@itwin/core-frontend 5.0.0-dev.49 → 5.0.0-dev.50

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (131) hide show
  1. package/lib/cjs/BriefcaseConnection.d.ts +0 -6
  2. package/lib/cjs/BriefcaseConnection.d.ts.map +1 -1
  3. package/lib/cjs/BriefcaseConnection.js +1 -4
  4. package/lib/cjs/BriefcaseConnection.js.map +1 -1
  5. package/lib/cjs/DisplayStyleState.d.ts.map +1 -1
  6. package/lib/cjs/DisplayStyleState.js.map +1 -1
  7. package/lib/cjs/IModelApp.d.ts +3 -3
  8. package/lib/cjs/IModelApp.d.ts.map +1 -1
  9. package/lib/cjs/IModelApp.js.map +1 -1
  10. package/lib/cjs/IModelConnection.d.ts +2 -66
  11. package/lib/cjs/IModelConnection.d.ts.map +1 -1
  12. package/lib/cjs/IModelConnection.js +0 -84
  13. package/lib/cjs/IModelConnection.js.map +1 -1
  14. package/lib/cjs/IpcApp.d.ts +1 -3
  15. package/lib/cjs/IpcApp.d.ts.map +1 -1
  16. package/lib/cjs/IpcApp.js +0 -4
  17. package/lib/cjs/IpcApp.js.map +1 -1
  18. package/lib/cjs/NativeApp.d.ts +1 -8
  19. package/lib/cjs/NativeApp.d.ts.map +1 -1
  20. package/lib/cjs/NativeApp.js +2 -8
  21. package/lib/cjs/NativeApp.js.map +1 -1
  22. package/lib/cjs/SpatialViewState.d.ts +0 -4
  23. package/lib/cjs/SpatialViewState.d.ts.map +1 -1
  24. package/lib/cjs/SpatialViewState.js +0 -10
  25. package/lib/cjs/SpatialViewState.js.map +1 -1
  26. package/lib/cjs/Viewport.d.ts +1 -15
  27. package/lib/cjs/Viewport.d.ts.map +1 -1
  28. package/lib/cjs/Viewport.js +0 -20
  29. package/lib/cjs/Viewport.js.map +1 -1
  30. package/lib/cjs/render/GraphicBuilder.d.ts +0 -6
  31. package/lib/cjs/render/GraphicBuilder.d.ts.map +1 -1
  32. package/lib/cjs/render/GraphicBuilder.js +0 -7
  33. package/lib/cjs/render/GraphicBuilder.js.map +1 -1
  34. package/lib/cjs/render/RenderSystem.d.ts +1 -22
  35. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  36. package/lib/cjs/render/RenderSystem.js +0 -53
  37. package/lib/cjs/render/RenderSystem.js.map +1 -1
  38. package/lib/cjs/render/RenderTarget.d.ts +1 -5
  39. package/lib/cjs/render/RenderTarget.d.ts.map +1 -1
  40. package/lib/cjs/render/RenderTarget.js +0 -4
  41. package/lib/cjs/render/RenderTarget.js.map +1 -1
  42. package/lib/cjs/render/webgl/System.d.ts +0 -2
  43. package/lib/cjs/render/webgl/System.d.ts.map +1 -1
  44. package/lib/cjs/render/webgl/System.js +0 -7
  45. package/lib/cjs/render/webgl/System.js.map +1 -1
  46. package/lib/cjs/render/webgl/Target.d.ts +1 -5
  47. package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
  48. package/lib/cjs/render/webgl/Target.js +0 -73
  49. package/lib/cjs/render/webgl/Target.js.map +1 -1
  50. package/lib/cjs/tile/ImdlGraphicsCreator.d.ts.map +1 -1
  51. package/lib/cjs/tile/ImdlGraphicsCreator.js +7 -2
  52. package/lib/cjs/tile/ImdlGraphicsCreator.js.map +1 -1
  53. package/lib/cjs/tile/OrbitGtTileTree.d.ts.map +1 -1
  54. package/lib/cjs/tile/OrbitGtTileTree.js +0 -3
  55. package/lib/cjs/tile/OrbitGtTileTree.js.map +1 -1
  56. package/lib/cjs/tile/PrimaryTileTree.d.ts.map +1 -1
  57. package/lib/cjs/tile/PrimaryTileTree.js.map +1 -1
  58. package/lib/cjs/tile/RealityModelTileTree.d.ts.map +1 -1
  59. package/lib/cjs/tile/RealityModelTileTree.js +0 -5
  60. package/lib/cjs/tile/RealityModelTileTree.js.map +1 -1
  61. package/lib/cjs/tile/TileAdmin.js.map +1 -1
  62. package/lib/cjs/tools/AccuDrawViewportUI.d.ts +0 -2
  63. package/lib/cjs/tools/AccuDrawViewportUI.d.ts.map +1 -1
  64. package/lib/cjs/tools/AccuDrawViewportUI.js +3 -7
  65. package/lib/cjs/tools/AccuDrawViewportUI.js.map +1 -1
  66. package/lib/esm/BriefcaseConnection.d.ts +0 -6
  67. package/lib/esm/BriefcaseConnection.d.ts.map +1 -1
  68. package/lib/esm/BriefcaseConnection.js +1 -4
  69. package/lib/esm/BriefcaseConnection.js.map +1 -1
  70. package/lib/esm/DisplayStyleState.d.ts.map +1 -1
  71. package/lib/esm/DisplayStyleState.js.map +1 -1
  72. package/lib/esm/IModelApp.d.ts +3 -3
  73. package/lib/esm/IModelApp.d.ts.map +1 -1
  74. package/lib/esm/IModelApp.js.map +1 -1
  75. package/lib/esm/IModelConnection.d.ts +2 -66
  76. package/lib/esm/IModelConnection.d.ts.map +1 -1
  77. package/lib/esm/IModelConnection.js +3 -87
  78. package/lib/esm/IModelConnection.js.map +1 -1
  79. package/lib/esm/IpcApp.d.ts +1 -3
  80. package/lib/esm/IpcApp.d.ts.map +1 -1
  81. package/lib/esm/IpcApp.js +0 -4
  82. package/lib/esm/IpcApp.js.map +1 -1
  83. package/lib/esm/NativeApp.d.ts +1 -8
  84. package/lib/esm/NativeApp.d.ts.map +1 -1
  85. package/lib/esm/NativeApp.js +2 -8
