@itwin/frontend-devtools 3.0.0-dev.78 → 3.0.0-dev.82

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (590) hide show
  1. package/lib/{ClipboardUtilities.d.ts → cjs/ClipboardUtilities.d.ts} +0 -0
  2. package/lib/cjs/ClipboardUtilities.d.ts.map +1 -0
  3. package/lib/{ClipboardUtilities.js → cjs/ClipboardUtilities.js} +0 -0
  4. package/lib/cjs/ClipboardUtilities.js.map +1 -0
  5. package/lib/{FrontEndDevTools.d.ts → cjs/FrontEndDevTools.d.ts} +0 -0
  6. package/lib/cjs/FrontEndDevTools.d.ts.map +1 -0
  7. package/lib/{FrontEndDevTools.js → cjs/FrontEndDevTools.js} +0 -0
  8. package/lib/cjs/FrontEndDevTools.js.map +1 -0
  9. package/lib/{effects → cjs/effects}/Convolution.d.ts +0 -0
  10. package/lib/cjs/effects/Convolution.d.ts.map +1 -0
  11. package/lib/{effects → cjs/effects}/Convolution.js +0 -0
  12. package/lib/cjs/effects/Convolution.js.map +1 -0
  13. package/lib/{effects → cjs/effects}/EffectTools.d.ts +0 -0
  14. package/lib/cjs/effects/EffectTools.d.ts.map +1 -0
  15. package/lib/{effects → cjs/effects}/EffectTools.js +0 -0
  16. package/lib/cjs/effects/EffectTools.js.map +1 -0
  17. package/lib/{effects → cjs/effects}/Explosion.d.ts +0 -0
  18. package/lib/cjs/effects/Explosion.d.ts.map +1 -0
  19. package/lib/{effects → cjs/effects}/Explosion.js +0 -0
  20. package/lib/cjs/effects/Explosion.js.map +1 -0
  21. package/lib/{effects → cjs/effects}/FlipImage.d.ts +0 -0
  22. package/lib/cjs/effects/FlipImage.d.ts.map +1 -0
  23. package/lib/{effects → cjs/effects}/FlipImage.js +0 -0
  24. package/lib/cjs/effects/FlipImage.js.map +1 -0
  25. package/lib/{effects → cjs/effects}/LensDistortion.d.ts +0 -0
  26. package/lib/cjs/effects/LensDistortion.d.ts.map +1 -0
  27. package/lib/{effects → cjs/effects}/LensDistortion.js +0 -0
  28. package/lib/cjs/effects/LensDistortion.js.map +1 -0
  29. package/lib/{effects → cjs/effects}/Random.d.ts +0 -0
  30. package/lib/cjs/effects/Random.d.ts.map +1 -0
  31. package/lib/{effects → cjs/effects}/Random.js +0 -0
  32. package/lib/cjs/effects/Random.js.map +1 -0
  33. package/lib/{effects → cjs/effects}/Saturation.d.ts +0 -0
  34. package/lib/cjs/effects/Saturation.d.ts.map +1 -0
  35. package/lib/{effects → cjs/effects}/Saturation.js +0 -0
  36. package/lib/cjs/effects/Saturation.js.map +1 -0
  37. package/lib/{effects → cjs/effects}/Snow.d.ts +0 -0
  38. package/lib/cjs/effects/Snow.d.ts.map +1 -0
  39. package/lib/{effects → cjs/effects}/Snow.js +1 -1
  40. package/lib/cjs/effects/Snow.js.map +1 -0
  41. package/lib/{effects → cjs/effects}/Vignette.d.ts +0 -0
  42. package/lib/cjs/effects/Vignette.d.ts.map +1 -0
  43. package/lib/{effects → cjs/effects}/Vignette.js +0 -0
  44. package/lib/cjs/effects/Vignette.js.map +1 -0
  45. package/lib/{frontend-devtools.d.ts → cjs/frontend-devtools.d.ts} +0 -0
  46. package/lib/cjs/frontend-devtools.d.ts.map +1 -0
  47. package/lib/{frontend-devtools.js → cjs/frontend-devtools.js} +0 -0
  48. package/lib/cjs/frontend-devtools.js.map +1 -0
  49. package/lib/{tools → cjs/tools}/AnimationIntervalTool.d.ts +0 -0
  50. package/lib/cjs/tools/AnimationIntervalTool.d.ts.map +1 -0
  51. package/lib/{tools → cjs/tools}/AnimationIntervalTool.js +0 -0
  52. package/lib/cjs/tools/AnimationIntervalTool.js.map +1 -0
  53. package/lib/{tools → cjs/tools}/ChangeUnitsTool.d.ts +0 -0
  54. package/lib/cjs/tools/ChangeUnitsTool.d.ts.map +1 -0
  55. package/lib/{tools → cjs/tools}/ChangeUnitsTool.js +0 -0
  56. package/lib/cjs/tools/ChangeUnitsTool.js.map +1 -0
  57. package/lib/{tools → cjs/tools}/ClipTools.d.ts +0 -0
  58. package/lib/cjs/tools/ClipTools.d.ts.map +1 -0
  59. package/lib/{tools → cjs/tools}/ClipTools.js +4 -1
  60. package/lib/cjs/tools/ClipTools.js.map +1 -0
  61. package/lib/{tools → cjs/tools}/DisplayStyleTools.d.ts +0 -0
  62. package/lib/cjs/tools/DisplayStyleTools.d.ts.map +1 -0
  63. package/lib/{tools → cjs/tools}/DisplayStyleTools.js +2 -2
  64. package/lib/cjs/tools/DisplayStyleTools.js.map +1 -0
  65. package/lib/{tools → cjs/tools}/EmphasizeElementsTool.d.ts +0 -0
  66. package/lib/cjs/tools/EmphasizeElementsTool.d.ts.map +1 -0
  67. package/lib/{tools → cjs/tools}/EmphasizeElementsTool.js +0 -0
  68. package/lib/cjs/tools/EmphasizeElementsTool.js.map +1 -0
  69. package/lib/{tools → cjs/tools}/FrustumDecoration.d.ts +0 -0
  70. package/lib/cjs/tools/FrustumDecoration.d.ts.map +1 -0
  71. package/lib/{tools → cjs/tools}/FrustumDecoration.js +0 -0
  72. package/lib/cjs/tools/FrustumDecoration.js.map +1 -0
  73. package/lib/{tools → cjs/tools}/InspectElementTool.d.ts +0 -0
  74. package/lib/cjs/tools/InspectElementTool.d.ts.map +1 -0
  75. package/lib/{tools → cjs/tools}/InspectElementTool.js +1 -1
  76. package/lib/cjs/tools/InspectElementTool.js.map +1 -0
  77. package/lib/{tools → cjs/tools}/MapLayerTool.d.ts +0 -0
  78. package/lib/cjs/tools/MapLayerTool.d.ts.map +1 -0
  79. package/lib/{tools → cjs/tools}/MapLayerTool.js +1 -1
  80. package/lib/cjs/tools/MapLayerTool.js.map +1 -0
  81. package/lib/{tools → cjs/tools}/MeasureTileLoadTime.d.ts +0 -0
  82. package/lib/cjs/tools/MeasureTileLoadTime.d.ts.map +1 -0
  83. package/lib/{tools → cjs/tools}/MeasureTileLoadTime.js +0 -0
  84. package/lib/cjs/tools/MeasureTileLoadTime.js.map +1 -0
  85. package/lib/{tools → cjs/tools}/ModelAppearanceTools.d.ts +0 -0
  86. package/lib/cjs/tools/ModelAppearanceTools.d.ts.map +1 -0
  87. package/lib/{tools → cjs/tools}/ModelAppearanceTools.js +0 -0
  88. package/lib/cjs/tools/ModelAppearanceTools.js.map +1 -0
  89. package/lib/{tools → cjs/tools}/PlanProjectionTools.d.ts +0 -0
  90. package/lib/cjs/tools/PlanProjectionTools.d.ts.map +1 -0
  91. package/lib/{tools → cjs/tools}/PlanProjectionTools.js +0 -0
  92. package/lib/cjs/tools/PlanProjectionTools.js.map +1 -0
  93. package/lib/{tools → cjs/tools}/PlanarMaskTools.d.ts +0 -0
  94. package/lib/cjs/tools/PlanarMaskTools.d.ts.map +1 -0
  95. package/lib/{tools → cjs/tools}/PlanarMaskTools.js +0 -0
  96. package/lib/cjs/tools/PlanarMaskTools.js.map +1 -0
  97. package/lib/{tools → cjs/tools}/ProjectExtents.d.ts +0 -0
  98. package/lib/cjs/tools/ProjectExtents.d.ts.map +1 -0
  99. package/lib/{tools → cjs/tools}/ProjectExtents.js +0 -0
  100. package/lib/cjs/tools/ProjectExtents.js.map +1 -0
  101. package/lib/{tools → cjs/tools}/RealityModelTools.d.ts +0 -0
  102. package/lib/cjs/tools/RealityModelTools.d.ts.map +1 -0
  103. package/lib/{tools → cjs/tools}/RealityModelTools.js +0 -0
  104. package/lib/cjs/tools/RealityModelTools.js.map +1 -0
  105. package/lib/{tools → cjs/tools}/RealityTransitionTool.d.ts +0 -0
  106. package/lib/cjs/tools/RealityTransitionTool.d.ts.map +1 -0
  107. package/lib/{tools → cjs/tools}/RealityTransitionTool.js +9 -2
  108. package/lib/cjs/tools/RealityTransitionTool.js.map +1 -0
  109. package/lib/{tools → cjs/tools}/RenderSystemTools.d.ts +0 -0
  110. package/lib/cjs/tools/RenderSystemTools.d.ts.map +1 -0
  111. package/lib/{tools → cjs/tools}/RenderSystemTools.js +0 -0
  112. package/lib/cjs/tools/RenderSystemTools.js.map +1 -0
