@itwin/frontend-devtools 3.0.0-dev.134 → 3.0.0-dev.139

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Files changed (39) hide show
  1. package/README.md +2 -1
  2. package/lib/cjs/FrontEndDevTools.d.ts.map +1 -1
  3. package/lib/cjs/FrontEndDevTools.js +2 -1
  4. package/lib/cjs/FrontEndDevTools.js.map +1 -1
  5. package/lib/cjs/effects/Explosion.js +1 -1
  6. package/lib/cjs/effects/Explosion.js.map +1 -1
  7. package/lib/cjs/effects/Snow.js +1 -1
  8. package/lib/cjs/effects/Snow.js.map +1 -1
  9. package/lib/cjs/frontend-devtools.d.ts +1 -1
  10. package/lib/cjs/frontend-devtools.js +1 -1
  11. package/lib/cjs/frontend-devtools.js.map +1 -1
  12. package/lib/cjs/tools/DisplayStyleTools.d.ts +24 -1
  13. package/lib/cjs/tools/DisplayStyleTools.d.ts.map +1 -1
  14. package/lib/cjs/tools/DisplayStyleTools.js +44 -2
  15. package/lib/cjs/tools/DisplayStyleTools.js.map +1 -1
  16. package/lib/cjs/tools/RenderSystemTools.d.ts +0 -7
  17. package/lib/cjs/tools/RenderSystemTools.d.ts.map +1 -1
  18. package/lib/cjs/tools/RenderSystemTools.js +1 -11
  19. package/lib/cjs/tools/RenderSystemTools.js.map +1 -1
  20. package/lib/esm/FrontEndDevTools.d.ts.map +1 -1
  21. package/lib/esm/FrontEndDevTools.js +3 -2
  22. package/lib/esm/FrontEndDevTools.js.map +1 -1
  23. package/lib/esm/effects/Explosion.js +1 -1
  24. package/lib/esm/effects/Explosion.js.map +1 -1
  25. package/lib/esm/effects/Snow.js +1 -1
  26. package/lib/esm/effects/Snow.js.map +1 -1
  27. package/lib/esm/frontend-devtools.d.ts +1 -1
  28. package/lib/esm/frontend-devtools.js +1 -1
  29. package/lib/esm/frontend-devtools.js.map +1 -1
  30. package/lib/esm/tools/DisplayStyleTools.d.ts +24 -1
  31. package/lib/esm/tools/DisplayStyleTools.d.ts.map +1 -1
  32. package/lib/esm/tools/DisplayStyleTools.js +42 -2
  33. package/lib/esm/tools/DisplayStyleTools.js.map +1 -1
  34. package/lib/esm/tools/RenderSystemTools.d.ts +0 -7
  35. package/lib/esm/tools/RenderSystemTools.d.ts.map +1 -1
  36. package/lib/esm/tools/RenderSystemTools.js +0 -9
  37. package/lib/esm/tools/RenderSystemTools.js.map +1 -1
  38. package/lib/public/locales/en/FrontendDevTools.json +4 -1
  39. package/package.json +8 -8
package/README.md CHANGED
@@ -55,6 +55,7 @@ The key-ins below enable, disable, or toggle a specific feature. They take at mo
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  * `fdt project extents` - Toggles display of a decoration illustrating the iModel's project extents.
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  * `fdt freeze scene` - Toggles scene freeze for the active viewport. While scene freeze is enabled, the same set of tiles will continue to be displayed until the scene is unfrozen - no new tiles will be loaded. Useful for zooming in or out to inspect geometry inside specific tiles.
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+ * `fdt wiremesh` - Toggles the display of wiremesh overlay on surfaces in the selected viewport.
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  * `fdt section cut` - Specify whether a clip volume applied to the view should produce cut geometry at intersections with the design models. This controls `ViewState.details.clipStyle.produceCutGeometry`.
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  * `fdt particle snow` - Toggle a particle effect simulating snowfall for the active viewport.
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  * `fdt frustum selected` - Toggles a decoration representing the current frustum of the selected viewport. The decoration is displayed in any *other* open viewports - so if no other viewports are open, this key-in has no effect.
@@ -248,6 +249,7 @@ These keysins control the planar masking of reality models.
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  * `copy`: copy result to system clipboard.
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  * `quote`: format the result so it can be directly parsed by `fdt apply rendering style` as a single quoted string argument.
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  * `fdt apply rendering style` - Given a rendering style as a JSON string (see `fdt save rendering style`), applies it to the active viewport's display style. See `DisplayStyleSettings.applyOverrides`. Takes a single required argument: the JSON string.
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+ * `fdt bgcolor` - change the background color for the active viewport. It requires a single argument - the string representation of the color. See ColorDef.fromString for supported formats.
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  * `fdt change viewflags` - Changes any number of ViewFlags for the active viewport. Each argument is of the format "flag=value". For boolean flags, the value is `0` for `false` or `1` for `true`. Flag names are case-insensitive.
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  * Boolean flags: "dimensions", "patterns", "weights", "styles", "transparency", "fill", "textures", "materials", "acsTriad", "grid", "visibleEdges", "hiddenEdges", "lighting", "shadows", "clipVolume", "constructions", "monochrome", "backgroundMap", "ambientOcclusion", "forceSurfaceDiscard"
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  * "renderMode": 0 = wireframe, 3 = hidden line, 4 = solid fill, 6 = smooth shade (numeric values of RenderMode enum).
@@ -280,7 +282,6 @@ These keysins control the planar masking of reality models.
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  * `fdt clear emphasized` - Undo the effects of `fdt emphasize selection` or `fdt emphasize visible`.
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  * `fdt isolate selection` - Causes all elements except those currently in the selection set to stop drawing.
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  * `fdt clear isolate` - Reverse the effects of `fdt isolate selection`.
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- * `fdt toggle wiremesh` - Toggles "pseudo-wiremesh" display. This causes surfaces to be rendered using `GL_LINES` instead of `GL_TRIANGLES`. Useful for visualizing the triangles of a mesh - but not suitable for "real" wiremesh display.
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  * `fdt test clip style ON|OFF` - Toggles a ClipStyle for the active viewport with hard-coded symbology overrides.
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  * `fdt tile bounds` - Sets the type of bounding volume decorations that will be displayed for each tile displayed in the view. Accepts at most one argument; if none is specified, it defaults to "volume", unless tile bounds are already displayed, in which it toggles them back off.
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  * "none": Don't display bounding volumes.
@@ -1 +1 @@
1
- {"version":3,"file":"FrontEndDevTools.d.ts","sourceRoot":"","sources":["../../src/FrontEndDevTools.ts"],"names":[],"mappings":"AAIA;;GAEG;AA8DH;;GAEG;AACH,qBAAa,gBAAgB;IAC3B,OAAO,CAAC,MAAM,CAAC,YAAY,CAAS;IAEpC;;;;;;;OAOG;WACiB,UAAU,IAAI,OAAO,CAAC,IAAI,CAAC;CAuJhD"}
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+ {"version":3,"file":"FrontEndDevTools.d.ts","sourceRoot":"","sources":["../../src/FrontEndDevTools.ts"],"names":[],"mappings":"AAIA;;GAEG;AA+DH;;GAEG;AACH,qBAAa,gBAAgB;IAC3B,OAAO,CAAC,MAAM,CAAC,YAAY,CAAS;IAEpC;;;;;;;OAOG;WACiB,UAAU,IAAI,OAAO,CAAC,IAAI,CAAC;CAwJhD"}
@@ -72,6 +72,7 @@ class FrontendDevTools {
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  DisplayStyleTools_1.ApplyRenderingStyleTool,
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  SavedViews_1.ApplyViewByIdTool,
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  SavedViews_1.ApplyViewTool,
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+ DisplayStyleTools_1.ChangeBackgroundColorTool,
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  ViewportTools_1.ChangeCameraTool,
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  ViewportTools_1.ChangeEmphasisSettingsTool,
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  ViewportTools_1.ChangeFlashSettingsTool,
@@ -153,7 +154,7 @@ class FrontendDevTools {
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  ViewportTools_1.ToggleViewAttachmentBoundariesTool,
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  ViewportTools_1.ToggleViewAttachmentClipShapesTool,
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  ViewportTools_1.ToggleViewAttachmentsTool,
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- RenderSystemTools_1.ToggleWiremeshTool,
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+ DisplayStyleTools_1.ToggleWiremeshTool,
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  RenderTargetTools_1.ToggleRealityTileBounds,
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  RenderTargetTools_1.ToggleRealityTilePreload,
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  RenderTargetTools_1.ToggleRealityTileLogging,
@@ -1 +1 @@
