@itwin/frontend-devtools 4.0.0-dev.51 → 4.0.0-dev.54

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 (346) hide show
  1. package/lib/cjs/ClipboardUtilities.d.ts +8 -8
  2. package/lib/cjs/ClipboardUtilities.js +26 -26
  3. package/lib/cjs/FrontEndDevTools.d.ts +19 -19
  4. package/lib/cjs/FrontEndDevTools.js +221 -221
  5. package/lib/cjs/FrontEndDevTools.js.map +1 -1
  6. package/lib/cjs/effects/Convolution.d.ts +68 -68
  7. package/lib/cjs/effects/Convolution.js +148 -148
  8. package/lib/cjs/effects/Convolution.js.map +1 -1
  9. package/lib/cjs/effects/EffectTools.d.ts +33 -33
  10. package/lib/cjs/effects/EffectTools.js +67 -67
  11. package/lib/cjs/effects/EffectTools.js.map +1 -1
  12. package/lib/cjs/effects/Explosion.d.ts +12 -12
  13. package/lib/cjs/effects/Explosion.js +168 -168
  14. package/lib/cjs/effects/Explosion.js.map +1 -1
  15. package/lib/cjs/effects/FlipImage.d.ts +30 -30
  16. package/lib/cjs/effects/FlipImage.js +79 -79
  17. package/lib/cjs/effects/FlipImage.js.map +1 -1
  18. package/lib/cjs/effects/LensDistortion.d.ts +34 -34
  19. package/lib/cjs/effects/LensDistortion.js +88 -88
  20. package/lib/cjs/effects/LensDistortion.js.map +1 -1
  21. package/lib/cjs/effects/Random.d.ts +24 -24
  22. package/lib/cjs/effects/Random.js +49 -49
  23. package/lib/cjs/effects/Saturation.d.ts +30 -30
  24. package/lib/cjs/effects/Saturation.js +59 -59
  25. package/lib/cjs/effects/Saturation.js.map +1 -1
  26. package/lib/cjs/effects/Snow.d.ts +76 -76
  27. package/lib/cjs/effects/Snow.js +187 -187
  28. package/lib/cjs/effects/Snow.js.map +1 -1
  29. package/lib/cjs/effects/Vignette.d.ts +39 -39
  30. package/lib/cjs/effects/Vignette.js +79 -79
  31. package/lib/cjs/effects/Vignette.js.map +1 -1
  32. package/lib/cjs/frontend-devtools.d.ts +82 -82
  33. package/lib/cjs/frontend-devtools.js +102 -98
  34. package/lib/cjs/frontend-devtools.js.map +1 -1
  35. package/lib/cjs/tools/AnimationIntervalTool.d.ts +15 -15
  36. package/lib/cjs/tools/AnimationIntervalTool.js +30 -30
  37. package/lib/cjs/tools/AnimationIntervalTool.js.map +1 -1
  38. package/lib/cjs/tools/ChangeUnitsTool.d.ts +15 -15
  39. package/lib/cjs/tools/ChangeUnitsTool.js +41 -41
  40. package/lib/cjs/tools/ChangeUnitsTool.js.map +1 -1
  41. package/lib/cjs/tools/ClipTools.d.ts +67 -67
  42. package/lib/cjs/tools/ClipTools.js +161 -161
  43. package/lib/cjs/tools/ClipTools.js.map +1 -1
  44. package/lib/cjs/tools/DisplayStyleTools.d.ts +145 -145
  45. package/lib/cjs/tools/DisplayStyleTools.js +368 -368
  46. package/lib/cjs/tools/DisplayStyleTools.js.map +1 -1
  47. package/lib/cjs/tools/EmphasizeElementsTool.d.ts +60 -60
  48. package/lib/cjs/tools/EmphasizeElementsTool.js +154 -154
  49. package/lib/cjs/tools/EmphasizeElementsTool.js.map +1 -1
  50. package/lib/cjs/tools/FrustumDecoration.d.ts +57 -57
  51. package/lib/cjs/tools/FrustumDecoration.js +374 -374
  52. package/lib/cjs/tools/FrustumDecoration.js.map +1 -1
  53. package/lib/cjs/tools/InspectElementTool.d.ts +42 -42
  54. package/lib/cjs/tools/InspectElementTool.js +198 -198