  113. package/lib/{tools → cjs/tools}/RenderTargetTools.d.ts +0 -0
  114. package/lib/cjs/tools/RenderTargetTools.d.ts.map +1 -0
  115. package/lib/{tools → cjs/tools}/RenderTargetTools.js +0 -0
  116. package/lib/cjs/tools/RenderTargetTools.js.map +1 -0
  117. package/lib/{tools → cjs/tools}/ReportWebGLCompatibilityTool.d.ts +0 -0
  118. package/lib/cjs/tools/ReportWebGLCompatibilityTool.d.ts.map +1 -0
  119. package/lib/{tools → cjs/tools}/ReportWebGLCompatibilityTool.js +0 -0
  120. package/lib/cjs/tools/ReportWebGLCompatibilityTool.js.map +1 -0
  121. package/lib/{tools → cjs/tools}/SavedViews.d.ts +0 -0
  122. package/lib/cjs/tools/SavedViews.d.ts.map +1 -0
  123. package/lib/{tools → cjs/tools}/SavedViews.js +0 -0
  124. package/lib/cjs/tools/SavedViews.js.map +1 -0
  125. package/lib/{tools → cjs/tools}/SelectionTools.d.ts +0 -0
  126. package/lib/cjs/tools/SelectionTools.d.ts.map +1 -0
  127. package/lib/{tools → cjs/tools}/SelectionTools.js +0 -0
  128. package/lib/cjs/tools/SelectionTools.js.map +1 -0
  129. package/lib/{tools → cjs/tools}/SetGpuMemoryLimitTool.d.ts +0 -0
  130. package/lib/cjs/tools/SetGpuMemoryLimitTool.d.ts.map +1 -0
  131. package/lib/{tools → cjs/tools}/SetGpuMemoryLimitTool.js +0 -0
  132. package/lib/cjs/tools/SetGpuMemoryLimitTool.js.map +1 -0
  133. package/lib/{tools → cjs/tools}/SourceAspectIdTools.d.ts +0 -0
  134. package/lib/cjs/tools/SourceAspectIdTools.d.ts.map +1 -0
  135. package/lib/{tools → cjs/tools}/SourceAspectIdTools.js +5 -23
  136. package/lib/cjs/tools/SourceAspectIdTools.js.map +1 -0
  137. package/lib/{tools → cjs/tools}/TileRequestDecoration.d.ts +0 -0
  138. package/lib/cjs/tools/TileRequestDecoration.d.ts.map +1 -0
  139. package/lib/{tools → cjs/tools}/TileRequestDecoration.js +0 -0
  140. package/lib/cjs/tools/TileRequestDecoration.js.map +1 -0
  141. package/lib/{tools → cjs/tools}/TileTreeBoundsDecoration.d.ts +0 -0
  142. package/lib/cjs/tools/TileTreeBoundsDecoration.d.ts.map +1 -0
  143. package/lib/{tools → cjs/tools}/TileTreeBoundsDecoration.js +0 -0
  144. package/lib/cjs/tools/TileTreeBoundsDecoration.js.map +1 -0
  145. package/lib/{tools → cjs/tools}/ToolTipProvider.d.ts +0 -0
  146. package/lib/cjs/tools/ToolTipProvider.d.ts.map +1 -0
  147. package/lib/{tools → cjs/tools}/ToolTipProvider.js +0 -0
  148. package/lib/cjs/tools/ToolTipProvider.js.map +1 -0
  149. package/lib/{tools → cjs/tools}/ViewportTools.d.ts +0 -0
  150. package/lib/cjs/tools/ViewportTools.d.ts.map +1 -0
  151. package/lib/{tools → cjs/tools}/ViewportTools.js +0 -0
  152. package/lib/cjs/tools/ViewportTools.js.map +1 -0
  153. package/lib/{tools → cjs/tools}/parseArgs.d.ts +0 -0
  154. package/lib/cjs/tools/parseArgs.d.ts.map +1 -0
  155. package/lib/{tools → cjs/tools}/parseArgs.js +0 -0
  156. package/lib/cjs/tools/parseArgs.js.map +1 -0
  157. package/lib/{tools → cjs/tools}/parseBoolean.d.ts +0 -0
  158. package/lib/cjs/tools/parseBoolean.d.ts.map +1 -0
  159. package/lib/{tools → cjs/tools}/parseBoolean.js +0 -0
  160. package/lib/cjs/tools/parseBoolean.js.map +1 -0
  161. package/lib/{tools → cjs/tools}/parseToggle.d.ts +0 -0
  162. package/lib/cjs/tools/parseToggle.d.ts.map +1 -0
  163. package/lib/{tools → cjs/tools}/parseToggle.js +0 -0
  164. package/lib/cjs/tools/parseToggle.js.map +1 -0
  165. package/lib/{ui → cjs/ui}/Button.d.ts +0 -0
  166. package/lib/cjs/ui/Button.d.ts.map +1 -0
  167. package/lib/{ui → cjs/ui}/Button.js +0 -0
  168. package/lib/cjs/ui/Button.js.map +1 -0
  169. package/lib/{ui → cjs/ui}/CheckBox.d.ts +0 -0
  170. package/lib/cjs/ui/CheckBox.d.ts.map +1 -0
  171. package/lib/{ui → cjs/ui}/CheckBox.js +0 -0
  172. package/lib/cjs/ui/CheckBox.js.map +1 -0
  173. package/lib/{ui → cjs/ui}/ColorInput.d.ts +0 -0
  174. package/lib/cjs/ui/ColorInput.d.ts.map +1 -0
  175. package/lib/{ui → cjs/ui}/ColorInput.js +0 -0
  176. package/lib/cjs/ui/ColorInput.js.map +1 -0
  177. package/lib/{ui → cjs/ui}/ComboBox.d.ts +0 -0
  178. package/lib/cjs/ui/ComboBox.d.ts.map +1 -0
  179. package/lib/{ui → cjs/ui}/ComboBox.js +0 -0
  180. package/lib/cjs/ui/ComboBox.js.map +1 -0
  181. package/lib/{ui → cjs/ui}/DataList.d.ts +0 -0
  182. package/lib/cjs/ui/DataList.d.ts.map +1 -0
  183. package/lib/{ui → cjs/ui}/DataList.js +0 -0
  184. package/lib/cjs/ui/DataList.js.map +1 -0
  185. package/lib/{ui → cjs/ui}/NestedMenu.d.ts +0 -0
  186. package/lib/cjs/ui/NestedMenu.d.ts.map +1 -0
  187. package/lib/{ui → cjs/ui}/NestedMenu.js +0 -0
  188. package/lib/cjs/ui/NestedMenu.js.map +1 -0
  189. package/lib/{ui → cjs/ui}/NumericInput.d.ts +0 -0
  190. package/lib/cjs/ui/NumericInput.d.ts.map +1 -0
  191. package/lib/{ui → cjs/ui}/NumericInput.js +1 -1
  192. package/lib/cjs/ui/NumericInput.js.map +1 -0
  193. package/lib/{ui → cjs/ui}/RadioBox.d.ts +0 -0
  194. package/lib/cjs/ui/RadioBox.d.ts.map +1 -0
  195. package/lib/{ui → cjs/ui}/RadioBox.js +0 -0
  196. package/lib/cjs/ui/RadioBox.js.map +1 -0
  197. package/lib/{ui → cjs/ui}/Slider.d.ts +0 -0
  198. package/lib/cjs/ui/Slider.d.ts.map +1 -0
  199. package/lib/{ui → cjs/ui}/Slider.js +0 -0
  200. package/lib/cjs/ui/Slider.js.map +1 -0
  201. package/lib/{ui → cjs/ui}/TextBox.d.ts +0 -0
  202. package/lib/cjs/ui/TextBox.d.ts.map +1 -0
  203. package/lib/{ui → cjs/ui}/TextBox.js +0 -0
  204. package/lib/cjs/ui/TextBox.js.map +1 -0
  205. package/lib/{widgets → cjs/widgets}/DiagnosticsPanel.d.ts +0 -0
  206. package/lib/cjs/widgets/DiagnosticsPanel.d.ts.map +1 -0
  207. package/lib/{widgets → cjs/widgets}/DiagnosticsPanel.js +0 -0
  208. package/lib/cjs/widgets/DiagnosticsPanel.js.map +1 -0
  209. package/lib/{widgets → cjs/widgets}/FpsTracker.d.ts +0 -0
  210. package/lib/cjs/widgets/FpsTracker.d.ts.map +1 -0
  211. package/lib/{widgets → cjs/widgets}/FpsTracker.js +0 -0
  212. package/lib/cjs/widgets/FpsTracker.js.map +1 -0
  213. package/lib/{widgets → cjs/widgets}/GpuProfiler.d.ts +0 -0
  214. package/lib/cjs/widgets/GpuProfiler.d.ts.map +1 -0
  215. package/lib/{widgets → cjs/widgets}/GpuProfiler.js +0 -0
  216. package/lib/cjs/widgets/GpuProfiler.js.map +1 -0
  217. package/lib/{widgets → cjs/widgets}/KeyinField.d.ts +0 -0
  218. package/lib/cjs/widgets/KeyinField.d.ts.map +1 -0
  219. package/lib/{widgets → cjs/widgets}/KeyinField.js +0 -0
  220. package/lib/cjs/widgets/KeyinField.js.map +1 -0
  221. package/lib/{widgets → cjs/widgets}/MemoryTracker.d.ts +0 -0
  222. package/lib/cjs/widgets/MemoryTracker.d.ts.map +1 -0
  223. package/lib/{widgets → cjs/widgets}/MemoryTracker.js +0 -0
  224. package/lib/cjs/widgets/MemoryTracker.js.map +1 -0
  225. package/lib/{widgets → cjs/widgets}/TileMemoryBreakdown.d.ts +0 -0
  226. package/lib/cjs/widgets/TileMemoryBreakdown.d.ts.map +1 -0
  227. package/lib/{widgets → cjs/widgets}/TileMemoryBreakdown.js +0 -0
  228. package/lib/cjs/widgets/TileMemoryBreakdown.js.map +1 -0
  229. package/lib/{widgets → cjs/widgets}/TileStatisticsTracker.d.ts +0 -0
  230. package/lib/cjs/widgets/TileStatisticsTracker.d.ts.map +1 -0
  231. package/lib/{widgets → cjs/widgets}/TileStatisticsTracker.js +0 -0