  86. package/lib/esm/NativeApp.js.map +1 -1
  87. package/lib/esm/SpatialViewState.d.ts +0 -4
  88. package/lib/esm/SpatialViewState.d.ts.map +1 -1
  89. package/lib/esm/SpatialViewState.js +0 -10
  90. package/lib/esm/SpatialViewState.js.map +1 -1
  91. package/lib/esm/Viewport.d.ts +1 -15
  92. package/lib/esm/Viewport.d.ts.map +1 -1
  93. package/lib/esm/Viewport.js +1 -21
  94. package/lib/esm/Viewport.js.map +1 -1
  95. package/lib/esm/render/GraphicBuilder.d.ts +0 -6
  96. package/lib/esm/render/GraphicBuilder.d.ts.map +1 -1
  97. package/lib/esm/render/GraphicBuilder.js +0 -7
  98. package/lib/esm/render/GraphicBuilder.js.map +1 -1
  99. package/lib/esm/render/RenderSystem.d.ts +1 -22
  100. package/lib/esm/render/RenderSystem.d.ts.map +1 -1
  101. package/lib/esm/render/RenderSystem.js +1 -54
  102. package/lib/esm/render/RenderSystem.js.map +1 -1
  103. package/lib/esm/render/RenderTarget.d.ts +1 -5
  104. package/lib/esm/render/RenderTarget.d.ts.map +1 -1
  105. package/lib/esm/render/RenderTarget.js +0 -4
  106. package/lib/esm/render/RenderTarget.js.map +1 -1
  107. package/lib/esm/render/webgl/System.d.ts +0 -2
  108. package/lib/esm/render/webgl/System.d.ts.map +1 -1
  109. package/lib/esm/render/webgl/System.js +0 -7
  110. package/lib/esm/render/webgl/System.js.map +1 -1
  111. package/lib/esm/render/webgl/Target.d.ts +1 -5
  112. package/lib/esm/render/webgl/Target.d.ts.map +1 -1
  113. package/lib/esm/render/webgl/Target.js +0 -73
  114. package/lib/esm/render/webgl/Target.js.map +1 -1
  115. package/lib/esm/tile/ImdlGraphicsCreator.d.ts.map +1 -1
  116. package/lib/esm/tile/ImdlGraphicsCreator.js +7 -2
  117. package/lib/esm/tile/ImdlGraphicsCreator.js.map +1 -1
  118. package/lib/esm/tile/OrbitGtTileTree.d.ts.map +1 -1
  119. package/lib/esm/tile/OrbitGtTileTree.js +0 -3
  120. package/lib/esm/tile/OrbitGtTileTree.js.map +1 -1
  121. package/lib/esm/tile/PrimaryTileTree.d.ts.map +1 -1
  122. package/lib/esm/tile/PrimaryTileTree.js.map +1 -1
  123. package/lib/esm/tile/RealityModelTileTree.d.ts.map +1 -1
  124. package/lib/esm/tile/RealityModelTileTree.js +0 -5
  125. package/lib/esm/tile/RealityModelTileTree.js.map +1 -1
  126. package/lib/esm/tile/TileAdmin.js.map +1 -1
  127. package/lib/esm/tools/AccuDrawViewportUI.d.ts +0 -2
  128. package/lib/esm/tools/AccuDrawViewportUI.d.ts.map +1 -1
  129. package/lib/esm/tools/AccuDrawViewportUI.js +3 -7
  130. package/lib/esm/tools/AccuDrawViewportUI.js.map +1 -1
  131. package/package.json +16 -16
@@ -1,7 +1,6 @@
1
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  /** @packageDocumentation
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  * @module Rendering
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3
  */
4
- import { Id64String } from "@itwin/core-bentley";
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  import { Point3d, Range3d, Transform } from "@itwin/core-geometry";
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  import { IModelConnection } from "../IModelConnection";
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  import { Viewport } from "../Viewport";
@@ -124,11 +123,6 @@ export declare abstract class GraphicBuilder extends GraphicAssembler {
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  protected readonly _computeChordTolerance: (args: ComputeChordToleranceArgs) => number;
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  /** @internal */
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  protected constructor(options: ViewportGraphicBuilderOptions | CustomGraphicBuilderOptions);
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- /** The Id to be associated with the graphic for picking.
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- * @see [[GraphicBuilderOptions.pickable]] for more options.
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- * @deprecated in 3.x. This provides only the **first** pickable Id for this graphic - you should keep track of the **current** pickable Id yourself.
130
- */
131
- get pickId(): Id64String | undefined;
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  /**
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  * Processes the accumulated symbology and geometry to produce a renderable graphic.
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  * This function can only be called once; after the [[RenderGraphic]] has been extracted the [[GraphicBuilder]] should no longer be used.
