@itwin/core-frontend 5.0.0-dev.4 → 5.0.0-dev.41

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 (373) hide show
  1. package/CHANGELOG.md +42 -1
  2. package/lib/cjs/AccuDraw.d.ts +63 -8
  3. package/lib/cjs/AccuDraw.d.ts.map +1 -1
  4. package/lib/cjs/AccuDraw.js +118 -16
  5. package/lib/cjs/AccuDraw.js.map +1 -1
  6. package/lib/cjs/ApproximateTerrainHeights.js +1 -1
  7. package/lib/cjs/ApproximateTerrainHeights.js.map +1 -1
  8. package/lib/cjs/BackgroundMapGeometry.js +5 -5
  9. package/lib/cjs/BackgroundMapGeometry.js.map +1 -1
  10. package/lib/cjs/BriefcaseTxns.d.ts +2 -2
  11. package/lib/cjs/BriefcaseTxns.d.ts.map +1 -1
  12. package/lib/cjs/BriefcaseTxns.js.map +1 -1
  13. package/lib/cjs/DrawingViewState.js +9 -9
  14. package/lib/cjs/DrawingViewState.js.map +1 -1
  15. package/lib/cjs/GraphicalEditingScope.js +5 -5
  16. package/lib/cjs/GraphicalEditingScope.js.map +1 -1
  17. package/lib/cjs/IModelApp.d.ts.map +1 -1
  18. package/lib/cjs/IModelApp.js +62 -64
  19. package/lib/cjs/IModelApp.js.map +1 -1
  20. package/lib/cjs/IModelConnection.d.ts +4 -1
  21. package/lib/cjs/IModelConnection.d.ts.map +1 -1
  22. package/lib/cjs/IModelConnection.js +24 -21
  23. package/lib/cjs/IModelConnection.js.map +1 -1
  24. package/lib/cjs/IModelRoutingContext.d.ts +0 -3
  25. package/lib/cjs/IModelRoutingContext.d.ts.map +1 -1
  26. package/lib/cjs/IModelRoutingContext.js +5 -4
  27. package/lib/cjs/IModelRoutingContext.js.map +1 -1
  28. package/lib/cjs/IpcApp.d.ts.map +1 -1
  29. package/lib/cjs/IpcApp.js +4 -3
  30. package/lib/cjs/IpcApp.js.map +1 -1
  31. package/lib/cjs/LocalhostIpcApp.js +1 -1
  32. package/lib/cjs/LocalhostIpcApp.js.map +1 -1
  33. package/lib/cjs/NativeApp.js +15 -17
  34. package/lib/cjs/NativeApp.js.map +1 -1
  35. package/lib/cjs/NativeAppLogger.js +1 -1
  36. package/lib/cjs/NativeAppLogger.js.map +1 -1
  37. package/lib/cjs/NoRenderApp.js +1 -1
  38. package/lib/cjs/NoRenderApp.js.map +1 -1
  39. package/lib/cjs/RealityDataSourceTilesetUrlImpl.d.ts +6 -1
  40. package/lib/cjs/RealityDataSourceTilesetUrlImpl.d.ts.map +1 -1
  41. package/lib/cjs/RealityDataSourceTilesetUrlImpl.js +14 -2
  42. package/lib/cjs/RealityDataSourceTilesetUrlImpl.js.map +1 -1
  43. package/lib/cjs/SelectionSet.d.ts +84 -35
  44. package/lib/cjs/SelectionSet.d.ts.map +1 -1
  45. package/lib/cjs/SelectionSet.js +419 -163
  46. package/lib/cjs/SelectionSet.js.map +1 -1
  47. package/lib/cjs/Sprites.js +1 -1
  48. package/lib/cjs/Sprites.js.map +1 -1
  49. package/lib/cjs/ViewCreator2d.js +3 -3
  50. package/lib/cjs/ViewCreator2d.js.map +1 -1
  51. package/lib/cjs/ViewGlobalLocation.js +5 -5
  52. package/lib/cjs/ViewGlobalLocation.js.map +1 -1
  53. package/lib/cjs/ViewState.js +2 -2
  54. package/lib/cjs/ViewState.js.map +1 -1
  55. package/lib/cjs/ViewingSpace.js +9 -9
  56. package/lib/cjs/ViewingSpace.js.map +1 -1
  57. package/lib/cjs/Viewport.js +41 -41
  58. package/lib/cjs/Viewport.js.map +1 -1
  59. package/lib/cjs/common/imdl/ImdlSchema.d.ts +4 -0
  60. package/lib/cjs/common/imdl/ImdlSchema.d.ts.map +1 -1
  61. package/lib/cjs/common/imdl/ImdlSchema.js.map +1 -1
  62. package/lib/cjs/common/imdl/ParseImdlDocument.d.ts +1 -1
  63. package/lib/cjs/common/imdl/ParseImdlDocument.d.ts.map +1 -1
  64. package/lib/cjs/common/imdl/ParseImdlDocument.js +80 -7
  65. package/lib/cjs/common/imdl/ParseImdlDocument.js.map +1 -1
  66. package/lib/cjs/common/internal/render/DisplayParams.js +1 -1
  67. package/lib/cjs/common/internal/render/DisplayParams.js.map +1 -1
  68. package/lib/cjs/common/internal/render/GraphicDescriptionBuilderImpl.js +1 -1
  69. package/lib/cjs/common/internal/render/GraphicDescriptionBuilderImpl.js.map +1 -1
  70. package/lib/cjs/common/internal/render/GraphicDescriptionContextImpl.js +1 -1
  71. package/lib/cjs/common/internal/render/GraphicDescriptionContextImpl.js.map +1 -1
  72. package/lib/cjs/common/internal/render/MeshPrimitives.js +1 -1
  73. package/lib/cjs/common/internal/render/MeshPrimitives.js.map +1 -1
  74. package/lib/cjs/internal/render/PrimitiveBuilder.js +1 -1
  75. package/lib/cjs/internal/render/PrimitiveBuilder.js.map +1 -1
  76. package/lib/cjs/internal/render/RenderInstancesParamsImpl.js +1 -1
  77. package/lib/cjs/internal/render/RenderInstancesParamsImpl.js.map +1 -1
  78. package/lib/cjs/render/MockRender.js +3 -3
  79. package/lib/cjs/render/MockRender.js.map +1 -1
  80. package/lib/cjs/render/webgl/BackgroundMapDrape.js +1 -1
  81. package/lib/cjs/render/webgl/BackgroundMapDrape.js.map +1 -1
  82. package/lib/cjs/render/webgl/BatchState.js +1 -1
  83. package/lib/cjs/render/webgl/BatchState.js.map +1 -1
  84. package/lib/cjs/render/webgl/ColorInfo.js +2 -2
  85. package/lib/cjs/render/webgl/ColorInfo.js.map +1 -1
  86. package/lib/cjs/render/webgl/Diagnostics.js +4 -4
  87. package/lib/cjs/render/webgl/Diagnostics.js.map +1 -1
  88. package/lib/cjs/render/webgl/DrawCommand.js +4 -4
  89. package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
  90. package/lib/cjs/render/webgl/IModelFrameLifecycle.js +4 -4
  91. package/lib/cjs/render/webgl/IModelFrameLifecycle.js.map +1 -1
  92. package/lib/cjs/render/webgl/InstancedGeometry.js +3 -3
  93. package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
  94. package/lib/cjs/render/webgl/Material.js +4 -4
  95. package/lib/cjs/render/webgl/Material.js.map +1 -1
  96. package/lib/cjs/render/webgl/PlanarClassifier.js +1 -1
  97. package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
  98. package/lib/cjs/render/webgl/PlanarTextureProjection.js +1 -1
  99. package/lib/cjs/render/webgl/PlanarTextureProjection.js.map +1 -1
  100. package/lib/cjs/render/webgl/RenderState.js +1 -1
  101. package/lib/cjs/render/webgl/RenderState.js.map +1 -1
  102. package/lib/cjs/render/webgl/Target.js +1 -1
  103. package/lib/cjs/render/webgl/Target.js.map +1 -1
  104. package/lib/cjs/render/webgl/Technique.js +39 -39
  105. package/lib/cjs/render/webgl/Technique.js.map +1 -1
  106. package/lib/cjs/render/webgl/TechniqueFlags.js +1 -1
  107. package/lib/cjs/render/webgl/TechniqueFlags.js.map +1 -1
  108. package/lib/cjs/render/webgl/Texture.js +3 -3
  109. package/lib/cjs/render/webgl/Texture.js.map +1 -1
  110. package/lib/cjs/tile/CesiumAssetProvider.js +1 -1
  111. package/lib/cjs/tile/CesiumAssetProvider.js.map +1 -1
  112. package/lib/cjs/tile/GltfReader.d.ts +6 -1
  113. package/lib/cjs/tile/GltfReader.d.ts.map +1 -1
  114. package/lib/cjs/tile/GltfReader.js +79 -2
  115. package/lib/cjs/tile/GltfReader.js.map +1 -1
  116. package/lib/cjs/tile/ImdlParser.js +2 -2
  117. package/lib/cjs/tile/ImdlParser.js.map +1 -1
  118. package/lib/cjs/tile/ImdlReader.js +1 -1
  119. package/lib/cjs/tile/ImdlReader.js.map +1 -1
  120. package/lib/cjs/tile/MeshoptCompression.d.ts +9 -0
  121. package/lib/cjs/tile/MeshoptCompression.d.ts.map +1 -1
  122. package/lib/cjs/tile/MeshoptCompression.js +98 -66
  123. package/lib/cjs/tile/MeshoptCompression.js.map +1 -1
  124. package/lib/cjs/tile/map/ArcGISTileMap.js +1 -1
  125. package/lib/cjs/tile/map/ArcGISTileMap.js.map +1 -1
  126. package/lib/cjs/tile/map/ArcGisUtilities.js +1 -1
  127. package/lib/cjs/tile/map/ArcGisUtilities.js.map +1 -1
  128. package/lib/cjs/tile/map/CesiumTerrainProvider.js +6 -6
  129. package/lib/cjs/tile/map/CesiumTerrainProvider.js.map +1 -1
  130. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
  131. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +2 -2
  132. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  133. package/lib/cjs/tile/map/ImageryProviders/BingImageryProvider.d.ts.map +1 -1
  134. package/lib/cjs/tile/map/ImageryProviders/BingImageryProvider.js +5 -2
  135. package/lib/cjs/tile/map/ImageryProviders/BingImageryProvider.js.map +1 -1
  136. package/lib/cjs/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.d.ts.map +1 -1
  137. package/lib/cjs/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js +2 -2
  138. package/lib/cjs/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js.map +1 -1
  139. package/lib/cjs/tile/map/ImageryTileTree.js +2 -2
  140. package/lib/cjs/tile/map/ImageryTileTree.js.map +1 -1
  141. package/lib/cjs/tile/map/MapLayerImageryFormats.js +7 -7
  142. package/lib/cjs/tile/map/MapLayerImageryFormats.js.map +1 -1
  143. package/lib/cjs/tile/map/MapTile.js +8 -8
  144. package/lib/cjs/tile/map/MapTile.js.map +1 -1
  145. package/lib/cjs/tile/map/MapTileAvailability.js +1 -1
  146. package/lib/cjs/tile/map/MapTileAvailability.js.map +1 -1
  147. package/lib/cjs/tile/map/MapTileTree.js +9 -9
  148. package/lib/cjs/tile/map/MapTileTree.js.map +1 -1
  149. package/lib/cjs/tile/map/MapTilingScheme.js +1 -1
  150. package/lib/cjs/tile/map/MapTilingScheme.js.map +1 -1
  151. package/lib/cjs/tile/map/WmsCapabilities.js +2 -2
  152. package/lib/cjs/tile/map/WmsCapabilities.js.map +1 -1
  153. package/lib/cjs/tile/map/WmtsCapabilities.js +1 -1
  154. package/lib/cjs/tile/map/WmtsCapabilities.js.map +1 -1
  155. package/lib/cjs/tools/AccuDrawTool.d.ts +1 -0
  156. package/lib/cjs/tools/AccuDrawTool.d.ts.map +1 -1
  157. package/lib/cjs/tools/AccuDrawTool.js +22 -21
  158. package/lib/cjs/tools/AccuDrawTool.js.map +1 -1
  159. package/lib/cjs/tools/ClipViewTool.js +40 -40
  160. package/lib/cjs/tools/ClipViewTool.js.map +1 -1
  161. package/lib/cjs/tools/EditManipulator.js +2 -2
  162. package/lib/cjs/tools/EditManipulator.js.map +1 -1
  163. package/lib/cjs/tools/ElementSetTool.d.ts.map +1 -1
  164. package/lib/cjs/tools/ElementSetTool.js +11 -4
  165. package/lib/cjs/tools/ElementSetTool.js.map +1 -1
