@itwin/core-frontend 5.2.0-dev.5 → 5.2.0-dev.8

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 (610) hide show
  1. package/CHANGELOG.md +8 -1
  2. package/lib/cjs/BackgroundMapGeometry.js +13 -13
  3. package/lib/cjs/BackgroundMapGeometry.js.map +1 -1
  4. package/lib/cjs/BriefcaseConnection.d.ts.map +1 -1
  5. package/lib/cjs/BriefcaseConnection.js +2 -2
  6. package/lib/cjs/BriefcaseConnection.js.map +1 -1
  7. package/lib/cjs/CheckpointConnection.d.ts.map +1 -1
  8. package/lib/cjs/CheckpointConnection.js +3 -3
  9. package/lib/cjs/CheckpointConnection.js.map +1 -1
  10. package/lib/cjs/ContextRealityModelState.js.map +1 -1
  11. package/lib/cjs/ElementLocateManager.d.ts.map +1 -1
  12. package/lib/cjs/ElementLocateManager.js +7 -6
  13. package/lib/cjs/ElementLocateManager.js.map +1 -1
  14. package/lib/cjs/EmphasizeElements.d.ts.map +1 -1
  15. package/lib/cjs/EmphasizeElements.js +3 -1
  16. package/lib/cjs/EmphasizeElements.js.map +1 -1
  17. package/lib/cjs/EnvironmentDecorations.d.ts.map +1 -1
  18. package/lib/cjs/EnvironmentDecorations.js +4 -0
  19. package/lib/cjs/EnvironmentDecorations.js.map +1 -1
  20. package/lib/cjs/FrustumAnimator.d.ts.map +1 -1
  21. package/lib/cjs/FrustumAnimator.js +3 -2
  22. package/lib/cjs/FrustumAnimator.js.map +1 -1
  23. package/lib/cjs/GlobeAnimator.d.ts.map +1 -1
  24. package/lib/cjs/GlobeAnimator.js +7 -6
  25. package/lib/cjs/GlobeAnimator.js.map +1 -1
  26. package/lib/cjs/HitDetail.d.ts.map +1 -1
  27. package/lib/cjs/HitDetail.js +12 -7
  28. package/lib/cjs/HitDetail.js.map +1 -1
  29. package/lib/cjs/IModelApp.d.ts.map +1 -1
  30. package/lib/cjs/IModelApp.js +2 -1
  31. package/lib/cjs/IModelApp.js.map +1 -1
  32. package/lib/cjs/IModelConnection.d.ts.map +1 -1
  33. package/lib/cjs/IModelConnection.js +8 -9
  34. package/lib/cjs/IModelConnection.js.map +1 -1
  35. package/lib/cjs/IpcApp.d.ts.map +1 -1
  36. package/lib/cjs/IpcApp.js +1 -1
  37. package/lib/cjs/IpcApp.js.map +1 -1
  38. package/lib/cjs/LinePlaneIntersect.d.ts.map +1 -1
  39. package/lib/cjs/LinePlaneIntersect.js +2 -0
  40. package/lib/cjs/LinePlaneIntersect.js.map +1 -1
  41. package/lib/cjs/LocalhostIpcApp.d.ts.map +1 -1
  42. package/lib/cjs/LocalhostIpcApp.js +2 -1
  43. package/lib/cjs/LocalhostIpcApp.js.map +1 -1
  44. package/lib/cjs/Marker.d.ts.map +1 -1
  45. package/lib/cjs/Marker.js +4 -3
  46. package/lib/cjs/Marker.js.map +1 -1
  47. package/lib/cjs/ModelState.d.ts.map +1 -1
  48. package/lib/cjs/ModelState.js +2 -2
  49. package/lib/cjs/ModelState.js.map +1 -1
  50. package/lib/cjs/NativeApp.d.ts.map +1 -1
  51. package/lib/cjs/NativeApp.js +5 -4
  52. package/lib/cjs/NativeApp.js.map +1 -1
  53. package/lib/cjs/NativeAppLogger.d.ts.map +1 -1
  54. package/lib/cjs/NativeAppLogger.js +1 -0
  55. package/lib/cjs/NativeAppLogger.js.map +1 -1
  56. package/lib/cjs/PlanarClipMaskState.js +3 -3
  57. package/lib/cjs/PlanarClipMaskState.js.map +1 -1
  58. package/lib/cjs/SelectionSet.d.ts.map +1 -1
  59. package/lib/cjs/SelectionSet.js +1 -0
  60. package/lib/cjs/SelectionSet.js.map +1 -1
  61. package/lib/cjs/SheetViewState.d.ts.map +1 -1
  62. package/lib/cjs/SheetViewState.js +5 -5
  63. package/lib/cjs/SheetViewState.js.map +1 -1
  64. package/lib/cjs/SpatialViewState.d.ts.map +1 -1
  65. package/lib/cjs/SpatialViewState.js +1 -1
  66. package/lib/cjs/SpatialViewState.js.map +1 -1
  67. package/lib/cjs/Sprites.js +2 -2
  68. package/lib/cjs/Sprites.js.map +1 -1
  69. package/lib/cjs/TentativePoint.d.ts.map +1 -1
  70. package/lib/cjs/TentativePoint.js +10 -9
  71. package/lib/cjs/TentativePoint.js.map +1 -1
  72. package/lib/cjs/ViewCreator2d.js +1 -1
  73. package/lib/cjs/ViewCreator2d.js.map +1 -1
  74. package/lib/cjs/ViewCreator3d.js +1 -1
  75. package/lib/cjs/ViewCreator3d.js.map +1 -1
  76. package/lib/cjs/ViewPose.d.ts.map +1 -1
  77. package/lib/cjs/ViewPose.js +4 -1
  78. package/lib/cjs/ViewPose.js.map +1 -1
  79. package/lib/cjs/ViewState.d.ts.map +1 -1
  80. package/lib/cjs/ViewState.js +17 -12
  81. package/lib/cjs/ViewState.js.map +1 -1
  82. package/lib/cjs/ViewingSpace.d.ts.map +1 -1
  83. package/lib/cjs/ViewingSpace.js +2 -0
  84. package/lib/cjs/ViewingSpace.js.map +1 -1
  85. package/lib/cjs/Viewport.d.ts.map +1 -1
  86. package/lib/cjs/Viewport.js +17 -10
  87. package/lib/cjs/Viewport.js.map +1 -1
  88. package/lib/cjs/common/ImageUtil.d.ts.map +1 -1
  89. package/lib/cjs/common/ImageUtil.js +2 -1
  90. package/lib/cjs/common/ImageUtil.js.map +1 -1
  91. package/lib/cjs/common/internal/render/GeometryAccumulator.d.ts.map +1 -1
  92. package/lib/cjs/common/internal/render/GeometryAccumulator.js +4 -3
  93. package/lib/cjs/common/internal/render/GeometryAccumulator.js.map +1 -1
  94. package/lib/cjs/common/internal/render/InstancedGraphicPropsBuilder.d.ts.map +1 -1
  95. package/lib/cjs/common/internal/render/InstancedGraphicPropsBuilder.js +2 -0
  96. package/lib/cjs/common/internal/render/InstancedGraphicPropsBuilder.js.map +1 -1
  97. package/lib/cjs/common/internal/render/MeshBuilder.js +1 -1
  98. package/lib/cjs/common/internal/render/MeshBuilder.js.map +1 -1
  99. package/lib/cjs/common/internal/render/VertexTableBuilder.d.ts.map +1 -1
  100. package/lib/cjs/common/internal/render/VertexTableBuilder.js +16 -7
  101. package/lib/cjs/common/internal/render/VertexTableBuilder.js.map +1 -1
  102. package/lib/cjs/extension/ExtensionAdmin.js +2 -2
  103. package/lib/cjs/extension/ExtensionAdmin.js.map +1 -1
  104. package/lib/cjs/internal/GoogleMapsDecorator.js +1 -1
  105. package/lib/cjs/internal/GoogleMapsDecorator.js.map +1 -1
  106. package/lib/cjs/internal/ScriptUtils.js +1 -0
  107. package/lib/cjs/internal/ScriptUtils.js.map +1 -1
  108. package/lib/cjs/internal/render/UpsampleRealityMeshParams.d.ts.map +1 -1
  109. package/lib/cjs/internal/render/UpsampleRealityMeshParams.js +2 -1
  110. package/lib/cjs/internal/render/UpsampleRealityMeshParams.js.map +1 -1
  111. package/lib/cjs/internal/render/webgl/AtmosphereUniforms.d.ts.map +1 -1
  112. package/lib/cjs/internal/render/webgl/AtmosphereUniforms.js +7 -2
  113. package/lib/cjs/internal/render/webgl/AtmosphereUniforms.js.map +1 -1
  114. package/lib/cjs/internal/render/webgl/AttributeBuffers.d.ts.map +1 -1
  115. package/lib/cjs/internal/render/webgl/AttributeBuffers.js +5 -3
  116. package/lib/cjs/internal/render/webgl/AttributeBuffers.js.map +1 -1
  117. package/lib/cjs/internal/render/webgl/AttributeMap.d.ts.map +1 -1
  118. package/lib/cjs/internal/render/webgl/AttributeMap.js +2 -0
  119. package/lib/cjs/internal/render/webgl/AttributeMap.js.map +1 -1
  120. package/lib/cjs/internal/render/webgl/BackgroundMapDrape.d.ts.map +1 -1
  121. package/lib/cjs/internal/render/webgl/BackgroundMapDrape.js +2 -2
  122. package/lib/cjs/internal/render/webgl/BackgroundMapDrape.js.map +1 -1
  123. package/lib/cjs/internal/render/webgl/BatchUniforms.js +1 -1
  124. package/lib/cjs/internal/render/webgl/BatchUniforms.js.map +1 -1
  125. package/lib/cjs/internal/render/webgl/BranchState.d.ts.map +1 -1
  126. package/lib/cjs/internal/render/webgl/BranchState.js +2 -1
  127. package/lib/cjs/internal/render/webgl/BranchState.js.map +1 -1
  128. package/lib/cjs/internal/render/webgl/BranchUniforms.js +2 -2
  129. package/lib/cjs/internal/render/webgl/BranchUniforms.js.map +1 -1
  130. package/lib/cjs/internal/render/webgl/CachedGeometry.d.ts.map +1 -1
  131. package/lib/cjs/internal/render/webgl/CachedGeometry.js +2 -2
  132. package/lib/cjs/internal/render/webgl/CachedGeometry.js.map +1 -1
  133. package/lib/cjs/internal/render/webgl/ClipStack.js +1 -1
  134. package/lib/cjs/internal/render/webgl/ClipStack.js.map +1 -1
  135. package/lib/cjs/internal/render/webgl/ColorInfo.js +1 -1
  136. package/lib/cjs/internal/render/webgl/ColorInfo.js.map +1 -1
  137. package/lib/cjs/internal/render/webgl/Contours.js +3 -3
  138. package/lib/cjs/internal/render/webgl/Contours.js.map +1 -1
  139. package/lib/cjs/internal/render/webgl/EDL.js +18 -18
  140. package/lib/cjs/internal/render/webgl/EDL.js.map +1 -1
  141. package/lib/cjs/internal/render/webgl/FeatureOverrides.js +4 -4
  142. package/lib/cjs/internal/render/webgl/FeatureOverrides.js.map +1 -1
  143. package/lib/cjs/internal/render/webgl/FrameBuffer.js +3 -3
  144. package/lib/cjs/internal/render/webgl/FrameBuffer.js.map +1 -1
  145. package/lib/cjs/internal/render/webgl/FrustumUniforms.d.ts.map +1 -1
  146. package/lib/cjs/internal/render/webgl/FrustumUniforms.js +2 -1
  147. package/lib/cjs/internal/render/webgl/FrustumUniforms.js.map +1 -1
  148. package/lib/cjs/internal/render/webgl/GLTimer.d.ts.map +1 -1
  149. package/lib/cjs/internal/render/webgl/GLTimer.js +2 -0
  150. package/lib/cjs/internal/render/webgl/GLTimer.js.map +1 -1
  151. package/lib/cjs/internal/render/webgl/MapLayerParams.js +2 -2
  152. package/lib/cjs/internal/render/webgl/MapLayerParams.js.map +1 -1
  153. package/lib/cjs/internal/render/webgl/MeshData.js +2 -2
  154. package/lib/cjs/internal/render/webgl/MeshData.js.map +1 -1
  155. package/lib/cjs/internal/render/webgl/PerformanceMetrics.js +1 -1
  156. package/lib/cjs/internal/render/webgl/PerformanceMetrics.js.map +1 -1
  157. package/lib/cjs/internal/render/webgl/PlanarClassifier.d.ts.map +1 -1
  158. package/lib/cjs/internal/render/webgl/PlanarClassifier.js +7 -7
  159. package/lib/cjs/internal/render/webgl/PlanarClassifier.js.map +1 -1
  160. package/lib/cjs/internal/render/webgl/PlanarGrid.js +1 -1
  161. package/lib/cjs/internal/render/webgl/PlanarGrid.js.map +1 -1
  162. package/lib/cjs/internal/render/webgl/PlanarTextureProjection.d.ts +0 -3
  163. package/lib/cjs/internal/render/webgl/PlanarTextureProjection.d.ts.map +1 -1
  164. package/lib/cjs/internal/render/webgl/PlanarTextureProjection.js +6 -5
  165. package/lib/cjs/internal/render/webgl/PlanarTextureProjection.js.map +1 -1
  166. package/lib/cjs/internal/render/webgl/PointCloud.js +1 -1
  167. package/lib/cjs/internal/render/webgl/PointCloud.js.map +1 -1
  168. package/lib/cjs/internal/render/webgl/RealityMesh.js +1 -1
  169. package/lib/cjs/internal/render/webgl/RealityMesh.js.map +1 -1
  170. package/lib/cjs/internal/render/webgl/RenderBuffer.js +2 -2
  171. package/lib/cjs/internal/render/webgl/RenderBuffer.js.map +1 -1
  172. package/lib/cjs/internal/render/webgl/SceneCompositor.d.ts.map +1 -1
  173. package/lib/cjs/internal/render/webgl/SceneCompositor.js +115 -85
  174. package/lib/cjs/internal/render/webgl/SceneCompositor.js.map +1 -1
  175. package/lib/cjs/internal/render/webgl/ScratchDrawParams.d.ts.map +1 -1
  176. package/lib/cjs/internal/render/webgl/ScratchDrawParams.js +11 -10
  177. package/lib/cjs/internal/render/webgl/ScratchDrawParams.js.map +1 -1
  178. package/lib/cjs/internal/render/webgl/ScreenSpaceEffect.js +3 -3
  179. package/lib/cjs/internal/render/webgl/ScreenSpaceEffect.js.map +1 -1
  180. package/lib/cjs/internal/render/webgl/ShaderProgram.js +3 -3
  181. package/lib/cjs/internal/render/webgl/ShaderProgram.js.map +1 -1
  182. package/lib/cjs/internal/render/webgl/ShadowUniforms.d.ts.map +1 -1
  183. package/lib/cjs/internal/render/webgl/ShadowUniforms.js +2 -1
  184. package/lib/cjs/internal/render/webgl/ShadowUniforms.js.map +1 -1
  185. package/lib/cjs/internal/render/webgl/SolarShadowMap.d.ts.map +1 -1
  186. package/lib/cjs/internal/render/webgl/SolarShadowMap.js +6 -4
  187. package/lib/cjs/internal/render/webgl/SolarShadowMap.js.map +1 -1
  188. package/lib/cjs/internal/render/webgl/System.d.ts.map +1 -1
  189. package/lib/cjs/internal/render/webgl/System.js +1 -1
  190. package/lib/cjs/internal/render/webgl/System.js.map +1 -1
  191. package/lib/cjs/internal/render/webgl/Target.d.ts.map +1 -1
  192. package/lib/cjs/internal/render/webgl/Target.js +10 -7
  193. package/lib/cjs/internal/render/webgl/Target.js.map +1 -1
  194. package/lib/cjs/internal/render/webgl/Texture.d.ts.map +1 -1
  195. package/lib/cjs/internal/render/webgl/Texture.js +10 -8
  196. package/lib/cjs/internal/render/webgl/Texture.js.map +1 -1
  197. package/lib/cjs/internal/render/webgl/glsl/Animation.d.ts.map +1 -1
  198. package/lib/cjs/internal/render/webgl/glsl/Animation.js +4 -2
  199. package/lib/cjs/internal/render/webgl/glsl/Animation.js.map +1 -1
  200. package/lib/cjs/internal/render/webgl/glsl/Color.d.ts.map +1 -1
  201. package/lib/cjs/internal/render/webgl/glsl/Color.js +2 -1
  202. package/lib/cjs/internal/render/webgl/glsl/Color.js.map +1 -1
  203. package/lib/cjs/internal/render/webgl/glsl/Composite.js +1 -1
  204. package/lib/cjs/internal/render/webgl/glsl/Composite.js.map +1 -1
  205. package/lib/cjs/internal/render/webgl/glsl/CopyStencil.d.ts.map +1 -1
  206. package/lib/cjs/internal/render/webgl/glsl/CopyStencil.js +3 -2
  207. package/lib/cjs/internal/render/webgl/glsl/CopyStencil.js.map +1 -1
  208. package/lib/cjs/internal/render/webgl/glsl/PlanarClassification.js +3 -3
  209. package/lib/cjs/internal/render/webgl/glsl/PlanarClassification.js.map +1 -1
  210. package/lib/cjs/internal/render/webgl/glsl/PlanarGrid.d.ts.map +1 -1
  211. package/lib/cjs/internal/render/webgl/glsl/PlanarGrid.js +4 -3
  212. package/lib/cjs/internal/render/webgl/glsl/PlanarGrid.js.map +1 -1
  213. package/lib/cjs/internal/render/webgl/glsl/RealityMesh.js +8 -8
  214. package/lib/cjs/internal/render/webgl/glsl/RealityMesh.js.map +1 -1
  215. package/lib/cjs/internal/render/webgl/glsl/Surface.js +10 -10
  216. package/lib/cjs/internal/render/webgl/glsl/Surface.js.map +1 -1
  217. package/lib/cjs/internal/render/webgl/glsl/Vertex.js +2 -2
  218. package/lib/cjs/internal/render/webgl/glsl/Vertex.js.map +1 -1
  219. package/lib/cjs/internal/tile/B3dmReader.d.ts.map +1 -1
  220. package/lib/cjs/internal/tile/B3dmReader.js +1 -1
  221. package/lib/cjs/internal/tile/B3dmReader.js.map +1 -1
  222. package/lib/cjs/internal/tile/FetchCloudStorage.js +1 -1
  223. package/lib/cjs/internal/tile/FetchCloudStorage.js.map +1 -1
  224. package/lib/cjs/internal/tile/LRUTileList.d.ts.map +1 -1
  225. package/lib/cjs/internal/tile/LRUTileList.js +4 -0
  226. package/lib/cjs/internal/tile/LRUTileList.js.map +1 -1
  227. package/lib/cjs/internal/tile/LayerTileTreeReferenceHandler.d.ts.map +1 -1
  228. package/lib/cjs/internal/tile/LayerTileTreeReferenceHandler.js +2 -1
  229. package/lib/cjs/internal/tile/LayerTileTreeReferenceHandler.js.map +1 -1
  230. package/lib/cjs/internal/tile/OPCFormatInterpreter.js +4 -4
  231. package/lib/cjs/internal/tile/OPCFormatInterpreter.js.map +1 -1