  55. package/lib/cjs/tools/InspectElementTool.js.map +1 -1
  56. package/lib/cjs/tools/MapLayerTool.d.ts +264 -264
  57. package/lib/cjs/tools/MapLayerTool.js +507 -507
  58. package/lib/cjs/tools/MapLayerTool.js.map +1 -1
  59. package/lib/cjs/tools/MeasureTileLoadTime.d.ts +12 -12
  60. package/lib/cjs/tools/MeasureTileLoadTime.js +63 -63
  61. package/lib/cjs/tools/MeasureTileLoadTime.js.map +1 -1
  62. package/lib/cjs/tools/ModelAppearanceTools.d.ts +86 -86
  63. package/lib/cjs/tools/ModelAppearanceTools.js +183 -183
  64. package/lib/cjs/tools/ModelAppearanceTools.js.map +1 -1
  65. package/lib/cjs/tools/PlanProjectionTools.d.ts +40 -40
  66. package/lib/cjs/tools/PlanProjectionTools.js +149 -149
  67. package/lib/cjs/tools/PlanProjectionTools.js.map +1 -1
  68. package/lib/cjs/tools/PlanarMaskTools.d.ts +182 -182
  69. package/lib/cjs/tools/PlanarMaskTools.js +391 -391
  70. package/lib/cjs/tools/PlanarMaskTools.js.map +1 -1
  71. package/lib/cjs/tools/ProjectExtents.d.ts +41 -41
  72. package/lib/cjs/tools/ProjectExtents.js +110 -110
  73. package/lib/cjs/tools/ProjectExtents.js.map +1 -1
  74. package/lib/cjs/tools/RealityModelTools.d.ts +116 -116
  75. package/lib/cjs/tools/RealityModelTools.js +281 -281
  76. package/lib/cjs/tools/RealityModelTools.js.map +1 -1
  77. package/lib/cjs/tools/RealityTransitionTool.d.ts +25 -25
  78. package/lib/cjs/tools/RealityTransitionTool.js +115 -115
  79. package/lib/cjs/tools/RealityTransitionTool.js.map +1 -1
  80. package/lib/cjs/tools/RenderSystemTools.d.ts +38 -38
  81. package/lib/cjs/tools/RenderSystemTools.js +69 -69
  82. package/lib/cjs/tools/RenderSystemTools.js.map +1 -1
  83. package/lib/cjs/tools/RenderTargetTools.d.ts +107 -107
  84. package/lib/cjs/tools/RenderTargetTools.d.ts.map +1 -1
  85. package/lib/cjs/tools/RenderTargetTools.js +174 -174
  86. package/lib/cjs/tools/RenderTargetTools.js.map +1 -1
  87. package/lib/cjs/tools/ReportWebGLCompatibilityTool.d.ts +11 -11
  88. package/lib/cjs/tools/ReportWebGLCompatibilityTool.js +30 -30
  89. package/lib/cjs/tools/ReportWebGLCompatibilityTool.js.map +1 -1
  90. package/lib/cjs/tools/SavedViews.d.ts +46 -46
  91. package/lib/cjs/tools/SavedViews.js +136 -136
  92. package/lib/cjs/tools/SavedViews.js.map +1 -1
  93. package/lib/cjs/tools/ScheduleScriptTools.d.ts +37 -37
  94. package/lib/cjs/tools/ScheduleScriptTools.js +157 -157
  95. package/lib/cjs/tools/ScheduleScriptTools.js.map +1 -1
  96. package/lib/cjs/tools/SelectionTools.d.ts +28 -28
  97. package/lib/cjs/tools/SelectionTools.js +87 -87
  98. package/lib/cjs/tools/SelectionTools.js.map +1 -1
  99. package/lib/cjs/tools/SetGpuMemoryLimitTool.d.ts +15 -15
  100. package/lib/cjs/tools/SetGpuMemoryLimitTool.js +33 -33
  101. package/lib/cjs/tools/SetGpuMemoryLimitTool.js.map +1 -1
  102. package/lib/cjs/tools/SourceAspectIdTools.d.ts +40 -40
  103. package/lib/cjs/tools/SourceAspectIdTools.d.ts.map +1 -1
  104. package/lib/cjs/tools/SourceAspectIdTools.js +86 -85
  105. package/lib/cjs/tools/SourceAspectIdTools.js.map +1 -1