  166. package/lib/cjs/tools/IdleTool.js +2 -2
  167. package/lib/cjs/tools/IdleTool.js.map +1 -1
  168. package/lib/cjs/tools/MeasureTool.d.ts.map +1 -1
  169. package/lib/cjs/tools/MeasureTool.js +39 -39
  170. package/lib/cjs/tools/MeasureTool.js.map +1 -1
  171. package/lib/cjs/tools/SelectTool.js +7 -7
  172. package/lib/cjs/tools/SelectTool.js.map +1 -1
  173. package/lib/cjs/tools/Tool.js +10 -10
  174. package/lib/cjs/tools/Tool.js.map +1 -1
  175. package/lib/cjs/tools/ToolAdmin.d.ts.map +1 -1
  176. package/lib/cjs/tools/ToolAdmin.js +36 -24
  177. package/lib/cjs/tools/ToolAdmin.js.map +1 -1
  178. package/lib/cjs/tools/ToolAssistance.js +19 -19
  179. package/lib/cjs/tools/ToolAssistance.js.map +1 -1
  180. package/lib/cjs/tools/ToolSettings.js +63 -63
  181. package/lib/cjs/tools/ToolSettings.js.map +1 -1
  182. package/lib/cjs/tools/ViewTool.js +37 -37
  183. package/lib/cjs/tools/ViewTool.js.map +1 -1
  184. package/lib/cjs/workers/ImdlParser/Worker.js +2 -2
  185. package/lib/cjs/workers/ImdlParser/Worker.js.map +1 -1
  186. package/lib/esm/AccuDraw.d.ts +63 -8
  187. package/lib/esm/AccuDraw.d.ts.map +1 -1
  188. package/lib/esm/AccuDraw.js +119 -17
  189. package/lib/esm/AccuDraw.js.map +1 -1
  190. package/lib/esm/ApproximateTerrainHeights.js +1 -1
  191. package/lib/esm/ApproximateTerrainHeights.js.map +1 -1
  192. package/lib/esm/BackgroundMapGeometry.js +5 -5
  193. package/lib/esm/BackgroundMapGeometry.js.map +1 -1
  194. package/lib/esm/BriefcaseTxns.d.ts +2 -2
  195. package/lib/esm/BriefcaseTxns.d.ts.map +1 -1
  196. package/lib/esm/BriefcaseTxns.js.map +1 -1
  197. package/lib/esm/DrawingViewState.js +9 -9
  198. package/lib/esm/DrawingViewState.js.map +1 -1
  199. package/lib/esm/GraphicalEditingScope.js +5 -5
  200. package/lib/esm/GraphicalEditingScope.js.map +1 -1
  201. package/lib/esm/IModelApp.d.ts.map +1 -1
  202. package/lib/esm/IModelApp.js +63 -65
  203. package/lib/esm/IModelApp.js.map +1 -1
  204. package/lib/esm/IModelConnection.d.ts +4 -1
  205. package/lib/esm/IModelConnection.d.ts.map +1 -1
  206. package/lib/esm/IModelConnection.js +20 -17
  207. package/lib/esm/IModelConnection.js.map +1 -1
  208. package/lib/esm/IModelRoutingContext.d.ts +0 -3
  209. package/lib/esm/IModelRoutingContext.d.ts.map +1 -1
  210. package/lib/esm/IModelRoutingContext.js +3 -2
  211. package/lib/esm/IModelRoutingContext.js.map +1 -1
  212. package/lib/esm/IpcApp.d.ts.map +1 -1
  213. package/lib/esm/IpcApp.js +4 -3
  214. package/lib/esm/IpcApp.js.map +1 -1
  215. package/lib/esm/LocalhostIpcApp.js +1 -1
  216. package/lib/esm/LocalhostIpcApp.js.map +1 -1
  217. package/lib/esm/NativeApp.js +15 -17
  218. package/lib/esm/NativeApp.js.map +1 -1
  219. package/lib/esm/NativeAppLogger.js +1 -1
  220. package/lib/esm/NativeAppLogger.js.map +1 -1
  221. package/lib/esm/NoRenderApp.js +1 -1
  222. package/lib/esm/NoRenderApp.js.map +1 -1
  223. package/lib/esm/RealityDataSourceTilesetUrlImpl.d.ts +6 -1
  224. package/lib/esm/RealityDataSourceTilesetUrlImpl.d.ts.map +1 -1
  225. package/lib/esm/RealityDataSourceTilesetUrlImpl.js +14 -2
  226. package/lib/esm/RealityDataSourceTilesetUrlImpl.js.map +1 -1
  227. package/lib/esm/SelectionSet.d.ts +84 -35
  228. package/lib/esm/SelectionSet.d.ts.map +1 -1
  229. package/lib/esm/SelectionSet.js +418 -162
  230. package/lib/esm/SelectionSet.js.map +1 -1
  231. package/lib/esm/Sprites.js +1 -1
  232. package/lib/esm/Sprites.js.map +1 -1
  233. package/lib/esm/ViewCreator2d.js +3 -3
  234. package/lib/esm/ViewCreator2d.js.map +1 -1
  235. package/lib/esm/ViewGlobalLocation.js +5 -5
  236. package/lib/esm/ViewGlobalLocation.js.map +1 -1
  237. package/lib/esm/ViewState.js +2 -2
  238. package/lib/esm/ViewState.js.map +1 -1
  239. package/lib/esm/ViewingSpace.js +9 -9
  240. package/lib/esm/ViewingSpace.js.map +1 -1
  241. package/lib/esm/Viewport.js +41 -41
  242. package/lib/esm/Viewport.js.map +1 -1
  243. package/lib/esm/common/imdl/ImdlSchema.d.ts +4 -0
  244. package/lib/esm/common/imdl/ImdlSchema.d.ts.map +1 -1
  245. package/lib/esm/common/imdl/ImdlSchema.js.map +1 -1
  246. package/lib/esm/common/imdl/ParseImdlDocument.d.ts +1 -1
  247. package/lib/esm/common/imdl/ParseImdlDocument.d.ts.map +1 -1
  248. package/lib/esm/common/imdl/ParseImdlDocument.js +80 -7
  249. package/lib/esm/common/imdl/ParseImdlDocument.js.map +1 -1
  250. package/lib/esm/common/internal/render/DisplayParams.js +1 -1
  251. package/lib/esm/common/internal/render/DisplayParams.js.map +1 -1
  252. package/lib/esm/common/internal/render/GraphicDescriptionBuilderImpl.js +1 -1
  253. package/lib/esm/common/internal/render/GraphicDescriptionBuilderImpl.js.map +1 -1
  254. package/lib/esm/common/internal/render/GraphicDescriptionContextImpl.js +1 -1
  255. package/lib/esm/common/internal/render/GraphicDescriptionContextImpl.js.map +1 -1
  256. package/lib/esm/common/internal/render/MeshPrimitives.js +2 -2
  257. package/lib/esm/common/internal/render/MeshPrimitives.js.map +1 -1
  258. package/lib/esm/internal/render/PrimitiveBuilder.js +1 -1
  259. package/lib/esm/internal/render/PrimitiveBuilder.js.map +1 -1
  260. package/lib/esm/internal/render/RenderInstancesParamsImpl.js +1 -1
  261. package/lib/esm/internal/render/RenderInstancesParamsImpl.js.map +1 -1
  262. package/lib/esm/render/MockRender.js +3 -3
  263. package/lib/esm/render/MockRender.js.map +1 -1
  264. package/lib/esm/render/webgl/BackgroundMapDrape.js +1 -1
  265. package/lib/esm/render/webgl/BackgroundMapDrape.js.map +1 -1
  266. package/lib/esm/render/webgl/BatchState.js +1 -1
  267. package/lib/esm/render/webgl/BatchState.js.map +1 -1
  268. package/lib/esm/render/webgl/ColorInfo.js +2 -2
  269. package/lib/esm/render/webgl/ColorInfo.js.map +1 -1
  270. package/lib/esm/render/webgl/Diagnostics.js +4 -4
  271. package/lib/esm/render/webgl/Diagnostics.js.map +1 -1
  272. package/lib/esm/render/webgl/DrawCommand.js +4 -4
  273. package/lib/esm/render/webgl/DrawCommand.js.map +1 -1
  274. package/lib/esm/render/webgl/IModelFrameLifecycle.js +4 -4
  275. package/lib/esm/render/webgl/IModelFrameLifecycle.js.map +1 -1
  276. package/lib/esm/render/webgl/InstancedGeometry.js +3 -3
  277. package/lib/esm/render/webgl/InstancedGeometry.js.map +1 -1
  278. package/lib/esm/render/webgl/Material.js +4 -4
  279. package/lib/esm/render/webgl/Material.js.map +1 -1
  280. package/lib/esm/render/webgl/PlanarClassifier.js +1 -1
  281. package/lib/esm/render/webgl/PlanarClassifier.js.map +1 -1
  282. package/lib/esm/render/webgl/PlanarTextureProjection.js +1 -1
  283. package/lib/esm/render/webgl/PlanarTextureProjection.js.map +1 -1
  284. package/lib/esm/render/webgl/RenderState.js +1 -1
  285. package/lib/esm/render/webgl/RenderState.js.map +1 -1
  286. package/lib/esm/render/webgl/Target.js +1 -1
  287. package/lib/esm/render/webgl/Target.js.map +1 -1
  288. package/lib/esm/render/webgl/Technique.js +39 -39
  289. package/lib/esm/render/webgl/Technique.js.map +1 -1
  290. package/lib/esm/render/webgl/TechniqueFlags.js +1 -1
  291. package/lib/esm/render/webgl/TechniqueFlags.js.map +1 -1
  292. package/lib/esm/render/webgl/Texture.js +3 -3
  293. package/lib/esm/render/webgl/Texture.js.map +1 -1
  294. package/lib/esm/tile/CesiumAssetProvider.js +1 -1
  295. package/lib/esm/tile/CesiumAssetProvider.js.map +1 -1
  296. package/lib/esm/tile/GltfReader.d.ts +6 -1
  297. package/lib/esm/tile/GltfReader.d.ts.map +1 -1
  298. package/lib/esm/tile/GltfReader.js +79 -2
  299. package/lib/esm/tile/GltfReader.js.map +1 -1
  300. package/lib/esm/tile/ImdlParser.js +2 -2
  301. package/lib/esm/tile/ImdlParser.js.map +1 -1
  302. package/lib/esm/tile/ImdlReader.js +1 -1
  303. package/lib/esm/tile/ImdlReader.js.map +1 -1
  304. package/lib/esm/tile/MeshoptCompression.d.ts +9 -0
  305. package/lib/esm/tile/MeshoptCompression.d.ts.map +1 -1
  306. package/lib/esm/tile/MeshoptCompression.js +98 -44
  307. package/lib/esm/tile/MeshoptCompression.js.map +1 -1
  308. package/lib/esm/tile/map/ArcGISTileMap.js +1 -1
  309. package/lib/esm/tile/map/ArcGISTileMap.js.map +1 -1
  310. package/lib/esm/tile/map/ArcGisUtilities.js +1 -1
  311. package/lib/esm/tile/map/ArcGisUtilities.js.map +1 -1
  312. package/lib/esm/tile/map/CesiumTerrainProvider.js +6 -6
  313. package/lib/esm/tile/map/CesiumTerrainProvider.js.map +1 -1
  314. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
  315. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +2 -2
  316. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  317. package/lib/esm/tile/map/ImageryProviders/BingImageryProvider.d.ts.map +1 -1
  318. package/lib/esm/tile/map/ImageryProviders/BingImageryProvider.js +5 -2
  319. package/lib/esm/tile/map/ImageryProviders/BingImageryProvider.js.map +1 -1
  320. package/lib/esm/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.d.ts.map +1 -1
  321. package/lib/esm/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js +2 -2
  322. package/lib/esm/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js.map +1 -1
  323. package/lib/esm/tile/map/ImageryTileTree.js +2 -2
  324. package/lib/esm/tile/map/ImageryTileTree.js.map +1 -1
  325. package/lib/esm/tile/map/MapLayerImageryFormats.js +7 -7
  326. package/lib/esm/tile/map/MapLayerImageryFormats.js.map +1 -1
  327. package/lib/esm/tile/map/MapTile.js +8 -8
  328. package/lib/esm/tile/map/MapTile.js.map +1 -1
  329. package/lib/esm/tile/map/MapTileAvailability.js +1 -1
  330. package/lib/esm/tile/map/MapTileAvailability.js.map +1 -1
  331. package/lib/esm/tile/map/MapTileTree.js +9 -9