  232. package/lib/cjs/widgets/TileStatisticsTracker.js.map +1 -0
  233. package/lib/{widgets → cjs/widgets}/ToolSettingsTracker.d.ts +0 -0
  234. package/lib/cjs/widgets/ToolSettingsTracker.d.ts.map +1 -0
  235. package/lib/{widgets → cjs/widgets}/ToolSettingsTracker.js +0 -0
  236. package/lib/cjs/widgets/ToolSettingsTracker.js.map +1 -0
  237. package/lib/esm/ClipboardUtilities.d.ts +9 -0
  238. package/lib/esm/ClipboardUtilities.d.ts.map +1 -0
  239. package/lib/esm/ClipboardUtilities.js +23 -0
  240. package/lib/esm/ClipboardUtilities.js.map +1 -0
  241. package/lib/esm/FrontEndDevTools.d.ts +19 -0
  242. package/lib/esm/FrontEndDevTools.d.ts.map +1 -0
  243. package/lib/esm/FrontEndDevTools.js +200 -0
  244. package/lib/esm/FrontEndDevTools.js.map +1 -0
  245. package/lib/esm/effects/Convolution.d.ts +69 -0
  246. package/lib/esm/effects/Convolution.d.ts.map +1 -0
  247. package/lib/esm/effects/Convolution.js +156 -0
  248. package/lib/esm/effects/Convolution.js.map +1 -0
  249. package/lib/esm/effects/EffectTools.d.ts +34 -0
  250. package/lib/esm/effects/EffectTools.d.ts.map +1 -0
  251. package/lib/esm/effects/EffectTools.js +63 -0
  252. package/lib/esm/effects/EffectTools.js.map +1 -0
  253. package/lib/esm/effects/Explosion.d.ts +13 -0
  254. package/lib/esm/effects/Explosion.d.ts.map +1 -0
  255. package/lib/esm/effects/Explosion.js +164 -0
  256. package/lib/esm/effects/Explosion.js.map +1 -0
  257. package/lib/esm/effects/FlipImage.d.ts +31 -0
  258. package/lib/esm/effects/FlipImage.d.ts.map +1 -0
  259. package/lib/esm/effects/FlipImage.js +95 -0
  260. package/lib/esm/effects/FlipImage.js.map +1 -0
  261. package/lib/esm/effects/LensDistortion.d.ts +35 -0
  262. package/lib/esm/effects/LensDistortion.d.ts.map +1 -0
  263. package/lib/esm/effects/LensDistortion.js +105 -0
  264. package/lib/esm/effects/LensDistortion.js.map +1 -0
  265. package/lib/esm/effects/Random.d.ts +25 -0
  266. package/lib/esm/effects/Random.d.ts.map +1 -0
  267. package/lib/esm/effects/Random.js +42 -0
  268. package/lib/esm/effects/Random.js.map +1 -0
  269. package/lib/esm/effects/Saturation.d.ts +31 -0
  270. package/lib/esm/effects/Saturation.d.ts.map +1 -0
  271. package/lib/esm/effects/Saturation.js +81 -0
  272. package/lib/esm/effects/Saturation.js.map +1 -0
  273. package/lib/esm/effects/Snow.d.ts +77 -0
  274. package/lib/esm/effects/Snow.d.ts.map +1 -0
  275. package/lib/esm/effects/Snow.js +182 -0
  276. package/lib/esm/effects/Snow.js.map +1 -0
  277. package/lib/esm/effects/Vignette.d.ts +40 -0
  278. package/lib/esm/effects/Vignette.d.ts.map +1 -0
  279. package/lib/esm/effects/Vignette.js +104 -0
  280. package/lib/esm/effects/Vignette.js.map +1 -0
  281. package/lib/esm/frontend-devtools.d.ts +82 -0
  282. package/lib/esm/frontend-devtools.d.ts.map +1 -0
  283. package/lib/esm/frontend-devtools.js +86 -0
  284. package/lib/esm/frontend-devtools.js.map +1 -0
  285. package/lib/esm/tools/AnimationIntervalTool.d.ts +16 -0
  286. package/lib/esm/tools/AnimationIntervalTool.d.ts.map +1 -0
  287. package/lib/esm/tools/AnimationIntervalTool.js +27 -0
  288. package/lib/esm/tools/AnimationIntervalTool.js.map +1 -0
  289. package/lib/esm/tools/ChangeUnitsTool.d.ts +16 -0
  290. package/lib/esm/tools/ChangeUnitsTool.d.ts.map +1 -0
  291. package/lib/esm/tools/ChangeUnitsTool.js +38 -0
  292. package/lib/esm/tools/ChangeUnitsTool.js.map +1 -0
  293. package/lib/esm/tools/ClipTools.d.ts +68 -0
  294. package/lib/esm/tools/ClipTools.d.ts.map +1 -0
  295. package/lib/esm/tools/ClipTools.js +159 -0
  296. package/lib/esm/tools/ClipTools.js.map +1 -0
  297. package/lib/esm/tools/DisplayStyleTools.d.ts +99 -0
  298. package/lib/esm/tools/DisplayStyleTools.d.ts.map +1 -0
  299. package/lib/esm/tools/DisplayStyleTools.js +232 -0
  300. package/lib/esm/tools/DisplayStyleTools.js.map +1 -0
  301. package/lib/esm/tools/EmphasizeElementsTool.d.ts +61 -0
  302. package/lib/esm/tools/EmphasizeElementsTool.d.ts.map +1 -0
  303. package/lib/esm/tools/EmphasizeElementsTool.js +146 -0
  304. package/lib/esm/tools/EmphasizeElementsTool.js.map +1 -0
  305. package/lib/esm/tools/FrustumDecoration.d.ts +58 -0
  306. package/lib/esm/tools/FrustumDecoration.d.ts.map +1 -0
  307. package/lib/esm/tools/FrustumDecoration.js +365 -0
  308. package/lib/esm/tools/FrustumDecoration.js.map +1 -0
  309. package/lib/esm/tools/InspectElementTool.d.ts +42 -0
  310. package/lib/esm/tools/InspectElementTool.d.ts.map +1 -0
  311. package/lib/esm/tools/InspectElementTool.js +181 -0
  312. package/lib/esm/tools/InspectElementTool.js.map +1 -0
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@@ -0,0 +1,63 @@
1
+ /*---------------------------------------------------------------------------------------------
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+ * Copyright (c) Bentley Systems, Incorporated. All rights reserved.
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+ * See LICENSE.md in the project root for license terms and full copyright notice.
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+ *--------------------------------------------------------------------------------------------*/
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+ /** @packageDocumentation
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+ * @module Effects
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+ */
8
+ import { assert } from "@itwin/core-bentley";
9
+ import { IModelApp, Tool, } from "@itwin/core-frontend";
10
+ /** Adds a screen-space effect to the selected viewport.
11
+ * @beta
12
+ */
13
+ export class AddEffectTool extends Tool {
14
+ async run() {
15
+ // Avoid conflicts with the names of other registered screen-space effects.
16
+ const name = `fdt ${this.effectName}`;
17
+ if (!AddEffectTool._registeredEffects.has(name)) {
18
+ // Register the effect.
19
+ const builder = IModelApp.renderSystem.createScreenSpaceEffectBuilder({
20
+ name,
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+ textureCoordFromPosition: this.textureCoordFromPosition,
22
+ source: this.source,
23
+ });
24
+ assert(undefined !== builder);
25
+ this.defineEffect(builder);
26
+ builder.finish();
27
+ AddEffectTool._registeredEffects.add(name);
28
+ }
29
+ const vp = IModelApp.viewManager.selectedView;
30
+ if (vp)
31
+ vp.addScreenSpaceEffect(name);
32
+ return true;
33
+ }
34
+ }
35
+ AddEffectTool._registeredEffects = new Set();
36
+ /** Removes all screen-space effects from the selected viewport.
37
+ * @beta
38
+ */
39
+ export class ClearEffectsTool extends Tool {
40
+ static get minArgs() { return 0; }
41
+ static get maxArgs() { return 0; }
42
+ async run() {
43
+ var _a;
44
+ (_a = IModelApp.viewManager.selectedView) === null || _a === void 0 ? void 0 : _a.removeScreenSpaceEffects();
45
+ return true;
46
+ }
47
+ }
48
+ ClearEffectsTool.toolId = "ClearEffects";
49
+ /** Requests that any viewport to which the specified effect has been applied redraw its contents.
50
+ * Used by tools like [[VignetteConfig]] to update the view after the effect parameters are modified.