  106. package/lib/cjs/tools/TileRequestDecoration.d.ts +12 -12
  107. package/lib/cjs/tools/TileRequestDecoration.js +83 -83
  108. package/lib/cjs/tools/TileRequestDecoration.js.map +1 -1
  109. package/lib/cjs/tools/TileTreeBoundsDecoration.d.ts +11 -11
  110. package/lib/cjs/tools/TileTreeBoundsDecoration.js +74 -74
  111. package/lib/cjs/tools/TileTreeBoundsDecoration.js.map +1 -1
  112. package/lib/cjs/tools/ToolTipProvider.d.ts +15 -15
  113. package/lib/cjs/tools/ToolTipProvider.js +66 -66
  114. package/lib/cjs/tools/ToolTipProvider.js.map +1 -1
  115. package/lib/cjs/tools/ViewportTools.d.ts +218 -218
  116. package/lib/cjs/tools/ViewportTools.js +516 -516
  117. package/lib/cjs/tools/ViewportTools.js.map +1 -1
  118. package/lib/cjs/tools/parseArgs.d.ts +23 -23
  119. package/lib/cjs/tools/parseArgs.js +51 -51
  120. package/lib/cjs/tools/parseBoolean.d.ts +8 -8
  121. package/lib/cjs/tools/parseBoolean.js +26 -26
  122. package/lib/cjs/tools/parseToggle.d.ts +8 -8
  123. package/lib/cjs/tools/parseToggle.js +25 -25
  124. package/lib/cjs/ui/Button.d.ts +29 -29
  125. package/lib/cjs/ui/Button.d.ts.map +1 -1
  126. package/lib/cjs/ui/Button.js +26 -26
  127. package/lib/cjs/ui/CheckBox.d.ts +23 -23
  128. package/lib/cjs/ui/CheckBox.d.ts.map +1 -1
  129. package/lib/cjs/ui/CheckBox.js +27 -27
  130. package/lib/cjs/ui/ColorInput.d.ts +27 -27
  131. package/lib/cjs/ui/ColorInput.d.ts.map +1 -1
  132. package/lib/cjs/ui/ColorInput.js +53 -53
  133. package/lib/cjs/ui/ComboBox.d.ts +28 -28
  134. package/lib/cjs/ui/ComboBox.d.ts.map +1 -1
  135. package/lib/cjs/ui/ComboBox.js +42 -42
  136. package/lib/cjs/ui/DataList.d.ts +27 -27
  137. package/lib/cjs/ui/DataList.d.ts.map +1 -1
  138. package/lib/cjs/ui/DataList.js +39 -39
  139. package/lib/cjs/ui/NestedMenu.d.ts +19 -19
  140. package/lib/cjs/ui/NestedMenu.d.ts.map +1 -1
  141. package/lib/cjs/ui/NestedMenu.js +46 -46
  142. package/lib/cjs/ui/NumericInput.d.ts +35 -35
  143. package/lib/cjs/ui/NumericInput.d.ts.map +1 -1
  144. package/lib/cjs/ui/NumericInput.js +61 -61
  145. package/lib/cjs/ui/RadioBox.d.ts +29 -29
  146. package/lib/cjs/ui/RadioBox.d.ts.map +1 -1
  147. package/lib/cjs/ui/RadioBox.js +76 -76
  148. package/lib/cjs/ui/Slider.d.ts +28 -28
  149. package/lib/cjs/ui/Slider.d.ts.map +1 -1
  150. package/lib/cjs/ui/Slider.js +42 -42
  151. package/lib/cjs/ui/TextBox.d.ts +32 -32
  152. package/lib/cjs/ui/TextBox.d.ts.map +1 -1
  153. package/lib/cjs/ui/TextBox.js +56 -56
  154. package/lib/cjs/widgets/DiagnosticsPanel.d.ts +37 -37
  155. package/lib/cjs/widgets/DiagnosticsPanel.js +81 -81
  156. package/lib/cjs/widgets/FpsTracker.d.ts +19 -19
  157. package/lib/cjs/widgets/FpsTracker.js +56 -56
  158. package/lib/cjs/widgets/GpuProfiler.d.ts +16 -16
  159. package/lib/cjs/widgets/GpuProfiler.js +192 -192
  160. package/lib/cjs/widgets/KeyinField.d.ts +61 -61
  161. package/lib/cjs/widgets/KeyinField.js +186 -186
  162. package/lib/cjs/widgets/MemoryTracker.d.ts +27 -27
  163. package/lib/cjs/widgets/MemoryTracker.js +242 -242