  332. package/lib/esm/tile/map/MapTileTree.js.map +1 -1
  333. package/lib/esm/tile/map/MapTilingScheme.js +1 -1
  334. package/lib/esm/tile/map/MapTilingScheme.js.map +1 -1
  335. package/lib/esm/tile/map/WmsCapabilities.js +2 -2
  336. package/lib/esm/tile/map/WmsCapabilities.js.map +1 -1
  337. package/lib/esm/tile/map/WmtsCapabilities.js +1 -1
  338. package/lib/esm/tile/map/WmtsCapabilities.js.map +1 -1
  339. package/lib/esm/tools/AccuDrawTool.d.ts +1 -0
  340. package/lib/esm/tools/AccuDrawTool.d.ts.map +1 -1
  341. package/lib/esm/tools/AccuDrawTool.js +22 -21
  342. package/lib/esm/tools/AccuDrawTool.js.map +1 -1
  343. package/lib/esm/tools/ClipViewTool.js +40 -40
  344. package/lib/esm/tools/ClipViewTool.js.map +1 -1
  345. package/lib/esm/tools/EditManipulator.js +2 -2
  346. package/lib/esm/tools/EditManipulator.js.map +1 -1
  347. package/lib/esm/tools/ElementSetTool.d.ts.map +1 -1
  348. package/lib/esm/tools/ElementSetTool.js +11 -4
  349. package/lib/esm/tools/ElementSetTool.js.map +1 -1
  350. package/lib/esm/tools/IdleTool.js +2 -2
  351. package/lib/esm/tools/IdleTool.js.map +1 -1
  352. package/lib/esm/tools/MeasureTool.d.ts.map +1 -1
  353. package/lib/esm/tools/MeasureTool.js +40 -40
  354. package/lib/esm/tools/MeasureTool.js.map +1 -1
  355. package/lib/esm/tools/SelectTool.js +7 -7
  356. package/lib/esm/tools/SelectTool.js.map +1 -1
  357. package/lib/esm/tools/Tool.js +10 -10
  358. package/lib/esm/tools/Tool.js.map +1 -1
  359. package/lib/esm/tools/ToolAdmin.d.ts.map +1 -1
  360. package/lib/esm/tools/ToolAdmin.js +36 -24
  361. package/lib/esm/tools/ToolAdmin.js.map +1 -1
  362. package/lib/esm/tools/ToolAssistance.js +19 -19
  363. package/lib/esm/tools/ToolAssistance.js.map +1 -1
  364. package/lib/esm/tools/ToolSettings.js +63 -63
  365. package/lib/esm/tools/ToolSettings.js.map +1 -1
  366. package/lib/esm/tools/ViewTool.js +37 -37
  367. package/lib/esm/tools/ViewTool.js.map +1 -1
  368. package/lib/esm/workers/ImdlParser/Worker.js +2 -2
  369. package/lib/esm/workers/ImdlParser/Worker.js.map +1 -1
  370. package/lib/public/locales/en/CoreTools.json +1 -0
  371. package/lib/public/scripts/parse-imdl-worker.js +1 -1
  372. package/lib/workers/webpack/parse-imdl-worker.js +1 -1
  373. package/package.json +20 -21
@@ -19,6 +19,14 @@ import { getFrustumPlaneIntersectionDepthRange } from "./BackgroundMapGeometry";
19
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  * @extensions
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  */
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  export class ViewingSpace {
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+ /** Maximum ratio of frontplane to backplane distance for 24 bit non-logarithmic zbuffer
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+ * @internal
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+ */
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+ static { this.nearScaleNonLog24 = 0.0003; }
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+ /** Maximum fraction of frontplane to backplane distance for 24 bit logarithmic zbuffer
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+ * @internal
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+ */
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+ static { this.nearScaleLog24 = 1.0E-8; }
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  /** The ViewState for this Viewport */
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  get view() { return this._view; }
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  set view(view) { this._view = view; }
@@ -80,6 +88,7 @@ export class ViewingSpace {
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  }
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  return ApproximateTerrainHeights.instance.getMinimumMaximumHeights(cartoRange);
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  }
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+ static { this._minDepth = 1; } // Allowing very small depth will cause frustum calculations to fail.
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  /** Adjust the front and back planes to encompass the entire viewed volume */
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  adjustZPlanes(origin, delta) {
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  const view = this.view;
@@ -429,13 +438,4 @@ export class ViewingSpace {
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  }
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  }
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  }
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- /** Maximum ratio of frontplane to backplane distance for 24 bit non-logarithmic zbuffer
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- * @internal
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- */
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- ViewingSpace.nearScaleNonLog24 = 0.0003;
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- /** Maximum fraction of frontplane to backplane distance for 24 bit logarithmic zbuffer
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- * @internal
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- */
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- ViewingSpace.nearScaleLog24 = 1.0E-8;
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- ViewingSpace._minDepth = 1; // Allowing very small depth will cause frustum calculations to fail.
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  //# sourceMappingURL=ViewingSpace.js.map
@@ -1 +1 @@
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Views\r\n */\r\n\r\nimport {\r\n AxisOrder, ClipPlaneContainment, Constant, Map4d, Matrix3d, Plane3dByOriginAndUnitNormal, Point3d, Point4d, Range1d, Range2d, Range3d, Transform, Vector3d, XYAndZ, XYZ,\r\n} from \"@itwin/core-geometry\";\r\nimport { AxisAlignedBox3d, Frustum, GridOrientationType, Npc, NpcCorners } from \"@itwin/core-common\";\r\nimport { ApproximateTerrainHeights } from \"./ApproximateTerrainHeights\";\r\nimport { CoordSystem } from \"./CoordSystem\";\r\nimport { Viewport } from \"./Viewport\";\r\nimport { ViewRect } from \"./common/ViewRect\";\r\nimport { ViewState } from \"./ViewState\";\r\nimport { Frustum2d } from \"./Frustum2d\";\r\nimport { getFrustumPlaneIntersectionDepthRange } from \"./BackgroundMapGeometry\";\r\n\r\n/** Describes a [[Viewport]]'s viewing volume, plus its size on the screen. A new\r\n * instance of ViewingSpace is created every time the Viewport's frustum changes.\r\n * @see [[Viewport.viewingSpace]].\r\n * @public\r\n * @extensions\r\n */\r\nexport class ViewingSpace {\r\n private readonly _viewRange = new ViewRect(); // scratch variable\r\n private readonly _viewCorners = new Range3d(); // scratch variable\r\n\r\n /** @internal */\r\n public frustFraction = 1.0;\r\n /** Maximum ratio of frontplane to backplane distance for 24 bit non-logarithmic zbuffer\r\n * @internal\r\n */\r\n public static nearScaleNonLog24 = 0.0003;\r\n /** Maximum fraction of frontplane to backplane distance for 24 bit logarithmic zbuffer\r\n * @internal\r\n */\r\n public static nearScaleLog24 = 1.0E-8;\r\n /** View origin, potentially expanded */\r\n public readonly viewOrigin = new Point3d();\r\n /** View delta, potentially expanded */\r\n public readonly viewDelta = new Vector3d();\r\n /** View origin (from ViewState, unexpanded) */\r\n public readonly viewOriginUnexpanded = new Point3d();\r\n /** View delta (from ViewState, unexpanded) */\r\n public readonly viewDeltaUnexpanded = new Vector3d();\r\n /** View rotation matrix (copied from ViewState) */\r\n public readonly rotation = new Matrix3d();\r\n /** Provides conversions between world and view coordinates. */\r\n public readonly worldToViewMap = Map4d.createIdentity();\r\n /** Providers conversions between world and Npc (non-dimensional perspective) coordinates. */\r\n public readonly worldToNpcMap = Map4d.createIdentity();\r\n /** @internal */\r\n public readonly zClipAdjusted: boolean = false; // were the view z clip planes adjusted due to front/back clipping off?\r\n /** Eye point - undefined if not a perspective projection. */\r\n public readonly eyePoint: Point3d | undefined;\r\n\r\n private _view: ViewState;\r\n\r\n /** The ViewState for this Viewport */\r\n public get view(): ViewState { return this._view; }\r\n public set view(view: ViewState) { this._view = view; }\r\n\r\n private readonly _clientWidth: number;\r\n private readonly _clientHeight: number;\r\n\r\n /** Get the rectangle of this Viewport in ViewCoordinates. */\r\n private get _viewRect(): ViewRect {\r\n this._viewRange.init(0, 0, this._clientWidth, this._clientHeight);\r\n return this._viewRange;\r\n }\r\n\r\n private static _copyOutput(from: XYZ, to?: XYZ) {\r\n let pt = from;\r\n if (to) {\r\n to.setFrom(from);\r\n pt = to;\r\n }\r\n\r\n return pt;\r\n }\r\n\r\n /** @internal */\r\n public toViewOrientation(from: XYZ, to?: XYZ) { this.rotation.multiplyVectorInPlace(ViewingSpace._copyOutput(from, to)); }\r\n /** @internal */\r\n public fromViewOrientation(from: XYZ, to?: XYZ) { this.rotation.multiplyTransposeVectorInPlace(ViewingSpace._copyOutput(from, to)); }\r\n\r\n /** Ensure the rotation matrix for this view is aligns the root z with the view out (i.e. a \"2d view\"). */\r\n private alignWithRootZ() {\r\n const zUp = Vector3d.unitZ();\r\n if (zUp.isAlmostEqual(this.rotation.rowZ()))\r\n return;\r\n const r = this.rotation.transpose();\r\n r.setColumn(2, zUp);\r\n Matrix3d.createRigidFromMatrix3d(r, AxisOrder.ZXY, r);\r\n r.transpose(this.rotation);\r\n this.view.setRotation(this.rotation); // Don't let viewState and viewport rotation be different.