51
+ * @beta
52
+ */
53
+ export function refreshViewportsForEffect(effectName) {
54
+ for (const vp of IModelApp.viewManager) {
55
+ for (const vpEffectName of vp.screenSpaceEffects) {
56
+ if (vpEffectName === effectName) {
57
+ vp.requestRedraw();
58
+ break;
59
+ }
60
+ }
61
+ }
62
+ }
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+ //# sourceMappingURL=EffectTools.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"EffectTools.js","sourceRoot":"","sources":["../../../src/effects/EffectTools.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAEH,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAC7C,OAAO,EACL,SAAS,EAAqD,IAAI,GACnE,MAAM,sBAAsB,CAAC;AAE9B;;GAEG;AACH,MAAM,OAAgB,aAAc,SAAQ,IAAI;IAY9B,KAAK,CAAC,GAAG;QACvB,2EAA2E;QAC3E,MAAM,IAAI,GAAG,OAAO,IAAI,CAAC,UAAU,EAAE,CAAC;QACtC,IAAI,CAAC,aAAa,CAAC,kBAAkB,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE;YAC/C,uBAAuB;YACvB,MAAM,OAAO,GAAG,SAAS,CAAC,YAAY,CAAC,8BAA8B,CAAC;gBACpE,IAAI;gBACJ,wBAAwB,EAAE,IAAI,CAAC,wBAAwB;gBACvD,MAAM,EAAE,IAAI,CAAC,MAAM;aACpB,CAAC,CAAC;YAEH,MAAM,CAAC,SAAS,KAAK,OAAO,CAAC,CAAC;YAC9B,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;YAC3B,OAAO,CAAC,MAAM,EAAE,CAAC;YAEjB,aAAa,CAAC,kBAAkB,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;SAC5C;QAED,MAAM,EAAE,GAAG,SAAS,CAAC,WAAW,CAAC,YAAY,CAAC;QAC9C,IAAI,EAAE;YACJ,EAAE,CAAC,oBAAoB,CAAC,IAAI,CAAC,CAAC;QAEhC,OAAO,IAAI,CAAC;IACd,CAAC;;AAlCuB,gCAAkB,GAAG,IAAI,GAAG,EAAU,CAAC;AAqCjE;;GAEG;AACH,MAAM,OAAO,gBAAiB,SAAQ,IAAI;IAEjC,MAAM,KAAc,OAAO,KAAK,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3C,MAAM,KAAc,OAAO,KAAK,OAAO,CAAC,CAAC,CAAC,CAAC;IAElC,KAAK,CAAC,GAAG;;QACvB,MAAA,SAAS,CAAC,WAAW,CAAC,YAAY,0CAAE,wBAAwB,EAAE,CAAC;QAC/D,OAAO,IAAI,CAAC;IACd,CAAC;;AAPsB,uBAAM,GAAG,cAAc,CAAC;AAUjD;;;GAGG;AACH,MAAM,UAAU,yBAAyB,CAAC,UAAkB;IAC1D,KAAK,MAAM,EAAE,IAAI,SAAS,CAAC,WAAW,EAAE;QACtC,KAAK,MAAM,YAAY,IAAI,EAAE,CAAC,kBAAkB,EAAE;YAChD,IAAI,YAAY,KAAK,UAAU,EAAE;gBAC/B,EAAE,CAAC,aAAa,EAAE,CAAC;gBACnB,MAAM;aACP;SACF;KACF;AACH,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module Effects\n */\n\nimport { assert } from \"@itwin/core-bentley\";\nimport {\n IModelApp, ScreenSpaceEffectBuilder, ScreenSpaceEffectSource, Tool,\n} from \"@itwin/core-frontend\";\n\n/** Adds a screen-space effect to the selected viewport.\n * @beta\n */\nexport abstract class AddEffectTool extends Tool {\n private static readonly _registeredEffects = new Set<string>();\n\n /** Name of effect as used in keyins like `fdt effect add`. Ideally one word. */\n protected abstract get effectName(): string;\n /** vertex, fragment, and optional sampleSourcePixel GLSL snippets. */\n protected abstract get source(): ScreenSpaceEffectSource;\n /** Whether the fragment shader should include built-in `textureCoordFromPosition` function. */\n protected abstract get textureCoordFromPosition(): boolean;\n /** Add uniforms, varyings, etc. */\n protected abstract defineEffect(builder: ScreenSpaceEffectBuilder): void;\n\n public override async run(): Promise<boolean> {\n // Avoid conflicts with the names of other registered screen-space effects.\n const name = `fdt ${this.effectName}`;\n if (!AddEffectTool._registeredEffects.has(name)) {\n // Register the effect.\n const builder = IModelApp.renderSystem.createScreenSpaceEffectBuilder({\n name,\n textureCoordFromPosition: this.textureCoordFromPosition,\n source: this.source,\n });\n\n assert(undefined !== builder);\n this.defineEffect(builder);\n builder.finish();\n\n AddEffectTool._registeredEffects.add(name);\n }\n\n const vp = IModelApp.viewManager.selectedView;\n if (vp)\n vp.addScreenSpaceEffect(name);\n\n return true;\n }\n}\n\n/** Removes all screen-space effects from the selected viewport.\n * @beta\n */\nexport class ClearEffectsTool extends Tool {\n public static override toolId = \"ClearEffects\";\n public static override get minArgs() { return 0; }\n public static override get maxArgs() { return 0; }\n\n public override async run(): Promise<boolean> {\n IModelApp.viewManager.selectedView?.removeScreenSpaceEffects();\n return true;\n }\n}\n\n/** Requests that any viewport to which the specified effect has been applied redraw its contents.\n * Used by tools like [[VignetteConfig]] to update the view after the effect parameters are modified.\n * @beta\n */\nexport function refreshViewportsForEffect(effectName: string): void {\n for (const vp of IModelApp.viewManager) {\n for (const vpEffectName of vp.screenSpaceEffects) {\n if (vpEffectName === effectName) {\n vp.requestRedraw();\n break;\n }\n }\n }\n}\n"]}
@@ -0,0 +1,13 @@
1
+ /** @packageDocumentation
2
+ * @module Effects
3
+ */
4
+ import { Tool } from "@itwin/core-frontend";
5
+ /** This tool applies an explosion particle effect used for testing [ParticleCollectionBuilder]($frontend).
6
+ * @beta
7
+ */
8
+ export declare class ExplosionEffect extends Tool {
9
+ static toolId: string;
10
+ /** This method runs the tool, applying an explosion particle effect. */
11
+ run(): Promise<boolean>;
12
+ }
13
+ //# sourceMappingURL=Explosion.d.ts.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"Explosion.d.ts","sourceRoot":"","sources":["../../../src/effects/Explosion.ts"],"names":[],"mappings":"AAIA;;GAEG;AAKH,OAAO,EACqJ,IAAI,EAC/J,MAAM,sBAAsB,CAAC;AAyL9B;;GAEG;AACH,qBAAa,eAAgB,SAAQ,IAAI;IACvC,OAAuB,MAAM,SAAqB;IAElD,wEAAwE;IAClD,GAAG,IAAI,OAAO,CAAC,OAAO,CAAC;CAO9C"}
@@ -0,0 +1,164 @@
1
+ /*---------------------------------------------------------------------------------------------
2
+ * Copyright (c) Bentley Systems, Incorporated. All rights reserved.
3
+ * See LICENSE.md in the project root for license terms and full copyright notice.
4
+ *--------------------------------------------------------------------------------------------*/
5
+ /** @packageDocumentation
6
+ * @module Effects
7
+ */
8
+ import { Point3d, Range1d, Vector3d } from "@itwin/core-geometry";
9
+ import { GraphicType, imageElementFromUrl, IModelApp, ParticleCollectionBuilder, TextureTransparency, Tool, } from "@itwin/core-frontend";
10
+ import { randomFloat, randomFloatInRange, randomIntegerInRange, randomPositionInRange } from "./Random";
11
+ /** Represents one particle in the system. */
12
+ class Particle {
13
+ constructor(position, velocity, lifetime, size) {
14
+ /** Current age in seconds, incremented each frame. */
15
+ this.age = 0;
16
+ /** Particle transparency in [0..255]. */
17
+ this.transparency = 0;
18
+ this.position = position;
19
+ this.velocity = velocity;
20
+ this.lifetime = lifetime;
21
+ this.size = size;
22
+ }
23
+ get x() { return this.position.x; }
24
+ get y() { return this.position.y; }
25
+ get z() { return this.position.z; }
26
+ get isExpired() { return this.age >= this.lifetime; }
27
+ }
28
+ /** Emits particles in a sphere with its center at the origin.
29
+ * Each particle is emitted from the center of the sphere with random velocity toward the surface of the sphere.
30
+ */
31
+ class ParticleEmitter {
32
+ constructor() {
33
+ /** Range from which each particle's initial speed in meters per second will be selected. */
34
+ this.speedRange = Range1d.createXX(1, 2);
35
+ /** Range from which each particle's lifetime in seconds will be selected. */
36
+ this.lifetimeRange = Range1d.createXX(5, 10);
37
+ /** Range from which each particle's size in meters will be selected. */
38
+ this.sizeRange = Range1d.createXX(0.2, 1.0);
39
+ /** Range from which the number of particles emitted will be selected. */
40
+ this.numParticlesRange = Range1d.createXX(1600, 2200);
41
+ }
42
+ /** Emit an explosion of particles from the center of the sphere. */
43
+ emit() {
44
+ const particles = [];
45
+ const numParticles = randomIntegerInRange(this.numParticlesRange);
46
+ for (let i = 0; i < numParticles; i++) {
47
+ const velocity = new Vector3d(randomFloat(-1.0, 1.0), randomFloat(-1.0, 1.0), randomFloat(-1.0, 1.0));
48
+ velocity.normalizeInPlace();
49
+ velocity.scaleInPlace(randomFloatInRange(this.speedRange));
50
+ const lifetime = randomFloatInRange(this.lifetimeRange);
51
+ const size = randomFloatInRange(this.sizeRange);
52
+ particles.push(new Particle(new Point3d(0, 0, 0), velocity, lifetime, size));
53
+ }
54
+ return particles;
55
+ }
56
+ }
57
+ class ParticleSystem {
58
+ constructor(texture, iModel, numEmissions) {
59
+ this._emitter = new ParticleEmitter();
60
+ this._particles = [];
61
+ this._scratchVector3d = new Vector3d();
62
+ /** Acceleration in Z applied to particles, in meters per second squared. */
63
+ this.gravity = -3;
64
+ this._texture = texture;
65
+ this._pickableId = iModel.transientIds.next;
66
+ this._numEmissions = numEmissions;
67
+ this._lastUpdateTime = Date.now();
68
+ this._origin = randomPositionInRange(iModel.projectExtents);
69
+ this._dispose = iModel.onClose.addListener(() => this.dispose());
70
+ }
71
+ dispose() {
72
+ if (this._dispose) {
73
+ this._dispose();
74
+ this._dispose = undefined;
75
+ }
76
+ IModelApp.viewManager.dropDecorator(this);
77
+ this._texture.dispose();
78
+ }
79
+ update() {
80
+ const now = Date.now();
81
+ let deltaMillis = now - this._lastUpdateTime;
82
+ deltaMillis = Math.min(100, deltaMillis);
83
+ this._lastUpdateTime = now;
84
+ let numParticles = this._particles.length;
85
+ if (numParticles === 0) {
86
+ this._numEmissions--;
87
+ if (this._numEmissions < 0)
88
+ this.dispose();
89
+ else
90
+ this._particles = this._emitter.emit();
91
+ return;
92
+ }
93
+ const elapsedSeconds = deltaMillis / 1000;
94
+ for (let i = 0; i < numParticles; i++) {
95
+ const particle = this._particles[i];
96
+ this.updateParticle(particle, elapsedSeconds);
97
+ if (particle.isExpired) {
98
+ this._particles[i] = this._particles[numParticles - 1];
99
+ --i;
100
+ --numParticles;
101
+ }
102
+ }
103
+ this._particles.length = numParticles;
104
+ }
105
+ updateParticle(particle, elapsedSeconds) {
106
+ const velocity = particle.velocity.clone(this._scratchVector3d);
107
+ velocity.scale(elapsedSeconds, velocity);
108
+ velocity.z += elapsedSeconds * this.gravity;
109
+ particle.position.addInPlace(velocity);
110
+ particle.transparency = 255 * (particle.age / particle.lifetime);
111
+ particle.age += elapsedSeconds;
112
+ }
113
+ decorate(context) {
114
+ if (!context.viewport.view.isSpatialView())
115
+ return;
116
+ this.update();
117
+ const builder = ParticleCollectionBuilder.create({
118
+ viewport: context.viewport,
119
+ texture: this._texture,
120
+ size: (this._emitter.sizeRange.high - this._emitter.sizeRange.low) / 2,
121
+ transparency: 0,
122
+ origin: this._origin,
123
+ pickableId: this._pickableId,
124
+ });
125
+ for (const particle of this._particles)
126
+ builder.addParticle(particle);
127
+ const graphic = builder.finish();
128
+ if (graphic) {
129
+ context.addDecoration(GraphicType.WorldDecoration, graphic);
130
+ context.viewport.onRender.addOnce((vp) => vp.invalidateDecorations());
131
+ }
132
+ }
133
+ testDecorationHit(id) {
134
+ return id === this._pickableId;
135
+ }
136
+ async getDecorationToolTip(_hit) {
137
+ return "Explosion effect";
138
+ }
139
+ static async addDecorator(iModel) {
140
+ // Note: The decorator takes ownership of the texture, and disposes of it when the decorator is disposed.
