematic.wantIsoLines)\n return \"translucent\";\n\n // In wireframe, unless fill is explicitly enabled for planar region, surface does not draw\n if (RenderMode.Wireframe === vf.renderMode && !this.mesh.isTextureAlwaysDisplayed) {\n const fillFlags = this.fillFlags;\n const showFill = FillFlags.Always === (fillFlags & FillFlags.Always) || (vf.fill && FillFlags.ByView === (fillFlags & FillFlags.ByView));\n if (!showFill)\n return \"none\";\n }\n\n // If transparency disabled by render mode or view flag, always draw opaque.\n if (!vf.transparency || RenderMode.SolidFill === vf.renderMode || RenderMode.HiddenLine === vf.renderMode)\n return opaquePass;\n\n // A gradient texture applied by analysis style always fully determines the transparency of the surface.\n if (this.hasScalarAnimation && undefined !== target.analysisTexture) {\n assert(undefined !== target.analysisStyle?.thematic);\n switch (target.analysisStyle.thematic.thematicSettings.textureTransparency) {\n case TextureTransparency.Translucent:\n return \"translucent\";\n case TextureTransparency.Opaque:\n return opaquePass;\n case TextureTransparency.Mixed:\n return `${opaquePass}-translucent`;\n }\n }\n\n // We have 3 sources of alpha: the material, the texture, and the color.\n // Base alpha comes from the material if it overrides it; otherwise from the color.\n // The texture's alpha is multiplied by the base alpha.\n // So we must draw in the translucent pass if the texture has transparency OR the base alpha is less than 1.\n let hasAlpha = false;\n const mat = wantMaterials(vf) ? this.mesh.materialInfo : undefined;\n if (undefined !== mat && mat.overridesAlpha)\n hasAlpha = mat.hasTranslucency;\n else\n hasAlpha = this.getColor(target).hasTranslucency;\n\n // Thematic gradient can optionally multiply gradient alpha with surface alpha.\n if (thematic && thematic.gradientSettings.transparencyMode === ThematicGradientTransparencyMode.MultiplySurfaceAndGradient) {\n switch (thematic.gradientSettings.textureTransparency) {\n case TextureTransparency.Opaque:\n // This surface's alpha gets multiplied by 1 - gradient colors are all opaque.\n return hasAlpha ? \"translucent\" : opaquePass;\n case TextureTransparency.Translucent:\n // This surface's alpha gets multiplied by < 1 - gradient colors are all translucent.\n return \"translucent\";\n case TextureTransparency.Mixed:\n // The gradient contains a mix of translucent and opaque colors.\n return hasAlpha ? \"translucent\" : `${opaquePass}-translucent`;\n }\n }\n\n if (!hasAlpha) {\n const tex = this.wantTextures(target, true) ? this.texture : undefined;\n switch (tex?.transparency) {\n case TextureTransparency.Translucent:\n hasAlpha = true;\n break;\n case TextureTransparency.Mixed:\n opaquePass = `${opaquePass}-translucent`;\n break;\n }\n }\n\n return hasAlpha ? \"translucent\" : opaquePass;\n }\n\n protected _wantWoWReversal(target: Target): boolean {\n const fillFlags = this.fillFlags;\n if (FillFlags.None !== (fillFlags & FillFlags.Background)) {\n return false; // fill color explicitly from background\n }\n\n if (this.wantTextures(target, this.hasTexture)) {\n // Don't invert white pixels of textures.\n return false;\n }\n\n const vf = target.currentViewFlags;\n if (RenderMode.Wireframe === vf.renderMode) {\n // Fill displayed even in wireframe?\n return FillFlags.None !== (fillFlags & FillFlags.Always);\n }\n\n if (vf.visibleEdges) {\n return false; // never invert surfaces when edges are displayed\n }\n\n if (this.isLit && wantLighting(vf)) {\n return false; // the lit color won't be pure white anyway.\n }\n\n return true;\n }\n\n public override get materialInfo(): MaterialInfo | undefined { return this.mesh.materialInfo; }\n\n public useTexture(params: ShaderProgramParams): boolean {\n return this.wantTextures(params.target, this.hasTexture);\n }\n\n public useNormalMap(params: ShaderProgramParams): boolean {\n return this.wantNormalMaps(params.target, this.hasNormalMap);\n }\n\n public computeSurfaceFlags(params: ShaderProgramParams, flags: Int32Array): void {\n const target = params.target;\n const vf = target.currentViewFlags;\n\n const useMaterial = wantMaterials(vf);\n flags[SurfaceBitIndex.IgnoreMaterial] = useMaterial ? 0 : 1;\n flags[SurfaceBitIndex.HasMaterialAtlas] = useMaterial && this.hasMaterialAtlas ? 1 : 0;\n\n flags[SurfaceBitIndex.ApplyLighting] = 0;\n flags[SurfaceBitIndex.HasColorAndNormal] = 0;\n if (this.isLit) {\n flags[SurfaceBitIndex.HasNormals] = 1;\n if (wantLighting(vf))\n flags[SurfaceBitIndex.ApplyLighting] = 1;\n\n // Textured meshes store normal in place of color index.