  164. package/lib/cjs/widgets/MemoryTracker.js.map +1 -1
  165. package/lib/cjs/widgets/RenderCommandBreakdown.d.ts +15 -15
  166. package/lib/cjs/widgets/RenderCommandBreakdown.js +67 -67
  167. package/lib/cjs/widgets/TileMemoryBreakdown.d.ts +30 -30
  168. package/lib/cjs/widgets/TileMemoryBreakdown.js +203 -203
  169. package/lib/cjs/widgets/TileStatisticsTracker.d.ts +21 -21
  170. package/lib/cjs/widgets/TileStatisticsTracker.js +144 -144
  171. package/lib/cjs/widgets/ToolSettingsTracker.d.ts +9 -9
  172. package/lib/cjs/widgets/ToolSettingsTracker.js +211 -211
  173. package/lib/cjs/widgets/ToolSettingsTracker.js.map +1 -1
  174. package/lib/esm/ClipboardUtilities.d.ts +8 -8
  175. package/lib/esm/ClipboardUtilities.js +22 -22
  176. package/lib/esm/FrontEndDevTools.d.ts +19 -19
  177. package/lib/esm/FrontEndDevTools.js +218 -217
  178. package/lib/esm/FrontEndDevTools.js.map +1 -1
  179. package/lib/esm/effects/Convolution.d.ts +68 -68
  180. package/lib/esm/effects/Convolution.js +144 -138
  181. package/lib/esm/effects/Convolution.js.map +1 -1
  182. package/lib/esm/effects/EffectTools.d.ts +33 -33
  183. package/lib/esm/effects/EffectTools.js +63 -61
  184. package/lib/esm/effects/EffectTools.js.map +1 -1
  185. package/lib/esm/effects/Explosion.d.ts +12 -12
  186. package/lib/esm/effects/Explosion.js +165 -164
  187. package/lib/esm/effects/Explosion.js.map +1 -1
  188. package/lib/esm/effects/FlipImage.d.ts +30 -30
  189. package/lib/esm/effects/FlipImage.js +76 -74
  190. package/lib/esm/effects/FlipImage.js.map +1 -1
  191. package/lib/esm/effects/LensDistortion.d.ts +34 -34
  192. package/lib/esm/effects/LensDistortion.js +85 -83
  193. package/lib/esm/effects/LensDistortion.js.map +1 -1
  194. package/lib/esm/effects/Random.d.ts +24 -24
  195. package/lib/esm/effects/Random.js +41 -41
  196. package/lib/esm/effects/Saturation.d.ts +30 -30
  197. package/lib/esm/effects/Saturation.js +56 -54
  198. package/lib/esm/effects/Saturation.js.map +1 -1
  199. package/lib/esm/effects/Snow.d.ts +76 -76
  200. package/lib/esm/effects/Snow.js +184 -182
  201. package/lib/esm/effects/Snow.js.map +1 -1
  202. package/lib/esm/effects/Vignette.d.ts +39 -39
  203. package/lib/esm/effects/Vignette.js +76 -74
  204. package/lib/esm/effects/Vignette.js.map +1 -1
  205. package/lib/esm/frontend-devtools.d.ts +82 -82
  206. package/lib/esm/frontend-devtools.js +86 -86
  207. package/lib/esm/tools/AnimationIntervalTool.d.ts +15 -15
  208. package/lib/esm/tools/AnimationIntervalTool.js +27 -26
  209. package/lib/esm/tools/AnimationIntervalTool.js.map +1 -1
  210. package/lib/esm/tools/ChangeUnitsTool.d.ts +15 -15
  211. package/lib/esm/tools/ChangeUnitsTool.js +38 -37
  212. package/lib/esm/tools/ChangeUnitsTool.js.map +1 -1
  213. package/lib/esm/tools/ClipTools.d.ts +67 -67
  214. package/lib/esm/tools/ClipTools.js +158 -155
  215. package/lib/esm/tools/ClipTools.js.map +1 -1
  216. package/lib/esm/tools/DisplayStyleTools.d.ts +145 -145
  217. package/lib/esm/tools/DisplayStyleTools.js +364 -354