  232. package/lib/cjs/internal/tile/OrbitGtTileTree.d.ts.map +1 -1
  233. package/lib/cjs/internal/tile/OrbitGtTileTree.js +2 -2
  234. package/lib/cjs/internal/tile/OrbitGtTileTree.js.map +1 -1
  235. package/lib/cjs/internal/tile/RealityModelTileTree.d.ts.map +1 -1
  236. package/lib/cjs/internal/tile/RealityModelTileTree.js +3 -3
  237. package/lib/cjs/internal/tile/RealityModelTileTree.js.map +1 -1
  238. package/lib/cjs/internal/tile/RealityTileLoader.d.ts.map +1 -1
  239. package/lib/cjs/internal/tile/RealityTileLoader.js +3 -0
  240. package/lib/cjs/internal/tile/RealityTileLoader.js.map +1 -1
  241. package/lib/cjs/internal/tile/ThreeDTileFormatInterpreter.js +3 -3
  242. package/lib/cjs/internal/tile/ThreeDTileFormatInterpreter.js.map +1 -1
  243. package/lib/cjs/internal/tile/TileUserSet.d.ts.map +1 -1
  244. package/lib/cjs/internal/tile/TileUserSet.js +4 -0
  245. package/lib/cjs/internal/tile/TileUserSet.js.map +1 -1
  246. package/lib/cjs/internal/tile/map/ArcGISTileMap.js +1 -1
  247. package/lib/cjs/internal/tile/map/ArcGISTileMap.js.map +1 -1
  248. package/lib/cjs/internal/tile/map/ArcGisUtilities.d.ts.map +1 -1
  249. package/lib/cjs/internal/tile/map/ArcGisUtilities.js +4 -0
  250. package/lib/cjs/internal/tile/map/ArcGisUtilities.js.map +1 -1
  251. package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
  252. package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +3 -1
  253. package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  254. package/lib/cjs/internal/tile/map/ImageryProviders/BingImageryProvider.js +2 -2
  255. package/lib/cjs/internal/tile/map/ImageryProviders/BingImageryProvider.js.map +1 -1
  256. package/lib/cjs/internal/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js +1 -1
  257. package/lib/cjs/internal/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js.map +1 -1
  258. package/lib/cjs/internal/tile/map/MapTileAvailability.d.ts.map +1 -1
  259. package/lib/cjs/internal/tile/map/MapTileAvailability.js +5 -2
  260. package/lib/cjs/internal/tile/map/MapTileAvailability.js.map +1 -1
  261. package/lib/cjs/internal/tile/map/WmtsCapabilities.d.ts.map +1 -1
  262. package/lib/cjs/internal/tile/map/WmtsCapabilities.js +3 -2
  263. package/lib/cjs/internal/tile/map/WmtsCapabilities.js.map +1 -1
  264. package/lib/cjs/properties/FormattedQuantityDescription.d.ts.map +1 -1
  265. package/lib/cjs/properties/FormattedQuantityDescription.js +2 -0
  266. package/lib/cjs/properties/FormattedQuantityDescription.js.map +1 -1
  267. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.d.ts.map +1 -1
  268. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js +2 -0
  269. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js.map +1 -1
  270. package/lib/cjs/quantity-formatting/QuantityFormatter.d.ts.map +1 -1
  271. package/lib/cjs/quantity-formatting/QuantityFormatter.js +5 -3
  272. package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
  273. package/lib/cjs/tile/GltfReader.d.ts +5 -2
  274. package/lib/cjs/tile/GltfReader.d.ts.map +1 -1
  275. package/lib/cjs/tile/GltfReader.js +54 -16
  276. package/lib/cjs/tile/GltfReader.js.map +1 -1
  277. package/lib/cjs/tile/RealityTile.d.ts.map +1 -1
  278. package/lib/cjs/tile/RealityTile.js +2 -2
  279. package/lib/cjs/tile/RealityTile.js.map +1 -1
  280. package/lib/cjs/tile/RealityTileTree.d.ts.map +1 -1
  281. package/lib/cjs/tile/RealityTileTree.js +5 -5
  282. package/lib/cjs/tile/RealityTileTree.js.map +1 -1
  283. package/lib/cjs/tile/TileAdmin.js.map +1 -1
  284. package/lib/cjs/tile/TileDrawArgs.d.ts.map +1 -1
  285. package/lib/cjs/tile/TileDrawArgs.js +2 -1
  286. package/lib/cjs/tile/TileDrawArgs.js.map +1 -1
  287. package/lib/cjs/tile/map/ImageryTileTree.js +1 -1
  288. package/lib/cjs/tile/map/ImageryTileTree.js.map +1 -1
  289. package/lib/cjs/tile/map/MapLayerFormatRegistry.js +1 -1
  290. package/lib/cjs/tile/map/MapLayerFormatRegistry.js.map +1 -1
  291. package/lib/cjs/tile/map/MapLayerSources.d.ts.map +1 -1
  292. package/lib/cjs/tile/map/MapLayerSources.js +9 -1
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  590. package/lib/esm/tile/map/ImageryTileTree.js +2 -2
  591. package/lib/esm/tile/map/ImageryTileTree.js.map +1 -1
  592. package/lib/esm/tile/map/MapLayerFormatRegistry.js +2 -2
  593. package/lib/esm/tile/map/MapLayerFormatRegistry.js.map +1 -1
  594. package/lib/esm/tile/map/MapLayerSources.d.ts.map +1 -1
  595. package/lib/esm/tile/map/MapLayerSources.js +10 -2
  596. package/lib/esm/tile/map/MapLayerSources.js.map +1 -1
  597. package/lib/esm/tile/map/MapTile.d.ts.map +1 -1
  598. package/lib/esm/tile/map/MapTile.js +11 -9
  599. package/lib/esm/tile/map/MapTile.js.map +1 -1
  600. package/lib/esm/tile/map/MapTileTree.d.ts.map +1 -1
  601. package/lib/esm/tile/map/MapTileTree.js +9 -8
  602. package/lib/esm/tile/map/MapTileTree.js.map +1 -1
  603. package/lib/esm/tile/map/MapTilingScheme.d.ts.map +1 -1
  604. package/lib/esm/tile/map/MapTilingScheme.js +2 -1
  605. package/lib/esm/tile/map/MapTilingScheme.js.map +1 -1
  606. package/lib/esm/tools/Tool.js +2 -2
  607. package/lib/esm/tools/Tool.js.map +1 -1
  608. package/lib/public/scripts/parse-imdl-worker.js +1 -1
  609. package/lib/workers/webpack/parse-imdl-worker.js +1 -1
  610. package/package.json +20 -20
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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\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { Matrix4d, Range2d, Range3d, Transform } from \"@itwin/core-geometry\";\nimport { RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\nimport { PlanarClassifier } from \"./PlanarClassifier\";\nimport { TerrainTexture } from \"../RenderTerrain\";\nimport { Matrix4 } from \"./Matrix\";\nimport { ModelMapLayerDrapeTarget, ModelMapLayerSettings, RenderTexture } from \"@itwin/core-common\";\nimport { assert, dispose, disposeArray } from \"@itwin/core-bentley\";\nimport { MeshMapLayerGraphicParams } from \"../MeshMapLayerGraphicParams\";\nimport { System } from \"./System\";\nimport { ViewState } from \"../../../ViewState\";\n\nexport class ProjectedTexture {\n public classifier: PlanarClassifier;\n constructor(classifier: RenderPlanarClassifier, public meshParams: MeshMapLayerGraphicParams, public targetRectangle: Range2d) {\n this.classifier = classifier as PlanarClassifier;\n }\n public clone(targetRectangle: Range2d) {\n return new ProjectedTexture(this.classifier, this.meshParams, targetRectangle.clone());\n }\n}\n\nconst scratchBytes = new Uint8Array(4);\nconst scratchBatchBaseId = new Uint32Array(scratchBytes.buffer);\nconst scratchRange2d = Range2d.createNull();\n\ntype TerrainOrProjectedTexture = TerrainTexture | ProjectedTexture;\n\nclass LayerTextureParam implements Disposable {\n constructor(public texture: RenderTexture | undefined, private _projectedTextureOrMatrix: ProjectedTexture | Matrix4) { }\n public get isProjected() { return this._projectedTextureOrMatrix instanceof ProjectedTexture; }\n\n public [Symbol.dispose](): void {\n this.texture = dispose(this.texture);\n }\n\n /* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\n method is to be used. A value of zero indicates a standard texture and one represents a classified texture.\n\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\n\n A \"classified\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\n followed by the model to texture projection.\n*/\n public getProjectionMatrix(): Matrix4d | undefined {\n return this._projectedTextureOrMatrix instanceof ProjectedTexture ? this._projectedTextureOrMatrix.classifier.projectionMatrix : undefined;\n }\n public getTerrainMatrix(): Matrix4 | undefined {\n return this._projectedTextureOrMatrix instanceof Matrix4 ? this._projectedTextureOrMatrix : undefined;\n }\n\n public getParams(result: Matrix4): Matrix4 {\n /** Entry 0 is 0 for */\n if (this._projectedTextureOrMatrix instanceof ProjectedTexture) {\n const projectedTexture = this._projectedTextureOrMatrix;\n\n result.data[0] = 1;\n result.data[1] = projectedTexture.classifier.textureImageCount;\n result.data[2] = projectedTexture.classifier.sourceTransparency === undefined ? 1.0 : (1.0 - projectedTexture.classifier.sourceTransparency);\n scratchBatchBaseId[0] = projectedTexture.classifier.baseBatchId;\n result.data[4] = scratchBytes[0];\n result.data[5] = scratchBytes[1];\n result.data[6] = scratchBytes[2];\n result.data[7] = scratchBytes[3];\n\n const points = [];\n const meshParams = projectedTexture.meshParams;\n // Calculate range in the tiles local coordinates.\n const low = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.low, scratchRange2d.low)!;\n const high = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.high, scratchRange2d.high)!;\n points.push(meshParams.projection.getGlobalPoint(low.x, low.y, 0));\n points.push(meshParams.projection.getGlobalPoint(high.x, low.y, 0));\n points.push(meshParams.projection.getGlobalPoint(high.x, high.y, 0));\n points.push(meshParams.projection.getGlobalPoint(low.x, high.y, 0));\n for (let i = 0, j = 8; i < 4; i++) {\n const projectedPoint = projectedTexture.classifier.projectionMatrix.multiplyPoint3dQuietNormalize(points[i]);\n result.data[j++] = projectedPoint.x;\n result.data[j++] = projectedPoint.y;\n }\n const x0 = result.data[10] - result.data[8], y0 = result.data[11] - result.data[9];\n const x1 = result.data[12] - result.data[8], y1 = result.data[13] - result.data[9];\n if (x0 * y1 - x1 * y0 < 0) {\n const swap = ((i: number, j: number) => {\n const temp = result.data[i];\n result.data[i] = result.data[j];\n result.data[j] = temp;\n });\n for (let i = 8, j = 14; i <= 10; i += 2, j -= 2) {\n swap(i, j);\n swap(i + 1, j + 1);\n }\n }\n } else {\n result.data[0] = 0;\n }\n return result;\n }\n}\n\n/** @internal */\nexport class LayerTextureParams implements Disposable {\n constructor(public params: LayerTextureParam[]) { }\n public static create(textures: TerrainOrProjectedTexture[]) {\n const maxTexturesPerMesh = System.instance.maxRealityImageryLayers;\n assert(textures.length <= maxTexturesPerMesh);\n\n const textureParams = new Array<LayerTextureParam>();\n for (const texture of textures) {\n if (texture instanceof TerrainTexture) {\n const terrainTexture = texture;\n const matrix = new Matrix4(); // Published as Mat4.\n assert(terrainTexture.texture !== undefined, \"Texture not defined in TerrainTextureParams constructor\");\n matrix.data[0] = terrainTexture.translate.x;\n matrix.data[1] = terrainTexture.translate.y;\n matrix.data[2] = terrainTexture.scale.x;\n matrix.data[3] = terrainTexture.scale.y;\n\n if (terrainTexture.clipRectangle) {\n matrix.data[4] = terrainTexture.clipRectangle.low.x;\n matrix.data[5] = terrainTexture.clipRectangle.low.y;\n matrix.data[6] = terrainTexture.clipRectangle.high.x;\n matrix.data[7] = terrainTexture.clipRectangle.high.y;\n } else {\n matrix.data[4] = matrix.data[5] = 0;\n matrix.data[6] = matrix.data[7] = 1;\n }\n matrix.data[8] = (1.0 - terrainTexture.transparency);\n matrix.data[9] = terrainTexture.featureId;\n textureParams.push(new LayerTextureParam(terrainTexture.texture, matrix));\n } else {\n const classifier = texture.classifier;\n textureParams.push(new LayerTextureParam(classifier.getOrCreateClassifierTexture(), texture));\n }\n }\n\n for (let i = textures.length; i < maxTexturesPerMesh; i++) {\n const matrix = new Matrix4();\n matrix.data[0] = matrix.data[1] = 0.0;\n matrix.data[2] = matrix.data[3] = 1.0;\n matrix.data[4] = matrix.data[5] = 1;\n matrix.data[6] = matrix.data[7] = -1;\n matrix.data[15] = 0; // Denotes a terrain texture.\n textureParams.push(new LayerTextureParam(undefined, matrix));\n }\n return new LayerTextureParams(textureParams);\n }\n\n public [Symbol.dispose](): void {\n disposeArray(this.params);\n }\n}\n\nexport interface LayerTileData {\n ecefTransform: Transform;\n range: Range3d;\n layerClassifiers?: Map<number, RenderPlanarClassifier> | undefined;\n}\n\n/**\n * Compares the map layers of two view states, ensuring both the number of layers\n * and their order remain unchanged.\n * Returns true if the map layers differ in count, order, or model IDs; otherwise, returns false.\n *\n * @param prevView The previous view state.\n * @param newView The new view state.\n * @returns {boolean} True if there is any difference in the model layer configuration; false otherwise.\n */\nexport function compareMapLayer(prevView: ViewState, newView: ViewState): boolean {\n const getDrapedModelIds = (view: ViewState): string[] =>\n view.displayStyle\n .getMapLayers(false)\n .filter((layer): layer is ModelMapLayerSettings =>\n layer instanceof ModelMapLayerSettings &&\n (layer.drapeTarget === ModelMapLayerDrapeTarget.RealityData ||\n layer.drapeTarget === ModelMapLayerDrapeTarget.IModel))\n .map(layer => layer.modelId);\n\n const prev = getDrapedModelIds(prevView);\n const next = getDrapedModelIds(newView);\n\n if (prev.length !== next.length)\n return true;\n\n for (let i = 0; i < prev.length; i++) {\n if (prev[i] !== next[i])\n return true;\n }\n\n return false;\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\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { Matrix4d, Range2d, Range3d, Transform } from \"@itwin/core-geometry\";\nimport { RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\nimport { PlanarClassifier } from \"./PlanarClassifier\";\nimport { TerrainTexture } from \"../RenderTerrain\";\nimport { Matrix4 } from \"./Matrix\";\nimport { ModelMapLayerDrapeTarget, ModelMapLayerSettings, RenderTexture } from \"@itwin/core-common\";\nimport { assert, dispose, disposeArray, expectDefined } from \"@itwin/core-bentley\";\nimport { MeshMapLayerGraphicParams } from \"../MeshMapLayerGraphicParams\";\nimport { System } from \"./System\";\nimport { ViewState } from \"../../../ViewState\";\n\nexport class ProjectedTexture {\n public classifier: PlanarClassifier;\n constructor(classifier: RenderPlanarClassifier, public meshParams: MeshMapLayerGraphicParams, public targetRectangle: Range2d) {\n this.classifier = classifier as PlanarClassifier;\n }\n public clone(targetRectangle: Range2d) {\n return new ProjectedTexture(this.classifier, this.meshParams, targetRectangle.clone());\n }\n}\n\nconst scratchBytes = new Uint8Array(4);\nconst scratchBatchBaseId = new Uint32Array(scratchBytes.buffer);\nconst scratchRange2d = Range2d.createNull();\n\ntype TerrainOrProjectedTexture = TerrainTexture | ProjectedTexture;\n\nclass LayerTextureParam implements Disposable {\n constructor(public texture: RenderTexture | undefined, private _projectedTextureOrMatrix: ProjectedTexture | Matrix4) { }\n public get isProjected() { return this._projectedTextureOrMatrix instanceof ProjectedTexture; }\n\n public [Symbol.dispose](): void {\n this.texture = dispose(this.texture);\n }\n\n /* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\n method is to be used. A value of zero indicates a standard texture and one represents a classified texture.