\n // Untextured lit meshes store normal where textured meshes would store UV coords.\n // Tell shader where to find normal.\n if (!this.isTexturedType) {\n flags[SurfaceBitIndex.HasColorAndNormal] = 1;\n }\n } else {\n flags[SurfaceBitIndex.HasNormals] = 0;\n }\n\n flags[SurfaceBitIndex.HasTexture] = this.useTexture(params) ? 1 : 0;\n flags[SurfaceBitIndex.HasNormalMap] = this.useNormalMap(params) ? 1 : 0;\n flags[SurfaceBitIndex.UseConstantLodTextureMapping] = this.mesh.textureUsesConstantLod ? 1 : 0;\n flags[SurfaceBitIndex.UseConstantLodNormalMapMapping] = this.mesh.normalMapUsesConstantLod ? 1 : 0;\n\n // The transparency threshold controls how transparent a surface must be to allow light to pass through; more opaque surfaces cast shadows.\n flags[SurfaceBitIndex.TransparencyThreshold] = params.target.isDrawingShadowMap ? 1 : 0;\n flags[SurfaceBitIndex.BackgroundFill] = 0;\n switch (params.renderPass) {\n // NB: We need this for opaque pass due to SolidFill (must compute transparency, discard below threshold, render opaque at or above threshold)\n case RenderPass.OpaqueLinear:\n case RenderPass.OpaquePlanar:\n case RenderPass.OpaqueGeneral:\n case RenderPass.Translucent:\n case RenderPass.WorldOverlay:\n case RenderPass.OpaqueLayers:\n case RenderPass.TranslucentLayers:\n case RenderPass.OverlayLayers: {\n const mode = vf.renderMode;\n if (!this.isGlyph && (RenderMode.HiddenLine === mode || RenderMode.SolidFill === mode)) {\n flags[SurfaceBitIndex.TransparencyThreshold] = 1;\n if (RenderMode.HiddenLine === mode && FillFlags.Always !== (this.fillFlags & FillFlags.Always)) {\n // fill flags test for text - doesn't render with bg fill in hidden line mode.\n flags[SurfaceBitIndex.BackgroundFill] = 1;\n }\n break;\n }\n }\n }\n }\n\n private constructor(indices: BufferHandle, numIndices: number, mesh: MeshData, textureParams?: LayerTextureParams) {\n super(mesh, numIndices);\n this.textureParams = textureParams;\n this._buffers = BuffersContainer.create();\n const attrPos = AttributeMap.findAttribute(\"a_pos\", TechniqueId.Surface, false);\n assert(undefined !== attrPos);\n this._buffers.addBuffer(indices, [BufferParameters.create(attrPos.location, 3, GL.DataType.UnsignedByte, false, 0, 0, false)]);\n this._indices = indices;\n this.hasTextures = undefined !== this.textureParams && this.textureParams.params.some((x) => undefined !== x.texture);\n }\n\n private wantTextures(target: Target, surfaceTextureExists: boolean): boolean {\n if (this.hasScalarAnimation && undefined !== target.analysisTexture)\n return true;\n\n if (!surfaceTextureExists)\n return false;\n\n if (this.mesh.isTextureAlwaysDisplayed)\n return true;\n\n if (this.supportsThematicDisplay && target.wantThematicDisplay)\n return false;\n\n const fill = this.fillFlags;\n const flags = target.currentViewFlags;\n\n // ###TODO need to distinguish between gradient fill and actual textures...\n switch (flags.renderMode) {\n case RenderMode.SmoothShade:\n return flags.textures;\n case RenderMode.Wireframe:\n return FillFlags.Always === (fill & FillFlags.Always) || (flags.fill && FillFlags.ByView === (fill & FillFlags.ByView));\n default:\n return FillFlags.Always === (fill & FillFlags.Always);\n }\n }\n\n private wantNormalMaps(target: Target, normalMapExists: boolean): boolean {\n if (!normalMapExists || !target.displayNormalMaps)\n return false;\n\n const flags = target.currentViewFlags;\n\n switch (flags.renderMode) {\n case RenderMode.SmoothShade:\n return flags.textures;\n default:\n return false;\n }\n }\n}\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose } from \"@itwin/core-bentley\";\nimport { CartographicRange, FillFlags, RenderMode, TextureTransparency, ThematicGradientTransparencyMode, ViewFlags } from \"@itwin/core-common\";\nimport { SurfaceType } from \"../../../common/internal/render/SurfaceParams\";\nimport { RenderMemory } from \"../../../render/RenderMemory\";\nimport { AttributeMap } from \"./AttributeMap\";\nimport { ShaderProgramParams } from \"./DrawCommand\";\nimport { GL } from \"./GL\";\nimport { BufferHandle, BufferParameters, BuffersContainer } from \"./AttributeBuffers\";\nimport { MaterialInfo } from \"./Material\";\nimport { Pass, RenderOrder, RenderPass, SurfaceBitIndex } from \"./RenderFlags\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { TechniqueId } from \"./TechniqueId\";\nimport { MeshData } from \"./MeshData\";\nimport { MeshGeometry } from \"./MeshGeometry\";\nimport { LayerTextureParams, ProjectedTexture } from \"./MapLayerParams\";\nimport { MeshParams } from \"../../../common/internal/render/MeshParams\";\nimport { MapCartoRectangle, PlanarProjection, PlanarTilePatch } from \"../../../tile/internal\";\nimport { MeshMapLayerGraphicParams } from \"../MeshMapLayerGraphicParams\";\nimport { Vector3d } from \"@itwin/core-geometry\";\n\n/** @internal */\nexport function wantMaterials(vf: ViewFlags): boolean {\n return vf.materials && RenderMode.SmoothShade === vf.renderMode;\n}\n\nfunction wantLighting(vf: ViewFlags) {\n return RenderMode.SmoothShade === vf.renderMode && vf.lighting;\n}\n\n/** @internal */\nexport class SurfaceGeometry extends MeshGeometry {\n private readonly _buffers: BuffersContainer;\n private readonly _indices: BufferHandle;\n public readonly hasTextures: boolean;\n public textureParams: LayerTextureParams | undefined;\n\n public get lutBuffers() { return this._buffers; }\n\n public static create(mesh: MeshData, params: MeshParams): SurfaceGeometry | undefined {\n const indices = params.surface.indices;\n const indexBuffer = BufferHandle.createArrayBuffer(indices.data);\n\n const tile = params.tileData;\n\n const layerClassifiers = tile?.layerClassifiers;\n\n if (!layerClassifiers?.size || !tile || undefined === layerClassifiers) {\n return undefined !== indexBuffer ? new SurfaceGeometry(indexBuffer, indices.length, mesh, undefined) : undefined;\n }\n\n const transformECEF = tile.ecefTransform;\n\n const tileEcefRange = transformECEF.multiplyRange(tile.range);\n const cartographicRange = new CartographicRange(tileEcefRange, transformECEF);\n const boundingBox = cartographicRange.getLongitudeLatitudeBoundingBox();\n const mapCartoRectangle = MapCartoRectangle.fromRadians(\n boundingBox.low.x,\n boundingBox.low.y,\n boundingBox.high.x,\n boundingBox.high.y\n );\n\n const corners = tile.range.corners();\n\n const normal = Vector3d.createCrossProductToPoints(corners[0], corners[1], corners[2])?.normalize();\n if (!normal) {\n return undefined !== indexBuffer ? new SurfaceGeometry(indexBuffer, indices.length, mesh, undefined) : undefined;\n }\n const chordHeight = corners[0].distance(corners[3]) / 2;\n\n const surfacePlanarTilePatch = new PlanarTilePatch(corners, normal, chordHeight);\n const surfaceProjection = new PlanarProjection(surfacePlanarTilePatch);\n\n const meshParams: MeshMapLayerGraphicParams = {\n projection: surfaceProjection,\n tileRectangle: mapCartoRectangle,\n tileId: undefined,\n baseColor: undefined,\n baseTransparent: false,\n layerClassifiers\n };\n\n const layerTextures: ProjectedTexture[] = [];\n\n let sequentialIndex = 0;\n\n layerClassifiers?.forEach((layerClassifier) => {\n layerTextures[sequentialIndex++] = new ProjectedTexture(layerClassifier, meshParams, meshParams.tileRectangle);\n });\n\n let surfaceGeometry;\n\n if (undefined !== indexBuffer) {\n const indexCount = indices.length;\n const hasLayerTextures = layerTextures.length > 0;\n const layerTextureParams = hasLayerTextures ? LayerTextureParams.create(layerTextures) : undefined;\n\n surfaceGeometry = new SurfaceGeometry(indexBuffer, indexCount, mesh, layerTextureParams);\n }\n\n return surfaceGeometry;\n }\n\n public get isDisposed(): boolean {\n return this._buffers.isDisposed\n && this._indices.isDisposed;\n }\n\n public [Symbol.dispose]() {\n dispose(this._buffers);\n dispose(this._indices);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n stats.addSurface(this._indices.bytesUsed);\n }\n\n public get isLit() { return SurfaceType.Lit === this.surfaceType || SurfaceType.TexturedLit === this.surfaceType; }\n public get isTexturedType() { return SurfaceType.Textured === this.surfaceType || SurfaceType.TexturedLit === this.surfaceType; }\n public get hasTexture() { return this.isTexturedType && undefined !== this.texture; }\n public get hasNormalMap() { return this.isLit && this.isTexturedType && undefined !== this.normalMap; }\n public get isGlyph() { return this.mesh.isGlyph; }\n public override get alwaysRenderTranslucent() { return this.isGlyph; }\n public get isTileSection() { return undefined !== this.texture && this.texture.isTileSection; }\n public get isClassifier() { return SurfaceType.VolumeClassifier === this.surfaceType; }\n public override get supportsThematicDisplay() {\n return !this.isGlyph;\n }\n\n public override get allowColorOverride() {\n // Text background color should not be overridden by feature symbology overrides - otherwise it becomes unreadable...