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Utilities\r\n */\r\n\r\nimport { IModelApp } from \"@itwin/core-frontend\";\r\nimport { EdgeDetectionEffect, EmbossEffect, GaussianBlurEffect, SharpenEffect, SharpnessEffect, UnsharpenEffect } from \"./effects/Convolution\";\r\nimport { ClearEffectsTool } from \"./effects/EffectTools\";\r\nimport { ExplosionEffect } from \"./effects/Explosion\";\r\nimport { FlipImageConfig, FlipImageEffect } from \"./effects/FlipImage\";\r\nimport { LensDistortionConfig, LensDistortionEffect } from \"./effects/LensDistortion\";\r\nimport { SaturationConfig, SaturationEffect } from \"./effects/Saturation\";\r\nimport { SnowEffect } from \"./effects/Snow\";\r\nimport { VignetteConfig, VignetteEffect } from \"./effects/Vignette\";\r\nimport {\r\n MaskBackgroundMapByElementTool, MaskBackgroundMapByExcludedElementTool, MaskBackgroundMapByModelTool, MaskBackgroundMapBySubCategoryTool, MaskRealityModelByElementTool, MaskRealityModelByExcludedElementTool,\r\n MaskRealityModelByModelTool, MaskRealityModelBySubCategoryTool, SetHigherPriorityRealityModelMasking, SetMapHigherPriorityMasking, UnmaskMapTool, UnmaskRealityModelTool,\r\n} from \"./tools/PlanarMaskTools\";\r\nimport {\r\n ChangeCameraTool, ChangeEmphasisSettingsTool, ChangeFlashSettingsTool, ChangeHiliteSettingsTool, DefaultTileSizeModifierTool, FadeOutTool, FreezeSceneTool, SetAspectRatioSkewTool, ShowTileVolumesTool,\r\n Toggle3dManipulationsTool, ToggleDrawingGraphicsTool, ToggleSectionDrawingSpatialViewTool, ToggleTileTreeReferencesTool, ToggleViewAttachmentBoundariesTool, ToggleViewAttachmentClipShapesTool,\r\n ToggleViewAttachmentsTool, ViewportAddRealityModel, ViewportTileSizeModifierTool,\r\n} from \"./tools/ViewportTools\";\r\nimport { AnimationIntervalTool } from \"./tools/AnimationIntervalTool\";\r\nimport { ChangeUnitsTool } from \"./tools/ChangeUnitsTool\";\r\nimport { ClipColorTool, TestClipStyleTool, ToggleSectionCutTool } from \"./tools/ClipTools\";\r\nimport {\r\n ApplyRenderingStyleTool, ChangeViewFlagsTool, OverrideSubCategoryTool, QueryScheduleScriptTool, SaveRenderingStyleTool, SkyCubeTool, SkySphereTool, ToggleSkyboxTool, WoWIgnoreBackgroundTool,\r\n} from \"./tools/DisplayStyleTools\";\r\nimport {\r\n ClearEmphasizedElementsTool, ClearIsolatedElementsTool, EmphasizeSelectedElementsTool, EmphasizeVisibleElementsTool, IsolateSelectedElementsTool,\r\n} from \"./tools/EmphasizeElementsTool\";\r\nimport { ToggleFrustumSnapshotTool, ToggleSelectedViewFrustumTool, ToggleShadowFrustumTool } from \"./tools/FrustumDecoration\";\r\nimport { InspectElementTool } from \"./tools/InspectElementTool\";\r\nimport {\r\n AttachArcGISMapLayerByUrlTool, AttachMapLayerTool, AttachMapOverlayTool, AttachTileURLMapLayerByUrlTool, AttachWmsMapLayerByUrlTool,\r\n AttachWmtsMapLayerByUrlTool, DetachMapLayersTool, MapBaseColorTool, MapBaseTransparencyTool, MapBaseVisibilityTool, MapLayerSubLayerVisibilityTool,\r\n MapLayerTransparencyTool, MapLayerVisibilityTool, MapLayerZoomTool, ReorderMapLayers, SetMapBaseTool, ToggleTerrainTool,\r\n} from \"./tools/MapLayerTool\";\r\nimport { MeasureTileLoadTimeTool } from \"./tools/MeasureTileLoadTime\";\r\nimport {\r\n ClearModelAppearanceOverrides, SetModelColorTool, SetModelEmphasizedTool, SetModelIgnoresMaterialsTool, SetModelLineCodeTool,\r\n SetModelLineWeightTool, SetModelLocateTool, SetModelTransparencyTool,\r\n} from \"./tools/ModelAppearanceTools\";\r\nimport { ChangePlanProjectionSettingsTool, DumpPlanProjectionSettingsTool, OverrideSubCategoryPriorityTool } from \"./tools/PlanProjectionTools\";\r\nimport { ToggleProjectExtentsTool } from \"./tools/ProjectExtents\";\r\nimport {\r\n AttachCesiumAssetTool, AttachRealityModelTool, ClearRealityModelAppearanceOverrides, DetachRealityModelTool, SaveRealityModelTool,\r\n SetRealityModelColorTool, SetRealityModelEmphasizedTool, SetRealityModelLocateTool, SetRealityModelTransparencyTool, ToggleOSMBuildingDisplay,\r\n} from \"./tools/RealityModelTools\";\r\nimport { RealityTransitionTool } from \"./tools/RealityTransitionTool\";\r\nimport { CompileShadersTool, LoseWebGLContextTool, ToggleDPIForLODTool, ToggleWiremeshTool } from \"./tools/RenderSystemTools\";\r\nimport {\r\n SetAASamplesTool, ToggleDrapeFrustumTool, TogglePrimitiveVisibilityTool, ToggleReadPixelsTool, ToggleRealityTileBounds, ToggleRealityTileFreeze,\r\n ToggleRealityTileLogging, ToggleRealityTilePreload, ToggleVolClassIntersect,\r\n} from \"./tools/RenderTargetTools\";\r\nimport { ReportWebGLCompatibilityTool } from \"./tools/ReportWebGLCompatibilityTool\";\r\nimport { ApplyViewByIdTool, ApplyViewTool, SaveViewTool } from \"./tools/SavedViews\";\r\nimport { SelectElementsByIdTool } from \"./tools/SelectionTools\";\r\nimport { SetGpuMemoryLimitTool } from \"./tools/SetGpuMemoryLimitTool\";\r\nimport { ElementIdFromSourceAspectIdTool, SourceAspectIdFromElementIdTool } from \"./tools/SourceAspectIdTools\";\r\nimport { ToggleTileRequestDecorationTool } from \"./tools/TileRequestDecoration\";\r\nimport { ToggleTileTreeBoundsDecorationTool } from \"./tools/TileTreeBoundsDecoration\";\r\nimport { ToggleToolTipsTool } from \"./tools/ToolTipProvider\";\r\n\r\n/** Entry-point for the package. Before using the package you *must* call [[FrontendDevTools.initialize]].\r\n * @beta\r\n */\r\nexport class FrontendDevTools {\r\n private static _initialized = false;\r\n\r\n /** Call this before using the package (e.g., before instantiating any of its widgets or attempting to use any of its tools.\r\n * To initialize when starting up your app:\r\n * ```ts\r\n * IModelApp.startup();\r\n * await FrontendDevTools.initialize();\r\n * ```\r\n * @beta\r\n */\r\n public static async initialize(): Promise<void> {\r\n if (this._initialized)\r\n return;\r\n\r\n this._initialized = true;\r\n\r\n const namespace = \"FrontendDevTools\";\r\n const namespacePromise = IModelApp.localization.registerNamespace(namespace);\r\n const tools = [\r\n AttachMapLayerTool,\r\n AttachMapOverlayTool,\r\n AttachArcGISMapLayerByUrlTool,\r\n AttachWmsMapLayerByUrlTool,\r\n AttachWmtsMapLayerByUrlTool,\r\n AttachTileURLMapLayerByUrlTool,\r\n AnimationIntervalTool,\r\n ApplyRenderingStyleTool,\r\n ApplyViewByIdTool,\r\n ApplyViewTool,\r\n ChangeCameraTool,\r\n ChangeEmphasisSettingsTool,\r\n ChangeFlashSettingsTool,\r\n ChangeHiliteSettingsTool,\r\n ChangePlanProjectionSettingsTool,\r\n ChangeUnitsTool,\r\n ChangeViewFlagsTool,\r\n ClearEffectsTool,\r\n ClearEmphasizedElementsTool,\r\n ClearIsolatedElementsTool,\r\n ClipColorTool,\r\n CompileShadersTool,\r\n DefaultTileSizeModifierTool,\r\n DetachMapLayersTool,\r\n DumpPlanProjectionSettingsTool,\r\n EdgeDetectionEffect,\r\n EmbossEffect,\r\n ElementIdFromSourceAspectIdTool,\r\n EmphasizeSelectedElementsTool,\r\n EmphasizeVisibleElementsTool,\r\n ExplosionEffect,\r\n FadeOutTool,\r\n FlipImageConfig,\r\n FlipImageEffect,\r\n FreezeSceneTool,\r\n GaussianBlurEffect,\r\n InspectElementTool,\r\n IsolateSelectedElementsTool,\r\n LensDistortionConfig,\r\n LensDistortionEffect,\r\n LoseWebGLContextTool,\r\n MapLayerTransparencyTool,\r\n MapLayerVisibilityTool,\r\n MapLayerSubLayerVisibilityTool,\r\n MapLayerZoomTool,\r\n MapBaseColorTool,\r\n MapBaseTransparencyTool,\r\n MapBaseVisibilityTool,\r\n MeasureTileLoadTimeTool,\r\n OverrideSubCategoryTool,\r\n OverrideSubCategoryPriorityTool,\r\n QueryScheduleScriptTool,\r\n RealityTransitionTool,\r\n ReorderMapLayers,\r\n ReportWebGLCompatibilityTool,\r\n SaturationConfig,\r\n SaturationEffect,\r\n SaveRenderingStyleTool,\r\n SaveViewTool,\r\n SelectElementsByIdTool,\r\n SetAASamplesTool,\r\n SetAspectRatioSkewTool,\r\n ToggleVolClassIntersect,\r\n SetMapBaseTool,\r\n SharpenEffect,\r\n SharpnessEffect,\r\n ShowTileVolumesTool,\r\n SkyCubeTool,\r\n SkySphereTool,\r\n SnowEffect,\r\n SourceAspectIdFromElementIdTool,\r\n TestClipStyleTool,\r\n Toggle3dManipulationsTool,\r\n ToggleDrawingGraphicsTool,\r\n ToggleDPIForLODTool,\r\n ToggleDrapeFrustumTool,\r\n ToggleFrustumSnapshotTool,\r\n TogglePrimitiveVisibilityTool,\r\n ToggleProjectExtentsTool,\r\n ToggleReadPixelsTool,\r\n ToggleSectionDrawingSpatialViewTool,\r\n ToggleSelectedViewFrustumTool,\r\n ToggleShadowFrustumTool,\r\n ToggleSkyboxTool,\r\n ToggleTileRequestDecorationTool,\r\n ToggleTileTreeBoundsDecorationTool,\r\n ToggleTileTreeReferencesTool,\r\n ToggleToolTipsTool,\r\n ToggleViewAttachmentBoundariesTool,\r\n ToggleViewAttachmentClipShapesTool,\r\n ToggleViewAttachmentsTool,\r\n ToggleWiremeshTool,\r\n ToggleRealityTileBounds,\r\n ToggleRealityTilePreload,\r\n ToggleRealityTileLogging,\r\n ToggleRealityTileFreeze,\r\n ToggleSectionCutTool,\r\n ToggleTerrainTool,\r\n UnsharpenEffect,\r\n ViewportAddRealityModel,\r\n ViewportTileSizeModifierTool,\r\n VignetteConfig,\r\n VignetteEffect,\r\n AttachRealityModelTool,\r\n DetachRealityModelTool,\r\n SaveRealityModelTool,\r\n SetGpuMemoryLimitTool,\r\n SetRealityModelLocateTool,\r\n SetRealityModelEmphasizedTool,\r\n SetRealityModelTransparencyTool,\r\n SetRealityModelColorTool,\r\n SetModelLocateTool,\r\n SetModelEmphasizedTool,\r\n SetModelTransparencyTool,\r\n SetModelColorTool,\r\n SetModelLineWeightTool,\r\n SetModelLineCodeTool,\r\n SetModelIgnoresMaterialsTool,\r\n ClearRealityModelAppearanceOverrides,\r\n ClearModelAppearanceOverrides,\r\n AttachCesiumAssetTool,\r\n ToggleOSMBuildingDisplay,\r\n SetHigherPriorityRealityModelMasking,\r\n SetMapHigherPriorityMasking,\r\n MaskRealityModelByModelTool,\r\n MaskRealityModelBySubCategoryTool,\r\n MaskRealityModelByElementTool,\r\n MaskRealityModelByExcludedElementTool,\r\n UnmaskRealityModelTool,\r\n MaskBackgroundMapByModelTool,\r\n MaskBackgroundMapBySubCategoryTool,\r\n MaskBackgroundMapByElementTool,\r\n MaskBackgroundMapByExcludedElementTool,\r\n UnmaskMapTool,\r\n WoWIgnoreBackgroundTool,\r\n ];\r\n\r\n for (const tool of tools)\r\n tool.register(namespace);\r\n\r\n return namespacePromise;\r\n }\r\n}\r\n"]}
1
