@itwin/core-frontend 5.0.0-dev.40 → 5.0.0-dev.49
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 +11 -1
- package/lib/cjs/AccuDraw.d.ts +21 -3
- package/lib/cjs/AccuDraw.d.ts.map +1 -1
- package/lib/cjs/AccuDraw.js +174 -56
- package/lib/cjs/AccuDraw.js.map +1 -1
- package/lib/cjs/BriefcaseConnection.js +1 -1
- package/lib/cjs/BriefcaseConnection.js.map +1 -1
- package/lib/cjs/BriefcaseTxns.d.ts +1 -1
- package/lib/cjs/BriefcaseTxns.d.ts.map +1 -1
- package/lib/cjs/BriefcaseTxns.js +1 -1
- package/lib/cjs/BriefcaseTxns.js.map +1 -1
- package/lib/cjs/DrawingViewState.js +2 -2
- package/lib/cjs/DrawingViewState.js.map +1 -1
- package/lib/cjs/EnvironmentDecorations.d.ts +1 -1
- package/lib/cjs/EnvironmentDecorations.d.ts.map +1 -1
- package/lib/cjs/EnvironmentDecorations.js +1 -1
- package/lib/cjs/EnvironmentDecorations.js.map +1 -1
- package/lib/cjs/GraphicalEditingScope.d.ts +3 -1
- package/lib/cjs/GraphicalEditingScope.d.ts.map +1 -1
- package/lib/cjs/GraphicalEditingScope.js +7 -3
- package/lib/cjs/GraphicalEditingScope.js.map +1 -1
- package/lib/cjs/IModelApp.d.ts +0 -5
- package/lib/cjs/IModelApp.d.ts.map +1 -1
- package/lib/cjs/IModelApp.js +0 -5
- package/lib/cjs/IModelApp.js.map +1 -1
- package/lib/cjs/IModelConnection.js +1 -1
- package/lib/cjs/IModelConnection.js.map +1 -1
- package/lib/cjs/NoRenderApp.d.ts +1 -1
- package/lib/cjs/NoRenderApp.d.ts.map +1 -1
- package/lib/cjs/NoRenderApp.js +1 -2
- package/lib/cjs/NoRenderApp.js.map +1 -1
- package/lib/cjs/SheetViewState.js +6 -6
- package/lib/cjs/SheetViewState.js.map +1 -1
- package/lib/cjs/SubCategoriesCache.d.ts +1 -1
- package/lib/cjs/SubCategoriesCache.d.ts.map +1 -1
- package/lib/cjs/SubCategoriesCache.js +1 -1
- package/lib/cjs/SubCategoriesCache.js.map +1 -1
- package/lib/cjs/Tiles.d.ts +1 -1
- package/lib/cjs/Tiles.d.ts.map +1 -1
- package/lib/cjs/Tiles.js +6 -6
- package/lib/cjs/Tiles.js.map +1 -1
- package/lib/cjs/ViewManager.js +1 -1
- package/lib/cjs/ViewManager.js.map +1 -1
- package/lib/cjs/ViewState.js +1 -1
- package/lib/cjs/ViewState.js.map +1 -1
- package/lib/cjs/Viewport.d.ts +5 -3
- package/lib/cjs/Viewport.d.ts.map +1 -1
- package/lib/cjs/Viewport.js +8 -4
- package/lib/cjs/Viewport.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/core-frontend.d.ts +1 -0
- package/lib/cjs/core-frontend.d.ts.map +1 -1
- package/lib/cjs/core-frontend.js +1 -0
- package/lib/cjs/core-frontend.js.map +1 -1
- package/lib/cjs/internal/render/RenderGeometry.d.ts +1 -2
- package/lib/cjs/internal/render/RenderGeometry.d.ts.map +1 -1
- package/lib/cjs/internal/render/RenderGeometry.js.map +1 -1
- package/lib/cjs/render/Decorations.d.ts +3 -2
- package/lib/cjs/render/Decorations.d.ts.map +1 -1
- package/lib/cjs/render/Decorations.js +5 -1
- package/lib/cjs/render/Decorations.js.map +1 -1
- package/lib/cjs/render/GraphicBranch.d.ts +4 -2
- package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
- package/lib/cjs/render/GraphicBranch.js +5 -1
- package/lib/cjs/render/GraphicBranch.js.map +1 -1
- package/lib/cjs/render/MockRender.d.ts +2 -2
- package/lib/cjs/render/MockRender.d.ts.map +1 -1
- package/lib/cjs/render/MockRender.js +3 -4
- package/lib/cjs/render/MockRender.js.map +1 -1
- package/lib/cjs/render/RenderGraphic.d.ts +3 -2
- package/lib/cjs/render/RenderGraphic.d.ts.map +1 -1
- package/lib/cjs/render/RenderGraphic.js +4 -1
- package/lib/cjs/render/RenderGraphic.js.map +1 -1
- package/lib/cjs/render/RenderPlanarClassifier.d.ts +3 -3
- package/lib/cjs/render/RenderPlanarClassifier.d.ts.map +1 -1
- package/lib/cjs/render/RenderPlanarClassifier.js.map +1 -1
- package/lib/cjs/render/RenderSystem.d.ts +9 -8
- package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
- package/lib/cjs/render/RenderSystem.js +3 -0
- package/lib/cjs/render/RenderSystem.js.map +1 -1
- package/lib/cjs/render/RenderTarget.d.ts +3 -3
- package/lib/cjs/render/RenderTarget.d.ts.map +1 -1
- package/lib/cjs/render/RenderTarget.js +1 -1
- package/lib/cjs/render/RenderTarget.js.map +1 -1
- package/lib/cjs/render/VisibleFeature.d.ts.map +1 -1
- package/lib/cjs/render/VisibleFeature.js +60 -3
- package/lib/cjs/render/VisibleFeature.js.map +1 -1
- package/lib/cjs/render/webgl/AtmosphereUniforms.d.ts +2 -0
- package/lib/cjs/render/webgl/AtmosphereUniforms.d.ts.map +1 -1
- package/lib/cjs/render/webgl/AtmosphereUniforms.js +5 -1
- package/lib/cjs/render/webgl/AtmosphereUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/AttributeBuffers.d.ts +6 -2
- package/lib/cjs/render/webgl/AttributeBuffers.d.ts.map +1 -1
- package/lib/cjs/render/webgl/AttributeBuffers.js +12 -4
- package/lib/cjs/render/webgl/AttributeBuffers.js.map +1 -1
- package/lib/cjs/render/webgl/BackgroundMapDrape.d.ts +1 -1
- package/lib/cjs/render/webgl/BackgroundMapDrape.d.ts.map +1 -1
- package/lib/cjs/render/webgl/BackgroundMapDrape.js +3 -3
- package/lib/cjs/render/webgl/BackgroundMapDrape.js.map +1 -1
- package/lib/cjs/render/webgl/CachedGeometry.d.ts +8 -8
- package/lib/cjs/render/webgl/CachedGeometry.d.ts.map +1 -1
- package/lib/cjs/render/webgl/CachedGeometry.js +8 -8
- package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/ClippingProgram.d.ts +2 -0
- package/lib/cjs/render/webgl/ClippingProgram.d.ts.map +1 -1
- package/lib/cjs/render/webgl/ClippingProgram.js +5 -1
- package/lib/cjs/render/webgl/ClippingProgram.js.map +1 -1
- package/lib/cjs/render/webgl/Contours.d.ts +1 -1
- package/lib/cjs/render/webgl/Contours.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Contours.js +1 -1
- package/lib/cjs/render/webgl/Contours.js.map +1 -1
- package/lib/cjs/render/webgl/Disposable.d.ts +1 -2
- package/lib/cjs/render/webgl/Disposable.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Disposable.js +4 -0
- package/lib/cjs/render/webgl/Disposable.js.map +1 -1
- package/lib/cjs/render/webgl/EDL.d.ts +1 -1
- package/lib/cjs/render/webgl/EDL.d.ts.map +1 -1
- package/lib/cjs/render/webgl/EDL.js +3 -3
- package/lib/cjs/render/webgl/EDL.js.map +1 -1
- package/lib/cjs/render/webgl/EdgeGeometry.d.ts +3 -3
- package/lib/cjs/render/webgl/EdgeGeometry.d.ts.map +1 -1
- package/lib/cjs/render/webgl/EdgeGeometry.js +4 -4
- package/lib/cjs/render/webgl/EdgeGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/FeatureOverrides.d.ts +1 -1
- package/lib/cjs/render/webgl/FeatureOverrides.d.ts.map +1 -1
- package/lib/cjs/render/webgl/FeatureOverrides.js +1 -1
- package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
- package/lib/cjs/render/webgl/FrameBuffer.d.ts +1 -1
- package/lib/cjs/render/webgl/FrameBuffer.d.ts.map +1 -1
- package/lib/cjs/render/webgl/FrameBuffer.js +1 -1
- package/lib/cjs/render/webgl/FrameBuffer.js.map +1 -1
- package/lib/cjs/render/webgl/Graphic.d.ts +2 -2
- package/lib/cjs/render/webgl/Graphic.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Graphic.js +11 -11
- package/lib/cjs/render/webgl/Graphic.js.map +1 -1
- package/lib/cjs/render/webgl/IndexedEdgeGeometry.d.ts +2 -2
- package/lib/cjs/render/webgl/IndexedEdgeGeometry.d.ts.map +1 -1
- package/lib/cjs/render/webgl/IndexedEdgeGeometry.js +2 -2
- package/lib/cjs/render/webgl/IndexedEdgeGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/InstancedGeometry.d.ts +4 -4
- package/lib/cjs/render/webgl/InstancedGeometry.d.ts.map +1 -1
- package/lib/cjs/render/webgl/InstancedGeometry.js +5 -6
- package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/Layer.js +1 -1
- package/lib/cjs/render/webgl/Layer.js.map +1 -1
- package/lib/cjs/render/webgl/Mesh.d.ts +1 -1
- package/lib/cjs/render/webgl/Mesh.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Mesh.js +1 -1
- package/lib/cjs/render/webgl/Mesh.js.map +1 -1
- package/lib/cjs/render/webgl/MeshData.d.ts +1 -1
- package/lib/cjs/render/webgl/MeshData.d.ts.map +1 -1
- package/lib/cjs/render/webgl/MeshData.js +2 -2
- package/lib/cjs/render/webgl/MeshData.js.map +1 -1
- package/lib/cjs/render/webgl/PlanarClassifier.d.ts +1 -1
- package/lib/cjs/render/webgl/PlanarClassifier.d.ts.map +1 -1
- package/lib/cjs/render/webgl/PlanarClassifier.js +22 -9
- package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
- package/lib/cjs/render/webgl/PointCloud.d.ts +1 -1
- package/lib/cjs/render/webgl/PointCloud.d.ts.map +1 -1
- package/lib/cjs/render/webgl/PointCloud.js +1 -1
- package/lib/cjs/render/webgl/PointCloud.js.map +1 -1
- package/lib/cjs/render/webgl/PointString.d.ts +1 -1
- package/lib/cjs/render/webgl/PointString.d.ts.map +1 -1
- package/lib/cjs/render/webgl/PointString.js +1 -1
- package/lib/cjs/render/webgl/PointString.js.map +1 -1
- package/lib/cjs/render/webgl/Polyline.d.ts +1 -1
- package/lib/cjs/render/webgl/Polyline.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Polyline.js +1 -1
- package/lib/cjs/render/webgl/Polyline.js.map +1 -1
- package/lib/cjs/render/webgl/RealityMesh.d.ts +6 -10
- package/lib/cjs/render/webgl/RealityMesh.d.ts.map +1 -1
- package/lib/cjs/render/webgl/RealityMesh.js +6 -6
- package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
- package/lib/cjs/render/webgl/RenderBuffer.d.ts +2 -2
- package/lib/cjs/render/webgl/RenderBuffer.d.ts.map +1 -1
- package/lib/cjs/render/webgl/RenderBuffer.js +2 -2
- package/lib/cjs/render/webgl/RenderBuffer.js.map +1 -1
- package/lib/cjs/render/webgl/SceneCompositor.d.ts +1 -1
- package/lib/cjs/render/webgl/SceneCompositor.d.ts.map +1 -1
- package/lib/cjs/render/webgl/SceneCompositor.js +6 -6
- package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
- package/lib/cjs/render/webgl/ScreenSpaceEffect.d.ts +1 -1
- package/lib/cjs/render/webgl/ScreenSpaceEffect.d.ts.map +1 -1
- package/lib/cjs/render/webgl/ScreenSpaceEffect.js +2 -2
- package/lib/cjs/render/webgl/ScreenSpaceEffect.js.map +1 -1
- package/lib/cjs/render/webgl/ShaderProgram.d.ts +5 -1
- package/lib/cjs/render/webgl/ShaderProgram.d.ts.map +1 -1
- package/lib/cjs/render/webgl/ShaderProgram.js +11 -3
- package/lib/cjs/render/webgl/ShaderProgram.js.map +1 -1
- package/lib/cjs/render/webgl/SolarShadowMap.d.ts +1 -1
- package/lib/cjs/render/webgl/SolarShadowMap.d.ts.map +1 -1
- package/lib/cjs/render/webgl/SolarShadowMap.js +3 -3
- package/lib/cjs/render/webgl/SolarShadowMap.js.map +1 -1
- package/lib/cjs/render/webgl/SurfaceGeometry.d.ts +1 -1
- package/lib/cjs/render/webgl/SurfaceGeometry.d.ts.map +1 -1
- package/lib/cjs/render/webgl/SurfaceGeometry.js +1 -1
- package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/System.d.ts +1 -1
- package/lib/cjs/render/webgl/System.d.ts.map +1 -1
- package/lib/cjs/render/webgl/System.js +1 -1
- package/lib/cjs/render/webgl/System.js.map +1 -1
- package/lib/cjs/render/webgl/Target.d.ts +2 -2
- package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Target.js +9 -10
- package/lib/cjs/render/webgl/Target.js.map +1 -1
- package/lib/cjs/render/webgl/TargetGraphics.d.ts +1 -1
- package/lib/cjs/render/webgl/TargetGraphics.d.ts.map +1 -1
- package/lib/cjs/render/webgl/TargetGraphics.js +1 -1
- package/lib/cjs/render/webgl/TargetGraphics.js.map +1 -1
- package/lib/cjs/render/webgl/Technique.d.ts +6 -0
- package/lib/cjs/render/webgl/Technique.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Technique.js +97 -15
- package/lib/cjs/render/webgl/Technique.js.map +1 -1
- package/lib/cjs/render/webgl/Texture.d.ts +1 -1
- package/lib/cjs/render/webgl/Texture.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Texture.js +1 -1
- package/lib/cjs/render/webgl/Texture.js.map +1 -1
- package/lib/cjs/render/webgl/TextureDrape.d.ts +1 -1
- package/lib/cjs/render/webgl/TextureDrape.d.ts.map +1 -1
- package/lib/cjs/render/webgl/TextureDrape.js +1 -1
- package/lib/cjs/render/webgl/TextureDrape.js.map +1 -1
- package/lib/cjs/render/webgl/ThematicSensors.d.ts +1 -1
- package/lib/cjs/render/webgl/ThematicSensors.d.ts.map +1 -1
- package/lib/cjs/render/webgl/ThematicSensors.js +1 -1
- package/lib/cjs/render/webgl/ThematicSensors.js.map +1 -1
- package/lib/cjs/render/webgl/ThematicUniforms.d.ts +1 -1
- package/lib/cjs/render/webgl/ThematicUniforms.d.ts.map +1 -1
- package/lib/cjs/render/webgl/ThematicUniforms.js +1 -1
- package/lib/cjs/render/webgl/ThematicUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/VertexLUT.d.ts +2 -2
- package/lib/cjs/render/webgl/VertexLUT.d.ts.map +1 -1