\n\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\n\n A \"classified\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\n are instead generated by a projection of the model position onto the X-Y plane. 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i < 4; i++) {\n const projectedPoint = projectedTexture.classifier.projectionMatrix.multiplyPoint3dQuietNormalize(points[i]);\n result.data[j++] = projectedPoint.x;\n result.data[j++] = projectedPoint.y;\n }\n const x0 = result.data[10] - result.data[8], y0 = result.data[11] - result.data[9];\n const x1 = result.data[12] - result.data[8], y1 = result.data[13] - result.data[9];\n if (x0 * y1 - x1 * y0 < 0) {\n const swap = ((i: number, j: number) => {\n const temp = result.data[i];\n result.data[i] = result.data[j];\n result.data[j] = temp;\n });\n for (let i = 8, j = 14; i <= 10; i += 2, j -= 2) {\n swap(i, j);\n swap(i + 1, j + 1);\n }\n }\n } else {\n result.data[0] = 0;\n }\n return result;\n }\n}\n\n/** @internal */\nexport class LayerTextureParams implements Disposable {\n constructor(public params: LayerTextureParam[]) { }\n public static create(textures: TerrainOrProjectedTexture[]) {\n const maxTexturesPerMesh = System.instance.maxRealityImageryLayers;\n assert(textures.length <= maxTexturesPerMesh);\n\n const textureParams = new Array<LayerTextureParam>();\n for (const texture of textures) {\n if (texture instanceof TerrainTexture) {\n const terrainTexture = texture;\n const matrix = new Matrix4(); // Published as Mat4.\n assert(terrainTexture.texture !== undefined, \"Texture not defined in TerrainTextureParams constructor\");\n matrix.data[0] = terrainTexture.translate.x;\n matrix.data[1] = terrainTexture.translate.y;\n matrix.data[2] = terrainTexture.scale.x;\n matrix.data[3] = terrainTexture.scale.y;\n\n if (terrainTexture.clipRectangle) {\n matrix.data[4] = terrainTexture.clipRectangle.low.x;\n matrix.data[5] = terrainTexture.clipRectangle.low.y;\n matrix.data[6] = terrainTexture.clipRectangle.high.x;\n matrix.data[7] = terrainTexture.clipRectangle.high.y;\n } else {\n matrix.data[4] = matrix.data[5] = 0;\n matrix.data[6] = matrix.data[7] = 1;\n }\n matrix.data[8] = (1.0 - terrainTexture.transparency);\n matrix.data[9] = terrainTexture.featureId;\n textureParams.push(new LayerTextureParam(terrainTexture.texture, matrix));\n } else {\n const classifier = texture.classifier;\n textureParams.push(new LayerTextureParam(classifier.getOrCreateClassifierTexture(), texture));\n }\n }\n\n for (let i = textures.length; i < maxTexturesPerMesh; i++) {\n const matrix = new Matrix4();\n matrix.data[0] = matrix.data[1] = 0.0;\n matrix.data[2] = matrix.data[3] = 1.0;\n matrix.data[4] = matrix.data[5] = 1;\n matrix.data[6] = matrix.data[7] = -1;\n matrix.data[15] = 0; // Denotes a terrain texture.\n textureParams.push(new LayerTextureParam(undefined, matrix));\n }\n return new LayerTextureParams(textureParams);\n }\n\n public [Symbol.dispose](): void {\n disposeArray(this.params);\n }\n}\n\nexport interface LayerTileData {\n ecefTransform: Transform;\n range: Range3d;\n layerClassifiers?: Map<number, RenderPlanarClassifier> | undefined;\n}\n\n/**\n * Compares the map layers of two view states, ensuring both the number of layers\n * and their order remain unchanged.\n * Returns true if the map layers differ in count, order, or model IDs; otherwise, returns false.\n *\n * @param prevView The previous view state.\n * @param newView The new view state.\n * @returns {boolean} True if there is any difference in the model layer configuration; false otherwise.\n */\nexport function compareMapLayer(prevView: ViewState, newView: ViewState): boolean {\n const getDrapedModelIds = (view: ViewState): string[] =>\n view.displayStyle\n .getMapLayers(false)\n .filter((layer): layer is ModelMapLayerSettings =>\n layer instanceof ModelMapLayerSettings &&\n (layer.drapeTarget === ModelMapLayerDrapeTarget.RealityData ||\n layer.drapeTarget === ModelMapLayerDrapeTarget.IModel))\n .map(layer => layer.modelId);\n\n const prev = getDrapedModelIds(prevView);\n const next = getDrapedModelIds(newView);\n\n if (prev.length !== next.length)\n return true;\n\n for (let i = 0; i < prev.length; i++) {\n if (prev[i] !== next[i])\n return true;\n }\n\n return false;\n}"]}
@@ -93,7 +93,7 @@ class MeshData {
93
93
  [Symbol.dispose]() {
94
94
  (0, core_bentley_1.dispose)(this.lut);
95
95
  if (this._ownsTexture)
96
- this.texture[Symbol.dispose]();
96
+ (0, core_bentley_1.expectDefined)(this.texture)[Symbol.dispose]();
97
97
  }
98
98
  get isGlyph() { return undefined !== this.texture && this.texture.isGlyph; }
99
99
  get isTextureAlwaysDisplayed() { return this.isGlyph || this._textureAlwaysDisplayed; }
@@ -104,7 +104,7 @@ class MeshData {
104
104
  collectStatistics(stats) {
105
105
  stats.addVertexTable(this.lut.bytesUsed);
106
106
  if (this._ownsTexture)
107
- stats.addTexture(this.texture.bytesUsed);
107
+ stats.addTexture((0, core_bentley_1.expectDefined)(this.texture).bytesUsed);
108
108
  }
109
109
  }
110
110
  exports.MeshData = MeshData;
@@ -1 +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 WebGL\n */\n\nimport { dispose } from \"@itwin/core-bentley\";\nimport { Point3d } from \"@itwin/core-geometry\";\nimport { FeatureIndexType, FillFlags, LinePixels } from \"@itwin/core-common\";\nimport { MeshParams } from \"../../../common/internal/render/MeshParams\";\nimport { SurfaceType } from \"../../../common/internal/render/SurfaceParams\";\nimport { RenderMemory } from \"../../../render/RenderMemory\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { LineCode } from \"./LineCode\";\nimport { createMaterialInfo, MaterialInfo } from \"./Material\";\nimport { Texture } from \"./Texture\";\nimport { VertexLUT } from \"./VertexLUT\";\n\n/** @internal */\nexport class MeshData implements WebGLDisposable {\n public readonly edgeWidth: number;\n public readonly hasFeatures: boolean;\n public readonly uniformFeatureId?: number; // Used strictly by BatchPrimitiveCommand.computeIsFlashed for flashing volume classification primitives.\n public readonly texture?: Texture;\n public readonly normalMap?: Texture;\n public readonly constantLodVParams?: Float32Array; // size 3, contains texture offset x & y and fake ortho distance (which will be set during binding)\n public readonly constantLodFParams?: Float32Array; // size 3, texture min and max size in worl units\n public readonly textureUsesConstantLod?: boolean;\n public readonly normalMapUsesConstantLod?: boolean;\n public readonly materialInfo?: MaterialInfo;\n public readonly type: SurfaceType;\n public readonly fillFlags: FillFlags;\n public readonly edgeLineCode: number; // Must call LineCode.valueFromLinePixels(val: LinePixels) and set the output to edgeLineCode\n public readonly isPlanar: boolean;\n public readonly hasBakedLighting: boolean;\n public readonly lut: VertexLUT;\n public readonly viewIndependentOrigin?: Point3d;\n private readonly _textureAlwaysDisplayed: boolean;\n\n private constructor(lut: VertexLUT, params: MeshParams, viOrigin: Point3d | undefined) {\n this.lut = lut;\n this.viewIndependentOrigin = viOrigin;\n\n this.hasFeatures = FeatureIndexType.Empty !== params.vertices.featureIndexType;\n if (FeatureIndexType.Uniform === params.vertices.featureIndexType)\n this.uniformFeatureId = params.vertices.uniformFeatureID;\n\n this.textureUsesConstantLod = false;\n this.normalMapUsesConstantLod = false;\n if (undefined !== params.surface.textureMapping) {\n this.texture = params.surface.textureMapping.texture as Texture;\n this._textureAlwaysDisplayed = params.surface.textureMapping.alwaysDisplayed;\n if (undefined !== params.surface.material && !params.surface.material.isAtlas) {\n const matTM = params.surface.material.material.textureMapping;\n if (undefined !== matTM) {\n this.textureUsesConstantLod = this.texture && matTM.params.useConstantLod;\n if (undefined !== matTM.normalMapParams) {\n this.normalMapUsesConstantLod = matTM.normalMapParams.useConstantLod;\n if (undefined !== matTM.normalMapParams.normalMap) {\n this.normalMap = matTM.normalMapParams.normalMap as Texture;\n } else {\n // If there are normal map params but the normal map is not present, use the texture as a normal map instead of a pattern map.\n this.normalMap = this.texture;\n this.texture = undefined;\n }\n }\n if (this.normalMapUsesConstantLod || this.textureUsesConstantLod) {\n this.constantLodVParams = new Float32Array(3);\n this.constantLodVParams[0] = matTM.params.constantLodParams.offset.x; // x offset\n this.constantLodVParams[1] = matTM.params.constantLodParams.offset.y; // y offset\n this.constantLodVParams[3] = 0.0; // placeholder for orto view distance\n this.constantLodFParams = new Float32Array(3);\n this.constantLodFParams[0] = matTM.params.constantLodParams.minDistClamp; // Minimum texture size\n this.constantLodFParams[1] = matTM.params.constantLodParams.maxDistClamp; // Maximum texture size\n this.constantLodFParams[2] = matTM.params.constantLodParams.repetitions; // # repetitions of pattern (to scale it)\n }\n }\n }\n } else {\n this.texture = undefined;\n this._textureAlwaysDisplayed = false;\n }\n\n this.materialInfo = createMaterialInfo(params.surface.material);\n\n this.type = params.surface.type;\n this.fillFlags = params.surface.fillFlags;\n this.isPlanar = params.isPlanar;\n this.hasBakedLighting = params.surface.hasBakedLighting;\n const edges = params.edges;\n this.edgeWidth = undefined !== edges ? edges.weight : 1;\n this.edgeLineCode = LineCode.valueFromLinePixels(undefined !== edges ? edges.linePixels : LinePixels.Solid);\n }\n\n public static create(params: MeshParams, viOrigin: Point3d | undefined): MeshData | undefined {\n const lut = VertexLUT.createFromVertexTable(params.vertices, params.auxChannels);\n return undefined !== lut ? new MeshData(lut, params, viOrigin) : undefined;\n }\n\n public get isDisposed(): boolean { return undefined === this.texture && this.lut.isDisposed; }\n\n public [Symbol.dispose]() {\n dispose(this.lut);\n if (this._ownsTexture)\n this.texture![Symbol.dispose]();\n }\n\n public get isGlyph() { return undefined !== this.texture && this.texture.isGlyph; }\n public get isTextureAlwaysDisplayed() { return this.isGlyph || this._textureAlwaysDisplayed; }\n\n // Returns true if no one else owns this texture. Implies that the texture should be disposed when this object is disposed, and the texture's memory should be tracked as belonging to this object.\n private get _ownsTexture(): boolean {\n return undefined !== this.texture && !this.texture?.hasOwner;\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n stats.addVertexTable(this.lut.bytesUsed);\n if (this._ownsTexture)\n stats.addTexture(this.texture!.bytesUsed);\n }\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 WebGL\n */\n\nimport { dispose, expectDefined } from \"@itwin/core-bentley\";\nimport { Point3d } from \"@itwin/core-geometry\";\nimport { FeatureIndexType, FillFlags, LinePixels } from \"@itwin/core-common\";\nimport { MeshParams } from \"../../../common/internal/render/MeshParams\";\nimport { SurfaceType } from \"../../../common/internal/render/SurfaceParams\";\nimport { RenderMemory } from \"../../../render/RenderMemory\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { LineCode } from \"./LineCode\";\nimport { createMaterialInfo, MaterialInfo } from \"./Material\";\nimport { Texture } from \"./Texture\";\nimport { VertexLUT } from \"./VertexLUT\";\n\n/** @internal */\nexport class MeshData implements WebGLDisposable {\n public readonly edgeWidth: number;\n public readonly hasFeatures: boolean;\n public readonly uniformFeatureId?: number; // Used strictly by BatchPrimitiveCommand.computeIsFlashed for flashing volume classification primitives.\n public readonly texture?: Texture;\n public readonly normalMap?: Texture;\n public readonly constantLodVParams?: Float32Array; // size 3, contains texture offset x & y and fake ortho distance (which will be set during binding)\n public readonly constantLodFParams?: Float32Array; // size 3, texture min and max size in worl units\n public readonly textureUsesConstantLod?: boolean;\n public readonly normalMapUsesConstantLod?: boolean;\n public readonly materialInfo?: MaterialInfo;\n public readonly type: SurfaceType;\n public readonly fillFlags: FillFlags;\n public readonly edgeLineCode: number; // Must call LineCode.valueFromLinePixels(val: LinePixels) and set the output to edgeLineCode\n public readonly isPlanar: boolean;\n public readonly hasBakedLighting: boolean;\n public readonly lut: VertexLUT;\n public readonly viewIndependentOrigin?: Point3d;\n private readonly _textureAlwaysDisplayed: boolean;\n\n private constructor(lut: VertexLUT, params: MeshParams, viOrigin: Point3d | undefined) {\n this.lut = lut;\n this.viewIndependentOrigin = viOrigin;\n\n this.hasFeatures = FeatureIndexType.Empty !== params.vertices.featureIndexType;\n if (FeatureIndexType.Uniform === params.vertices.featureIndexType)\n this.uniformFeatureId = params.vertices.uniformFeatureID;\n\n this.textureUsesConstantLod = false;\n this.normalMapUsesConstantLod = false;\n if (undefined !== params.surface.textureMapping) {\n this.texture = params.surface.textureMapping.texture as Texture;\n this._textureAlwaysDisplayed = params.surface.textureMapping.alwaysDisplayed;\n if (undefined !== params.surface.material && !params.surface.material.isAtlas) {\n const matTM = params.surface.material.material.textureMapping;\n if (undefined !== matTM) {\n this.textureUsesConstantLod = this.texture && matTM.params.useConstantLod;\n if (undefined !== matTM.normalMapParams) {\n this.normalMapUsesConstantLod = matTM.normalMapParams.useConstantLod;\n if (undefined !== matTM.normalMapParams.normalMap) {\n this.normalMap = matTM.normalMapParams.normalMap as Texture;\n } else {\n // If there are normal map params but the normal map is not present, use the texture as a normal map instead of a pattern map.