\n // We don't actually know if we have text.\n // We do know that text background color uses blanking fill. So do ImageGraphics, so they're also going to forbid overriding their color.\n return FillFlags.Blanking !== (this.fillFlags & FillFlags.Blanking);\n }\n\n public override get asSurface() { return this; }\n public override get asEdge() { return undefined; }\n public override get asSilhouette() { return undefined; }\n\n protected _draw(numInstances: number, instanceBuffersContainer?: BuffersContainer): void {\n const system = System.instance;\n\n // If we can't write depth in the fragment shader, use polygonOffset to force blanking regions to draw behind.\n const offset = RenderOrder.BlankingRegion === this.renderOrder && !system.supportsLogZBuffer;\n if (offset) {\n system.context.enable(GL.POLYGON_OFFSET_FILL);\n system.context.polygonOffset(1.0, 1.0);\n }\n\n const bufs = instanceBuffersContainer !== undefined ? instanceBuffersContainer : this._buffers;\n bufs.bind();\n system.drawArrays(GL.PrimitiveType.Triangles, 0, this._numIndices, numInstances);\n bufs.unbind();\n\n if (offset)\n system.context.disable(GL.POLYGON_OFFSET_FILL);\n }\n\n public override wantMixMonochromeColor(target: Target): boolean {\n // Text relies on white-on-white reversal.\n return !this.isGlyph && (this.isLitSurface || this.wantTextures(target, this.hasTexture));\n }\n\n public get techniqueId(): TechniqueId { return TechniqueId.Surface; }\n public override get isLitSurface() { return this.isLit; }\n public override get hasBakedLighting() { return this.mesh.hasBakedLighting; }\n public get renderOrder(): RenderOrder {\n if (FillFlags.Behind === (this.fillFlags & FillFlags.Behind))\n return RenderOrder.BlankingRegion;\n\n let order = this.isLit ? RenderOrder.LitSurface : RenderOrder.UnlitSurface;\n if (this.isPlanar)\n order = order | RenderOrder.PlanarBit;\n\n return order;\n }\n\n public override getColor(target: Target) {\n if (FillFlags.Background === (this.fillFlags & FillFlags.Background))\n return target.uniforms.style.backgroundColorInfo;\n else\n return this.colorInfo;\n }\n\n public override getPass(target: Target): Pass {\n // Classifiers have a dedicated pass\n if (this.isClassifier)\n return \"classification\";\n\n let opaquePass: Pass = this.isPlanar ? \"opaque-planar\" : \"opaque\";\n\n // When reading pixels, glyphs are always opaque. Otherwise always transparent (for anti-aliasing).\n if (this.isGlyph)\n return target.isReadPixelsInProgress ? opaquePass : \"translucent\";\n\n const vf = target.currentViewFlags;\n\n // When rendering thematic isolines, we need translucency because they have anti-aliasing.\n const thematic = target.wantThematicDisplay && this.supportsThematicDisplay ? target.uniforms.thematic.thematicDisplay : undefined;\n if (thematic && target.uniforms.thematic.wantIsoLines)\n return \"translucent\";\n\n // In wireframe, unless fill is explicitly enabled for planar region, surface does not draw\n if (RenderMode.Wireframe === vf.renderMode && !this.mesh.isTextureAlwaysDisplayed) {\n const fillFlags = this.fillFlags;\n const showFill = FillFlags.Always === (fillFlags & FillFlags.Always) || (vf.fill && FillFlags.ByView === (fillFlags & FillFlags.ByView));\n if (!showFill)\n return \"none\";\n }\n\n // If transparency disabled by render mode or view flag, always draw opaque.\n if (!vf.transparency || RenderMode.SolidFill === vf.renderMode || RenderMode.HiddenLine === vf.renderMode)\n return opaquePass;\n\n // A gradient texture applied by analysis style always fully determines the transparency of the surface.\n if (this.hasScalarAnimation && undefined !== target.analysisTexture) {\n assert(undefined !== target.analysisStyle?.thematic);\n switch (target.analysisStyle.thematic.thematicSettings.textureTransparency) {\n case TextureTransparency.Translucent:\n return \"translucent\";\n case TextureTransparency.Opaque:\n return opaquePass;\n case TextureTransparency.Mixed:\n return `${opaquePass}-translucent`;\n }\n }\n\n // We have 3 sources of alpha: the material, the texture, and the color.\n // Base alpha comes from the material if it overrides it; otherwise from the color.\n // The texture's alpha is multiplied by the base alpha.\n // So we must draw in the translucent pass if the texture has transparency OR the base alpha is less than 1.\n let hasAlpha = false;\n const mat = wantMaterials(vf) ? this.mesh.materialInfo : undefined;\n if (undefined !