  218. package/lib/esm/tools/DisplayStyleTools.js.map +1 -1
  219. package/lib/esm/tools/EmphasizeElementsTool.d.ts +60 -60
  220. package/lib/esm/tools/EmphasizeElementsTool.js +150 -145
  221. package/lib/esm/tools/EmphasizeElementsTool.js.map +1 -1
  222. package/lib/esm/tools/FrustumDecoration.d.ts +57 -57
  223. package/lib/esm/tools/FrustumDecoration.js +370 -367
  224. package/lib/esm/tools/FrustumDecoration.js.map +1 -1
  225. package/lib/esm/tools/InspectElementTool.d.ts +42 -42
  226. package/lib/esm/tools/InspectElementTool.js +195 -194
  227. package/lib/esm/tools/InspectElementTool.js.map +1 -1
  228. package/lib/esm/tools/MapLayerTool.d.ts +264 -264
  229. package/lib/esm/tools/MapLayerTool.js +504 -485
  230. package/lib/esm/tools/MapLayerTool.js.map +1 -1
  231. package/lib/esm/tools/MeasureTileLoadTime.d.ts +12 -12
  232. package/lib/esm/tools/MeasureTileLoadTime.js +60 -59
  233. package/lib/esm/tools/MeasureTileLoadTime.js.map +1 -1
  234. package/lib/esm/tools/ModelAppearanceTools.d.ts +86 -86
  235. package/lib/esm/tools/ModelAppearanceTools.js +180 -172
  236. package/lib/esm/tools/ModelAppearanceTools.js.map +1 -1
  237. package/lib/esm/tools/PlanProjectionTools.d.ts +40 -40
  238. package/lib/esm/tools/PlanProjectionTools.js +146 -143
  239. package/lib/esm/tools/PlanProjectionTools.js.map +1 -1
  240. package/lib/esm/tools/PlanarMaskTools.d.ts +182 -182
  241. package/lib/esm/tools/PlanarMaskTools.js +387 -375
  242. package/lib/esm/tools/PlanarMaskTools.js.map +1 -1
  243. package/lib/esm/tools/ProjectExtents.d.ts +41 -41
  244. package/lib/esm/tools/ProjectExtents.js +105 -104
  245. package/lib/esm/tools/ProjectExtents.js.map +1 -1
  246. package/lib/esm/tools/RealityModelTools.d.ts +116 -116
  247. package/lib/esm/tools/RealityModelTools.js +278 -268
  248. package/lib/esm/tools/RealityModelTools.js.map +1 -1
  249. package/lib/esm/tools/RealityTransitionTool.d.ts +25 -25
  250. package/lib/esm/tools/RealityTransitionTool.js +112 -111
  251. package/lib/esm/tools/RealityTransitionTool.js.map +1 -1
  252. package/lib/esm/tools/RenderSystemTools.d.ts +38 -38
  253. package/lib/esm/tools/RenderSystemTools.js +65 -62
  254. package/lib/esm/tools/RenderSystemTools.js.map +1 -1
  255. package/lib/esm/tools/RenderTargetTools.d.ts +107 -107
  256. package/lib/esm/tools/RenderTargetTools.d.ts.map +1 -1
  257. package/lib/esm/tools/RenderTargetTools.js +169 -159
  258. package/lib/esm/tools/RenderTargetTools.js.map +1 -1
  259. package/lib/esm/tools/ReportWebGLCompatibilityTool.d.ts +11 -11
  260. package/lib/esm/tools/ReportWebGLCompatibilityTool.js +27 -26
  261. package/lib/esm/tools/ReportWebGLCompatibilityTool.js.map +1 -1
  262. package/lib/esm/tools/SavedViews.d.ts +46 -46
  263. package/lib/esm/tools/SavedViews.js +131 -128
  264. package/lib/esm/tools/SavedViews.js.map +1 -1
  265. package/lib/esm/tools/ScheduleScriptTools.d.ts +37 -37
  266. package/lib/esm/tools/ScheduleScriptTools.js +154 -151
  267. package/lib/esm/tools/ScheduleScriptTools.js.map +1 -1