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Utilities\r\n */\r\n\r\nimport { IModelApp } from \"@itwin/core-frontend\";\r\nimport { EdgeDetectionEffect, EmbossEffect, GaussianBlurEffect, SharpenEffect, SharpnessEffect, UnsharpenEffect } from \"./effects/Convolution\";\r\nimport { ClearEffectsTool } from \"./effects/EffectTools\";\r\nimport { ExplosionEffect } from \"./effects/Explosion\";\r\nimport { FlipImageConfig, FlipImageEffect } from \"./effects/FlipImage\";\r\nimport { LensDistortionConfig, LensDistortionEffect } from \"./effects/LensDistortion\";\r\nimport { SaturationConfig, SaturationEffect } from \"./effects/Saturation\";\r\nimport { SnowEffect } from \"./effects/Snow\";\r\nimport { VignetteConfig, VignetteEffect } from \"./effects/Vignette\";\r\nimport {\r\n MaskBackgroundMapByElementTool, MaskBackgroundMapByExcludedElementTool, MaskBackgroundMapByModelTool, MaskBackgroundMapBySubCategoryTool, MaskRealityModelByElementTool, MaskRealityModelByExcludedElementTool,\r\n MaskRealityModelByModelTool, MaskRealityModelBySubCategoryTool, SetHigherPriorityRealityModelMasking, SetMapHigherPriorityMasking, UnmaskMapTool, UnmaskRealityModelTool,\r\n} from \"./tools/PlanarMaskTools\";\r\nimport {\r\n ChangeCameraTool, ChangeEmphasisSettingsTool, ChangeFlashSettingsTool, ChangeHiliteSettingsTool, DefaultTileSizeModifierTool, FadeOutTool, FreezeSceneTool, SetAspectRatioSkewTool, ShowTileVolumesTool,\r\n Toggle3dManipulationsTool, ToggleDrawingGraphicsTool, ToggleSectionDrawingSpatialViewTool, ToggleTileTreeReferencesTool, ToggleViewAttachmentBoundariesTool, ToggleViewAttachmentClipShapesTool,\r\n ToggleViewAttachmentsTool, ViewportAddRealityModel, ViewportTileSizeModifierTool,\r\n} from \"./tools/ViewportTools\";\r\nimport { AnimationIntervalTool } from \"./tools/AnimationIntervalTool\";\r\nimport { ChangeUnitsTool } from \"./tools/ChangeUnitsTool\";\r\nimport { ClipColorTool, TestClipStyleTool, ToggleSectionCutTool } from \"./tools/ClipTools\";\r\nimport {\r\n ApplyRenderingStyleTool, ChangeBackgroundColorTool, ChangeViewFlagsTool, OverrideSubCategoryTool, QueryScheduleScriptTool, SaveRenderingStyleTool, SkyCubeTool, SkySphereTool, ToggleSkyboxTool,\r\n ToggleWiremeshTool, WoWIgnoreBackgroundTool,\r\n} from \"./tools/DisplayStyleTools\";\r\nimport {\r\n ClearEmphasizedElementsTool, ClearIsolatedElementsTool, EmphasizeSelectedElementsTool, EmphasizeVisibleElementsTool, IsolateSelectedElementsTool,\r\n} from \"./tools/EmphasizeElementsTool\";\r\nimport { ToggleFrustumSnapshotTool, ToggleSelectedViewFrustumTool, ToggleShadowFrustumTool } from \"./tools/FrustumDecoration\";\r\nimport { InspectElementTool } from \"./tools/InspectElementTool\";\r\nimport {\r\n AttachArcGISMapLayerByUrlTool, AttachMapLayerTool, AttachMapOverlayTool, AttachTileURLMapLayerByUrlTool, AttachWmsMapLayerByUrlTool,\r\n AttachWmtsMapLayerByUrlTool, DetachMapLayersTool, MapBaseColorTool, MapBaseTransparencyTool, MapBaseVisibilityTool, MapLayerSubLayerVisibilityTool,\r\n MapLayerTransparencyTool, MapLayerVisibilityTool, MapLayerZoomTool, ReorderMapLayers, SetMapBaseTool, ToggleTerrainTool,\r\n} from \"./tools/MapLayerTool\";\r\nimport { MeasureTileLoadTimeTool } from \"./tools/MeasureTileLoadTime\";\r\nimport {\r\n ClearModelAppearanceOverrides, SetModelColorTool, SetModelEmphasizedTool, SetModelIgnoresMaterialsTool, SetModelLineCodeTool,\r\n SetModelLineWeightTool, SetModelLocateTool, SetModelTransparencyTool,\r\n} from \"./tools/ModelAppearanceTools\";\r\nimport { ChangePlanProjectionSettingsTool, DumpPlanProjectionSettingsTool, OverrideSubCategoryPriorityTool } from \"./tools/PlanProjectionTools\";\r\nimport { ToggleProjectExtentsTool } from \"./tools/ProjectExtents\";\r\nimport {\r\n AttachCesiumAssetTool, AttachRealityModelTool, ClearRealityModelAppearanceOverrides, DetachRealityModelTool, SaveRealityModelTool,\r\n SetRealityModelColorTool, SetRealityModelEmphasizedTool, SetRealityModelLocateTool, SetRealityModelTransparencyTool, ToggleOSMBuildingDisplay,\r\n} from \"./tools/RealityModelTools\";\r\nimport { RealityTransitionTool } from \"./tools/RealityTransitionTool\";\r\nimport { CompileShadersTool, LoseWebGLContextTool, ToggleDPIForLODTool } from \"./tools/RenderSystemTools\";\r\nimport {\r\n SetAASamplesTool, ToggleDrapeFrustumTool, TogglePrimitiveVisibilityTool, ToggleReadPixelsTool, ToggleRealityTileBounds, ToggleRealityTileFreeze,\r\n ToggleRealityTileLogging, ToggleRealityTilePreload, ToggleVolClassIntersect,\r\n} from \"./tools/RenderTargetTools\";\r\nimport { ReportWebGLCompatibilityTool } from \"./tools/ReportWebGLCompatibilityTool\";\r\nimport { ApplyViewByIdTool, ApplyViewTool, SaveViewTool } from \"./tools/SavedViews\";\r\nimport { SelectElementsByIdTool } from \"./tools/SelectionTools\";\r\nimport { SetGpuMemoryLimitTool } from \"./tools/SetGpuMemoryLimitTool\";\r\nimport { ElementIdFromSourceAspectIdTool, SourceAspectIdFromElementIdTool } from \"./tools/SourceAspectIdTools\";\r\nimport { ToggleTileRequestDecorationTool } from \"./tools/TileRequestDecoration\";\r\nimport { ToggleTileTreeBoundsDecorationTool } from \"./tools/TileTreeBoundsDecoration\";\r\nimport { ToggleToolTipsTool } from \"./tools/ToolTipProvider\";\r\n\r\n/** Entry-point for the package. Before using the package you *must* call [[FrontendDevTools.initialize]].\r\n * @beta\r\n */\r\nexport class FrontendDevTools {\r\n private static _initialized = false;\r\n\r\n /** Call this before using the package (e.g., before instantiating any of its widgets or attempting to use any of its tools.\r\n * To initialize when starting up your app:\r\n * ```ts\r\n * IModelApp.startup();\r\n * await FrontendDevTools.initialize();\r\n * ```\r\n * @beta\r\n */\r\n public static async initialize(): Promise<void> {\r\n if (this._initialized)\r\n return;\r\n\r\n this._initialized = true;\r\n\r\n const namespace = \"FrontendDevTools\";\r\n const namespacePromise = IModelApp.localization.registerNamespace(namespace);\r\n const tools = [\r\n AttachMapLayerTool,\r\n AttachMapOverlayTool,\r\n AttachArcGISMapLayerByUrlTool,\r\n AttachWmsMapLayerByUrlTool,\r\n AttachWmtsMapLayerByUrlTool,\r\n AttachTileURLMapLayerByUrlTool,\r\n AnimationIntervalTool,\r\n ApplyRenderingStyleTool,\r\n ApplyViewByIdTool,\r\n ApplyViewTool,\r\n ChangeBackgroundColorTool,\r\n ChangeCameraTool,\r\n ChangeEmphasisSettingsTool,\r\n ChangeFlashSettingsTool,\r\n ChangeHiliteSettingsTool,\r\n ChangePlanProjectionSettingsTool,\r\n ChangeUnitsTool,\r\n ChangeViewFlagsTool,\r\n ClearEffectsTool,\r\n ClearEmphasizedElementsTool,\r\n ClearIsolatedElementsTool,\r\n ClipColorTool,\r\n CompileShadersTool,\r\n DefaultTileSizeModifierTool,\r\n DetachMapLayersTool,\r\n DumpPlanProjectionSettingsTool,\r\n EdgeDetectionEffect,\r\n EmbossEffect,\r\n ElementIdFromSourceAspectIdTool,\r\n EmphasizeSelectedElementsTool,\r\n EmphasizeVisibleElementsTool,\r\n ExplosionEffect,\r\n FadeOutTool,\r\n FlipImageConfig,\r\n FlipImageEffect,\r\n FreezeSceneTool,\r\n GaussianBlurEffect,\r\n InspectElementTool,\r\n IsolateSelectedElementsTool,\r\n LensDistortionConfig,\r\n LensDistortionEffect,\r\n LoseWebGLContextTool,\r\n MapLayerTransparencyTool,\r\n MapLayerVisibilityTool,\r\n MapLayerSubLayerVisibilityTool,\r\n MapLayerZoomTool,\r\n MapBaseColorTool,\r\n MapBaseTransparencyTool,\r\n MapBaseVisibilityTool,\r\n MeasureTileLoadTimeTool,\r\n OverrideSubCategoryTool,\r\n OverrideSubCategoryPriorityTool,\r\n QueryScheduleScriptTool,\r\n RealityTransitionTool,\r\n ReorderMapLayers,\r\n ReportWebGLCompatibilityTool,\r\n SaturationConfig,\r\n SaturationEffect,\r\n SaveRenderingStyleTool,\r\n SaveViewTool,\r\n SelectElementsByIdTool,\r\n SetAASamplesTool,\r\n SetAspectRatioSkewTool,\r\n ToggleVolClassIntersect,\r\n SetMapBaseTool,\r\n SharpenEffect,\r\n SharpnessEffect,\r\n ShowTileVolumesTool,\r\n SkyCubeTool,\r\n SkySphereTool,\r\n SnowEffect,\r\n SourceAspectIdFromElementIdTool,\r\n TestClipStyleTool,\r\n Toggle3dManipulationsTool,\r\n ToggleDrawingGraphicsTool,\r\n ToggleDPIForLODTool,\r\n ToggleDrapeFrustumTool,\r\n ToggleFrustumSnapshotTool,\r\n TogglePrimitiveVisibilityTool,\r\n ToggleProjectExtentsTool,\r\n ToggleReadPixelsTool,\r\n ToggleSectionDrawingSpatialViewTool,\r\n ToggleSelectedViewFrustumTool,\r\n ToggleShadowFrustumTool,\r\n ToggleSkyboxTool,\r\n ToggleTileRequestDecorationTool,\r\n ToggleTileTreeBoundsDecorationTool,\r\n ToggleTileTreeReferencesTool,\r\n ToggleToolTipsTool,\r\n ToggleViewAttachmentBoundariesTool,\r\n ToggleViewAttachmentClipShapesTool,\r\n ToggleViewAttachmentsTool,\r\n ToggleWiremeshTool,\r\n ToggleRealityTileBounds,\r\n ToggleRealityTilePreload,\r\n ToggleRealityTileLogging,\r\n ToggleRealityTileFreeze,\r\n ToggleSectionCutTool,\r\n ToggleTerrainTool,\r\n UnsharpenEffect,\r\n ViewportAddRealityModel,\r\n ViewportTileSizeModifierTool,\r\n VignetteConfig,\r\n VignetteEffect,\r\n AttachRealityModelTool,\r\n DetachRealityModelTool,\r\n SaveRealityModelTool,\r\n SetGpuMemoryLimitTool,\r\n SetRealityModelLocateTool,\r\n SetRealityModelEmphasizedTool,\r\n SetRealityModelTransparencyTool,\r\n SetRealityModelColorTool,\r\n SetModelLocateTool,\r\n SetModelEmphasizedTool,\r\n SetModelTransparencyTool,\r\n SetModelColorTool,\r\n SetModelLineWeightTool,\r\n SetModelLineCodeTool,\r\n SetModelIgnoresMaterialsTool,\r\n ClearRealityModelAppearanceOverrides,\r\n ClearModelAppearanceOverrides,\r\n AttachCesiumAssetTool,\r\n ToggleOSMBuildingDisplay,\r\n SetHigherPriorityRealityModelMasking,\r\n SetMapHigherPriorityMasking,\r\n MaskRealityModelByModelTool,\r\n MaskRealityModelBySubCategoryTool,\r\n MaskRealityModelByElementTool,\r\n MaskRealityModelByExcludedElementTool,\r\n UnmaskRealityModelTool,\r\n MaskBackgroundMapByModelTool,\r\n MaskBackgroundMapBySubCategoryTool,\r\n MaskBackgroundMapByElementTool,\r\n MaskBackgroundMapByExcludedElementTool,\r\n UnmaskMapTool,\r\n WoWIgnoreBackgroundTool,\r\n ];\r\n\r\n for (const tool of tools)\r\n tool.register(namespace);\r\n\r\n return namespacePromise;\r\n }\r\n}\r\n"]}
@@ -141,7 +141,7 @@ class ParticleSystem {
141
141
  }
142
142
  static async addDecorator(iModel) {
143
143
  // Note: The decorator takes ownership of the texture, and disposes of it when the decorator is disposed.
