@itwin/frontend-devtools 3.6.0-dev.14 → 3.6.0-dev.22
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/CHANGELOG.md
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# Change Log - @itwin/frontend-devtools
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This log was last generated on
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This log was last generated on Thu, 15 Dec 2022 16:38:29 GMT and should not be manually modified.
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## 3.5.1
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Thu, 15 Dec 2022 16:38:29 GMT
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### Updates
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- slider readout
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## 3.5.0
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Wed, 07 Dec 2022 19:12:37 GMT
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@@ -66,7 +66,7 @@ class ParticleSystem {
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/** Acceleration in Z applied to particles, in meters per second squared. */
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this.gravity = -3;
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this._texture = texture;
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this._pickableId = iModel.transientIds.
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this._pickableId = iModel.transientIds.getNext();
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this._numEmissions = numEmissions;
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this._lastUpdateTime = Date.now();
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this._origin = (0, Random_1.randomPositionInRange)(iModel.projectExtents);
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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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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.getNext();\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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@@ -63,7 +63,7 @@ class ParticleSystem {
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/** Acceleration in Z applied to particles, in meters per second squared. */
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this.gravity = -3;
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this._texture = texture;
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this._pickableId = iModel.transientIds.
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+
this._pickableId = iModel.transientIds.getNext();
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this._numEmissions = numEmissions;
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this._lastUpdateTime = Date.now();
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this._origin = randomPositionInRange(iModel.projectExtents);
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@@ -1 +1 @@
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1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Effects\r\n */\r\n\r\nimport { Id64String } from \"@itwin/core-bentley\";\r\nimport { Point3d, Range1d, Vector3d } from \"@itwin/core-geometry\";\r\nimport { RenderTexture, 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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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.getNext();\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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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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1
1
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{
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2
2
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"name": "@itwin/frontend-devtools",
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3
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-
"version": "3.6.0-dev.
|
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3
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+
"version": "3.6.0-dev.22",
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4
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"description": "Debug menu and supporting UI widgets",
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5
5
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"main": "lib/cjs/frontend-devtools.js",
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6
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"module": "lib/esm/frontend-devtools.js",
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@@ -22,15 +22,15 @@
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22
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"url": "http://www.bentley.com"
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23
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},
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24
24
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"dependencies": {
|
|
25
|
-
"@itwin/core-bentley": "3.6.0-dev.
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26
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-
"@itwin/core-common": "3.6.0-dev.
|
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27
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-
"@itwin/core-frontend": "3.6.0-dev.
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28
|
-
"@itwin/core-geometry": "3.6.0-dev.
|
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25
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+
"@itwin/core-bentley": "3.6.0-dev.22",
|
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26
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+
"@itwin/core-common": "3.6.0-dev.22",
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27
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+
"@itwin/core-frontend": "3.6.0-dev.22",
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28
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+
"@itwin/core-geometry": "3.6.0-dev.22",
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29
29
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"file-saver": "^2.0.2"
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30
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},
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31
31
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"devDependencies": {
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32
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-
"@itwin/build-tools": "3.6.0-dev.
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33
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-
"@itwin/eslint-plugin": "3.6.0-dev.
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32
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+
"@itwin/build-tools": "3.6.0-dev.22",
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33
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+
"@itwin/eslint-plugin": "3.6.0-dev.22",
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34
34
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"@types/file-saver": "^2.0.1",
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35
35
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"@types/node": "18.11.5",
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"cpx2": "^3.0.0",
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