@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.
- package/CHANGELOG.md +42 -1
- package/lib/cjs/AccuDraw.d.ts +63 -8
- package/lib/cjs/AccuDraw.d.ts.map +1 -1
- package/lib/cjs/AccuDraw.js +118 -16
- package/lib/cjs/AccuDraw.js.map +1 -1
- package/lib/cjs/ApproximateTerrainHeights.js +1 -1
- package/lib/cjs/ApproximateTerrainHeights.js.map +1 -1
- package/lib/cjs/BackgroundMapGeometry.js +5 -5
- package/lib/cjs/BackgroundMapGeometry.js.map +1 -1
- package/lib/cjs/BriefcaseTxns.d.ts +2 -2
- package/lib/cjs/BriefcaseTxns.d.ts.map +1 -1
- package/lib/cjs/BriefcaseTxns.js.map +1 -1
- package/lib/cjs/DrawingViewState.js +9 -9
- package/lib/cjs/DrawingViewState.js.map +1 -1
- package/lib/cjs/GraphicalEditingScope.js +5 -5
- package/lib/cjs/GraphicalEditingScope.js.map +1 -1
- package/lib/cjs/IModelApp.d.ts.map +1 -1
- package/lib/cjs/IModelApp.js +62 -64
- package/lib/cjs/IModelApp.js.map +1 -1
- package/lib/cjs/IModelConnection.d.ts +4 -1
- package/lib/cjs/IModelConnection.d.ts.map +1 -1
- package/lib/cjs/IModelConnection.js +24 -21
- package/lib/cjs/IModelConnection.js.map +1 -1
- package/lib/cjs/IModelRoutingContext.d.ts +0 -3
- package/lib/cjs/IModelRoutingContext.d.ts.map +1 -1
- package/lib/cjs/IModelRoutingContext.js +5 -4
- package/lib/cjs/IModelRoutingContext.js.map +1 -1
- package/lib/cjs/IpcApp.d.ts.map +1 -1
- package/lib/cjs/IpcApp.js +4 -3
- package/lib/cjs/IpcApp.js.map +1 -1
- package/lib/cjs/LocalhostIpcApp.js +1 -1
- package/lib/cjs/LocalhostIpcApp.js.map +1 -1
- package/lib/cjs/NativeApp.js +15 -17
- package/lib/cjs/NativeApp.js.map +1 -1
- package/lib/cjs/NativeAppLogger.js +1 -1
- package/lib/cjs/NativeAppLogger.js.map +1 -1
- package/lib/cjs/NoRenderApp.js +1 -1
- package/lib/cjs/NoRenderApp.js.map +1 -1
- package/lib/cjs/RealityDataSourceTilesetUrlImpl.d.ts +6 -1
- package/lib/cjs/RealityDataSourceTilesetUrlImpl.d.ts.map +1 -1
- package/lib/cjs/RealityDataSourceTilesetUrlImpl.js +14 -2
- package/lib/cjs/RealityDataSourceTilesetUrlImpl.js.map +1 -1
- package/lib/cjs/SelectionSet.d.ts +84 -35
- package/lib/cjs/SelectionSet.d.ts.map +1 -1
- package/lib/cjs/SelectionSet.js +419 -163
- package/lib/cjs/SelectionSet.js.map +1 -1
- package/lib/cjs/Sprites.js +1 -1
- package/lib/cjs/Sprites.js.map +1 -1
- package/lib/cjs/ViewCreator2d.js +3 -3
- package/lib/cjs/ViewCreator2d.js.map +1 -1
- package/lib/cjs/ViewGlobalLocation.js +5 -5
- package/lib/cjs/ViewGlobalLocation.js.map +1 -1
- package/lib/cjs/ViewState.js +2 -2
- package/lib/cjs/ViewState.js.map +1 -1
- package/lib/cjs/ViewingSpace.js +9 -9
- package/lib/cjs/ViewingSpace.js.map +1 -1
- package/lib/cjs/Viewport.js +41 -41
- package/lib/cjs/Viewport.js.map +1 -1
- package/lib/cjs/common/imdl/ImdlSchema.d.ts +4 -0
- package/lib/cjs/common/imdl/ImdlSchema.d.ts.map +1 -1
- package/lib/cjs/common/imdl/ImdlSchema.js.map +1 -1
- package/lib/cjs/common/imdl/ParseImdlDocument.d.ts +1 -1
- package/lib/cjs/common/imdl/ParseImdlDocument.d.ts.map +1 -1
- package/lib/cjs/common/imdl/ParseImdlDocument.js +80 -7
- package/lib/cjs/common/imdl/ParseImdlDocument.js.map +1 -1
- package/lib/cjs/common/internal/render/DisplayParams.js +1 -1
- package/lib/cjs/common/internal/render/DisplayParams.js.map +1 -1
- package/lib/cjs/common/internal/render/GraphicDescriptionBuilderImpl.js +1 -1
- package/lib/cjs/common/internal/render/GraphicDescriptionBuilderImpl.js.map +1 -1
- package/lib/cjs/common/internal/render/GraphicDescriptionContextImpl.js +1 -1
- package/lib/cjs/common/internal/render/GraphicDescriptionContextImpl.js.map +1 -1
- package/lib/cjs/common/internal/render/MeshPrimitives.js +1 -1
- package/lib/cjs/common/internal/render/MeshPrimitives.js.map +1 -1
- package/lib/cjs/internal/render/PrimitiveBuilder.js +1 -1
- package/lib/cjs/internal/render/PrimitiveBuilder.js.map +1 -1
- package/lib/cjs/internal/render/RenderInstancesParamsImpl.js +1 -1
- package/lib/cjs/internal/render/RenderInstancesParamsImpl.js.map +1 -1
- package/lib/cjs/render/MockRender.js +3 -3
- package/lib/cjs/render/MockRender.js.map +1 -1
- package/lib/cjs/render/webgl/BackgroundMapDrape.js +1 -1
- package/lib/cjs/render/webgl/BackgroundMapDrape.js.map +1 -1
- package/lib/cjs/render/webgl/BatchState.js +1 -1
- package/lib/cjs/render/webgl/BatchState.js.map +1 -1
- package/lib/cjs/render/webgl/ColorInfo.js +2 -2
- package/lib/cjs/render/webgl/ColorInfo.js.map +1 -1
- package/lib/cjs/render/webgl/Diagnostics.js +4 -4
- package/lib/cjs/render/webgl/Diagnostics.js.map +1 -1
- package/lib/cjs/render/webgl/DrawCommand.js +4 -4
- package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
- package/lib/cjs/render/webgl/IModelFrameLifecycle.js +4 -4
- package/lib/cjs/render/webgl/IModelFrameLifecycle.js.map +1 -1
- package/lib/cjs/render/webgl/InstancedGeometry.js +3 -3
- package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/Material.js +4 -4
- package/lib/cjs/render/webgl/Material.js.map +1 -1
- package/lib/cjs/render/webgl/PlanarClassifier.js +1 -1
- package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
- package/lib/cjs/render/webgl/PlanarTextureProjection.js +1 -1
- package/lib/cjs/render/webgl/PlanarTextureProjection.js.map +1 -1
- package/lib/cjs/render/webgl/RenderState.js +1 -1
- package/lib/cjs/render/webgl/RenderState.js.map +1 -1
- package/lib/cjs/render/webgl/Target.js +1 -1
- package/lib/cjs/render/webgl/Target.js.map +1 -1
- package/lib/cjs/render/webgl/Technique.js +39 -39
- package/lib/cjs/render/webgl/Technique.js.map +1 -1
- package/lib/cjs/render/webgl/TechniqueFlags.js +1 -1
- package/lib/cjs/render/webgl/TechniqueFlags.js.map +1 -1
- package/lib/cjs/render/webgl/Texture.js +3 -3
- package/lib/cjs/render/webgl/Texture.js.map +1 -1
- package/lib/cjs/tile/CesiumAssetProvider.js +1 -1
- package/lib/cjs/tile/CesiumAssetProvider.js.map +1 -1
- package/lib/cjs/tile/GltfReader.d.ts +6 -1
- package/lib/cjs/tile/GltfReader.d.ts.map +1 -1
- package/lib/cjs/tile/GltfReader.js +79 -2
- package/lib/cjs/tile/GltfReader.js.map +1 -1
- package/lib/cjs/tile/ImdlParser.js +2 -2
- package/lib/cjs/tile/ImdlParser.js.map +1 -1
- package/lib/cjs/tile/ImdlReader.js +1 -1
- package/lib/cjs/tile/ImdlReader.js.map +1 -1
- package/lib/cjs/tile/MeshoptCompression.d.ts +9 -0
- package/lib/cjs/tile/MeshoptCompression.d.ts.map +1 -1
- package/lib/cjs/tile/MeshoptCompression.js +98 -66
- package/lib/cjs/tile/MeshoptCompression.js.map +1 -1
- package/lib/cjs/tile/map/ArcGISTileMap.js +1 -1
- package/lib/cjs/tile/map/ArcGISTileMap.js.map +1 -1
- package/lib/cjs/tile/map/ArcGisUtilities.js +1 -1
- package/lib/cjs/tile/map/ArcGisUtilities.js.map +1 -1
- package/lib/cjs/tile/map/CesiumTerrainProvider.js +6 -6
- package/lib/cjs/tile/map/CesiumTerrainProvider.js.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +2 -2
- package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/BingImageryProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/BingImageryProvider.js +5 -2
- package/lib/cjs/tile/map/ImageryProviders/BingImageryProvider.js.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js +2 -2
- package/lib/cjs/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js.map +1 -1
- package/lib/cjs/tile/map/ImageryTileTree.js +2 -2
- package/lib/cjs/tile/map/ImageryTileTree.js.map +1 -1
- package/lib/cjs/tile/map/MapLayerImageryFormats.js +7 -7
- package/lib/cjs/tile/map/MapLayerImageryFormats.js.map +1 -1
- package/lib/cjs/tile/map/MapTile.js +8 -8
- package/lib/cjs/tile/map/MapTile.js.map +1 -1
- package/lib/cjs/tile/map/MapTileAvailability.js +1 -1
- package/lib/cjs/tile/map/MapTileAvailability.js.map +1 -1
- package/lib/cjs/tile/map/MapTileTree.js +9 -9
- package/lib/cjs/tile/map/MapTileTree.js.map +1 -1
- package/lib/cjs/tile/map/MapTilingScheme.js +1 -1
- package/lib/cjs/tile/map/MapTilingScheme.js.map +1 -1
- package/lib/cjs/tile/map/WmsCapabilities.js +2 -2
- package/lib/cjs/tile/map/WmsCapabilities.js.map +1 -1
- package/lib/cjs/tile/map/WmtsCapabilities.js +1 -1
- package/lib/cjs/tile/map/WmtsCapabilities.js.map +1 -1
- package/lib/cjs/tools/AccuDrawTool.d.ts +1 -0
- package/lib/cjs/tools/AccuDrawTool.d.ts.map +1 -1
- package/lib/cjs/tools/AccuDrawTool.js +22 -21
- package/lib/cjs/tools/AccuDrawTool.js.map +1 -1
- package/lib/cjs/tools/ClipViewTool.js +40 -40
- package/lib/cjs/tools/ClipViewTool.js.map +1 -1
- package/lib/cjs/tools/EditManipulator.js +2 -2
- package/lib/cjs/tools/EditManipulator.js.map +1 -1
- package/lib/cjs/tools/ElementSetTool.d.ts.map +1 -1
- package/lib/cjs/tools/ElementSetTool.js +11 -4
- package/lib/cjs/tools/ElementSetTool.js.map +1 -1