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"GraphicBuilder.d.ts","sourceRoot":"","sources":["../../../src/render/GraphicBuilder.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACnE,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AACvD,OAAO,EAAE,QAAQ,EAAE,MAAM,aAAa,CAAC;AACvC,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAChD,OAAO,EAAE,WAAW,EAAE,MAAM,8BAA8B,CAAC;AAC3D,OAAO,KAAK,EAAE,sBAAsB,EAAC,MAAM,+BAA+B,CAAC;AAC3E,OAAO,EAAE,gBAAgB,EAAE,MAAM,mCAAmC,CAAC;AAErE,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AAEpD;;;;;GAKG;AACH,MAAM,WAAW,qBAAqB;IACpC,sCAAsC;IACtC,IAAI,EAAE,WAAW,CAAC;IAElB,yHAAyH;IACzH,SAAS,CAAC,EAAE,SAAS,CAAC;IAEtB,qFAAqF;IACrF,QAAQ,CAAC,EAAE,sBAAsB,CAAC;IAElC;;;;;;OAMG;IACH,aAAa,CAAC,EAAE,OAAO,CAAC;IAExB;;;;OAIG;IACH,WAAW,CAAC,EAAE,OAAO,CAAC;IAEtB;;;;;;;OAOG;IACH,aAAa,CAAC,EAAE,OAAO,CAAC;IAExB;;;;OAIG;IACH,qBAAqB,CAAC,EAAE,OAAO,CAAC;CACjC;AAED;;;;;;GAMG;AACH,MAAM,WAAW,6BAA8B,SAAQ,qBAAqB;IAC1E,4EAA4E;IAC5E,QAAQ,EAAE,QAAQ,CAAC;IAEnB,yIAAyI;IACzI,oBAAoB,CAAC,EAAE,OAAO,CAAC;IAE/B,MAAM,CAAC,EAAE,KAAK,CAAC;IACf,qBAAqB,CAAC,EAAE,KAAK,CAAC;CAC/B;AAED;;;;;;GAMG;AACH,MAAM,WAAW,yBAAyB;IACxC,8DAA8D;IAC9D,QAAQ,CAAC,OAAO,EAAE,cAAc,CAAC;IACjC,oGAAoG;IACpG,QAAQ,CAAC,YAAY,EAAE,MAAM,OAAO,CAAC;CACtC;AAED;;;;;;GAMG;AACH,MAAM,WAAW,2BAA4B,SAAQ,qBAAqB;IACxE,6EAA6E;IAC7E,MAAM,CAAC,EAAE,gBAAgB,CAAC;IAC1B,gGAAgG;IAChG,qBAAqB,EAAE,CAAC,IAAI,EAAE,yBAAyB,KAAK,MAAM,CAAC;IAEnE,oBAAoB,CAAC,EAAE,KAAK,CAAC;IAC7B,QAAQ,CAAC,EAAE,KAAK,CAAC;CAClB;AAED;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,8BAAsB,cAAe,SAAQ,gBAAgB;IAC3D,uDAAuD;IACvD,SAAgB,MAAM,CAAC,EAAE,gBAAgB,CAAC;IAE1C,gBAAgB;IAChB,SAAS,CAAC,QAAQ,CAAC,sBAAsB,EAAE,CAAC,IAAI,EAAE,yBAAyB,KAAK,MAAM,CAAC;IAEvF,gBAAgB;IAChB,SAAS,aAAa,OAAO,EAAE,6BAA6B,GAAG,2BAA2B;IAuC1F;;;;OAIG;aACa,MAAM,IAAI,aAAa;IAEvC;;;;OAIG;aACa,cAAc,IAAI,eAAe;CAClD"}
@@ -65,12 +65,5 @@ export class GraphicBuilder extends GraphicAssembler {
65
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  return pixelSize * 0.25;
66
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  };
67
67
  }
68
- /** The Id to be associated with the graphic for picking.
69
- * @see [[GraphicBuilderOptions.pickable]] for more options.
70
- * @deprecated in 3.x. This provides only the **first** pickable Id for this graphic - you should keep track of the **current** pickable Id yourself.
71
- */
72
- get pickId() {
73
- return this.pickable?.id;
74
- }
75
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  }
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  //# sourceMappingURL=GraphicBuilder.js.map
@@ -1 +1 @@
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module Rendering\n */\n\nimport { Id64String } from \"@itwin/core-bentley\";\nimport { Point3d, Range3d, Transform } from \"@itwin/core-geometry\";\nimport { IModelConnection } from \"../IModelConnection\";\nimport { Viewport } from \"../Viewport\";\nimport { RenderGraphic } from \"./RenderGraphic\";\nimport { GraphicType } from \"../common/render/GraphicType\";\nimport type { PickableGraphicOptions} from \"../common/render/BatchOptions\";\nimport { GraphicAssembler } from \"../common/render/GraphicAssembler\";\nimport { _implementationProhibited } from \"../common/internal/Symbols\";\nimport { GraphicTemplate } from \"./GraphicTemplate\";\n\n/** Options for creating a [[GraphicBuilder]] used by functions like [[DecorateContext.createGraphic]] and [[RenderSystem.createGraphic]].\n * @see [[ViewportGraphicBuilderOptions]] to create a graphic builder for a [[Viewport]].\n * @see [[CustomGraphicBuilderOptions]] to create a graphic builder unassociated with any [[Viewport]].\n * @public\n * @extensions\n */\nexport interface GraphicBuilderOptions {\n /** The type of graphic to produce. */\n type: GraphicType;\n\n /** The local-to-world transform in which the builder's geometry is to be defined - by default, an identity transform. */\n placement?: Transform;\n\n /** If the graphic is to be pickable, specifies the pickable Id and other options. */\n pickable?: PickableGraphicOptions;\n\n /** If true, the order in which geometry is added to the builder is preserved.\n * This is useful for overlay and background graphics because they draw without using the depth buffer. For example, to draw an overlay containing a red shape with a white outline,\n * you would add the shape to the GraphicBuilder first, followed by the outline, to ensure the outline draws \"in front of\" the shape.\n * It defaults to true for overlays and background graphics, and false for other graphic types.\n * It is not useful for other types of graphics and imposes a performance penalty due to increased number of draw calls.\n * For overlay and background graphics that do not need to draw in any particular order, the performance penalty can be eliminated by setting this to `false`.\n */\n preserveOrder?: boolean;\n\n /** Controls whether normals are generated for surfaces. Normals allow 3d geometry to receive lighting; without them the geometry will be unaffected by lighting.\n * By default, normals are generated only for graphics of type [[GraphicType.Scene]]; or for any type of graphic if [[GraphicBuilder.wantEdges]] is true, because\n * normals are required to prevent z-fighting between surfaces and their edges. This default can be overridden by explicitly specifying `true` or `false`.\n * @see [[GraphicType]] for a description of whether and how different types of graphics are affected by lighting.\n */\n wantNormals?: boolean;\n\n /** Controls whether edges are generated for surfaces.