- package/lib/cjs/render/webgl/VertexLUT.js +2 -2
- package/lib/cjs/render/webgl/VertexLUT.js.map +1 -1
- package/lib/cjs/render/webgl/VisibleTileFeatures.js +60 -3
- package/lib/cjs/render/webgl/VisibleTileFeatures.js.map +1 -1
- package/lib/cjs/tile/ClassifierTileTree.js +1 -1
- package/lib/cjs/tile/ClassifierTileTree.js.map +1 -1
- package/lib/cjs/tile/DynamicIModelTile.js +3 -3
- package/lib/cjs/tile/DynamicIModelTile.js.map +1 -1
- package/lib/cjs/tile/IModelTileTree.d.ts +1 -1
- package/lib/cjs/tile/IModelTileTree.d.ts.map +1 -1
- package/lib/cjs/tile/IModelTileTree.js +12 -10
- package/lib/cjs/tile/IModelTileTree.js.map +1 -1
- package/lib/cjs/tile/ImdlDecoder.d.ts +1 -1
- package/lib/cjs/tile/ImdlDecoder.js +1 -1
- package/lib/cjs/tile/ImdlDecoder.js.map +1 -1
- package/lib/cjs/tile/LRUTileList.d.ts +1 -1
- package/lib/cjs/tile/LRUTileList.d.ts.map +1 -1
- package/lib/cjs/tile/LRUTileList.js +1 -1
- package/lib/cjs/tile/LRUTileList.js.map +1 -1
- package/lib/cjs/tile/OrbitGtTileTree.d.ts +1 -1
- package/lib/cjs/tile/OrbitGtTileTree.d.ts.map +1 -1
- package/lib/cjs/tile/OrbitGtTileTree.js +6 -6
- package/lib/cjs/tile/OrbitGtTileTree.js.map +1 -1
- package/lib/cjs/tile/PrimaryTileTree.js +1 -1
- package/lib/cjs/tile/PrimaryTileTree.js.map +1 -1
- package/lib/cjs/tile/Tile.d.ts +2 -0
- package/lib/cjs/tile/Tile.d.ts.map +1 -1
- package/lib/cjs/tile/Tile.js +6 -2
- package/lib/cjs/tile/Tile.js.map +1 -1
- package/lib/cjs/tile/TileAdmin.js +1 -1
- package/lib/cjs/tile/TileAdmin.js.map +1 -1
- package/lib/cjs/tile/TileTree.d.ts +2 -0
- package/lib/cjs/tile/TileTree.d.ts.map +1 -1
- package/lib/cjs/tile/TileTree.js +5 -1
- package/lib/cjs/tile/TileTree.js.map +1 -1
- package/lib/cjs/tile/TileTreeOwner.d.ts +1 -1
- package/lib/cjs/tile/TileTreeOwner.d.ts.map +1 -1
- package/lib/cjs/tile/TileTreeOwner.js.map +1 -1
- package/lib/cjs/tile/map/ImageryTileTree.d.ts +1 -1
- package/lib/cjs/tile/map/ImageryTileTree.d.ts.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/tools/AccuDrawTool.d.ts +4 -2
- package/lib/cjs/tools/AccuDrawTool.d.ts.map +1 -1
- package/lib/cjs/tools/AccuDrawTool.js +34 -56
- package/lib/cjs/tools/AccuDrawTool.js.map +1 -1
- package/lib/cjs/tools/AccuDrawViewportUI.d.ts +154 -0
- package/lib/cjs/tools/AccuDrawViewportUI.d.ts.map +1 -0
- package/lib/cjs/tools/AccuDrawViewportUI.js +715 -0
- package/lib/cjs/tools/AccuDrawViewportUI.js.map +1 -0
- package/lib/esm/AccuDraw.d.ts +21 -3
- package/lib/esm/AccuDraw.d.ts.map +1 -1
- package/lib/esm/AccuDraw.js +174 -56
- package/lib/esm/AccuDraw.js.map +1 -1
- package/lib/esm/BriefcaseConnection.js +1 -1
- package/lib/esm/BriefcaseConnection.js.map +1 -1
- package/lib/esm/BriefcaseTxns.d.ts +1 -1
- package/lib/esm/BriefcaseTxns.d.ts.map +1 -1
- package/lib/esm/BriefcaseTxns.js +1 -1
- package/lib/esm/BriefcaseTxns.js.map +1 -1
- package/lib/esm/DrawingViewState.js +2 -2
- package/lib/esm/DrawingViewState.js.map +1 -1
- package/lib/esm/EnvironmentDecorations.d.ts +1 -1
- package/lib/esm/EnvironmentDecorations.d.ts.map +1 -1
- package/lib/esm/EnvironmentDecorations.js +1 -1
- package/lib/esm/EnvironmentDecorations.js.map +1 -1
- package/lib/esm/GraphicalEditingScope.d.ts +3 -1
- package/lib/esm/GraphicalEditingScope.d.ts.map +1 -1
- package/lib/esm/GraphicalEditingScope.js +7 -3
- package/lib/esm/GraphicalEditingScope.js.map +1 -1
- package/lib/esm/IModelApp.d.ts +0 -5
- package/lib/esm/IModelApp.d.ts.map +1 -1
- package/lib/esm/IModelApp.js +0 -5
- package/lib/esm/IModelApp.js.map +1 -1
- package/lib/esm/IModelConnection.js +1 -1
- package/lib/esm/IModelConnection.js.map +1 -1
- package/lib/esm/NoRenderApp.d.ts +1 -1
- package/lib/esm/NoRenderApp.d.ts.map +1 -1
- package/lib/esm/NoRenderApp.js +1 -2
- package/lib/esm/NoRenderApp.js.map +1 -1
- package/lib/esm/SheetViewState.js +6 -6
- package/lib/esm/SheetViewState.js.map +1 -1
- package/lib/esm/SubCategoriesCache.d.ts +1 -1
- package/lib/esm/SubCategoriesCache.d.ts.map +1 -1
- package/lib/esm/SubCategoriesCache.js +1 -1
- package/lib/esm/SubCategoriesCache.js.map +1 -1
- package/lib/esm/Tiles.d.ts +1 -1
- package/lib/esm/Tiles.d.ts.map +1 -1
- package/lib/esm/Tiles.js +6 -6
- package/lib/esm/Tiles.js.map +1 -1
- package/lib/esm/ViewManager.js +1 -1
- package/lib/esm/ViewManager.js.map +1 -1
- package/lib/esm/ViewState.js +1 -1
- package/lib/esm/ViewState.js.map +1 -1
- package/lib/esm/Viewport.d.ts +5 -3
- package/lib/esm/Viewport.d.ts.map +1 -1
- package/lib/esm/Viewport.js +8 -4
- package/lib/esm/Viewport.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/core-frontend.d.ts +1 -0
- package/lib/esm/core-frontend.d.ts.map +1 -1
- package/lib/esm/core-frontend.js +1 -0
- package/lib/esm/core-frontend.js.map +1 -1
- package/lib/esm/internal/render/RenderGeometry.d.ts +1 -2
- package/lib/esm/internal/render/RenderGeometry.d.ts.map +1 -1
- package/lib/esm/internal/render/RenderGeometry.js.map +1 -1
- package/lib/esm/render/Decorations.d.ts +3 -2
- package/lib/esm/render/Decorations.d.ts.map +1 -1
- package/lib/esm/render/Decorations.js +5 -1
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- package/lib/esm/render/GraphicBranch.js +5 -1
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- package/lib/esm/render/VisibleFeature.js +60 -3
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- package/lib/esm/render/webgl/CachedGeometry.js +8 -8
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- package/lib/esm/render/webgl/ClippingProgram.d.ts.map +1 -1
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- package/lib/esm/render/webgl/ClippingProgram.js.map +1 -1
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- package/lib/esm/render/webgl/Contours.d.ts.map +1 -1
- package/lib/esm/render/webgl/Contours.js +1 -1
- package/lib/esm/render/webgl/Contours.js.map +1 -1
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- package/lib/esm/render/webgl/Disposable.d.ts.map +1 -1
- package/lib/esm/render/webgl/Disposable.js +4 -0
- package/lib/esm/render/webgl/Disposable.js.map +1 -1
- package/lib/esm/render/webgl/EDL.d.ts +1 -1
- package/lib/esm/render/webgl/EDL.d.ts.map +1 -1
- package/lib/esm/render/webgl/EDL.js +3 -3
- package/lib/esm/render/webgl/EDL.js.map +1 -1
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- package/lib/esm/render/webgl/EdgeGeometry.d.ts.map +1 -1
- package/lib/esm/render/webgl/EdgeGeometry.js +4 -4
- package/lib/esm/render/webgl/EdgeGeometry.js.map +1 -1
- package/lib/esm/render/webgl/FeatureOverrides.d.ts +1 -1
- package/lib/esm/render/webgl/FeatureOverrides.d.ts.map +1 -1
- package/lib/esm/render/webgl/FeatureOverrides.js +1 -1
- package/lib/esm/render/webgl/FeatureOverrides.js.map +1 -1
- package/lib/esm/render/webgl/FrameBuffer.d.ts +1 -1
- package/lib/esm/render/webgl/FrameBuffer.d.ts.map +1 -1
- package/lib/esm/render/webgl/FrameBuffer.js +1 -1
- package/lib/esm/render/webgl/FrameBuffer.js.map +1 -1
- package/lib/esm/render/webgl/Graphic.d.ts +2 -2
- package/lib/esm/render/webgl/Graphic.d.ts.map +1 -1
- package/lib/esm/render/webgl/Graphic.js +11 -11
- package/lib/esm/render/webgl/Graphic.js.map +1 -1
- package/lib/esm/render/webgl/IndexedEdgeGeometry.d.ts +2 -2
- package/lib/esm/render/webgl/IndexedEdgeGeometry.d.ts.map +1 -1
- package/lib/esm/render/webgl/IndexedEdgeGeometry.js +2 -2
- package/lib/esm/render/webgl/IndexedEdgeGeometry.js.map +1 -1
- package/lib/esm/render/webgl/InstancedGeometry.d.ts +4 -4
- package/lib/esm/render/webgl/InstancedGeometry.d.ts.map +1 -1
- package/lib/esm/render/webgl/InstancedGeometry.js +5 -6
- package/lib/esm/render/webgl/InstancedGeometry.js.map +1 -1
- package/lib/esm/render/webgl/Layer.js +1 -1
- package/lib/esm/render/webgl/Layer.js.map +1 -1
- package/lib/esm/render/webgl/Mesh.d.ts +1 -1
- package/lib/esm/render/webgl/Mesh.d.ts.map +1 -1
- package/lib/esm/render/webgl/Mesh.js +1 -1
- package/lib/esm/render/webgl/Mesh.js.map +1 -1
- package/lib/esm/render/webgl/MeshData.d.ts +1 -1
- package/lib/esm/render/webgl/MeshData.d.ts.map +1 -1
- package/lib/esm/render/webgl/MeshData.js +2 -2
- package/lib/esm/render/webgl/MeshData.js.map +1 -1
- package/lib/esm/render/webgl/PlanarClassifier.d.ts +1 -1
- package/lib/esm/render/webgl/PlanarClassifier.d.ts.map +1 -1
- package/lib/esm/render/webgl/PlanarClassifier.js +22 -9
- package/lib/esm/render/webgl/PlanarClassifier.js.map +1 -1
- package/lib/esm/render/webgl/PointCloud.d.ts +1 -1
- package/lib/esm/render/webgl/PointCloud.d.ts.map +1 -1
- package/lib/esm/render/webgl/PointCloud.js +1 -1
- package/lib/esm/render/webgl/PointCloud.js.map +1 -1
- package/lib/esm/render/webgl/PointString.d.ts +1 -1
- package/lib/esm/render/webgl/PointString.d.ts.map +1 -1
- package/lib/esm/render/webgl/PointString.js +1 -1
- package/lib/esm/render/webgl/PointString.js.map +1 -1
- package/lib/esm/render/webgl/Polyline.d.ts +1 -1
- package/lib/esm/render/webgl/Polyline.d.ts.map +1 -1
- package/lib/esm/render/webgl/Polyline.js +1 -1
- package/lib/esm/render/webgl/Polyline.js.map +1 -1
- package/lib/esm/render/webgl/RealityMesh.d.ts +6 -10
- package/lib/esm/render/webgl/RealityMesh.d.ts.map +1 -1
- package/lib/esm/render/webgl/RealityMesh.js +6 -6
- package/lib/esm/render/webgl/RealityMesh.js.map +1 -1
- package/lib/esm/render/webgl/RenderBuffer.d.ts +2 -2
- package/lib/esm/render/webgl/RenderBuffer.d.ts.map +1 -1
- package/lib/esm/render/webgl/RenderBuffer.js +2 -2
- package/lib/esm/render/webgl/RenderBuffer.js.map +1 -1
- package/lib/esm/render/webgl/SceneCompositor.d.ts +1 -1
- package/lib/esm/render/webgl/SceneCompositor.d.ts.map +1 -1
- package/lib/esm/render/webgl/SceneCompositor.js +6 -6
- package/lib/esm/render/webgl/SceneCompositor.js.map +1 -1
- package/lib/esm/render/webgl/ScreenSpaceEffect.d.ts +1 -1
- package/lib/esm/render/webgl/ScreenSpaceEffect.d.ts.map +1 -1
- package/lib/esm/render/webgl/ScreenSpaceEffect.js +2 -2
- package/lib/esm/render/webgl/ScreenSpaceEffect.js.map +1 -1
- package/lib/esm/render/webgl/ShaderProgram.d.ts +5 -1
- package/lib/esm/render/webgl/ShaderProgram.d.ts.map +1 -1
- package/lib/esm/render/webgl/ShaderProgram.js +11 -3
- package/lib/esm/render/webgl/ShaderProgram.js.map +1 -1
- package/lib/esm/render/webgl/SolarShadowMap.d.ts +1 -1
- package/lib/esm/render/webgl/SolarShadowMap.d.ts.map +1 -1
- package/lib/esm/render/webgl/SolarShadowMap.js +3 -3
- package/lib/esm/render/webgl/SolarShadowMap.js.map +1 -1
- package/lib/esm/render/webgl/SurfaceGeometry.d.ts +1 -1
- package/lib/esm/render/webgl/SurfaceGeometry.d.ts.map +1 -1
- package/lib/esm/render/webgl/SurfaceGeometry.js +1 -1
- package/lib/esm/render/webgl/SurfaceGeometry.js.map +1 -1
- package/lib/esm/render/webgl/System.d.ts +1 -1
- package/lib/esm/render/webgl/System.d.ts.map +1 -1
- package/lib/esm/render/webgl/System.js +1 -1
- package/lib/esm/render/webgl/System.js.map +1 -1
- package/lib/esm/render/webgl/Target.d.ts +2 -2
- package/lib/esm/render/webgl/Target.d.ts.map +1 -1
- package/lib/esm/render/webgl/Target.js +9 -10
- package/lib/esm/render/webgl/Target.js.map +1 -1
- package/lib/esm/render/webgl/TargetGraphics.d.ts +1 -1
- package/lib/esm/render/webgl/TargetGraphics.d.ts.map +1 -1
- package/lib/esm/render/webgl/TargetGraphics.js +1 -1
- package/lib/esm/render/webgl/TargetGraphics.js.map +1 -1
- package/lib/esm/render/webgl/Technique.d.ts +6 -0
- package/lib/esm/render/webgl/Technique.d.ts.map +1 -1
- package/lib/esm/render/webgl/Technique.js +98 -16
- package/lib/esm/render/webgl/Technique.js.map +1 -1
- package/lib/esm/render/webgl/Texture.d.ts +1 -1
- package/lib/esm/render/webgl/Texture.d.ts.map +1 -1
- package/lib/esm/render/webgl/Texture.js +1 -1
- package/lib/esm/render/webgl/Texture.js.map +1 -1
- package/lib/esm/render/webgl/TextureDrape.d.ts +1 -1
- package/lib/esm/render/webgl/TextureDrape.d.ts.map +1 -1
- package/lib/esm/render/webgl/TextureDrape.js +1 -1
- package/lib/esm/render/webgl/TextureDrape.js.map +1 -1
- package/lib/esm/render/webgl/ThematicSensors.d.ts +1 -1
- package/lib/esm/render/webgl/ThematicSensors.d.ts.map +1 -1
- package/lib/esm/render/webgl/ThematicSensors.js +1 -1
- package/lib/esm/render/webgl/ThematicSensors.js.map +1 -1
- package/lib/esm/render/webgl/ThematicUniforms.d.ts +1 -1
- package/lib/esm/render/webgl/ThematicUniforms.d.ts.map +1 -1