\r\n }\r\n\r\n private validateCamera() {\r\n const view = this.view;\r\n if (!view.is3d())\r\n return;\r\n\r\n const camera = view.camera;\r\n camera.validateLens();\r\n if (camera.isFocusValid)\r\n return;\r\n\r\n const vDelta = view.getExtents();\r\n const maxDelta = vDelta.x > vDelta.y ? vDelta.x : vDelta.y;\r\n let focusDistance = maxDelta / (2.0 * Math.tan(camera.getLensAngle().radians / 2.0));\r\n\r\n if (focusDistance < vDelta.z / 2.0)\r\n focusDistance = vDelta.z / 2.0;\r\n\r\n const eyePoint = new Point3d(vDelta.x / 2.0, vDelta.y / 2.0, (vDelta.z / 2.0) + focusDistance);\r\n\r\n this.fromViewOrientation(eyePoint);\r\n eyePoint.plus(view.getOrigin(), eyePoint);\r\n camera.setEyePoint(eyePoint);\r\n camera.setFocusDistance(focusDistance);\r\n }\r\n\r\n /** @internal */\r\n public getTerrainHeightRange(): Range1d | undefined {\r\n const frustum = this.getFrustum();\r\n const cartoRange = Range2d.createNull();\r\n for (let i = 0; i < 8; i++) {\r\n const corner = frustum.getCorner(i);\r\n const carto = this.view.iModel.spatialToCartographicFromEcef(corner);\r\n cartoRange.extendXY(carto.longitude, carto.latitude);\r\n }\r\n\r\n return ApproximateTerrainHeights.instance.getMinimumMaximumHeights(cartoRange);\r\n }\r\n\r\n private static _minDepth = 1; // Allowing very small depth will cause frustum calculations to fail.\r\n\r\n /** Compute the bounding box of this viewing space in [[CoordSystem.World]] coordinates, including the extents of any [[TiledGraphicsProvider]]s registered with the [[Viewport]]. */\r\n public readonly getViewedExtents: () => AxisAlignedBox3d;\r\n\r\n /** Adjust the front and back planes to encompass the entire viewed volume */\r\n private adjustZPlanes(origin: Point3d, delta: Vector3d): void {\r\n const view = this.view;\r\n if (!view.is3d()) // only necessary for 3d views\r\n return;\r\n\r\n delta.z = Math.max(delta.z, ViewingSpace._minDepth);\r\n\r\n const extents = this.getViewedExtents();\r\n const frustum = new Frustum();\r\n const worldToNpc = this.view.computeWorldToNpc(this.rotation, this.viewOrigin, this.viewDelta, false).map as Map4d;\r\n\r\n if (worldToNpc === undefined)\r\n return;\r\n\r\n worldToNpc.transform1.multiplyPoint3dArrayQuietNormalize(frustum.points);\r\n const clipPlanes = frustum.getRangePlanes(false, false, 0);\r\n const viewedExtentCorners = extents.corners();\r\n\r\n // Only extend depth to include viewed geometry if it is within the frustum. (if viewing global locations).\r\n if (clipPlanes.classifyPointContainment(viewedExtentCorners, false) === ClipPlaneContainment.StronglyOutside)\r\n extents.setNull();\r\n\r\n let depthRange;\r\n let gridPlane;\r\n if (this.view.viewFlags.grid) {\r\n const gridOrigin = this.view.isSpatialView() ? this.view.iModel.globalOrigin : Point3d.create();\r\n switch(this.view.getGridOrientation()) {\r\n case GridOrientationType.WorldXY:\r\n gridPlane = Plane3dByOriginAndUnitNormal.create(gridOrigin, Vector3d.create(0, 0, 1));\r\n break;\r\n case GridOrientationType.WorldYZ:\r\n gridPlane = Plane3dByOriginAndUnitNormal.create(gridOrigin, Vector3d.create(1, 0, 0));\r\n break;\r\n case GridOrientationType.WorldXZ:\r\n gridPlane = Plane3dByOriginAndUnitNormal.create(gridOrigin, Vector3d.create(0, 1, 0));\r\n break;\r\n\r\n case GridOrientationType.AuxCoord:\r\n if (this.view.auxiliaryCoordinateSystem)\r\n gridPlane = Plane3dByOriginAndUnitNormal.create(gridOrigin, this.view.auxiliaryCoordinateSystem.getRotation().rowZ());\r\n\r\n break;\r\n }\r\n }\r\n const globalGeometry = this.view.displayStyle.getGlobalGeometryAndHeightRange();\r\n if (undefined !== globalGeometry) {\r\n const viewZ = this.rotation.getRow(2);\r\n const eyeDepth = this.eyePoint ? viewZ.dotProduct(this.eyePoint) : undefined;\r\n\r\n depthRange = globalGeometry.geometry.getFrustumIntersectionDepthRange(frustum, extents, globalGeometry.heightRange, gridPlane, this.view.maxGlobalScopeFactor > 1);\r\n\r\n if (eyeDepth !== undefined) {\r\n const maxBackgroundFrontBackRatio = 1.0E6;\r\n const frontDist = Math.max(.1, eyeDepth - depthRange.high);\r\n const backDist = eyeDepth - depthRange.low;\r\n if (backDist / frontDist > maxBackgroundFrontBackRatio)\r\n depthRange.high = eyeDepth - backDist / maxBackgroundFrontBackRatio;\r\n }\r\n } else\r\n depthRange = gridPlane ? getFrustumPlaneIntersectionDepthRange(frustum, gridPlane) : Range1d.createNull();\r\n\r\n if (!extents.isNull) {\r\n const viewZ = this.rotation.getRow(2);\r\n const corners = extents.corners();\r\n for (const corner of corners)\r\n depthRange.extendX(viewZ.dotProduct(corner));\r\n }\r\n\r\n if (depthRange.isNull)\r\n return;\r\n\r\n this.rotation.multiplyVectorInPlace(origin); // put origin in view coordinates\r\n origin.z = depthRange.low; // set origin to back of viewed extents\r\n delta.z = Math.max(depthRange.high - depthRange.low, ViewingSpace._minDepth); // and delta to front of viewed extents\r\n this.rotation.multiplyTransposeVectorInPlace(origin);\r\n\r\n if (!view.isCameraOn)\r\n return;\r\n\r\n // if the camera is on, we need to make sure that the viewed volume is not behind the eye\r\n const eyeOrg = this.eyePoint!.minus(origin);\r\n this.rotation.multiplyVectorInPlace(eyeOrg);\r\n\r\n // if the distance from the eye to origin in less than 1 meter, move the origin away from the eye. Usually, this means\r\n // that the camera is outside the viewed extents and pointed away from it. There's nothing to see anyway.\r\n if (eyeOrg.z < 1.0) {\r\n this.rotation.multiplyVectorInPlace(origin);\r\n origin.z -= (2.0 - eyeOrg.z);\r\n this.rotation.multiplyTransposeVectorInPlace(origin);\r\n delta.z = 1.0;\r\n return;\r\n }\r\n\r\n // if part of the viewed extents are behind the eye, don't include that.\r\n if (delta.z > eyeOrg.z)\r\n delta.z = eyeOrg.z;\r\n }\r\n\r\n /* get the mapping from NPC to view\r\n * @internal\r\n */\r\n public calcNpcToView(): Map4d {\r\n const corners = this.getViewCorners();\r\n const map = Map4d.createBoxMap(NpcCorners[Npc._000], NpcCorners[Npc._111], corners.low, corners.high);\r\n\r\n // The map may be undefined if the view rect's width or height is zero.\r\n return undefined === map ? Map4d.createIdentity() : map;\r\n }\r\n\r\n /* Get the extents of this view, in ViewCoordinates, as a Range3d */\r\n public getViewCorners(): Range3d {\r\n const corners = this._viewCorners;\r\n const viewRect = this._viewRect;\r\n corners.high.x = viewRect.right;\r\n corners.low.y = viewRect.bottom; // y's are swapped on the screen!\r\n corners.low.x = 0;\r\n corners.high.y = 0;\r\n corners.low.z = -32767;\r\n corners.high.z = 32767;\r\n return corners;\r\n }\r\n\r\n private constructor(vp: Viewport) {\r\n const view = this._view = vp.view;\r\n const viewRect = vp.viewRect;\r\n this._clientWidth = viewRect.width;\r\n this._clientHeight = viewRect.height;\r\n const origin = view.getOrigin().clone();\r\n const delta = view.getExtents().clone();\r\n this.rotation.setFrom(view.getRotation());\r\n\r\n this.getViewedExtents = () => {\r\n const extents = this._view.getViewedExtents();\r\n vp.forEachTiledGraphicsProvider((provider) => {\r\n provider.forEachTileTreeRef(vp, (ref) => {\r\n ref.unionFitRange(extents);\r\n });\r\n });\r\n\r\n return extents;\r\n };\r\n\r\n // first, make sure none of the deltas are negative\r\n delta.x = Math.abs(delta.x);\r\n delta.y = Math.abs(delta.y);\r\n delta.z = Math.abs(delta.z);\r\n\r\n this.viewOriginUnexpanded.setFrom(origin);\r\n this.viewDeltaUnexpanded.setFrom(delta);\r\n this.viewOrigin.setFrom(origin);\r\n this.viewDelta.setFrom(delta);\r\n this.zClipAdjusted = false;\r\n this.eyePoint = undefined;\r\n\r\n if (view.is3d()) {\r\n if (!view.allow3dManipulations()) {\r\n // we're in a \"2d\" view of a physical model. That means that we must have our orientation with z out of the screen with z=0 at the center.\r\n this.alignWithRootZ(); // make sure we're in a z Up view\r\n\r\n const extents = this.getViewedExtents();\r\n if (extents.isNull) {\r\n extents.low.z = Frustum2d.minimumZExtents.low;\r\n extents.high.z = Frustum2d.minimumZExtents.high;\r\n }\r\n\r\n let zMax = Math.max(Math.abs(extents.low.z), Math.abs(extents.high.z));\r\n zMax = Math.max(zMax, 1.0); // make sure we have at least +-1m. Data may be purely planar\r\n delta.z = 2.0 * zMax;\r\n origin.z = -zMax;\r\n const ds = this.view.displayStyle;\r\n if (ds.getIsBackgroundMapVisible() && undefined !== ds.getBackgroundMapGeometry())\r\n this.adjustZPlanes(origin, delta); // make sure view volume includes background map\r\n } else {\r\n if (view.isCameraOn)\r\n this.validateCamera();\r\n\r\n if (view.isCameraOn)\r\n this.eyePoint = view.camera.getEyePoint().clone();\r\n\r\n this.adjustZPlanes(origin, delta); // make sure view volume includes entire volume of view\r\n\r\n // if the camera is on, don't allow front plane behind camera\r\n if (this.eyePoint) {\r\n const eyeOrg = this.eyePoint.minus(origin); // vector from eye to origin\r\n this.toViewOrientation(eyeOrg);\r\n\r\n const frontDist = eyeOrg.z - delta.z; // front distance is backDist - delta.z\r\n\r\n // allow ViewState to specify a minimum front dist, but in no case less than 6 inches\r\n const minFrontDist = Math.max(15.2 * Constant.oneCentimeter, view.forceMinFrontDist);\r\n if (frontDist < minFrontDist) {\r\n // camera is too close to front plane, move origin away from eye to maintain a minimum front distance.