\n this.normalMap = this.texture;\n this.texture = undefined;\n }\n }\n if (this.normalMapUsesConstantLod || this.textureUsesConstantLod) {\n this.constantLodVParams = new Float32Array(3);\n this.constantLodVParams[0] = matTM.params.constantLodParams.offset.x; // x offset\n this.constantLodVParams[1] = matTM.params.constantLodParams.offset.y; // y offset\n this.constantLodVParams[3] = 0.0; // placeholder for orto view distance\n this.constantLodFParams = new Float32Array(3);\n this.constantLodFParams[0] = matTM.params.constantLodParams.minDistClamp; // Minimum texture size\n this.constantLodFParams[1] = matTM.params.constantLodParams.maxDistClamp; // Maximum texture size\n this.constantLodFParams[2] = matTM.params.constantLodParams.repetitions; // # repetitions of pattern (to scale it)\n }\n }\n }\n } else {\n this.texture = undefined;\n this._textureAlwaysDisplayed = false;\n }\n\n this.materialInfo = createMaterialInfo(params.surface.material);\n\n this.type = params.surface.type;\n this.fillFlags = params.surface.fillFlags;\n this.isPlanar = params.isPlanar;\n this.hasBakedLighting = params.surface.hasBakedLighting;\n const edges = params.edges;\n this.edgeWidth = undefined !== edges ? edges.weight : 1;\n this.edgeLineCode = LineCode.valueFromLinePixels(undefined !== edges ? edges.linePixels : LinePixels.Solid);\n }\n\n public static create(params: MeshParams, viOrigin: Point3d | undefined): MeshData | undefined {\n const lut = VertexLUT.createFromVertexTable(params.vertices, params.auxChannels);\n return undefined !== lut ? new MeshData(lut, params, viOrigin) : undefined;\n }\n\n public get isDisposed(): boolean { return undefined === this.texture && this.lut.isDisposed; }\n\n public [Symbol.dispose]() {\n dispose(this.lut);\n if (this._ownsTexture)\n expectDefined(this.texture)[Symbol.dispose]();\n }\n\n public get isGlyph() { return undefined !== this.texture && this.texture.isGlyph; }\n public get isTextureAlwaysDisplayed() { return this.isGlyph || this._textureAlwaysDisplayed; }\n\n // Returns true if no one else owns this texture. Implies that the texture should be disposed when this object is disposed, and the texture's memory should be tracked as belonging to this object.\n private get _ownsTexture(): boolean {\n return undefined !== this.texture && !this.texture?.hasOwner;\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n stats.addVertexTable(this.lut.bytesUsed);\n if (this._ownsTexture)\n stats.addTexture(expectDefined(this.texture).bytesUsed);\n }\n}\n"]}
@@ -48,7 +48,7 @@ class PerformanceMetrics {
48
48
  }
49
49
  endOperation() {
50
50
  const endTimePoint = core_bentley_1.BeTimePoint.now();
51
- const beginTimePoint = this._beginTimePoints.length > 0 ? this._beginTimePoints.pop() : endTimePoint;
51
+ const beginTimePoint = this._beginTimePoints.pop() ?? endTimePoint;
52
52
  const operationName = this._operationNames.pop();
53
53
  if (operationName) { // Add data to queue now, calculate time later; helps eliminate time spent timing things in 'Total Time'
54
54
  if (this._updateallTimePoints1) // Push to currently active allTimePoints buffer
@@ -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 WebGL\n */\n\nimport { BeTimePoint, StopWatch } from \"@itwin/core-bentley\";\nimport { GLTimerResultCallback } from \"../RenderSystemDebugControl\";\nimport { FrameBuffer } from \"./FrameBuffer\";\nimport { System } from \"./System\";\n\ninterface AllTimePoints {\n begin: BeTimePoint;\n end: BeTimePoint;\n name: string;\n}\n\n/** @internal */\nexport class PerformanceMetrics {\n private _beginTimePoints: BeTimePoint[] = []; // stack of time points\n private _operationNames: string[] = []; // stack of operation names\n private _allTimePoints1: AllTimePoints[] = []; // queue 1 of data needed to make frameTimings; use 2 copies for double buffering\n private _allTimePoints2: AllTimePoints[] = []; // queue 2 of data needed to make frameTimings; use 2 copies for double buffering\n private _updateallTimePoints1 = true; // determine which buffer to use for the frame timings; used for double buffering the frame timings\n public frameTimings = new Map<string, number>();\n public gatherGlFinish = false; // Set to true if gathering data for display-performance-test-app\n public gatherCurPerformanceMetrics = false; // Set to true if gathering data for Profile GPU\n public curSpfTimeIndex = 0;\n public spfTimes: number[] = [];\n public spfSum: number = 0;\n public fpsTimer: StopWatch = new StopWatch(undefined, true);\n public fpsTimerStart: number = 0;\n\n public constructor(gatherGlFinish = false, gatherCurPerformanceMetrics = false, gpuResults?: GLTimerResultCallback) {\n this.gatherGlFinish = gatherGlFinish;\n this.gatherCurPerformanceMetrics = gatherCurPerformanceMetrics;\n if (gpuResults)\n System.instance.debugControl.resultsCallback = gpuResults;\n }\n\n public beginFrame(sceneTime: number = 0) {\n this._beginTimePoints = [];\n this._operationNames = [];\n this.frameTimings = new Map<string, number>();\n this.frameTimings.set(\"Scene Time\", sceneTime);\n this._operationNames.push(\"Total Time\");\n this._operationNames.push(\"CPU Total Time\");\n const now = BeTimePoint.now();\n this._beginTimePoints.push(now); // this first time point used to calculate total time at the end\n this._beginTimePoints.push(now); // this second time point used to calculate total cpu time at the end\n }\n\n public beginOperation(operationName: string) {\n this._operationNames.push(operationName);\n this._beginTimePoints.push(BeTimePoint.now());\n }\n\n public endOperation() {\n const endTimePoint = BeTimePoint.now();\n const beginTimePoint = this._beginTimePoints.length > 0 ? 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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 WebGL\n */\n\nimport { BeTimePoint, StopWatch } from \"@itwin/core-bentley\";\nimport { GLTimerResultCallback } from \"../RenderSystemDebugControl\";\nimport { FrameBuffer } from \"./FrameBuffer\";\nimport { System } from \"./System\";\n\ninterface AllTimePoints {\n begin: BeTimePoint;\n end: BeTimePoint;\n name: string;\n}\n\n/** @internal */\nexport class PerformanceMetrics {\n private _beginTimePoints: BeTimePoint[] = []; // stack of time points\n private _operationNames: string[] = []; // stack of operation names\n private _allTimePoints1: AllTimePoints[] = []; // queue 1 of data needed to make frameTimings; use 2 copies for double buffering\n private _allTimePoints2: AllTimePoints[] = []; // queue 2 of data needed to make frameTimings; use 2 copies for double buffering\n private _updateallTimePoints1 = true; // determine which buffer to use for the frame timings; used for double buffering the frame timings\n public frameTimings = new Map<string, number>();\n public gatherGlFinish = false; // Set to true if gathering data for display-performance-test-app\n public gatherCurPerformanceMetrics = false; // Set to true if gathering data for Profile GPU\n public curSpfTimeIndex = 0;\n public spfTimes: number[] = [];\n public spfSum: number = 0;\n public fpsTimer: StopWatch = new StopWatch(undefined, true);\n public fpsTimerStart: number = 0;\n\n public constructor(gatherGlFinish = false, gatherCurPerformanceMetrics = false, gpuResults?: GLTimerResultCallback) {\n this.gatherGlFinish = gatherGlFinish;\n this.gatherCurPerformanceMetrics = gatherCurPerformanceMetrics;\n if (gpuResults)\n System.instance.debugControl.resultsCallback = gpuResults;\n }\n\n public beginFrame(sceneTime: number = 0) {\n this._beginTimePoints = [];\n this._operationNames = [];\n this.frameTimings = new Map<string, number>();\n this.frameTimings.set(\"Scene Time\", sceneTime);\n this._operationNames.push(\"Total Time\");\n this._operationNames.push(\"CPU Total Time\");\n const now = BeTimePoint.now();\n this._beginTimePoints.push(now); // this first time point used to calculate total time at the end\n this._beginTimePoints.push(now); // this second time point used to calculate total cpu time at the end\n }\n\n public beginOperation(operationName: string) {\n this._operationNames.push(operationName);\n this._beginTimePoints.push(BeTimePoint.now());\n }\n\n public endOperation() {\n const endTimePoint = BeTimePoint.now();\n const beginTimePoint = this._beginTimePoints.pop() ?? endTimePoint;\n const operationName = this._operationNames.pop();\n if (operationName) { // Add data to queue now, calculate time later; helps eliminate time spent timing things in 'Total Time'\n if (this._updateallTimePoints1) // Push to currently active allTimePoints buffer\n this._allTimePoints1.push({ begin: beginTimePoint, end: endTimePoint, name: operationName });\n else\n this._allTimePoints2.push({ begin: beginTimePoint, end: endTimePoint, name: operationName });\n }\n }\n\n public endFrame() {\n this.endOperation();\n\n // Use double buffering here to ensure that we grab a COMPLETE set of timings from a SINGLE run when grabbing timing data while continuously rendering\n this._updateallTimePoints1 = !this._updateallTimePoints1; // Switch to other allTimePoints buffer\n if (this._updateallTimePoints1) { // Get data from the old buffer that was just completed\n this._allTimePoints2.forEach((record: AllTimePoints) => this.frameTimings.set(record.name, record.end.milliseconds - record.begin.milliseconds));\n this._allTimePoints2 = []; // Reset to empty\n } else {\n this._allTimePoints1.forEach((record: AllTimePoints) => this.frameTimings.set(record.name, record.end.milliseconds - record.begin.milliseconds));\n this._allTimePoints1 = []; // Reset to empty\n }\n this._beginTimePoints = []; // This should be back to [] at this point\n this._operationNames = []; // This should be back to [] at this point\n }\n\n public completeFrameTimings(fbo: FrameBuffer): void {\n if (this.gatherCurPerformanceMetrics) {\n const fpsTimerElapsed = this.fpsTimer.currentSeconds - this.fpsTimerStart;\n if (this.spfTimes[this.curSpfTimeIndex])\n this.spfSum -= this.spfTimes[this.curSpfTimeIndex];\n\n this.spfSum += fpsTimerElapsed;\n this.spfTimes[this.curSpfTimeIndex] = fpsTimerElapsed;\n\n this.curSpfTimeIndex++;\n if (this.curSpfTimeIndex >= 50)\n this.curSpfTimeIndex = 0;\n\n this.fpsTimerStart = this.fpsTimer.currentSeconds;\n }\n\n const system = System.instance;\n if (this.gatherGlFinish && !system.isGLTimerSupported) {\n this.beginOperation(\"Finish GPU Queue\");\n\n // Ensure all previously queued webgl commands are finished by reading back one pixel since gl.Finish didn't work\n const bytes = new Uint8Array(4);\n const gl = system.context;\n system.frameBufferStack.execute(fbo, true, false, () => {\n gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, bytes);\n });\n\n this.endOperation();\n }\n\n this.endFrame();\n }\n}\n"]}
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+ {"version":3,"file":"PlanarClassifier.d.ts","sourceRoot":"","sources":["../../../../../src/internal/render/webgl/PlanarClassifier.ts"],"names":[],"mappings":"AAUA,OAAO,EACwD,8BAA8B,EAAE,+BAA+B,EAC7H,MAAM,oBAAoB,CAAC;AAC5B,OAAO,EAAE,QAAQ,EAA4D,MAAM,sBAAsB,CAAC;AAC1G,OAAO,EAAE,mBAAmB,EAAE,MAAM,8BAA8B,CAAC;AACnE,OAAO,EAA6B,kCAAkC,EAAqB,MAAM,wBAAwB,CAAC;AAC1H,OAAO,EAAE,YAAY,EAAE,MAAM,sBAAsB,CAAC;AAEpD,OAAO,EAAE,aAAa,EAAE,MAAM,+BAA+B,CAAC;AAC9D,OAAO,EAAE,YAAY,EAAE,MAAM,8BAA8B,CAAC;AAC5D,OAAO,EAAE,sBAAsB,EAAE,sBAAsB,EAAE,MAAM,2BAA2B,CAAC;AAC3F,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAG1C,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAW/C,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAElC,OAAO,EAAE,OAAO,EAAiB,MAAM,WAAW,CAAC;AACnD,OAAO,EAAE,uBAAuB,EAAE,MAAM,kCAAkC,CAAC;AAE3E,oBAAY,uBAAuB;IAAG,IAAI,IAAI;IAAE,QAAQ,IAAI;IAAE,cAAc,IAAI;IAAE,iBAAiB,IAAI;CAAE;AAoMzG,gBAAgB;AAChB,qBAAa,gBAAiB,SAAQ,sBAAuB,YAAW,YAAY,CAAC,QAAQ,EAAE,eAAe;IAC5G,OAAO,CAAC,kBAAkB,CAAC,CAAyB;IACpD,OAAO,CAAC,WAAW,CAAC,CAAkB;IACtC,OAAO,CAAC,yBAAyB,CAAC,CAA8B;IAChE,OAAO,CAAC,gCAAgC,CAAC,CAAqC;IAC9E,OAAO,CAAC,iBAAiB,CAA6B;IACtD,OAAO,CAAC,SAAS,CAAC,CAAkB;IACpC,OAAO,CAAC,QAAQ,CAAC,mBAAmB,CAAuB;IAC3D,OAAO,CAAC,QAAQ,CAAC,aAAa,CAAuB;IACrD,OAAO,CAAC,QAAQ,CAAC,CAAU;IAC3B,OAAO,CAAC,MAAM,CAAK;IACnB,OAAO,CAAC,OAAO,CAAK;IACpB,OAAO,CAAC,YAAY,CAAK;IACzB,OAAO,CAAC,WAAW,CAAS;IAC5B,OAAO,CAAC,UAAU,CAAS;IAC3B,OAAO,CAAC,eAAe,CAAS;IAChC,OAAO,CAAC,WAAW,CAAC,CAA0B;IAC9C,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAmG;IAC1H,OAAO,CAAC,QAAQ,CAAC,YAAY,CAAqB;IAClD,OAAO,CAAC,QAAQ,CAAC,eAAe,CAAiB;IACjD,OAAO,CAAC,QAAQ,CAAC,YAAY,CAAqB;IAClD,OAAO,CAAC,QAAQ,CAAC,WAAW,CAAa;IACzC,OAAO,CAAC,eAAe,CAAC,CAAsB;IAC9C,OAAO,CAAC,kBAAkB,CAAC,CAAqC;IAChE,OAAO,CAAC,wBAAwB,CAAC,CAA6B;IAC9D,OAAO,CAAC,YAAY,CAAyD;IAC7E,OAAO,CAAC,SAAS,CAAC,CAAa;IAC/B,OAAO,CAAC,uBAAuB,CAE7B;IAEF,OAAO,CAAC,MAAM,CAAC,qBAAqB,CAItB;IACd,OAAO,CAAC,aAAa,CAAC,CAAU;IAChC,OAAO,CAAC,eAAe,CAAS;IAChC,OAAO,CAAC,oBAAoB,CAAC,CAA4B;IACzD,OAAO,CAAC,wBAAwB,CAAC,CAAU;IAC3C,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAA+B;IAExD,OAAO;IAUP,IAAW,iBAAiB,IAAI,MAAM,CAA8B;IAE7D,SAAS,CAAC,MAAM,EAAE,YAAY,GAAG,IAAI;IAW5C,IAAW,aAAa,IAAI,OAAO,GAAG,SAAS,CAAwG;IACvJ,IAAW,gBAAgB,IAAI,QAAQ,CAAmC;IAE1E,IAAW,WAAW,IAAI,MAAM,CAA8B;IAC9D,IAAW,UAAU,IAAI,OAAO,CAA6B;IAC7D,IAAW,SAAS,IAAI,OAAO,CAA4B;IAC3D,IAAW,cAAc,IAAI,OAAO,CAAiC;IACrE,IAAW,aAAa,IAAI,8BAA8B,CAAkG;IAC5J,IAAW,cAAc,IAAI,+BAA+B,CAAmG;IAC/J,IAAW,uBAAuB,IAAI,OAAO,CAAmD;IAEzF,UAAU,CAAC,OAAO,EAAE,aAAa;WAI1B,MAAM,CAAC,UAAU,EAAE,uBAAuB,GAAG,SAAS,EAAE,MAAM,EAAE,MAAM,GAAG,gBAAgB;IAIhG,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAc9D,IAAW,UAAU,IAAI,OAAO,CAAkD;IAE3E,CAAC,MAAM,CAAC,OAAO,CAAC;IAYvB,IAAW,OAAO,IAAI,OAAO,GAAG,SAAS,CAWxC;IACM,4BAA4B,IAAI,OAAO,GAAG,SAAS;IAS1D,OAAO,CAAC,WAAW;IAUnB,IAAW,kBAAkB,uBAE5B;IAEM,cAAc,CAAC,UAAU,EAAE,UAAU;IAMrC,SAAS,CAAC,iBAAiB,CAAC,EAAE,kCAAkC,EAAE,cAAc,CAAC,EAAE,mBAAmB;IAMtG,eAAe,CAAC,OAAO,EAAE,YAAY,EAAE,MAAM,EAAE,sBAAsB,GAAG,IAAI;IAsF5E,IAAI,CAAC,MAAM,EAAE,MAAM;CA+I3B"}
@@ -196,7 +196,7 @@ class CombineTexturesFrameBuffer extends SingleTextureFrameBuffer {
196
196
  }
197
197
  class ClassifierCombinationBuffer extends CombineTexturesFrameBuffer {
198
198
  static create(width, height, classifierColor, classifierFeature) {
199
- const combineGeom = CachedGeometry_1.CombineTexturesGeometry.createGeometry(classifierColor.texture.getHandle(), classifierFeature.texture.getHandle());
199
+ const combineGeom = CachedGeometry_1.CombineTexturesGeometry.createGeometry((0, core_bentley_1.expectDefined)(classifierColor.texture.getHandle()), (0, core_bentley_1.expectDefined)(classifierFeature.texture.getHandle()));
