@itwin/frontend-devtools 3.0.0-dev.172 → 3.0.0-dev.176
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE.md +1 -1
- package/lib/cjs/effects/Explosion.d.ts.map +1 -1
- package/lib/cjs/effects/Explosion.js +2 -1
- package/lib/cjs/effects/Explosion.js.map +1 -1
- package/lib/cjs/effects/Snow.d.ts.map +1 -1
- package/lib/cjs/effects/Snow.js +2 -1
- package/lib/cjs/effects/Snow.js.map +1 -1
- package/lib/esm/effects/Explosion.d.ts.map +1 -1
- package/lib/esm/effects/Explosion.js +2 -1
- package/lib/esm/effects/Explosion.js.map +1 -1
- package/lib/esm/effects/Snow.d.ts.map +1 -1
- package/lib/esm/effects/Snow.js +2 -1
- package/lib/esm/effects/Snow.js.map +1 -1
- package/package.json +8 -8
package/LICENSE.md
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# MIT License
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Copyright © 2017-
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Copyright © 2017-2022 Bentley Systems, Incorporated. All rights reserved.
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Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
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{"version":3,"file":"Explosion.d.ts","sourceRoot":"","sources":["../../../src/effects/Explosion.ts"],"names":[],"mappings":"AAIA;;GAEG;AAKH,OAAO,
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{"version":3,"file":"Explosion.d.ts","sourceRoot":"","sources":["../../../src/effects/Explosion.ts"],"names":[],"mappings":"AAIA;;GAEG;AAKH,OAAO,EACgI,IAAI,EAC1I,MAAM,sBAAsB,CAAC;AAyL9B;;GAEG;AACH,qBAAa,eAAgB,SAAQ,IAAI;IACvC,OAAuB,MAAM,SAAqB;IAElD,wEAAwE;IAClD,GAAG,IAAI,OAAO,CAAC,OAAO,CAAC;CAO9C"}
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.ExplosionEffect = void 0;
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const core_geometry_1 = require("@itwin/core-geometry");
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const core_common_1 = require("@itwin/core-common");
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const core_frontend_1 = require("@itwin/core-frontend");
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const Random_1 = require("./Random");
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/** Represents one particle in the system. */
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const image = await (0, core_frontend_1.imageElementFromUrl)(`${core_frontend_1.IModelApp.publicPath}sprites/particle_explosion.png`);
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const texture = core_frontend_1.IModelApp.renderSystem.createTexture({
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ownership: "external",
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image: { source: image, transparency:
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image: { source: image, transparency: core_common_1.TextureTransparency.Mixed },
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});
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if (texture)
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core_frontend_1.IModelApp.viewManager.addDecorator(new ParticleSystem(texture, iModel, (0, Random_1.randomIntegerInRange)(this.numEmissionsRange)));
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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"]}
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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, TextureTransparency } from \"@itwin/core-common\";\r\nimport {\r\n DecorateContext, GraphicType, HitDetail, imageElementFromUrl, IModelApp, IModelConnection, ParticleCollectionBuilder, ParticleProps, 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"]}
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"Snow.d.ts","sourceRoot":"","sources":["../../../src/effects/Snow.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAW,OAAO,EAAE,OAAO,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AAE3E,OAAO,EACL,eAAe,EAAE,SAAS,EAA0E,aAAa,