- package/lib/esm/render/webgl/ThematicUniforms.js +1 -1
- package/lib/esm/render/webgl/ThematicUniforms.js.map +1 -1
- package/lib/esm/render/webgl/VertexLUT.d.ts +2 -2
- package/lib/esm/render/webgl/VertexLUT.d.ts.map +1 -1
- package/lib/esm/render/webgl/VertexLUT.js +2 -2
- package/lib/esm/render/webgl/VertexLUT.js.map +1 -1
- package/lib/esm/render/webgl/VisibleTileFeatures.js +60 -3
- package/lib/esm/render/webgl/VisibleTileFeatures.js.map +1 -1
- package/lib/esm/tile/ClassifierTileTree.js +1 -1
- package/lib/esm/tile/ClassifierTileTree.js.map +1 -1
- package/lib/esm/tile/DynamicIModelTile.js +3 -3
- package/lib/esm/tile/DynamicIModelTile.js.map +1 -1
- package/lib/esm/tile/IModelTileTree.d.ts +1 -1
- package/lib/esm/tile/IModelTileTree.d.ts.map +1 -1
- package/lib/esm/tile/IModelTileTree.js +12 -10
- package/lib/esm/tile/IModelTileTree.js.map +1 -1
- package/lib/esm/tile/ImdlDecoder.d.ts +1 -1
- package/lib/esm/tile/ImdlDecoder.js +1 -1
- package/lib/esm/tile/ImdlDecoder.js.map +1 -1
- package/lib/esm/tile/LRUTileList.d.ts +1 -1
- package/lib/esm/tile/LRUTileList.d.ts.map +1 -1
- package/lib/esm/tile/LRUTileList.js +1 -1
- package/lib/esm/tile/LRUTileList.js.map +1 -1
- package/lib/esm/tile/OrbitGtTileTree.d.ts +1 -1
- package/lib/esm/tile/OrbitGtTileTree.d.ts.map +1 -1
- package/lib/esm/tile/OrbitGtTileTree.js +6 -6
- package/lib/esm/tile/OrbitGtTileTree.js.map +1 -1
- package/lib/esm/tile/PrimaryTileTree.js +1 -1
- package/lib/esm/tile/PrimaryTileTree.js.map +1 -1
- package/lib/esm/tile/Tile.d.ts +2 -0
- package/lib/esm/tile/Tile.d.ts.map +1 -1
- package/lib/esm/tile/Tile.js +6 -2
- package/lib/esm/tile/Tile.js.map +1 -1
- package/lib/esm/tile/TileAdmin.js +1 -1
- package/lib/esm/tile/TileAdmin.js.map +1 -1
- package/lib/esm/tile/TileTree.d.ts +2 -0
- package/lib/esm/tile/TileTree.d.ts.map +1 -1
- package/lib/esm/tile/TileTree.js +5 -1
- package/lib/esm/tile/TileTree.js.map +1 -1
- package/lib/esm/tile/TileTreeOwner.d.ts +1 -1
- package/lib/esm/tile/TileTreeOwner.d.ts.map +1 -1
- package/lib/esm/tile/TileTreeOwner.js.map +1 -1
- package/lib/esm/tile/map/ImageryTileTree.d.ts +1 -1
- package/lib/esm/tile/map/ImageryTileTree.d.ts.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/tools/AccuDrawTool.d.ts +4 -2
- package/lib/esm/tools/AccuDrawTool.d.ts.map +1 -1
- package/lib/esm/tools/AccuDrawTool.js +34 -56
- package/lib/esm/tools/AccuDrawTool.js.map +1 -1
- package/lib/esm/tools/AccuDrawViewportUI.d.ts +154 -0
- package/lib/esm/tools/AccuDrawViewportUI.d.ts.map +1 -0
- package/lib/esm/tools/AccuDrawViewportUI.js +711 -0
- package/lib/esm/tools/AccuDrawViewportUI.js.map +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 +16 -17
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module Tiles\n */\n\nimport { assert, BeTimePoint, GuidString, Id64Array, Id64String } from \"@itwin/core-bentley\";\nimport { Range3d, Transform } from \"@itwin/core-geometry\";\nimport {\n BatchType, ContentIdProvider, EdgeOptions, ElementAlignedBox3d, ElementGeometryChange, FeatureAppearanceProvider,\n IModelTileTreeId, IModelTileTreeProps, ModelGeometryChanges, RenderSchedule, TileProps,\n} from \"@itwin/core-common\";\nimport { IModelApp } from \"../IModelApp\";\nimport { IModelConnection } from \"../IModelConnection\";\nimport { GraphicalEditingScope } from \"../GraphicalEditingScope\";\nimport { RenderSystem } from \"../render/RenderSystem\";\nimport { GraphicBranch } from \"../render/GraphicBranch\";\nimport {\n acquireImdlDecoder, DynamicIModelTile, ImdlDecoder, IModelTile, IModelTileParams, iModelTileParamsFromJSON, Tile, TileContent, TileDrawArgs, TileLoadPriority, TileParams, TileRequest,\n TileRequestChannel, TileTree, TileTreeParams,\n} from \"./internal\";\n\n/** @internal */\nexport interface IModelTileTreeOptions {\n readonly allowInstancing: boolean;\n readonly edges: EdgeOptions | false;\n readonly batchType: BatchType;\n readonly is3d: boolean;\n readonly timeline: RenderSchedule.ModelTimeline | undefined;\n}\n\n// Overrides nothing.\nconst viewFlagOverrides = {};\n\n/** Parameters used to construct an [[IModelTileTree]]\n * @internal\n */\nexport interface IModelTileTreeParams extends TileTreeParams {\n rootTile: TileProps;\n contentIdQualifier?: string;\n geometryGuid?: GuidString;\n maxInitialTilesToSkip?: number;\n formatVersion?: number;\n tileScreenSize: number;\n options: IModelTileTreeOptions;\n transformNodeRanges?: Map<number, Range3d>;\n}\n\n/** @internal */\nexport function iModelTileTreeParamsFromJSON(props: IModelTileTreeProps, iModel: IModelConnection, modelId: Id64String, options: IModelTileTreeOptions): IModelTileTreeParams {\n const location = Transform.fromJSON(props.location);\n const { formatVersion, id, rootTile, contentIdQualifier, maxInitialTilesToSkip, geometryGuid } = props;\n const tileScreenSize = props.tileScreenSize ?? 512;\n\n let contentRange;\n if (undefined !== props.contentRange)\n contentRange = Range3d.fromJSON<ElementAlignedBox3d>(props.contentRange);\n\n let transformNodeRanges;\n if (props.transformNodeRanges) {\n transformNodeRanges = new Map<number, Range3d>();\n for (const entry of props.transformNodeRanges)\n transformNodeRanges.set(entry.id, Range3d.fromJSON(entry));\n }\n\n const priority = BatchType.Primary === options.batchType ? TileLoadPriority.Primary : TileLoadPriority.Classifier;\n return {\n formatVersion,\n id,\n rootTile,\n iModel,\n location,\n modelId,\n contentRange,\n geometryGuid,\n contentIdQualifier,\n maxInitialTilesToSkip,\n priority,\n options,\n tileScreenSize,\n transformNodeRanges,\n };\n}\n\nfunction findElementChangesForModel(changes: Iterable<ModelGeometryChanges>, modelId: Id64String): Iterable<ElementGeometryChange> | undefined {\n for (const change of changes)\n if (change.id === modelId)\n return change.elements;\n\n return undefined;\n}\n\n/** No graphical editing scope is currently active. */\nclass StaticState {\n public readonly type = \"static\";\n public readonly dispose: () => void;\n\n public constructor(root: RootTile) {\n this.dispose = GraphicalEditingScope.onEnter.addOnce((scope: GraphicalEditingScope) => {\n root.transition(new InteractiveState(scope, root));\n });\n }\n}\n\n/** A graphical editing scope is currently active, but no elements in the tile tree's model have been modified. */\nclass InteractiveState {\n public readonly type = \"interactive\";\n public readonly dispose: () => void;\n\n public constructor(scope: GraphicalEditingScope, root: RootTile) {\n const removeEndingListener = scope.onExiting.addOnce((_) => {\n root.transition(new StaticState(root));\n });\n\n const removeGeomListener = scope.onGeometryChanges.addListener((changes: Iterable<ModelGeometryChanges>, _scope: GraphicalEditingScope) => {\n assert(scope === _scope);\n const elemChanges = findElementChangesForModel(changes, root.tree.modelId);\n if (elemChanges)\n root.transition(new DynamicState(root, elemChanges, scope));\n });\n\n this.dispose = () => {\n removeEndingListener();\n removeGeomListener();\n };\n }\n}\n\n/** Elements in the tile tree's model have been modified during the current editing scope. */\nclass DynamicState {\n public readonly type = \"dynamic\";\n public readonly rootTile: DynamicIModelTile;\n private readonly _dispose: () => void;\n\n public dispose(): void {\n this._dispose();\n this.rootTile.dispose();\n }\n\n public constructor(root: RootTile, elemChanges: Iterable<ElementGeometryChange>, scope: GraphicalEditingScope) {\n this.rootTile = DynamicIModelTile.create(root, elemChanges);\n\n const removeEndingListener = scope.onExiting.addOnce((_) => {\n root.transition(new StaticState(root));\n });\n\n const removeGeomListener = scope.onGeometryChanges.addListener((changes: Iterable<ModelGeometryChanges>, _scope: GraphicalEditingScope) => {\n assert(scope === _scope);\n const elems = findElementChangesForModel(changes, root.tree.modelId);\n if (elems)\n this.rootTile.handleGeometryChanges(elems);\n });\n\n this._dispose = () => {\n removeEndingListener();\n removeGeomListener();\n };\n }\n}\n\n/** The tile tree has been disposed. */\nclass DisposedState {\n public readonly type = \"disposed\";\n public dispose(): void { }\n}\n\nconst disposedState = new DisposedState();\n\n/** The current state of an [[IModelTileTree]]'s [[RootTile]]. The tile transitions between these states primarily in response to GraphicalEditingScope events. */\ntype RootTileState = StaticState | InteractiveState | DynamicState | DisposedState;\n\n/** The root tile for an [[IModelTileTree]].\n * @internal\n */\nexport type RootIModelTile = Tile & { tileScreenSize: number, updateDynamicRange: (childTile: Tile) => void };\n\n/** Represents the root [[Tile]] of an [[IModelTileTree]]. The root tile has one or two direct child tiles which represent different branches of the tree:\n * - The static branch, containing tiles that represent the state of the model's geometry as of the beginning of the current [[GraphicalEditingScope]].\n * - The dynamic branch, containing tiles representing the geometry of elements that have been modified during the current [[GraphicalEditingScope]].\n * If no editing scope is currently active, the dynamic branch does not exist, and the static branch represents the current state of all elements in the model.\n */\nclass RootTile extends Tile {\n public readonly staticBranch: IModelTile;\n private _tileState: RootTileState;\n private readonly _staticTreeContentRange?: Range3d;\n\n public get tileState(): RootTileState {\n return this._tileState;\n }\n\n public constructor(params: IModelTileParams, tree: IModelTileTree) {\n const rootParams: TileParams = {\n ...params,\n range: params.range.clone(),\n contentRange: params.contentRange?.clone(),\n isLeaf: false,\n contentId: \"\",\n };\n\n super(rootParams, tree);\n this.staticBranch = new IModelTile(params, tree);\n this._staticTreeContentRange = tree.contentRange?.clone();\n\n if (!this._contentRange)\n this._contentRange = this.staticBranch.contentRange.clone();\n\n // Determine initial state.\n const scope = tree.iModel.isBriefcaseConnection() ? tree.iModel.editingScope : undefined;\n if (undefined === scope) {\n this._tileState = new StaticState(this);\n } else {\n const changes = scope.getGeometryChangesForModel(tree.modelId);\n this._tileState = changes ? new DynamicState(this, changes, scope) : new InteractiveState(scope, this);\n }\n\n // Load the children immediately.\n this.setIsReady();\n this.loadChildren();\n }\n\n public override dispose(): void {\n this.transition(disposedState);\n super.dispose();\n }\n\n protected _loadChildren(resolve: (children: Tile[] | undefined) => void, _reject: (error: Error) => void): void {\n const children: Tile[] = [this.staticBranch];\n if (this._tileState.type === \"dynamic\")\n children.push(this._tileState.rootTile);\n\n resolve(children);\n }\n\n public get channel(): TileRequestChannel {\n throw new Error(\"Root iModel tile has no content\");\n }\n\n public async requestContent(_isCanceled: () => boolean): Promise<TileRequest.Response> {\n assert(false, \"Root iModel tile has no content\");\n return undefined;\n }\n\n public async readContent(_data: TileRequest.ResponseData, _system: RenderSystem, _isCanceled: () => boolean): Promise<TileContent> {\n throw new Error(\"Root iModel tile has no content\");\n }\n\n public draw(args: TileDrawArgs, tiles: Tile[], numStaticTiles: number): void {\n assert(numStaticTiles >= 0 && numStaticTiles <= tiles.length);\n\n // Draw the static tiles.\n for (let i = 0; i < numStaticTiles; i++)\n tiles[i].drawGraphics(args);\n\n if (\"dynamic\" !== this._tileState.type || numStaticTiles === tiles.length) {\n if (\"dynamic\" === this._tileState.type)\n args.addAppearanceProvider(this._tileState.rootTile.appearanceProvider);\n\n args.drawGraphics();\n return;\n }\n\n // We need to hide any modified elements in the static tiles. Pull their graphics into a separate branch.