- package/lib/cjs/tools/IdleTool.js +2 -2
- package/lib/cjs/tools/IdleTool.js.map +1 -1
- package/lib/cjs/tools/MeasureTool.d.ts.map +1 -1
- package/lib/cjs/tools/MeasureTool.js +39 -39
- package/lib/cjs/tools/MeasureTool.js.map +1 -1
- package/lib/cjs/tools/SelectTool.js +7 -7
- package/lib/cjs/tools/SelectTool.js.map +1 -1
- package/lib/cjs/tools/Tool.js +10 -10
- package/lib/cjs/tools/Tool.js.map +1 -1
- package/lib/cjs/tools/ToolAdmin.d.ts.map +1 -1
- package/lib/cjs/tools/ToolAdmin.js +36 -24
- package/lib/cjs/tools/ToolAdmin.js.map +1 -1
- package/lib/cjs/tools/ToolAssistance.js +19 -19
- package/lib/cjs/tools/ToolAssistance.js.map +1 -1
- package/lib/cjs/tools/ToolSettings.js +63 -63
- package/lib/cjs/tools/ToolSettings.js.map +1 -1
- package/lib/cjs/tools/ViewTool.js +37 -37
- package/lib/cjs/tools/ViewTool.js.map +1 -1
- package/lib/cjs/workers/ImdlParser/Worker.js +2 -2
- package/lib/cjs/workers/ImdlParser/Worker.js.map +1 -1
- package/lib/esm/AccuDraw.d.ts +63 -8
- package/lib/esm/AccuDraw.d.ts.map +1 -1
- package/lib/esm/AccuDraw.js +119 -17
- package/lib/esm/AccuDraw.js.map +1 -1
- package/lib/esm/ApproximateTerrainHeights.js +1 -1
- package/lib/esm/ApproximateTerrainHeights.js.map +1 -1
- package/lib/esm/BackgroundMapGeometry.js +5 -5
- package/lib/esm/BackgroundMapGeometry.js.map +1 -1
- package/lib/esm/BriefcaseTxns.d.ts +2 -2
- package/lib/esm/BriefcaseTxns.d.ts.map +1 -1
- package/lib/esm/BriefcaseTxns.js.map +1 -1
- package/lib/esm/DrawingViewState.js +9 -9
- package/lib/esm/DrawingViewState.js.map +1 -1
- package/lib/esm/GraphicalEditingScope.js +5 -5
- package/lib/esm/GraphicalEditingScope.js.map +1 -1
- package/lib/esm/IModelApp.d.ts.map +1 -1
- package/lib/esm/IModelApp.js +63 -65
- package/lib/esm/IModelApp.js.map +1 -1
- package/lib/esm/IModelConnection.d.ts +4 -1
- package/lib/esm/IModelConnection.d.ts.map +1 -1
- package/lib/esm/IModelConnection.js +20 -17
- package/lib/esm/IModelConnection.js.map +1 -1
- package/lib/esm/IModelRoutingContext.d.ts +0 -3
- package/lib/esm/IModelRoutingContext.d.ts.map +1 -1
- package/lib/esm/IModelRoutingContext.js +3 -2
- package/lib/esm/IModelRoutingContext.js.map +1 -1
- package/lib/esm/IpcApp.d.ts.map +1 -1
- package/lib/esm/IpcApp.js +4 -3
- package/lib/esm/IpcApp.js.map +1 -1
- package/lib/esm/LocalhostIpcApp.js +1 -1
- package/lib/esm/LocalhostIpcApp.js.map +1 -1
- package/lib/esm/NativeApp.js +15 -17
- package/lib/esm/NativeApp.js.map +1 -1
- package/lib/esm/NativeAppLogger.js +1 -1
- package/lib/esm/NativeAppLogger.js.map +1 -1
- package/lib/esm/NoRenderApp.js +1 -1
- package/lib/esm/NoRenderApp.js.map +1 -1
- package/lib/esm/RealityDataSourceTilesetUrlImpl.d.ts +6 -1
- package/lib/esm/RealityDataSourceTilesetUrlImpl.d.ts.map +1 -1
- package/lib/esm/RealityDataSourceTilesetUrlImpl.js +14 -2
- package/lib/esm/RealityDataSourceTilesetUrlImpl.js.map +1 -1
- package/lib/esm/SelectionSet.d.ts +84 -35
- package/lib/esm/SelectionSet.d.ts.map +1 -1
- package/lib/esm/SelectionSet.js +418 -162
- package/lib/esm/SelectionSet.js.map +1 -1
- package/lib/esm/Sprites.js +1 -1
- package/lib/esm/Sprites.js.map +1 -1
- package/lib/esm/ViewCreator2d.js +3 -3
- package/lib/esm/ViewCreator2d.js.map +1 -1
- package/lib/esm/ViewGlobalLocation.js +5 -5
- package/lib/esm/ViewGlobalLocation.js.map +1 -1
- package/lib/esm/ViewState.js +2 -2
- package/lib/esm/ViewState.js.map +1 -1
- package/lib/esm/ViewingSpace.js +9 -9
- package/lib/esm/ViewingSpace.js.map +1 -1
- package/lib/esm/Viewport.js +41 -41
- package/lib/esm/Viewport.js.map +1 -1
- package/lib/esm/common/imdl/ImdlSchema.d.ts +4 -0
- package/lib/esm/common/imdl/ImdlSchema.d.ts.map +1 -1
- package/lib/esm/common/imdl/ImdlSchema.js.map +1 -1
- package/lib/esm/common/imdl/ParseImdlDocument.d.ts +1 -1
- package/lib/esm/common/imdl/ParseImdlDocument.d.ts.map +1 -1
- package/lib/esm/common/imdl/ParseImdlDocument.js +80 -7
- package/lib/esm/common/imdl/ParseImdlDocument.js.map +1 -1
- package/lib/esm/common/internal/render/DisplayParams.js +1 -1
- package/lib/esm/common/internal/render/DisplayParams.js.map +1 -1
- package/lib/esm/common/internal/render/GraphicDescriptionBuilderImpl.js +1 -1
- package/lib/esm/common/internal/render/GraphicDescriptionBuilderImpl.js.map +1 -1
- package/lib/esm/common/internal/render/GraphicDescriptionContextImpl.js +1 -1
- package/lib/esm/common/internal/render/GraphicDescriptionContextImpl.js.map +1 -1
- package/lib/esm/common/internal/render/MeshPrimitives.js +2 -2
- package/lib/esm/common/internal/render/MeshPrimitives.js.map +1 -1
- package/lib/esm/internal/render/PrimitiveBuilder.js +1 -1
- package/lib/esm/internal/render/PrimitiveBuilder.js.map +1 -1
- package/lib/esm/internal/render/RenderInstancesParamsImpl.js +1 -1
- package/lib/esm/internal/render/RenderInstancesParamsImpl.js.map +1 -1
- package/lib/esm/render/MockRender.js +3 -3
- package/lib/esm/render/MockRender.js.map +1 -1
- package/lib/esm/render/webgl/BackgroundMapDrape.js +1 -1
- package/lib/esm/render/webgl/BackgroundMapDrape.js.map +1 -1
- package/lib/esm/render/webgl/BatchState.js +1 -1
- package/lib/esm/render/webgl/BatchState.js.map +1 -1
- package/lib/esm/render/webgl/ColorInfo.js +2 -2
- package/lib/esm/render/webgl/ColorInfo.js.map +1 -1
- package/lib/esm/render/webgl/Diagnostics.js +4 -4
- package/lib/esm/render/webgl/Diagnostics.js.map +1 -1
- package/lib/esm/render/webgl/DrawCommand.js +4 -4
- package/lib/esm/render/webgl/DrawCommand.js.map +1 -1
- package/lib/esm/render/webgl/IModelFrameLifecycle.js +4 -4
- package/lib/esm/render/webgl/IModelFrameLifecycle.js.map +1 -1
- package/lib/esm/render/webgl/InstancedGeometry.js +3 -3
- package/lib/esm/render/webgl/InstancedGeometry.js.map +1 -1
- package/lib/esm/render/webgl/Material.js +4 -4
- package/lib/esm/render/webgl/Material.js.map +1 -1
- package/lib/esm/render/webgl/PlanarClassifier.js +1 -1
- package/lib/esm/render/webgl/PlanarClassifier.js.map +1 -1
- package/lib/esm/render/webgl/PlanarTextureProjection.js +1 -1
- package/lib/esm/render/webgl/PlanarTextureProjection.js.map +1 -1
- package/lib/esm/render/webgl/RenderState.js +1 -1
- package/lib/esm/render/webgl/RenderState.js.map +1 -1
- package/lib/esm/render/webgl/Target.js +1 -1
- package/lib/esm/render/webgl/Target.js.map +1 -1
- package/lib/esm/render/webgl/Technique.js +39 -39
- package/lib/esm/render/webgl/Technique.js.map +1 -1
- package/lib/esm/render/webgl/TechniqueFlags.js +1 -1
- package/lib/esm/render/webgl/TechniqueFlags.js.map +1 -1
- package/lib/esm/render/webgl/Texture.js +3 -3
- package/lib/esm/render/webgl/Texture.js.map +1 -1
- package/lib/esm/tile/CesiumAssetProvider.js +1 -1
- package/lib/esm/tile/CesiumAssetProvider.js.map +1 -1
- package/lib/esm/tile/GltfReader.d.ts +6 -1
- package/lib/esm/tile/GltfReader.d.ts.map +1 -1
- package/lib/esm/tile/GltfReader.js +79 -2
- package/lib/esm/tile/GltfReader.js.map +1 -1
- package/lib/esm/tile/ImdlParser.js +2 -2
- package/lib/esm/tile/ImdlParser.js.map +1 -1
- package/lib/esm/tile/ImdlReader.js +1 -1
- package/lib/esm/tile/ImdlReader.js.map +1 -1
- package/lib/esm/tile/MeshoptCompression.d.ts +9 -0
- package/lib/esm/tile/MeshoptCompression.d.ts.map +1 -1
- package/lib/esm/tile/MeshoptCompression.js +98 -44
- package/lib/esm/tile/MeshoptCompression.js.map +1 -1
- package/lib/esm/tile/map/ArcGISTileMap.js +1 -1
- package/lib/esm/tile/map/ArcGISTileMap.js.map +1 -1
- package/lib/esm/tile/map/ArcGisUtilities.js +1 -1
- package/lib/esm/tile/map/ArcGisUtilities.js.map +1 -1
- package/lib/esm/tile/map/CesiumTerrainProvider.js +6 -6
- package/lib/esm/tile/map/CesiumTerrainProvider.js.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +2 -2
- package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/BingImageryProvider.d.ts.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/BingImageryProvider.js +5 -2
- package/lib/esm/tile/map/ImageryProviders/BingImageryProvider.js.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.d.ts.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js +2 -2
- package/lib/esm/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js.map +1 -1
- package/lib/esm/tile/map/ImageryTileTree.js +2 -2
- package/lib/esm/tile/map/ImageryTileTree.js.map +1 -1
- package/lib/esm/tile/map/MapLayerImageryFormats.js +7 -7
- package/lib/esm/tile/map/MapLayerImageryFormats.js.map +1 -1
- package/lib/esm/tile/map/MapTile.js +8 -8
- package/lib/esm/tile/map/MapTile.js.map +1 -1
- package/lib/esm/tile/map/MapTileAvailability.js +1 -1
- package/lib/esm/tile/map/MapTileAvailability.js.map +1 -1
- package/lib/esm/tile/map/MapTileTree.js +9 -9