\r\n this.toViewOrientation(origin);\r\n origin.z -= (minFrontDist - frontDist);\r\n this.fromViewOrientation(origin);\r\n }\r\n }\r\n\r\n // if we moved the z planes, set the \"zClipAdjusted\" flag.\r\n if (!origin.isExactEqual(this.viewOriginUnexpanded) || !delta.isExactEqual(this.viewDeltaUnexpanded))\r\n this.zClipAdjusted = true;\r\n }\r\n } else { // 2d viewport\r\n this.alignWithRootZ();\r\n }\r\n\r\n this.viewOrigin.setFrom(origin);\r\n this.viewDelta.setFrom(delta);\r\n\r\n const newRootToNpc = this.view.computeWorldToNpc(this.rotation, origin, delta, !this.view.displayStyle.getIsBackgroundMapVisible() /* if displaying background map, don't enforce front/back ratio as no Z-Buffer */);\r\n if (newRootToNpc.map === undefined) {\r\n this.frustFraction = 0; // invalid frustum\r\n return;\r\n }\r\n\r\n this.worldToNpcMap.setFrom(newRootToNpc.map);\r\n this.frustFraction = newRootToNpc.frustFraction;\r\n this.worldToViewMap.setFrom(this.calcNpcToView().multiplyMapMap(this.worldToNpcMap));\r\n }\r\n\r\n /** Create from a Viewport. */\r\n public static createFromViewport(vp: Viewport): ViewingSpace | undefined {\r\n return new ViewingSpace(vp);\r\n }\r\n\r\n /** Convert an array of points from CoordSystem.View to CoordSystem.Npc */\r\n public viewToNpcArray(pts: Point3d[]): void {\r\n const corners = this.getViewCorners();\r\n const scrToNpcTran = Transform.createIdentity();\r\n Transform.initFromRange(corners.low, corners.high, undefined, scrToNpcTran);\r\n scrToNpcTran.multiplyPoint3dArrayInPlace(pts);\r\n }\r\n\r\n /** Convert an array of points from CoordSystem.Npc to CoordSystem.View */\r\n public npcToViewArray(pts: Point3d[]): void {\r\n const corners = this.getViewCorners();\r\n for (const p of pts)\r\n corners.fractionToPoint(p.x, p.y, p.z, p);\r\n }\r\n\r\n /** Convert a point from CoordSystem.View to CoordSystem.Npc\r\n * @param pt the point to convert\r\n * @param out optional location for result. If undefined, a new Point3d is created.\r\n */\r\n public viewToNpc(pt: Point3d, out?: Point3d): Point3d {\r\n const corners = this.getViewCorners();\r\n const scrToNpcTran = Transform.createIdentity();\r\n Transform.initFromRange(corners.low, corners.high, undefined, scrToNpcTran);\r\n return scrToNpcTran.multiplyPoint3d(pt, out);\r\n }\r\n\r\n /** Convert a point from CoordSystem.Npc to CoordSystem.View\r\n * @param pt the point to convert\r\n * @param out optional location for result. If undefined, a new Point3d is created.\r\n */\r\n public npcToView(pt: Point3d, out?: Point3d): Point3d {\r\n const corners = this.getViewCorners();\r\n return corners.fractionToPoint(pt.x, pt.y, pt.z, out);\r\n }\r\n\r\n /** Convert an array of points from CoordSystem.World to CoordSystem.Npc */\r\n public worldToNpcArray(pts: Point3d[]): void { this.worldToNpcMap.transform0.multiplyPoint3dArrayQuietNormalize(pts); }\r\n /** Convert an array of points from CoordSystem.Npc to CoordSystem.World */\r\n public npcToWorldArray(pts: Point3d[]): void { this.worldToNpcMap.transform1.multiplyPoint3dArrayQuietNormalize(pts); }\r\n /** Convert an array of points from CoordSystem.World to CoordSystem.View */\r\n public worldToViewArray(pts: Point3d[]): void { this.worldToViewMap.transform0.multiplyPoint3dArrayQuietNormalize(pts); }\r\n /** Convert an array of points from CoordSystem.World to CoordSystem.View, as Point4ds */\r\n public worldToView4dArray(worldPts: Point3d[], viewPts: Point4d[]): void { this.worldToViewMap.transform0.multiplyPoint3dArray(worldPts, viewPts); }\r\n /** Convert an array of points from CoordSystem.View to CoordSystem.World */\r\n public viewToWorldArray(pts: Point3d[]) { this.worldToViewMap.transform1.multiplyPoint3dArrayQuietNormalize(pts); }\r\n /** Convert an array of points from CoordSystem.View as Point4ds to CoordSystem.World */\r\n public view4dToWorldArray(viewPts: Point4d[], worldPts: Point3d[]): void { this.worldToViewMap.transform1.multiplyPoint4dArrayQuietRenormalize(viewPts, worldPts); }\r\n\r\n /**\r\n * Convert a point from CoordSystem.World to CoordSystem.Npc\r\n * @param pt the point to convert\r\n * @param out optional location for result. If undefined, a new Point3d is created.\r\n */\r\n public worldToNpc(pt: XYAndZ, out?: Point3d): Point3d { return this.worldToNpcMap.transform0.multiplyPoint3dQuietNormalize(pt, out); }\r\n /**\r\n * Convert a point from CoordSystem.Npc to CoordSystem.World\r\n * @param pt the point to convert\r\n * @param out optional location for result. If undefined, a new Point3d is created.\r\n */\r\n public npcToWorld(pt: XYAndZ, out?: Point3d): Point3d { return this.worldToNpcMap.transform1.multiplyPoint3dQuietNormalize(pt, out); }\r\n /**\r\n * Convert a point from CoordSystem.World to CoordSystem.View\r\n * @param pt the point to convert\r\n * @param out optional location for result. If undefined, a new Point3d is created.\r\n */\r\n public worldToView(input: XYAndZ, out?: Point3d): Point3d { return this.worldToViewMap.transform0.multiplyPoint3dQuietNormalize(input, out); }\r\n /**\r\n * Convert a point from CoordSystem.World to CoordSystem.View as Point4d\r\n * @param input the point to convert\r\n * @param out optional location for result. If undefined, a new Point4d is created.\r\n */\r\n public worldToView4d(input: XYAndZ, out?: Point4d): Point4d { return this.worldToViewMap.transform0.multiplyPoint3d(input, 1.0, out); }\r\n /**\r\n * Convert a point from CoordSystem.View to CoordSystem.World\r\n * @param pt the point to convert\r\n * @param out optional location for result. If undefined, a new Point3d is created.\r\n */\r\n public viewToWorld(input: XYAndZ, out?: Point3d): Point3d { return this.worldToViewMap.transform1.multiplyPoint3dQuietNormalize(input, out); }\r\n /**\r\n * Convert a point from CoordSystem.View as a Point4d to CoordSystem.View\r\n * @param input the point to convert\r\n * @param out optional location for result. If undefined, a new Point3d is created.\r\n */\r\n public view4dToWorld(input: Point4d, out?: Point3d): Point3d { return this.worldToViewMap.transform1.multiplyXYZWQuietRenormalize(input.x, input.y, input.z, input.w, out); }\r\n\r\n /** Get an 8-point Frustum corresponding to the 8 corners of the Viewport in the specified coordinate system.\r\n *\r\n * There are two sets of corners that may be of interest.\r\n * The \"adjusted\" box is the one that is computed by examining the \"viewed extents\" and moving\r\n * the front and back planes to enclose everything in the view.\r\n * The \"unadjusted\" box is the one that is stored in the ViewState.\r\n * @param sys Coordinate system for points\r\n * @param adjustedBox If true, retrieve the adjusted box. Otherwise retrieve the box that came from the view definition.\r\n * @param box optional Frustum for return value\r\n * @return the view frustum\r\n * @note The \"adjusted\" box may be either larger or smaller than the \"unadjusted\" box.\r\n */\r\n public getFrustum(sys: CoordSystem = CoordSystem.World, adjustedBox: boolean = true, box?: Frustum): Frustum {\r\n box = box ? box.initNpc() : new Frustum();\r\n\r\n // if they are looking for the \"unexpanded\" (that is before f/b clipping expansion) box, we need to get the npc\r\n // coordinates that correspond to the unexpanded box in the npc space of the Expanded view (that's the basis for all\r\n // of the root-based maps.)\r\n if (!adjustedBox && this.zClipAdjusted) {\r\n // to get unexpanded box, we have to go recompute rootToNpc from original View.\r\n const ueRootToNpc = this.view.computeWorldToNpc(this.rotation, this.viewOriginUnexpanded, this.viewDeltaUnexpanded);\r\n if (undefined === ueRootToNpc.map)\r\n return box; // invalid frustum\r\n\r\n // get the root corners of the unexpanded box\r\n const ueRootBox = new Frustum();\r\n ueRootToNpc.map.transform1.multiplyPoint3dArrayQuietNormalize(ueRootBox.points);\r\n\r\n // and convert them to npc coordinates of the expanded view\r\n this.worldToNpcArray(ueRootBox.points);\r\n box.setFrom(ueRootBox);\r\n }\r\n\r\n // now convert from NPC space to the specified coordinate system.\r\n switch (sys) {\r\n case CoordSystem.View:\r\n this.npcToViewArray(box.points);\r\n break;\r\n\r\n case CoordSystem.World:\r\n this.npcToWorldArray(box.points);\r\n break;\r\n }\r\n return box;\r\n }\r\n\r\n /** @internal */\r\n public getPixelSizeAtPoint(inPoint?: Point3d) {\r\n const viewPt = !!inPoint ? this.worldToView(inPoint) : this.npcToView(new Point3d(0.5, 0.5, 0.5));\r\n const viewPt2 = new Point3d(viewPt.x + 1.0, viewPt.y, viewPt.z);\r\n return this.viewToWorld(viewPt).distance(this.viewToWorld(viewPt2));\r\n }\r\n\r\n /** @internal */\r\n public getPreloadFrustum(transformOrScale?: Transform | number, result?: Frustum) {\r\n const viewFrustum = this.getFrustum(CoordSystem.World, true);\r\n\r\n if (transformOrScale && transformOrScale instanceof Transform) {\r\n return viewFrustum.transformBy(transformOrScale, result);\r\n } else {\r\n const scale = transformOrScale === undefined ? 2 : transformOrScale;\r\n const expandedFrustum = viewFrustum.clone(result);\r\n expandedFrustum.scaleXYAboutCenter(scale);\r\n return expandedFrustum;\r\n }\r\n }\r\n}\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Views\r\n */\r\n\r\nimport {\r\n AxisOrder, ClipPlaneContainment, Constant, Map4d, Matrix3d, Plane3dByOriginAndUnitNormal, Point3d, Point4d, Range1d, Range2d, Range3d, Transform, Vector3d, XYAndZ, XYZ,\r\n} from \"@itwin/core-geometry\";\r\nimport { AxisAlignedBox3d, Frustum, GridOrientationType, Npc, NpcCorners } from \"@itwin/core-common\";\r\nimport { ApproximateTerrainHeights } from \"./ApproximateTerrainHeights\";\r\nimport { CoordSystem } from \"./CoordSystem\";\r\nimport { Viewport } from \"./Viewport\";\r\nimport { ViewRect } from \"./common/ViewRect\";\r\nimport { ViewState } from \"./ViewState\";\r\nimport { Frustum2d } from \"./Frustum2d\";\r\nimport { getFrustumPlaneIntersectionDepthRange } from \"./BackgroundMapGeometry\";\r\n\r\n/** Describes a [[Viewport]]'s viewing volume, plus its size on the screen. A new\r\n * instance of ViewingSpace is created every time the Viewport's frustum changes.