144
- const image = await (0, core_frontend_1.imageElementFromUrl)("./sprites/particle_explosion.png");
144
+ const image = await (0, core_frontend_1.imageElementFromUrl)(`${core_frontend_1.IModelApp.publicPath}sprites/particle_explosion.png`);
145
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  const texture = core_frontend_1.IModelApp.renderSystem.createTexture({
146
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  ownership: "external",
147
147
  image: { source: image, transparency: core_frontend_1.TextureTransparency.Mixed },
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Effects\r\n */\r\n\r\nimport { Id64String } from \"@itwin/core-bentley\";\r\nimport { Point3d, Range1d, Vector3d } from \"@itwin/core-geometry\";\r\nimport { RenderTexture } from \"@itwin/core-common\";\r\nimport {\r\n DecorateContext, GraphicType, HitDetail, imageElementFromUrl, IModelApp, IModelConnection, ParticleCollectionBuilder, ParticleProps, TextureTransparency, Tool,\r\n} from \"@itwin/core-frontend\";\r\nimport { randomFloat, randomFloatInRange, randomIntegerInRange, randomPositionInRange } from \"./Random\";\r\n\r\n/** Represents one particle in the system. */\r\nclass Particle implements ParticleProps {\r\n /** Current position in the particle system's local coordinate space. */\r\n public readonly position: Point3d;\r\n /** Current velocity in meters per second. */\r\n public readonly velocity: Vector3d;\r\n /** Current age in seconds, incremented each frame. */\r\n public age = 0;\r\n /** Maximum age in seconds. When `this.age` exceeds `this.lifetime`, the particle expires. */\r\n public readonly lifetime: number;\r\n /** Particle size in meters. */\r\n public size: number;\r\n /** Particle transparency in [0..255]. */\r\n public transparency = 0;\r\n\r\n public get x() { return this.position.x; }\r\n public get y() { return this.position.y; }\r\n public get z() { return this.position.z; }\r\n\r\n public constructor(position: Point3d, velocity: Vector3d, lifetime: number, size: number) {\r\n this.position = position;\r\n this.velocity = velocity;\r\n this.lifetime = lifetime;\r\n this.size = size;\r\n }\r\n\r\n public get isExpired() { return this.age >= this.lifetime; }\r\n}\r\n\r\n/** Emits particles in a sphere with its center at the origin.\r\n * Each particle is emitted from the center of the sphere with random velocity toward the surface of the sphere.\r\n */\r\nclass ParticleEmitter {\r\n /** Range from which each particle's initial speed in meters per second will be selected. */\r\n public readonly speedRange = Range1d.createXX(1, 2);\r\n /** Range from which each particle's lifetime in seconds will be selected. */\r\n public readonly lifetimeRange = Range1d.createXX(5, 10);\r\n /** Range from which each particle's size in meters will be selected. */\r\n public readonly sizeRange = Range1d.createXX(0.2, 1.0);\r\n /** Range from which the number of particles emitted will be selected. */\r\n public numParticlesRange = Range1d.createXX(1600, 2200);\r\n\r\n /** Emit an explosion of particles from the center of the sphere. */\r\n public emit(): Particle[] {\r\n const particles = [];\r\n const numParticles = randomIntegerInRange(this.numParticlesRange);\r\n for (let i = 0; i < numParticles; i++) {\r\n const velocity = new Vector3d(randomFloat(-1.0, 1.0), randomFloat(-1.0, 1.0), randomFloat(-1.0, 1.0));\r\n velocity.normalizeInPlace();\r\n velocity.scaleInPlace(randomFloatInRange(this.speedRange));\r\n\r\n const lifetime = randomFloatInRange(this.lifetimeRange);\r\n const size = randomFloatInRange(this.sizeRange);\r\n particles.push(new Particle(new Point3d(0, 0, 0), velocity, lifetime, size));\r\n }\r\n\r\n return particles;\r\n }\r\n}\r\n\r\nclass ParticleSystem {\r\n private readonly _origin: Point3d;\r\n private readonly _pickableId: Id64String;\r\n private readonly _emitter = new ParticleEmitter();\r\n private _numEmissions: number;\r\n private readonly _texture: RenderTexture;\r\n private _lastUpdateTime: number;\r\n private _particles: Particle[] = [];\r\n private readonly _scratchVector3d = new Vector3d();\r\n private _dispose?: VoidFunction;\r\n /** Acceleration in Z applied to particles, in meters per second squared. */\r\n public gravity = -3;\r\n\r\n public static numEmissionsRange = Range1d.createXX(1, 5);\r\n\r\n public constructor(texture: RenderTexture, iModel: IModelConnection, numEmissions: number) {\r\n this._texture = texture;\r\n this._pickableId = iModel.transientIds.next;\r\n this._numEmissions = numEmissions;\r\n this._lastUpdateTime = Date.now();\r\n\r\n this._origin = randomPositionInRange(iModel.projectExtents);\r\n\r\n this._dispose = iModel.onClose.addListener(() => this.dispose());\r\n }\r\n\r\n public dispose(): void {\r\n if (this._dispose) {\r\n this._dispose();\r\n this._dispose = undefined;\r\n }\r\n\r\n IModelApp.viewManager.dropDecorator(this);\r\n this._texture.dispose();\r\n }\r\n\r\n public update(): void {\r\n const now = Date.now();\r\n let deltaMillis = now - this._lastUpdateTime;\r\n deltaMillis = Math.min(100, deltaMillis);\r\n this._lastUpdateTime = now;\r\n\r\n let numParticles = this._particles.length;\r\n if (numParticles === 0) {\r\n this._numEmissions--;\r\n if (this._numEmissions < 0)\r\n this.dispose();\r\n else\r\n this._particles = this._emitter.emit();\r\n\r\n return;\r\n }\r\n\r\n const elapsedSeconds = deltaMillis / 1000;\r\n for (let i = 0; i < numParticles; i++) {\r\n const particle = this._particles[i];\r\n this.updateParticle(particle, elapsedSeconds);\r\n if (particle.isExpired) {\r\n this._particles[i] = this._particles[numParticles - 1];\r\n --i;\r\n --numParticles;\r\n }\r\n }\r\n\r\n this._particles.length = numParticles;\r\n }\r\n\r\n private updateParticle(particle: Particle, elapsedSeconds: number): void {\r\n const velocity = particle.velocity.clone(this._scratchVector3d);\r\n velocity.scale(elapsedSeconds, velocity);\r\n velocity.z += elapsedSeconds * this.gravity;\r\n particle.position.addInPlace(velocity);\r\n particle.transparency = 255 * (particle.age / particle.lifetime);\r\n\r\n particle.age += elapsedSeconds;\r\n }\r\n\r\n public decorate(context: DecorateContext): void {\r\n if (!context.viewport.view.isSpatialView())\r\n return;\r\n\r\n this.update();\r\n\r\n const builder = ParticleCollectionBuilder.create({\r\n viewport: context.viewport,\r\n texture: this._texture,\r\n size: (this._emitter.sizeRange.high - this._emitter.sizeRange.low) / 2,\r\n transparency: 0,\r\n origin: this._origin,\r\n pickableId: this._pickableId,\r\n });\r\n\r\n for (const particle of this._particles)\r\n builder.addParticle(particle);\r\n\r\n const graphic = builder.finish();\r\n if (graphic) {\r\n context.addDecoration(GraphicType.WorldDecoration, graphic);\r\n context.viewport.onRender.addOnce((vp) => vp.invalidateDecorations());\r\n }\r\n }\r\n\r\n public testDecorationHit(id: Id64String): boolean {\r\n return id === this._pickableId;\r\n }\r\n\r\n public async getDecorationToolTip(_hit: HitDetail): Promise<HTMLElement | string> {\r\n return \"Explosion effect\";\r\n }\r\n\r\n public static async addDecorator(iModel: IModelConnection): Promise<void> {\r\n // Note: The decorator takes ownership of the texture, and disposes of it when the decorator is disposed.\r\n const image = await imageElementFromUrl(\"./sprites/particle_explosion.png\");\r\n const texture = IModelApp.renderSystem.createTexture({\r\n ownership: \"external\",\r\n image: { source: image, transparency: TextureTransparency.Mixed },\r\n });\r\n if (texture)\r\n IModelApp.viewManager.addDecorator(new ParticleSystem(texture, iModel, randomIntegerInRange(this.numEmissionsRange)));\r\n }\r\n}\r\n\r\n/** This tool applies an explosion particle effect used for testing [ParticleCollectionBuilder]($frontend).\r\n * @beta\r\n */\r\nexport class ExplosionEffect extends Tool {\r\n public static override toolId = \"ExplosionEffect\";\r\n\r\n /** This method runs the tool, applying an explosion particle effect. */\r\n public override async run(): Promise<boolean> {\r\n const vp = IModelApp.viewManager.selectedView;\r\n if (vp)\r\n await ParticleSystem.addDecorator(vp.iModel);\r\n\r\n return true;\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Effects\r\n */\r\n\r\nimport { Id64String } from \"@itwin/core-bentley\";\r\nimport { Point3d, Range1d, Vector3d } from \"@itwin/core-geometry\";\r\nimport { RenderTexture } from \"@itwin/core-common\";\r\nimport {\r\n DecorateContext, GraphicType, HitDetail, imageElementFromUrl, IModelApp, IModelConnection, ParticleCollectionBuilder, ParticleProps, TextureTransparency, Tool,\r\n} from \"@itwin/core-frontend\";\r\nimport { randomFloat, randomFloatInRange, randomIntegerInRange, randomPositionInRange } from \"./Random\";\r\n\r\n/** Represents one particle in the system. */\r\nclass Particle implements ParticleProps {\r\n /** Current position in the particle system's local coordinate space. */\r\n public readonly position: Point3d;\r\n /** Current velocity in meters per second. */\r\n public readonly velocity: Vector3d;\r\n /** Current age in seconds, incremented each frame. */\r\n public age = 0;\r\n /** Maximum age in seconds. When `this.age` exceeds `this.lifetime`, the particle expires. */\r\n public readonly lifetime: number;\r\n /** Particle size in meters. */\r\n public size: number;\r\n /** Particle transparency in [0..255]. */\r\n public transparency = 0;\r\n\r\n public get x() { return this.position.x; }\r\n public get y() { return this.position.y; }\r\n public get z() { return this.position.z; }\r\n\r\n public constructor(position: Point3d, velocity: Vector3d, lifetime: number, size: number) {\r\n this.position = position;\r\n this.velocity = velocity;\r\n this.lifetime = lifetime;\r\n this.size = size;\r\n }\r\n\r\n public get isExpired() { return this.age >= this.lifetime; }\r\n}\r\n\r\n/** Emits particles in a sphere with its center at the origin.\r\n * Each particle is emitted from the center of the sphere with random velocity toward the surface of the sphere.\r\n */\r\nclass ParticleEmitter {\r\n /** Range from which each particle's initial speed in meters per second will be selected. */\r\n public readonly speedRange = Range1d.createXX(1, 2);\r\n /** Range from which each particle's lifetime in seconds will be selected. */\r\n public readonly lifetimeRange = Range1d.createXX(5, 10);\r\n /** Range from which each particle's size in meters will be selected. */\r\n public readonly sizeRange = Range1d.createXX(0.2, 1.0);\r\n /** Range from which the number of particles emitted will be selected. */\r\n public numParticlesRange = Range1d.createXX(1600, 2200);\r\n\r\n /** Emit an explosion of particles from the center of the sphere. */\r\n public emit(): Particle[] {\r\n const particles = [];\r\n const numParticles = randomIntegerInRange(this.numParticlesRange);\r\n for (let i = 0; i < numParticles; i++) {\r\n const velocity = new Vector3d(randomFloat(-1.0, 1.0), randomFloat(-1.0, 1.0), randomFloat(-1.0, 1.0));\r\n velocity.normalizeInPlace();\r\n velocity.scaleInPlace(randomFloatInRange(this.speedRange));\r\n\r\n const lifetime = randomFloatInRange(this.lifetimeRange);\r\n const size = randomFloatInRange(this.sizeRange);\r\n particles.push(new Particle(new Point3d(0, 0, 0), velocity, lifetime, size));\r\n }\r\n\r\n return particles;\r\n }\r\n}\r\n\r\nclass ParticleSystem {\r\n private readonly _origin: Point3d;\r\n private readonly _pickableId: Id64String;\r\n private readonly _emitter = new ParticleEmitter();\r\n private _numEmissions: number;\r\n private readonly _texture: RenderTexture;\r\n private _lastUpdateTime: number;\r\n private _particles: Particle[] = [];\r\n private readonly _scratchVector3d = new Vector3d();\r\n private _dispose?: VoidFunction;\r\n /** Acceleration in Z applied to particles, in meters per second squared. */\r\n public gravity = -3;\r\n\r\n public static numEmissionsRange = Range1d.createXX(1, 5);\r\n\r\n public constructor(texture: RenderTexture, iModel: IModelConnection, numEmissions: number) {\r\n this._texture = texture;\r\n this._pickableId = iModel.transientIds.next;\r\n this._numEmissions = numEmissions;\r\n this._lastUpdateTime = Date.now();\r\n\r\n this._origin = randomPositionInRange(iModel.projectExtents);\r\n\r\n this._dispose = iModel.onClose.addListener(() => this.dispose());\r\n }\r\n\r\n public dispose(): void {\r\n if (this._dispose) {\r\n this._dispose();\r\n this._dispose = undefined;\r\n }\r\n\r\n IModelApp.viewManager.dropDecorator(this);\r\n this._texture.dispose();\r\n }\r\n\r\n public update(): void {\r\n const now = Date.now();\r\n let deltaMillis = now - this._lastUpdateTime;\r\n deltaMillis = Math.min(100, deltaMillis);\r\n this._lastUpdateTime = now;\r\n\r\n let numParticles = this._particles.length;\r\n if (numParticles === 0) {\r\n this._numEmissions--;\r\n if (this._numEmissions < 0)\r\n this.dispose();\r\n else\r\n this._particles = this._emitter.emit();\r\n\r\n return;\r\n }\r\n\r\n const elapsedSeconds = deltaMillis / 1000;\r\n for (let i = 0; i < numParticles; i++) {\r\n const particle = this._particles[i];\r\n this.updateParticle(particle, elapsedSeconds);\r\n if (particle.isExpired) {\r\n this._particles[i] = this._particles[numParticles - 1];\r\n --i;\r\n --numParticles;\r\n }\r\n }\r\n\r\n this._particles.length = numParticles;\r\n }\r\n\r\n private updateParticle(particle: Particle, elapsedSeconds: number): void {\r\n const velocity = particle.velocity.clone(this._scratchVector3d);\r\n velocity.scale(elapsedSeconds, velocity);\r\n velocity.z += elapsedSeconds * this.gravity;\r\n particle.position.addInPlace(velocity);\r\n particle.transparency = 255 * (particle.age / particle.lifetime);\r\n\r\n particle.age += elapsedSeconds;\r\n }\r\n\r\n public decorate(context: DecorateContext): void {\r\n if (!context.viewport.view.isSpatialView())\r\n return;\r\n\r\n this.update();\r\n\r\n const builder = ParticleCollectionBuilder.create({\r\n viewport: context.viewport,\r\n texture: this._texture,\r\n size: (this._emitter.sizeRange.high - this._emitter.sizeRange.low) / 2,\r\n transparency: 0,\r\n origin: this._origin,\r\n pickableId: this._pickableId,\r\n });\r\n\r\n for (const particle of this._particles)\r\n builder.addParticle(particle);\r\n\r\n const graphic = builder.finish();\r\n if (graphic) {\r\n context.addDecoration(GraphicType.WorldDecoration, graphic);\r\n context.viewport.onRender.addOnce((vp) => vp.invalidateDecorations());\r\n }\r\n }\r\n\r\n public testDecorationHit(id: Id64String): boolean {\r\n return id === this._pickableId;\r\n }\r\n\r\n public async getDecorationToolTip(_hit: HitDetail): Promise<HTMLElement | string> {\r\n return \"Explosion effect\";\r\n }\r\n\r\n public static async addDecorator(iModel: IModelConnection): Promise<void> {\r\n // Note: The decorator takes ownership of the texture, and disposes of it when the decorator is disposed.\r\n const image = await imageElementFromUrl(`${IModelApp.publicPath}sprites/particle_explosion.png`);\r\n const texture = IModelApp.renderSystem.createTexture({\r\n ownership: \"external\",\r\n image: { source: image, transparency: TextureTransparency.Mixed },\r\n });\r\n if (texture)\r\n IModelApp.viewManager.addDecorator(new ParticleSystem(texture, iModel, randomIntegerInRange(this.numEmissionsRange)));\r\n }\r\n}\r\n\r\n/** This tool applies an explosion particle effect used for testing [ParticleCollectionBuilder]($frontend).\r\n * @beta\r\n */\r\nexport class ExplosionEffect extends Tool {\r\n public static override toolId = \"ExplosionEffect\";\r\n\r\n /** This method runs the tool, applying an explosion particle effect. */\r\n public override async run(): Promise<boolean> {\r\n const vp = IModelApp.viewManager.selectedView;\r\n if (vp)\r\n await ParticleSystem.addDecorator(vp.iModel);\r\n\r\n return true;\r\n }\r\n}\r\n"]}
@@ -153,7 +153,7 @@ class SnowDecorator {
153
153
  else if (undefined === decorator && enable) {
154
154
  // Create a texture to use for the particles.