- package/lib/esm/tile/map/MapTileTree.js.map +1 -1
- package/lib/esm/tile/map/MapTilingScheme.js +1 -1
- package/lib/esm/tile/map/MapTilingScheme.js.map +1 -1
- package/lib/esm/tile/map/WmsCapabilities.js +2 -2
- package/lib/esm/tile/map/WmsCapabilities.js.map +1 -1
- package/lib/esm/tile/map/WmtsCapabilities.js +1 -1
- package/lib/esm/tile/map/WmtsCapabilities.js.map +1 -1
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- package/lib/esm/tools/MeasureTool.js.map +1 -1
- package/lib/esm/tools/SelectTool.js +7 -7
- package/lib/esm/tools/SelectTool.js.map +1 -1
- package/lib/esm/tools/Tool.js +10 -10
- package/lib/esm/tools/Tool.js.map +1 -1
- package/lib/esm/tools/ToolAdmin.d.ts.map +1 -1
- package/lib/esm/tools/ToolAdmin.js +36 -24
- package/lib/esm/tools/ToolAdmin.js.map +1 -1
- package/lib/esm/tools/ToolAssistance.js +19 -19
- package/lib/esm/tools/ToolAssistance.js.map +1 -1
- package/lib/esm/tools/ToolSettings.js +63 -63
- package/lib/esm/tools/ToolSettings.js.map +1 -1
- package/lib/esm/tools/ViewTool.js +37 -37
- package/lib/esm/tools/ViewTool.js.map +1 -1
- package/lib/esm/workers/ImdlParser/Worker.js +2 -2
- package/lib/esm/workers/ImdlParser/Worker.js.map +1 -1
- package/lib/public/locales/en/CoreTools.json +1 -0
- package/lib/public/scripts/parse-imdl-worker.js +1 -1
- package/lib/workers/webpack/parse-imdl-worker.js +1 -1
- package/package.json +20 -21
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { Frustum, FrustumPlanes, Npc, RenderMode } from \"@itwin/core-common\";\r\nimport {\r\n ClipUtilities, ConvexClipPlaneSet, GrowableXYZArray, Map4d, Matrix3d, Matrix4d, Plane3dByOriginAndUnitNormal, Point3d, Range1d, Range2d, Range3d,\r\n Ray3d, Transform,\r\n} from \"@itwin/core-geometry\";\r\nimport { ApproximateTerrainHeights } from \"../../ApproximateTerrainHeights\";\r\nimport { Tile, TileTreeReference } from \"../../tile/internal\";\r\nimport { SceneContext } from \"../../ViewContext\";\r\nimport { ViewState3d } from \"../../ViewState\";\r\nimport { RenderState } from \"./RenderState\";\r\nimport { Target } from \"./Target\";\r\n\r\nconst scratchRange = Range3d.createNull();\r\nconst scratchMap4d = Map4d.createIdentity();\r\nconst scratchMatrix4d = Matrix4d.createIdentity();\r\nexport class PlanarTextureProjection {\r\n private static _postProjectionMatrixNpc = Matrix4d.createRowValues(/* Row 1 */ 0, 1, 0, 0, /* Row 2 */ 0, 0, 1, 0, /* Row 3 */ 1, 0, 0, 0, /* Row 4 */ 0, 0, 0, 1);\r\n\r\n private static isTileRangeInBounds(tileRange: Range3d, drapeRange: Range3d): boolean {\r\n // return false if tile is outside of drapeRange, ignoring height (x) for this\r\n if (tileRange.low.y > drapeRange.high.y || tileRange.high.y < drapeRange.low.y)\r\n return false;\r\n if (tileRange.low.z > drapeRange.high.z || tileRange.high.z < drapeRange.low.z)\r\n return false;\r\n return true;\r\n }\r\n\r\n public static computePlanarTextureProjection(\r\n texturePlane: Plane3dByOriginAndUnitNormal,\r\n sceneContext: SceneContext,\r\n target: { tiles: Tile[], location: Transform },\r\n drapeRefs: TileTreeReference[],\r\n viewState: ViewState3d,\r\n textureWidth: number,\r\n textureHeight: number,\r\n maskRange: Range3d,\r\n _heightRange?: Range1d): { textureFrustum?: Frustum, worldToViewMap?: Map4d, projectionMatrix?: Matrix4d, debugFrustum?: Frustum } {\r\n const textureZ = texturePlane.getNormalRef();\r\n const viewingSpace = sceneContext.viewingSpace;\r\n const viewX = viewingSpace.rotation.rowX();\r\n const viewZ = viewingSpace.rotation.rowZ();\r\n const minCrossMagnitude = 1.0E-4;\r\n\r\n if (viewZ === undefined)\r\n return {}; // View without depth?....\r\n\r\n let textureX = viewZ.crossProduct(textureZ);\r\n let textureY;\r\n if (textureX.magnitude() < minCrossMagnitude) {\r\n textureY = viewX.crossProduct(textureZ);\r\n textureX = textureY.crossProduct(textureZ).normalize()!;\r\n } else {\r\n textureX.normalizeInPlace();\r\n textureY = textureZ.crossProduct(textureX).normalize()!;\r\n }\r\n\r\n const frustumX = textureZ, frustumY = textureX, frustumZ = textureY;\r\n const textureMatrix = Matrix3d.createRows(frustumX, frustumY, frustumZ);\r\n const textureTransform = Transform.createRefs(Point3d.createZero(), textureMatrix);\r\n const viewFrustum = viewingSpace.getFrustum().transformBy(textureTransform);\r\n const viewPlanes = FrustumPlanes.fromFrustum(viewFrustum);\r\n const viewClipPlanes = ConvexClipPlaneSet.createPlanes(viewPlanes.planes);\r\n\r\n const contentUnBoundedRange = Range1d.createNull();\r\n\r\n // calculate drapeRange from drapeRefs (mask references or drape reference).\r\n const drapeRange = Range3d.createNull();\r\n for (const drapeRef of drapeRefs) {\r\n const drapeTree = drapeRef.treeOwner.tileTree;\r\n if (!drapeTree)\r\n return {};\r\n if (drapeTree.isContentUnbounded) {\r\n let heightRange = viewingSpace.getTerrainHeightRange();\r\n if (!heightRange)\r\n heightRange = ApproximateTerrainHeights.instance.globalHeightRange;\r\n contentUnBoundedRange.low = Math.min(contentUnBoundedRange.low, heightRange.low);\r\n contentUnBoundedRange.high = Math.max(contentUnBoundedRange.high, heightRange.high);\r\n } else if (maskRange.isNull) {\r\n const r = Range3d.createNull();\r\n drapeRef.unionFitRange(r);\r\n const contentRange = textureTransform.multiplyRange(r);\r\n if (!contentRange.isNull)\r\n drapeRange.extendRange(contentRange);\r\n } else {\r\n const contentRange = textureTransform.multiplyRange(maskRange);\r\n drapeRange.extendRange(contentRange);\r\n }\r\n }\r\n\r\n // get range of only the tiles to be masked or draped onto.\r\n let textureRange = Range3d.createNull();\r\n const tileToTexture = textureTransform.multiplyTransformTransform(target.location);\r\n for (const tile of target.tiles) {\r\n tileToTexture.multiplyRange(tile.range, scratchRange);\r\n // Skip tile if it is outside of drapeRange because we don't want the extra heights from distant tiles included.\r\n if (drapeRange.isNull || PlanarTextureProjection.isTileRangeInBounds(scratchRange, drapeRange))\r\n textureRange.extendRange(scratchRange);\r\n }\r\n\r\n if (textureRange.isNull)\r\n return {};\r\n\r\n textureRange = ClipUtilities.rangeOfClipperIntersectionWithRange(viewClipPlanes, textureRange);\r\n\r\n if (!contentUnBoundedRange.isNull) {\r\n // Union of height\r\n textureRange.low.x = Math.min(textureRange.low.x, contentUnBoundedRange.low);\r\n textureRange.high.x = Math.max(textureRange.high.x, contentUnBoundedRange.high);\r\n }\r\n\r\n if (!drapeRange.isNull) {\r\n // Union of height\r\n textureRange.low.x = Math.min(textureRange.low.x, drapeRange.low.x);\r\n textureRange.high.x = Math.max(textureRange.high.x, drapeRange.high.x);\r\n\r\n // Intersection of texture extents.\r\n textureRange.low.y = Math.max(textureRange.low.y, drapeRange.low.y);\r\n textureRange.high.y = Math.min(textureRange.high.y, drapeRange.high.y);\r\n textureRange.low.z = Math.max(textureRange.low.z, drapeRange.low.z);\r\n textureRange.high.z = Math.min(textureRange.high.z, drapeRange.high.z);\r\n }\r\n\r\n const epsilon = .01;\r\n textureRange.low.x -= epsilon;\r\n textureRange.high.x += epsilon;\r\n\r\n const textureFrustum = Frustum.fromRange(textureRange);\r\n let debugFrustum;\r\n if (true) // debugFrustum as textureRange.\r\n debugFrustum = textureFrustum.clone();\r\n else // debugFrustum as drapeRange.\r\n debugFrustum = Frustum.fromRange(drapeRange);\r\n\r\n textureTransform.multiplyInversePoint3dArray(debugFrustum.points, debugFrustum.points);\r\n\r\n const viewZVecZ = viewState.getRotation().rowZ().z;\r\n\r\n // This code attempts to use a projection frustum that aligns to the camera frustum in order to get higher mask resolution closer to the eye.\r\n // Limit its use to views that have an eyepoint above the bottom of the frustum and are looking down at a view angle > 5 degrees, otherwise it causes issues.\r\n // viewZVecZ is negative when looking up, positive when looking down.\r\n if (viewState.isCameraOn && viewState.getEyePoint().z > textureRange.low.x && viewZVecZ > 0.09) {\r\n // NB moved the eyePlane from the center to the bottom of the textureRange to solve problems when the eye was below the eyePlane.\r\n const eyePlane = Plane3dByOriginAndUnitNormal.create(Point3d.createScale(textureZ, textureRange.low.x), textureZ); // at bottom of range - parallel to texture.\r\n const projectionRay = Ray3d.create(viewState.getEyePoint(), viewZ.crossProduct(textureX).normalize()!);\r\n let projectionDistance = projectionRay.intersectionWithPlane(eyePlane!);\r\n const minNearToFarRatio = .01; // Smaller value allows texture projection to conform tightly to view frustum.