141
+ const image = await imageElementFromUrl("./sprites/particle_explosion.png");
142
+ const texture = IModelApp.renderSystem.createTexture({
143
+ ownership: "external",
144
+ image: { source: image, transparency: TextureTransparency.Mixed },
145
+ });
146
+ if (texture)
147
+ IModelApp.viewManager.addDecorator(new ParticleSystem(texture, iModel, randomIntegerInRange(this.numEmissionsRange)));
148
+ }
149
+ }
150
+ ParticleSystem.numEmissionsRange = Range1d.createXX(1, 5);
151
+ /** This tool applies an explosion particle effect used for testing [ParticleCollectionBuilder]($frontend).
152
+ * @beta
153
+ */
154
+ export class ExplosionEffect extends Tool {
155
+ /** This method runs the tool, applying an explosion particle effect. */
156
+ async run() {
157
+ const vp = IModelApp.viewManager.selectedView;
158
+ if (vp)
159
+ await ParticleSystem.addDecorator(vp.iModel);
160
+ return true;
161
+ }
162
+ }
163
+ ExplosionEffect.toolId = "ExplosionEffect";
164
+ //# sourceMappingURL=Explosion.js.map
@@ -0,0 +1 @@
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module Effects\n */\n\nimport { Id64String } from \"@itwin/core-bentley\";\nimport { Point3d, Range1d, Vector3d } from \"@itwin/core-geometry\";\nimport { RenderTexture } from \"@itwin/core-common\";\nimport {\n DecorateContext, GraphicType, HitDetail, imageElementFromUrl, IModelApp, IModelConnection, ParticleCollectionBuilder, ParticleProps, TextureTransparency, Tool,\n} from \"@itwin/core-frontend\";\nimport { randomFloat, randomFloatInRange, randomIntegerInRange, randomPositionInRange } from \"./Random\";\n\n/** Represents one particle in the system. */\nclass Particle implements ParticleProps {\n /** Current position in the particle system's local coordinate space. */\n public readonly position: Point3d;\n /** Current velocity in meters per second. */\n public readonly velocity: Vector3d;\n /** Current age in seconds, incremented each frame. */\n public age = 0;\n /** Maximum age in seconds. When `this.age` exceeds `this.lifetime`, the particle expires. */\n public readonly lifetime: number;\n /** Particle size in meters. */\n public size: number;\n /** Particle transparency in [0..255]. */\n public transparency = 0;\n\n public get x() { return this.position.x; }\n public get y() { return this.position.y; }\n public get z() { return this.position.z; }\n\n public constructor(position: Point3d, velocity: Vector3d, lifetime: number, size: number) {\n this.position = position;\n this.velocity = velocity;\n this.lifetime = lifetime;\n this.size = size;\n }\n\n public get isExpired() { return this.age >= this.lifetime; }\n}\n\n/** Emits particles in a sphere with its center at the origin.\n * Each particle is emitted from the center of the sphere with random velocity toward the surface of the sphere.\n */\nclass ParticleEmitter {\n /** Range from which each particle's initial speed in meters per second will be selected. */\n public readonly speedRange = Range1d.createXX(1, 2);\n /** Range from which each particle's lifetime in seconds will be selected. */\n public readonly lifetimeRange = Range1d.createXX(5, 10);\n /** Range from which each particle's size in meters will be selected. */\n public readonly sizeRange = Range1d.createXX(0.2, 1.0);\n /** Range from which the number of particles emitted will be selected. */\n public numParticlesRange = Range1d.createXX(1600, 2200);\n\n /** Emit an explosion of particles from the center of the sphere. */\n public emit(): Particle[] {\n const particles = [];\n const numParticles = randomIntegerInRange(this.numParticlesRange);\n for (let i = 0; i < numParticles; i++) {\n const velocity = new Vector3d(randomFloat(-1.0, 1.0), randomFloat(-1.0, 1.0), randomFloat(-1.0, 1.0));\n velocity.normalizeInPlace();\n velocity.scaleInPlace(randomFloatInRange(this.speedRange));\n\n const lifetime = randomFloatInRange(this.lifetimeRange);\n const size = randomFloatInRange(this.sizeRange);\n particles.push(new Particle(new Point3d(0, 0, 0), velocity, lifetime, size));\n }\n\n return particles;\n }\n}\n\nclass ParticleSystem {\n private readonly _origin: Point3d;\n private readonly _pickableId: Id64String;\n private readonly _emitter = new ParticleEmitter();\n private _numEmissions: number;\n private readonly _texture: RenderTexture;\n private _lastUpdateTime: number;\n private _particles: Particle[] = [];\n private readonly _scratchVector3d = new Vector3d();\n private _dispose?: VoidFunction;\n /** Acceleration in Z applied to particles, in meters per second squared. */\n public gravity = -3;\n\n public static numEmissionsRange = Range1d.createXX(1, 5);\n\n public constructor(texture: RenderTexture, iModel: IModelConnection, numEmissions: number) {\n this._texture = texture;\n this._pickableId = iModel.transientIds.next;\n this._numEmissions = numEmissions;\n this._lastUpdateTime = Date.now();\n\n this._origin = randomPositionInRange(iModel.projectExtents);\n\n this._dispose = iModel.onClose.addListener(() => this.dispose());\n }\n\n public dispose(): void {\n if (this._dispose) {\n this._dispose();\n this._dispose = undefined;\n }\n\n IModelApp.viewManager.dropDecorator(this);\n this._texture.dispose();\n }\n\n public update(): void {\n const now = Date.now();\n let deltaMillis = now - this._lastUpdateTime;\n deltaMillis = Math.min(100, deltaMillis);\n this._lastUpdateTime = now;\n\n let numParticles = this._particles.length;\n if (numParticles === 0) {\n this._numEmissions--;\n if (this._numEmissions < 0)\n this.dispose();\n else\n this._particles = this._emitter.emit();\n\n return;\n }\n\n const elapsedSeconds = deltaMillis / 1000;\n for (let i = 0; i < numParticles; i++) {\n const particle = this._particles[i];\n this.updateParticle(particle, elapsedSeconds);\n if (particle.isExpired) {\n this._particles[i] = this._particles[numParticles - 1];\n --i;\n --numParticles;\n }\n }\n\n this._particles.length = numParticles;\n }\n\n private updateParticle(particle: Particle, elapsedSeconds: number): void {\n const velocity = particle.velocity.clone(this._scratchVector3d);\n velocity.scale(elapsedSeconds, velocity);\n velocity.z += elapsedSeconds * this.gravity;\n particle.position.addInPlace(velocity);\n particle.transparency = 255 * (particle.age / particle.lifetime);\n\n particle.age += elapsedSeconds;\n }\n\n public decorate(context: DecorateContext): void {\n if (!context.viewport.view.isSpatialView())\n return;\n\n this.update();\n\n const builder = ParticleCollectionBuilder.create({\n viewport: context.viewport,\n texture: this._texture,\n size: (this._emitter.sizeRange.high - this._emitter.sizeRange.low) / 2,\n transparency: 0,\n origin: this._origin,\n pickableId: this._pickableId,\n });\n\n for (const particle of this._particles)\n builder.addParticle(particle);\n\n const graphic = builder.finish();\n if (graphic) {\n context.addDecoration(GraphicType.WorldDecoration, graphic);\n context.viewport.onRender.addOnce((vp) => vp.invalidateDecorations());\n }\n }\n\n public testDecorationHit(id: Id64String): boolean {\n return id === this._pickableId;\n }\n\n public async getDecorationToolTip(_hit: HitDetail): Promise<HTMLElement | string> {\n return \"Explosion effect\";\n }\n\n public static async addDecorator(iModel: IModelConnection): Promise<void> {\n // Note: The decorator takes ownership of the texture, and disposes of it when the decorator is disposed.\n const image = await imageElementFromUrl(\"./sprites/particle_explosion.png\");\n const texture = IModelApp.renderSystem.createTexture({\n ownership: \"external\",\n image: { source: image, transparency: TextureTransparency.Mixed },\n });\n if (texture)\n IModelApp.viewManager.addDecorator(new ParticleSystem(texture, iModel, randomIntegerInRange(this.numEmissionsRange)));\n }\n}\n\n/** This tool applies an explosion particle effect used for testing [ParticleCollectionBuilder]($frontend).\n * @beta\n */\nexport class ExplosionEffect extends Tool {\n public static override toolId = \"ExplosionEffect\";\n\n /** This method runs the tool, applying an explosion particle effect. */\n public override async run(): Promise<boolean> {\n const vp = IModelApp.viewManager.selectedView;\n if (vp)\n await ParticleSystem.addDecorator(vp.iModel);\n\n return true;\n }\n}\n"]}
@@ -0,0 +1,31 @@
1
+ /** @packageDocumentation
2
+ * @module Effects
3
+ */
4
+ import { ScreenSpaceEffectBuilder, Tool } from "@itwin/core-frontend";
5
+ import { AddEffectTool } from "./EffectTools";
6
+ /** An extremely simple and mostly useless effect intended to demonstrate the basics of creating a screen-space effect.