\r\n * @see [[Viewport.viewingSpace]].\r\n * @public\r\n * @extensions\r\n */\r\nexport class ViewingSpace {\r\n private readonly _viewRange = new ViewRect(); // scratch variable\r\n private readonly _viewCorners = new Range3d(); // scratch variable\r\n\r\n /** @internal */\r\n public frustFraction = 1.0;\r\n /** Maximum ratio of frontplane to backplane distance for 24 bit non-logarithmic zbuffer\r\n * @internal\r\n */\r\n public static nearScaleNonLog24 = 0.0003;\r\n /** Maximum fraction of frontplane to backplane distance for 24 bit logarithmic zbuffer\r\n * @internal\r\n */\r\n public static nearScaleLog24 = 1.0E-8;\r\n /** View origin, potentially expanded */\r\n public readonly viewOrigin = new Point3d();\r\n /** View delta, potentially expanded */\r\n public readonly viewDelta = new Vector3d();\r\n /** View origin (from ViewState, unexpanded) */\r\n public readonly viewOriginUnexpanded = new Point3d();\r\n /** View delta (from ViewState, unexpanded) */\r\n public readonly viewDeltaUnexpanded = new Vector3d();\r\n /** View rotation matrix (copied from ViewState) */\r\n public readonly rotation = new Matrix3d();\r\n /** Provides conversions between world and view coordinates. */\r\n public readonly worldToViewMap = Map4d.createIdentity();\r\n /** Providers conversions between world and Npc (non-dimensional perspective) coordinates. */\r\n public readonly worldToNpcMap = Map4d.createIdentity();\r\n /** @internal */\r\n public readonly zClipAdjusted: boolean = false; // were the view z clip planes adjusted due to front/back clipping off?\r\n /** Eye point - undefined if not a perspective projection. */\r\n public readonly eyePoint: Point3d | undefined;\r\n\r\n private _view: ViewState;\r\n\r\n /** The ViewState for this Viewport */\r\n public get view(): ViewState { return this._view; }\r\n public set view(view: ViewState) { this._view = view; }\r\n\r\n private readonly _clientWidth: number;\r\n private readonly _clientHeight: number;\r\n\r\n /** Get the rectangle of this Viewport in ViewCoordinates. */\r\n private get _viewRect(): ViewRect {\r\n this._viewRange.init(0, 0, this._clientWidth, this._clientHeight);\r\n return this._viewRange;\r\n }\r\n\r\n private static _copyOutput(from: XYZ, to?: XYZ) {\r\n let pt = from;\r\n if (to) {\r\n to.setFrom(from);\r\n pt = to;\r\n }\r\n\r\n return pt;\r\n }\r\n\r\n /** @internal */\r\n public toViewOrientation(from: XYZ, to?: XYZ) { this.rotation.multiplyVectorInPlace(ViewingSpace._copyOutput(from, to)); }\r\n /** @internal */\r\n public fromViewOrientation(from: XYZ, to?: XYZ) { this.rotation.multiplyTransposeVectorInPlace(ViewingSpace._copyOutput(from, to)); }\r\n\r\n /** Ensure the rotation matrix for this view is aligns the root z with the view out (i.e. a \"2d view\"). */\r\n private alignWithRootZ() {\r\n const zUp = Vector3d.unitZ();\r\n if (zUp.isAlmostEqual(this.rotation.rowZ()))\r\n return;\r\n const r = this.rotation.transpose();\r\n r.setColumn(2, zUp);\r\n Matrix3d.createRigidFromMatrix3d(r, AxisOrder.ZXY, r);\r\n r.transpose(this.rotation);\r\n this.view.setRotation(this.rotation); // Don't let viewState and viewport rotation be different.\r\n }\r\n\r\n private validateCamera() {\r\n const view = this.view;\r\n if (!view.is3d())\r\n return;\r\n\r\n const camera = view.camera;\r\n camera.validateLens();\r\n if (camera.isFocusValid)\r\n return;\r\n\r\n const vDelta = view.getExtents();\r\n const maxDelta = vDelta.x > vDelta.y ? vDelta.x : vDelta.y;\r\n let focusDistance = maxDelta / (2.0 * Math.tan(camera.getLensAngle().radians / 2.0));\r\n\r\n if (focusDistance < vDelta.z / 2.0)\r\n focusDistance = vDelta.z / 2.0;\r\n\r\n const eyePoint = new Point3d(vDelta.x / 2.0, vDelta.y / 2.0, (vDelta.z / 2.0) + focusDistance);\r\n\r\n this.fromViewOrientation(eyePoint);\r\n eyePoint.plus(view.getOrigin(), eyePoint);\r\n camera.setEyePoint(eyePoint);\r\n camera.setFocusDistance(focusDistance);\r\n }\r\n\r\n /** @internal */\r\n public getTerrainHeightRange(): Range1d | undefined {\r\n const frustum = this.getFrustum();\r\n const cartoRange = Range2d.createNull();\r\n for (let i = 0; i < 8; i++) {\r\n const corner = frustum.getCorner(i);\r\n const carto = this.view.iModel.spatialToCartographicFromEcef(corner);\r\n cartoRange.extendXY(carto.longitude, carto.latitude);\r\n }\r\n\r\n return ApproximateTerrainHeights.instance.getMinimumMaximumHeights(cartoRange);\r\n }\r\n\r\n private static _minDepth = 1; // Allowing very small depth will cause frustum calculations to fail.\r\n\r\n /** Compute the bounding box of this viewing space in [[CoordSystem.World]] coordinates, including the extents of any [[TiledGraphicsProvider]]s registered with the [[Viewport]]. */\r\n public readonly getViewedExtents: () => AxisAlignedBox3d;\r\n\r\n /** Adjust the front and back planes to encompass the entire viewed volume */\r\n private adjustZPlanes(origin: Point3d, delta: Vector3d): void {\r\n const view = this.view;\r\n if (!view.is3d()) // only necessary for 3d views\r\n return;\r\n\r\n delta.z = Math.max(delta.z, ViewingSpace._minDepth);\r\n\r\n const extents = this.getViewedExtents();\r\n const frustum = new Frustum();\r\n const worldToNpc = this.view.computeWorldToNpc(this.rotation, this.viewOrigin, this.viewDelta, false).map as Map4d;\r\n\r\n if (worldToNpc === undefined)\r\n return;\r\n\r\n worldToNpc.transform1.multiplyPoint3dArrayQuietNormalize(frustum.points);\r\n const clipPlanes = frustum.getRangePlanes(false, false, 0);\r\n const viewedExtentCorners = extents.corners();\r\n\r\n // Only extend depth to include viewed geometry if it is within the frustum. (if viewing global locations).\r\n if (clipPlanes.classifyPointContainment(viewedExtentCorners, false) === ClipPlaneContainment.StronglyOutside)\r\n extents.setNull();\r\n\r\n let depthRange;\r\n let gridPlane;\r\n if (this.view.viewFlags.grid) {\r\n const gridOrigin = this.view.isSpatialView() ? this.view.iModel.globalOrigin : Point3d.create();\r\n switch(this.view.getGridOrientation()) {\r\n case GridOrientationType.WorldXY:\r\n gridPlane = Plane3dByOriginAndUnitNormal.create(gridOrigin, Vector3d.create(0, 0, 1));\r\n break;\r\n case GridOrientationType.WorldYZ:\r\n gridPlane = Plane3dByOriginAndUnitNormal.create(gridOrigin, Vector3d.create(1, 0, 0));\r\n break;\r\n case GridOrientationType.WorldXZ:\r\n gridPlane = Plane3dByOriginAndUnitNormal.create(gridOrigin, Vector3d.create(0, 1, 0));\r\n break;\r\n\r\n case GridOrientationType.AuxCoord:\r\n if (this.view.auxiliaryCoordinateSystem)\r\n gridPlane = Plane3dByOriginAndUnitNormal.create(gridOrigin, this.view.auxiliaryCoordinateSystem.getRotation().rowZ());\r\n\r\n break;\r\n }\r\n }\r\n const globalGeometry = this.view.displayStyle.getGlobalGeometryAndHeightRange();\r\n if (undefined !== globalGeometry) {\r\n const viewZ = this.rotation.getRow(2);\r\n const eyeDepth = this.eyePoint ? viewZ.dotProduct(this.eyePoint) : undefined;\r\n\r\n depthRange = globalGeometry.geometry.getFrustumIntersectionDepthRange(frustum, extents, globalGeometry.heightRange, gridPlane, this.view.maxGlobalScopeFactor > 1);\r\n\r\n if (eyeDepth !== undefined) {\r\n const maxBackgroundFrontBackRatio = 1.0E6;\r\n const frontDist = Math.max(.1, eyeDepth - depthRange.high);\r\n const backDist = eyeDepth - depthRange.low;\r\n if (backDist / frontDist > maxBackgroundFrontBackRatio)\r\n depthRange.high = eyeDepth - backDist / maxBackgroundFrontBackRatio;\r\n }\r\n } else\r\n depthRange = gridPlane ? getFrustumPlaneIntersectionDepthRange(frustum, gridPlane) : Range1d.createNull();\r\n\r\n if (!extents.isNull) {\r\n const viewZ = this.rotation.getRow(2);\r\n const corners = extents.corners();\r\n for (const corner of corners)\r\n depthRange.extendX(viewZ.dotProduct(corner));\r\n }\r\n\r\n if (depthRange.isNull)\r\n return;\r\n\r\n this.rotation.multiplyVectorInPlace(origin); // put origin in view coordinates\r\n origin.z = depthRange.low; // set origin to back of viewed extents\r\n delta.z = Math.max(depthRange.high - depthRange.low, ViewingSpace._minDepth); // and delta to front of viewed extents\r\n this.rotation.multiplyTransposeVectorInPlace(origin);\r\n\r\n if (!view.isCameraOn)\r\n return;\r\n\r\n // if the camera is on, we need to make sure that the viewed volume is not behind the eye\r\n const eyeOrg = this.eyePoint!.minus(origin);\r\n this.rotation.multiplyVectorInPlace(eyeOrg);\r\n\r\n // if the distance from the eye to origin in less than 1 meter, move the origin away from the eye. Usually, this means\r\n // that the camera is outside the viewed extents and pointed away from it. There's nothing to see anyway.\r\n if (eyeOrg.z < 1.0) {\r\n this.rotation.multiplyVectorInPlace(origin);\r\n origin.z -= (2.0 - eyeOrg.z);\r\n this.rotation.multiplyTransposeVectorInPlace(origin);\r\n delta.z = 1.0;\r\n return;\r\n }\r\n\r\n // if part of the viewed extents are behind the eye, don't include that.\r\n if (delta.z > eyeOrg.z)\r\n delta.z = eyeOrg.z;\r\n }\r\n\r\n /* get the mapping from NPC to view\r\n * @internal\r\n */\r\n public calcNpcToView(): Map4d {\r\n const corners = this.getViewCorners();\r\n const map = Map4d.createBoxMap(NpcCorners[Npc._000], NpcCorners[Npc._111], corners.low, corners.high);\r\n\r\n // The map may be undefined if the view rect's width or height is zero.