|
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1
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+
{"version":3,"file":"Snow.d.ts","sourceRoot":"","sources":["../../../src/effects/Snow.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAW,OAAO,EAAE,OAAO,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AAE3E,OAAO,EACL,eAAe,EAAE,SAAS,EAA0E,aAAa,EAAE,IAAI,EAAE,QAAQ,EAClI,MAAM,sBAAsB,CAAC;AAI9B;;;GAGG;AACH,MAAM,WAAW,YAAa,SAAQ,aAAa;IACjD,oDAAoD;IACpD,CAAC,EAAE,MAAM,CAAC;IACV,CAAC,EAAE,MAAM,CAAC;IACV,CAAC,EAAE,MAAM,CAAC;IAEV,8CAA8C;IAC9C,QAAQ,EAAE,QAAQ,CAAC;CACpB;AAED;;GAEG;AACH,MAAM,WAAW,UAAU;IACzB,sKAAsK;IACtK,YAAY,EAAE,MAAM,CAAC;IACrB,2EAA2E;IAC3E,SAAS,EAAE,OAAO,CAAC;IACnB,wEAAwE;IACxE,iBAAiB,EAAE,OAAO,CAAC;IAC3B,kGAAkG;IAClG,aAAa,EAAE,OAAO,CAAC;IACvB,2JAA2J;IAC3J,iBAAiB,EAAE,OAAO,CAAC;IAC3B,+CAA+C;IAC/C,YAAY,EAAE,MAAM,CAAC;CACtB;AAYD;;;;GAIG;AACH,qBAAa,aAAc,YAAW,SAAS;IAC7C,oCAAoC;IACpC,SAAgB,QAAQ,EAAE,QAAQ,CAAC;IACnC,sDAAsD;IACtD,SAAgB,OAAO,EAAE,YAAY,CAAC;IACtC,oHAAoH;IACpH,OAAO,CAAC,QAAQ,CAAC,WAAW,CAAU;IACtC,yCAAyC;IACzC,OAAO,CAAC,QAAQ,CAAC,UAAU,CAAsB;IACjD,8CAA8C;IAC9C,OAAO,CAAC,QAAQ,CAAC,CAAgB;IACjC,sEAAsE;IACtE,OAAO,CAAC,eAAe,CAAS;IAChC,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAa;IAErC,OAAO;IAuCA,QAAQ,CAAC,OAAO,EAAE,eAAe,GAAG,IAAI;IA0B/C,8DAA8D;IACvD,SAAS,CAAC,MAAM,EAAE,OAAO,CAAC,UAAU,CAAC,GAAG,IAAI;IAQnD,sDAAsD;IACtD,OAAO,CAAC,IAAI;IAaZ,OAAO,CAAC,eAAe;IA4CvB,OAAO,CAAC,MAAM,CAAC,QAAQ,CAAC,WAAW,CAAsC;IAEzE;;;OAGG;WACiB,MAAM,CAAC,QAAQ,EAAE,QAAQ,EAAE,MAAM,CAAC,EAAE,OAAO,GAAG,OAAO,CAAC,IAAI,CAAC;CAmBhF;AAED;;;GAGG;AACH,qBAAa,UAAW,SAAQ,IAAI;IAClC,OAAuB,MAAM,SAAgB;IAEvB,GAAG,CAAC,MAAM,CAAC,EAAE,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;IAQvC,WAAW,CAAC,GAAG,IAAI,EAAE,MAAM,EAAE,GAAG,OAAO,CAAC,OAAO,CAAC;CAOvE"}
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package/lib/cjs/effects/Snow.js
CHANGED
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@@ -10,6 +10,7 @@ Object.defineProperty(exports, "__esModule", { value: true });
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10
10
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exports.SnowEffect = exports.SnowDecorator = void 0;
|
|
11
11
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const core_bentley_1 = require("@itwin/core-bentley");
|
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12
12
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const core_geometry_1 = require("@itwin/core-geometry");
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13
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+
const core_common_1 = require("@itwin/core-common");
|
|
13
14
|
const core_frontend_1 = require("@itwin/core-frontend");
|
|
14
15
|
const parseToggle_1 = require("../tools/parseToggle");
|
|
15
16
|
const Random_1 = require("./Random");
|
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@@ -156,7 +157,7 @@ class SnowDecorator {
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const image = await (0, core_frontend_1.imageElementFromUrl)(`${core_frontend_1.IModelApp.publicPath}sprites/particle_snow.png`);
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const texture = core_frontend_1.IModelApp.renderSystem.createTexture({
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ownership: "external",
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image: { source: image, transparency:
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+
image: { source: image, transparency: core_common_1.TextureTransparency.Mixed },
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});
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new SnowDecorator(viewport, texture);