7
+ * It flips the Viewport's image on the x and/or y axis, and/or inverts the color of each pixel.
8
+ * @beta
9
+ */
10
+ export declare class FlipImageEffect extends AddEffectTool {
11
+ static toolId: string;
12
+ protected get effectName(): string;
13
+ protected get textureCoordFromPosition(): boolean;
14
+ protected get source(): {
15
+ vertex: string;
16
+ fragment: string;
17
+ sampleSourcePixel: string;
18
+ };
19
+ protected defineEffect(builder: ScreenSpaceEffectBuilder): void;
20
+ }
21
+ /** Configure the [[FlipImageEffect]].
22
+ * @beta
23
+ */
24
+ export declare class FlipImageConfig extends Tool {
25
+ static toolId: string;
26
+ static get minArgs(): number;
27
+ static get maxArgs(): number;
28
+ run(horizontal?: boolean, vertical?: boolean, color?: boolean): Promise<boolean>;
29
+ parseAndRun(...input: string[]): Promise<boolean>;
30
+ }
31
+ //# sourceMappingURL=FlipImage.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"FlipImage.d.ts","sourceRoot":"","sources":["../../../src/effects/FlipImage.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,wBAAwB,EAAE,IAAI,EAA4B,MAAM,sBAAsB,CAAC;AAEhG,OAAO,EAAE,aAAa,EAA6B,MAAM,eAAe,CAAC;AAMzE;;;GAGG;AACH,qBAAa,eAAgB,SAAQ,aAAa;IAChD,OAAuB,MAAM,SAAqB;IAElD,SAAS,KAAK,UAAU,WAAqB;IAC7C,SAAS,KAAK,wBAAwB,YAAmB;IAEzD,SAAS,KAAK,MAAM;;;;MA8BnB;IAED,SAAS,CAAC,YAAY,CAAC,OAAO,EAAE,wBAAwB,GAAG,IAAI;CAwBhE;AAED;;GAEG;AACH,qBAAa,eAAgB,SAAQ,IAAI;IACvC,OAAuB,MAAM,SAAqB;IAClD,WAA2B,OAAO,WAAgB;IAClD,WAA2B,OAAO,WAAgB;IAE5B,GAAG,CAAC,UAAU,CAAC,EAAE,OAAO,EAAE,QAAQ,CAAC,EAAE,OAAO,EAAE,KAAK,CAAC,EAAE,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;IAShF,WAAW,CAAC,GAAG,KAAK,EAAE,MAAM,EAAE,GAAG,OAAO,CAAC,OAAO,CAAC;CAIxE"}
@@ -0,0 +1,95 @@
1
+ /*---------------------------------------------------------------------------------------------
2
+ * Copyright (c) Bentley Systems, Incorporated. All rights reserved.
3
+ * See LICENSE.md in the project root for license terms and full copyright notice.
4
+ *--------------------------------------------------------------------------------------------*/
5
+ /** @packageDocumentation
6
+ * @module Effects
7
+ */
8
+ import { Tool, UniformType, VaryingType } from "@itwin/core-frontend";
9
+ import { parseArgs } from "../tools/parseArgs";
10
+ import { AddEffectTool, refreshViewportsForEffect } from "./EffectTools";
11
+ let flipHorizontal = false;
12
+ let flipVertical = false;
13
+ let flipColor = false;
14
+ /** An extremely simple and mostly useless effect intended to demonstrate the basics of creating a screen-space effect.
15
+ * It flips the Viewport's image on the x and/or y axis, and/or inverts the color of each pixel.
16
+ * @beta
17
+ */
18
+ export class FlipImageEffect extends AddEffectTool {
19
+ get effectName() { return "flip"; }
20
+ get textureCoordFromPosition() { return true; }
21
+ get source() {
22
+ return {
23
+ // Compute texture coordinate for use in fragment shader.
24
+ vertex: `
25
+ void effectMain(vec4 pos) {
26
+ vec2 uv = textureCoordFromPosition(pos);
27
+ if (u_flipHorizontal)
28
+ uv.x = 1.0 - uv.x;
29
+
30
+ if (u_flipVertical)
31
+ uv.y = 1.0 - uv.y;
32
+
33
+ v_uv = uv;
34
+ }`,
35
+ // Sample the original image to flip on x and/or y axis, then invert its color.
36
+ fragment: `
37
+ vec4 effectMain() {
38
+ vec4 color = sampleSourcePixel();
39
+ if (u_flipColor) {
40
+ color.r = 1.0 - color.r;
41
+ color.g = 1.0 - color.g;
42
+ color.b = 1.0 - color.b;
43
+ }
44
+
45
+ return color;
46
+ }`,
47
+ // Because we're moving pixels around, we must tell the render system where the source pixel was originally located - otherwise
48
+ // element locate will not work correctly.
49
+ sampleSourcePixel: "return TEXTURE(u_diffuse, v_uv);",
50
+ };
51
+ }
52
+ defineEffect(builder) {
53
+ // Don't bother applying the effect if nothing is to be flipped.
54
+ builder.shouldApply = (_context) => flipHorizontal || flipVertical || flipColor;
55
+ // Define the varying for the texture coordinate.
56
+ builder.addVarying("v_uv", VaryingType.Vec2);
57
+ // Hook up the uniforms.
58
+ builder.addUniform({
59
+ name: "u_flipHorizontal",
60
+ type: UniformType.Bool,
61
+ bind: (uniform, _context) => uniform.setUniform1i(flipHorizontal ? 1 : 0),
62
+ });
63
+ builder.addUniform({
64
+ name: "u_flipVertical",
65
+ type: UniformType.Bool,
66
+ bind: (uniform, _context) => uniform.setUniform1i(flipVertical ? 1 : 0),
67
+ });
68
+ builder.addUniform({
69
+ name: "u_flipColor",
70
+ type: UniformType.Bool,
71
+ bind: (uniform, _context) => uniform.setUniform1i(flipColor ? 1 : 0),
72
+ });
73
+ }
74
+ }
75
+ FlipImageEffect.toolId = "FlipImageEffect";
76
+ /** Configure the [[FlipImageEffect]].
77
+ * @beta
78
+ */
79
+ export class FlipImageConfig extends Tool {
80
+ static get minArgs() { return 0; }
81
+ static get maxArgs() { return 3; }
82
+ async run(horizontal, vertical, color) {
83
+ flipHorizontal = !!horizontal;
84
+ flipVertical = !!vertical;
85
+ flipColor = !!color;
86
+ refreshViewportsForEffect("fdt flip");
87
+ return true;
88
+ }
89
+ async parseAndRun(...input) {
90
+ const args = parseArgs(input);
91
+ return this.run(args.getBoolean("h"), args.getBoolean("v"), args.getBoolean("c"));
92
+ }
93
+ }
94
+ FlipImageConfig.toolId = "FlipImageConfig";
95
+ //# sourceMappingURL=FlipImage.js.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"FlipImage.js","sourceRoot":"","sources":["../../../src/effects/FlipImage.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAEH,OAAO,EAA4B,IAAI,EAAE,WAAW,EAAE,WAAW,EAAE,MAAM,sBAAsB,CAAC;AAChG,OAAO,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAC/C,OAAO,EAAE,aAAa,EAAE,yBAAyB,EAAE,MAAM,eAAe,CAAC;AAEzE,IAAI,cAAc,GAAG,KAAK,CAAC;AAC3B,IAAI,YAAY,GAAG,KAAK,CAAC;AACzB,IAAI,SAAS,GAAG,KAAK,CAAC;AAEtB;;;GAGG;AACH,MAAM,OAAO,eAAgB,SAAQ,aAAa;IAGhD,IAAc,UAAU,KAAK,OAAO,MAAM,CAAC,CAAC,CAAC;IAC7C,IAAc,wBAAwB,KAAK,OAAO,IAAI,CAAC,CAAC,CAAC;IAEzD,IAAc,MAAM;QAClB,OAAO;YACL,yDAAyD;YACzD,MAAM,EAAE;;;;;;;;;;UAUJ;YACJ,+EAA+E;YAC/E,QAAQ,EAAE;;;;;;;;;;UAUN;YACJ,+HAA+H;YAC/H,0CAA0C;YAC1C,iBAAiB,EAAE,kCAAkC;SACtD,CAAC;IACJ,CAAC;IAES,YAAY,CAAC,OAAiC;QACtD,gEAAgE;QAChE,OAAO,CAAC,WAAW,GAAG,CAAC,QAAQ,EAAE,EAAE,CAAC,cAAc,IAAI,YAAY,IAAI,SAAS,CAAC;QAEhF,iDAAiD;QACjD,OAAO,CAAC,UAAU,CAAC,MAAM,EAAE,WAAW,CAAC,IAAI,CAAC,CAAC;QAE7C,wBAAwB;QACxB,OAAO,CAAC,UAAU,CAAC;YACjB,IAAI,EAAE,kBAAkB;YACxB,IAAI,EAAE,WAAW,CAAC,IAAI;YACtB,IAAI,EAAE,CAAC,OAAO,EAAE,QAAQ,EAAE,EAAE,CAAC,OAAO,CAAC,YAAY,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;SAC1E,CAAC,CAAC;QACH,OAAO,CAAC,UAAU,CAAC;YACjB,IAAI,EAAE,gBAAgB;YACtB,IAAI,EAAE,WAAW,CAAC,IAAI;YACtB,IAAI,EAAE,CAAC,OAAO,EAAE,QAAQ,EAAE,EAAE,CAAC,OAAO,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;SACxE,CAAC,CAAC;QACH,OAAO,CAAC,UAAU,CAAC;YACjB,IAAI,EAAE,aAAa;YACnB,IAAI,EAAE,WAAW,CAAC,IAAI;YACtB,IAAI,EAAE,CAAC,OAAO,EAAE,QAAQ,EAAE,EAAE,CAAC,OAAO,CAAC,YAAY,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;SACrE,CAAC,CAAC;IACL,CAAC;;AA5DsB,sBAAM,GAAG,iBAAiB,CAAC;AA+DpD;;GAEG;AACH,MAAM,OAAO,eAAgB,SAAQ,IAAI;IAEhC,MAAM,KAAc,OAAO,KAAK,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3C,MAAM,KAAc,OAAO,KAAK,OAAO,CAAC,CAAC,CAAC,CAAC;IAElC,KAAK,CAAC,GAAG,CAAC,UAAoB,EAAE,QAAkB,EAAE,KAAe;QACjF,cAAc,GAAG,CAAC,CAAC,UAAU,CAAC;QAC9B,YAAY,GAAG,CAAC,CAAC,QAAQ,CAAC;QAC1B,SAAS,GAAG,CAAC,CAAC,KAAK,CAAC;QAEpB,yBAAyB,CAAC,UAAU,CAAC,CAAC;QACtC,OAAO,IAAI,CAAC;IACd,CAAC;IAEe,KAAK,CAAC,WAAW,CAAC,GAAG,KAAe;QAClD,MAAM,IAAI,GAAG,SAAS,CAAC,KAAK,CAAC,CAAC;QAC9B,OAAO,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,EAAE,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,EAAE,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,CAAC,CAAC;IACpF,CAAC;;AAhBsB,sBAAM,GAAG,iBAAiB,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module Effects\n */\n\nimport { ScreenSpaceEffectBuilder, Tool, UniformType, VaryingType } from \"@itwin/core-frontend\";\nimport { parseArgs } from \"../tools/parseArgs\";\nimport { AddEffectTool, refreshViewportsForEffect } from \"./EffectTools\";\n\nlet flipHorizontal = false;\nlet flipVertical = false;\nlet flipColor = false;\n\n/** An extremely simple and mostly useless effect intended to demonstrate the basics of creating a screen-space effect.