\n if (!args.graphics.isEmpty) {\n const staticBranch = new GraphicBranch();\n for (const staticGraphic of args.graphics.entries)\n staticBranch.add(staticGraphic);\n\n let appearanceProvider = this._tileState.rootTile.appearanceProvider;\n if (args.appearanceProvider)\n appearanceProvider = FeatureAppearanceProvider.chain(args.appearanceProvider, appearanceProvider);\n\n args.graphics.clear();\n args.graphics.add(args.context.createGraphicBranch(staticBranch, Transform.createIdentity(), { appearanceProvider }));\n }\n\n // Draw the dynamic tiles.\n for (let i = numStaticTiles; i < tiles.length; i++)\n tiles[i].drawGraphics(args);\n\n args.drawGraphics();\n }\n\n public prune(olderThan: BeTimePoint): void {\n this.staticBranch.pruneChildren(olderThan);\n if (\"dynamic\" === this._tileState.type)\n this._tileState.rootTile.pruneChildren(olderThan);\n }\n\n public transition(newState: RootTileState): void {\n assert(newState.type !== this._tileState.type);\n const resetRange = \"dynamic\" === this._tileState.type;\n\n assert(undefined !== this.children);\n if (\"dynamic\" === this._tileState.type) {\n assert(2 === this.children.length);\n this.children.pop();\n } else if (\"dynamic\" === newState.type) {\n assert(1 === this.children.length);\n this.children.push(newState.rootTile);\n }\n\n this._tileState.dispose();\n this._tileState = newState;\n\n if (resetRange)\n this.resetRange();\n }\n\n private resetRange(): void {\n this.staticBranch.range.clone(this.range);\n this.staticBranch.contentRange.clone(this._contentRange);\n\n if (this._staticTreeContentRange && this.tree.contentRange)\n this._staticTreeContentRange.clone(this.tree.contentRange);\n\n }\n\n public get tileScreenSize(): number {\n return this.staticBranch.iModelTree.tileScreenSize;\n }\n\n public updateDynamicRange(tile: Tile): void {\n this.resetRange();\n if (this._staticTreeContentRange && this.tree.contentRange && !tile.contentRange.isNull)\n this.tree.contentRange.extendRange(tile.contentRange);\n\n if (!tile.range.isNull)\n this.range.extendRange(tile.range);\n\n assert(undefined !== this._contentRange);\n if (!tile.contentRange.isNull)\n this._contentRange.extendRange(tile.contentRange);\n }\n}\n\n/** A TileTree whose contents are derived from geometry stored in a Model in an IModelDb.\n * @internal\n */\nexport class IModelTileTree extends TileTree {\n public readonly decoder: ImdlDecoder;\n private readonly _rootTile: RootTile;\n private readonly _options: IModelTileTreeOptions;\n private readonly _transformNodeRanges?: Map<number, Range3d>;\n public readonly contentIdQualifier?: string;\n public readonly geometryGuid?: string;\n public readonly maxTilesToSkip: number;\n public readonly maxInitialTilesToSkip: number;\n public readonly contentIdProvider: ContentIdProvider;\n public readonly stringifiedSectionClip?: string;\n public readonly tileScreenSize: number;\n public readonly iModelTileTreeId: IModelTileTreeId;\n /** Strictly for debugging/testing - forces tile selection to halt at the specified depth. */\n public debugMaxDepth?: number;\n /** A little hacky...we must not override selectTiles(), but draw() needs to distinguish between static and dynamic tiles.\n * So _selectTiles() puts the static tiles first in the Tile[] array, and records the number of static tiles selected, to be\n * used by draw().\n */\n private _numStaticTilesSelected = 0;\n\n public constructor(params: IModelTileTreeParams, treeId: IModelTileTreeId) {\n super(params);\n this.iModelTileTreeId = treeId;\n this.contentIdQualifier = params.contentIdQualifier;\n this.geometryGuid = params.geometryGuid;\n this.tileScreenSize = params.tileScreenSize;\n\n if (BatchType.Primary === treeId.type)\n this.stringifiedSectionClip = treeId.sectionCut;\n\n this.maxInitialTilesToSkip = params.maxInitialTilesToSkip ?? 0;\n this.maxTilesToSkip = IModelApp.tileAdmin.maximumLevelsToSkip;\n\n this._options = params.options;\n this._transformNodeRanges = params.transformNodeRanges;\n\n this.contentIdProvider = ContentIdProvider.create(params.options.allowInstancing, IModelApp.tileAdmin, params.formatVersion);\n\n params.rootTile.contentId = this.contentIdProvider.rootContentId;\n this._rootTile = new RootTile(iModelTileParamsFromJSON(params.rootTile, undefined), this);\n\n this.decoder = acquireImdlDecoder({\n type: this.batchType,\n omitEdges: false === this.edgeOptions,\n timeline: this.timeline,\n iModel: this.iModel,\n batchModelId: this.modelId,\n is3d: this.is3d,\n containsTransformNodes: this.containsTransformNodes,\n noWorker: !IModelApp.tileAdmin.decodeImdlInWorker,\n });\n }\n\n public override dispose(): void {\n this.decoder.release();\n super.dispose();\n }\n\n public get maxDepth() { return 32; }\n public get rootTile(): Tile { return this._rootTile; }\n /** Exposed chiefly for tests. */\n public get staticBranch(): IModelTile { return this._rootTile.staticBranch; }\n public get is3d() { return this._options.is3d; }\n public override get isContentUnbounded() { return false; }\n public get viewFlagOverrides() { return viewFlagOverrides; }\n\n public get batchType(): BatchType { return this._options.batchType; }\n public get edgeOptions(): EdgeOptions | false { return this._options.edges; }\n public get timeline(): RenderSchedule.ModelTimeline | undefined { return this._options.timeline; }\n\n public override get loadPriority(): TileLoadPriority {\n // If the model has been modified, we want to prioritize keeping its graphics up to date.\n return this.tileState === \"dynamic\" ? TileLoadPriority.Dynamic : super.loadPriority;\n }\n\n protected _selectTiles(args: TileDrawArgs): Tile[] {\n args.markUsed(this._rootTile);\n const tiles: Tile[] = [];\n this._rootTile.staticBranch.selectTiles(tiles, args, 0);\n this._numStaticTilesSelected = tiles.length;\n\n if (this._rootTile.tileState.type === \"dynamic\")\n this._rootTile.tileState.rootTile.selectTiles(tiles, args);\n\n return tiles;\n }\n\n public draw(args: TileDrawArgs): void {\n const tiles = this.selectTiles(args);\n this._rootTile.draw(args, tiles, this._numStaticTilesSelected);\n }\n\n public prune(): void {\n const olderThan = BeTimePoint.now().minus(this.expirationTime);\n this._rootTile.prune(olderThan);\n }\n\n /** Exposed strictly for tests. */\n public get tileState(): \"static\" | \"dynamic\" | \"interactive\" | \"disposed\" {\n return this._rootTile.tileState.type;\n }\n\n /** Exposed strictly for tests. */\n public get hiddenElements(): Id64Array {\n const state = this._rootTile.tileState;\n return \"dynamic\" === state.type ? state.rootTile.hiddenElements : [];\n }\n\n public getTransformNodeRange(nodeId: number): Range3d | undefined {\n return this._transformNodeRanges?.get(nodeId);\n }\n\n public get containsTransformNodes(): boolean {\n return undefined !== this._transformNodeRanges;\n }\n}\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module Tiles\n */\n\nimport { assert, BeTimePoint, GuidString, Id64Array, Id64String } from \"@itwin/core-bentley\";\nimport { Range3d, Transform } from \"@itwin/core-geometry\";\nimport {\n BatchType, ContentIdProvider, EdgeOptions, ElementAlignedBox3d, ElementGeometryChange, FeatureAppearanceProvider,\n IModelTileTreeId, IModelTileTreeProps, ModelGeometryChanges, RenderSchedule, TileProps,\n} from \"@itwin/core-common\";\nimport { IModelApp } from \"../IModelApp\";\nimport { IModelConnection } from \"../IModelConnection\";\nimport { GraphicalEditingScope } from \"../GraphicalEditingScope\";\nimport { RenderSystem } from \"../render/RenderSystem\";\nimport { GraphicBranch } from \"../render/GraphicBranch\";\nimport {\n acquireImdlDecoder, DynamicIModelTile, ImdlDecoder, IModelTile, IModelTileParams, iModelTileParamsFromJSON, Tile, TileContent, TileDrawArgs, TileLoadPriority, TileParams, TileRequest,\n TileRequestChannel, TileTree, TileTreeParams,\n} from \"./internal\";\n\n/** @internal */\nexport interface IModelTileTreeOptions {\n readonly allowInstancing: boolean;\n readonly edges: EdgeOptions | false;\n readonly batchType: BatchType;\n readonly is3d: boolean;\n readonly timeline: RenderSchedule.ModelTimeline | undefined;\n}\n\n// Overrides nothing.\nconst viewFlagOverrides = {};\n\n/** Parameters used to construct an [[IModelTileTree]]\n * @internal\n */\nexport interface IModelTileTreeParams extends TileTreeParams {\n rootTile: TileProps;\n contentIdQualifier?: string;\n geometryGuid?: GuidString;\n maxInitialTilesToSkip?: number;\n formatVersion?: number;\n tileScreenSize: number;\n options: IModelTileTreeOptions;\n transformNodeRanges?: Map<number, Range3d>;\n}\n\n/** @internal */\nexport function iModelTileTreeParamsFromJSON(props: IModelTileTreeProps, iModel: IModelConnection, modelId: Id64String, options: IModelTileTreeOptions): IModelTileTreeParams {\n const location = Transform.fromJSON(props.location);\n const { formatVersion, id, rootTile, contentIdQualifier, maxInitialTilesToSkip, geometryGuid } = props;\n const tileScreenSize = props.tileScreenSize ?? 512;\n\n let contentRange;\n if (undefined !== props.contentRange)\n contentRange = Range3d.fromJSON<ElementAlignedBox3d>(props.contentRange);\n\n let transformNodeRanges;\n if (props.transformNodeRanges) {\n transformNodeRanges = new Map<number, Range3d>();\n for (const entry of props.transformNodeRanges)\n transformNodeRanges.set(entry.id, Range3d.fromJSON(entry));\n }\n\n const priority = BatchType.Primary === options.batchType ? TileLoadPriority.Primary : TileLoadPriority.Classifier;\n return {\n formatVersion,\n id,\n rootTile,\n iModel,\n location,\n modelId,\n contentRange,\n geometryGuid,\n contentIdQualifier,\n maxInitialTilesToSkip,\n priority,\n options,\n tileScreenSize,\n transformNodeRanges,\n };\n}\n\nfunction findElementChangesForModel(changes: Iterable<ModelGeometryChanges>, modelId: Id64String): Iterable<ElementGeometryChange> | undefined {\n for (const change of changes)\n if (change.id === modelId)\n return change.elements;\n\n return undefined;\n}\n\n/** No graphical editing scope is currently active. */\nclass StaticState {\n public readonly type = \"static\";\n public readonly [Symbol.dispose]!: () => void;\n\n public constructor(root: RootTile) {\n this[Symbol.dispose] = GraphicalEditingScope.onEnter.addOnce((scope: GraphicalEditingScope) => {\n root.transition(new InteractiveState(scope, root));\n });\n }\n}\n\n/** A graphical editing scope is currently active, but no elements in the tile tree's model have been modified. */\nclass InteractiveState {\n public readonly type = \"interactive\";\n public readonly [Symbol.dispose]!: () => void;\n\n public constructor(scope: GraphicalEditingScope, root: RootTile) {\n const removeEndingListener = scope.onExiting.addOnce((_) => {\n root.transition(new StaticState(root));\n });\n\n const removeGeomListener = scope.onGeometryChanges.addListener((changes: Iterable<ModelGeometryChanges>, _scope: GraphicalEditingScope) => {\n assert(scope === _scope);\n const elemChanges = findElementChangesForModel(changes, root.tree.modelId);\n if (elemChanges)\n root.transition(new DynamicState(root, elemChanges, scope));\n });\n\n this[Symbol.dispose] = () => {\n removeEndingListener();\n removeGeomListener();\n };\n }\n}\n\n/** Elements in the tile tree's model have been modified during the current editing scope. */\nclass DynamicState {\n public readonly type = \"dynamic\";\n public readonly rootTile: DynamicIModelTile;\n private readonly _dispose: () => void;\n\n public [Symbol.dispose](): void {\n this._dispose();\n this.rootTile[Symbol.dispose]();\n }\n\n public constructor(root: RootTile, elemChanges: Iterable<ElementGeometryChange>, scope: GraphicalEditingScope) {\n this.rootTile = DynamicIModelTile.create(root, elemChanges);\n\n const removeEndingListener = scope.onExiting.addOnce((_) => {\n root.transition(new StaticState(root));\n });\n\n const removeGeomListener = scope.onGeometryChanges.addListener((changes: Iterable<ModelGeometryChanges>, _scope: GraphicalEditingScope) => {\n assert(scope === _scope);\n const elems = findElementChangesForModel(changes, root.tree.modelId);\n if (elems)\n this.rootTile.handleGeometryChanges(elems);\n });\n\n this._dispose = () => {\n removeEndingListener();\n removeGeomListener();\n };\n }\n}\n\n/** The tile tree has been disposed. */\nclass DisposedState {\n public readonly type = \"disposed\";\n public [Symbol.dispose](): void { }\n}\n\nconst disposedState = new DisposedState();\n\n/** The current state of an [[IModelTileTree]]'s [[RootTile]]. The tile transitions between these states primarily in response to GraphicalEditingScope events. */\ntype RootTileState = StaticState | InteractiveState | DynamicState | DisposedState;\n\n/** The root tile for an [[IModelTileTree]].