155
155
  // Note: the decorator takes ownership of the texture, and disposes of it when the decorator is disposed.
156
- const image = await (0, core_frontend_1.imageElementFromUrl)("./sprites/particle_snow.png");
156
+ const image = await (0, core_frontend_1.imageElementFromUrl)(`${core_frontend_1.IModelApp.publicPath}sprites/particle_snow.png`);
157
157
  const texture = core_frontend_1.IModelApp.renderSystem.createTexture({
158
158
  ownership: "external",
159
159
  image: { source: image, transparency: core_frontend_1.TextureTransparency.Mixed },
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Effects\r\n */\r\n\r\nimport { dispose } from \"@itwin/core-bentley\";\r\nimport { Point2d, Range1d, Range2d, Vector2d } from \"@itwin/core-geometry\";\r\nimport { RenderTexture } from \"@itwin/core-common\";\r\nimport {\r\n DecorateContext, Decorator, GraphicType, imageElementFromUrl, IModelApp, ParticleCollectionBuilder, ParticleProps, TextureTransparency, Tool, Viewport,\r\n} from \"@itwin/core-frontend\";\r\nimport { parseToggle } from \"../tools/parseToggle\";\r\nimport { randomFloat, randomInteger } from \"./Random\";\r\n\r\n/** Represents one particle displayed by a [[SnowDecorator]].\r\n * Particle positions are in [CoordSystem.View]($frontend).\r\n * @beta\r\n */\r\nexport interface SnowParticle extends ParticleProps {\r\n /** Make x, y, and z from ParticleProps writable. */\r\n x: number;\r\n y: number;\r\n z: number;\r\n\r\n /** Current velocity, in pixels per second. */\r\n velocity: Vector2d;\r\n}\r\n\r\n/** Parameters controlling how a [[SnowDecorator]] works.\r\n * @beta\r\n */\r\nexport interface SnowParams {\r\n /** The number of snow particles to produce. This could alternatively be expressed as a density so that small viewports would not be more crowded than larger ones. */\r\n numParticles: number;\r\n /** Range from which to randomly select each particle's size, in pixels. */\r\n sizeRange: Range1d;\r\n /** Range from which to randomly select each particle's transparency. */\r\n transparencyRange: Range1d;\r\n /** Range from which to randomly select each particle's initial velocity, in pixels per second. */\r\n velocityRange: Range2d;\r\n /** Range from which to randomly select an acceleration to apply to each particle's velocity each frame, in pixels per second squared, to simulate wind. */\r\n accelerationRange: Range2d;\r\n /** Wind velocity in pixels per second in X. */\r\n windVelocity: number;\r\n}\r\n\r\n/** The default snow effect parameters used by newly-created SnowDecorators. */\r\nconst defaultSnowParams: SnowParams = {\r\n numParticles: 2000,\r\n sizeRange: Range1d.createXX(3, 22),\r\n transparencyRange: Range1d.createXX(0, 50),\r\n velocityRange: new Range2d(-30, 50, 30, 130),\r\n accelerationRange: new Range2d(-1, -0.25, 1, 0.25),\r\n windVelocity: 0,\r\n};\r\n\r\n/** Simulates snowfall in a [Viewport]($frontend) using particle effects.\r\n * @see [[SnowEffect]] for a [Tool]($frontend) that toggles this decorator.\r\n * @see [ParticleCollectionBuilder]($frontend) for defining custom particle effects.\r\n * @beta\r\n */\r\nexport class SnowDecorator implements Decorator {\r\n /** The viewport being decorated. */\r\n public readonly viewport: Viewport;\r\n /** Invoked when this decorator is to be destroyed. */\r\n public readonly dispose: VoidFunction;\r\n /** The initial width and height of the viewport, from which we randomly select each particle's initial position. */\r\n private readonly _dimensions: Point2d;\r\n /** The list of particles being drawn. */\r\n private readonly _particles: SnowParticle[] = [];\r\n /** The image to display for each particle. */\r\n private _texture?: RenderTexture;\r\n /** The last time `updateParticles()` was invoked, in milliseconds. */\r\n private _lastUpdateTime: number;\r\n private readonly _params: SnowParams;\r\n\r\n private constructor(viewport: Viewport, texture: RenderTexture | undefined) {\r\n this._params = { ...defaultSnowParams };\r\n this.viewport = viewport;\r\n this._dimensions = new Point2d(viewport.viewRect.width, viewport.viewRect.height);\r\n this._lastUpdateTime = Date.now();\r\n this._texture = texture;\r\n\r\n // Tell the viewport to re-render the decorations every frame so that the snow particles animate smoothly.\r\n const removeOnRender = viewport.onRender.addListener(() => viewport.invalidateDecorations());\r\n\r\n // When the viewport is resized, replace this decorator with a new one to match the new dimensions.\r\n const removeOnResized = viewport.onResized.addListener(() => {\r\n // Transfer ownership of the texture to the new decorator.\r\n const tex = this._texture;\r\n this._texture = undefined;\r\n this.dispose();\r\n new SnowDecorator(viewport, tex);\r\n });\r\n\r\n // When the viewport is destroyed, dispose of this decorator too.\r\n const removeOnDispose = viewport.onDisposed.addListener(() => this.dispose());\r\n const removeDecorator = IModelApp.viewManager.addDecorator(this);\r\n\r\n this.dispose = () => {\r\n removeDecorator();\r\n removeOnRender();\r\n removeOnDispose();\r\n removeOnResized();\r\n this._texture = dispose(this._texture);\r\n SnowDecorator._decorators.delete(viewport);\r\n };\r\n\r\n SnowDecorator._decorators.set(viewport, this);\r\n\r\n // Initialize the particles.\r\n for (let i = 0; i < this._params.numParticles; i++)\r\n this._particles.push(this.emit(true));\r\n }\r\n\r\n public decorate(context: DecorateContext): void {\r\n if (context.viewport !== this.viewport || !this._texture)\r\n return;\r\n\r\n // Update the particles.\r\n const now = Date.now();\r\n const deltaMillis = now - this._lastUpdateTime;\r\n this._lastUpdateTime = now;\r\n this.updateParticles(deltaMillis / 1000);\r\n\r\n // Create particle graphics.\r\n const builder = ParticleCollectionBuilder.create({\r\n viewport: this.viewport,\r\n isViewCoords: true,\r\n texture: this._texture,\r\n size: (this._params.sizeRange.high - this._params.sizeRange.low) / 2,\r\n });\r\n\r\n for (const particle of this._particles)\r\n builder.addParticle(particle);\r\n\r\n const graphic = builder.finish();\r\n if (graphic)\r\n context.addDecoration(GraphicType.ViewOverlay, graphic);\r\n }\r\n\r\n /** Change some of the parameters affecting this decorator. */\r\n public configure(params: Partial<SnowParams>): void {\r\n for (const key of Object.keys(params)) {\r\n const val = (params as any)[key];\r\n if (undefined !== val)\r\n (this._params as any)[key] = val;\r\n }\r\n }\r\n\r\n /** Emit a new particle with randomized properties. */\r\n private emit(randomizeHeight: boolean): SnowParticle {\r\n return {\r\n x: randomInteger(0, this._dimensions.x),\r\n y: randomizeHeight ? randomInteger(0, this._dimensions.y) : 0,\r\n z: 0,\r\n size: randomInteger(this._params.sizeRange.low, this._params.sizeRange.high),\r\n transparency: randomInteger(this._params.transparencyRange.low, this._params.transparencyRange.high),\r\n velocity: new Vector2d(randomFloat(this._params.velocityRange.low.x, this._params.velocityRange.high.x),\r\n randomFloat(this._params.velocityRange.low.y, this._params.velocityRange.high.y)),\r\n };\r\n }\r\n\r\n // Update the positions and velocities of all the particles based on the amount of time that has passed since the last update.\r\n private updateParticles(elapsedSeconds: number): void {\r\n // Determine if someone changed the desired number of particles.\r\n const particleDiscrepancy = this._params.numParticles - this._particles.length;\r\n if (particleDiscrepancy > 0) {\r\n // Birth new particles up to the new maximum.\r\n for (let i = 0; i < particleDiscrepancy; i++)\r\n this._particles.push(this.emit(true));\r\n } else {\r\n // Destroy extra particles.\r\n this._particles.length = this._params.numParticles;\r\n }\r\n\r\n const acceleration = new Vector2d();\r\n const velocity = new Vector2d();\r\n for (let i = 0; i < this._particles.length; i++) {\r\n // Apply some acceleration to produce random drift.\r\n const particle = this._particles[i];\r\n acceleration.set(randomFloat(this._params.accelerationRange.low.x, this._params.accelerationRange.high.x),\r\n randomFloat(this._params.accelerationRange.low.y, this._params.accelerationRange.high.y));\r\n\r\n acceleration.scale(elapsedSeconds, acceleration);\r\n particle.velocity.plus(acceleration, particle.velocity);\r\n\r\n // Apply velocity.\r\n particle.velocity.clone(velocity);\r\n velocity.scale(elapsedSeconds, velocity);\r\n particle.x += velocity.x;\r\n particle.y += velocity.y;\r\n\r\n // Apply wind\r\n particle.x += this._params.windVelocity * elapsedSeconds;\r\n\r\n // Particles that travel beyond the viewport's left or right edges wrap around to the other side.\r\n if (particle.x < 0)\r\n particle.x = this._dimensions.x - 1;\r\n else if (particle.x >= this._dimensions.x)\r\n particle.x = 0;\r\n\r\n // Particles that travel beyond the viewport's bottom or top edges are replaced by newborn particles.\r\n if (particle.y < 0 || particle.y >= this._dimensions.y)\r\n this._particles[i] = this.emit(false);\r\n }\r\n }\r\n\r\n private static readonly _decorators = new Map<Viewport, SnowDecorator>();\r\n\r\n /** Toggle this decorator for the specified viewport.\r\n * @param viewport The viewport to which the effect should be applied or removed.\r\n * @param enable `true` to enable the effect, `false` to disable it, or `undefined` to toggle the current state.\r\n */\r\n public static async toggle(viewport: Viewport, enable?: boolean): Promise<void> {\r\n const decorator = this._decorators.get(viewport);\r\n if (undefined === enable)\r\n enable = undefined === decorator;\r\n\r\n if (undefined !== decorator && !enable)\r\n decorator.dispose();\r\n else if (undefined === decorator && enable) {\r\n // Create a texture to use for the particles.\r\n // Note: the decorator takes ownership of the texture, and disposes of it when the decorator is disposed.\r\n const image = await imageElementFromUrl(\"./sprites/particle_snow.png\");\r\n const texture = IModelApp.renderSystem.createTexture({\r\n ownership: \"external\",\r\n image: { source: image, transparency: TextureTransparency.Mixed },\r\n });\r\n\r\n new SnowDecorator(viewport, texture);\r\n }\r\n }\r\n}\r\n\r\n/** Toggles a decorator that simulates snow using particle effects.\r\n * @see [[SnowDecorator]] for the implementation of the decorator.\r\n * @beta\r\n */\r\nexport class SnowEffect extends Tool {\r\n public static override toolId = \"SnowEffect\";\r\n\r\n public override async run(enable?: boolean): Promise<boolean> {\r\n const vp = IModelApp.viewManager.selectedView;\r\n if (vp)\r\n await SnowDecorator.toggle(vp, enable);\r\n\r\n return true;\r\n }\r\n\r\n public override async parseAndRun(...args: string[]): Promise<boolean> {\r\n const enable = parseToggle(args[0]);\r\n if (typeof enable !== \"string\")\r\n await this.run(enable);\r\n\r\n return true;\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Effects\r\n */\r\n\r\nimport { dispose } from \"@itwin/core-bentley\";\r\nimport { Point2d, Range1d, Range2d, Vector2d } from \"@itwin/core-geometry\";\r\nimport { RenderTexture } from \"@itwin/core-common\";\r\nimport {\r\n DecorateContext, Decorator, GraphicType, imageElementFromUrl, IModelApp, ParticleCollectionBuilder, ParticleProps, TextureTransparency, Tool, Viewport,\r\n} from \"@itwin/core-frontend\";\r\nimport { parseToggle } from \"../tools/parseToggle\";\r\nimport { randomFloat, randomInteger } from \"./Random\";\r\n\r\n/** Represents one particle displayed by a [[SnowDecorator]].