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}
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@@ -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(`${IModelApp.publicPath}sprites/particle_snow.png`);\r\n const texture = IModelApp.renderSystem.createTexture({\r\n ownership: \"external\",\r\n image: { source: image, transparency: TextureTransparency.Mixed },\r\n });\r\n\r\n new SnowDecorator(viewport, texture);\r\n }\r\n }\r\n}\r\n\r\n/** Toggles a decorator that simulates snow using particle effects.\r\n * @see [[SnowDecorator]] for the implementation of the decorator.\r\n * @beta\r\n */\r\nexport class SnowEffect extends Tool {\r\n public static override toolId = \"SnowEffect\";\r\n\r\n public override async run(enable?: boolean): Promise<boolean> {\r\n const vp = IModelApp.viewManager.selectedView;\r\n if (vp)\r\n await SnowDecorator.toggle(vp, enable);\r\n\r\n return true;\r\n }\r\n\r\n public override async parseAndRun(...args: string[]): Promise<boolean> {\r\n const enable = parseToggle(args[0]);\r\n if (typeof enable !== \"string\")\r\n await this.run(enable);\r\n\r\n return true;\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Effects\r\n */\r\n\r\nimport { dispose } from \"@itwin/core-bentley\";\r\nimport { Point2d, Range1d, Range2d, Vector2d } from \"@itwin/core-geometry\";\r\nimport { RenderTexture, TextureTransparency } from \"@itwin/core-common\";\r\nimport {\r\n DecorateContext, Decorator, GraphicType, imageElementFromUrl, IModelApp, ParticleCollectionBuilder, ParticleProps, Tool, Viewport,\r\n} from \"@itwin/core-frontend\";\r\nimport { parseToggle } from \"../tools/parseToggle\";\r\nimport { randomFloat, randomInteger } from \"./Random\";\r\n\r\n/** Represents one particle displayed by a [[SnowDecorator]].\r\n * Particle positions are in [CoordSystem.View]($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"]}
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{"version":3,"file":"Explosion.d.ts","sourceRoot":"","sources":["../../../src/effects/Explosion.ts"],"names":[],"mappings":"AAIA;;GAEG;AAKH,OAAO,
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{"version":3,"file":"Explosion.d.ts","sourceRoot":"","sources":["../../../src/effects/Explosion.ts"],"names":[],"mappings":"AAIA;;GAEG;AAKH,OAAO,EACgI,IAAI,EAC1I,MAAM,sBAAsB,CAAC;AAyL9B;;GAEG;AACH,qBAAa,eAAgB,SAAQ,IAAI;IACvC,OAAuB,MAAM,SAAqB;IAElD,wEAAwE;IAClD,GAAG,IAAI,OAAO,CAAC,OAAO,CAAC;CAO9C"}
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* @module Effects
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*/
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import { Point3d, Range1d, Vector3d } from "@itwin/core-geometry";
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import {
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import { TextureTransparency } from "@itwin/core-common";
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import { GraphicType, imageElementFromUrl, IModelApp, ParticleCollectionBuilder, Tool, } from "@itwin/core-frontend";
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import { randomFloat, randomFloatInRange, randomIntegerInRange, randomPositionInRange } from "./Random";
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/** Represents one particle in the system. */
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class Particle {
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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"]}
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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, TextureTransparency } from \"@itwin/core-common\";\r\nimport {\r\n DecorateContext, GraphicType, HitDetail, imageElementFromUrl, IModelApp, IModelConnection, ParticleCollectionBuilder, ParticleProps, 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"]}