\n * @internal\n */\nexport type RootIModelTile = Tile & { tileScreenSize: number, updateDynamicRange: (childTile: Tile) => void };\n\n/** Represents the root [[Tile]] of an [[IModelTileTree]]. The root tile has one or two direct child tiles which represent different branches of the tree:\n * - The static branch, containing tiles that represent the state of the model's geometry as of the beginning of the current [[GraphicalEditingScope]].\n * - The dynamic branch, containing tiles representing the geometry of elements that have been modified during the current [[GraphicalEditingScope]].\n * If no editing scope is currently active, the dynamic branch does not exist, and the static branch represents the current state of all elements in the model.\n */\nclass RootTile extends Tile {\n public readonly staticBranch: IModelTile;\n private _tileState: RootTileState;\n private readonly _staticTreeContentRange?: Range3d;\n\n public get tileState(): RootTileState {\n return this._tileState;\n }\n\n public constructor(params: IModelTileParams, tree: IModelTileTree) {\n const rootParams: TileParams = {\n ...params,\n range: params.range.clone(),\n contentRange: params.contentRange?.clone(),\n isLeaf: false,\n contentId: \"\",\n };\n\n super(rootParams, tree);\n this.staticBranch = new IModelTile(params, tree);\n this._staticTreeContentRange = tree.contentRange?.clone();\n\n if (!this._contentRange)\n this._contentRange = this.staticBranch.contentRange.clone();\n\n // Determine initial state.\n const scope = tree.iModel.isBriefcaseConnection() ? tree.iModel.editingScope : undefined;\n if (undefined === scope) {\n this._tileState = new StaticState(this);\n } else {\n const changes = scope.getGeometryChangesForModel(tree.modelId);\n this._tileState = changes ? new DynamicState(this, changes, scope) : new InteractiveState(scope, this);\n }\n\n // Load the children immediately.\n this.setIsReady();\n this.loadChildren();\n }\n\n public override[Symbol.dispose](): void {\n this.transition(disposedState);\n super[Symbol.dispose]();\n }\n\n protected _loadChildren(resolve: (children: Tile[] | undefined) => void, _reject: (error: Error) => void): void {\n const children: Tile[] = [this.staticBranch];\n if (this._tileState.type === \"dynamic\")\n children.push(this._tileState.rootTile);\n\n resolve(children);\n }\n\n public get channel(): TileRequestChannel {\n throw new Error(\"Root iModel tile has no content\");\n }\n\n public async requestContent(_isCanceled: () => boolean): Promise<TileRequest.Response> {\n assert(false, \"Root iModel tile has no content\");\n return undefined;\n }\n\n public async readContent(_data: TileRequest.ResponseData, _system: RenderSystem, _isCanceled: () => boolean): Promise<TileContent> {\n throw new Error(\"Root iModel tile has no content\");\n }\n\n public draw(args: TileDrawArgs, tiles: Tile[], numStaticTiles: number): void {\n assert(numStaticTiles >= 0 && numStaticTiles <= tiles.length);\n\n // Draw the static tiles.\n for (let i = 0; i < numStaticTiles; i++)\n tiles[i].drawGraphics(args);\n\n if (\"dynamic\" !== this._tileState.type || numStaticTiles === tiles.length) {\n if (\"dynamic\" === this._tileState.type)\n args.addAppearanceProvider(this._tileState.rootTile.appearanceProvider);\n\n args.drawGraphics();\n return;\n }\n\n // We need to hide any modified elements in the static tiles. Pull their graphics into a separate branch.\n if (!args.graphics.isEmpty) {\n const staticBranch = new GraphicBranch();\n for (const staticGraphic of args.graphics.entries)\n staticBranch.add(staticGraphic);\n\n let appearanceProvider = this._tileState.rootTile.appearanceProvider;\n if (args.appearanceProvider)\n appearanceProvider = FeatureAppearanceProvider.chain(args.appearanceProvider, appearanceProvider);\n\n args.graphics.clear();\n args.graphics.add(args.context.createGraphicBranch(staticBranch, Transform.createIdentity(), { appearanceProvider }));\n }\n\n // Draw the dynamic tiles.\n for (let i = numStaticTiles; i < tiles.length; i++)\n tiles[i].drawGraphics(args);\n\n args.drawGraphics();\n }\n\n public prune(olderThan: BeTimePoint): void {\n this.staticBranch.pruneChildren(olderThan);\n if (\"dynamic\" === this._tileState.type)\n this._tileState.rootTile.pruneChildren(olderThan);\n }\n\n public transition(newState: RootTileState): void {\n assert(newState.type !== this._tileState.type);\n const resetRange = \"dynamic\" === this._tileState.type;\n\n assert(undefined !== this.children);\n if (\"dynamic\" === this._tileState.type) {\n assert(2 === this.children.length);\n this.children.pop();\n } else if (\"dynamic\" === newState.type) {\n assert(1 === this.children.length);\n this.children.push(newState.rootTile);\n }\n\n this._tileState[Symbol.dispose]();\n this._tileState = newState;\n\n if (resetRange)\n this.resetRange();\n }\n\n private resetRange(): void {\n this.staticBranch.range.clone(this.range);\n this.staticBranch.contentRange.clone(this._contentRange);\n\n if (this._staticTreeContentRange && this.tree.contentRange)\n this._staticTreeContentRange.clone(this.tree.contentRange);\n\n }\n\n public get tileScreenSize(): number {\n return this.staticBranch.iModelTree.tileScreenSize;\n }\n\n public updateDynamicRange(tile: Tile): void {\n this.resetRange();\n if (this._staticTreeContentRange && this.tree.contentRange && !tile.contentRange.isNull)\n this.tree.contentRange.extendRange(tile.contentRange);\n\n if (!tile.range.isNull)\n this.range.extendRange(tile.range);\n\n assert(undefined !== this._contentRange);\n if (!tile.contentRange.isNull)\n this._contentRange.extendRange(tile.contentRange);\n }\n}\n\n/** A TileTree whose contents are derived from geometry stored in a Model in an IModelDb.\n * @internal\n */\nexport class IModelTileTree extends TileTree {\n public readonly decoder: ImdlDecoder;\n private readonly _rootTile: RootTile;\n private readonly _options: IModelTileTreeOptions;\n private readonly _transformNodeRanges?: Map<number, Range3d>;\n public readonly contentIdQualifier?: string;\n public readonly geometryGuid?: string;\n public readonly maxTilesToSkip: number;\n public readonly maxInitialTilesToSkip: number;\n public readonly contentIdProvider: ContentIdProvider;\n public readonly stringifiedSectionClip?: string;\n public readonly tileScreenSize: number;\n public readonly iModelTileTreeId: IModelTileTreeId;\n /** Strictly for debugging/testing - forces tile selection to halt at the specified depth. */\n public debugMaxDepth?: number;\n /** A little hacky...we must not override selectTiles(), but draw() needs to distinguish between static and dynamic tiles.\n * So _selectTiles() puts the static tiles first in the Tile[] array, and records the number of static tiles selected, to be\n * used by draw().\n */\n private _numStaticTilesSelected = 0;\n\n public constructor(params: IModelTileTreeParams, treeId: IModelTileTreeId) {\n super(params);\n this.iModelTileTreeId = treeId;\n this.contentIdQualifier = params.contentIdQualifier;\n this.geometryGuid = params.geometryGuid;\n this.tileScreenSize = params.tileScreenSize;\n\n if (BatchType.Primary === treeId.type)\n this.stringifiedSectionClip = treeId.sectionCut;\n\n this.maxInitialTilesToSkip = params.maxInitialTilesToSkip ?? 0;\n this.maxTilesToSkip = IModelApp.tileAdmin.maximumLevelsToSkip;\n\n this._options = params.options;\n this._transformNodeRanges = params.transformNodeRanges;\n\n this.contentIdProvider = ContentIdProvider.create(params.options.allowInstancing, IModelApp.tileAdmin, params.formatVersion);\n\n params.rootTile.contentId = this.contentIdProvider.rootContentId;\n this._rootTile = new RootTile(iModelTileParamsFromJSON(params.rootTile, undefined), this);\n\n this.decoder = acquireImdlDecoder({\n type: this.batchType,\n omitEdges: false === this.edgeOptions,\n timeline: this.timeline,\n iModel: this.iModel,\n batchModelId: this.modelId,\n is3d: this.is3d,\n containsTransformNodes: this.containsTransformNodes,\n noWorker: !IModelApp.tileAdmin.decodeImdlInWorker,\n });\n }\n\n public override[Symbol.dispose](): void {\n this.decoder.release();\n super[Symbol.dispose]();\n }\n\n public get maxDepth() { return 32; }\n public get rootTile(): Tile { return this._rootTile; }\n /** Exposed chiefly for tests. */\n public get staticBranch(): IModelTile { return this._rootTile.staticBranch; }\n public get is3d() { return this._options.is3d; }\n public override get isContentUnbounded() { return false; }\n public get viewFlagOverrides() { return viewFlagOverrides; }\n\n public get batchType(): BatchType { return this._options.batchType; }\n public get edgeOptions(): EdgeOptions | false { return this._options.edges; }\n public get timeline(): RenderSchedule.ModelTimeline | undefined { return this._options.timeline; }\n\n public override get loadPriority(): TileLoadPriority {\n // If the model has been modified, we want to prioritize keeping its graphics up to date.\n return this.tileState === \"dynamic\" ? TileLoadPriority.Dynamic : super.loadPriority;\n }\n\n protected _selectTiles(args: TileDrawArgs): Tile[] {\n args.markUsed(this._rootTile);\n const tiles: Tile[] = [];\n this._rootTile.staticBranch.selectTiles(tiles, args, 0);\n this._numStaticTilesSelected = tiles.length;\n\n if (this._rootTile.tileState.type === \"dynamic\")\n this._rootTile.tileState.rootTile.selectTiles(tiles, args);\n\n return tiles;\n }\n\n public draw(args: TileDrawArgs): void {\n const tiles = this.selectTiles(args);\n this._rootTile.draw(args, tiles, this._numStaticTilesSelected);\n }\n\n public prune(): void {\n const olderThan = BeTimePoint.now().minus(this.expirationTime);\n this._rootTile.prune(olderThan);\n }\n\n /** Exposed strictly for tests. */\n public get tileState(): \"static\" | \"dynamic\" | \"interactive\" | \"disposed\" {\n return this._rootTile.tileState.type;\n }\n\n /** Exposed strictly for tests. */\n public get hiddenElements(): Id64Array {\n const state = this._rootTile.tileState;\n return \"dynamic\" === state.type ? state.rootTile.hiddenElements : [];\n }\n\n public getTransformNodeRange(nodeId: number): Range3d | undefined {\n return this._transformNodeRanges?.get(nodeId);\n }\n\n public get containsTransformNodes(): boolean {\n return undefined !== this._transformNodeRanges;\n }\n}\n"]}
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@@ -51,7 +51,7 @@ export interface AcquireImdlDecoderArgs {
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* Decoders are reference-counted, because they make use of reference-counted [[ImdlParser]]s internally.
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* for decrementing it by calling [[ImdlDecoder.release]] when it is no longer needed. Typically, a decoder's lifetime is tied to the
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* lifetime of some
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* lifetime of some `Disposable` object like a [[TileTree]] - acquired in the constructor, and released in the `[Symbol.dispose]` method.
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* @internal
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export declare function acquireImdlDecoder(args: AcquireImdlDecoderArgs): ImdlDecoder;
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@@ -13,7 +13,7 @@ const internal_1 = require("./internal");
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* Decoders are reference-counted, because they make use of reference-counted [[ImdlParser]]s internally.
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* for decrementing it by calling [[ImdlDecoder.release]] when it is no longer needed. Typically, a decoder's lifetime is tied to the
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* lifetime of some
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* lifetime of some `Disposable` object like a [[TileTree]] - acquired in the constructor, and released in the `[Symbol.dispose]` method.