200
200
  if (undefined === combineGeom)
201
201
  return undefined;
202
202
  const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, 2 * height);
@@ -205,7 +205,7 @@ class ClassifierCombinationBuffer extends CombineTexturesFrameBuffer {
205
205
  }
206
206
  class ClassifierAndMaskCombinationBuffer extends CombineTexturesFrameBuffer {
207
207
  static create(width, height, classifierColor, classifierFeature, mask) {
208
- const combineGeom = CachedGeometry_1.Combine3TexturesGeometry.createGeometry(classifierColor.texture.getHandle(), classifierFeature.texture.getHandle(), mask.texture.getHandle());
208
+ const combineGeom = CachedGeometry_1.Combine3TexturesGeometry.createGeometry((0, core_bentley_1.expectDefined)(classifierColor.texture.getHandle()), (0, core_bentley_1.expectDefined)(classifierFeature.texture.getHandle()), (0, core_bentley_1.expectDefined)(mask.texture.getHandle()));
209
209
  if (undefined === combineGeom)
210
210
  return undefined;
211
211
  const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, 3 * height);
@@ -231,7 +231,7 @@ class PlanarClassifier extends RenderPlanarClassifier_1.RenderPlanarClassifier {
231
231
  _anyOpaque = false;
232
232
  _anyTranslucent = false;
233
233
  _classifier;
234
- _plane = core_geometry_1.Plane3dByOriginAndUnitNormal.create(new core_geometry_1.Point3d(0, 0, 0), new core_geometry_1.Vector3d(0, 0, 1)); // TBD -- Support other planes - default to X-Y for now.
234
+ _plane = (0, core_bentley_1.expectDefined)(core_geometry_1.Plane3dByOriginAndUnitNormal.create(new core_geometry_1.Point3d(0, 0, 0), new core_geometry_1.Vector3d(0, 0, 1))); // TBD -- Support other planes - default to X-Y for now.
235
235
  _renderState = new RenderState_1.RenderState();
236
236
  _renderCommands;
237
237
  _branchStack = new BranchStack_1.BranchStack();
@@ -279,7 +279,7 @@ class PlanarClassifier extends RenderPlanarClassifier_1.RenderPlanarClassifier {
279
279
  get outsideDisplay() { return this._classifier ? this._classifier.flags.outside : core_common_1.SpatialClassifierOutsideDisplay.On; }
280
280
  get isClassifyingPointCloud() { return true === this._isClassifyingPointCloud; }
281
281
  addGraphic(graphic) {
282
- this._graphics.push(graphic);
282
+ (0, core_bentley_1.expectDefined)(this._graphics).push(graphic);
283
283
  }
284
284
  static create(properties, target) {
285
285
  return new PlanarClassifier(properties, target);
@@ -391,7 +391,7 @@ class PlanarClassifier extends RenderPlanarClassifier_1.RenderPlanarClassifier {
391
391
  const drawTree = (treeRef, graphics) => {
392
392
  this._graphics = graphics;
393
393
  const frustumPlanes = this._frustum ? core_common_1.FrustumPlanes.fromFrustum(this._frustum) : core_common_1.FrustumPlanes.createEmpty();
394
- const drawArgs = internal_1.GraphicsCollectorDrawArgs.create(context, this, treeRef, frustumPlanes, projection.worldToViewMap);
394
+ const drawArgs = internal_1.GraphicsCollectorDrawArgs.create(context, this, treeRef, frustumPlanes, (0, core_bentley_1.expectDefined)(projection.worldToViewMap));
395
395
  if (undefined !== drawArgs)
396
396
  treeRef.draw(drawArgs);
397
397
  this._graphics = undefined;
@@ -408,13 +408,13 @@ class PlanarClassifier extends RenderPlanarClassifier_1.RenderPlanarClassifier {
408
408
  builder.setSymbology(core_common_1.ColorDef.green, core_common_1.ColorDef.green, 2);
409
409
  builder.addFrustum(context.viewingSpace.getFrustum());
410
410
  builder.setSymbology(core_common_1.ColorDef.red, core_common_1.ColorDef.red, 2);
411
- builder.addFrustum(this._debugFrustum);
411
+ builder.addFrustum((0, core_bentley_1.expectDefined)(this._debugFrustum));
412
412
  builder.setSymbology(core_common_1.ColorDef.blue, core_common_1.ColorDef.blue, 2);
413
413
  builder.addFrustum(this._frustum);
414
414
  builder.setSymbology(core_common_1.ColorDef.from(0, 200, 0, 222), core_common_1.ColorDef.from(0, 200, 0, 222), 2);
415
415
  builder.addFrustumSides(context.viewingSpace.getFrustum());
416
416
  builder.setSymbology(core_common_1.ColorDef.from(200, 0, 0, 222), core_common_1.ColorDef.from(200, 0, 0, 222), 2);
417
- builder.addFrustumSides(this._debugFrustum);
417
+ builder.addFrustumSides((0, core_bentley_1.expectDefined)(this._debugFrustum));
418
418
  builder.setSymbology(core_common_1.ColorDef.from(0, 0, 200, 222), core_common_1.ColorDef.from(0, 0, 200, 222), 2);
419
419
  builder.addFrustumSides(this._frustum);
420
420
  this._debugFrustumGraphic = builder.finish();
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { BeEvent, dispose } from \"@itwin/core-bentley\";\nimport {\n ColorDef, Frustum, FrustumPlanes, RenderMode, RenderTexture, SpatialClassifierInsideDisplay, SpatialClassifierOutsideDisplay, TextureTransparency,\n} from \"@itwin/core-common\";\nimport { Matrix4d, Plane3dByOriginAndUnitNormal, Point3d, Range3d, Vector3d } from \"@itwin/core-geometry\";\nimport { PlanarClipMaskState } from \"../../../PlanarClipMaskState\";\nimport { GraphicsCollectorDrawArgs, SpatialClassifierTileTreeReference, TileTreeReference } from \"../../../tile/internal\";\nimport { SceneContext } from \"../../../ViewContext\";\nimport { FeatureSymbology } from \"../../../render/FeatureSymbology\";\nimport { RenderGraphic } from \"../../../render/RenderGraphic\";\nimport { RenderMemory } from \"../../../render/RenderMemory\";\nimport { PlanarClassifierTarget, RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\nimport { BatchState } from \"./BatchState\";\nimport { BranchStack } from \"./BranchStack\";\nimport { CachedGeometry, Combine3TexturesGeometry, CombineTexturesGeometry, ViewportQuadGeometry } from \"./CachedGeometry\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { DrawCommands } from \"./DrawCommand\";\nimport { FrameBuffer } from \"./FrameBuffer\";\nimport { GL } from \"./GL\";\nimport { Batch, Branch } from \"./Graphic\";\nimport { PlanarTextureProjection } from \"./PlanarTextureProjection\";\nimport { RenderCommands } from \"./RenderCommands\";\nimport { RenderPass } from \"./RenderFlags\";\nimport { RenderState } from \"./RenderState\";\nimport { getDrawParams } from \"./ScratchDrawParams\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { TechniqueId } from \"./TechniqueId\";\nimport { Texture, TextureHandle } from \"./Texture\";\nimport { ActiveSpatialClassifier } from \"../../../SpatialClassifiersState\";\n\nexport enum PlanarClassifierContent { None = 0, MaskOnly = 1, ClassifierOnly = 2, ClassifierAndMask = 3 }\n\nfunction createTexture(handle: TextureHandle): Texture {\n return new Texture({\n handle,\n ownership: \"external\",\n type: RenderTexture.Type.TileSection,\n transparency: TextureTransparency.Opaque,\n });\n}\n\nfunction createTextureHandle(width: number, height: number, heightMult = 1.0) {\n return TextureHandle.createForAttachment(width, height * heightMult, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n}\n\nclass ClassifierTextures implements WebGLDisposable {\n private constructor(public readonly color: Texture,\n public readonly feature: Texture,\n public readonly hilite: Texture) { }\n\n public get isDisposed(): boolean {\n return this.color.isDisposed\n && this.feature.isDisposed\n && this.hilite.isDisposed;\n }\n\n public [Symbol.dispose](): void {\n dispose(this.color);\n dispose(this.feature);\n dispose(this.hilite);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n stats.addPlanarClassifier(this.color.bytesUsed);\n stats.addPlanarClassifier(this.feature.bytesUsed);\n stats.addPlanarClassifier(this.hilite.bytesUsed);\n }\n\n public static create(width: number, height: number): ClassifierTextures | undefined {\n const hColor = createTextureHandle(width, height);\n const hFeature = createTextureHandle(width, height);\n const hHilite = createTextureHandle(width, height);\n if (!hColor || !hFeature || !hHilite)\n return undefined;\n\n const color = createTexture(hColor);\n const feature = createTexture(hFeature);\n const hilite = createTexture(hHilite);\n if (!color || !feature || !hilite)\n return undefined;\n\n return new ClassifierTextures(color, feature, hilite);\n }\n}\n\nclass ClassifierFrameBuffers implements WebGLDisposable {\n private constructor(\n public readonly textures: ClassifierTextures,\n private readonly _hilite: FrameBuffer,\n private readonly _fbo: FrameBuffer,\n private readonly _clearGeom: ViewportQuadGeometry) {\n }\n\n public get isDisposed(): boolean {\n return this.textures.isDisposed && this._hilite.isDisposed && this._fbo.isDisposed && this._clearGeom.isDisposed;\n }\n\n public [Symbol.dispose](): void {\n dispose(this._fbo);\n dispose(this._clearGeom);\n dispose(this.textures);\n dispose(this._hilite);\n }\n\n public draw(cmds: DrawCommands, target: Target): void {\n System.instance.frameBufferStack.execute(this._fbo, true, false, () => {\n target.techniques.draw(getDrawParams(target, this._clearGeom));\n target.techniques.execute(target, cmds, RenderPass.PlanarClassification);\n });\n }\n\n public drawHilite(cmds: DrawCommands, target: Target): void {\n const system = System.instance;\n const gl = system.context;\n system.frameBufferStack.execute(this._hilite, true, false, () => {\n gl.clearColor(0, 0, 0, 0);\n gl.clear(GL.BufferBit.Color);\n target.techniques.execute(target, cmds, RenderPass.Hilite);\n });\n }\n\n public static create(width: number, height: number): ClassifierFrameBuffers | undefined {\n const textures = ClassifierTextures.create(width, height);\n if (undefined === textures)\n return undefined;\n\n const hiliteFbo = FrameBuffer.create([textures.hilite.texture]);\n if (undefined === hiliteFbo)\n return undefined;\n\n const fbo = FrameBuffer.create([textures.color.texture, textures.feature.texture]);\n if (undefined === fbo)\n return undefined;\n\n const geom = ViewportQuadGeometry.create(TechniqueId.ClearPickAndColor);\n return undefined !== geom ? new this(textures, hiliteFbo, fbo, geom) : undefined;\n }\n}\n\ninterface TextureAndFbo {\n texture: Texture;\n fbo: FrameBuffer;\n}\n\nabstract class SingleTextureFrameBuffer implements WebGLDisposable {\n public texture: Texture;\n protected fbo: FrameBuffer;\n public get isDisposed(): boolean { return this.texture.isDisposed && this.fbo.isDisposed; }\n public collectStatistics(stats: RenderMemory.Statistics): void { stats.addPlanarClassifier(this.texture.bytesUsed); }\n protected constructor(textureAndFbo: TextureAndFbo) {\n this.texture = textureAndFbo.texture;\n this.fbo = textureAndFbo.fbo;\n }\n public [Symbol.dispose](): void {\n dispose(this.texture);\n dispose(this.fbo);\n }\n public static createTextureAndFrameBuffer(width: number, height: number): TextureAndFbo | undefined {\n const hTexture = TextureHandle.createForAttachment(width, height, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n if (!hTexture)\n return undefined;\n\n const texture = new Texture({ type: RenderTexture.Type.TileSection, ownership: \"external\", handle: hTexture, transparency: TextureTransparency.Opaque });\n if (!texture)\n return undefined;\n\n const fbo = FrameBuffer.create([texture.texture]);\n if (undefined === fbo)\n return undefined;\n\n return { texture, fbo };\n }\n}\nclass MaskFrameBuffer extends SingleTextureFrameBuffer {\n public static create(width: number, height: number): MaskFrameBuffer | undefined {\n const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, height);\n return undefined === textureFbo ? undefined : new MaskFrameBuffer(textureFbo);\n }\n public draw(cmds: DrawCommands, target: Target): void {\n const system = System.instance;\n const gl = system.context;\n\n system.frameBufferStack.execute(this.fbo, true, false, () => {\n gl.clearColor(0, 0, 0, 0);\n gl.clear(GL.BufferBit.Color);\n target.techniques.execute(target, cmds, RenderPass.PlanarClassification);\n });\n }\n}\nabstract class CombineTexturesFrameBuffer extends SingleTextureFrameBuffer {\n constructor(textureAndFbo: TextureAndFbo, private _combineGeom: CachedGeometry, private _width: number, private _height: number, private _heightMult: number) { super(textureAndFbo); }\n public compose(target: Target): void {\n const system = System.instance;\n const gl = system.context;\n system.context.viewport(0, 0, this._width, this._heightMult * this._height);\n system.frameBufferStack.execute(this.fbo, true, false, () => {\n gl.clearColor(0, 0, 0, 0);\n gl.clear(GL.BufferBit.Color);\n target.techniques.draw(getDrawParams(target, this._combineGeom));\n });\n }\n}\n\nclass ClassifierCombinationBuffer extends CombineTexturesFrameBuffer {\n public static create(width: number, height: number, classifierColor: Texture, classifierFeature: Texture): ClassifierAndMaskCombinationBuffer | undefined {\n const combineGeom = CombineTexturesGeometry.createGeometry(classifierColor.texture.getHandle()!, classifierFeature.texture.getHandle()!);\n if (undefined === combineGeom)\n return undefined;\n\n const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, 2 * height);\n return undefined === textureFbo ? undefined : new ClassifierCombinationBuffer(textureFbo, combineGeom, width, height, 2);\n }\n}\nclass ClassifierAndMaskCombinationBuffer extends CombineTexturesFrameBuffer {\n public static create(width: number, height: number, classifierColor: Texture, classifierFeature: Texture, mask: Texture): ClassifierAndMaskCombinationBuffer | undefined {\n const combineGeom = Combine3TexturesGeometry.createGeometry(classifierColor.texture.getHandle()!, classifierFeature.texture.getHandle()!, mask.texture.getHandle()!);\n if (undefined === combineGeom)\n return undefined;\n\n const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, 3 * height);\n return undefined === textureFbo ? undefined : new ClassifierAndMaskCombinationBuffer(textureFbo, combineGeom, width, height, 3);\n }\n}\n\nconst scratchPrevRenderState = new RenderState();\n\n/** @internal */\nexport class PlanarClassifier extends RenderPlanarClassifier implements RenderMemory.Consumer, WebGLDisposable {\n private _classifierBuffers?: ClassifierFrameBuffers;\n private _maskBuffer?: MaskFrameBuffer;\n private _classifierCombinedBuffer?: ClassifierCombinationBuffer;\n private _classifierAndMaskCombinedBuffer?: ClassifierAndMaskCombinationBuffer;\n private _projectionMatrix = Matrix4d.createIdentity();\n private _graphics?: RenderGraphic[];\n private readonly _classifierGraphics: RenderGraphic[] = [];\n private readonly _maskGraphics: RenderGraphic[] = [];\n private _frustum?: Frustum;\n private _width = 0;\n private _height = 0;\n private _baseBatchId = 0;\n private _anyHilited = false;\n private _anyOpaque = false;\n private _anyTranslucent = false;\n private _classifier?: ActiveSpatialClassifier;\n private readonly _plane = Plane3dByOriginAndUnitNormal.create(new Point3d(0, 0, 0), new Vector3d(0, 0, 1))!; // TBD -- Support other planes - default to X-Y for now.