\r\n return undefined === map ? Map4d.createIdentity() : map;\r\n }\r\n\r\n /* Get the extents of this view, in ViewCoordinates, as a Range3d */\r\n public getViewCorners(): Range3d {\r\n const corners = this._viewCorners;\r\n const viewRect = this._viewRect;\r\n corners.high.x = viewRect.right;\r\n corners.low.y = viewRect.bottom; // y's are swapped on the screen!\r\n corners.low.x = 0;\r\n corners.high.y = 0;\r\n corners.low.z = -32767;\r\n corners.high.z = 32767;\r\n return corners;\r\n }\r\n\r\n private constructor(vp: Viewport) {\r\n const view = this._view = vp.view;\r\n const viewRect = vp.viewRect;\r\n this._clientWidth = viewRect.width;\r\n this._clientHeight = viewRect.height;\r\n const origin = view.getOrigin().clone();\r\n const delta = view.getExtents().clone();\r\n this.rotation.setFrom(view.getRotation());\r\n\r\n this.getViewedExtents = () => {\r\n const extents = this._view.getViewedExtents();\r\n vp.forEachTiledGraphicsProvider((provider) => {\r\n provider.forEachTileTreeRef(vp, (ref) => {\r\n ref.unionFitRange(extents);\r\n });\r\n });\r\n\r\n return extents;\r\n };\r\n\r\n // first, make sure none of the deltas are negative\r\n delta.x = Math.abs(delta.x);\r\n delta.y = Math.abs(delta.y);\r\n delta.z = Math.abs(delta.z);\r\n\r\n this.viewOriginUnexpanded.setFrom(origin);\r\n this.viewDeltaUnexpanded.setFrom(delta);\r\n this.viewOrigin.setFrom(origin);\r\n this.viewDelta.setFrom(delta);\r\n this.zClipAdjusted = false;\r\n this.eyePoint = undefined;\r\n\r\n if (view.is3d()) {\r\n if (!view.allow3dManipulations()) {\r\n // we're in a \"2d\" view of a physical model. That means that we must have our orientation with z out of the screen with z=0 at the center.\r\n this.alignWithRootZ(); // make sure we're in a z Up view\r\n\r\n const extents = this.getViewedExtents();\r\n if (extents.isNull) {\r\n extents.low.z = Frustum2d.minimumZExtents.low;\r\n extents.high.z = Frustum2d.minimumZExtents.high;\r\n }\r\n\r\n let zMax = Math.max(Math.abs(extents.low.z), Math.abs(extents.high.z));\r\n zMax = Math.max(zMax, 1.0); // make sure we have at least +-1m. Data may be purely planar\r\n delta.z = 2.0 * zMax;\r\n origin.z = -zMax;\r\n const ds = this.view.displayStyle;\r\n if (ds.getIsBackgroundMapVisible() && undefined !== ds.getBackgroundMapGeometry())\r\n this.adjustZPlanes(origin, delta); // make sure view volume includes background map\r\n } else {\r\n if (view.isCameraOn)\r\n this.validateCamera();\r\n\r\n if (view.isCameraOn)\r\n this.eyePoint = view.camera.getEyePoint().clone();\r\n\r\n this.adjustZPlanes(origin, delta); // make sure view volume includes entire volume of view\r\n\r\n // if the camera is on, don't allow front plane behind camera\r\n if (this.eyePoint) {\r\n const eyeOrg = this.eyePoint.minus(origin); // vector from eye to origin\r\n this.toViewOrientation(eyeOrg);\r\n\r\n const frontDist = eyeOrg.z - delta.z; // front distance is backDist - delta.z\r\n\r\n // allow ViewState to specify a minimum front dist, but in no case less than 6 inches\r\n const minFrontDist = Math.max(15.2 * Constant.oneCentimeter, view.forceMinFrontDist);\r\n if (frontDist < minFrontDist) {\r\n // camera is too close to front plane, move origin away from eye to maintain a minimum front distance.\r\n this.toViewOrientation(origin);\r\n origin.z -= (minFrontDist - frontDist);\r\n this.fromViewOrientation(origin);\r\n }\r\n }\r\n\r\n // if we moved the z planes, set the \"zClipAdjusted\" flag.\r\n if (!origin.isExactEqual(this.viewOriginUnexpanded) || !delta.isExactEqual(this.viewDeltaUnexpanded))\r\n this.zClipAdjusted = true;\r\n }\r\n } else { // 2d viewport\r\n this.alignWithRootZ();\r\n }\r\n\r\n this.viewOrigin.setFrom(origin);\r\n this.viewDelta.setFrom(delta);\r\n\r\n const newRootToNpc = this.view.computeWorldToNpc(this.rotation, origin, delta, !this.view.displayStyle.getIsBackgroundMapVisible() /* if displaying background map, don't enforce front/back ratio as no Z-Buffer */);\r\n if (newRootToNpc.map === undefined) {\r\n this.frustFraction = 0; // invalid frustum\r\n return;\r\n }\r\n\r\n this.worldToNpcMap.setFrom(newRootToNpc.map);\r\n this.frustFraction = newRootToNpc.frustFraction;\r\n this.worldToViewMap.setFrom(this.calcNpcToView().multiplyMapMap(this.worldToNpcMap));\r\n }\r\n\r\n /** Create from a Viewport. */\r\n public static createFromViewport(vp: Viewport): ViewingSpace | undefined {\r\n return new ViewingSpace(vp);\r\n }\r\n\r\n /** Convert an array of points from CoordSystem.View to CoordSystem.Npc */\r\n public viewToNpcArray(pts: Point3d[]): void {\r\n const corners = this.getViewCorners();\r\n const scrToNpcTran = Transform.createIdentity();\r\n Transform.initFromRange(corners.low, corners.high, undefined, scrToNpcTran);\r\n scrToNpcTran.multiplyPoint3dArrayInPlace(pts);\r\n }\r\n\r\n /** Convert an array of points from CoordSystem.Npc to CoordSystem.View */\r\n public npcToViewArray(pts: Point3d[]): void {\r\n const corners = this.getViewCorners();\r\n for (const p of pts)\r\n corners.fractionToPoint(p.x, p.y, p.z, p);\r\n }\r\n\r\n /** Convert a point from CoordSystem.View to CoordSystem.Npc\r\n * @param pt the point to convert\r\n * @param out optional location for result. If undefined, a new Point3d is created.\r\n */\r\n public viewToNpc(pt: Point3d, out?: Point3d): Point3d {\r\n const corners = this.getViewCorners();\r\n const scrToNpcTran = Transform.createIdentity();\r\n Transform.initFromRange(corners.low, corners.high, undefined, scrToNpcTran);\r\n return scrToNpcTran.multiplyPoint3d(pt, out);\r\n }\r\n\r\n /** Convert a point from CoordSystem.Npc to CoordSystem.View\r\n * @param pt the point to convert\r\n * @param out optional location for result. If undefined, a new Point3d is created.\r\n */\r\n public npcToView(pt: Point3d, out?: Point3d): Point3d {\r\n const corners = this.getViewCorners();\r\n return corners.fractionToPoint(pt.x, pt.y, pt.z, out);\r\n }\r\n\r\n /** Convert an array of points from CoordSystem.World to CoordSystem.Npc */\r\n public worldToNpcArray(pts: Point3d[]): void { this.worldToNpcMap.transform0.multiplyPoint3dArrayQuietNormalize(pts); }\r\n /** Convert an array of points from CoordSystem.Npc to CoordSystem.World */\r\n public npcToWorldArray(pts: Point3d[]): void { this.worldToNpcMap.transform1.multiplyPoint3dArrayQuietNormalize(pts); }\r\n /** Convert an array of points from CoordSystem.World to CoordSystem.View */\r\n public worldToViewArray(pts: Point3d[]): void { this.worldToViewMap.transform0.multiplyPoint3dArrayQuietNormalize(pts); }\r\n /** Convert an array of points from CoordSystem.World to CoordSystem.View, as Point4ds */\r\n public worldToView4dArray(worldPts: Point3d[], viewPts: Point4d[]): void { this.worldToViewMap.transform0.multiplyPoint3dArray(worldPts, viewPts); }\r\n /** Convert an array of points from CoordSystem.View to CoordSystem.World */\r\n public viewToWorldArray(pts: Point3d[]) { this.worldToViewMap.transform1.multiplyPoint3dArrayQuietNormalize(pts); }\r\n /** Convert an array of points from CoordSystem.View as Point4ds to CoordSystem.World */\r\n public view4dToWorldArray(viewPts: Point4d[], worldPts: Point3d[]): void { this.worldToViewMap.transform1.multiplyPoint4dArrayQuietRenormalize(viewPts, worldPts); }\r\n\r\n /**\r\n * Convert a point from CoordSystem.World to CoordSystem.Npc\r\n * @param pt the point to convert\r\n * @param out optional location for result. If undefined, a new Point3d is created.\r\n */\r\n public worldToNpc(pt: XYAndZ, out?: Point3d): Point3d { return this.worldToNpcMap.transform0.multiplyPoint3dQuietNormalize(pt, out); }\r\n /**\r\n * Convert a point from CoordSystem.Npc to CoordSystem.World\r\n * @param pt the point to convert\r\n * @param out optional location for result. If undefined, a new Point3d is created.\r\n */\r\n public npcToWorld(pt: XYAndZ, out?: Point3d): Point3d { return this.worldToNpcMap.transform1.multiplyPoint3dQuietNormalize(pt, out); }\r\n /**\r\n * Convert a point from CoordSystem.World to CoordSystem.View\r\n * @param pt the point to convert\r\n * @param out optional location for result. If undefined, a new Point3d is created.\r\n */\r\n public worldToView(input: XYAndZ, out?: Point3d): Point3d { return this.worldToViewMap.transform0.multiplyPoint3dQuietNormalize(input, out); }\r\n /**\r\n * Convert a point from CoordSystem.World to CoordSystem.View as Point4d\r\n * @param input the point to convert\r\n * @param out optional location for result. If undefined, a new Point4d is created.\r\n */\r\n public worldToView4d(input: XYAndZ, out?: Point4d): Point4d { return this.worldToViewMap.transform0.multiplyPoint3d(input, 1.0, out); }\r\n /**\r\n * Convert a point from CoordSystem.View to CoordSystem.World\r\n * @param pt the point to convert\r\n * @param out optional location for result. If undefined, a new Point3d is created.\r\n */\r\n public viewToWorld(input: XYAndZ, out?: Point3d): Point3d { return this.worldToViewMap.transform1.multiplyPoint3dQuietNormalize(input, out); }\r\n /**\r\n * Convert a point from CoordSystem.View as a Point4d to CoordSystem.View\r\n * @param input the point to convert\r\n * @param out optional location for result. If undefined, a new Point3d is created.\r\n */\r\n public view4dToWorld(input: Point4d, out?: Point3d): Point3d { return this.worldToViewMap.transform1.multiplyXYZWQuietRenormalize(input.x, input.y, input.z, input.w, out); }\r\n\r\n /** Get an 8-point Frustum corresponding to the 8 corners of the Viewport in the specified coordinate system.