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function acquireImdlDecoder(args) {
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{"version":3,"file":"ImdlDecoder.js","sourceRoot":"","sources":["../../../src/tile/ImdlDecoder.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;AA2DH,gDAcC;AAlED,yCAAkF;AA6ClF;;;;;;GAMG;AACH,SAAgB,kBAAkB,CAAC,IAA4B;IAC7D,MAAM,MAAM,GAAG,IAAA,4BAAiB,EAAC,IAAI,CAAC,CAAC;IACvC,OAAO;QACL,OAAO,EAAE,GAAG,EAAE,CAAC,MAAM,CAAC,OAAO,EAAE;QAC/B,MAAM,EAAE,KAAK,EAAE,UAAU,EAAE,EAAE;YAC3B,OAAO,IAAA,0BAAe,EAAC;gBACrB,GAAG,IAAI;gBACP,GAAG,UAAU;gBACb,OAAO,EAAE,IAAI,CAAC,YAAY;gBAC1B,SAAS,EAAE,CAAC,IAAI,CAAC,SAAS;gBAC1B,aAAa,EAAE,KAAK,EAAE,UAAU,EAAE,EAAE,CAAC,MAAM,CAAC,KAAK,CAAC,UAAU,CAAC;aAC9D,CAAC,CAAC;QACL,CAAC;KACF,CAAC;AACJ,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module Tiles\n */\n\nimport type { ByteStream, Id64Set, Id64String } from \"@itwin/core-bentley\";\nimport { BatchType } from \"@itwin/core-common\";\nimport type { IModelConnection } from \"../IModelConnection\";\nimport { RenderSystem } from \"../render/RenderSystem\";\nimport type { ImdlTimeline } from \"../common/imdl/ParseImdlDocument\";\nimport { acquireImdlParser, ImdlReaderResult, readImdlContent } from \"./internal\";\nimport { BatchOptions } from \"../common/render/BatchOptions\";\n\n/** Arguments supplied to [[ImdlDecoder.decode]].\n * @internal\n */\nexport interface ImdlDecodeArgs {\n /** The encoded tile content. */\n stream: ByteStream;\n /** The render system used to create graphics from the tile content. */\n system: RenderSystem;\n isLeaf?: boolean;\n sizeMultiplier?: number;\n options?: BatchOptions | false;\n isCanceled?: () => boolean;\n /** An array of model groups. If supplied, the graphics associated with each group of models will be decoded into a separate GraphciBranch\n * with [[GraphicBranch.groupNodeId]] set to the index of the group to which the model belongs.\n */\n modelGroups?: Id64Set[];\n}\n\n/** An object that can decode graphics in iMdl format.\n * @note decoders are reference-counted. When you are finished using one, call [[release]].\n * @see [[acquireImdlDecoder]] to acquire a decoder.\n * @internal\n */\nexport interface ImdlDecoder {\n decode(args: ImdlDecodeArgs): Promise<ImdlReaderResult>;\n release(): void;\n}\n\n/** Arguments supplied to [[acquireImdlDecoder]].\n * @internal\n */\nexport interface AcquireImdlDecoderArgs {\n iModel: IModelConnection;\n batchModelId: Id64String;\n is3d: boolean;\n type?: BatchType;\n omitEdges?: boolean;\n containsTransformNodes?: boolean;\n timeline?: ImdlTimeline;\n noWorker?: boolean;\n}\n\n/** Acquire shared ownership of an [[ImdlDecoder]].\n * Decoders are reference-counted, because they make use of reference-counted [[ImdlParser]]s internally.\n * The caller of this function increments the reference count of the decoder and is responsible\n * for decrementing it by calling [[ImdlDecoder.release]] when it is no longer needed. Typically, a decoder's lifetime is tied to the\n * lifetime of some
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{"version":3,"file":"ImdlDecoder.js","sourceRoot":"","sources":["../../../src/tile/ImdlDecoder.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;AA2DH,gDAcC;AAlED,yCAAkF;AA6ClF;;;;;;GAMG;AACH,SAAgB,kBAAkB,CAAC,IAA4B;IAC7D,MAAM,MAAM,GAAG,IAAA,4BAAiB,EAAC,IAAI,CAAC,CAAC;IACvC,OAAO;QACL,OAAO,EAAE,GAAG,EAAE,CAAC,MAAM,CAAC,OAAO,EAAE;QAC/B,MAAM,EAAE,KAAK,EAAE,UAAU,EAAE,EAAE;YAC3B,OAAO,IAAA,0BAAe,EAAC;gBACrB,GAAG,IAAI;gBACP,GAAG,UAAU;gBACb,OAAO,EAAE,IAAI,CAAC,YAAY;gBAC1B,SAAS,EAAE,CAAC,IAAI,CAAC,SAAS;gBAC1B,aAAa,EAAE,KAAK,EAAE,UAAU,EAAE,EAAE,CAAC,MAAM,CAAC,KAAK,CAAC,UAAU,CAAC;aAC9D,CAAC,CAAC;QACL,CAAC;KACF,CAAC;AACJ,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module Tiles\n */\n\nimport type { ByteStream, Id64Set, Id64String } from \"@itwin/core-bentley\";\nimport { BatchType } from \"@itwin/core-common\";\nimport type { IModelConnection } from \"../IModelConnection\";\nimport { RenderSystem } from \"../render/RenderSystem\";\nimport type { ImdlTimeline } from \"../common/imdl/ParseImdlDocument\";\nimport { acquireImdlParser, ImdlReaderResult, readImdlContent } from \"./internal\";\nimport { BatchOptions } from \"../common/render/BatchOptions\";\n\n/** Arguments supplied to [[ImdlDecoder.decode]].\n * @internal\n */\nexport interface ImdlDecodeArgs {\n /** The encoded tile content. */\n stream: ByteStream;\n /** The render system used to create graphics from the tile content. */\n system: RenderSystem;\n isLeaf?: boolean;\n sizeMultiplier?: number;\n options?: BatchOptions | false;\n isCanceled?: () => boolean;\n /** An array of model groups. If supplied, the graphics associated with each group of models will be decoded into a separate GraphciBranch\n * with [[GraphicBranch.groupNodeId]] set to the index of the group to which the model belongs.\n */\n modelGroups?: Id64Set[];\n}\n\n/** An object that can decode graphics in iMdl format.\n * @note decoders are reference-counted. When you are finished using one, call [[release]].\n * @see [[acquireImdlDecoder]] to acquire a decoder.\n * @internal\n */\nexport interface ImdlDecoder {\n decode(args: ImdlDecodeArgs): Promise<ImdlReaderResult>;\n release(): void;\n}\n\n/** Arguments supplied to [[acquireImdlDecoder]].\n * @internal\n */\nexport interface AcquireImdlDecoderArgs {\n iModel: IModelConnection;\n batchModelId: Id64String;\n is3d: boolean;\n type?: BatchType;\n omitEdges?: boolean;\n containsTransformNodes?: boolean;\n timeline?: ImdlTimeline;\n noWorker?: boolean;\n}\n\n/** Acquire shared ownership of an [[ImdlDecoder]].\n * Decoders are reference-counted, because they make use of reference-counted [[ImdlParser]]s internally.\n * The caller of this function increments the reference count of the decoder and is responsible\n * for decrementing it by calling [[ImdlDecoder.release]] when it is no longer needed. Typically, a decoder's lifetime is tied to the\n * lifetime of some `Disposable` object like a [[TileTree]] - acquired in the constructor, and released in the `[Symbol.dispose]` method.\n * @internal\n */\nexport function acquireImdlDecoder(args: AcquireImdlDecoderArgs): ImdlDecoder {\n const parser = acquireImdlParser(args);\n return {\n release: () => parser.release(),\n decode: async (decodeArgs) => {\n return readImdlContent({\n ...args,\n ...decodeArgs,\n modelId: args.batchModelId,\n loadEdges: !args.omitEdges,\n parseDocument: async (parserOpts) => parser.parse(parserOpts),\n });\n },\n };\n}\n"]}
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@@ -88,7 +88,7 @@ export declare class LRUTileList {
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/** The amount of GPU memory, in bytes, allocated to all tiles in the list. */
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get totalBytesUsed(): number;
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[Symbol.dispose](): void;
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/** Compute the amount of GPU memory allocated to the tile's content and, if greater than zero, add the tile to the beginning of the "selected" partition.
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* Invoked by TileAdmin whenever a tile's content is set to a valid RenderGraphic.
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{"version":3,"file":"LRUTileList.d.ts","sourceRoot":"","sources":["../../../src/tile/LRUTileList.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAU,mBAAmB,EAAE,WAAW,EAAE,MAAM,qBAAqB,CAAC;AAC/E,OAAO,EAAE,YAAY,EAAE,MAAM,wBAAwB,CAAC;AACtD,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAElC;;;;GAIG;AACH,qBAAa,aAAc,SAAQ,mBAAmB,CAAC,MAAM,CAAC;gBACzC,MAAM,CAAC,EAAE,MAAM;IAM3B,MAAM,CAAC,GAAG,EAAE,aAAa,GAAG,OAAO;IAWnC,GAAG,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IAIzB,IAAI,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IAI1B,KAAK,IAAI,IAAI;IAIb,QAAQ,CAAC,GAAG,EAAE,aAAa,GAAG,IAAI;IAOlC,KAAK,IAAI,aAAa;CAK9B;AAED;;;;GAIG;AACH,qBAAa,cAAe,SAAQ,WAAW,CAAC,aAAa,CAAC;IAC5D,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAuB;;IAuBhD,0FAA0F;IACnF,IAAI,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IAsBjC,gGAAgG;IACzF,IAAI,CAAC,MAAM,EAAE,MAAM,EAAE,OAAO,CAAC,EAAE,aAAa,GAAG,aAAa;IAMnE,kKAAkK;IAC3J,KAAK,CAAC,MAAM,EAAE,MAAM,EAAE,OAAO,CAAC,EAAE,aAAa,GAAG,aAAa,GAAG,SAAS;IAMhF,OAAO,CAAC,OAAO;IAUf,OAAO,CAAC,aAAa;CAWtB;AAED;;;GAGG;AACH,MAAM,WAAW,eAAe;IAC9B,QAAQ,CAAC,EAAE,eAAe,CAAC;IAC3B,IAAI,CAAC,EAAE,eAAe,CAAC;IACvB,+JAA+J;IAC/J,SAAS,EAAE,MAAM,CAAC;IAClB;;OAEG;IACH,WAAW,CAAC,EAAE,aAAa,GAAG,SAAS,CAAC;CACzC;AAeD;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,qBAAa,WAAW;IACtB,SAAS,CAAC,QAAQ,CAAC,SAAS,EAAE,eAAe,CAAC;IAC9C,SAAS,CAAC,QAAQ,CAAC,MAAM,0BAAiC;IAC1D,SAAS,CAAC,QAAQ,CAAC,WAAW,iBAAwB;IACtD,SAAS,CAAC,KAAK,EAAE,eAAe,CAAC;IACjC,SAAS,CAAC,KAAK,EAAE,eAAe,CAAC;IACjC,SAAS,CAAC,eAAe,SAAK;IAE9B,8EAA8E;IAC9E,IAAW,cAAc,IAAI,MAAM,CAElC;;IAMM,OAAO,IAAI,IAAI;
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+
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@@ -1 +1 @@
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1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module Tiles\n */\n\nimport { assert, ReadonlySortedArray, SortedArray } from \"@itwin/core-bentley\";\nimport { RenderMemory } from \"../render/RenderMemory\";\nimport { Tile } from \"./internal\";\n\n/** Maintains in sorted order a set of [[TileUser]] Ids for which a given tile has been selected for display. The number of users in a set is expected to be very small - often only 1 for a typical application.\n * Strictly for use by LRUTileList.\n * @see TileUserIdSets.\n * @internal\n */\nexport class TileUserIdSet extends ReadonlySortedArray<number> {\n public constructor(userId?: number) {\n super((lhs, rhs) => lhs - rhs);\n if (undefined !== userId)\n this._array.push(userId);\n }\n\n public equals(set: TileUserIdSet): boolean {\n if (this.length !== set.length)\n return false;\n\n for (let i = 0; i < this.length; i++)\n if (this._array[i] !== set._array[i])\n return false;\n\n return true;\n }\n\n public add(userId: number): void {\n this._insert(userId);\n }\n\n public drop(userId: number): void {\n this._remove(userId);\n }\n\n public clear(): void {\n this._clear();\n }\n\n public copyFrom(src: TileUserIdSet): void {\n this._array.length = src.length;\n let i = 0;\n for (const userId of src)\n this._array[i++] = userId;\n }\n\n public clone(): TileUserIdSet {\n const clone = new TileUserIdSet();\n clone.copyFrom(this);\n return clone;\n }\n}\n\n/** Maintains a set of TileUserIdSets such that each set represents a unique combination of TileUser ids and each set contains at least one TileUser id.\n * Exported strictly for tests.\n * @see LRUTileList.\n * @internal\n */\nexport class TileUserIdSets extends SortedArray<TileUserIdSet> {\n private readonly _scratch = new TileUserIdSet();\n\n public constructor() {\n super((lhs, rhs) => {\n if (lhs === rhs)\n return 0;\n\n let diff = lhs.length - rhs.length;\n if (0 !== diff)\n return diff;\n\n for (let i = 0; i < lhs.length; i++) {\n const lhId = lhs.get(i)!;\n const rhId = rhs.get(i)!;\n diff = lhId - rhId;\n if (0 !== diff)\n return diff;\n }\n\n return 0;\n });\n }\n\n /** Remove the specified TileUser Id from all sets and remove empty and duplicate sets. */\n public drop(userId: number): void {\n // Remove from all sets, and delete empty sets.\n let i = 0;\n for (/* */; i < this._array.length; i++) {\n const set = this._array[i];\n set.drop(userId);\n if (set.length === 0)\n this._array.splice(i, 1);\n }\n\n // Collapse equivalent sets.\n i = 0;\n for (let j = 1; j < this._array.length; /* */) {\n if (this._array[i].equals(this._array[j])) {\n this._array.splice(i, 1);\n } else {\n i++;\n j++;\n }\n }\n }\n\n /** Obtain a TileUserIdSet owned by this object containing userId and (if specified) userIds. */\n public plus(userId: number, userIds?: TileUserIdSet): TileUserIdSet {\n const scratch = this.scratch(userIds);\n scratch.add(userId);\n return this.getEquivalent(scratch);\n }\n\n /** Obtain a TileUserIdSet owned by this object containing all of userIds (if specified) but not userId. Returns undefined if the resultant set would be empty. */\n public minus(userId: number, userIds?: TileUserIdSet): TileUserIdSet | undefined {\n const scratch = this.scratch(userIds);\n scratch.drop(userId);\n return scratch.length > 0 ? this.getEquivalent(scratch) : undefined;\n }\n\n private scratch(userIds?: TileUserIdSet): TileUserIdSet {\n const scratch = this._scratch;\n if (userIds)\n scratch.copyFrom(userIds);\n else\n scratch.clear();\n\n return scratch;\n }\n\n private getEquivalent(sought: TileUserIdSet): TileUserIdSet {\n assert(sought.length > 0);\n\n for (const set of this)\n if (set.equals(sought))\n return set;\n\n const newSet = sought.clone();\n this.insert(newSet);\n return newSet;\n }\n}\n\n/** A node in an LRUTileList. It is either a [[Tile]], or a sentinel node used to partition the list.\n * Strictly for use by LRUTileList.\n * @internal\n */\nexport interface LRUTileListNode {\n previous?: LRUTileListNode;\n next?: LRUTileListNode;\n /** The number of bytes of GPU memory allocated to the tile's content. The only node in a LRUTileListNode with `bytesUsed` less than 1 is the sentinel node. */\n bytesUsed: number;\n /** For a tile, the Ids of all of the TileUsers for which the tile is currently in use. The TileUserIdSet is owned by the LRUTileList's TileUserIdSets member.\n * Undefined if the tile is not in use by any TileUser.\n */\n tileUserIds?: TileUserIdSet | undefined;\n}\n\nfunction isLinked(node: LRUTileListNode): boolean {\n return undefined !== node.previous || undefined !== node.next;\n}\n\nfunction* lruListIterator(start: Tile | undefined, end: LRUTileListNode | undefined): Iterator<Tile> {\n let cur = start;\n while (cur && cur !