\n private readonly _renderState = new RenderState();\n private readonly _renderCommands: RenderCommands;\n private readonly _branchStack = new BranchStack();\n private readonly _batchState: BatchState;\n private _planarClipMask?: PlanarClipMaskState;\n private _classifierTreeRef?: SpatialClassifierTileTreeReference;\n private _planarClipMaskOverrides?: FeatureSymbology.Overrides;\n private _contentMode: PlanarClassifierContent = PlanarClassifierContent.None;\n private _removeMe?: () => void;\n private _featureSymbologySource: FeatureSymbology.Source = {\n onSourceDisposed: new BeEvent<() => void>(),\n };;\n\n private static _postProjectionMatrix = Matrix4d.createRowValues(\n 0, 1, 0, 0,\n 0, 0, -1, 0,\n 1, 0, 0, 0,\n 0, 0, 0, 1);\n private _debugFrustum?: Frustum;\n private _doDebugFrustum = false;\n private _debugFrustumGraphic?: RenderGraphic = undefined;\n private _isClassifyingPointCloud?: boolean; // we will detect this the first time we draw\n private readonly _bgColor = ColorDef.from(0, 0, 0, 255);\n\n private constructor(classifier: ActiveSpatialClassifier | undefined, target: Target) {\n super();\n this._classifier = classifier;\n\n const flags = this._renderState.flags;\n flags.depthMask = flags.blend = flags.depthTest = false;\n\n this._batchState = new BatchState(this._branchStack);\n this._renderCommands = new RenderCommands(target, this._branchStack, this._batchState);\n }\n public get textureImageCount(): number { return this._contentMode; }\n\n public getParams(params: Float32Array): void {\n params[0] = this.insideDisplay;\n params[1] = this.outsideDisplay;\n params[2] = this._contentMode;\n if (this._planarClipMask?.settings.invert) // If the mask sense is inverted, negate the contentMode to indicate this to the shader.\n params[2] = - params[2];\n\n params[3] = (this._planarClipMask?.settings.transparency === undefined) ? -1 : this._planarClipMask.settings.transparency;\n\n }\n\n public get hiliteTexture(): Texture | undefined { return undefined !== this._classifierBuffers ? this._classifierBuffers.textures.hilite : undefined; }\n public get projectionMatrix(): Matrix4d { return this._projectionMatrix; }\n // public get properties(): SpatialClassifier { return this._classifier; }\n public get baseBatchId(): number { return this._baseBatchId; }\n public get anyHilited(): boolean { return this._anyHilited; }\n public get anyOpaque(): boolean { return this._anyOpaque; }\n public get anyTranslucent(): boolean { return this._anyTranslucent; }\n public get insideDisplay(): SpatialClassifierInsideDisplay { return this._classifier ? this._classifier.flags.inside : SpatialClassifierInsideDisplay.Off; }\n public get outsideDisplay(): SpatialClassifierOutsideDisplay { return this._classifier ? this._classifier.flags.outside : SpatialClassifierOutsideDisplay.On; }\n public get isClassifyingPointCloud(): boolean { return true === this._isClassifyingPointCloud; }\n\n public addGraphic(graphic: RenderGraphic) {\n this._graphics!.push(graphic);\n }\n\n public static create(properties: ActiveSpatialClassifier | undefined, target: Target): PlanarClassifier {\n return new PlanarClassifier(properties, target);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n if (undefined !== this._classifierBuffers)\n this._classifierBuffers.textures.collectStatistics(stats);\n\n if (undefined !== this._maskBuffer)\n this._maskBuffer.collectStatistics(stats);\n\n if (undefined !== this._classifierCombinedBuffer)\n this._classifierCombinedBuffer.collectStatistics(stats);\n\n if (undefined !== this._classifierAndMaskCombinedBuffer)\n this._classifierAndMaskCombinedBuffer.collectStatistics(stats);\n }\n\n public get isDisposed(): boolean { return undefined === this._classifierBuffers; }\n\n public [Symbol.dispose]() {\n this._classifierBuffers = dispose(this._classifierBuffers);\n this._maskBuffer = dispose(this._maskBuffer);\n this._classifierCombinedBuffer = dispose(this._classifierCombinedBuffer);\n this._classifierAndMaskCombinedBuffer = dispose(this._classifierAndMaskCombinedBuffer);\n if (this._removeMe) {\n this._removeMe();\n this._removeMe = undefined;\n }\n this._featureSymbologySource.onSourceDisposed.raiseEvent();\n }\n\n public get texture(): Texture | undefined {\n switch (this._contentMode) {\n case PlanarClassifierContent.None:\n return undefined;\n case PlanarClassifierContent.ClassifierOnly:\n return this._classifierCombinedBuffer?.texture;\n case PlanarClassifierContent.MaskOnly:\n return this._maskBuffer?.texture;\n case PlanarClassifierContent.ClassifierAndMask:\n return this._classifierAndMaskCombinedBuffer?.texture;\n }\n }\n public getOrCreateClassifierTexture(): Texture | undefined {\n if (undefined === this._classifierBuffers)\n this._classifierBuffers = ClassifierFrameBuffers.create(this._width, this._height);\n if (undefined !== this._classifierBuffers && undefined === this._classifierCombinedBuffer)\n this._classifierCombinedBuffer = ClassifierCombinationBuffer.create(this._width, this._height, this._classifierBuffers.textures.color, this._classifierBuffers.textures.feature);\n\n return this._classifierCombinedBuffer?.texture;\n }\n\n private pushBatches(batchState: BatchState, graphics: RenderGraphic[]) {\n graphics.forEach((graphic) => {\n if (graphic instanceof Batch) {\n batchState.push(graphic, true);\n batchState.pop();\n } else if (graphic instanceof Branch) {\n this.pushBatches(batchState, graphic.branch.entries);\n }\n });\n }\n public get sourceTransparency() {\n return this._classifierTreeRef?.transparency;\n }\n\n public pushBatchState(batchState: BatchState) {\n this._baseBatchId = batchState.nextBatchId - 1;\n if (undefined !== this._classifierGraphics)\n this.pushBatches(batchState, this._classifierGraphics);\n }\n\n public setSource(classifierTreeRef?: SpatialClassifierTileTreeReference, planarClipMask?: PlanarClipMaskState) {\n this._classifierTreeRef = classifierTreeRef;\n this._classifier = classifierTreeRef?.activeClassifier;\n this._planarClipMask = planarClipMask;\n }\n\n public collectGraphics(context: SceneContext, target: PlanarClassifierTarget): void {\n this._classifierGraphics.length = this._maskGraphics.length = 0;\n if (undefined === context.viewingSpace)\n return;\n\n const viewState = context.viewingSpace.view;\n if (!viewState.isSpatialView())\n return;\n\n this._doDebugFrustum = context.target.debugControl?.displayMaskFrustum ?? false;\n\n const maxTextureSize = System.instance.maxTexSizeAllow;\n const requiredHeight = maxTextureSize;\n const requiredWidth = maxTextureSize;\n if (requiredWidth !== this._width || requiredHeight !== this._height)\n this[Symbol.dispose]();\n\n this._width = requiredWidth;\n this._height = requiredHeight;\n const maskRange = Range3d.createNull();\n const maskTrees = this._planarClipMask?.getTileTrees(context, target.modelId, maskRange);\n if (!maskTrees && !this._classifierTreeRef)\n return;\n\n const allTrees = maskTrees ? maskTrees.slice() : new Array<TileTreeReference>();\n if (this._classifierTreeRef)\n allTrees.push(this._classifierTreeRef);\n\n const projection = PlanarTextureProjection.computePlanarTextureProjection(this._plane, context, target, allTrees, viewState, this._width, this._height, maskRange);\n if (!projection.textureFrustum || !projection.projectionMatrix || !projection.worldToViewMap)\n return;\n\n this._projectionMatrix = projection.projectionMatrix;\n this._frustum = projection.textureFrustum;\n this._debugFrustum = projection.debugFrustum;\n this._planarClipMaskOverrides = this._planarClipMask?.getPlanarClipMaskSymbologyOverrides(context, this._featureSymbologySource);\n if (!this._planarClipMask?.usingViewportOverrides && this._removeMe) {\n this._removeMe();\n this._removeMe = undefined;\n } else if (this._planarClipMask?.usingViewportOverrides && !this._removeMe) {\n this._removeMe = context.viewport.onFeatureOverridesChanged.addListener(() => {\n this._planarClipMaskOverrides = this._planarClipMask?.getPlanarClipMaskSymbologyOverrides(context, this._featureSymbologySource);\n context.viewport.requestRedraw();\n });\n }\n\n const drawTree = (treeRef: TileTreeReference, graphics: RenderGraphic[]) => {\n this._graphics = graphics;\n const frustumPlanes = this._frustum ? FrustumPlanes.fromFrustum(this._frustum) : FrustumPlanes.createEmpty();\n const drawArgs = GraphicsCollectorDrawArgs.create(context, this, treeRef, frustumPlanes, projection.worldToViewMap!);\n if (undefined !== drawArgs)\n treeRef.draw(drawArgs);\n\n this._graphics = undefined;\n };\n if (this._classifierTreeRef)\n drawTree(this._classifierTreeRef, this._classifierGraphics);\n\n if (maskTrees)\n maskTrees.forEach((maskTree) => drawTree(maskTree, this._maskGraphics));\n\n // Shader behaves slightly differently when classifying surfaces vs point clouds.\n this._isClassifyingPointCloud = target.isPointCloud;\n\n if (this._doDebugFrustum) {\n this._debugFrustumGraphic = dispose(this._debugFrustumGraphic);\n const builder = context.createSceneGraphicBuilder();\n\n builder.setSymbology(ColorDef.green, ColorDef.green, 2);\n builder.addFrustum(context.viewingSpace.getFrustum());\n builder.setSymbology(ColorDef.red, ColorDef.red, 2);\n builder.addFrustum(this._debugFrustum!);\n builder.setSymbology(ColorDef.blue, ColorDef.blue, 2);\n builder.addFrustum(this._frustum);\n\n builder.setSymbology(ColorDef.from(0, 200, 0, 222), ColorDef.from(0, 200, 0, 222), 2);\n builder.addFrustumSides(context.viewingSpace.getFrustum());\n builder.setSymbology(ColorDef.from(200, 0, 0, 222), ColorDef.from(200, 0, 0, 222), 2);\n builder.addFrustumSides(this._debugFrustum!);\n builder.setSymbology(ColorDef.from(0, 0, 200, 222), ColorDef.from(0, 0, 200, 222), 2);\n builder.addFrustumSides(this._frustum);\n this._debugFrustumGraphic = builder.finish();\n context.outputGraphic(this._debugFrustumGraphic);\n }\n }\n\n public draw(target: Target) {\n if (undefined === this._frustum)\n return;\n\n this._contentMode = PlanarClassifierContent.None;\n let combinationBuffer: ClassifierCombinationBuffer | undefined;\n if (this._classifierGraphics.length === 0) {\n if (this._maskGraphics.length === 0) {\n return;\n } else {\n if (undefined === this._maskBuffer) {\n this._maskBuffer = MaskFrameBuffer.create(this._width, this._height);\n if (undefined === this._maskBuffer)\n return;\n }\n this._contentMode = PlanarClassifierContent.MaskOnly;\n }\n } else {\n if (undefined === this._classifierBuffers) {\n this._classifierBuffers = ClassifierFrameBuffers.create(this._width, this._height);\n if (undefined === this._classifierBuffers)\n return;\n }\n if (this._maskGraphics.length === 0) {\n if (undefined === this._classifierCombinedBuffer) {\n combinationBuffer = this._classifierCombinedBuffer = ClassifierCombinationBuffer.create(this._width, this._height, this._classifierBuffers.textures.color, this._classifierBuffers.textures.feature);\n if (undefined === this._classifierCombinedBuffer)\n return;\n }\n this._contentMode = PlanarClassifierContent.ClassifierOnly;\n combinationBuffer = this._classifierCombinedBuffer;\n } else {\n if (undefined === this._maskBuffer) {\n this._maskBuffer = MaskFrameBuffer.create(this._width, this._height);\n if (undefined === this._maskBuffer)\n return;\n }\n if (undefined === this._classifierAndMaskCombinedBuffer) {\n combinationBuffer = this._classifierAndMaskCombinedBuffer = ClassifierAndMaskCombinationBuffer.create(this._width, this._height, this._classifierBuffers.textures.color, this._classifierBuffers.textures.feature, this._maskBuffer.texture);\n if (undefined === this._classifierAndMaskCombinedBuffer)\n return;\n }\n combinationBuffer = this._classifierAndMaskCombinedBuffer;\n this._contentMode = PlanarClassifierContent.ClassifierAndMask;\n }\n }\n\n // Temporarily override the Target's state.\n const system = System.instance;\n const maskViewFlags = {\n renderMode: RenderMode.SmoothShade,\n wiremesh: false,\n transparency: !this.isClassifyingPointCloud, // point clouds don't support transparency.\n textures: false,\n lighting: false,\n shadows: false,\n monochrome: false,\n materials: false,\n ambientOcclusion: false,\n visibleEdges: false,\n hiddenEdges: false,\n };\n const prevState = system.currentRenderState.clone(scratchPrevRenderState);\n system.context.viewport(0, 0, this._width, this._height);\n const vf = target.currentViewFlags.copy(this._classifierTreeRef ? this._classifierTreeRef.viewFlags : maskViewFlags);\n\n system.applyRenderState(this._renderState);\n const prevPlan = target.plan;\n const prevOverrides = target.currentFeatureSymbologyOverrides;\n\n target.uniforms.style.changeBackgroundColor(this._bgColor); // Avoid white on white reversal. Will be reset in changeRenderPlan below.\n target.changeFrustum(this._frustum, this._frustum.getFraction(), true);\n this._anyTranslucent = false;\n\n const prevProjMatrix = target.uniforms.frustum.projectionMatrix;\n target.uniforms.frustum.changeProjectionMatrix(PlanarClassifier._postProjectionMatrix.multiplyMatrixMatrix(prevProjMatrix));\n target.uniforms.branch.changeRenderPlan(vf, target.plan.is3d, target.plan.hline);\n\n const addCmds = (oldCmds: DrawCommands, newCmds: DrawCommands) => {\n if (undefined === newCmds)\n return oldCmds;\n if (newCmds.length > 50000) {\n \t// This method is slower for smaller array sizes, but when the size of newCmds gets larger it's performance is ok.\n return oldCmds.concat(newCmds);\n } else {\n \t// This method runs faster, but gets a stack overflow when the size of newCmds is too large.\n oldCmds.push(...newCmds);\n return oldCmds;\n }\n }\n\n const renderCommands = this._renderCommands;\n const getDrawCommands = (graphics: RenderGraphic[]) => {\n this._batchState.reset();\n renderCommands.reset(target, this._branchStack, this._batchState);\n renderCommands.collectGraphicsForPlanarProjection(graphics);\n\n // Draw the classifiers into our attachments.\n // When using Display.ElementColor, the color and transparency come from the classifier geometry. Therefore we may need to draw the classified geometry\n // in a different pass - or both passes - depending on the transparency of the classifiers.