\r\n if (undefined !== projectionDistance) {\r\n projectionDistance = Math.max(.1, projectionDistance);\r\n const eyePoint = textureTransform.multiplyPoint3d(projectionRay.fractionToPoint(projectionDistance));\r\n let near = eyePoint.z - textureRange.high.z;\r\n let far = eyePoint.z - textureRange.low.z;\r\n\r\n if (near / far < minNearToFarRatio) {\r\n // If the near-far ratio is less than minimum move the camera back.\r\n far = (textureRange.high.z - textureRange.low.z) / (1.0 - minNearToFarRatio);\r\n near = far * minNearToFarRatio;\r\n eyePoint.z = near + textureRange.high.z;\r\n }\r\n const farRange = Range2d.createNull();\r\n const nearRange = Range2d.createNull();\r\n // Create a frustum that includes the entire view frustum and all Z values.\r\n nearRange.low.x = textureRange.low.x;\r\n nearRange.high.x = textureRange.high.x;\r\n farRange.low.x = eyePoint.x + far / near * (textureRange.low.x - eyePoint.x);\r\n farRange.high.x = eyePoint.x + far / near * (textureRange.high.x - eyePoint.x);\r\n ClipUtilities.announceLoopsOfConvexClipPlaneSetIntersectRange(viewClipPlanes, textureRange, (points: GrowableXYZArray) => {\r\n points.getPoint3dArray().forEach((rangePoint) => {\r\n const farScale = far / (eyePoint.z - rangePoint.z);\r\n const nearScale = near / (eyePoint.z - rangePoint.z);\r\n const nearY = eyePoint.y + nearScale * (rangePoint.y - eyePoint.y);\r\n const farY = eyePoint.y + farScale * (rangePoint.y - eyePoint.y);\r\n nearRange.low.y = Math.min(nearRange.low.y, nearY);\r\n nearRange.high.y = Math.max(nearRange.high.y, nearY);\r\n farRange.low.y = Math.min(farRange.low.y, farY);\r\n farRange.high.y = Math.max(farRange.high.y, farY);\r\n });\r\n });\r\n // Set NPC from results.\r\n textureFrustum.points[Npc._000].set(farRange.low.x, farRange.low.y, eyePoint.z - far);\r\n textureFrustum.points[Npc._100].set(farRange.high.x, farRange.low.y, eyePoint.z - far);\r\n textureFrustum.points[Npc._010].set(farRange.low.x, farRange.high.y, eyePoint.z - far);\r\n textureFrustum.points[Npc._110].set(farRange.high.x, farRange.high.y, eyePoint.z - far);\r\n textureFrustum.points[Npc._001].set(nearRange.low.x, nearRange.low.y, eyePoint.z - near);\r\n textureFrustum.points[Npc._101].set(nearRange.high.x, nearRange.low.y, eyePoint.z - near);\r\n textureFrustum.points[Npc._011].set(nearRange.low.x, nearRange.high.y, eyePoint.z - near);\r\n textureFrustum.points[Npc._111].set(nearRange.high.x, nearRange.high.y, eyePoint.z - near);\r\n }\r\n }\r\n textureMatrix.transposeInPlace();\r\n textureMatrix.multiplyVectorArrayInPlace(textureFrustum.points);\r\n const frustumMap = textureFrustum.toMap4d();\r\n if (undefined === frustumMap) {\r\n return {};\r\n }\r\n const worldToNpc = PlanarTextureProjection._postProjectionMatrixNpc.multiplyMatrixMatrix(frustumMap.transform0);\r\n const npcToView = Map4d.createBoxMap(Point3d.create(0, 0, 0), Point3d.create(1, 1, 1), Point3d.create(0, 0, 0), Point3d.create(textureWidth, textureHeight, 1), scratchMap4d)!;\r\n const npcToWorld = worldToNpc.createInverse(scratchMatrix4d);\r\n if (undefined === npcToWorld) {\r\n return {};\r\n }\r\n const worldToNpcMap = Map4d.createRefs(worldToNpc, npcToWorld);\r\n const worldToViewMap = npcToView.multiplyMapMap(worldToNpcMap);\r\n\r\n return { textureFrustum, worldToViewMap, projectionMatrix: worldToNpc, debugFrustum };\r\n }\r\n\r\n public static getTextureDrawingParams(target: Target) {\r\n const state = new RenderState();\r\n state.flags.depthMask = false;\r\n state.flags.blend = false;\r\n state.flags.depthTest = false;\r\n\r\n const viewFlags = target.currentViewFlags.copy({\r\n renderMode: RenderMode.SmoothShade,\r\n wiremesh: false,\r\n transparency: false,\r\n textures: false,\r\n lighting: false,\r\n shadows: false,\r\n monochrome: false,\r\n materials: false,\r\n ambientOcclusion: false,\r\n visibleEdges: false,\r\n hiddenEdges: false,\r\n });\r\n\r\n return { state, viewFlags };\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { Frustum, FrustumPlanes, Npc, RenderMode } from \"@itwin/core-common\";\r\nimport {\r\n ClipUtilities, ConvexClipPlaneSet, GrowableXYZArray, Map4d, Matrix3d, Matrix4d, Plane3dByOriginAndUnitNormal, Point3d, Range1d, Range2d, Range3d,\r\n Ray3d, Transform,\r\n} from \"@itwin/core-geometry\";\r\nimport { ApproximateTerrainHeights } from \"../../ApproximateTerrainHeights\";\r\nimport { Tile, TileTreeReference } from \"../../tile/internal\";\r\nimport { SceneContext } from \"../../ViewContext\";\r\nimport { ViewState3d } from \"../../ViewState\";\r\nimport { RenderState } from \"./RenderState\";\r\nimport { Target } from \"./Target\";\r\n\r\nconst scratchRange = Range3d.createNull();\r\nconst scratchMap4d = Map4d.createIdentity();\r\nconst scratchMatrix4d = Matrix4d.createIdentity();\r\nexport class PlanarTextureProjection {\r\n private static _postProjectionMatrixNpc = Matrix4d.createRowValues(/* Row 1 */ 0, 1, 0, 0, /* Row 2 */ 0, 0, 1, 0, /* Row 3 */ 1, 0, 0, 0, /* Row 4 */ 0, 0, 0, 1);\r\n\r\n private static isTileRangeInBounds(tileRange: Range3d, drapeRange: Range3d): boolean {\r\n // return false if tile is outside of drapeRange, ignoring height (x) for this\r\n if (tileRange.low.y > drapeRange.high.y || tileRange.high.y < drapeRange.low.y)\r\n return false;\r\n if (tileRange.low.z > drapeRange.high.z || tileRange.high.z < drapeRange.low.z)\r\n return false;\r\n return true;\r\n }\r\n\r\n public static computePlanarTextureProjection(\r\n texturePlane: Plane3dByOriginAndUnitNormal,\r\n sceneContext: SceneContext,\r\n target: { tiles: Tile[], location: Transform },\r\n drapeRefs: TileTreeReference[],\r\n viewState: ViewState3d,\r\n textureWidth: number,\r\n textureHeight: number,\r\n maskRange: Range3d,\r\n _heightRange?: Range1d): { textureFrustum?: Frustum, worldToViewMap?: Map4d, projectionMatrix?: Matrix4d, debugFrustum?: Frustum } {\r\n const textureZ = texturePlane.getNormalRef();\r\n const viewingSpace = sceneContext.viewingSpace;\r\n const viewX = viewingSpace.rotation.rowX();\r\n const viewZ = viewingSpace.rotation.rowZ();\r\n const minCrossMagnitude = 1.0E-4;\r\n\r\n if (viewZ === undefined)\r\n return {}; // View without depth?....\r\n\r\n let textureX = viewZ.crossProduct(textureZ);\r\n let textureY;\r\n if (textureX.magnitude() < minCrossMagnitude) {\r\n textureY = viewX.crossProduct(textureZ);\r\n textureX = textureY.crossProduct(textureZ).normalize()!;\r\n } else {\r\n textureX.normalizeInPlace();\r\n textureY = textureZ.crossProduct(textureX).normalize()!;\r\n }\r\n\r\n const frustumX = textureZ, frustumY = textureX, frustumZ = textureY;\r\n const textureMatrix = Matrix3d.createRows(frustumX, frustumY, frustumZ);\r\n const textureTransform = Transform.createRefs(Point3d.createZero(), textureMatrix);\r\n const viewFrustum = viewingSpace.getFrustum().transformBy(textureTransform);\r\n const viewPlanes = FrustumPlanes.fromFrustum(viewFrustum);\r\n const viewClipPlanes = ConvexClipPlaneSet.createPlanes(viewPlanes.planes);\r\n\r\n const contentUnBoundedRange = Range1d.createNull();\r\n\r\n // calculate drapeRange from drapeRefs (mask references or drape reference).\r\n const drapeRange = Range3d.createNull();\r\n for (const drapeRef of drapeRefs) {\r\n const drapeTree = drapeRef.treeOwner.tileTree;\r\n if (!drapeTree)\r\n return {};\r\n if (drapeTree.isContentUnbounded) {\r\n let heightRange = viewingSpace.getTerrainHeightRange();\r\n if (!heightRange)\r\n heightRange = ApproximateTerrainHeights.instance.globalHeightRange;\r\n contentUnBoundedRange.low = Math.min(contentUnBoundedRange.low, heightRange.low);\r\n contentUnBoundedRange.high = Math.max(contentUnBoundedRange.high, heightRange.high);\r\n } else if (maskRange.isNull) {\r\n const r = Range3d.createNull();\r\n drapeRef.unionFitRange(r);\r\n const contentRange = textureTransform.multiplyRange(r);\r\n if (!contentRange.isNull)\r\n drapeRange.extendRange(contentRange);\r\n } else {\r\n const contentRange = textureTransform.multiplyRange(maskRange);\r\n drapeRange.extendRange(contentRange);\r\n }\r\n }\r\n\r\n // get range of only the tiles to be masked or draped onto.\r\n let textureRange = Range3d.createNull();\r\n const tileToTexture = textureTransform.multiplyTransformTransform(target.location);\r\n for (const tile of target.tiles) {\r\n tileToTexture.multiplyRange(tile.range, scratchRange);\r\n // Skip tile if it is outside of drapeRange because we don't want the extra heights from distant tiles included.