== end) {\n const prev = cur;\n cur = cur.next as Tile | undefined;\n yield prev;\n }\n}\n\n/** An intrusive doubly-linked list of LRUTileListNodes, containing Tiles partitioned by a singleton sentinel node into two partitions and ordered from least-recently- to most-recently-used by any TileUser.\n * Used by TileAdmin to keep track of and impose limits upon the total amount of GPU memory allocated to tile content.\n *\n * Illustration of the structure of the list:\n *\n * ```\n * v------------- Not selected --------------v v----------------- Selected ------------------v\n * ______ ______ __________ ______ ______\n * | head |.next => | |.next => ... | sentinel |.next => ... | |.next => | tail |\n * | 12kb | | 8kb | | 0kb | | 19kb | | 23kb |\n * |______| <= previous.|______| ... <= previous.|__________| ... <= previous.|______| <= previous.|______|\n *\n * least-recently-selected --> --> --> --> --> --> --> --> --> --> --> --> --> --> --> --> --> --> --> most-recently-selected\n * ```\n *\n * The sentinel node is always present and floats freely as the contents of each partition change. Note that the `next` and `previous` pointers are stored directly on the tiles - no link nodes are allocated to hold the entries in the list. This of course means that a Tile can only ever belong to one LRUTileList - the one owned by the TileAdmin.\n *\n * The list contains only those tiles whose content has been loaded. Each node records the amount of GPU memory allocated for the tile's content. The list keeps track of the total amount of GPU memory allocated by all tiles. The list's contents are updated as follows:\n *\n * - When a tile's content is loaded, it is added to the end of the \"not selected\" partition. Its memory usage is computed and added to the list's total.\n * - When a tile's content is unloaded, it is removed from the list. Its memory usage is deducted from the list's totla.\n * - Just before a TileUser selects tiles for use (e.g., Viewport selects tiles for display), it is removed from each tile's set of viewports in which they are selected. If a tile's set of users becomes empty as a result, it is moved to the end of the \"not selected\" partition.\n * - When a tile becomes selected for use by a TileUser, the user is added to its user set and the tile is moved to the end of the \"selected\" partition.\n *\n * When the system determines that GPU memory should be freed up, it can simply pop nodes off the beginning of the \"not selected\" partition, freeing their content, until the target memory usage is reached or no more non-selected nodes exist.\n *\n * Strictly for use by [[TileAdmin]].\n * @internal\n */\nexport class LRUTileList {\n protected readonly _sentinel: LRUTileListNode;\n protected readonly _stats = new RenderMemory.Statistics();\n protected readonly _userIdSets = new TileUserIdSets();\n protected _head: LRUTileListNode;\n protected _tail: LRUTileListNode;\n protected _totalBytesUsed = 0;\n\n /** The amount of GPU memory, in bytes, allocated to all tiles in the list. */\n public get totalBytesUsed(): number {\n return this._totalBytesUsed;\n }\n\n public constructor() {\n this._head = this._tail = this._sentinel = { bytesUsed: 0 };\n }\n\n public dispose(): void {\n let node: LRUTileListNode | undefined = this._head;\n let next: LRUTileListNode | undefined;\n while (node) {\n next = node.next;\n node.previous = node.next = undefined;\n node.bytesUsed = 0;\n node.tileUserIds = undefined;\n node = next;\n }\n\n this._head = this._tail = this._sentinel;\n this._totalBytesUsed = 0;\n this._userIdSets.clear();\n }\n\n /** Compute the amount of GPU memory allocated to the tile's content and, if greater than zero, add the tile to the beginning of the \"selected\" partition.\n * Invoked by TileAdmin whenever a tile's content is set to a valid RenderGraphic.\n */\n public add(tile: Tile): void {\n assert(!isLinked(tile));\n if (isLinked(tile))\n return;\n\n assert(tile.bytesUsed === 0);\n assert(tile.tileUserIds === undefined);\n\n this._stats.clear();\n tile.collectStatistics(this._stats, false);\n tile.bytesUsed = this.computeBytesUsed(tile);\n assert(tile.bytesUsed >= 0);\n assert(tile.bytesUsed === Math.floor(tile.bytesUsed));\n\n if (tile.bytesUsed <= 0)\n return;\n\n // Insert just after the sentinel, indicating this is the least-recently-used selected tile.\n this._totalBytesUsed += tile.bytesUsed;\n this.append(tile);\n this.moveAfterSentinel(tile);\n }\n\n /** Remove the tile from the list and deduct its previously-used GPU memory from the list's running total.\n * Invoked by TileAdmin when a tile's content is unloaded, including when the list itself disposes of the content in its `freeMemory` method.\n */\n public drop(tile: Tile): void {\n assert(isLinked(tile) || tile.bytesUsed === 0);\n if (!isLinked(tile))\n return;\n\n assert(tile.bytesUsed > 0);\n this._totalBytesUsed -= tile.bytesUsed;\n assert(this._totalBytesUsed >= 0);\n\n this.unlink(tile);\n tile.tileUserIds = undefined;\n tile.bytesUsed = 0;\n\n this.assertList();\n }\n\n /** Mark the tiles as in use by the specified TileUser. They are moved to the end of the \"selected\" partition. */\n public markUsed(userId: number, tiles: Iterable<Tile>): void {\n for (const tile of tiles) {\n if (tile.bytesUsed <= 0)\n continue;\n\n assert(isLinked(tile));\n\n if (isLinked(tile)) {\n tile.tileUserIds = this._userIdSets.plus(userId, tile.tileUserIds);\n this.moveToEnd(tile);\n }\n }\n }\n\n /** Mark the tiles as no longer in user by the specified TileUser.\n * If this results in a tile being no longer selected for any user, it is moved to the end of the \"not selected\" partition.\n */\n public clearUsed(userId: number): void {\n this._userIdSets.drop(userId);\n let prev: LRUTileListNode | undefined = this._sentinel;\n while (prev && prev.next) {\n const tile = prev.next as Tile;\n assert(tile !== this._sentinel);\n tile.tileUserIds = this._userIdSets.minus(userId, tile.tileUserIds);\n if (undefined === tile.tileUserIds)\n this.moveBeforeSentinel(tile);\n else\n prev = tile;\n }\n }\n\n /** Dispose of the contents of tiles currently not selected for display until the total amount of memory consumed is no more than `maxBytes`\n * or until the contents of all un-selected tiles have been disposed.\n */\n public freeMemory(maxBytes: number): void {\n let prev: LRUTileListNode | undefined = this._head;\n while (prev && prev !== this._sentinel && this.totalBytesUsed > maxBytes) {\n const tile = prev as Tile;\n prev = tile.next;\n tile.freeMemory();\n\n // Some tiles (ImageryMapTile) use reference-counting, in which case freeMemory() may not actually free the contents.\n // If the contents *were* disposed, then `this.drop` will have been called, and `tile` is no longer in the list.\n // Otherwise, `tile` remains in the list. Either way, we proceed to the next entry in the list.\n assert((this.computeBytesUsed(tile) > 0) === isLinked(tile));\n }\n }\n\n /** Iterate over all of the tiles in the unselected partition. */\n public get unselectedTiles(): Iterable<Tile> {\n const start = this._head === this._sentinel ? undefined : this._head as Tile | undefined;\n return {\n [Symbol.iterator]: () => lruListIterator(start, this._sentinel),\n };\n }\n\n /** Iterate over all of the tiles in the selected partition. */\n public get selectedTiles(): Iterable<Tile> {\n return {\n [Symbol.iterator]: () => lruListIterator(this._sentinel.next as Tile | undefined, undefined),\n };\n }\n\n protected computeBytesUsed(tile: Tile): number {\n this._stats.clear();\n tile.collectStatistics(this._stats, false);\n return this._stats.totalBytes;\n }\n\n protected assertList(): void {\n assert(this._head !== undefined);\n assert(this._tail !== undefined);\n }\n\n protected append(tile: Tile): void {\n assert(!isLinked(tile));\n if (isLinked(tile))\n this.unlink(tile);\n\n this._tail.next = tile;\n tile.previous = this._tail;\n this._tail = tile;\n }\n\n protected unlink(tile: Tile): void {\n assert(isLinked(tile));\n if (!isLinked(tile))\n return;\n\n if (tile.next && tile.previous) {\n assert(tile !== this._head);\n assert(tile !== this._tail);\n assert(tile.previous.next === tile);\n assert(tile.next.previous === tile);\n\n tile.previous.next = tile.next;\n tile.next.previous = tile.previous;\n } else if (tile.previous) {\n assert(tile === this._tail);\n assert(undefined === tile.next);\n assert(tile.previous.next === tile);\n\n tile.previous.next = undefined;\n this._tail = tile.previous;\n } else {\n assert(tile === this._head);\n assert(undefined !== tile.next);\n assert(tile.next.previous === tile);\n\n tile.next.previous = undefined;\n this._head = tile.next;\n }\n\n tile.next = tile.previous = undefined;\n this.assertList();\n }\n\n protected moveToEnd(tile: Tile): void {\n this.unlink(tile);\n this.append(tile);\n }\n\n protected moveBeforeSentinel(tile: Tile): void {\n this.unlink(tile);\n tile.previous = this._sentinel.previous;\n this._sentinel.previous = tile;\n tile.next = this._sentinel;\n\n if (!tile.previous)\n this._head = tile;\n else\n tile.previous.next = tile;\n }\n\n protected moveAfterSentinel(tile: Tile): void {\n this.unlink(tile);\n tile.next = this._sentinel.next;\n this._sentinel.next = tile;\n tile.previous = this._sentinel;\n\n if (!tile.next)\n this._tail = tile;\n else\n tile.next.previous = tile;\n }\n}\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module Tiles\n */\n\nimport { assert, ReadonlySortedArray, SortedArray } from \"@itwin/core-bentley\";\nimport { RenderMemory } from \"../render/RenderMemory\";\nimport { Tile } from \"./internal\";\n\n/** Maintains in sorted order a set of [[TileUser]] Ids for which a given tile has been selected for display. The number of users in a set is expected to be very small - often only 1 for a typical application.\n * Strictly for use by LRUTileList.\n * @see TileUserIdSets.\n * @internal\n */\nexport class TileUserIdSet extends ReadonlySortedArray<number> {\n public constructor(userId?: number) {\n super((lhs, rhs) => lhs - rhs);\n if (undefined !== userId)\n this._array.push(userId);\n }\n\n public equals(set: TileUserIdSet): boolean {\n if (this.length !== set.length)\n return false;\n\n for (let i = 0; i < this.length; i++)\n if (this._array[i] !== set._array[i])\n return false;\n\n return true;\n }\n\n public add(userId: number): void {\n this._insert(userId);\n }\n\n public drop(userId: number): void {\n this._remove(userId);\n }\n\n public clear(): void {\n this._clear();\n }\n\n public copyFrom(src: TileUserIdSet): void {\n this._array.length = src.length;\n let i = 0;\n for (const userId of src)\n this._array[i++] = userId;\n }\n\n public clone(): TileUserIdSet {\n const clone = new TileUserIdSet();\n clone.copyFrom(this);\n return clone;\n }\n}\n\n/** Maintains a set of TileUserIdSets such that each set represents a unique combination of TileUser ids and each set contains at least one TileUser id.\n * Exported strictly for tests.\n * @see LRUTileList.\n * @internal\n */\nexport class TileUserIdSets extends SortedArray<TileUserIdSet> {\n private readonly _scratch = new TileUserIdSet();\n\n public constructor() {\n super((lhs, rhs) => {\n if (lhs === rhs)\n return 0;\n\n let diff = lhs.length - rhs.length;\n if (0 !== diff)\n return diff;\n\n for (let i = 0; i < lhs.length; i++) {\n const lhId = lhs.get(i)!;\n const rhId = rhs.get(i)!;\n diff = lhId - rhId;\n if (0 !== diff)\n return diff;\n }\n\n return 0;\n });\n }\n\n /** Remove the specified TileUser Id from all sets and remove empty and duplicate sets. */\n public drop(userId: number): void {\n // Remove from all sets, and delete empty sets.\n let i = 0;\n for (/* */; i < this._array.length; i++) {\n const set = this._array[i];\n set.drop(userId);\n if (set.length === 0)\n this._array.splice(i, 1);\n }\n\n // Collapse equivalent sets.\n i = 0;\n for (let j = 1; j < this._array.length; /* */) {\n if (this._array[i].equals(this._array[j])) {\n this._array.splice(i, 1);\n } else {\n i++;\n j++;\n }\n }\n }\n\n /** Obtain a TileUserIdSet owned by this object containing userId and (if specified) userIds. */\n public plus(userId: number, userIds?: TileUserIdSet): TileUserIdSet {\n const scratch = this.scratch(userIds);\n scratch.add(userId);\n return this.getEquivalent(scratch);\n }\n\n /** Obtain a TileUserIdSet owned by this object containing all of userIds (if specified) but not userId. Returns undefined if the resultant set would be empty. */\n public minus(userId: number, userIds?: TileUserIdSet): TileUserIdSet | undefined {\n const scratch = this.scratch(userIds);\n scratch.drop(userId);\n return scratch.length > 0 ? this.getEquivalent(scratch) : undefined;\n }\n\n private scratch(userIds?: TileUserIdSet): TileUserIdSet {\n const scratch = this._scratch;\n if (userIds)\n scratch.copyFrom(userIds);\n else\n scratch.clear();\n\n return scratch;\n }\n\n private getEquivalent(sought: TileUserIdSet): TileUserIdSet {\n assert(sought.length > 0);\n\n for (const set of this)\n if (set.equals(sought))\n return set;\n\n const newSet = sought.clone();\n this.insert(newSet);\n return newSet;\n }\n}\n\n/** A node in an LRUTileList. It is either a [[Tile]], or a sentinel node used to partition the list.\n * Strictly for use by LRUTileList.\n * @internal\n */\nexport interface LRUTileListNode {\n previous?: LRUTileListNode;\n next?: LRUTileListNode;\n /** The number of bytes of GPU memory allocated to the tile's content. The only node in a LRUTileListNode with `bytesUsed` less than 1 is the sentinel node. */\n bytesUsed: number;\n /** For a tile, the Ids of all of the TileUsers for which the tile is currently in use. The TileUserIdSet is owned by the LRUTileList's TileUserIdSets member.\n * Undefined if the tile is not in use by any TileUser.\n */\n tileUserIds?: TileUserIdSet | undefined;\n}\n\nfunction isLinked(node: LRUTileListNode): boolean {\n return undefined !== node.previous || undefined !== node.next;\n}\n\nfunction* lruListIterator(start: Tile | undefined, end: LRUTileListNode | undefined): Iterator<Tile> {\n let cur = start;\n while (cur && cur !