\r\n * Particle positions are in [CoordSystem.View]($frontend).\r\n * @beta\r\n */\r\nexport interface SnowParticle extends ParticleProps {\r\n /** Make x, y, and z from ParticleProps writable. */\r\n x: number;\r\n y: number;\r\n z: number;\r\n\r\n /** Current velocity, in pixels per second. */\r\n velocity: Vector2d;\r\n}\r\n\r\n/** Parameters controlling how a [[SnowDecorator]] works.\r\n * @beta\r\n */\r\nexport interface SnowParams {\r\n /** The number of snow particles to produce. This could alternatively be expressed as a density so that small viewports would not be more crowded than larger ones. */\r\n numParticles: number;\r\n /** Range from which to randomly select each particle's size, in pixels. */\r\n sizeRange: Range1d;\r\n /** Range from which to randomly select each particle's transparency. */\r\n transparencyRange: Range1d;\r\n /** Range from which to randomly select each particle's initial velocity, in pixels per second. */\r\n velocityRange: Range2d;\r\n /** Range from which to randomly select an acceleration to apply to each particle's velocity each frame, in pixels per second squared, to simulate wind. */\r\n accelerationRange: Range2d;\r\n /** Wind velocity in pixels per second in X. */\r\n windVelocity: number;\r\n}\r\n\r\n/** The default snow effect parameters used by newly-created SnowDecorators. */\r\nconst defaultSnowParams: SnowParams = {\r\n numParticles: 2000,\r\n sizeRange: Range1d.createXX(3, 22),\r\n transparencyRange: Range1d.createXX(0, 50),\r\n velocityRange: new Range2d(-30, 50, 30, 130),\r\n accelerationRange: new Range2d(-1, -0.25, 1, 0.25),\r\n windVelocity: 0,\r\n};\r\n\r\n/** Simulates snowfall in a [Viewport]($frontend) using particle effects.\r\n * @see [[SnowEffect]] for a [Tool]($frontend) that toggles this decorator.\r\n * @see [ParticleCollectionBuilder]($frontend) for defining custom particle effects.\r\n * @beta\r\n */\r\nexport class SnowDecorator implements Decorator {\r\n /** The viewport being decorated. */\r\n public readonly viewport: Viewport;\r\n /** Invoked when this decorator is to be destroyed. */\r\n public readonly dispose: VoidFunction;\r\n /** The initial width and height of the viewport, from which we randomly select each particle's initial position. */\r\n private readonly _dimensions: Point2d;\r\n /** The list of particles being drawn. */\r\n private readonly _particles: SnowParticle[] = [];\r\n /** The image to display for each particle. */\r\n private _texture?: RenderTexture;\r\n /** The last time `updateParticles()` was invoked, in milliseconds. */\r\n private _lastUpdateTime: number;\r\n private readonly _params: SnowParams;\r\n\r\n private constructor(viewport: Viewport, texture: RenderTexture | undefined) {\r\n this._params = { ...defaultSnowParams };\r\n this.viewport = viewport;\r\n this._dimensions = new Point2d(viewport.viewRect.width, viewport.viewRect.height);\r\n this._lastUpdateTime = Date.now();\r\n this._texture = texture;\r\n\r\n // Tell the viewport to re-render the decorations every frame so that the snow particles animate smoothly.\r\n const removeOnRender = viewport.onRender.addListener(() => viewport.invalidateDecorations());\r\n\r\n // When the viewport is resized, replace this decorator with a new one to match the new dimensions.\r\n const removeOnResized = viewport.onResized.addListener(() => {\r\n // Transfer ownership of the texture to the new decorator.\r\n const tex = this._texture;\r\n this._texture = undefined;\r\n this.dispose();\r\n new SnowDecorator(viewport, tex);\r\n });\r\n\r\n // When the viewport is destroyed, dispose of this decorator too.\r\n const removeOnDispose = viewport.onDisposed.addListener(() => this.dispose());\r\n const removeDecorator = IModelApp.viewManager.addDecorator(this);\r\n\r\n this.dispose = () => {\r\n removeDecorator();\r\n removeOnRender();\r\n removeOnDispose();\r\n removeOnResized();\r\n this._texture = dispose(this._texture);\r\n SnowDecorator._decorators.delete(viewport);\r\n };\r\n\r\n SnowDecorator._decorators.set(viewport, this);\r\n\r\n // Initialize the particles.\r\n for (let i = 0; i < this._params.numParticles; i++)\r\n this._particles.push(this.emit(true));\r\n }\r\n\r\n public decorate(context: DecorateContext): void {\r\n if (context.viewport !== this.viewport || !this._texture)\r\n return;\r\n\r\n // Update the particles.\r\n const now = Date.now();\r\n const deltaMillis = now - this._lastUpdateTime;\r\n this._lastUpdateTime = now;\r\n this.updateParticles(deltaMillis / 1000);\r\n\r\n // Create particle graphics.\r\n const builder = ParticleCollectionBuilder.create({\r\n viewport: this.viewport,\r\n isViewCoords: true,\r\n texture: this._texture,\r\n size: (this._params.sizeRange.high - this._params.sizeRange.low) / 2,\r\n });\r\n\r\n for (const particle of this._particles)\r\n builder.addParticle(particle);\r\n\r\n const graphic = builder.finish();\r\n if (graphic)\r\n context.addDecoration(GraphicType.ViewOverlay, graphic);\r\n }\r\n\r\n /** Change some of the parameters affecting this decorator. */\r\n public configure(params: Partial<SnowParams>): void {\r\n for (const key of Object.keys(params)) {\r\n const val = (params as any)[key];\r\n if (undefined !== val)\r\n (this._params as any)[key] = val;\r\n }\r\n }\r\n\r\n /** Emit a new particle with randomized properties. */\r\n private emit(randomizeHeight: boolean): SnowParticle {\r\n return {\r\n x: randomInteger(0, this._dimensions.x),\r\n y: randomizeHeight ? randomInteger(0, this._dimensions.y) : 0,\r\n z: 0,\r\n size: randomInteger(this._params.sizeRange.low, this._params.sizeRange.high),\r\n transparency: randomInteger(this._params.transparencyRange.low, this._params.transparencyRange.high),\r\n velocity: new Vector2d(randomFloat(this._params.velocityRange.low.x, this._params.velocityRange.high.x),\r\n randomFloat(this._params.velocityRange.low.y, this._params.velocityRange.high.y)),\r\n };\r\n }\r\n\r\n // Update the positions and velocities of all the particles based on the amount of time that has passed since the last update.\r\n private updateParticles(elapsedSeconds: number): void {\r\n // Determine if someone changed the desired number of particles.\r\n const particleDiscrepancy = this._params.numParticles - this._particles.length;\r\n if (particleDiscrepancy > 0) {\r\n // Birth new particles up to the new maximum.\r\n for (let i = 0; i < particleDiscrepancy; i++)\r\n this._particles.push(this.emit(true));\r\n } else {\r\n // Destroy extra particles.\r\n this._particles.length = this._params.numParticles;\r\n }\r\n\r\n const acceleration = new Vector2d();\r\n const velocity = new Vector2d();\r\n for (let i = 0; i < this._particles.length; i++) {\r\n // Apply some acceleration to produce random drift.\r\n const particle = this._particles[i];\r\n acceleration.set(randomFloat(this._params.accelerationRange.low.x, this._params.accelerationRange.high.x),\r\n randomFloat(this._params.accelerationRange.low.y, this._params.accelerationRange.high.y));\r\n\r\n acceleration.scale(elapsedSeconds, acceleration);\r\n particle.velocity.plus(acceleration, particle.velocity);\r\n\r\n // Apply velocity.\r\n particle.velocity.clone(velocity);\r\n velocity.scale(elapsedSeconds, velocity);\r\n particle.x += velocity.x;\r\n particle.y += velocity.y;\r\n\r\n // Apply wind\r\n particle.x += this._params.windVelocity * elapsedSeconds;\r\n\r\n // Particles that travel beyond the viewport's left or right edges wrap around to the other side.\r\n if (particle.x < 0)\r\n particle.x = this._dimensions.x - 1;\r\n else if (particle.x >= this._dimensions.x)\r\n particle.x = 0;\r\n\r\n // Particles that travel beyond the viewport's bottom or top edges are replaced by newborn particles.\r\n if (particle.y < 0 || particle.y >= this._dimensions.y)\r\n this._particles[i] = this.emit(false);\r\n }\r\n }\r\n\r\n private static readonly _decorators = new Map<Viewport, SnowDecorator>();\r\n\r\n /** Toggle this decorator for the specified viewport.\r\n * @param viewport The viewport to which the effect should be applied or removed.\r\n * @param enable `true` to enable the effect, `false` to disable it, or `undefined` to toggle the current state.\r\n */\r\n public static async toggle(viewport: Viewport, enable?: boolean): Promise<void> {\r\n const decorator = this._decorators.get(viewport);\r\n if (undefined === enable)\r\n enable = undefined === decorator;\r\n\r\n if (undefined !== decorator && !enable)\r\n decorator.dispose();\r\n else if (undefined === decorator && enable) {\r\n // Create a texture to use for the particles.\r\n // Note: the decorator takes ownership of the texture, and disposes of it when the decorator is disposed.\r\n const image = await imageElementFromUrl(`${IModelApp.publicPath}sprites/particle_snow.png`);\r\n const texture = IModelApp.renderSystem.createTexture({\r\n ownership: \"external\",\r\n image: { source: image, transparency: TextureTransparency.Mixed },\r\n });\r\n\r\n new SnowDecorator(viewport, texture);\r\n }\r\n }\r\n}\r\n\r\n/** Toggles a decorator that simulates snow using particle effects.\r\n * @see [[SnowDecorator]] for the implementation of the decorator.\r\n * @beta\r\n */\r\nexport class SnowEffect extends Tool {\r\n public static override toolId = \"SnowEffect\";\r\n\r\n public override async run(enable?: boolean): Promise<boolean> {\r\n const vp = IModelApp.viewManager.selectedView;\r\n if (vp)\r\n await SnowDecorator.toggle(vp, enable);\r\n\r\n return true;\r\n }\r\n\r\n public override async parseAndRun(...args: string[]): Promise<boolean> {\r\n const enable = parseToggle(args[0]);\r\n if (typeof enable !== \"string\")\r\n await this.run(enable);\r\n\r\n return true;\r\n }\r\n}\r\n"]}
@@ -57,7 +57,7 @@ export * from "./widgets/TileMemoryBreakdown";
57
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  export * from "./widgets/TileStatisticsTracker";
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  export * from "./widgets/ToolSettingsTracker";
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  /** @docs-package-description
60
- * The frontend-devtools package contains various tools and widgets for monitoring and debugging the front-end state of an iModel.js application.
60
+ * The frontend-devtools package contains various tools and widgets for monitoring and debugging the front-end state of an iTwin.js application.
61
61
  */
62
62
  /**
63
63
  * @docs-group-description Widgets
@@ -73,7 +73,7 @@ __exportStar(require("./widgets/TileMemoryBreakdown"), exports);
73
73
  __exportStar(require("./widgets/TileStatisticsTracker"), exports);
74
74
  __exportStar(require("./widgets/ToolSettingsTracker"), exports);
75
75
  /** @docs-package-description
76
- * The frontend-devtools package contains various tools and widgets for monitoring and debugging the front-end state of an iModel.js application.
76
+ * The frontend-devtools package contains various tools and widgets for monitoring and debugging the front-end state of an iTwin.js application.