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@@ -1 +1 @@
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|
|
1
|
-
{"version":3,"file":"Snow.d.ts","sourceRoot":"","sources":["../../../src/effects/Snow.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAW,OAAO,EAAE,OAAO,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AAE3E,OAAO,EACL,eAAe,EAAE,SAAS,EAA0E,aAAa,
|
|
1
|
+
{"version":3,"file":"Snow.d.ts","sourceRoot":"","sources":["../../../src/effects/Snow.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAW,OAAO,EAAE,OAAO,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AAE3E,OAAO,EACL,eAAe,EAAE,SAAS,EAA0E,aAAa,EAAE,IAAI,EAAE,QAAQ,EAClI,MAAM,sBAAsB,CAAC;AAI9B;;;GAGG;AACH,MAAM,WAAW,YAAa,SAAQ,aAAa;IACjD,oDAAoD;IACpD,CAAC,EAAE,MAAM,CAAC;IACV,CAAC,EAAE,MAAM,CAAC;IACV,CAAC,EAAE,MAAM,CAAC;IAEV,8CAA8C;IAC9C,QAAQ,EAAE,QAAQ,CAAC;CACpB;AAED;;GAEG;AACH,MAAM,WAAW,UAAU;IACzB,sKAAsK;IACtK,YAAY,EAAE,MAAM,CAAC;IACrB,2EAA2E;IAC3E,SAAS,EAAE,OAAO,CAAC;IACnB,wEAAwE;IACxE,iBAAiB,EAAE,OAAO,CAAC;IAC3B,kGAAkG;IAClG,aAAa,EAAE,OAAO,CAAC;IACvB,2JAA2J;IAC3J,iBAAiB,EAAE,OAAO,CAAC;IAC3B,+CAA+C;IAC/C,YAAY,EAAE,MAAM,CAAC;CACtB;AAYD;;;;GAIG;AACH,qBAAa,aAAc,YAAW,SAAS;IAC7C,oCAAoC;IACpC,SAAgB,QAAQ,EAAE,QAAQ,CAAC;IACnC,sDAAsD;IACtD,SAAgB,OAAO,EAAE,YAAY,CAAC;IACtC,oHAAoH;IACpH,OAAO,CAAC,QAAQ,CAAC,WAAW,CAAU;IACtC,yCAAyC;IACzC,OAAO,CAAC,QAAQ,CAAC,UAAU,CAAsB;IACjD,8CAA8C;IAC9C,OAAO,CAAC,QAAQ,CAAC,CAAgB;IACjC,sEAAsE;IACtE,OAAO,CAAC,eAAe,CAAS;IAChC,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAa;IAErC,OAAO;IAuCA,QAAQ,CAAC,OAAO,EAAE,eAAe,GAAG,IAAI;IA0B/C,8DAA8D;IACvD,SAAS,CAAC,MAAM,EAAE,OAAO,CAAC,UAAU,CAAC,GAAG,IAAI;IAQnD,sDAAsD;IACtD,OAAO,CAAC,IAAI;IAaZ,OAAO,CAAC,eAAe;IA4CvB,OAAO,CAAC,MAAM,CAAC,QAAQ,CAAC,WAAW,CAAsC;IAEzE;;;OAGG;WACiB,MAAM,CAAC,QAAQ,EAAE,QAAQ,EAAE,MAAM,CAAC,EAAE,OAAO,GAAG,OAAO,CAAC,IAAI,CAAC;CAmBhF;AAED;;;GAGG;AACH,qBAAa,UAAW,SAAQ,IAAI;IAClC,OAAuB,MAAM,SAAgB;IAEvB,GAAG,CAAC,MAAM,CAAC,EAAE,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;IAQvC,WAAW,CAAC,GAAG,IAAI,EAAE,MAAM,EAAE,GAAG,OAAO,CAAC,OAAO,CAAC;CAOvE"}
|
package/lib/esm/effects/Snow.js
CHANGED
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@@ -7,7 +7,8 @@
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|
7
7
|
*/
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|
8
8
|
import { dispose } from "@itwin/core-bentley";
|
|
9
9
|
import { Point2d, Range1d, Range2d, Vector2d } from "@itwin/core-geometry";
|
|
10
|
-
import {
|
|
10
|
+
import { TextureTransparency } from "@itwin/core-common";
|
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11
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+
import { GraphicType, imageElementFromUrl, IModelApp, ParticleCollectionBuilder, Tool, } from "@itwin/core-frontend";
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import { parseToggle } from "../tools/parseToggle";
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import { randomFloat, randomInteger } from "./Random";
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/** The default snow effect parameters used by newly-created SnowDecorators. */
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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(`${IModelApp.publicPath}sprites/particle_snow.png`);\r\n const texture = IModelApp.renderSystem.createTexture({\r\n ownership: \"external\",\r\n image: { source: image, transparency: TextureTransparency.Mixed },\r\n });\r\n\r\n new SnowDecorator(viewport, texture);\r\n }\r\n }\r\n}\r\n\r\n/** Toggles a decorator that simulates snow using particle effects.\r\n * @see [[SnowDecorator]] for the implementation of the decorator.