\n // NB: \"Outside\" geometry by definition cannot take color/transparency from element...\n let cmds = renderCommands.getCommands(RenderPass.OpaquePlanar);\n\n // NB: We don't strictly require the classifier geometry to be planar, and sometimes (e.g., \"planar\" polyface/bspsurf) we do not detect planarity.\n cmds = addCmds(cmds, renderCommands.getCommands(RenderPass.OpaqueGeneral));\n cmds = addCmds(cmds, renderCommands.getCommands(RenderPass.OpaqueLinear));\n this._anyOpaque = cmds.length > 0;\n const transCmds = renderCommands.getCommands(RenderPass.Translucent);\n if (transCmds.length > 0) {\n cmds = addCmds(cmds, renderCommands.getCommands(RenderPass.Translucent));\n this._anyTranslucent = true;\n }\n return cmds;\n };\n\n if (this._classifierGraphics.length > 0 && this._classifierBuffers) {\n this._classifierBuffers.draw(getDrawCommands(this._classifierGraphics), target);\n\n // Draw any hilited classifiers.\n const hiliteCommands = renderCommands.getCommands(RenderPass.Hilite);\n this._anyHilited = 0 !== hiliteCommands.length;\n if (this._anyHilited)\n this._classifierBuffers.drawHilite(hiliteCommands, target);\n }\n if (this._maskGraphics.length > 0 && this._maskBuffer) {\n if (this._planarClipMaskOverrides)\n target.overrideFeatureSymbology(this._planarClipMaskOverrides);\n if (this._planarClipMask && this._planarClipMask.settings.transparency !== undefined && this._planarClipMask.settings.transparency > 0.0)\n this._anyTranslucent = true;\n\n this._maskBuffer.draw(getDrawCommands(this._maskGraphics), target);\n\n }\n if (combinationBuffer)\n combinationBuffer.compose(target);\n\n this._batchState.reset();\n target.changeRenderPlan(prevPlan);\n target.overrideFeatureSymbology(prevOverrides);\n\n system.applyRenderState(prevState);\n system.context.viewport(0, 0, target.viewRect.width, target.viewRect.height);\n }\n}\n\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { BeEvent, dispose, expectDefined } from \"@itwin/core-bentley\";\nimport {\n ColorDef, Frustum, FrustumPlanes, RenderMode, RenderTexture, SpatialClassifierInsideDisplay, SpatialClassifierOutsideDisplay, TextureTransparency,\n} from \"@itwin/core-common\";\nimport { Matrix4d, Plane3dByOriginAndUnitNormal, Point3d, Range3d, Vector3d } from \"@itwin/core-geometry\";\nimport { PlanarClipMaskState } from \"../../../PlanarClipMaskState\";\nimport { GraphicsCollectorDrawArgs, SpatialClassifierTileTreeReference, TileTreeReference } from \"../../../tile/internal\";\nimport { SceneContext } from \"../../../ViewContext\";\nimport { FeatureSymbology } from \"../../../render/FeatureSymbology\";\nimport { RenderGraphic } from \"../../../render/RenderGraphic\";\nimport { RenderMemory } from \"../../../render/RenderMemory\";\nimport { PlanarClassifierTarget, RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\nimport { BatchState } from \"./BatchState\";\nimport { BranchStack } from \"./BranchStack\";\nimport { CachedGeometry, Combine3TexturesGeometry, CombineTexturesGeometry, ViewportQuadGeometry } from \"./CachedGeometry\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { DrawCommands } from \"./DrawCommand\";\nimport { FrameBuffer } from \"./FrameBuffer\";\nimport { GL } from \"./GL\";\nimport { Batch, Branch } from \"./Graphic\";\nimport { PlanarTextureProjection } from \"./PlanarTextureProjection\";\nimport { RenderCommands } from \"./RenderCommands\";\nimport { RenderPass } from \"./RenderFlags\";\nimport { RenderState } from \"./RenderState\";\nimport { getDrawParams } from \"./ScratchDrawParams\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { TechniqueId } from \"./TechniqueId\";\nimport { Texture, TextureHandle } from \"./Texture\";\nimport { ActiveSpatialClassifier } from \"../../../SpatialClassifiersState\";\n\nexport enum PlanarClassifierContent { None = 0, MaskOnly = 1, ClassifierOnly = 2, ClassifierAndMask = 3 }\n\nfunction createTexture(handle: TextureHandle): Texture {\n return new Texture({\n handle,\n ownership: \"external\",\n type: RenderTexture.Type.TileSection,\n transparency: TextureTransparency.Opaque,\n });\n}\n\nfunction createTextureHandle(width: number, height: number, heightMult = 1.0) {\n return TextureHandle.createForAttachment(width, height * heightMult, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n}\n\nclass ClassifierTextures implements WebGLDisposable {\n private constructor(public readonly color: Texture,\n public readonly feature: Texture,\n public readonly hilite: Texture) { }\n\n public get isDisposed(): boolean {\n return this.color.isDisposed\n && this.feature.isDisposed\n && this.hilite.isDisposed;\n }\n\n public [Symbol.dispose](): void {\n dispose(this.color);\n dispose(this.feature);\n dispose(this.hilite);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n stats.addPlanarClassifier(this.color.bytesUsed);\n stats.addPlanarClassifier(this.feature.bytesUsed);\n stats.addPlanarClassifier(this.hilite.bytesUsed);\n }\n\n public static create(width: number, height: number): ClassifierTextures | undefined {\n const hColor = createTextureHandle(width, height);\n const hFeature = createTextureHandle(width, height);\n const hHilite = createTextureHandle(width, height);\n if (!hColor || !hFeature || !hHilite)\n return undefined;\n\n const color = createTexture(hColor);\n const feature = createTexture(hFeature);\n const hilite = createTexture(hHilite);\n if (!color || !feature || !hilite)\n return undefined;\n\n return new ClassifierTextures(color, feature, hilite);\n }\n}\n\nclass ClassifierFrameBuffers implements WebGLDisposable {\n private constructor(\n public readonly textures: ClassifierTextures,\n private readonly _hilite: FrameBuffer,\n private readonly _fbo: FrameBuffer,\n private readonly _clearGeom: ViewportQuadGeometry) {\n }\n\n public get isDisposed(): boolean {\n return this.textures.isDisposed && this._hilite.isDisposed && this._fbo.isDisposed && this._clearGeom.isDisposed;\n }\n\n public [Symbol.dispose](): void {\n dispose(this._fbo);\n dispose(this._clearGeom);\n dispose(this.textures);\n dispose(this._hilite);\n }\n\n public draw(cmds: DrawCommands, target: Target): void {\n System.instance.frameBufferStack.execute(this._fbo, true, false, () => {\n target.techniques.draw(getDrawParams(target, this._clearGeom));\n target.techniques.execute(target, cmds, RenderPass.PlanarClassification);\n });\n }\n\n public drawHilite(cmds: DrawCommands, target: Target): void {\n const system = System.instance;\n const gl = system.context;\n system.frameBufferStack.execute(this._hilite, true, false, () => {\n gl.clearColor(0, 0, 0, 0);\n gl.clear(GL.BufferBit.Color);\n target.techniques.execute(target, cmds, RenderPass.Hilite);\n });\n }\n\n public static create(width: number, height: number): ClassifierFrameBuffers | undefined {\n const textures = ClassifierTextures.create(width, height);\n if (undefined === textures)\n return undefined;\n\n const hiliteFbo = FrameBuffer.create([textures.hilite.texture]);\n if (undefined === hiliteFbo)\n return undefined;\n\n const fbo = FrameBuffer.create([textures.color.texture, textures.feature.texture]);\n if (undefined === fbo)\n return undefined;\n\n const geom = ViewportQuadGeometry.create(TechniqueId.ClearPickAndColor);\n return undefined !== geom ? new this(textures, hiliteFbo, fbo, geom) : undefined;\n }\n}\n\ninterface TextureAndFbo {\n texture: Texture;\n fbo: FrameBuffer;\n}\n\nabstract class SingleTextureFrameBuffer implements WebGLDisposable {\n public texture: Texture;\n protected fbo: FrameBuffer;\n public get isDisposed(): boolean { return this.texture.isDisposed && this.fbo.isDisposed; }\n public collectStatistics(stats: RenderMemory.Statistics): void { stats.addPlanarClassifier(this.texture.bytesUsed); }\n protected constructor(textureAndFbo: TextureAndFbo) {\n this.texture = textureAndFbo.texture;\n this.fbo = textureAndFbo.fbo;\n }\n public [Symbol.dispose](): void {\n dispose(this.texture);\n dispose(this.fbo);\n }\n public static createTextureAndFrameBuffer(width: number, height: number): TextureAndFbo | undefined {\n const hTexture = TextureHandle.createForAttachment(width, height, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n if (!hTexture)\n return undefined;\n\n const texture = new Texture({ type: RenderTexture.Type.TileSection, ownership: \"external\", handle: hTexture, transparency: TextureTransparency.Opaque });\n if (!texture)\n return undefined;\n\n const fbo = FrameBuffer.create([texture.texture]);\n if (undefined === fbo)\n return undefined;\n\n return { texture, fbo };\n }\n}\nclass MaskFrameBuffer extends SingleTextureFrameBuffer {\n public static create(width: number, height: number): MaskFrameBuffer | undefined {\n const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, height);\n return undefined === textureFbo ? undefined : new MaskFrameBuffer(textureFbo);\n }\n public draw(cmds: DrawCommands, target: Target): void {\n const system = System.instance;\n const gl = system.context;\n\n system.frameBufferStack.execute(this.fbo, true, false, () => {\n gl.clearColor(0, 0, 0, 0);\n gl.clear(GL.BufferBit.Color);\n target.techniques.execute(target, cmds, RenderPass.PlanarClassification);\n });\n }\n}\nabstract class CombineTexturesFrameBuffer extends SingleTextureFrameBuffer {\n constructor(textureAndFbo: TextureAndFbo, private _combineGeom: CachedGeometry, private _width: number, private _height: number, private _heightMult: number) { super(textureAndFbo); }\n public compose(target: Target): void {\n const system = System.instance;\n const gl = system.context;\n system.context.viewport(0, 0, this._width, this._heightMult * this._height);\n system.frameBufferStack.execute(this.fbo, true, false, () => {\n gl.clearColor(0, 0, 0, 0);\n gl.clear(GL.BufferBit.Color);\n target.techniques.draw(getDrawParams(target, this._combineGeom));\n });\n }\n}\n\nclass ClassifierCombinationBuffer extends CombineTexturesFrameBuffer {\n public static create(width: number, height: number, classifierColor: Texture, classifierFeature: Texture): ClassifierAndMaskCombinationBuffer | undefined {\n const combineGeom = CombineTexturesGeometry.createGeometry(expectDefined(classifierColor.texture.getHandle()), expectDefined(classifierFeature.texture.getHandle()));\n if (undefined === combineGeom)\n return undefined;\n\n const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, 2 * height);\n return undefined === textureFbo ? undefined : new ClassifierCombinationBuffer(textureFbo, combineGeom, width, height, 2);\n }\n}\nclass ClassifierAndMaskCombinationBuffer extends CombineTexturesFrameBuffer {\n public static create(width: number, height: number, classifierColor: Texture, classifierFeature: Texture, mask: Texture): ClassifierAndMaskCombinationBuffer | undefined {\n const combineGeom = Combine3TexturesGeometry.createGeometry(expectDefined(classifierColor.texture.getHandle()), expectDefined(classifierFeature.texture.getHandle()), expectDefined(mask.texture.getHandle()));\n if (undefined === combineGeom)\n return undefined;\n\n const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, 3 * height);\n return undefined === textureFbo ? undefined : new ClassifierAndMaskCombinationBuffer(textureFbo, combineGeom, width, height, 3);\n }\n}\n\nconst scratchPrevRenderState = new RenderState();\n\n/** @internal */\nexport class PlanarClassifier extends RenderPlanarClassifier implements RenderMemory.Consumer, WebGLDisposable {\n private _classifierBuffers?: ClassifierFrameBuffers;\n private _maskBuffer?: MaskFrameBuffer;\n private _classifierCombinedBuffer?: ClassifierCombinationBuffer;\n private _classifierAndMaskCombinedBuffer?: ClassifierAndMaskCombinationBuffer;\n private _projectionMatrix = Matrix4d.createIdentity();\n private _graphics?: RenderGraphic[];\n private readonly _classifierGraphics: RenderGraphic[] = [];\n private readonly _maskGraphics: RenderGraphic[] = [];\n private _frustum?: Frustum;\n private _width = 0;\n private _height = 0;\n private _baseBatchId = 0;\n private _anyHilited = false;\n private _anyOpaque = false;\n private _anyTranslucent = false;\n private _classifier?: ActiveSpatialClassifier;\n private readonly _plane = expectDefined(Plane3dByOriginAndUnitNormal.create(new Point3d(0, 0, 0), new Vector3d(0, 0, 1))); // TBD -- Support other planes - default to X-Y for now.\n private readonly _renderState = new RenderState();\n private readonly _renderCommands: RenderCommands;\n private readonly _branchStack = new BranchStack();\n private readonly _batchState: BatchState;\n private _planarClipMask?: PlanarClipMaskState;\n private _classifierTreeRef?: SpatialClassifierTileTreeReference;\n private _planarClipMaskOverrides?: FeatureSymbology.Overrides;\n private _contentMode: PlanarClassifierContent = PlanarClassifierContent.None;\n private _removeMe?: () => void;\n private _featureSymbologySource: FeatureSymbology.Source = {\n onSourceDisposed: new BeEvent<() => void>(),\n };;\n\n private static _postProjectionMatrix = Matrix4d.createRowValues(\n 0, 1, 0, 0,\n 0, 0, -1, 0,\n 1, 0, 0, 0,\n 0, 0, 0, 1);\n private _debugFrustum?: Frustum;\n private _doDebugFrustum = false;\n private _debugFrustumGraphic?: RenderGraphic = undefined;\n private _isClassifyingPointCloud?: boolean; // we will detect this the first time we draw\n private readonly _bgColor = ColorDef.from(0, 0, 0, 255);\n\n private constructor(classifier: ActiveSpatialClassifier | undefined, target: Target) {\n super();\n this._classifier = classifier;\n\n const flags = this._renderState.flags;\n flags.depthMask = flags.blend = flags.depthTest = false;\n\n this._batchState = new BatchState(this._branchStack);\n this._renderCommands = new RenderCommands(target, this._branchStack, this._batchState);\n }\n public get textureImageCount(): number { return this._contentMode; }\n\n public getParams(params: Float32Array): void {\n params[0] = this.insideDisplay;\n params[1] = this.outsideDisplay;\n params[2] = this._contentMode;\n if (this._planarClipMask?.settings.invert) // If the mask sense is inverted, negate the contentMode to indicate this to the shader.\n params[2] = - params[2];\n\n params[3] = (this._planarClipMask?.settings.transparency === undefined) ? -1 : this._planarClipMask.settings.transparency;\n\n }\n\n public get hiliteTexture(): Texture | undefined { return undefined !