\r\n if (drapeRange.isNull || PlanarTextureProjection.isTileRangeInBounds(scratchRange, drapeRange))\r\n textureRange.extendRange(scratchRange);\r\n }\r\n\r\n if (textureRange.isNull)\r\n return {};\r\n\r\n textureRange = ClipUtilities.rangeOfClipperIntersectionWithRange(viewClipPlanes, textureRange);\r\n\r\n if (!contentUnBoundedRange.isNull) {\r\n // Union of height\r\n textureRange.low.x = Math.min(textureRange.low.x, contentUnBoundedRange.low);\r\n textureRange.high.x = Math.max(textureRange.high.x, contentUnBoundedRange.high);\r\n }\r\n\r\n if (!drapeRange.isNull) {\r\n // Union of height\r\n textureRange.low.x = Math.min(textureRange.low.x, drapeRange.low.x);\r\n textureRange.high.x = Math.max(textureRange.high.x, drapeRange.high.x);\r\n\r\n // Intersection of texture extents.\r\n textureRange.low.y = Math.max(textureRange.low.y, drapeRange.low.y);\r\n textureRange.high.y = Math.min(textureRange.high.y, drapeRange.high.y);\r\n textureRange.low.z = Math.max(textureRange.low.z, drapeRange.low.z);\r\n textureRange.high.z = Math.min(textureRange.high.z, drapeRange.high.z);\r\n }\r\n\r\n const epsilon = .01;\r\n textureRange.low.x -= epsilon;\r\n textureRange.high.x += epsilon;\r\n\r\n const textureFrustum = Frustum.fromRange(textureRange);\r\n let debugFrustum;\r\n if (true) // debugFrustum as textureRange.\r\n debugFrustum = textureFrustum.clone();\r\n else // debugFrustum as drapeRange.\r\n debugFrustum = Frustum.fromRange(drapeRange);\r\n\r\n textureTransform.multiplyInversePoint3dArray(debugFrustum.points, debugFrustum.points);\r\n\r\n const viewZVecZ = viewState.getRotation().rowZ().z;\r\n\r\n // This code attempts to use a projection frustum that aligns to the camera frustum in order to get higher mask resolution closer to the eye.\r\n // Limit its use to views that have an eyepoint above the bottom of the frustum and are looking down at a view angle > 5 degrees, otherwise it causes issues.\r\n // viewZVecZ is negative when looking up, positive when looking down.\r\n if (viewState.isCameraOn && viewState.getEyePoint().z > textureRange.low.x && viewZVecZ > 0.09) {\r\n // NB moved the eyePlane from the center to the bottom of the textureRange to solve problems when the eye was below the eyePlane.\r\n const eyePlane = Plane3dByOriginAndUnitNormal.create(Point3d.createScale(textureZ, textureRange.low.x), textureZ); // at bottom of range - parallel to texture.\r\n const projectionRay = Ray3d.create(viewState.getEyePoint(), viewZ.crossProduct(textureX).normalize()!);\r\n let projectionDistance = projectionRay.intersectionWithPlane(eyePlane!);\r\n const minNearToFarRatio = .01; // Smaller value allows texture projection to conform tightly to view frustum.\r\n if (undefined !== projectionDistance) {\r\n projectionDistance = Math.max(.1, projectionDistance);\r\n const eyePoint = textureTransform.multiplyPoint3d(projectionRay.fractionToPoint(projectionDistance));\r\n let near = eyePoint.z - textureRange.high.z;\r\n let far = eyePoint.z - textureRange.low.z;\r\n\r\n if (near / far < minNearToFarRatio) {\r\n // If the near-far ratio is less than minimum move the camera back.\r\n far = (textureRange.high.z - textureRange.low.z) / (1.0 - minNearToFarRatio);\r\n near = far * minNearToFarRatio;\r\n eyePoint.z = near + textureRange.high.z;\r\n }\r\n const farRange = Range2d.createNull();\r\n const nearRange = Range2d.createNull();\r\n // Create a frustum that includes the entire view frustum and all Z values.\r\n nearRange.low.x = textureRange.low.x;\r\n nearRange.high.x = textureRange.high.x;\r\n farRange.low.x = eyePoint.x + far / near * (textureRange.low.x - eyePoint.x);\r\n farRange.high.x = eyePoint.x + far / near * (textureRange.high.x - eyePoint.x);\r\n ClipUtilities.announceLoopsOfConvexClipPlaneSetIntersectRange(viewClipPlanes, textureRange, (points: GrowableXYZArray) => {\r\n points.getPoint3dArray().forEach((rangePoint) => {\r\n const farScale = far / (eyePoint.z - rangePoint.z);\r\n const nearScale = near / (eyePoint.z - rangePoint.z);\r\n const nearY = eyePoint.y + nearScale * (rangePoint.y - eyePoint.y);\r\n const farY = eyePoint.y + farScale * (rangePoint.y - eyePoint.y);\r\n nearRange.low.y = Math.min(nearRange.low.y, nearY);\r\n nearRange.high.y = Math.max(nearRange.high.y, nearY);\r\n farRange.low.y = Math.min(farRange.low.y, farY);\r\n farRange.high.y = Math.max(farRange.high.y, farY);\r\n });\r\n });\r\n // Set NPC from results.\r\n textureFrustum.points[Npc._000].set(farRange.low.x, farRange.low.y, eyePoint.z - far);\r\n textureFrustum.points[Npc._100].set(farRange.high.x, farRange.low.y, eyePoint.z - far);\r\n textureFrustum.points[Npc._010].set(farRange.low.x, farRange.high.y, eyePoint.z - far);\r\n textureFrustum.points[Npc._110].set(farRange.high.x, farRange.high.y, eyePoint.z - far);\r\n textureFrustum.points[Npc._001].set(nearRange.low.x, nearRange.low.y, eyePoint.z - near);\r\n textureFrustum.points[Npc._101].set(nearRange.high.x, nearRange.low.y, eyePoint.z - near);\r\n textureFrustum.points[Npc._011].set(nearRange.low.x, nearRange.high.y, eyePoint.z - near);\r\n textureFrustum.points[Npc._111].set(nearRange.high.x, nearRange.high.y, eyePoint.z - near);\r\n }\r\n }\r\n textureMatrix.transposeInPlace();\r\n textureMatrix.multiplyVectorArrayInPlace(textureFrustum.points);\r\n const frustumMap = textureFrustum.toMap4d();\r\n if (undefined === frustumMap) {\r\n return {};\r\n }\r\n const worldToNpc = PlanarTextureProjection._postProjectionMatrixNpc.multiplyMatrixMatrix(frustumMap.transform0);\r\n const npcToView = Map4d.createBoxMap(Point3d.create(0, 0, 0), Point3d.create(1, 1, 1), Point3d.create(0, 0, 0), Point3d.create(textureWidth, textureHeight, 1), scratchMap4d)!;\r\n const npcToWorld = worldToNpc.createInverse(scratchMatrix4d);\r\n if (undefined === npcToWorld) {\r\n return {};\r\n }\r\n const worldToNpcMap = Map4d.createRefs(worldToNpc, npcToWorld);\r\n const worldToViewMap = npcToView.multiplyMapMap(worldToNpcMap);\r\n\r\n return { textureFrustum, worldToViewMap, projectionMatrix: worldToNpc, debugFrustum };\r\n }\r\n\r\n public static getTextureDrawingParams(target: Target) {\r\n const state = new RenderState();\r\n state.flags.depthMask = false;\r\n state.flags.blend = false;\r\n state.flags.depthTest = false;\r\n\r\n const viewFlags = target.currentViewFlags.copy({\r\n renderMode: RenderMode.SmoothShade,\r\n wiremesh: false,\r\n transparency: false,\r\n textures: false,\r\n lighting: false,\r\n shadows: false,\r\n monochrome: false,\r\n materials: false,\r\n ambientOcclusion: false,\r\n visibleEdges: false,\r\n hiddenEdges: false,\r\n });\r\n\r\n return { state, viewFlags };\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { GL } from \"./GL\";\r\nimport { System } from \"./System\";\r\n\r\n/** @internal */\r\nexport class RenderStateFlags {\r\n public cull: boolean = false;\r\n public depthTest: boolean = false;\r\n public blend: boolean = false;\r\n public stencilTest: boolean = false;\r\n public depthMask: boolean = true;\r\n public colorWrite: boolean = true;\r\n\r\n public constructor(src?: RenderStateFlags) {\r\n if (src) {\r\n this.copyFrom(src);\r\n }\r\n }\r\n\r\n public copyFrom(src: RenderStateFlags): void {\r\n this.cull = src.cull;\r\n this.depthTest = src.depthTest;\r\n this.blend = src.blend;\r\n this.stencilTest = src.stencilTest;\r\n this.depthMask = src.depthMask;\r\n this.colorWrite = src.colorWrite;\r\n }\r\n\r\n public clone(result?: RenderStateFlags): RenderStateFlags {\r\n if (!result) {\r\n return new RenderStateFlags(this);\r\n } else {\r\n result.copyFrom(this);\r\n return result;\r\n }\r\n }\r\n\r\n public equals(rhs: RenderStateFlags): boolean {\r\n return this.cull === rhs.cull\r\n && this.depthTest === rhs.depthTest\r\n && this.blend === rhs.blend\r\n && this.stencilTest === rhs.stencilTest\r\n && this.depthMask === rhs.depthMask\r\n && this.colorWrite === rhs.colorWrite;\r\n }\r\n\r\n public apply(previousFlags: RenderStateFlags): void {\r\n RenderStateFlags.enableOrDisable(this.cull, GL.Capability.CullFace, previousFlags.cull);\r\n RenderStateFlags.enableOrDisable(this.depthTest, GL.Capability.DepthTest, previousFlags.depthTest);\r\n RenderStateFlags.enableOrDisable(this.blend, GL.Capability.Blend, previousFlags.blend);\r\n RenderStateFlags.enableOrDisable(this.stencilTest, GL.Capability.StencilTest, previousFlags.stencilTest);\r\n\r\n if (previousFlags.depthMask !== this.depthMask) {\r\n System.instance.context.depthMask(this.depthMask);\r\n }\r\n\r\n if (previousFlags.colorWrite !== this.colorWrite) {\r\n System.instance.context.colorMask(this.colorWrite, this.colorWrite, this.colorWrite, this.colorWrite);\r\n }\r\n }\r\n\r\n public static enableOrDisable(currentFlag: boolean, value: number, previousFlag: boolean) {\r\n if (currentFlag !