== end) {\n const prev = cur;\n cur = cur.next as Tile | undefined;\n yield prev;\n }\n}\n\n/** An intrusive doubly-linked list of LRUTileListNodes, containing Tiles partitioned by a singleton sentinel node into two partitions and ordered from least-recently- to most-recently-used by any TileUser.\n * Used by TileAdmin to keep track of and impose limits upon the total amount of GPU memory allocated to tile content.\n *\n * Illustration of the structure of the list:\n *\n * ```\n * v------------- Not selected --------------v v----------------- Selected ------------------v\n * ______ ______ __________ ______ ______\n * | head |.next => | |.next => ... | sentinel |.next => ... | |.next => | tail |\n * | 12kb | | 8kb | | 0kb | | 19kb | | 23kb |\n * |______| <= previous.|______| ... <= previous.|__________| ... <= previous.|______| <= previous.|______|\n *\n * least-recently-selected --> --> --> --> --> --> --> --> --> --> --> --> --> --> --> --> --> --> --> most-recently-selected\n * ```\n *\n * The sentinel node is always present and floats freely as the contents of each partition change. Note that the `next` and `previous` pointers are stored directly on the tiles - no link nodes are allocated to hold the entries in the list. This of course means that a Tile can only ever belong to one LRUTileList - the one owned by the TileAdmin.\n *\n * The list contains only those tiles whose content has been loaded. Each node records the amount of GPU memory allocated for the tile's content. The list keeps track of the total amount of GPU memory allocated by all tiles. The list's contents are updated as follows:\n *\n * - When a tile's content is loaded, it is added to the end of the \"not selected\" partition. Its memory usage is computed and added to the list's total.\n * - When a tile's content is unloaded, it is removed from the list. Its memory usage is deducted from the list's totla.\n * - Just before a TileUser selects tiles for use (e.g., Viewport selects tiles for display), it is removed from each tile's set of viewports in which they are selected. If a tile's set of users becomes empty as a result, it is moved to the end of the \"not selected\" partition.\n * - When a tile becomes selected for use by a TileUser, the user is added to its user set and the tile is moved to the end of the \"selected\" partition.\n *\n * When the system determines that GPU memory should be freed up, it can simply pop nodes off the beginning of the \"not selected\" partition, freeing their content, until the target memory usage is reached or no more non-selected nodes exist.\n *\n * Strictly for use by [[TileAdmin]].\n * @internal\n */\nexport class LRUTileList {\n protected readonly _sentinel: LRUTileListNode;\n protected readonly _stats = new RenderMemory.Statistics();\n protected readonly _userIdSets = new TileUserIdSets();\n protected _head: LRUTileListNode;\n protected _tail: LRUTileListNode;\n protected _totalBytesUsed = 0;\n\n /** The amount of GPU memory, in bytes, allocated to all tiles in the list. */\n public get totalBytesUsed(): number {\n return this._totalBytesUsed;\n }\n\n public constructor() {\n this._head = this._tail = this._sentinel = { bytesUsed: 0 };\n }\n\n public [Symbol.dispose](): void {\n let node: LRUTileListNode | undefined = this._head;\n let next: LRUTileListNode | undefined;\n while (node) {\n next = node.next;\n node.previous = node.next = undefined;\n node.bytesUsed = 0;\n node.tileUserIds = undefined;\n node = next;\n }\n\n this._head = this._tail = this._sentinel;\n this._totalBytesUsed = 0;\n this._userIdSets.clear();\n }\n\n /** Compute the amount of GPU memory allocated to the tile's content and, if greater than zero, add the tile to the beginning of the \"selected\" partition.\n * Invoked by TileAdmin whenever a tile's content is set to a valid RenderGraphic.\n */\n public add(tile: Tile): void {\n assert(!isLinked(tile));\n if (isLinked(tile))\n return;\n\n assert(tile.bytesUsed === 0);\n assert(tile.tileUserIds === undefined);\n\n this._stats.clear();\n tile.collectStatistics(this._stats, false);\n tile.bytesUsed = this.computeBytesUsed(tile);\n assert(tile.bytesUsed >= 0);\n assert(tile.bytesUsed === Math.floor(tile.bytesUsed));\n\n if (tile.bytesUsed <= 0)\n return;\n\n // Insert just after the sentinel, indicating this is the least-recently-used selected tile.\n this._totalBytesUsed += tile.bytesUsed;\n this.append(tile);\n this.moveAfterSentinel(tile);\n }\n\n /** Remove the tile from the list and deduct its previously-used GPU memory from the list's running total.\n * Invoked by TileAdmin when a tile's content is unloaded, including when the list itself disposes of the content in its `freeMemory` method.\n */\n public drop(tile: Tile): void {\n assert(isLinked(tile) || tile.bytesUsed === 0);\n if (!isLinked(tile))\n return;\n\n assert(tile.bytesUsed > 0);\n this._totalBytesUsed -= tile.bytesUsed;\n assert(this._totalBytesUsed >= 0);\n\n this.unlink(tile);\n tile.tileUserIds = undefined;\n tile.bytesUsed = 0;\n\n this.assertList();\n }\n\n /** Mark the tiles as in use by the specified TileUser. They are moved to the end of the \"selected\" partition. */\n public markUsed(userId: number, tiles: Iterable<Tile>): void {\n for (const tile of tiles) {\n if (tile.bytesUsed <= 0)\n continue;\n\n assert(isLinked(tile));\n\n if (isLinked(tile)) {\n tile.tileUserIds = this._userIdSets.plus(userId, tile.tileUserIds);\n this.moveToEnd(tile);\n }\n }\n }\n\n /** Mark the tiles as no longer in user by the specified TileUser.\n * If this results in a tile being no longer selected for any user, it is moved to the end of the \"not selected\" partition.\n */\n public clearUsed(userId: number): void {\n this._userIdSets.drop(userId);\n let prev: LRUTileListNode | undefined = this._sentinel;\n while (prev && prev.next) {\n const tile = prev.next as Tile;\n assert(tile !== this._sentinel);\n tile.tileUserIds = this._userIdSets.minus(userId, tile.tileUserIds);\n if (undefined === tile.tileUserIds)\n this.moveBeforeSentinel(tile);\n else\n prev = tile;\n }\n }\n\n /** Dispose of the contents of tiles currently not selected for display until the total amount of memory consumed is no more than `maxBytes`\n * or until the contents of all un-selected tiles have been disposed.\n */\n public freeMemory(maxBytes: number): void {\n let prev: LRUTileListNode | undefined = this._head;\n while (prev && prev !== this._sentinel && this.totalBytesUsed > maxBytes) {\n const tile = prev as Tile;\n prev = tile.next;\n tile.freeMemory();\n\n // Some tiles (ImageryMapTile) use reference-counting, in which case freeMemory() may not actually free the contents.\n // If the contents *were* disposed, then `this.drop` will have been called, and `tile` is no longer in the list.\n // Otherwise, `tile` remains in the list. Either way, we proceed to the next entry in the list.\n assert((this.computeBytesUsed(tile) > 0) === isLinked(tile));\n }\n }\n\n /** Iterate over all of the tiles in the unselected partition. */\n public get unselectedTiles(): Iterable<Tile> {\n const start = this._head === this._sentinel ? undefined : this._head as Tile | undefined;\n return {\n [Symbol.iterator]: () => lruListIterator(start, this._sentinel),\n };\n }\n\n /** Iterate over all of the tiles in the selected partition. */\n public get selectedTiles(): Iterable<Tile> {\n return {\n [Symbol.iterator]: () => lruListIterator(this._sentinel.next as Tile | undefined, undefined),\n };\n }\n\n protected computeBytesUsed(tile: Tile): number {\n this._stats.clear();\n tile.collectStatistics(this._stats, false);\n return this._stats.totalBytes;\n }\n\n protected assertList(): void {\n assert(this._head !== undefined);\n assert(this._tail !== undefined);\n }\n\n protected append(tile: Tile): void {\n assert(!isLinked(tile));\n if (isLinked(tile))\n this.unlink(tile);\n\n this._tail.next = tile;\n tile.previous = this._tail;\n this._tail = tile;\n }\n\n protected unlink(tile: Tile): void {\n assert(isLinked(tile));\n if (!isLinked(tile))\n return;\n\n if (tile.next && tile.previous) {\n assert(tile !== this._head);\n assert(tile !== this._tail);\n assert(tile.previous.next === tile);\n assert(tile.next.previous === tile);\n\n tile.previous.next = tile.next;\n tile.next.previous = tile.previous;\n } else if (tile.previous) {\n assert(tile === this._tail);\n assert(undefined === tile.next);\n assert(tile.previous.next === tile);\n\n tile.previous.next = undefined;\n this._tail = tile.previous;\n } else {\n assert(tile === this._head);\n assert(undefined !== tile.next);\n assert(tile.next.previous === tile);\n\n tile.next.previous = undefined;\n this._head = tile.next;\n }\n\n tile.next = tile.previous = undefined;\n this.assertList();\n }\n\n protected moveToEnd(tile: Tile): void {\n this.unlink(tile);\n this.append(tile);\n }\n\n protected moveBeforeSentinel(tile: Tile): void {\n this.unlink(tile);\n tile.previous = this._sentinel.previous;\n this._sentinel.previous = tile;\n tile.next = this._sentinel;\n\n if (!tile.previous)\n this._head = tile;\n else\n tile.previous.next = tile;\n }\n\n protected moveAfterSentinel(tile: Tile): void {\n this.unlink(tile);\n tile.next = this._sentinel.next;\n this._sentinel.next = tile;\n tile.previous = this._sentinel;\n\n if (!tile.next)\n this._tail = tile;\n else\n tile.next.previous = tile;\n }\n}\n"]}
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@@ -31,7 +31,7 @@ export declare class OrbitGtTileTree extends TileTree {
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private _tileGraphics;
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constructor(treeParams: TileTreeParams, _dataManager: OrbitGtDataManager, cloudRange: Range3d, _centerOffset: Vector3d, _ecefTransform: Transform);
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dispose(): void;
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protected _selectTiles(_args: TileDrawArgs): Tile[];
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get isContentUnbounded(): boolean;
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{"version":3,"file":"OrbitGtTileTree.d.ts","sourceRoot":"","sources":["../../../src/tile/OrbitGtTileTree.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAwD,UAAU,EAAE,MAAM,qBAAqB,CAAC;AACvG,OAAO,EAC6F,gBAAgB,EAC5D,oBAAoB,EAAE,iBAAiB,EAC9F,MAAM,oBAAoB,CAAC;AAC5B,OAAO,EAAW,OAAO,EAAE,SAAS,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AAC7E,OAAO,EAEL,kBAAkB,EAEnB,MAAM,qBAAqB,CAAC;AAG7B,OAAO,EAAE,SAAS,EAAE,MAAM,cAAc,CAAC;AAEzC,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AAIvD,OAAO,EAAE,YAAY,EAAE,MAAM,wBAAwB,CAAC;AACtD,OAAO,EAAE,YAAY,EAAE,MAAM,wBAAwB,CAAC;AAGtD,OAAO,EACL,oBAAoB,EAAE,IAAI,EAAE,WAAW,EAAE,YAAY,EAAoB,UAAU,EAAE,WAAW,EAAE,QAAQ,EAAE,aAAa,EACzH,cAAc,EACf,MAAM,YAAY,CAAC;AAkFpB,gBAAgB;AAChB,wBAAgB,8BAA8B,CAAC,KAAK,EAAE,eAAe,CAAC,cAAc,GAAG,oBAAoB,CAAC,SAAS,CAEpH;AAgBD,cAAM,eAAgB,SAAQ,IAAI;IAChC,SAAS,CAAC,aAAa,CAAC,QAAQ,EAAE,CAAC,QAAQ,EAAE,IAAI,EAAE,GAAG,SAAS,KAAK,IAAI,EAAE,OAAO,EAAE,CAAC,KAAK,EAAE,KAAK,KAAK,IAAI,GAAG,IAAI;IACnG,cAAc,CAAC,WAAW,EAAE,MAAM,OAAO,GAAG,OAAO,CAAC,WAAW,CAAC,QAAQ,CAAC;IACtF,IAAW,OAAO,sDAA0E;IAC/E,WAAW,CAAC,KAAK,EAAE,WAAW,CAAC,YAAY,EAAE,OAAO,EAAE,YAAY,EAAE,WAAW,CAAC,EAAE,MAAM,OAAO,GAAG,OAAO,CAAC,WAAW,CAAC;IACnH,UAAU,IAAI,IAAI;gBAEtB,MAAM,EAAE,UAAU,EAAE,IAAI,EAAE,QAAQ;CAC/C;AAiFD,gBAAgB;AAChB,qBAAa,eAAgB,SAAQ,QAAQ;IAMI,OAAO,CAAC,YAAY;IAA2C,OAAO,CAAC,aAAa;IAAY,OAAO,CAAC,cAAc;IALrK,OAAO,CAAC,WAAW,CAAa;IACzB,QAAQ,EAAE,eAAe,CAAC;IAC1B,iBAAiB,EAAE,iBAAiB,CAAM;IACjD,OAAO,CAAC,aAAa,CAAyC;gBAE3C,UAAU,EAAE,cAAc,EAAU,YAAY,EAAE,kBAAkB,EAAE,UAAU,EAAE,OAAO,EAAU,aAAa,EAAE,QAAQ,EAAU,cAAc,EAAE,SAAS;IAU1J,gBAAgB,IAAI,OAAO,CAAC,SAAS,GAAG,SAAS,CAAC;IAIzD,CAAC,MAAM,CAAC,OAAO,CAAC,IAAI,IAAI;IAWvC,SAAS,CAAC,YAAY,CAAC,KAAK,EAAE,YAAY,GAAG,IAAI,EAAE;IACnD,IAAW,IAAI,IAAI,OAAO,CAAiB;IAC3C,IAAoB,kBAAkB,IAAI,OAAO,CAAkB;IACnE,IAAW,QAAQ,IAAI,MAAM,GAAG,SAAS,CAAsB;IAE/D,OAAO,CAAC,QAAQ;IAQT,KAAK;IAKI,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAKhE,IAAI,CAAC,IAAI,EAAE,YAAY;CA6E/B;AAED,gBAAgB;AAChB,yBAAiB,eAAe,CAAC;IAC/B,UAAiB,cAAe,SAAQ,oBAAoB,CAAC,kBAAkB;QAC7E,WAAW,CAAC,EAAE,gBAAgB,CAAC;QAC/B,OAAO,CAAC,EAAE,UAAU,CAAC;KACtB;IA8BD,SAAsB,qBAAqB,CAAC,WAAW,EAAE,oBAAoB,EAAE,MAAM,EAAE,gBAAgB,EAAE,OAAO,EAAE,UAAU,GAAG,OAAO,CAAC,QAAQ,GAAG,SAAS,CAAC,CA8F3J;CACF;AAED;;GAEG;AACH,qBAAa,oBAAqB,SAAQ,oBAAoB,CAAC,SAAS;IACtE,SAAgB,SAAS,EAAE,aAAa,CAAC;IACzC,SAAS,CAAC,YAAY,EAAE,oBAAoB,CAAC;IAC7C,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAa;IAEtC,IAAoB,YAAY,YAAoB;IACpD,IAAoB,OAAO,WAA4B;gBAEpC,KAAK,EAAE,eAAe,CAAC,cAAc;IAuBxC,gBAAgB,CAAC,GAAG,EAAE,SAAS,GAAG,OAAO;IAKnC,UAAU,CAAC,GAAG,EAAE,SAAS,GAAG,OAAO,CAAC,WAAW,GAAG,MAAM,GAAG,SAAS,CAAC;CAe5F"}
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@@ -163,8 +163,8 @@ class OrbitGtTileGraphic extends internal_1.TileUsageMarker {
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this.graphic = graphic;
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this.mark(viewport, time);
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/** @internal */
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async getEcefTransform() {
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[Symbol.dispose]() {
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196
|
_selectTiles(_args) { return []; }
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197
197
|
get is3d() { return true; }
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@@ -200,7 +200,7 @@ class OrbitGtTileTree extends internal_1.TileTree {
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|
200
200
|
_doPrune(olderThan) {
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|
201
201
|
for (const [key, graphic] of this._tileGraphics)
|
|
202
202
|
if (graphic.isExpired(olderThan)) {
|
|
203
|
-
graphic.dispose();
|
|
203
|
+
graphic[Symbol.dispose]();
|
|
204
204
|
this._tileGraphics.delete(key);
|
|
205
205
|
}
|
|
206
206
|
}
|