== mat && mat.overridesAlpha)\n hasAlpha = mat.hasTranslucency;\n else\n hasAlpha = this.getColor(target).hasTranslucency;\n\n // Thematic gradient can optionally multiply gradient alpha with surface alpha.\n if (thematic && thematic.gradientSettings.transparencyMode === ThematicGradientTransparencyMode.MultiplySurfaceAndGradient) {\n switch (thematic.gradientSettings.textureTransparency) {\n case TextureTransparency.Opaque:\n // This surface's alpha gets multiplied by 1 - gradient colors are all opaque.\n return hasAlpha ? \"translucent\" : opaquePass;\n case TextureTransparency.Translucent:\n // This surface's alpha gets multiplied by < 1 - gradient colors are all translucent.\n return \"translucent\";\n case TextureTransparency.Mixed:\n // The gradient contains a mix of translucent and opaque colors.\n return hasAlpha ? \"translucent\" : `${opaquePass}-translucent`;\n }\n }\n\n if (!hasAlpha) {\n const tex = this.wantTextures(target, true) ? this.texture : undefined;\n switch (tex?.transparency) {\n case TextureTransparency.Translucent:\n hasAlpha = true;\n break;\n case TextureTransparency.Mixed:\n opaquePass = `${opaquePass}-translucent`;\n break;\n }\n }\n\n return hasAlpha ? \"translucent\" : opaquePass;\n }\n\n protected _wantWoWReversal(target: Target): boolean {\n if (this.isGlyph) {\n // Raster text is always subject to white-on-white reversal.\n return true;\n }\n\n const fillFlags = this.fillFlags;\n if (FillFlags.None !== (fillFlags & FillFlags.Background)) {\n return false; // fill color explicitly from background\n }\n\n if (this.wantTextures(target, this.hasTexture)) {\n // Don't invert white pixels of textures.\n return false;\n }\n\n const vf = target.currentViewFlags;\n if (RenderMode.Wireframe === vf.renderMode) {\n // Fill displayed even in wireframe?\n return FillFlags.None !== (fillFlags & FillFlags.Always);\n }\n\n if (vf.visibleEdges) {\n return false; // never invert surfaces when edges are displayed\n }\n\n if (this.isLit && wantLighting(vf)) {\n return false; // the lit color won't be pure white anyway.\n }\n\n return true;\n }\n\n public override get materialInfo(): MaterialInfo | undefined { return this.mesh.materialInfo; }\n\n public useTexture(params: ShaderProgramParams): boolean {\n return this.wantTextures(params.target, this.hasTexture);\n }\n\n public useNormalMap(params: ShaderProgramParams): boolean {\n return this.wantNormalMaps(params.target, this.hasNormalMap);\n }\n\n public computeSurfaceFlags(params: ShaderProgramParams, flags: Int32Array): void {\n const target = params.target;\n const vf = target.currentViewFlags;\n\n const useMaterial = wantMaterials(vf);\n flags[SurfaceBitIndex.IgnoreMaterial] = useMaterial ? 0 : 1;\n flags[SurfaceBitIndex.HasMaterialAtlas] = useMaterial && this.hasMaterialAtlas ? 1 : 0;\n\n flags[SurfaceBitIndex.ApplyLighting] = 0;\n flags[SurfaceBitIndex.HasColorAndNormal] = 0;\n if (this.isLit) {\n flags[SurfaceBitIndex.HasNormals] = 1;\n if (wantLighting(vf))\n flags[SurfaceBitIndex.ApplyLighting] = 1;\n\n // Textured meshes store normal in place of color index.\n // Untextured lit meshes store normal where textured meshes would store UV coords.\n // Tell shader where to find normal.\n if (!this.isTexturedType) {\n flags[SurfaceBitIndex.HasColorAndNormal] = 1;\n }\n } else {\n flags[SurfaceBitIndex.HasNormals] = 0;\n }\n\n flags[SurfaceBitIndex.HasTexture] = this.useTexture(params) ? 1 : 0;\n flags[SurfaceBitIndex.HasNormalMap] = this.useNormalMap(params) ? 1 : 0;\n flags[SurfaceBitIndex.UseConstantLodTextureMapping] = this.mesh.textureUsesConstantLod ? 1 : 0;\n flags[SurfaceBitIndex.UseConstantLodNormalMapMapping] = this.mesh.normalMapUsesConstantLod ? 1 : 0;\n\n // The transparency threshold controls how transparent a surface must be to allow light to pass through; more opaque surfaces cast shadows.\n flags[SurfaceBitIndex.TransparencyThreshold] = params.target.isDrawingShadowMap ? 1 : 0;\n flags[SurfaceBitIndex.BackgroundFill] = 0;\n switch (params.renderPass) {\n // NB: We need this for opaque pass due to SolidFill (must compute transparency, discard below threshold, render opaque at or above threshold)\n case RenderPass.OpaqueLinear:\n case RenderPass.OpaquePlanar:\n case RenderPass.OpaqueGeneral:\n case RenderPass.Translucent:\n case RenderPass.WorldOverlay:\n case RenderPass.OpaqueLayers:\n case RenderPass.TranslucentLayers:\n case RenderPass.OverlayLayers: {\n const mode = vf.renderMode;\n if (!this.isGlyph && (RenderMode.HiddenLine === mode || RenderMode.SolidFill === mode)) {\n flags[SurfaceBitIndex.TransparencyThreshold] = 1;\n if (RenderMode.HiddenLine === mode && FillFlags.Always !