\n * Edges are only displayed if [ViewFlags.renderMode]($common) is not [RenderMode.SmoothShade]($common) or [ViewFlags.visibleEdges]($common) is `true`.\n * Since all decoration graphics except [[GraphicType.Scene]] are drawn in smooth shaded mode with no visible edges, by default edges are only produced for scene graphics, and\n * - if a [[Viewport]] is supplied with the options - only if [ViewFlags.edgesRequired]($common) is true for the viewport.\n * That default can be overridden by explicitly specifying `true` or `false`. This can be useful for non-scene decorations contained in a [[GraphicBranch]] that applies [ViewFlagOverrides]($common)\n * that change the edge display settings; or for scene decorations that might be cached for reuse after the viewport's edge settings are changed.\n * @note Edges will tend to z-fight with their surfaces unless the graphic is [[pickable]].\n */\n generateEdges?: boolean;\n\n /** If defined, specifies a point about which the graphic will rotate such that it always faces the viewer.\n * This can be particular useful for planar regions to create a billboarding effect - e.g., to implement [[Marker]]-like WebGL decorations.\n * The graphic's [[placement]] transform is not applied to the point.\n * @note This has no effect for graphics displayed in a 2d view.\n */\n viewIndependentOrigin?: Point3d;\n}\n\n/** Options for creating a [[GraphicBuilder]] to produce a [[RenderGraphic]] to be displayed in a specific [[Viewport]].\n * The level of detail of the graphic will be computed from the position of its geometry within the viewport's [Frustum]($common).\n * Default values for [[GraphicBuilderOptions.wantNormals]] and [[GraphicBuilderOptions.generateEdges]] will be determined by the viewport's [ViewFlags]($common).\n * The [[GraphicBuilder.iModel]] will be set to the viewport's [[IModelConnection]].\n * @public\n * @extensions\n */\nexport interface ViewportGraphicBuilderOptions extends GraphicBuilderOptions {\n /** The viewport in which the resultant [[RenderGraphic]] is to be drawn. */\n viewport: Viewport;\n\n /** If true, [[ViewState.getAspectRatioSkew]] will be taken into account when computing the level of detail for the produced graphics. */\n applyAspectRatioSkew?: boolean;\n\n iModel?: never;\n computeChordTolerance?: never;\n}\n\n/** Arguments used to compute the chord tolerance (level of detail) of the [[RenderGraphic]] or [[GraphicTemplate]] produced by a [[GraphicBuilder]].\n * Generally, the chord tolerance should be roughly equivalent to the size in meters of one pixel on screen where the graphic is to be displayed.\n * For [[GraphicType.ViewOverlay]] and [[GraphicType.ViewBackground]], which already define their geometry in pixels, the chord tolerance should typically be 1.\n * @see [[CustomGraphicBuilderOptions.computeChordTolerance]].\n * @public\n * @extensions\n */\nexport interface ComputeChordToleranceArgs {\n /** The graphic builder being used to produce the graphics. */\n readonly graphic: GraphicBuilder;\n /** A function that computes a range enclosing all of the geometry that was added to the builder. */\n readonly computeRange: () => Range3d;\n}\n\n/** Options for creating a [[GraphicBuilder]] to produce a [[RenderGraphic]] or [[GraphicTemplate]] that is not associated with any particular [[Viewport]] and may not be associated with\n * any particular [[IModelConnection]].\n * This is primarily useful when the same graphic is to be saved and reused for display in multiple viewports and for which a chord tolerance can be computed\n * independently of each viewport's [Frustum]($common).\n * @public\n * @extensions\n */\nexport interface CustomGraphicBuilderOptions extends GraphicBuilderOptions {\n /** Optionally, the IModelConnection with which the graphic is associated. */\n iModel?: IModelConnection;\n /** A function that can compute the level of detail for the graphics produced by the builder. */\n computeChordTolerance: (args: ComputeChordToleranceArgs) => number;\n\n applyAspectRatioSkew?: never;\n viewport?: never;\n}\n\n/** Provides methods for constructing a [[RenderGraphic]] or [[GraphicTemplate]] from geometric primitives and symbology.\n * GraphicBuilder is primarily used for creating [[Decorations]] to be displayed inside a [[Viewport]].\n *\n * The typical process for constructing a [[RenderGraphic]] proceeds as follows:\n * 1. Use [[DecorateContext.createGraphic]] or [[RenderSystem.createGraphic]] to obtain a builder.\n * 2. Set up the symbology using [[GraphicBuilder.activateGraphicParams]] or [[GraphicBuilder.setSymbology]].\n * 3. Add one or more geometric primitives using methods like [[GraphicBuilder.addShape]] and [[GraphicBuilder.addLineString]], possibly setting new symbology in between.\n * 4. Use [[GraphicBuilder.finish]] to produce the finished [[RenderGraphic]].\n *\n * The process for constructing a [[GraphicTemplate]] is similar:\n * 1. Use [[RenderSystem.createGraphic]] to obtain a builder.\n * 2. Set up the symbology using [[GraphicBuilder.activateGraphicParams]] or [[GraphicBuilder.setSymbology]].\n * 3. Add one or more geometric primitives using methods like [[GraphicBuilder.addShape]] and [[GraphicBuilder.addLineString]], possibly setting new symbology in between.\n * 4. Use [[GraphicBuilder.finishTemplate]] to produce the finished [[GraphicTemplate]].\n *\n * @note Most of the methods which add geometry to the builder take ownership of their inputs rather than cloning them.\n * So, for example, if you pass an array of points to addLineString(), you should not subsequently modify that array.