\n * It flips the Viewport's image on the x and/or y axis, and/or inverts the color of each pixel.\n * @beta\n */\nexport class FlipImageEffect extends AddEffectTool {\n public static override toolId = \"FlipImageEffect\";\n\n protected get effectName() { return \"flip\"; }\n protected get textureCoordFromPosition() { return true; }\n\n protected get source() {\n return {\n // Compute texture coordinate for use in fragment shader.\n vertex: `\n void effectMain(vec4 pos) {\n vec2 uv = textureCoordFromPosition(pos);\n if (u_flipHorizontal)\n uv.x = 1.0 - uv.x;\n\n if (u_flipVertical)\n uv.y = 1.0 - uv.y;\n\n v_uv = uv;\n }`,\n // Sample the original image to flip on x and/or y axis, then invert its color.\n fragment: `\n vec4 effectMain() {\n vec4 color = sampleSourcePixel();\n if (u_flipColor) {\n color.r = 1.0 - color.r;\n color.g = 1.0 - color.g;\n color.b = 1.0 - color.b;\n }\n\n return color;\n }`,\n // Because we're moving pixels around, we must tell the render system where the source pixel was originally located - otherwise\n // element locate will not work correctly.\n sampleSourcePixel: \"return TEXTURE(u_diffuse, v_uv);\",\n };\n }\n\n protected defineEffect(builder: ScreenSpaceEffectBuilder): void {\n // Don't bother applying the effect if nothing is to be flipped.\n builder.shouldApply = (_context) => flipHorizontal || flipVertical || flipColor;\n\n // Define the varying for the texture coordinate.\n builder.addVarying(\"v_uv\", VaryingType.Vec2);\n\n // Hook up the uniforms.\n builder.addUniform({\n name: \"u_flipHorizontal\",\n type: UniformType.Bool,\n bind: (uniform, _context) => uniform.setUniform1i(flipHorizontal ? 1 : 0),\n });\n builder.addUniform({\n name: \"u_flipVertical\",\n type: UniformType.Bool,\n bind: (uniform, _context) => uniform.setUniform1i(flipVertical ? 1 : 0),\n });\n builder.addUniform({\n name: \"u_flipColor\",\n type: UniformType.Bool,\n bind: (uniform, _context) => uniform.setUniform1i(flipColor ? 1 : 0),\n });\n }\n}\n\n/** Configure the [[FlipImageEffect]].\n * @beta\n */\nexport class FlipImageConfig extends Tool {\n public static override toolId = \"FlipImageConfig\";\n public static override get minArgs() { return 0; }\n public static override get maxArgs() { return 3; }\n\n public override async run(horizontal?: boolean, vertical?: boolean, color?: boolean): Promise<boolean> {\n flipHorizontal = !!horizontal;\n flipVertical = !!vertical;\n flipColor = !!color;\n\n refreshViewportsForEffect(\"fdt flip\");\n return true;\n }\n\n public override async parseAndRun(...input: string[]): Promise<boolean> {\n const args = parseArgs(input);\n return this.run(args.getBoolean(\"h\"), args.getBoolean(\"v\"), args.getBoolean(\"c\"));\n }\n}\n"]}
@@ -0,0 +1,35 @@
1
+ /** @packageDocumentation
2
+ * @module Effects
3
+ */
4
+ import { ScreenSpaceEffectBuilder, Tool } from "@itwin/core-frontend";
5
+ import { AddEffectTool } from "./EffectTools";
6
+ /** Adds a screen-space effect to the selected [[Viewport]] to simulate the lens distortion produced by real-world cameras with very wide fields of view.
7
+ * Based on https://www.decarpentier.nl/lens-distortion
8
+ * The effect is improved considerably by enabling anti-aliasing (e.g., via [RenderSystem.Options.antialiasSamples]($frontend) at startup, or using the `fdt aasamples` key-in`).
9
+ * @note Because this effect applies a non-linear transform to each pixel, operations like snapping to geometry will not work properly. Element locate will work however - @see [ScreenSpaceEffectSource.sampleSourcePixel]($frontend).
10
+ * @beta
11
+ */
12
+ export declare class LensDistortionEffect extends AddEffectTool {
13
+ static toolId: string;
14
+ protected get effectName(): string;
15
+ protected get textureCoordFromPosition(): boolean;
16
+ protected get source(): {
17
+ vertex: string;
18
+ fragment: string;
19
+ sampleSourcePixel: string;
20
+ };
21
+ protected defineEffect(builder: ScreenSpaceEffectBuilder): void;
22
+ }
23
+ /** Configures the [[LensDistortionEffect]].
24
+ * @beta
25
+ */
26
+ export declare class LensDistortionConfig extends Tool {
27
+ static toolId: string;
28
+ static get minArgs(): number;
29
+ static get maxArgs(): number;
30
+ static strength: number;
31
+ static cylindricalRatio: number;
32
+ run(strength?: number, ratio?: number): Promise<boolean>;
33
+ parseAndRun(...input: string[]): Promise<boolean>;
34
+ }
35
+ //# sourceMappingURL=LensDistortion.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"LensDistortion.d.ts","sourceRoot":"","sources":["../../../src/effects/LensDistortion.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,wBAAwB,EAAE,IAAI,EAA4B,MAAM,sBAAsB,CAAC;AAChG,OAAO,EAAE,aAAa,EAA6B,MAAM,eAAe,CAAC;AAGzE;;;;;GAKG;AACH,qBAAa,oBAAqB,SAAQ,aAAa;IACrD,OAAuB,MAAM,SAA0B;IAEvD,SAAS,KAAK,UAAU,WAA+B;IACvD,SAAS,KAAK,wBAAwB,YAAmB;IAEzD,SAAS,KAAK,MAAM;;;;MA8BnB;IAED,SAAS,CAAC,YAAY,CAAC,OAAO,EAAE,wBAAwB,GAAG,IAAI;CAiChE;AAED;;GAEG;AACH,qBAAa,oBAAqB,SAAQ,IAAI;IAC5C,OAAuB,MAAM,SAA0B;IACvD,WAA2B,OAAO,WAAgB;IAClD,WAA2B,OAAO,WAAgB;IAElD,OAAc,QAAQ,SAAO;IAC7B,OAAc,gBAAgB,SAAO;IAEf,GAAG,CAAC,QAAQ,CAAC,EAAE,MAAM,EAAE,KAAK,CAAC,EAAE,MAAM,GAAG,OAAO,CAAC,OAAO,CAAC;IAOxD,WAAW,CAAC,GAAG,KAAK,EAAE,MAAM,EAAE,GAAG,OAAO,CAAC,OAAO,CAAC;CAIxE"}
@@ -0,0 +1,105 @@
1
+ /*---------------------------------------------------------------------------------------------
2
+ * Copyright (c) Bentley Systems, Incorporated. All rights reserved.
3
+ * See LICENSE.md in the project root for license terms and full copyright notice.
4
+ *--------------------------------------------------------------------------------------------*/
5
+ /** @packageDocumentation
6
+ * @module Effects
7
+ */
8
+ import { assert } from "@itwin/core-bentley";
9
+ import { Tool, UniformType, VaryingType } from "@itwin/core-frontend";
10
+ import { AddEffectTool, refreshViewportsForEffect } from "./EffectTools";
11
+ import { parseArgs } from "../tools/parseArgs";
12
+ /** Adds a screen-space effect to the selected [[Viewport]] to simulate the lens distortion produced by real-world cameras with very wide fields of view.
13
+ * Based on https://www.decarpentier.nl/lens-distortion
14
+ * The effect is improved considerably by enabling anti-aliasing (e.g., via [RenderSystem.Options.antialiasSamples]($frontend) at startup, or using the `fdt aasamples` key-in`).
15
+ * @note Because this effect applies a non-linear transform to each pixel, operations like snapping to geometry will not work properly. Element locate will work however - @see [ScreenSpaceEffectSource.sampleSourcePixel]($frontend).