== previousFlag) {\r\n const gl = System.instance.context;\r\n if (currentFlag) {\r\n gl.enable(value);\r\n } else {\r\n gl.disable(value);\r\n }\r\n }\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class RenderStateBlend {\r\n public color: [number, number, number, number] = [0.0, 0.0, 0.0, 0.0];\r\n public equationRgb: GL.BlendEquation = GL.BlendEquation.Default;\r\n public equationAlpha: GL.BlendEquation = GL.BlendEquation.Default;\r\n public functionSourceRgb: GL.BlendFactor = GL.BlendFactor.DefaultSrc;\r\n public functionSourceAlpha: GL.BlendFactor = GL.BlendFactor.DefaultSrc;\r\n public functionDestRgb: GL.BlendFactor = GL.BlendFactor.DefaultDst;\r\n public functionDestAlpha: GL.BlendFactor = GL.BlendFactor.DefaultDst;\r\n\r\n public constructor(src?: RenderStateBlend) {\r\n if (src) {\r\n this.copyFrom(src);\r\n }\r\n }\r\n\r\n public apply(previousBlend?: RenderStateBlend): void {\r\n const gl = System.instance.context;\r\n\r\n if (previousBlend === undefined || !this.equalColors(previousBlend)) {\r\n gl.blendColor(this.color[0], this.color[1], this.color[2], this.color[3]);\r\n }\r\n if (previousBlend === undefined || previousBlend.equationRgb !== this.equationRgb || previousBlend.equationAlpha !== this.equationAlpha) {\r\n gl.blendEquationSeparate(this.equationRgb, this.equationAlpha);\r\n }\r\n if (previousBlend === undefined || previousBlend.functionSourceRgb !== this.functionSourceRgb || previousBlend.functionSourceAlpha !== this.functionSourceAlpha\r\n || previousBlend.functionDestRgb !== this.functionDestRgb || previousBlend.functionDestAlpha !== this.functionDestAlpha) {\r\n gl.blendFuncSeparate(this.functionSourceRgb, this.functionDestRgb, this.functionSourceAlpha, this.functionDestAlpha);\r\n }\r\n }\r\n\r\n public copyFrom(src: RenderStateBlend): void {\r\n this.setColor(src.color);\r\n this.equationRgb = src.equationRgb;\r\n this.equationAlpha = src.equationAlpha;\r\n this.functionSourceRgb = src.functionSourceRgb;\r\n this.functionSourceAlpha = src.functionSourceAlpha;\r\n this.functionDestRgb = src.functionDestRgb;\r\n this.functionDestAlpha = src.functionDestAlpha;\r\n }\r\n\r\n public clone(result?: RenderStateBlend): RenderStateBlend {\r\n if (!result) {\r\n return new RenderStateBlend(this);\r\n } else {\r\n result.copyFrom(this);\r\n return result;\r\n }\r\n }\r\n\r\n public equals(rhs: RenderStateBlend): boolean {\r\n return this.equalColors(rhs)\r\n && this.equationRgb === rhs.equationRgb\r\n && this.equationAlpha === rhs.equationAlpha\r\n && this.functionSourceRgb === rhs.functionSourceRgb\r\n && this.functionSourceAlpha === rhs.functionSourceAlpha\r\n && this.functionDestRgb === rhs.functionDestRgb\r\n && this.functionDestAlpha === rhs.functionDestAlpha;\r\n }\r\n\r\n public equalColors(rhs: RenderStateBlend): boolean {\r\n return this.color[0] === rhs.color[0] &&\r\n this.color[1] === rhs.color[1] &&\r\n this.color[2] === rhs.color[2] &&\r\n this.color[3] === rhs.color[3];\r\n }\r\n\r\n public setColor(color: [number, number, number, number]) {\r\n this.color[0] = color[0];\r\n this.color[1] = color[1];\r\n this.color[2] = color[2];\r\n this.color[3] = color[3];\r\n }\r\n\r\n public setBlendFunc(src: GL.BlendFactor, dst: GL.BlendFactor): void {\r\n this.setBlendFuncSeparate(src, src, dst, dst);\r\n }\r\n\r\n public setBlendFuncSeparate(srcRgb: GL.BlendFactor, srcAlpha: GL.BlendFactor, dstRgb: GL.BlendFactor, dstAlpha: GL.BlendFactor): void {\r\n this.functionSourceRgb = srcRgb;\r\n this.functionSourceAlpha = srcAlpha;\r\n this.functionDestRgb = dstRgb;\r\n this.functionDestAlpha = dstAlpha;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class RenderStateStencilOperation {\r\n public fail: GL.StencilOperation = GL.StencilOperation.Default;\r\n public zFail: GL.StencilOperation = GL.StencilOperation.Default;\r\n public zPass: GL.StencilOperation = GL.StencilOperation.Default;\r\n\r\n public constructor(src?: RenderStateStencilOperation) {\r\n if (src) {\r\n this.copyFrom(src);\r\n }\r\n }\r\n\r\n public copyFrom(src: RenderStateStencilOperation): void {\r\n this.fail = src.fail;\r\n this.zFail = src.zFail;\r\n this.zPass = src.zPass;\r\n }\r\n\r\n public clone(result?: RenderStateStencilOperation): RenderStateStencilOperation {\r\n if (!result) {\r\n return new RenderStateStencilOperation(this);\r\n } else {\r\n result.copyFrom(this);\r\n return result;\r\n }\r\n }\r\n\r\n public equals(rhs: RenderStateStencilOperation): boolean {\r\n return this.fail === rhs.fail\r\n && this.zFail === rhs.zFail\r\n && this.zPass === rhs.zPass;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class RenderStateStencilFunction {\r\n public function: GL.StencilFunction = GL.StencilFunction.Default;\r\n public ref: number = 0;\r\n public mask: number = 0xFFFFFFFF;\r\n\r\n public constructor(src?: RenderStateStencilFunction) {\r\n if (src) {\r\n this.copyFrom(src);\r\n }\r\n }\r\n\r\n public copyFrom(src: RenderStateStencilFunction): void {\r\n this.function = src.function;\r\n this.ref = src.ref;\r\n this.mask = src.mask;\r\n }\r\n\r\n public clone(result?: RenderStateStencilFunction): RenderStateStencilFunction {\r\n if (!result) {\r\n return new RenderStateStencilFunction(this);\r\n } else {\r\n result.copyFrom(this);\r\n return result;\r\n }\r\n }\r\n\r\n public equals(rhs: RenderStateStencilFunction): boolean {\r\n return this.function === rhs.function\r\n && this.ref === rhs.ref\r\n && this.mask === rhs.mask;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class RenderStateStencil {\r\n public frontFunction: RenderStateStencilFunction = new RenderStateStencilFunction();\r\n public backFunction: RenderStateStencilFunction = new RenderStateStencilFunction();\r\n public frontOperation: RenderStateStencilOperation = new RenderStateStencilOperation();\r\n public backOperation: RenderStateStencilOperation = new RenderStateStencilOperation();\r\n\r\n public constructor(src?: RenderStateStencil) {\r\n if (src) {\r\n this.copyFrom(src);\r\n }\r\n }\r\n\r\n public apply(previousStencil?: RenderStateStencil): void {\r\n const gl = System.instance.context;\r\n if (previousStencil === undefined || !previousStencil.frontFunction.equals(this.frontFunction)) {\r\n gl.stencilFuncSeparate(GL.CullFace.Front, this.frontFunction.function, this.frontFunction.ref, this.frontFunction.mask);\r\n }\r\n if (previousStencil === undefined || !previousStencil.backFunction.equals(this.backFunction)) {\r\n gl.stencilFuncSeparate(GL.CullFace.Back, this.backFunction.function, this.backFunction.ref, this.backFunction.mask);\r\n }\r\n if (previousStencil === undefined || !previousStencil.frontOperation.equals(this.frontOperation)) {\r\n gl.stencilOpSeparate(GL.CullFace.Front, this.frontOperation.fail, this.frontOperation.zFail, this.frontOperation.zPass);\r\n }\r\n if (previousStencil === undefined || !previousStencil.backOperation.equals(this.backOperation)) {\r\n gl.stencilOpSeparate(GL.CullFace.Back, this.backOperation.fail, this.backOperation.zFail, this.backOperation.zPass);\r\n }\r\n }\r\n\r\n public copyFrom(src: RenderStateStencil): void {\r\n this.frontFunction.copyFrom(src.frontFunction);\r\n this.backFunction.copyFrom(src.backFunction);\r\n this.frontOperation.copyFrom(src.frontOperation);\r\n this.backOperation.copyFrom(src.backOperation);\r\n }\r\n\r\n public clone(result?: RenderStateStencil): RenderStateStencil {\r\n if (!result) {\r\n return new RenderStateStencil(this);\r\n } else {\r\n result.copyFrom(this);\r\n return result;\r\n }\r\n }\r\n\r\n public equals(rhs: RenderStateStencil): boolean {\r\n return this.frontFunction.equals(rhs.frontFunction)\r\n && this.backFunction.equals(rhs.backFunction)\r\n && this.frontOperation.equals(rhs.frontOperation)\r\n && this.backOperation.equals(rhs.backOperation);\r\n }\r\n}\r\n\r\n/** Encapsulates the state of an OpenGL context.\r\n * to modify the context for a rendering operation, do *not* directly call\r\n * functions like glDepthMask(), glBlendFunc(), etc - otherwise such calls may adversely\r\n * affect subsequent rendering operations.\r\n * Instead, set up a RenderState as desired and invoke System.instance.applyRenderState()\r\n * The context tracks the most-recently applied RenderState, allowing it to minimize\r\n * the number of GL state changes actually invoked, improving performance.