== this._classifierBuffers ? this._classifierBuffers.textures.hilite : undefined; }\n public get projectionMatrix(): Matrix4d { return this._projectionMatrix; }\n // public get properties(): SpatialClassifier { return this._classifier; }\n public get baseBatchId(): number { return this._baseBatchId; }\n public get anyHilited(): boolean { return this._anyHilited; }\n public get anyOpaque(): boolean { return this._anyOpaque; }\n public get anyTranslucent(): boolean { return this._anyTranslucent; }\n public get insideDisplay(): SpatialClassifierInsideDisplay { return this._classifier ? this._classifier.flags.inside : SpatialClassifierInsideDisplay.Off; }\n public get outsideDisplay(): SpatialClassifierOutsideDisplay { return this._classifier ? this._classifier.flags.outside : SpatialClassifierOutsideDisplay.On; }\n public get isClassifyingPointCloud(): boolean { return true === this._isClassifyingPointCloud; }\n\n public addGraphic(graphic: RenderGraphic) {\n expectDefined(this._graphics).push(graphic);\n }\n\n public static create(properties: ActiveSpatialClassifier | undefined, target: Target): PlanarClassifier {\n return new PlanarClassifier(properties, target);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n if (undefined !== this._classifierBuffers)\n this._classifierBuffers.textures.collectStatistics(stats);\n\n if (undefined !== this._maskBuffer)\n this._maskBuffer.collectStatistics(stats);\n\n if (undefined !== this._classifierCombinedBuffer)\n this._classifierCombinedBuffer.collectStatistics(stats);\n\n if (undefined !== this._classifierAndMaskCombinedBuffer)\n this._classifierAndMaskCombinedBuffer.collectStatistics(stats);\n }\n\n public get isDisposed(): boolean { return undefined === this._classifierBuffers; }\n\n public [Symbol.dispose]() {\n this._classifierBuffers = dispose(this._classifierBuffers);\n this._maskBuffer = dispose(this._maskBuffer);\n this._classifierCombinedBuffer = dispose(this._classifierCombinedBuffer);\n this._classifierAndMaskCombinedBuffer = dispose(this._classifierAndMaskCombinedBuffer);\n if (this._removeMe) {\n this._removeMe();\n this._removeMe = undefined;\n }\n this._featureSymbologySource.onSourceDisposed.raiseEvent();\n }\n\n public get texture(): Texture | undefined {\n switch (this._contentMode) {\n case PlanarClassifierContent.None:\n return undefined;\n case PlanarClassifierContent.ClassifierOnly:\n return this._classifierCombinedBuffer?.texture;\n case PlanarClassifierContent.MaskOnly:\n return this._maskBuffer?.texture;\n case PlanarClassifierContent.ClassifierAndMask:\n return this._classifierAndMaskCombinedBuffer?.texture;\n }\n }\n public getOrCreateClassifierTexture(): Texture | undefined {\n if (undefined === this._classifierBuffers)\n this._classifierBuffers = ClassifierFrameBuffers.create(this._width, this._height);\n if (undefined !== this._classifierBuffers && undefined === this._classifierCombinedBuffer)\n this._classifierCombinedBuffer = ClassifierCombinationBuffer.create(this._width, this._height, this._classifierBuffers.textures.color, this._classifierBuffers.textures.feature);\n\n return this._classifierCombinedBuffer?.texture;\n }\n\n private pushBatches(batchState: BatchState, graphics: RenderGraphic[]) {\n graphics.forEach((graphic) => {\n if (graphic instanceof Batch) {\n batchState.push(graphic, true);\n batchState.pop();\n } else if (graphic instanceof Branch) {\n this.pushBatches(batchState, graphic.branch.entries);\n }\n });\n }\n public get sourceTransparency() {\n return this._classifierTreeRef?.transparency;\n }\n\n public pushBatchState(batchState: BatchState) {\n this._baseBatchId = batchState.nextBatchId - 1;\n if (undefined !== this._classifierGraphics)\n this.pushBatches(batchState, this._classifierGraphics);\n }\n\n public setSource(classifierTreeRef?: SpatialClassifierTileTreeReference, planarClipMask?: PlanarClipMaskState) {\n this._classifierTreeRef = classifierTreeRef;\n this._classifier = classifierTreeRef?.activeClassifier;\n this._planarClipMask = planarClipMask;\n }\n\n public collectGraphics(context: SceneContext, target: PlanarClassifierTarget): void {\n this._classifierGraphics.length = this._maskGraphics.length = 0;\n if (undefined === context.viewingSpace)\n return;\n\n const viewState = context.viewingSpace.view;\n if (!viewState.isSpatialView())\n return;\n\n this._doDebugFrustum = context.target.debugControl?.displayMaskFrustum ?? false;\n\n const maxTextureSize = System.instance.maxTexSizeAllow;\n const requiredHeight = maxTextureSize;\n const requiredWidth = maxTextureSize;\n if (requiredWidth !== this._width || requiredHeight !== this._height)\n this[Symbol.dispose]();\n\n this._width = requiredWidth;\n this._height = requiredHeight;\n const maskRange = Range3d.createNull();\n const maskTrees = this._planarClipMask?.getTileTrees(context, target.modelId, maskRange);\n if (!maskTrees && !this._classifierTreeRef)\n return;\n\n const allTrees = maskTrees ? maskTrees.slice() : new Array<TileTreeReference>();\n if (this._classifierTreeRef)\n allTrees.push(this._classifierTreeRef);\n\n const projection = PlanarTextureProjection.computePlanarTextureProjection(this._plane, context, target, allTrees, viewState, this._width, this._height, maskRange);\n if (!projection.textureFrustum || !projection.projectionMatrix || !projection.worldToViewMap)\n return;\n\n this._projectionMatrix = projection.projectionMatrix;\n this._frustum = projection.textureFrustum;\n this._debugFrustum = projection.debugFrustum;\n this._planarClipMaskOverrides = this._planarClipMask?.getPlanarClipMaskSymbologyOverrides(context, this._featureSymbologySource);\n if (!this._planarClipMask?.usingViewportOverrides && this._removeMe) {\n this._removeMe();\n this._removeMe = undefined;\n } else if (this._planarClipMask?.usingViewportOverrides && !this._removeMe) {\n this._removeMe = context.viewport.onFeatureOverridesChanged.addListener(() => {\n this._planarClipMaskOverrides = this._planarClipMask?.getPlanarClipMaskSymbologyOverrides(context, this._featureSymbologySource);\n context.viewport.requestRedraw();\n });\n }\n\n const drawTree = (treeRef: TileTreeReference, graphics: RenderGraphic[]) => {\n this._graphics = graphics;\n const frustumPlanes = this._frustum ? FrustumPlanes.fromFrustum(this._frustum) : FrustumPlanes.createEmpty();\n const drawArgs = GraphicsCollectorDrawArgs.create(context, this, treeRef, frustumPlanes, expectDefined(projection.worldToViewMap));\n if (undefined !== drawArgs)\n treeRef.draw(drawArgs);\n\n this._graphics = undefined;\n };\n if (this._classifierTreeRef)\n drawTree(this._classifierTreeRef, this._classifierGraphics);\n\n if (maskTrees)\n maskTrees.forEach((maskTree) => drawTree(maskTree, this._maskGraphics));\n\n // Shader behaves slightly differently when classifying surfaces vs point clouds.\n this._isClassifyingPointCloud = target.isPointCloud;\n\n if (this._doDebugFrustum) {\n this._debugFrustumGraphic = dispose(this._debugFrustumGraphic);\n const builder = context.createSceneGraphicBuilder();\n\n builder.setSymbology(ColorDef.green, ColorDef.green, 2);\n builder.addFrustum(context.viewingSpace.getFrustum());\n builder.setSymbology(ColorDef.red, ColorDef.red, 2);\n builder.addFrustum(expectDefined(this._debugFrustum));\n builder.setSymbology(ColorDef.blue, ColorDef.blue, 2);\n builder.addFrustum(this._frustum);\n\n builder.setSymbology(ColorDef.from(0, 200, 0, 222), ColorDef.from(0, 200, 0, 222), 2);\n builder.addFrustumSides(context.viewingSpace.getFrustum());\n builder.setSymbology(ColorDef.from(200, 0, 0, 222), ColorDef.from(200, 0, 0, 222), 2);\n builder.addFrustumSides(expectDefined(this._debugFrustum));\n builder.setSymbology(ColorDef.from(0, 0, 200, 222), ColorDef.from(0, 0, 200, 222), 2);\n builder.addFrustumSides(this._frustum);\n this._debugFrustumGraphic = builder.finish();\n context.outputGraphic(this._debugFrustumGraphic);\n }\n }\n\n public draw(target: Target) {\n if (undefined === this._frustum)\n return;\n\n this._contentMode = PlanarClassifierContent.None;\n let combinationBuffer: ClassifierCombinationBuffer | undefined;\n if (this._classifierGraphics.length === 0) {\n if (this._maskGraphics.length === 0) {\n return;\n } else {\n if (undefined === this._maskBuffer) {\n this._maskBuffer = MaskFrameBuffer.create(this._width, this._height);\n if (undefined === this._maskBuffer)\n return;\n }\n this._contentMode = PlanarClassifierContent.MaskOnly;\n }\n } else {\n if (undefined === this._classifierBuffers) {\n this._classifierBuffers = ClassifierFrameBuffers.create(this._width, this._height);\n if (undefined === this._classifierBuffers)\n return;\n }\n if (this._maskGraphics.length === 0) {\n if (undefined === this._classifierCombinedBuffer) {\n combinationBuffer = this._classifierCombinedBuffer = ClassifierCombinationBuffer.create(this._width, this._height, this._classifierBuffers.textures.color, this._classifierBuffers.textures.feature);\n if (undefined === this._classifierCombinedBuffer)\n return;\n }\n this._contentMode = PlanarClassifierContent.ClassifierOnly;\n combinationBuffer = this._classifierCombinedBuffer;\n } else {\n if (undefined === this._maskBuffer) {\n this._maskBuffer = MaskFrameBuffer.create(this._width, this._height);\n if (undefined === this._maskBuffer)\n return;\n }\n if (undefined === this._classifierAndMaskCombinedBuffer) {\n combinationBuffer = this._classifierAndMaskCombinedBuffer = ClassifierAndMaskCombinationBuffer.create(this._width, this._height, this._classifierBuffers.textures.color, this._classifierBuffers.textures.feature, this._maskBuffer.texture);\n if (undefined === this._classifierAndMaskCombinedBuffer)\n return;\n }\n combinationBuffer = this._classifierAndMaskCombinedBuffer;\n this._contentMode = PlanarClassifierContent.ClassifierAndMask;\n }\n }\n\n // Temporarily override the Target's state.\n const system = System.instance;\n const maskViewFlags = {\n renderMode: RenderMode.SmoothShade,\n wiremesh: false,\n transparency: !this.isClassifyingPointCloud, // point clouds don't support transparency.\n textures: false,\n lighting: false,\n shadows: false,\n monochrome: false,\n materials: false,\n ambientOcclusion: false,\n visibleEdges: false,\n hiddenEdges: false,\n };\n const prevState = system.currentRenderState.clone(scratchPrevRenderState);\n system.context.viewport(0, 0, this._width, this._height);\n const vf = target.currentViewFlags.copy(this._classifierTreeRef ? this._classifierTreeRef.viewFlags : maskViewFlags);\n\n system.applyRenderState(this._renderState);\n const prevPlan = target.plan;\n const prevOverrides = target.currentFeatureSymbologyOverrides;\n\n target.uniforms.style.changeBackgroundColor(this._bgColor); // Avoid white on white reversal. Will be reset in changeRenderPlan below.\n target.changeFrustum(this._frustum, this._frustum.getFraction(), true);\n this._anyTranslucent = false;\n\n const prevProjMatrix = target.uniforms.frustum.projectionMatrix;\n target.uniforms.frustum.changeProjectionMatrix(PlanarClassifier._postProjectionMatrix.multiplyMatrixMatrix(prevProjMatrix));\n target.uniforms.branch.changeRenderPlan(vf, target.plan.is3d, target.plan.hline);\n\n const addCmds = (oldCmds: DrawCommands, newCmds: DrawCommands) => {\n if (undefined === newCmds)\n return oldCmds;\n if (newCmds.length > 50000) {\n \t// This method is slower for smaller array sizes, but when the size of newCmds gets larger it's performance is ok.\n return oldCmds.concat(newCmds);\n } else {\n \t// This method runs faster, but gets a stack overflow when the size of newCmds is too large.\n oldCmds.push(...newCmds);\n return oldCmds;\n }\n }\n\n const renderCommands = this._renderCommands;\n const getDrawCommands = (graphics: RenderGraphic[]) => {\n this._batchState.reset();\n renderCommands.reset(target, this._branchStack, this._batchState);\n renderCommands.collectGraphicsForPlanarProjection(graphics);\n\n // Draw the classifiers into our attachments.\n // When using Display.ElementColor, the color and transparency come from the classifier geometry. Therefore we may need to draw the classified geometry\n // in a different pass - or both passes - depending on the transparency of the classifiers.\n // NB: \"Outside\" geometry by definition cannot take color/transparency from element...\n let cmds = renderCommands.getCommands(RenderPass.OpaquePlanar);\n\n // NB: We don't strictly require the classifier geometry to be planar, and sometimes (e.g., \"planar\" polyface/bspsurf) we do not detect planarity.\n cmds = addCmds(cmds, renderCommands.getCommands(RenderPass.OpaqueGeneral));\n cmds = addCmds(cmds, renderCommands.getCommands(RenderPass.OpaqueLinear));\n this._anyOpaque = cmds.length > 0;\n const transCmds = renderCommands.getCommands(RenderPass.Translucent);\n if (transCmds.length > 0) {\n cmds = addCmds(cmds, renderCommands.getCommands(RenderPass.Translucent));\n this._anyTranslucent = true;\n }\n return cmds;\n };\n\n if (this._classifierGraphics.length > 0 && this._classifierBuffers) {\n this._classifierBuffers.draw(getDrawCommands(this._classifierGraphics), target);\n\n // Draw any hilited classifiers.\n const hiliteCommands = renderCommands.getCommands(RenderPass.Hilite);\n this._anyHilited = 0 !== hiliteCommands.length;\n if (this._anyHilited)\n this._classifierBuffers.drawHilite(hiliteCommands, target);\n }\n if (this._maskGraphics.length > 0 && this._maskBuffer) {\n if (this._planarClipMaskOverrides)\n target.overrideFeatureSymbology(this._planarClipMaskOverrides);\n if (this._planarClipMask && this._planarClipMask.settings.transparency !== undefined && this._planarClipMask.settings.transparency > 0.0)\n this._anyTranslucent = true;\n\n this._maskBuffer.draw(getDrawCommands(this._maskGraphics), target);\n\n }\n if (combinationBuffer)\n combinationBuffer.compose(target);\n\n this._batchState.reset();\n target.changeRenderPlan(prevPlan);\n target.overrideFeatureSymbology(prevOverrides);\n\n system.applyRenderState(prevState);\n system.context.viewport(0, 0, target.viewRect.width, target.viewRect.height);\n }\n}\n\n"]}
@@ -43,7 +43,7 @@ class PlanarGridGeometry extends CachedGeometry_1.IndexedGeometry {
43
43
  this.props = params.props;
44
44
  }
45
45
  static create(frustum, grid, system) {
46
- const plane = core_geometry_1.Plane3dByOriginAndUnitNormal.create(grid.origin, grid.rMatrix.rowZ());
46
+ const plane = (0, core_bentley_1.expectDefined)(core_geometry_1.Plane3dByOriginAndUnitNormal.create(grid.origin, grid.rMatrix.rowZ()));
47
47
  const polygon = frustum.getIntersectionWithPlane(plane);
48
48
  if (!polygon || polygon.length < 3)
49
49
  return undefined;