\n *\n * @public\n * @extensions\n */\nexport abstract class GraphicBuilder extends GraphicAssembler {\n /** The iModel associated with this builder, if any. */\n public readonly iModel?: IModelConnection;\n\n /** @internal */\n protected readonly _computeChordTolerance: (args: ComputeChordToleranceArgs) => number;\n\n /** @internal */\n protected constructor(options: ViewportGraphicBuilderOptions | CustomGraphicBuilderOptions) {\n const vp = options.viewport;\n const placement = options.placement ?? Transform.createIdentity();\n const wantEdges = options.generateEdges ?? (options.type === GraphicType.Scene && (!vp || vp.viewFlags.edgesRequired()));\n const wantNormals = options.wantNormals ?? (wantEdges || options.type === GraphicType.Scene);\n const preserveOrder = options.preserveOrder ?? (options.type === GraphicType.ViewOverlay || options.type === GraphicType.WorldOverlay || options.type === GraphicType.ViewBackground);\n\n super({\n ...options,\n [_implementationProhibited]: undefined,\n placement,\n wantEdges,\n wantNormals,\n preserveOrder,\n });\n\n this.iModel = vp?.iModel ?? options.iModel;\n if (!options.viewport) {\n this._computeChordTolerance = options.computeChordTolerance;\n return;\n }\n\n this._computeChordTolerance = (args: ComputeChordToleranceArgs) => {\n let pixelSize = 1;\n if (!this.isViewCoordinates) {\n // Compute the horizontal distance in meters between two adjacent pixels at the center of the geometry.\n pixelSize = options.viewport.getPixelSizeAtPoint(args.computeRange().center);\n pixelSize = options.viewport.target.adjustPixelSizeForLOD(pixelSize);\n\n // Aspect ratio skew > 1.0 stretches the view in Y. In that case use the smaller vertical pixel distance for our stroke tolerance.\n const skew = options.applyAspectRatioSkew ? options.viewport.view.getAspectRatioSkew() : 0;\n if (skew > 1)\n pixelSize /= skew;\n }\n\n return pixelSize * 0.25;\n };\n }\n\n /** The Id to be associated with the graphic for picking.\n * @see [[GraphicBuilderOptions.pickable]] for more options.\n * @deprecated in 3.x. This provides only the **first** pickable Id for this graphic - you should keep track of the **current** pickable Id yourself.\n */\n public get pickId(): Id64String | undefined {\n return this.pickable?.id;\n }\n\n /**\n * Processes the accumulated symbology and geometry to produce a renderable graphic.\n * This function can only be called once; after the [[RenderGraphic]] has been extracted the [[GraphicBuilder]] should no longer be used.\n * @see [[finishTemplate]] to obtain a [[GraphicTemplate]] instead.\n */\n public abstract finish(): RenderGraphic;\n\n /** Processes the accumulated symbology and geometry to produce a reusable template for a [[RenderGraphic]].\n * This function can only be called once; after the [[GraphicTemplate]] has been extracted the [[GraphicBuilder]] should no longer be used.\n * @see [[finish]] to obtain a [[RenderGraphic]] instead.\n * @beta\n */\n public abstract finishTemplate(): GraphicTemplate;\n}\n"]}
1
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module Rendering\n */\n\nimport { Point3d, Range3d, Transform } from \"@itwin/core-geometry\";\nimport { IModelConnection } from \"../IModelConnection\";\nimport { Viewport } from \"../Viewport\";\nimport { RenderGraphic } from \"./RenderGraphic\";\nimport { GraphicType } from \"../common/render/GraphicType\";\nimport type { PickableGraphicOptions} from \"../common/render/BatchOptions\";\nimport { GraphicAssembler } from \"../common/render/GraphicAssembler\";\nimport { _implementationProhibited } from \"../common/internal/Symbols\";\nimport { GraphicTemplate } from \"./GraphicTemplate\";\n\n/** Options for creating a [[GraphicBuilder]] used by functions like [[DecorateContext.createGraphic]] and [[RenderSystem.createGraphic]].\n * @see [[ViewportGraphicBuilderOptions]] to create a graphic builder for a [[Viewport]].\n * @see [[CustomGraphicBuilderOptions]] to create a graphic builder unassociated with any [[Viewport]].\n * @public\n * @extensions\n */\nexport interface GraphicBuilderOptions {\n /** The type of graphic to produce. */\n type: GraphicType;\n\n /** The local-to-world transform in which the builder's geometry is to be defined - by default, an identity transform. */\n placement?: Transform;\n\n /** If the graphic is to be pickable, specifies the pickable Id and other options. */\n pickable?: PickableGraphicOptions;\n\n /** If true, the order in which geometry is added to the builder is preserved.\n * This is useful for overlay and background graphics because they draw without using the depth buffer. For example, to draw an overlay containing a red shape with a white outline,\n * you would add the shape to the GraphicBuilder first, followed by the outline, to ensure the outline draws \"in front of\" the shape.\n * It defaults to true for overlays and background graphics, and false for other graphic types.\n * It is not useful for other types of graphics and imposes a performance penalty due to increased number of draw calls.\n * For overlay and background graphics that do not need to draw in any particular order, the performance penalty can be eliminated by setting this to `false`.\n */\n preserveOrder?: boolean;\n\n /** Controls whether normals are generated for surfaces. Normals allow 3d geometry to receive lighting; without them the geometry will be unaffected by lighting.