16
+ * @beta
17
+ */
18
+ export class LensDistortionEffect extends AddEffectTool {
19
+ get effectName() { return "lensdistortion"; }
20
+ get textureCoordFromPosition() { return true; }
21
+ get source() {
22
+ return {
23
+ vertex: `
24
+ void effectMain(vec4 position) {
25
+ vec2 uv = textureCoordFromPosition(position);
26
+ float scaledHeight = strength * height;
27
+ float cylAspectRatio = aspectRatio * cylindricalRatio;
28
+ float aspectDiagSq = aspectRatio * aspectRatio + 1.0;
29
+ float diagSq = scaledHeight * scaledHeight * aspectDiagSq;
30
+ vec2 signedUV = (2.0 * uv + vec2(-1.0, -1.0));
31
+
32
+ float z = 0.5 * sqrt(diagSq + 1.0) + 0.5;
33
+ float ny = (z - 1.0) / (cylAspectRatio * cylAspectRatio + 1.0);
34
+
35
+ vUVDot = sqrt(ny) * vec2(cylAspectRatio, 1.0) * signedUV;
36
+ vUV = vec3(0.5, 0.5, 1.0) * z + vec3(-0.5, -0.5, 0.0);
37
+ vUV.xy += uv;
38
+ }`,
39
+ // We simply shift pixels - we don't alter their colors.
40
+ fragment: `
41
+ vec4 effectMain() {
42
+ return sampleSourcePixel();
43
+ }`,
44
+ // Because we're moving pixels around, we must tell the render system where the source pixel was originally located - otherwise
45
+ // element locate will not work correctly.
46
+ sampleSourcePixel: `
47
+ vec3 uv = dot(vUVDot, vUVDot) * vec3(-0.5, -0.5, -1.0) + vUV;
48
+ return TEXTURE_PROJ(u_diffuse, uv);
49
+ `,
50
+ };
51
+ }
52
+ defineEffect(builder) {
53
+ // Lens distortion is only applicable to views with the camera enabled.
54
+ builder.shouldApply = (context) => context.viewport.isCameraOn;
55
+ builder.addVarying("vUV", VaryingType.Vec3);
56
+ builder.addVarying("vUVDot", VaryingType.Vec2);
57
+ builder.addUniform({
58
+ name: "strength",
59
+ type: UniformType.Float,
60
+ bind: (uniform) => uniform.setUniform1f(LensDistortionConfig.strength),
61
+ });
62
+ builder.addUniform({
63
+ name: "cylindricalRatio",
64
+ type: UniformType.Float,
65
+ bind: (uniform) => uniform.setUniform1f(LensDistortionConfig.cylindricalRatio),
66
+ });
67
+ builder.addUniform({
68
+ name: "aspectRatio",
69
+ type: UniformType.Float,
70
+ bind: (uniform, context) => uniform.setUniform1f(context.viewport.viewRect.aspect),
71
+ });
72
+ builder.addUniform({
73
+ name: "height",
74
+ type: UniformType.Float,
75
+ bind: (uniform, context) => {
76
+ assert(context.viewport.view.isCameraEnabled());
77
+ const fov = context.viewport.view.camera.lens.radians;
78
+ const height = Math.tan(fov / 2) / context.viewport.viewRect.aspect;
79
+ uniform.setUniform1f(height);
80
+ },
81
+ });
82
+ }
83
+ }
84
+ LensDistortionEffect.toolId = "LensDistortionEffect";
85
+ /** Configures the [[LensDistortionEffect]].
86
+ * @beta
87
+ */
88
+ export class LensDistortionConfig extends Tool {
89
+ static get minArgs() { return 0; }
90
+ static get maxArgs() { return 2; }
91
+ async run(strength, ratio) {
92
+ LensDistortionConfig.strength = strength !== null && strength !== void 0 ? strength : 0.5;
93
+ LensDistortionConfig.cylindricalRatio = ratio !== null && ratio !== void 0 ? ratio : 0.5;
94
+ refreshViewportsForEffect("fdt lensdistortion");
95
+ return true;
96
+ }
97
+ async parseAndRun(...input) {
98
+ const args = parseArgs(input);
99
+ return this.run(args.getFloat("s"), args.getFloat("r"));
100
+ }
101
+ }
102
+ LensDistortionConfig.toolId = "LensDistortionConfig";
103
+ LensDistortionConfig.strength = 0.5;
104
+ LensDistortionConfig.cylindricalRatio = 0.5;
105
+ //# sourceMappingURL=LensDistortion.js.map
@@ -0,0 +1 @@
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module Effects\n */\n\nimport { assert } from \"@itwin/core-bentley\";\nimport { ScreenSpaceEffectBuilder, Tool, UniformType, VaryingType } from \"@itwin/core-frontend\";\nimport { AddEffectTool, refreshViewportsForEffect } from \"./EffectTools\";\nimport { parseArgs } from \"../tools/parseArgs\";\n\n/** Adds a screen-space effect to the selected [[Viewport]] to simulate the lens distortion produced by real-world cameras with very wide fields of view.\n * Based on https://www.decarpentier.nl/lens-distortion\n * The effect is improved considerably by enabling anti-aliasing (e.g., via [RenderSystem.Options.antialiasSamples]($frontend) at startup, or using the `fdt aasamples` key-in`).\n * @note Because this effect applies a non-linear transform to each pixel, operations like snapping to geometry will not work properly. Element locate will work however - @see [ScreenSpaceEffectSource.sampleSourcePixel]($frontend).\n * @beta\n */\nexport class LensDistortionEffect extends AddEffectTool {\n public static override toolId = \"LensDistortionEffect\";\n\n protected get effectName() { return \"lensdistortion\"; }\n protected get textureCoordFromPosition() { return true; }\n\n protected get source() {\n return {\n vertex: `\n void effectMain(vec4 position) {\n vec2 uv = textureCoordFromPosition(position);\n float scaledHeight = strength * height;\n float cylAspectRatio = aspectRatio * cylindricalRatio;\n float aspectDiagSq = aspectRatio * aspectRatio + 1.0;\n float diagSq = scaledHeight * scaledHeight * aspectDiagSq;\n vec2 signedUV = (2.0 * uv + vec2(-1.0, -1.0));\n\n float z = 0.5 * sqrt(diagSq + 1.0) + 0.5;\n float ny = (z - 1.0) / (cylAspectRatio * cylAspectRatio + 1.0);\n\n vUVDot = sqrt(ny) * vec2(cylAspectRatio, 1.0) * signedUV;\n vUV = vec3(0.5, 0.5, 1.0) * z + vec3(-0.5, -0.5, 0.0);\n vUV.xy += uv;\n }`,\n // We simply shift pixels - we don't alter their colors.\n fragment: `\n vec4 effectMain() {\n return sampleSourcePixel();\n }`,\n // Because we're moving pixels around, we must tell the render system where the source pixel was originally located - otherwise\n // element locate will not work correctly.\n sampleSourcePixel: `\n vec3 uv = dot(vUVDot, vUVDot) * vec3(-0.5, -0.5, -1.0) + vUV;\n return TEXTURE_PROJ(u_diffuse, uv);\n `,\n };\n }\n\n protected defineEffect(builder: ScreenSpaceEffectBuilder): void {\n // Lens distortion is only applicable to views with the camera enabled.\n builder.shouldApply = (context) => context.viewport.isCameraOn;\n\n builder.addVarying(\"vUV\", VaryingType.Vec3);\n builder.addVarying(\"vUVDot\", VaryingType.Vec2);\n\n builder.addUniform({\n name: \"strength\",\n type: UniformType.Float,\n bind: (uniform) => uniform.setUniform1f(LensDistortionConfig.strength),\n });\n builder.addUniform({\n name: \"cylindricalRatio\",\n type: UniformType.Float,\n bind: (uniform) => uniform.setUniform1f(LensDistortionConfig.cylindricalRatio),\n });\n builder.addUniform({\n name: \"aspectRatio\",\n type: UniformType.Float,\n bind: (uniform, context) => uniform.setUniform1f(context.viewport.viewRect.aspect),\n });\n builder.addUniform({\n name: \"height\",\n type: UniformType.Float,\n bind: (uniform, context) => {\n assert(context.viewport.view.isCameraEnabled());\n const fov = context.viewport.view.camera.lens.radians;\n const height = Math.tan(fov / 2) / context.viewport.viewRect.aspect;\n uniform.setUniform1f(height);\n },\n });\n }\n}\n\n/** Configures the [[LensDistortionEffect]].\n * @beta\n */\nexport class LensDistortionConfig extends Tool {\n public static override toolId = \"LensDistortionConfig\";\n public static override get minArgs() { return 0; }\n public static override get maxArgs() { return 2; }\n\n public static strength = 0.5;\n public static cylindricalRatio = 0.5;\n\n public override async run(strength?: number, ratio?: number): Promise<boolean> {\n LensDistortionConfig.strength = strength ?? 0.5;\n LensDistortionConfig.cylindricalRatio = ratio ?? 0.5;\n refreshViewportsForEffect(\"fdt lensdistortion\");\n return true;\n }\n\n public override async parseAndRun(...input: string[]): Promise<boolean> {\n const args = parseArgs(input);\n return this.run(args.getFloat(\"s\"), args.getFloat(\"r\"));\n }\n}\n"]}
@@ -0,0 +1,25 @@
1
+ /** @packageDocumentation
2
+ * @module Effects
3
+ */
4
+ import { Point3d, Range1d, Range3d } from "@itwin/core-geometry";
5
+ /** Generate integer in [min, max].
6
+ * @beta
7
+ */
8
+ export declare function randomInteger(min: number, max: number): number;
9
+ /** Generate random integer in [range.low, range.high].
10
+ * @beta
11
+ */
12
+ export declare function randomIntegerInRange(range: Range1d): number;
13
+ /** Generate random floating-point number in [min, max).
14
+ * @beta
15
+ */
16
+ export declare function randomFloat(min: number, max: number): number;
17
+ /** Generate random floating-point number in [range.low, range.high).
18
+ * @beta
19
+ */
20
+ export declare function randomFloatInRange(range: Range1d): number;
21
+ /** Generate a random position in the specified range.
22
+ * @beta
23
+ */
24
+ export declare function randomPositionInRange(range: Range3d): Point3d;
25
+ //# sourceMappingURL=Random.d.ts.map
@@ -0,0 +1 @@
1
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