== (this.fillFlags & FillFlags.Always)) {\n // fill flags test for text - doesn't render with bg fill in hidden line mode.\n flags[SurfaceBitIndex.BackgroundFill] = 1;\n }\n break;\n }\n }\n }\n }\n\n private constructor(indices: BufferHandle, numIndices: number, mesh: MeshData, textureParams?: LayerTextureParams) {\n super(mesh, numIndices);\n this.textureParams = textureParams;\n this._buffers = BuffersContainer.create();\n const attrPos = AttributeMap.findAttribute(\"a_pos\", TechniqueId.Surface, false);\n assert(undefined !== attrPos);\n this._buffers.addBuffer(indices, [BufferParameters.create(attrPos.location, 3, GL.DataType.UnsignedByte, false, 0, 0, false)]);\n this._indices = indices;\n this.hasTextures = undefined !== this.textureParams && this.textureParams.params.some((x) => undefined !== x.texture);\n }\n\n private wantTextures(target: Target, surfaceTextureExists: boolean): boolean {\n if (this.hasScalarAnimation && undefined !== target.analysisTexture)\n return true;\n\n if (!surfaceTextureExists)\n return false;\n\n if (this.mesh.isTextureAlwaysDisplayed)\n return true;\n\n if (this.supportsThematicDisplay && target.wantThematicDisplay)\n return false;\n\n const fill = this.fillFlags;\n const flags = target.currentViewFlags;\n\n // ###TODO need to distinguish between gradient fill and actual textures...\n switch (flags.renderMode) {\n case RenderMode.SmoothShade:\n return flags.textures;\n case RenderMode.Wireframe:\n return FillFlags.Always === (fill & FillFlags.Always) || (flags.fill && FillFlags.ByView === (fill & FillFlags.ByView));\n default:\n return FillFlags.Always === (fill & FillFlags.Always);\n }\n }\n\n private wantNormalMaps(target: Target, normalMapExists: boolean): boolean {\n if (!normalMapExists || !target.displayNormalMaps)\n return false;\n\n const flags = target.currentViewFlags;\n\n switch (flags.renderMode) {\n case RenderMode.SmoothShade:\n return flags.textures;\n default:\n return false;\n }\n }\n}\n"]}
@@ -50,7 +50,6 @@ export declare class AccuDrawShortcuts {
50
50
  static rotate90(axis: number): void;
51
51
  static rotateAxes(aboutCurrentZ: boolean): Promise<boolean>;
52
52
  static rotateToElement(): Promise<boolean>;
53
- static rotatePerpendicular(): Promise<boolean>;
54
53
  static defineACSByElement(): Promise<boolean>;
55
54
  static defineACSByPoints(): Promise<boolean>;
56
55
  static getACS(acsName: string | undefined, useOrigin: boolean, useRotation: boolean): BentleyStatus;
@@ -207,17 +206,6 @@ export declare class AccuDrawRotateElementTool extends AccuDrawShortcutsTool {
207
206
  protected doManipulation(ev: BeButtonEvent | undefined, isMotion: boolean): boolean;
208
207
  }
209
208
  /** @beta */
210
- export declare class AccuDrawRotatePerpendicularTool extends AccuDrawRotateElementTool {
211
- static toolId: string;
212
- private _location?;
213
- /** @internal */
214
- protected get wantExitOnDataButtonUp(): boolean;
215
- /** @internal */
216
- protected onManipulationComplete(): AccuDrawFlags;
217
- /** @internal */
218
- protected updateOrientation(snap: SnapDetail, viewport: ScreenViewport, isMotion: boolean): boolean;
219
- }
220
- /** @beta */
221
209
  export declare class DefineACSByElementTool extends AccuDrawShortcutsTool {
222
210
  static toolId: string;
223
211
  private _origin;
@@ -1 +1 @@
1
- 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1
+ {"version":3,"file":"AccuDrawTool.d.ts","sourceRoot":"","sources":["../../../src/tools/AccuDrawTool.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,aAAa,EAAE,MAAM,qBAAqB,CAAC;AACpD,OAAO,EAAsB,OAAO,EAAuB,MAAM,sBAAsB,CAAC;AACxF,OAAO,EAAY,aAAa,EAA4B,SAAS,EAA6B,YAAY,EAAa,MAAM,aAAa,CAAC;AAE/I,OAAO,EAAqB,mBAAmB,EAAE,MAAM,gBAAgB,CAAC;AACxE,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAE1C,OAAO,EAAE,eAAe,EAAE,MAAM,gBAAgB,CAAC;AACjD,OAAO,EAAE,cAAc,EAAE,QAAQ,EAAE,MAAM,aAAa,CAAC;AACvD,OAAO,EAAE,aAAa,EAAsC,YAAY,EAAE,cAAc,EAAE,IAAI,EAAE,MAAM,QAAQ,CAAC;AAY/G;;;;GAIG;AACH,qBAAa,iBAAiB;IAC5B,8CAA8C;WAChC,aAAa,IAAI,IAAI;IASnC,qDAAqD;WACvC,aAAa,IAAI,IAAI;WAarB,iBAAiB,CAAC,SAAS,EAAE,OAAO,EAAE,aAAa,EAAE,OAAO,GAAG,OAAO;WAsCtE,iBAAiB,CAAC,GAAG,EAAE,mBAAmB,EAAE,EAAE,EAAE,QAAQ,EAAE,MAAM,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,OAAO,GAAG,OAAO;WAoE1G,mBAAmB;WAEnB,iBAAiB;WAUX,iBAAiB,CAAC,KAAK,EAAE,SAAS,EAAE,GAAG,EAAE,MAAM,EAAE,OAAO,EAAE,OAAO,GAAG,OAAO,CAAC,IAAI,CAAC;WA6CvF,iBAAiB,CAAC,KAAK,EAAE,SAAS,GAAG,IAAI;WACzC,uBAAuB,CAAC,KAAK,EAAE,SAAS,GAAG,IAAI;WAEzC,oBAAoB,CAAC,KAAK,EAAE,SAAS,EAAE,GAAG,EAAE,MAAM,GAAG,OAAO,CAAC,IAAI,CAAC;WAgDxE,mBAAmB,CAAC,KAAK,EAAE,SAAS,GAAG,IAAI;WA0D3C,mBAAmB,CAAC,KAAK,EAAE,SAAS,GAAG,IAAI;WAM3C,eAAe,CAAC,KAAK,EAAE,SAAS,GAAG,IAAI;WAMvC,gBAAgB,IAAI,IAAI;WAKxB,sBAAsB,CAAC,QAAQ,EAAE,YAAY,GAAG,IAAI;WAapD,SAAS,CAAC,cAAc,CAAC,EAAE,OAAO,GAAG,IAAI;WA+CzC,iBAAiB,IAAI,IAAI;WAmCzB,SAAS,IAAI,IAAI;IAsF/B,uFAAuF;WACzE,SAAS,IAAI,IAAI;WAgDjB,KAAK,IAAI,IAAI;WA4Bb,KAAK,IAAI,IAAI;WA4Bb,KAAK,IAAI,IAAI;WAyBb,YAAY,IAAI,IAAI;WA8BpB,SAAS,IAAI,IAAI;WAQjB,mBAAmB,CAAC,QAAQ,EAAE,YAAY,GAAG,IAAI;WAmBjD,SAAS,IAAI,IAAI;WAyBjB,YAAY,IAAI,IAAI;WAEpB,WAAW,IAAI,IAAI;WASnB,WAAW,IAAI,IAAI;WA2EnB,QAAQ,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI;WAkCtB,UAAU,CAAC,aAAa,EAAE,OAAO;WAIjC,eAAe;WAIf,kBAAkB;WAIlB,iBAAiB;WAIvB,MAAM,CAAC,OAAO,EAAE,MAAM,GAAG,SAAS,EAAE,SAAS,EAAE,OAAO,EAAE,WAAW,EAAE,OAAO,GAAG,aAAa;WAiF5F,QAAQ,CAAC,QAAQ,EAAE,MAAM,GAAG,aAAa;WAkCzC,kBAAkB,IAAI,IAAI;CAKzC;AAED,YAAY;AACZ,qBAAa,yBAA0B,SAAQ,IAAI;IACjD,OAAuB,MAAM,SAA4B;IACnC,GAAG;CAI1B;AAED,YAAY;AACZ,qBAAa,yBAA0B,SAAQ,IAAI;IACjD,OAAuB,MAAM,SAA4B;IACnC,GAAG;CAI1B;AAED,YAAY;AACZ,qBAAa,qBAAsB,SAAQ,IAAI;IAC7C,OAAuB,MAAM,SAAwB;IAC/B,GAAG;CAI1B;AAED,YAAY;AACZ,qBAAa,wBAAyB,SAAQ,IAAI;IAChD,OAAuB,MAAM,SAAwB;IAC/B,GAAG;CAI1B;AAED,YAAY;AACZ,qBAAa,wBAAyB,SAAQ,IAAI;IAChD,OAAuB,MAAM,SAAwB;IAC/B,GAAG;CAI1B;AAED,YAAY;AACZ,qBAAa,oBAAqB,SAAQ,IAAI;IAC5C,OAAuB,MAAM,SAAoB;IAC3B,GAAG,IAAI,OAAO,CAAC,OAAO,CAAC;CAI9C;AAED,YAAY;AACZ,qBAAa,oBAAqB,SAAQ,IAAI;IAC5C,OAAuB,MAAM,SAAoB;IAC3B,GAAG,IAAI,OAAO,CAAC,OAAO,CAAC;CAI9C;AAED,YAAY;AACZ,qBAAa,oBAAqB,SAAQ,IAAI;IAC5C,OAAuB,MAAM,SAAoB;IAC3B,GAAG,IAAI,OAAO,CAAC,OAAO,CAAC;CAI9C;AAED,YAAY;AACZ,qBAAa,2BAA4B,SAAQ,IAAI;IACnD,OAAuB,MAAM,SAA2B;IAClC,GAAG,IAAI,OAAO,CAAC,OAAO,CAAC;CAI9C;AAED,YAAY;AACZ,qBAAa,wBAAyB,SAAQ,IAAI;IAChD,OAAuB,MAAM,SAAwB;IAC/B,GAAG,IAAI,OAAO,CAAC,OAAO,CAAC;CAI9C;AAED,YAAY;AACZ,qBAAa,sBAAuB,SAAQ,IAAI;IAC9C,OAAuB,MAAM,SAAyB;IAChC,GAAG,IAAI,OAAO,CAAC,OAAO,CAAC;CAI9C;AAED,YAAY;AACZ,qBAAa,uBAAwB,SAAQ,IAAI;IAC/C,OAAuB,MAAM,SAA0B;IACjC,GAAG,IAAI,OAAO,CAAC,OAAO,CAAC;CAI9C;AAED,YAAY;AACZ,qBAAa,qBAAsB,SAAQ,IAAI;IAC7C,OAAuB,MAAM,SAAwB;IAC/B,GAAG,IAAI,OAAO,CAAC,OAAO,CAAC;CAI9C;AAED,YAAY;AACZ,qBAAa,uBAAwB,SAAQ,IAAI;IAC/C,OAAuB,MAAM,SAA0B;IACjC,GAAG,IAAI,OAAO,CAAC,OAAO,CAAC;CAI9C;AAED,YAAY;AACZ,qBAAa,sBAAuB,SAAQ,IAAI;IAC9C,OAAuB,MAAM,SAAyB;IAChC,GAAG,IAAI,OAAO,CAAC,OAAO,CAAC;CAI9C;AAED,YAAY;AACZ,qBAAa,sBAAuB,SAAQ,IAAI;IAC9C,OAAuB,MAAM,SAAyB;IAChC,GAAG,IAAI,OAAO,CAAC,OAAO,CAAC;CAI9C;AAED,YAAY;AACZ,qBAAa,0BAA2B,SAAQ,IAAI;IAClD,OAAuB,MAAM,SAA6B;IACpC,GAAG,IAAI,OAAO,CAAC,OAAO,CAAC;CAI9C;AAED,YAAY;AACZ,qBAAa,0BAA2B,SAAQ,IAAI;IAClD,OAAuB,MAAM,SAA6B;IACpC,GAAG,IAAI,OAAO,CAAC,OAAO,CAAC;CAI9C;AAED,YAAY;AACZ,qBAAa,0BAA2B,SAAQ,IAAI;IAClD,OAAuB,MAAM,SAA6B;IACpC,GAAG,IAAI,OAAO,CAAC,OAAO,CAAC;CAI9C;AAED,gBAAgB;AAChB,uBAAe,qBAAsB,SAAQ,cAAc;IACzD,OAAO,CAAC,SAAS,CAAS;IAC1B,SAAS,KAAK,aAAa,IAAI,OAAO,CAA2E;IACjH,SAAS,KAAK,mBAAmB,IAAI,OAAO,CAAkB;IAC9D,SAAS,KAAK,oBAAoB,IAAI,OAAO,CAAkB;IAC/D,SAAS,KAAK,yBAAyB,IAAI,OAAO,CAAkB;IACpE,SAAS,KAAK,sBAAsB,IAAI,OAAO,CAAkB;IAE3C,SAAS,IAAI,OAAO,CAAC,OAAO,CAAC;IAM7B,aAAa,IAAI,OAAO,CAAC,IAAI,CAAC;IAwB9B,SAAS,IAAI,OAAO,CAAC,IAAI,CAAC;IAK1B,QAAQ,IAAI,OAAO,CAAC,IAAI,CAAC;IAKzB,gBAAgB,CAAC,EAAE,EAAE,aAAa,GAAG,OAAO,CAAC,YAAY,CAAC;IAU1D,cAAc,CAAC,GAAG,EAAE,aAAa,GAAG,OAAO,CAAC,YAAY,CAAC;IAOzD,aAAa,CAAC,EAAE,EAAE,aAAa,GAAG,OAAO,CAAC,IAAI,CAAC;IAIrE,SAAS,CAAC,mBAAmB,IAAI,IAAI;IACrC,SAAS,CAAC,sBAAsB,IAAI,aAAa;IACjD,SAAS,CAAC,QAAQ,CAAC,cAAc,CAAC,EAAE,EAAE,aAAa,GAAG,SAAS,EAAE,QAAQ,EAAE,OAAO,GAAG,OAAO;CAC7F;AAED,YAAY;AACZ,qBAAa,sBAAuB,SAAQ,qBAAqB;IAGrC,aAAa,EAAE,OAAO;IAFhD,OAAuB,MAAM,SAAyB;IACtD,WAA2B,OAAO,IAAI,MAAM,CAAc;gBAChC,aAAa,GAAE,OAAc;IAEvD,gBAAgB;IAChB,cAAuB,aAAa,IAAI,OAAO,CAAwC;IAEvF,gBAAgB;IAChB,cAAuB,mBAAmB,IAAI,OAAO,CAAiB;IAEtE,gBAAgB;IAChB,cAAuB,yBAAyB,IAAI,OAAO,CAU1D;IAED,gBAAgB;cACG,mBAAmB,IAAI,IAAI;IAM9C,gBAAgB;IAChB,SAAS,CAAC,cAAc,CAAC,EAAE,EAAE,aAAa,GAAG,SAAS,EAAE,QAAQ,EAAE,OAAO,GAAG,OAAO;IAc7D,WAAW,CAAC,GAAG,IAAI,EAAE,GAAG,EAAE,GAAG,OAAO,CAAC,OAAO,CAAC;CAOpE;AAED,YAAY;AACZ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@@ -6,11 +6,10 @@
6
6
  * @module Tools
7
7
  */
8
8
  import { BentleyStatus } from "@itwin/core-bentley";
9
- import { AxisOrder, Geometry, Matrix3d, Point3d, Transform, Vector3d } from "@itwin/core-geometry";
10
- import { AccuDraw, AccuDrawFlags, AccuDrawHintBuilder, CompassMode, ContextMode, ItemField, KeyinStatus, LockedStates, RotationMode, ThreeAxes } from "../AccuDraw";
9
+ import { Geometry, Matrix3d, Point3d, Transform, Vector3d } from "@itwin/core-geometry";
10