\n * By default, normals are generated only for graphics of type [[GraphicType.Scene]]; or for any type of graphic if [[GraphicBuilder.wantEdges]] is true, because\n * normals are required to prevent z-fighting between surfaces and their edges. This default can be overridden by explicitly specifying `true` or `false`.\n * @see [[GraphicType]] for a description of whether and how different types of graphics are affected by lighting.\n */\n wantNormals?: boolean;\n\n /** Controls whether edges are generated for surfaces.\n * Edges are only displayed if [ViewFlags.renderMode]($common) is not [RenderMode.SmoothShade]($common) or [ViewFlags.visibleEdges]($common) is `true`.\n * Since all decoration graphics except [[GraphicType.Scene]] are drawn in smooth shaded mode with no visible edges, by default edges are only produced for scene graphics, and\n * - if a [[Viewport]] is supplied with the options - only if [ViewFlags.edgesRequired]($common) is true for the viewport.\n * That default can be overridden by explicitly specifying `true` or `false`. This can be useful for non-scene decorations contained in a [[GraphicBranch]] that applies [ViewFlagOverrides]($common)\n * that change the edge display settings; or for scene decorations that might be cached for reuse after the viewport's edge settings are changed.\n * @note Edges will tend to z-fight with their surfaces unless the graphic is [[pickable]].\n */\n generateEdges?: boolean;\n\n /** If defined, specifies a point about which the graphic will rotate such that it always faces the viewer.\n * This can be particular useful for planar regions to create a billboarding effect - e.g., to implement [[Marker]]-like WebGL decorations.\n * The graphic's [[placement]] transform is not applied to the point.\n * @note This has no effect for graphics displayed in a 2d view.\n */\n viewIndependentOrigin?: Point3d;\n}\n\n/** Options for creating a [[GraphicBuilder]] to produce a [[RenderGraphic]] to be displayed in a specific [[Viewport]].\n * The level of detail of the graphic will be computed from the position of its geometry within the viewport's [Frustum]($common).\n * Default values for [[GraphicBuilderOptions.wantNormals]] and [[GraphicBuilderOptions.generateEdges]] will be determined by the viewport's [ViewFlags]($common).\n * The [[GraphicBuilder.iModel]] will be set to the viewport's [[IModelConnection]].\n * @public\n * @extensions\n */\nexport interface ViewportGraphicBuilderOptions extends GraphicBuilderOptions {\n /** The viewport in which the resultant [[RenderGraphic]] is to be drawn. */\n viewport: Viewport;\n\n /** If true, [[ViewState.getAspectRatioSkew]] will be taken into account when computing the level of detail for the produced graphics. */\n applyAspectRatioSkew?: boolean;\n\n iModel?: never;\n computeChordTolerance?: never;\n}\n\n/** Arguments used to compute the chord tolerance (level of detail) of the [[RenderGraphic]] or [[GraphicTemplate]] produced by a [[GraphicBuilder]].\n * Generally, the chord tolerance should be roughly equivalent to the size in meters of one pixel on screen where the graphic is to be displayed.\n * For [[GraphicType.ViewOverlay]] and [[GraphicType.ViewBackground]], which already define their geometry in pixels, the chord tolerance should typically be 1.\n * @see [[CustomGraphicBuilderOptions.computeChordTolerance]].\n * @public\n * @extensions\n */\nexport interface ComputeChordToleranceArgs {\n /** The graphic builder being used to produce the graphics. */\n readonly graphic: GraphicBuilder;\n /** A function that computes a range enclosing all of the geometry that was added to the builder. */\n readonly computeRange: () => Range3d;\n}\n\n/** Options for creating a [[GraphicBuilder]] to produce a [[RenderGraphic]] or [[GraphicTemplate]] that is not associated with any particular [[Viewport]] and may not be associated with\n * any particular [[IModelConnection]].\n * This is primarily useful when the same graphic is to be saved and reused for display in multiple viewports and for which a chord tolerance can be computed\n * independently of each viewport's [Frustum]($common).\n * @public\n * @extensions\n */\nexport interface CustomGraphicBuilderOptions extends GraphicBuilderOptions {\n /** Optionally, the IModelConnection with which the graphic is associated. */\n iModel?: IModelConnection;\n /** A function that can compute the level of detail for the graphics produced by the builder. */\n computeChordTolerance: (args: ComputeChordToleranceArgs) => number;\n\n applyAspectRatioSkew?: never;\n viewport?: never;\n}\n\n/** Provides methods for constructing a [[RenderGraphic]] or [[GraphicTemplate]] from geometric primitives and symbology.\n * GraphicBuilder is primarily used for creating [[Decorations]] to be displayed inside a [[Viewport]].\n *\n * The typical process for constructing a [[RenderGraphic]] proceeds as follows:\n * 1. Use [[DecorateContext.createGraphic]] or [[RenderSystem.createGraphic]] to obtain a builder.\n * 2. Set up the symbology using [[GraphicBuilder.activateGraphicParams]] or [[GraphicBuilder.setSymbology]].\n * 3. Add one or more geometric primitives using methods like [[GraphicBuilder.addShape]] and [[GraphicBuilder.addLineString]], possibly setting new symbology in between.\n * 4. Use [[GraphicBuilder.finish]] to produce the finished [[RenderGraphic]].\n *\n * The process for constructing a [[GraphicTemplate]] is similar:\n * 1. Use [[RenderSystem.createGraphic]] to obtain a builder.\n * 2. Set up the symbology using [[GraphicBuilder.activateGraphicParams]] or [[GraphicBuilder.setSymbology]].\n * 3. Add one or more geometric primitives using methods like [[GraphicBuilder.addShape]] and [[GraphicBuilder.addLineString]], possibly setting new symbology in between.