77
77
  */
78
78
  /**
79
79
  * @docs-group-description Widgets
@@ -1 +1 @@
1
- {"version":3,"file":"frontend-devtools.js","sourceRoot":"","sources":["../../src/frontend-devtools.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;;;;;;;;;;;;AAE/F,uDAAqC;AACrC,qDAAmC;AAEnC,wDAAsC;AACtC,wDAAsC;AACtC,sDAAoC;AACpC,sDAAoC;AACpC,2DAAyC;AACzC,mDAAiC;AACjC,uDAAqC;AACrC,iDAA+B;AAC/B,qDAAmC;AAEnC,gEAA8C;AAC9C,0DAAwC;AACxC,oDAAkC;AAClC,4DAA0C;AAC1C,gEAA8C;AAC9C,4DAA0C;AAC1C,6DAA2C;AAC3C,uDAAqC;AACrC,8DAA4C;AAC5C,+DAA6C;AAC7C,oDAAkC;AAClC,uDAAqC;AACrC,sDAAoC;AACpC,0DAAwC;AACxC,8DAA4C;AAC5C,yDAAuC;AACvC,4DAA0C;AAC1C,gEAA8C;AAC9C,4DAA0C;AAC1C,4DAA0C;AAC1C,uEAAqD;AACrD,qDAAmC;AACnC,yDAAuC;AACvC,gEAA8C;AAC9C,8DAA4C;AAC5C,gEAA8C;AAC9C,mEAAiD;AACjD,0DAAwC;AACxC,wDAAsC;AAEtC,8CAA4B;AAC5B,gDAA8B;AAC9B,kDAAgC;AAChC,gDAA8B;AAC9B,gDAA8B;AAC9B,kDAAgC;AAChC,oDAAkC;AAClC,gDAA8B;AAC9B,8CAA4B;AAC5B,+CAA6B;AAE7B,6DAA2C;AAC3C,uDAAqC;AACrC,wDAAsC;AACtC,uDAAqC;AACrC,0DAAwC;AACxC,gEAA8C;AAC9C,kEAAgD;AAChD,gEAA8C;AAE9C;;GAEG;AAEH;;;GAGG;AAEH;;;GAGG;AAEH;;;GAGG;AAEH;;;GAGG;AAEH;;;GAGG","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\nexport * from \"./ClipboardUtilities\";\r\nexport * from \"./FrontEndDevTools\";\r\n\r\nexport * from \"./effects/Convolution\";\r\nexport * from \"./effects/EffectTools\";\r\nexport * from \"./effects/Explosion\";\r\nexport * from \"./effects/FlipImage\";\r\nexport * from \"./effects/LensDistortion\";\r\nexport * from \"./effects/Random\";\r\nexport * from \"./effects/Saturation\";\r\nexport * from \"./effects/Snow\";\r\nexport * from \"./effects/Vignette\";\r\n\r\nexport * from \"./tools/AnimationIntervalTool\";\r\nexport * from \"./tools/ChangeUnitsTool\";\r\nexport * from \"./tools/ClipTools\";\r\nexport * from \"./tools/DisplayStyleTools\";\r\nexport * from \"./tools/EmphasizeElementsTool\";\r\nexport * from \"./tools/FrustumDecoration\";\r\nexport * from \"./tools/InspectElementTool\";\r\nexport * from \"./tools/MapLayerTool\";\r\nexport * from \"./tools/MeasureTileLoadTime\";\r\nexport * from \"./tools/ModelAppearanceTools\";\r\nexport * from \"./tools/parseArgs\";\r\nexport * from \"./tools/parseBoolean\";\r\nexport * from \"./tools/parseToggle\";\r\nexport * from \"./tools/PlanarMaskTools\";\r\nexport * from \"./tools/PlanProjectionTools\";\r\nexport * from \"./tools/ProjectExtents\";\r\nexport * from \"./tools/RealityModelTools\";\r\nexport * from \"./tools/RealityTransitionTool\";\r\nexport * from \"./tools/RenderSystemTools\";\r\nexport * from \"./tools/RenderTargetTools\";\r\nexport * from \"./tools/ReportWebGLCompatibilityTool\";\r\nexport * from \"./tools/SavedViews\";\r\nexport * from \"./tools/SelectionTools\";\r\nexport * from \"./tools/SetGpuMemoryLimitTool\";\r\nexport * from \"./tools/SourceAspectIdTools\";\r\nexport * from \"./tools/TileRequestDecoration\";\r\nexport * from \"./tools/TileTreeBoundsDecoration\";\r\nexport * from \"./tools/ToolTipProvider\";\r\nexport * from \"./tools/ViewportTools\";\r\n\r\nexport * from \"./ui/Button\";\r\nexport * from \"./ui/CheckBox\";\r\nexport * from \"./ui/ColorInput\";\r\nexport * from \"./ui/ComboBox\";\r\nexport * from \"./ui/DataList\";\r\nexport * from \"./ui/NestedMenu\";\r\nexport * from \"./ui/NumericInput\";\r\nexport * from \"./ui/RadioBox\";\r\nexport * from \"./ui/Slider\";\r\nexport * from \"./ui/TextBox\";\r\n\r\nexport * from \"./widgets/DiagnosticsPanel\";\r\nexport * from \"./widgets/FpsTracker\";\r\nexport * from \"./widgets/GpuProfiler\";\r\nexport * from \"./widgets/KeyinField\";\r\nexport * from \"./widgets/MemoryTracker\";\r\nexport * from \"./widgets/TileMemoryBreakdown\";\r\nexport * from \"./widgets/TileStatisticsTracker\";\r\nexport * from \"./widgets/ToolSettingsTracker\";\r\n\r\n/** @docs-package-description\r\n * The frontend-devtools package contains various tools and widgets for monitoring and debugging the front-end state of an iModel.js application.\r\n */\r\n\r\n/**\r\n * @docs-group-description Widgets\r\n * Widgets that wrap some of the package's functionality into embeddable HTML controls.\r\n */\r\n\r\n/**\r\n * @docs-group-description Tools\r\n * Interactive- and immediate-mode [tools]($docs/learning/frontend/Tools.md), most of which can be executed via key-in. All key-ins are documented in the package's README.\r\n */\r\n\r\n/**\r\n * @docs-group-description Controls\r\n * Rudimentary HTML components used to build the widgets.\r\n */\r\n\r\n/**\r\n * @docs-group-description Effects\r\n * Examples of screen-space effects produced by [RenderSystem.createScreenSpaceEffectBuilder]($frontend).\r\n */\r\n\r\n/**\r\n * @docs-group-description Utilities\r\n * Utility functions used throughout the package.\r\n */\r\n"]}
1
+ {"version":3,"file":"frontend-devtools.js","sourceRoot":"","sources":["../../src/frontend-devtools.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;;;;;;;;;;;;AAE/F,uDAAqC;AACrC,qDAAmC;AAEnC,wDAAsC;AACtC,wDAAsC;AACtC,sDAAoC;AACpC,sDAAoC;AACpC,2DAAyC;AACzC,mDAAiC;AACjC,uDAAqC;AACrC,iDAA+B;AAC/B,qDAAmC;AAEnC,gEAA8C;AAC9C,0DAAwC;AACxC,oDAAkC;AAClC,4DAA0C;AAC1C,gEAA8C;AAC9C,4DAA0C;AAC1C,6DAA2C;AAC3C,uDAAqC;AACrC,8DAA4C;AAC5C,+DAA6C;AAC7C,oDAAkC;AAClC,uDAAqC;AACrC,sDAAoC;AACpC,0DAAwC;AACxC,8DAA4C;AAC5C,yDAAuC;AACvC,4DAA0C;AAC1C,gEAA8C;AAC9C,4DAA0C;AAC1C,4DAA0C;AAC1C,uEAAqD;AACrD,qDAAmC;AACnC,yDAAuC;AACvC,gEAA8C;AAC9C,8DAA4C;AAC5C,gEAA8C;AAC9C,mEAAiD;AACjD,0DAAwC;AACxC,wDAAsC;AAEtC,8CAA4B;AAC5B,gDAA8B;AAC9B,kDAAgC;AAChC,gDAA8B;AAC9B,gDAA8B;AAC9B,kDAAgC;AAChC,oDAAkC;AAClC,gDAA8B;AAC9B,8CAA4B;AAC5B,+CAA6B;AAE7B,6DAA2C;AAC3C,uDAAqC;AACrC,wDAAsC;AACtC,uDAAqC;AACrC,0DAAwC;AACxC,gEAA8C;AAC9C,kEAAgD;AAChD,gEAA8C;AAE9C;;GAEG;AAEH;;;GAGG;AAEH;;;GAGG;AAEH;;;GAGG;AAEH;;;GAGG;AAEH;;;GAGG","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\nexport * from \"./ClipboardUtilities\";\r\nexport * from \"./FrontEndDevTools\";\r\n\r\nexport * from \"./effects/Convolution\";\r\nexport * from \"./effects/EffectTools\";\r\nexport * from \"./effects/Explosion\";\r\nexport * from \"./effects/FlipImage\";\r\nexport * from \"./effects/LensDistortion\";\r\nexport * from \"./effects/Random\";\r\nexport * from \"./effects/Saturation\";\r\nexport * from \"./effects/Snow\";\r\nexport * from \"./effects/Vignette\";\r\n\r\nexport * from \"./tools/AnimationIntervalTool\";\r\nexport * from \"./tools/ChangeUnitsTool\";\r\nexport * from \"./tools/ClipTools\";\r\nexport * from \"./tools/DisplayStyleTools\";\r\nexport * from \"./tools/EmphasizeElementsTool\";\r\nexport * from \"./tools/FrustumDecoration\";\r\nexport * from \"./tools/InspectElementTool\";\r\nexport * from \"./tools/MapLayerTool\";\r\nexport * from \"./tools/MeasureTileLoadTime\";\r\nexport * from \"./tools/ModelAppearanceTools\";\r\nexport * from \"./tools/parseArgs\";\r\nexport * from \"./tools/parseBoolean\";\r\nexport * from \"./tools/parseToggle\";\r\nexport * from \"./tools/PlanarMaskTools\";\r\nexport * from \"./tools/PlanProjectionTools\";\r\nexport * from \"./tools/ProjectExtents\";\r\nexport * from \"./tools/RealityModelTools\";\r\nexport * from \"./tools/RealityTransitionTool\";\r\nexport * from \"./tools/RenderSystemTools\";\r\nexport * from \"./tools/RenderTargetTools\";\r\nexport * from \"./tools/ReportWebGLCompatibilityTool\";\r\nexport * from \"./tools/SavedViews\";\r\nexport * from \"./tools/SelectionTools\";\r\nexport * from \"./tools/SetGpuMemoryLimitTool\";\r\nexport * from \"./tools/SourceAspectIdTools\";\r\nexport * from \"./tools/TileRequestDecoration\";\r\nexport * from \"./tools/TileTreeBoundsDecoration\";\r\nexport * from \"./tools/ToolTipProvider\";\r\nexport * from \"./tools/ViewportTools\";\r\n\r\nexport * from \"./ui/Button\";\r\nexport * from \"./ui/CheckBox\";\r\nexport * from \"./ui/ColorInput\";\r\nexport * from \"./ui/ComboBox\";\r\nexport * from \"./ui/DataList\";\r\nexport * from \"./ui/NestedMenu\";\r\nexport * from \"./ui/NumericInput\";\r\nexport * from \"./ui/RadioBox\";\r\nexport * from \"./ui/Slider\";\r\nexport * from \"./ui/TextBox\";\r\n\r\nexport * from \"./widgets/DiagnosticsPanel\";\r\nexport * from \"./widgets/FpsTracker\";\r\nexport * from \"./widgets/GpuProfiler\";\r\nexport * from \"./widgets/KeyinField\";\r\nexport * from \"./widgets/MemoryTracker\";\r\nexport * from \"./widgets/TileMemoryBreakdown\";\r\nexport * from \"./widgets/TileStatisticsTracker\";\r\nexport * from \"./widgets/ToolSettingsTracker\";\r\n\r\n/** @docs-package-description\r\n * The frontend-devtools package contains various tools and widgets for monitoring and debugging the front-end state of an iTwin.js application.\r\n */\r\n\r\n/**\r\n * @docs-group-description Widgets\r\n * Widgets that wrap some of the package's functionality into embeddable HTML controls.\r\n */\r\n\r\n/**\r\n * @docs-group-description Tools\r\n * Interactive- and immediate-mode [tools]($docs/learning/frontend/Tools.md), most of which can be executed via key-in. All key-ins are documented in the package's README.\r\n */\r\n\r\n/**\r\n * @docs-group-description Controls\r\n * Rudimentary HTML components used to build the widgets.\r\n */\r\n\r\n/**\r\n * @docs-group-description Effects\r\n * Examples of screen-space effects produced by [RenderSystem.createScreenSpaceEffectBuilder]($frontend).\r\n */\r\n\r\n/**\r\n * @docs-group-description Utilities\r\n * Utility functions used throughout the package.\r\n */\r\n"]}
@@ -68,7 +68,7 @@ export declare class SkyCubeTool extends DisplayStyleTool {
68
68
  * * `project`: include iTwin-specific (formerly known as project) settings.
69
69
  * * `map`: include background map settings.
70
70
  * * `drawingaids`: include drawing aid decoration settings.
71
- * * `copy`: copy result to system clipboarad.
71
+ * * `copy`: copy result to system clipboard.
72
72
  * * `quote`: format the JSON so it can be parsed directly by [ApplyRenderingStyleTool].
73
73
  * @beta
74
74
  */
@@ -132,4 +132,27 @@ export declare class WoWIgnoreBackgroundTool extends DisplayStyleTool {
132
132
  parse(args: string[]): Promise<boolean>;
133
133
  execute(vp: Viewport): Promise<boolean>;
134
134
  }
135
+ /** Toggle whether surfaces display with overlaid wiremesh in the active viewport.