\r\n *\r\n * There are two sets of corners that may be of interest.\r\n * The \"adjusted\" box is the one that is computed by examining the \"viewed extents\" and moving\r\n * the front and back planes to enclose everything in the view.\r\n * The \"unadjusted\" box is the one that is stored in the ViewState.\r\n * @param sys Coordinate system for points\r\n * @param adjustedBox If true, retrieve the adjusted box. Otherwise retrieve the box that came from the view definition.\r\n * @param box optional Frustum for return value\r\n * @return the view frustum\r\n * @note The \"adjusted\" box may be either larger or smaller than the \"unadjusted\" box.\r\n */\r\n public getFrustum(sys: CoordSystem = CoordSystem.World, adjustedBox: boolean = true, box?: Frustum): Frustum {\r\n box = box ? box.initNpc() : new Frustum();\r\n\r\n // if they are looking for the \"unexpanded\" (that is before f/b clipping expansion) box, we need to get the npc\r\n // coordinates that correspond to the unexpanded box in the npc space of the Expanded view (that's the basis for all\r\n // of the root-based maps.)\r\n if (!adjustedBox && this.zClipAdjusted) {\r\n // to get unexpanded box, we have to go recompute rootToNpc from original View.\r\n const ueRootToNpc = this.view.computeWorldToNpc(this.rotation, this.viewOriginUnexpanded, this.viewDeltaUnexpanded);\r\n if (undefined === ueRootToNpc.map)\r\n return box; // invalid frustum\r\n\r\n // get the root corners of the unexpanded box\r\n const ueRootBox = new Frustum();\r\n ueRootToNpc.map.transform1.multiplyPoint3dArrayQuietNormalize(ueRootBox.points);\r\n\r\n // and convert them to npc coordinates of the expanded view\r\n this.worldToNpcArray(ueRootBox.points);\r\n box.setFrom(ueRootBox);\r\n }\r\n\r\n // now convert from NPC space to the specified coordinate system.\r\n switch (sys) {\r\n case CoordSystem.View:\r\n this.npcToViewArray(box.points);\r\n break;\r\n\r\n case CoordSystem.World:\r\n this.npcToWorldArray(box.points);\r\n break;\r\n }\r\n return box;\r\n }\r\n\r\n /** @internal */\r\n public getPixelSizeAtPoint(inPoint?: Point3d) {\r\n const viewPt = !!inPoint ? this.worldToView(inPoint) : this.npcToView(new Point3d(0.5, 0.5, 0.5));\r\n const viewPt2 = new Point3d(viewPt.x + 1.0, viewPt.y, viewPt.z);\r\n return this.viewToWorld(viewPt).distance(this.viewToWorld(viewPt2));\r\n }\r\n\r\n /** @internal */\r\n public getPreloadFrustum(transformOrScale?: Transform | number, result?: Frustum) {\r\n const viewFrustum = this.getFrustum(CoordSystem.World, true);\r\n\r\n if (transformOrScale && transformOrScale instanceof Transform) {\r\n return viewFrustum.transformBy(transformOrScale, result);\r\n } else {\r\n const scale = transformOrScale === undefined ? 2 : transformOrScale;\r\n const expandedFrustum = viewFrustum.clone(result);\r\n expandedFrustum.scaleXYAboutCenter(scale);\r\n return expandedFrustum;\r\n }\r\n }\r\n}\r\n"]}
@@ -196,6 +196,8 @@ export class Viewport {
196
196
  this.invalidateScene();
197
197
  }
198
198
  }
199
+ /** Don't allow entries in the view undo buffer unless they're separated by more than this amount of time. */
200
+ static { this.undoDelay = BeDuration.fromSeconds(.5); }
199
201
  /** See [DisplayStyle3dSettings.lights]($common) */
200
202
  get lightSettings() {
201
203
  return this.displayStyle.is3d() ? this.displayStyle.settings.lights : undefined;
@@ -2346,8 +2348,6 @@ export class Viewport {
2346
2348
  get drawingToSheetTransform() { return undefined; }
2347
2349
  set drawingToSheetTransform(_) { assert(false, "drawingToSheetTransform is only relevant for OffScreenViewport"); }
2348
2350
  }
2349
- /** Don't allow entries in the view undo buffer unless they're separated by more than this amount of time. */
2350
- Viewport.undoDelay = BeDuration.fromSeconds(.5);
2351
2351
  /** An interactive Viewport that exists within an HTMLDivElement. ScreenViewports can receive HTML events.
2352
2352
  * To render the contents of a ScreenViewport, it must be added to the [[ViewManager]] via ViewManager.addViewport().
2353
2353
  * Every frame, the ViewManager will update the Viewport's state and re-render its contents if anything has changed.
@@ -2379,6 +2379,45 @@ Viewport.undoDelay = BeDuration.fromSeconds(.5);
2379
2379
  * @extensions
2380
2380
  */
2381
2381
  export class ScreenViewport extends Viewport {
2382
+ /** Settings that may be adjusted to control the way animations are applied to a [[ScreenViewport]] by methods like
2383
+ * [[changeView]] and [[synchWithView].
2384
+ */
2385
+ static { this.animation = {
2386
+ /** Duration of animations of viewing operations. */
2387
+ time: {
2388
+ fast: BeDuration.fromSeconds(.5),
2389
+ normal: BeDuration.fromSeconds(1.0),
2390
+ slow: BeDuration.fromSeconds(1.25),
2391
+ /** Duration used when zooming with the mouse wheel. */
2392
+ wheel: BeDuration.fromSeconds(.5),
2393
+ },
2394
+ /** The easing function to use for view animations. */
2395
+ easing: Easing.Cubic.Out,
2396
+ /** Pertains to view transitions that move far distances, but maintain the same view direction.
2397
+ * In that case we zoom out, move the camera, and zoom back in rather than transitioning linearly to
2398
+ * provide context for the starting and ending positions. These settings control how and when that happens.
2399
+ */
2400
+ zoomOut: {
2401
+ /** Whether to allow zooming out. If you don't want it, set this to false. */
2402
+ enable: true,
2403
+ /** The interpolation function used for camera height and position over the zoomOut operation. */
2404
+ interpolation: Interpolation.Bezier,
2405
+ /** Array of fractional height the camera rises over the animation. Height is interpolated over the array during the duration of the zoom operation.
2406
+ * At 1.0 it will be high enough that both are visible if the camera were centered between then.
2407
+ * Must start and end at 0.
2408
+ */
2409
+ heights: [0, 1.5, 2.0, 1.8, 1.5, 1.2, 1, 0],
2410
+ /** Array of fractional positions of the camera from starting to ending location when zooming.
2411
+ * Position is interpolated from the array using the interpolation function over the duration of the zoom operation (see tween.ts)
2412
+ * Must start at 0 and end at 1.
2413
+ */
2414
+ positions: [0, 0, .1, .3, .5, .8, 1],
2415
+ /** Zoom out/in only if the beginning and ending view's range, each expanded by this factor, overlap. */
2416
+ margin: 2.5,
2417
+ /** Multiply the duration of the animation by this factor when performing a zoom out. */
2418
+ durationFactor: 1.5,
2419
+ },
2420
+ }; }
2382
2421
  /** Create a new ScreenViewport that shows a View of an iModel into an HTMLDivElement. This method will create a new HTMLCanvasElement as a child of the supplied parentDiv.
2383
2422
  * It also creates two new child HTMLDivElements: one of class "overlay-decorators" for HTML overlay decorators, and one of class
2384
2423
  * "overlay-tooltip" for ToolTips. All the new child HTMLElements are the same size as the parentDiv.
@@ -2954,45 +2993,6 @@ export class ScreenViewport extends Viewport {
2954
2993
  return promise;
2955
2994
  }
2956
2995
  }
2957
- /** Settings that may be adjusted to control the way animations are applied to a [[ScreenViewport]] by methods like
2958
- * [[changeView]] and [[synchWithView].
2959
- */
2960
- ScreenViewport.animation = {
2961
- /** Duration of animations of viewing operations. */
2962
- time: {
2963
- fast: BeDuration.fromSeconds(.5),
2964
- normal: BeDuration.fromSeconds(1.0),
2965
- slow: BeDuration.fromSeconds(1.25),
2966
- /** Duration used when zooming with the mouse wheel. */
2967
- wheel: BeDuration.fromSeconds(.5),
2968
- },
2969
- /** The easing function to use for view animations. */
2970
- easing: Easing.Cubic.Out,
2971
- /** Pertains to view transitions that move far distances, but maintain the same view direction.
2972
- * In that case we zoom out, move the camera, and zoom back in rather than transitioning linearly to
2973
- * provide context for the starting and ending positions. These settings control how and when that happens.
2974
- */
2975
- zoomOut: {
2976
- /** Whether to allow zooming out. If you don't want it, set this to false. */
2977
- enable: true,
2978
- /** The interpolation function used for camera height and position over the zoomOut operation. */
2979
- interpolation: Interpolation.Bezier,
2980
- /** Array of fractional height the camera rises over the animation. Height is interpolated over the array during the duration of the zoom operation.
2981
- * At 1.0 it will be high enough that both are visible if the camera were centered between then.
2982
- * Must start and end at 0.
2983
- */
2984
- heights: [0, 1.5, 2.0, 1.8, 1.5, 1.2, 1, 0],
2985
- /** Array of fractional positions of the camera from starting to ending location when zooming.
2986
- * Position is interpolated from the array using the interpolation function over the duration of the zoom operation (see tween.ts)
2987
- * Must start at 0 and end at 1.
2988
- */
2989
- positions: [0, 0, .1, .3, .5, .8, 1],
2990
- /** Zoom out/in only if the beginning and ending view's range, each expanded by this factor, overlap. */
2991
- margin: 2.5,
2992
- /** Multiply the duration of the animation by this factor when performing a zoom out. */
2993
- durationFactor: 1.5,
2994
- },
2995
- };
2996
2996
  function _clear2dCanvas(canvas) {
2997
2997
  const ctx = canvas.getContext("2d", { alpha: true });
2998
2998
  ctx.save();