+ import { AccuDraw, AccuDrawFlags, CompassMode, ContextMode, ItemField, KeyinStatus, LockedStates, RotationMode, ThreeAxes } from "../AccuDraw";
11
11
  import { TentativeOrAccuSnap } from "../AccuSnap";
12
12
  import { ACSDisplayOptions } from "../AuxCoordSys";
13
- import { SnapHeat } from "../HitDetail";
14
13
  import { IModelApp } from "../IModelApp";
15
14
  import { BeButtonEvent, CoordinateLockOverrides, CoreTools, EventHandled, InputCollector, Tool } from "./Tool";
16
15
  // cSpell:ignore dont unlockedz
@@ -730,9 +729,6 @@ export class AccuDrawShortcuts {
730
729
  static async rotateToElement() {
731
730
  return IModelApp.tools.run("AccuDraw.RotateElement");
732
731
  }
733
- static async rotatePerpendicular() {
734
- return IModelApp.tools.run("AccuDraw.RotatePerpendicular");
735
- }
736
732
  static async defineACSByElement() {
737
733
  return IModelApp.tools.run("AccuDraw.DefineACSByElement");
738
734
  }
@@ -989,7 +985,7 @@ class AccuDrawShortcutsTool extends InputCollector {
989
985
  get wantActivateOnStart() { return false; } // Whether to automatically enable AccuDraw before the 1st data button...
990
986
  get wantClearSnapOnStart() { return false; } // Whether to preserve active Tentative/AccuSnap on install...
991
987
  get wantManipulationImmediate() { return false; } // Whether additional input is required to process on install...
992
- get wantExitOnDataButtonUp() { return false; } // Whether to exit on button up instead of down (see rotate perpendicular)...
988
+ get wantExitOnDataButtonUp() { return false; } // Whether to exit on button up instead of down...
993
989
  async onInstall() {
994
990
  if (!this.allowShortcut)
995
991
  return false;
@@ -1138,59 +1134,6 @@ export class AccuDrawRotateElementTool extends AccuDrawShortcutsTool {
1138
1134
  }
1139
1135
  }
1140
1136
  /** @beta */
1141
- export class AccuDrawRotatePerpendicularTool extends AccuDrawRotateElementTool {
1142
- static toolId = "AccuDraw.RotatePerpendicular";
1143
- _location;
1144
- /** @internal */
1145
- get wantExitOnDataButtonUp() { return true; } // Complete on button up since button down clears tentative...
1146
- /** @internal */
1147
- onManipulationComplete() {
1148
- if (undefined !== this._location) {
1149
- // Use tentative to hold adjusted snap location for suspended tool...
1150
- IModelApp.tentativePoint.setPoint(this._location.point);
1151
- IModelApp.tentativePoint.viewport = this._location.viewport;
1152
- IModelApp.tentativePoint.showTentative();
1153
- }
1154
- return AccuDrawFlags.SetRMatrix | AccuDrawFlags.Disable;
1155
- }
1156
- /** @internal */
1157
- updateOrientation(snap, viewport, isMotion) {
1158
- const curve = snap.getCurvePrimitive();
1159
- if (undefined === curve)
1160
- return false;
1161
- const accudraw = IModelApp.accuDraw;
1162
- const rMatrix = AccuDraw.getSnapRotation(snap, viewport);
1163
- if (undefined === rMatrix)
1164
- return false;
1165
- const zVec = rMatrix.getRow(2); // This is a row matrix...
1166
- const spacePoint = AccuDrawHintBuilder.projectPointToPlaneInView(accudraw.origin, snap.getPoint(), zVec, viewport, true);
1167
- if (undefined === spacePoint)
1168
- return false;
1169
- const detail = curve.closestPoint(spacePoint, true);
1170
- if (undefined === detail?.curve)
1171
- return false;
1172
- const point = AccuDrawHintBuilder.projectPointToPlaneInView(detail.point, accudraw.origin, zVec, viewport, true);
1173
- if (undefined === point)
1174
- return false;
1175
- const xVec = new Vector3d();
1176
- if (normalizedDifference(point, accudraw.origin, xVec) < Geometry.smallAngleRadians)
1177
- return false;
1178
- ; // Closest point and compass origin coincide...
1179
- const yVec = xVec.unitCrossProduct(zVec);
1180
- if (undefined === yVec)
1181
- return false;
1182
- rMatrix.setColumns(xVec, yVec, zVec);
1183
- Matrix3d.createRigidFromMatrix3d(rMatrix, AxisOrder.XZY, rMatrix);
1184
- rMatrix.transposeInPlace();
1185
- snap.setSnapPoint(point, SnapHeat.InRange); // Force hot snap so that adjust point uses it for alignments...
1186
- accudraw.setContext(AccuDrawFlags.SetRMatrix | AccuDrawFlags.AlwaysSetOrigin, accudraw.origin, rMatrix);
1187
- accudraw.adjustPoint(point, viewport, false); // Update internals for new snap location...
1188
- if (!isMotion)
1189
- this._location = { point, viewport };
1190
- return true;
1191
- }
1192
- }
1193
- /** @beta */
1194
1137
  export class DefineACSByElementTool extends AccuDrawShortcutsTool {
1195
1138
  static toolId = "AccuDraw.DefineACSByElement";
1196
1139
  _origin = Point3d.create();