\n * 4. Use [[GraphicBuilder.finishTemplate]] to produce the finished [[GraphicTemplate]].\n *\n * @note Most of the methods which add geometry to the builder take ownership of their inputs rather than cloning them.\n * So, for example, if you pass an array of points to addLineString(), you should not subsequently modify that array.\n *\n * @public\n * @extensions\n */\nexport abstract class GraphicBuilder extends GraphicAssembler {\n /** The iModel associated with this builder, if any. */\n public readonly iModel?: IModelConnection;\n\n /** @internal */\n protected readonly _computeChordTolerance: (args: ComputeChordToleranceArgs) => number;\n\n /** @internal */\n protected constructor(options: ViewportGraphicBuilderOptions | CustomGraphicBuilderOptions) {\n const vp = options.viewport;\n const placement = options.placement ?? Transform.createIdentity();\n const wantEdges = options.generateEdges ?? (options.type === GraphicType.Scene && (!vp || vp.viewFlags.edgesRequired()));\n const wantNormals = options.wantNormals ?? (wantEdges || options.type === GraphicType.Scene);\n const preserveOrder = options.preserveOrder ?? (options.type === GraphicType.ViewOverlay || options.type === GraphicType.WorldOverlay || options.type === GraphicType.ViewBackground);\n\n super({\n ...options,\n [_implementationProhibited]: undefined,\n placement,\n wantEdges,\n wantNormals,\n preserveOrder,\n });\n\n this.iModel = vp?.iModel ?? options.iModel;\n if (!options.viewport) {\n this._computeChordTolerance = options.computeChordTolerance;\n return;\n }\n\n this._computeChordTolerance = (args: ComputeChordToleranceArgs) => {\n let pixelSize = 1;\n if (!this.isViewCoordinates) {\n // Compute the horizontal distance in meters between two adjacent pixels at the center of the geometry.\n pixelSize = options.viewport.getPixelSizeAtPoint(args.computeRange().center);\n pixelSize = options.viewport.target.adjustPixelSizeForLOD(pixelSize);\n\n // Aspect ratio skew > 1.0 stretches the view in Y. In that case use the smaller vertical pixel distance for our stroke tolerance.\n const skew = options.applyAspectRatioSkew ? options.viewport.view.getAspectRatioSkew() : 0;\n if (skew > 1)\n pixelSize /= skew;\n }\n\n return pixelSize * 0.25;\n };\n }\n\n /**\n * Processes the accumulated symbology and geometry to produce a renderable graphic.\n * This function can only be called once; after the [[RenderGraphic]] has been extracted the [[GraphicBuilder]] should no longer be used.\n * @see [[finishTemplate]] to obtain a [[GraphicTemplate]] instead.\n */\n public abstract finish(): RenderGraphic;\n\n /** Processes the accumulated symbology and geometry to produce a reusable template for a [[RenderGraphic]].\n * This function can only be called once; after the [[GraphicTemplate]] has been extracted the [[GraphicBuilder]] should no longer be used.\n * @see [[finish]] to obtain a [[RenderGraphic]] instead.\n * @beta\n */\n public abstract finishTemplate(): GraphicTemplate;\n}\n"]}
@@ -2,7 +2,7 @@
2
2
  * @module Rendering
3
3
  */
4
4
  import { Id64String } from "@itwin/core-bentley";
5
- import { ColorDef, ElementAlignedBox3d, Frustum, Gradient, ImageBuffer, ImageSource, ImageSourceFormat, PackedFeatureTable, RenderFeatureTable, RenderMaterial, RenderTexture, SkyGradient } from "@itwin/core-common";
5
+ import { ColorDef, ElementAlignedBox3d, Frustum, Gradient, ImageSourceFormat, PackedFeatureTable, RenderFeatureTable, RenderMaterial, RenderTexture, SkyGradient } from "@itwin/core-common";
6
6
  import { ClipVector, Matrix3d, Point3d, Range2d, Transform, Vector2d, XAndY, XYAndZ } from "@itwin/core-geometry";
7
7
  import { WebGLExtensionName } from "@itwin/webgl-compatibility";
8
8
  import { IModelConnection } from "../IModelConnection";
@@ -286,15 +286,6 @@ export declare abstract class RenderSystem implements Disposable {
286
286
  * @returns A previously-created material matching the specified ID, or undefined if no such material exists.
287
287
  */
288
288
  findMaterial(_key: string, _imodel: IModelConnection): RenderMaterial | undefined;
289
- /** Create a [RenderMaterial]($common) from parameters
290
- * If the parameters include a non-empty key, and no previously-created material already exists with that key, the newly-created material will be cached on the IModelConnection such
291
- * that it can later be retrieved by the same key using [[RenderSystem.findMaterial]].
292
- * @param _params A description of the material's properties.
293
- * @param _imodel The IModelConnection associated with the material.
294
- * @returns the newly-created material, or undefined if the material could not be created or if a material with the same key as that specified in the params already exists.
295
- * @deprecated in 3.x. Use [[createRenderMaterial]].
296
- */
297
- createMaterial(_params: RenderMaterial.Params, _imodel: IModelConnection): RenderMaterial | undefined;
298
289
  /** Create a [RenderMaterial]($common).
299
290
  * @see [[CreateRenderMaterialArgs]] for a description of the material parameters.
300
291
  */
@@ -470,18 +461,6 @@ export declare abstract class RenderSystem implements Disposable {
470
461
  * same iModel will return the cached texture instead of creating a new one.
471
462
  */
472
463
  getGradientTexture(_symb: Gradient.Symb, _imodel?: IModelConnection): RenderTexture | undefined;
473
- /** Create a new texture from an [[ImageBuffer]].
474
- * @deprecated in 3.x. Use [[createTexture]].