136
+ * @see [ViewFlags.wiremesh]($common).
137
+ * @beta
138
+ */
139
+ export declare class ToggleWiremeshTool extends DisplayStyleTool {
140
+ private _enable?;
141
+ static toolId: string;
142
+ static get minArgs(): number;
143
+ static get maxArgs(): number;
144
+ parse(args: string[]): Promise<boolean>;
145
+ execute(vp: Viewport): Promise<boolean>;
146
+ }
147
+ /** Change the background color of the active viewport and optionally its transparency.
148
+ * @beta
149
+ */
150
+ export declare class ChangeBackgroundColorTool extends DisplayStyleTool {
151
+ private _color?;
152
+ static toolId: string;
153
+ static get minArgs(): number;
154
+ static get maxArgs(): number;
155
+ parse(args: string[]): Promise<boolean>;
156
+ execute(vp: Viewport): Promise<boolean>;
157
+ }
135
158
  //# sourceMappingURL=DisplayStyleTools.d.ts.map
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"DisplayStyleTools.d.ts","sourceRoot":"","sources":["../../../src/tools/DisplayStyleTools.ts"],"names":[],"mappings":"AAUA,OAAO,EAEuC,SAAS,EACtD,MAAM,oBAAoB,CAAC;AAC5B,OAAO,EACwE,IAAI,EAAE,QAAQ,EAC5F,MAAM,sBAAsB,CAAC;AAmB9B;;GAEG;AACH,8BAAsB,gBAAiB,SAAQ,IAAI;IACjD,SAAS,KAAK,SAAS,YAAoB;IAE3C,SAAS,CAAC,QAAQ,CAAC,OAAO,CAAC,EAAE,EAAE,QAAQ,GAAG,OAAO,CAAC,OAAO,CAAC;IAE1D,SAAS,CAAC,QAAQ,CAAC,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE,EAAE,EAAE,EAAE,QAAQ,GAAG,OAAO,CAAC,OAAO,CAAC;IAElD,GAAG,IAAI,OAAO,CAAC,OAAO,CAAC;IAQvB,WAAW,CAAC,GAAG,IAAI,EAAE,MAAM,EAAE,GAAG,OAAO,CAAC,OAAO,CAAC;CAOvE;AAED;;;;;;;GAOG;AACH,qBAAa,mBAAoB,SAAQ,IAAI;IAC3C,OAAuB,MAAM,SAAqB;IAClD,WAA2B,OAAO,cAAwB;IAC1D,WAA2B,OAAO,WAAgB;IAE5B,GAAG,CAAC,EAAE,EAAE,SAAS,EAAE,EAAE,CAAC,EAAE,QAAQ,GAAG,OAAO,CAAC,OAAO,CAAC;IAOnD,WAAW,CAAC,GAAG,IAAI,EAAE,MAAM,EAAE,GAAG,OAAO,CAAC,OAAO,CAAC;CA2CvE;AAED;;GAEG;AACH,qBAAa,gBAAiB,SAAQ,gBAAgB;IACpD,OAAuB,MAAM,SAAkB;IAE/C,IAAoB,SAAS,YAAmB;IAEnC,KAAK,CAAC,KAAK,EAAE,MAAM,EAAE,GAAG,OAAO,CAAC,OAAO,CAAC;IAExC,OAAO,CAAC,EAAE,EAAE,QAAQ;CAKlC;AAED;;GAEG;AACH,qBAAa,aAAc,SAAQ,gBAAgB;IACjD,OAAO,CAAC,MAAM,CAAC,CAAS;IAExB,OAAuB,MAAM,SAAkB;IAC/C,WAA2B,OAAO,WAAgB;IAClD,WAA2B,OAAO,WAAgB;IAElD,IAAoB,SAAS,YAAmB;IAEnC,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE;IAKpB,OAAO,CAAC,EAAE,EAAE,QAAQ;CAUlC;AAED;;GAEG;AACH,qBAAa,WAAY,SAAQ,gBAAgB;IAC/C,OAAO,CAAC,OAAO,CAAgB;IAE/B,OAAuB,MAAM,SAAgB;IAC7C,WAA2B,OAAO,WAAgB;IAClD,WAA2B,OAAO,WAAgB;IAElD,IAAoB,SAAS,YAAmB;IAEnC,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE;IAKpB,OAAO,CAAC,EAAE,EAAE,QAAQ;CAiDlC;AAED;;;;;;;;;;;;;GAaG;AACH,qBAAa,sBAAuB,SAAQ,gBAAgB;IAC1D,OAAO,CAAC,QAAQ,CAAoC;IACpD,OAAO,CAAC,gBAAgB,CAAS;IACjC,OAAO,CAAC,MAAM,CAAS;IAEvB,OAAuB,MAAM,SAAwB;IAErD,WAA2B,OAAO,WAAgB;IAClD,WAA2B,OAAO,WAAgB;IAErC,KAAK,CAAC,SAAS,EAAE,MAAM,EAAE;IAiBzB,OAAO,CAAC,EAAE,EAAE,QAAQ;CAWlC;AAED;;;GAGG;AACH,qBAAa,uBAAwB,SAAQ,gBAAgB;IAC3D,OAAO,CAAC,UAAU,CAAC,CAA8B;IAEjD,OAAuB,MAAM,SAAyB;IAEtD,WAA2B,OAAO,WAAgB;IAClD,WAA2B,OAAO,WAAgB;IAErC,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE;IAUpB,OAAO,CAAC,EAAE,EAAE,QAAQ;CAMlC;AAED;;GAEG;AACH,qBAAa,uBAAwB,SAAQ,gBAAgB;IAC3D,OAAO,CAAC,cAAc,CAAmC;IACzD,OAAO,CAAC,eAAe,CAAgB;IAEvC,OAAuB,MAAM,SAAyB;IACtD,WAA2B,OAAO,WAAgB;IAClD,WAA2B,OAAO,WAAgB;IAErC,KAAK,CAAC,MAAM,EAAE,MAAM,EAAE;IAkBtB,OAAO,CAAC,EAAE,EAAE,QAAQ;CAOlC;AAED;;GAEG;AACH,qBAAa,uBAAwB,SAAQ,gBAAgB;IAC3D,OAAO,CAAC,SAAS,CAAC,CAAS;IAC3B,OAAO,CAAC,OAAO,CAA4B;IAC3C,OAAO,CAAC,kBAAkB,CAAS;IACnC,OAAO,CAAC,gBAAgB,CAAS;IACjC,OAAO,CAAC,iBAAiB,CAAS;IAElC,OAAuB,MAAM,SAAyB;IACtD,WAA2B,OAAO,WAAgB;IAClD,WAA2B,OAAO,WAAgB;IAErC,KAAK,CAAC,KAAK,EAAE,MAAM,EAAE,EAAE,EAAE,EAAE,QAAQ;IA4BnC,OAAO,CAAC,EAAE,EAAE,QAAQ;CAsClC;AAED;;GAEG;AACH,qBAAa,uBAAwB,SAAQ,gBAAgB;IAC3D,OAAO,CAAC,OAAO,CAAC,CAAU;IAE1B,OAAuB,MAAM,SAAyB;IACtD,WAA2B,OAAO,WAAgB;IAClD,WAA2B,OAAO,WAAgB;IAErC,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE;IASpB,OAAO,CAAC,EAAE,EAAE,QAAQ;CAKlC;AAED;;;GAGG;AACH,qBAAa,kBAAmB,SAAQ,gBAAgB;IACtD,OAAO,CAAC,OAAO,CAAC,CAAU;IAE1B,OAAuB,MAAM,SAAoB;IACjD,WAA2B,OAAO,WAAgB;IAClD,WAA2B,OAAO,WAAgB;IAErC,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE;IASpB,OAAO,CAAC,EAAE,EAAE,QAAQ;CAIlC;AAED;;GAEG;AACH,qBAAa,yBAA0B,SAAQ,gBAAgB;IAC7D,OAAO,CAAC,MAAM,CAAC,CAAW;IAE1B,OAAuB,MAAM,SAA2B;IACxD,WAA2B,OAAO,WAAgB;IAClD,WAA2B,OAAO,WAAgB;IAErC,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE;IAKpB,OAAO,CAAC,EAAE,EAAE,QAAQ;CAOlC"}
@@ -4,7 +4,7 @@
4
4
  * See LICENSE.md in the project root for license terms and full copyright notice.
5
5
  *--------------------------------------------------------------------------------------------*/
6
6
  Object.defineProperty(exports, "__esModule", { value: true });
7
- exports.WoWIgnoreBackgroundTool = exports.QueryScheduleScriptTool = exports.OverrideSubCategoryTool = exports.ApplyRenderingStyleTool = exports.SaveRenderingStyleTool = exports.SkyCubeTool = exports.SkySphereTool = exports.ToggleSkyboxTool = exports.ChangeViewFlagsTool = exports.DisplayStyleTool = void 0;
7
+ exports.ChangeBackgroundColorTool = exports.ToggleWiremeshTool = exports.WoWIgnoreBackgroundTool = exports.QueryScheduleScriptTool = exports.OverrideSubCategoryTool = exports.ApplyRenderingStyleTool = exports.SaveRenderingStyleTool = exports.SkyCubeTool = exports.SkySphereTool = exports.ToggleSkyboxTool = exports.ChangeViewFlagsTool = exports.DisplayStyleTool = void 0;
8
8
  /** @packageDocumentation
9
9
  * @module Tools
10
10
  */
@@ -18,6 +18,7 @@ const parseToggle_1 = require("./parseToggle");
18
18
  const booleanFlagNames = [
19
19
  "dimensions", "patterns", "weights", "styles", "transparency", "fill", "textures", "materials", "acsTriad", "grid", "visibleEdges",
20
20
  "hiddenEdges", "lighting", "shadows", "clipVolume", "constructions", "monochrome", "backgroundMap", "ambientOcclusion", "forceSurfaceDiscard",
21
+ "wiremesh",
21
22
  ];
22
23
  const lowercaseBooleanFlagNames = booleanFlagNames.map((name) => name.toLowerCase());
23
24
  /** Modifies the selected viewport's DisplayStyleState.
@@ -206,7 +207,7 @@ SkyCubeTool.toolId = "SetSkyCube";
206
207
  * * `project`: include iTwin-specific (formerly known as project) settings.
207
208
  * * `map`: include background map settings.
208
209
  * * `drawingaids`: include drawing aid decoration settings.
209
- * * `copy`: copy result to system clipboarad.
210
+ * * `copy`: copy result to system clipboard.
210
211
  * * `quote`: format the JSON so it can be parsed directly by [ApplyRenderingStyleTool].
211
212
  * @beta
212
213
  */
@@ -401,4 +402,45 @@ class WoWIgnoreBackgroundTool extends DisplayStyleTool {
401
402
  }
402
403
  exports.WoWIgnoreBackgroundTool = WoWIgnoreBackgroundTool;
403
404
  WoWIgnoreBackgroundTool.toolId = "WoWIgnoreBackground";
405
+ /** Toggle whether surfaces display with overlaid wiremesh in the active viewport.
406
+ * @see [ViewFlags.wiremesh]($common).
407
+ * @beta
408
+ */
409
+ class ToggleWiremeshTool extends DisplayStyleTool {
410
+ static get minArgs() { return 0; }
411
+ static get maxArgs() { return 1; }
412
+ async parse(args) {
413
+ const enable = (0, parseToggle_1.parseToggle)(args[0]);
414
+ if (typeof enable === "string")
415
+ return false;
416
+ this._enable = enable;
417
+ return true;
418
+ }
419
+ async execute(vp) {
420
+ var _a;
421
+ vp.viewFlags = vp.viewFlags.with("wiremesh", (_a = this._enable) !== null && _a !== void 0 ? _a : !vp.viewFlags.wiremesh);
422
+ return true;
423
+ }
424
+ }
425
+ exports.ToggleWiremeshTool = ToggleWiremeshTool;
426
+ ToggleWiremeshTool.toolId = "ToggleWiremesh";
427
+ /** Change the background color of the active viewport and optionally its transparency.
428
+ * @beta
429
+ */
430
+ class ChangeBackgroundColorTool extends DisplayStyleTool {
431
+ static get minArgs() { return 1; }
432
+ static get maxArgs() { return 1; }
433
+ async parse(args) {
434
+ this._color = core_common_1.ColorDef.fromString(args[0]);
435
+ return true;
436
+ }
437
+ async execute(vp) {
438
+ if (!this._color)
439
+ return false;
440
+ vp.displayStyle.backgroundColor = this._color;
441
+ return true;
442
+ }
443
+ }
444
+ exports.ChangeBackgroundColorTool = ChangeBackgroundColorTool;
445
+ ChangeBackgroundColorTool.toolId = "ChangeBackgroundColor";
404
446
  //# sourceMappingURL=DisplayStyleTools.js.map