\r\n * @internal\r\n */\r\nexport class RenderState {\r\n public flags: RenderStateFlags = new RenderStateFlags();\r\n public blend: RenderStateBlend = new RenderStateBlend();\r\n public stencil: RenderStateStencil = new RenderStateStencil();\r\n public frontFace: GL.FrontFace = GL.FrontFace.Default;\r\n public cullFace: GL.CullFace = GL.CullFace.Default;\r\n public depthFunc: GL.DepthFunc = GL.DepthFunc.Default;\r\n public stencilMask: number = 0xFFFFFFFF;\r\n\r\n public constructor(src?: RenderState) {\r\n if (src) {\r\n this.copyFrom(src);\r\n }\r\n }\r\n\r\n public static defaults = new RenderState();\r\n\r\n public copyFrom(src: RenderState): void {\r\n this.flags.copyFrom(src.flags);\r\n this.blend.copyFrom(src.blend);\r\n this.stencil.copyFrom(src.stencil);\r\n this.frontFace = src.frontFace;\r\n this.cullFace = src.cullFace;\r\n this.depthFunc = src.depthFunc;\r\n this.stencilMask = src.stencilMask;\r\n }\r\n\r\n public clone(result?: RenderState): RenderState {\r\n if (!result) {\r\n return new RenderState(this);\r\n } else {\r\n result.copyFrom(this);\r\n return result;\r\n }\r\n }\r\n\r\n public set clockwiseFrontFace(clockwise: boolean) {\r\n this.frontFace = clockwise ? GL.FrontFace.Clockwise : GL.FrontFace.CounterClockwise;\r\n }\r\n\r\n public equals(rhs: RenderState): boolean {\r\n return this.flags.equals(rhs.flags)\r\n && this.blend.equals(rhs.blend)\r\n && this.stencil.equals(rhs.stencil)\r\n && this.frontFace === rhs.frontFace\r\n && this.cullFace === rhs.cullFace\r\n && this.depthFunc === rhs.depthFunc\r\n && this.stencilMask === rhs.stencilMask;\r\n }\r\n\r\n public apply(prevState: RenderState): void {\r\n this.flags.apply(prevState.flags);\r\n\r\n if (this.flags.blend) {\r\n if (prevState.flags.blend)\r\n this.blend.apply(prevState.blend);\r\n else\r\n this.blend.apply();\r\n }\r\n\r\n if (this.flags.cull) {\r\n if (!prevState.flags.cull || prevState.cullFace !== this.cullFace) {\r\n System.instance.context.cullFace(this.cullFace);\r\n }\r\n }\r\n\r\n if (this.flags.depthTest) {\r\n if (!prevState.flags.depthTest || prevState.depthFunc !== this.depthFunc) {\r\n System.instance.context.depthFunc(this.depthFunc);\r\n }\r\n }\r\n\r\n if (this.flags.stencilTest) {\r\n if (prevState.flags.stencilTest)\r\n this.stencil.apply(prevState.stencil);\r\n else\r\n this.stencil.apply();\r\n }\r\n\r\n if (this.frontFace !== prevState.frontFace) {\r\n System.instance.context.frontFace(this.frontFace);\r\n }\r\n\r\n if (this.stencilMask !== prevState.stencilMask) {\r\n System.instance.context.stencilMask(this.stencilMask);\r\n }\r\n }\r\n}\r\n\r\nObject.freeze(RenderState.defaults);\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 WebGL\r\n */\r\n\r\nimport { GL } from \"./GL\";\r\nimport { System } from \"./System\";\r\n\r\n/** @internal */\r\nexport class RenderStateFlags {\r\n public cull: boolean = false;\r\n public depthTest: boolean = false;\r\n public blend: boolean = false;\r\n public stencilTest: boolean = false;\r\n public depthMask: boolean = true;\r\n public colorWrite: boolean = true;\r\n\r\n public constructor(src?: RenderStateFlags) {\r\n if (src) {\r\n this.copyFrom(src);\r\n }\r\n }\r\n\r\n public copyFrom(src: RenderStateFlags): void {\r\n this.cull = src.cull;\r\n this.depthTest = src.depthTest;\r\n this.blend = src.blend;\r\n this.stencilTest = src.stencilTest;\r\n this.depthMask = src.depthMask;\r\n this.colorWrite = src.colorWrite;\r\n }\r\n\r\n public clone(result?: RenderStateFlags): RenderStateFlags {\r\n if (!result) {\r\n return new RenderStateFlags(this);\r\n } else {\r\n result.copyFrom(this);\r\n return result;\r\n }\r\n }\r\n\r\n public equals(rhs: RenderStateFlags): boolean {\r\n return this.cull === rhs.cull\r\n && this.depthTest === rhs.depthTest\r\n && this.blend === rhs.blend\r\n && this.stencilTest === rhs.stencilTest\r\n && this.depthMask === rhs.depthMask\r\n && this.colorWrite === rhs.colorWrite;\r\n }\r\n\r\n public apply(previousFlags: RenderStateFlags): void {\r\n RenderStateFlags.enableOrDisable(this.cull, GL.Capability.CullFace, previousFlags.cull);\r\n RenderStateFlags.enableOrDisable(this.depthTest, GL.Capability.DepthTest, previousFlags.depthTest);\r\n RenderStateFlags.enableOrDisable(this.blend, GL.Capability.Blend, previousFlags.blend);\r\n RenderStateFlags.enableOrDisable(this.stencilTest, GL.Capability.StencilTest, previousFlags.stencilTest);\r\n\r\n if (previousFlags.depthMask !== this.depthMask) {\r\n System.instance.context.depthMask(this.depthMask);\r\n }\r\n\r\n if (previousFlags.colorWrite !== this.colorWrite) {\r\n System.instance.context.colorMask(this.colorWrite, this.colorWrite, this.colorWrite, this.colorWrite);\r\n }\r\n }\r\n\r\n public static enableOrDisable(currentFlag: boolean, value: number, previousFlag: boolean) {\r\n if (currentFlag !== previousFlag) {\r\n const gl = System.instance.context;\r\n if (currentFlag) {\r\n gl.enable(value);\r\n } else {\r\n gl.disable(value);\r\n }\r\n }\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class RenderStateBlend {\r\n public color: [number, number, number, number] = [0.0, 0.0, 0.0, 0.0];\r\n public equationRgb: GL.BlendEquation = GL.BlendEquation.Default;\r\n public equationAlpha: GL.BlendEquation = GL.BlendEquation.Default;\r\n public functionSourceRgb: GL.BlendFactor = GL.BlendFactor.DefaultSrc;\r\n public functionSourceAlpha: GL.BlendFactor = GL.BlendFactor.DefaultSrc;\r\n public functionDestRgb: GL.BlendFactor = GL.BlendFactor.DefaultDst;\r\n public functionDestAlpha: GL.BlendFactor = GL.BlendFactor.DefaultDst;\r\n\r\n public constructor(src?: RenderStateBlend) {\r\n if (src) {\r\n this.copyFrom(src);\r\n }\r\n }\r\n\r\n public apply(previousBlend?: RenderStateBlend): void {\r\n const gl = System.instance.context;\r\n\r\n if (previousBlend === undefined || !this.equalColors(previousBlend)) {\r\n gl.blendColor(this.color[0], this.color[1], this.color[2], this.color[3]);\r\n }\r\n if (previousBlend === undefined || previousBlend.equationRgb !== this.equationRgb || previousBlend.equationAlpha !== this.equationAlpha) {\r\n gl.blendEquationSeparate(this.equationRgb, this.equationAlpha);\r\n }\r\n if (previousBlend === undefined || previousBlend.functionSourceRgb !== this.functionSourceRgb || previousBlend.functionSourceAlpha !== this.functionSourceAlpha\r\n || previousBlend.functionDestRgb !== this.functionDestRgb || previousBlend.functionDestAlpha !== this.functionDestAlpha) {\r\n gl.blendFuncSeparate(this.functionSourceRgb, this.functionDestRgb, this.functionSourceAlpha, this.functionDestAlpha);\r\n }\r\n }\r\n\r\n public copyFrom(src: RenderStateBlend): void {\r\n this.setColor(src.color);\r\n this.equationRgb = src.equationRgb;\r\n this.equationAlpha = src.equationAlpha;\r\n this.functionSourceRgb = src.functionSourceRgb;\r\n this.functionSourceAlpha = src.functionSourceAlpha;\r\n this.functionDestRgb = src.functionDestRgb;\r\n this.functionDestAlpha = src.functionDestAlpha;\r\n }\r\n\r\n public clone(result?: RenderStateBlend): RenderStateBlend {\r\n if (!result) {\r\n return new RenderStateBlend(this);\r\n } else {\r\n result.copyFrom(this);\r\n return result;\r\n }\r\n }\r\n\r\n public equals(rhs: RenderStateBlend): boolean {\r\n return this.equalColors(rhs)\r\n && this.equationRgb === rhs.equationRgb\r\n && this.equationAlpha === rhs.equationAlpha\r\n && this.functionSourceRgb === rhs.functionSourceRgb\r\n && this.functionSourceAlpha === rhs.functionSourceAlpha\r\n && this.functionDestRgb === rhs.functionDestRgb\r\n && this.functionDestAlpha === rhs.functionDestAlpha;\r\n }\r\n\r\n public equalColors(rhs: RenderStateBlend): boolean {\r\n return this.color[0] === rhs.color[0] &&\r\n this.color[1] === rhs.color[1] &&\r\n this.color[2] === rhs.color[2] &&\r\n this.color[3] === rhs.color[3];\r\n }\r\n\r\n public setColor(color: [number, number, number, number]) {\r\n this.color[0] = color[0];\r\n this.color[1] = color[1];\r\n this.color[2] = color[2];\r\n this.color[3] = color[3];\r\n }\r\n\r\n public setBlendFunc(src: GL.BlendFactor, dst: GL.BlendFactor): void {\r\n this.setBlendFuncSeparate(src, src, dst, dst);\r\n }\r\n\r\n public setBlendFuncSeparate(srcRgb: GL.BlendFactor, srcAlpha: GL.BlendFactor, dstRgb: GL.BlendFactor, dstAlpha: GL.BlendFactor): void {\r\n this.functionSourceRgb = srcRgb;\r\n this.functionSourceAlpha = srcAlpha;\r\n this.functionDestRgb = dstRgb;\r\n this.functionDestAlpha = dstAlpha;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class RenderStateStencilOperation {\r\n public fail: GL.StencilOperation = GL.StencilOperation.Default;\r\n public zFail: GL.StencilOperation = GL.StencilOperation.Default;\r\n public zPass: GL.StencilOperation = GL.StencilOperation.Default;\r\n\r\n public constructor(src?: RenderStateStencilOperation) {\r\n if (src) {\r\n this.copyFrom(src);\r\n }\r\n }\r\n\r\n public copyFrom(src: RenderStateStencilOperation): void {\r\n this.fail = src.fail;\r\n this.zFail = src.zFail;\r\n this.zPass = src.zPass;\r\n }\r\n\r\n public clone(result?: RenderStateStencilOperation): RenderStateStencilOperation {\r\n if (!result) {\r\n return new RenderStateStencilOperation(this);\r\n } else {\r\n result.copyFrom(this);\r\n return result;\r\n }\r\n }\r\n\r\n public equals(rhs: RenderStateStencilOperation): boolean {\r\n return this.fail === rhs.fail\r\n && this.zFail === rhs.zFail\r\n && this.zPass === rhs.zPass;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class RenderStateStencilFunction {\r\n public function: GL.StencilFunction = GL.StencilFunction.Default;\r\n public ref: number = 0;\r\n public mask: number = 0xFFFFFFFF;\r\n\r\n public constructor(src?: RenderStateStencilFunction) {\r\n if (src) {\r\n this.copyFrom(src);\r\n }\r\n }\r\n\r\n public copyFrom(src: RenderStateStencilFunction): void {\r\n this.function = src.function;\r\n this.ref = src.ref;\r\n this.mask = src.mask;\r\n }\r\n\r\n public clone(result?: RenderStateStencilFunction): RenderStateStencilFunction {\r\n if (!result) {\r\n return new RenderStateStencilFunction(this);\r\n } else {\r\n result.copyFrom(this);\r\n return result;\r\n }\r\n }\r\n\r\n public equals(rhs: RenderStateStencilFunction): boolean {\r\n return this.function === rhs.function\r\n && this.ref === rhs.ref\r\n && this.mask === rhs.mask;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class RenderStateStencil {\r\n public frontFunction: RenderStateStencilFunction = new RenderStateStencilFunction();\r\n public backFunction: RenderStateStencilFunction = new RenderStateStencilFunction();\r\n public frontOperation: RenderStateStencilOperation = new RenderStateStencilOperation();\r\n public backOperation: RenderStateStencilOperation = new RenderStateStencilOperation();\r\n\r\n public constructor(src?: RenderStateStencil) {\r\n if (src) {\r\n this.copyFrom(src);\r\n }\r\n }\r\n\r\n public apply(previousStencil?: RenderStateStencil): void {\r\n const gl = System.instance.context;\r\n if (previousStencil === undefined || !previousStencil.frontFunction.equals(this.frontFunction)) {\r\n gl.stencilFuncSeparate(GL.CullFace.Front, this.frontFunction.function, this.frontFunction.ref, this.frontFunction.mask);\r\n }\r\n if (previousStencil === undefined || !previousStencil.backFunction.equals(this.backFunction)) {\r\n gl.stencilFuncSeparate(GL.CullFace.Back, this.backFunction.function, this.backFunction.ref, this.backFunction.mask);\r\n }\r\n if (previousStencil === undefined || !previousStencil.frontOperation.equals(this.frontOperation)) {\r\n gl.stencilOpSeparate(GL.CullFace.Front, this.frontOperation.fail, this.frontOperation.zFail, this.frontOperation.zPass);\r\n }\r\n if (previousStencil === undefined || !previousStencil.backOperation.equals(this.backOperation)) {\r\n gl.stencilOpSeparate(GL.CullFace.Back, this.backOperation.fail, this.backOperation.zFail, this.backOperation.zPass);\r\n }\r\n }\r\n\r\n public copyFrom(src: RenderStateStencil): void {\r\n this.frontFunction.copyFrom(src.frontFunction);\r\n this.backFunction.copyFrom(src.backFunction);\r\n this.frontOperation.copyFrom(src.frontOperation);\r\n this.backOperation.copyFrom(src.backOperation);\r\n }\r\n\r\n public clone(result?: RenderStateStencil): RenderStateStencil {\r\n if (!result) {\r\n return new RenderStateStencil(this);\r\n } else {\r\n result.copyFrom(this);\r\n return result;\r\n }\r\n }\r\n\r\n public equals(rhs: RenderStateStencil): boolean {\r\n return this.frontFunction.equals(rhs.frontFunction)\r\n && this.backFunction.equals(rhs.backFunction)\r\n && this.frontOperation.equals(rhs.frontOperation)\r\n && this.backOperation.equals(rhs.backOperation);\r\n }\r\n}\r\n\r\n/** Encapsulates the state of an OpenGL context.\r\n * to modify the context for a rendering operation, do *not* directly call\r\n * functions like glDepthMask(), glBlendFunc(), etc - otherwise such calls may adversely\r\n * affect subsequent rendering operations.\r\n * Instead, set up a RenderState as desired and invoke System.instance.applyRenderState()\r\n * The context tracks the most-recently applied RenderState, allowing it to minimize\r\n * the number of GL state changes actually invoked, improving performance.\r\n * @internal\r\n */\r\nexport class RenderState {\r\n public flags: RenderStateFlags = new RenderStateFlags();\r\n public blend: RenderStateBlend = new RenderStateBlend();\r\n public stencil: RenderStateStencil = new RenderStateStencil();\r\n public frontFace: GL.FrontFace = GL.FrontFace.Default;\r\n public cullFace: GL.CullFace = GL.CullFace.Default;\r\n public depthFunc: GL.DepthFunc = GL.DepthFunc.Default;\r\n public stencilMask: number = 0xFFFFFFFF;\r\n\r\n public constructor(src?: RenderState) {\r\n if (src) {\r\n this.copyFrom(src);\r\n }\r\n }\r\n\r\n public static defaults = new RenderState();\r\n\r\n public copyFrom(src: RenderState): void {\r\n this.flags.copyFrom(src.flags);\r\n this.blend.copyFrom(src.blend);\r\n this.stencil.copyFrom(src.stencil);\r\n this.frontFace = src.frontFace;\r\n this.cullFace = src.cullFace;\r\n this.depthFunc = src.depthFunc;\r\n this.stencilMask = src.stencilMask;\r\n }\r\n\r\n public clone(result?: RenderState): RenderState {\r\n if (!result) {\r\n return new RenderState(this);\r\n } else {\r\n result.copyFrom(this);\r\n return result;\r\n }\r\n }\r\n\r\n public set clockwiseFrontFace(clockwise: boolean) {\r\n this.frontFace = clockwise ? GL.FrontFace.Clockwise : GL.FrontFace.CounterClockwise;\r\n }\r\n\r\n public equals(rhs: RenderState): boolean {\r\n return this.flags.equals(rhs.flags)\r\n && this.blend.equals(rhs.blend)\r\n && this.stencil.equals(rhs.stencil)\r\n && this.frontFace === rhs.frontFace\r\n && this.cullFace === rhs.cullFace\r\n && this.depthFunc === rhs.depthFunc\r\n && this.stencilMask === rhs.stencilMask;\r\n }\r\n\r\n public apply(prevState: RenderState): void {\r\n this.flags.apply(prevState.flags);\r\n\r\n if (this.flags.blend) {\r\n if (prevState.flags.blend)\r\n this.blend.apply(prevState.blend);\r\n else\r\n this.blend.apply();\r\n }\r\n\r\n if (this.flags.cull) {\r\n if (!prevState.flags.cull || prevState.cullFace !== this.cullFace) {\r\n System.instance.context.cullFace(this.cullFace);\r\n }\r\n }\r\n\r\n if (this.flags.depthTest) {\r\n if (!prevState.flags.depthTest || prevState.depthFunc !== this.depthFunc) {\r\n System.instance.context.depthFunc(this.depthFunc);\r\n }\r\n }\r\n\r\n if (this.flags.stencilTest) {\r\n if (prevState.flags.stencilTest)\r\n this.stencil.apply(prevState.stencil);\r\n else\r\n this.stencil.apply();\r\n }\r\n\r\n if (this.frontFace !== prevState.frontFace) {\r\n System.instance.context.frontFace(this.frontFace);\r\n }\r\n\r\n if (this.stencilMask !== prevState.stencilMask) {\r\n System.instance.context.stencilMask(this.stencilMask);\r\n }\r\n }\r\n}\r\n\r\nObject.freeze(RenderState.defaults);\r\n"]}
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@@ -51,6 +51,7 @@ class EmptyHiliteSet {
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51
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}
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/** @internal */
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53
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export class Target extends RenderTarget {
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54
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+
static { _a = _implementationProhibited; }
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get shadowFrustum() {
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const map = this.solarShadowMap;
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return map.isEnabled && map.isReady ? map.frustum : undefined;
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@@ -989,7 +990,6 @@ export class Target extends RenderTarget {
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return this._renderCommands.dump();
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}
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}
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-
_a = _implementationProhibited;
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class CanvasState {
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constructor(canvas) {
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this.needsClear = false;
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