475
- */
476
- createTextureFromImageBuffer(image: ImageBuffer, iModel: IModelConnection, params: RenderTexture.Params): RenderTexture | undefined;
477
- /** Create a new texture from an HTML image. Typically the image was extracted from a binary representation of a jpeg or png via [[imageElementFromImageSource]].
478
- * @deprecated in 3.x. Use [[createTexture]].
479
- */
480
- createTextureFromImage(image: HTMLImageElement, hasAlpha: boolean, iModel: IModelConnection | undefined, params: RenderTexture.Params): RenderTexture | undefined;
481
- /** Create a new texture from an ImageSource.
482
- * @deprecated in 3.x. Use RenderSystem.createTextureFromSource.
483
- */
484
- createTextureFromImageSource(source: ImageSource, iModel: IModelConnection | undefined, params: RenderTexture.Params): Promise<RenderTexture | undefined>;
485
464
  /** Create a texture from an ImageSource. */
486
465
  createTextureFromSource(args: CreateTextureFromSourceArgs): Promise<RenderTexture | undefined>;
487
466
  /** Create a new texture by its element ID. This texture will be retrieved asynchronously from the backend. A placeholder image will be associated with the texture until the requested image data loads. */
@@ -1 +1 @@
1
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@@ -6,7 +6,7 @@
6
6
  * @module Rendering
7
7
  */
8
8
  import { base64StringToUint8Array } from "@itwin/core-bentley";
9
- import { ColorIndex, FeatureIndex, FeatureIndexType, FillFlags, Gradient, ImageBuffer, ImageBufferFormat, ImageSource, ImageSourceFormat, isValidImageSourceFormat, QParams3d, QPoint3dList, RenderTexture, TextureTransparency, } from "@itwin/core-common";
9
+ import { ColorIndex, FeatureIndex, FeatureIndexType, FillFlags, Gradient, ImageBuffer, ImageSource, ImageSourceFormat, isValidImageSourceFormat, QParams3d, QPoint3dList, RenderTexture, TextureTransparency, } from "@itwin/core-common";
10
10
  import { Point2d, Point3d, Range3d, Transform } from "@itwin/core-geometry";
11
11
  import { IModelApp } from "../IModelApp";
12
12
  import { createGraphicFromDescription, createGraphicTemplateFromDescription } from "../tile/internal";
@@ -122,16 +122,6 @@ export class RenderSystem {
122
122
  * @returns A previously-created material matching the specified ID, or undefined if no such material exists.
123
123
  */
124
124
  findMaterial(_key, _imodel) { return undefined; }
125
- /** Create a [RenderMaterial]($common) from parameters
126
- * If the parameters include a non-empty key, and no previously-created material already exists with that key, the newly-created material will be cached on the IModelConnection such
127
- * that it can later be retrieved by the same key using [[RenderSystem.findMaterial]].
128
- * @param _params A description of the material's properties.
129
- * @param _imodel The IModelConnection associated with the material.
130
- * @returns the newly-created material, or undefined if the material could not be created or if a material with the same key as that specified in the params already exists.
131
- * @deprecated in 3.x. Use [[createRenderMaterial]].
132
- */
133
- // eslint-disable-next-line @typescript-eslint/no-deprecated
134
- createMaterial(_params, _imodel) { return undefined; }
135
125
  /** Create a [RenderMaterial]($common).
136
126
  * @see [[CreateRenderMaterialArgs]] for a description of the material parameters.
137
127
  */
@@ -412,49 +402,6 @@ export class RenderSystem {
412
402
  getGradientTexture(_symb, _imodel) {
413
403
  return undefined;
414
404
  }
415
- /** Create a new texture from an [[ImageBuffer]].
416
- * @deprecated in 3.x. Use [[createTexture]].
417
- */
418
- // eslint-disable-next-line @typescript-eslint/no-deprecated
419
- createTextureFromImageBuffer(image, iModel, params) {
420
- const ownership = params.key ? { key: params.key, iModel } : (params.isOwned ? "external" : undefined);
421
- return this.createTexture({
422
- type: params.type,
423
- ownership,
424
- image: {
425
- source: image,
426
- transparency: ImageBufferFormat.Rgba === image.format ? TextureTransparency.Mixed : TextureTransparency.Opaque,
427
- },
428
- });
429
- }
430
- /** Create a new texture from an HTML image. Typically the image was extracted from a binary representation of a jpeg or png via [[imageElementFromImageSource]].
431
- * @deprecated in 3.x. Use [[createTexture]].
432
- */
433
- // eslint-disable-next-line @typescript-eslint/no-deprecated
434
- createTextureFromImage(image, hasAlpha, iModel, params) {
435
- const ownership = params.key && iModel ? { key: params.key, iModel } : (params.isOwned ? "external" : undefined);
436
- return this.createTexture({
437
- type: params.type,
438
- ownership,
439
- image: {
440
- source: image,
441
- transparency: hasAlpha ? TextureTransparency.Mixed : TextureTransparency.Opaque,
442
- },
443
- });
444
- }
445
- /** Create a new texture from an ImageSource.
446
- * @deprecated in 3.x. Use RenderSystem.createTextureFromSource.
447
- */
448
- // eslint-disable-next-line @typescript-eslint/no-deprecated
449
- async createTextureFromImageSource(source, iModel, params) {
450
- const ownership = iModel && params.key ? { iModel, key: params.key } : (params.isOwned ? "external" : undefined);
451
- return this.createTextureFromSource({
452
- type: params.type,
453
- source,
454
- ownership,
455
- transparency: source.format === ImageSourceFormat.Jpeg ? TextureTransparency.Opaque : TextureTransparency.Mixed,
456
- });
457
- }
458
405
  /** Create a texture from an ImageSource. */
459
406
  async createTextureFromSource(args) {
460
407
  try {