\r\n * @beta\r\n */\r\nexport class SnowEffect extends Tool {\r\n public static override toolId = \"SnowEffect\";\r\n\r\n public override async run(enable?: boolean): Promise<boolean> {\r\n const vp = IModelApp.viewManager.selectedView;\r\n if (vp)\r\n await SnowDecorator.toggle(vp, enable);\r\n\r\n return true;\r\n }\r\n\r\n public override async parseAndRun(...args: string[]): Promise<boolean> {\r\n const enable = parseToggle(args[0]);\r\n if (typeof enable !== \"string\")\r\n await this.run(enable);\r\n\r\n return true;\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Effects\r\n */\r\n\r\nimport { dispose } from \"@itwin/core-bentley\";\r\nimport { Point2d, Range1d, Range2d, Vector2d } from \"@itwin/core-geometry\";\r\nimport { RenderTexture, TextureTransparency } from \"@itwin/core-common\";\r\nimport {\r\n DecorateContext, Decorator, GraphicType, imageElementFromUrl, IModelApp, ParticleCollectionBuilder, ParticleProps, Tool, Viewport,\r\n} from \"@itwin/core-frontend\";\r\nimport { parseToggle } from \"../tools/parseToggle\";\r\nimport { randomFloat, randomInteger } from \"./Random\";\r\n\r\n/** Represents one particle displayed by a [[SnowDecorator]].\r\n * Particle positions are in [CoordSystem.View]($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"]}
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package/package.json
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{
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"name": "@itwin/frontend-devtools",
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"version": "3.0.0-dev.
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"version": "3.0.0-dev.176",
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"description": "Debug menu and supporting UI widgets",
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"main": "lib/cjs/frontend-devtools.js",
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"module": "lib/esm/frontend-devtools.js",
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"url": "http://www.bentley.com"
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},
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"dependencies": {
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"@bentley/itwin-client": "3.0.0-dev.
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"@itwin/core-bentley": "3.0.0-dev.
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"@itwin/core-common": "3.0.0-dev.
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"@itwin/core-frontend": "3.0.0-dev.
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"@itwin/core-geometry": "3.0.0-dev.
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"@bentley/itwin-client": "3.0.0-dev.176",
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"@itwin/core-bentley": "3.0.0-dev.176",
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"@itwin/core-common": "3.0.0-dev.176",
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"@itwin/core-frontend": "3.0.0-dev.176",
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"@itwin/core-geometry": "3.0.0-dev.176",
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"file-saver": "^2.0.2"
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},
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"devDependencies": {
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"@itwin/build-tools": "3.0.0-dev.
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"@itwin/eslint-plugin": "3.0.0-dev.
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"@itwin/build-tools": "3.0.0-dev.176",
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"@itwin/eslint-plugin": "3.0.0-dev.176",
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"@types/file-saver": "^2.0.1",
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"@types/node": "14.14.31",
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"cpx2": "^3.0.0",
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