  268. package/lib/esm/tools/SelectionTools.d.ts +28 -28
  269. package/lib/esm/tools/SelectionTools.js +84 -82
  270. package/lib/esm/tools/SelectionTools.js.map +1 -1
  271. package/lib/esm/tools/SetGpuMemoryLimitTool.d.ts +15 -15
  272. package/lib/esm/tools/SetGpuMemoryLimitTool.js +30 -29
  273. package/lib/esm/tools/SetGpuMemoryLimitTool.js.map +1 -1
  274. package/lib/esm/tools/SourceAspectIdTools.d.ts +40 -40
  275. package/lib/esm/tools/SourceAspectIdTools.d.ts.map +1 -1
  276. package/lib/esm/tools/SourceAspectIdTools.js +82 -79
  277. package/lib/esm/tools/SourceAspectIdTools.js.map +1 -1
  278. package/lib/esm/tools/TileRequestDecoration.d.ts +12 -12
  279. package/lib/esm/tools/TileRequestDecoration.js +80 -79
  280. package/lib/esm/tools/TileRequestDecoration.js.map +1 -1
  281. package/lib/esm/tools/TileTreeBoundsDecoration.d.ts +11 -11
  282. package/lib/esm/tools/TileTreeBoundsDecoration.js +71 -70
  283. package/lib/esm/tools/TileTreeBoundsDecoration.js.map +1 -1
  284. package/lib/esm/tools/ToolTipProvider.d.ts +15 -15
  285. package/lib/esm/tools/ToolTipProvider.js +63 -62
  286. package/lib/esm/tools/ToolTipProvider.js.map +1 -1
  287. package/lib/esm/tools/ViewportTools.d.ts +218 -218
  288. package/lib/esm/tools/ViewportTools.js +511 -492
  289. package/lib/esm/tools/ViewportTools.js.map +1 -1
  290. package/lib/esm/tools/parseArgs.d.ts +23 -23
  291. package/lib/esm/tools/parseArgs.js +47 -47
  292. package/lib/esm/tools/parseBoolean.d.ts +8 -8
  293. package/lib/esm/tools/parseBoolean.js +22 -22
  294. package/lib/esm/tools/parseToggle.d.ts +8 -8
  295. package/lib/esm/tools/parseToggle.js +21 -21
  296. package/lib/esm/ui/Button.d.ts +29 -29
  297. package/lib/esm/ui/Button.d.ts.map +1 -1
  298. package/lib/esm/ui/Button.js +22 -22
  299. package/lib/esm/ui/CheckBox.d.ts +23 -23
  300. package/lib/esm/ui/CheckBox.d.ts.map +1 -1
  301. package/lib/esm/ui/CheckBox.js +23 -23
  302. package/lib/esm/ui/ColorInput.d.ts +27 -27
  303. package/lib/esm/ui/ColorInput.d.ts.map +1 -1
  304. package/lib/esm/ui/ColorInput.js +48 -48
  305. package/lib/esm/ui/ComboBox.d.ts +28 -28
  306. package/lib/esm/ui/ComboBox.d.ts.map +1 -1
  307. package/lib/esm/ui/ComboBox.js +38 -38
  308. package/lib/esm/ui/DataList.d.ts +27 -27
  309. package/lib/esm/ui/DataList.d.ts.map +1 -1
  310. package/lib/esm/ui/DataList.js +34 -34
  311. package/lib/esm/ui/NestedMenu.d.ts +19 -19
  312. package/lib/esm/ui/NestedMenu.d.ts.map +1 -1
  313. package/lib/esm/ui/NestedMenu.js +42 -42
  314. package/lib/esm/ui/NumericInput.d.ts +35 -35
  315. package/lib/esm/ui/NumericInput.d.ts.map +1 -1
  316. package/lib/esm/ui/NumericInput.js +56 -56
  317. package/lib/esm/ui/RadioBox.d.ts +29 -29
  318. package/lib/esm/ui/RadioBox.d.ts.map +1 -1
  319. package/lib/esm/ui/RadioBox.js +72 -72
  320. package/lib/esm/ui/Slider.d.ts +28 -28
  321. package/lib/esm/ui/Slider.d.ts.map +1 -1
  322. package/lib/esm/ui/Slider.js +38 -38
  323. package/lib/esm/ui/TextBox.d.ts +32 -32
  324. package/lib/esm/ui/TextBox.d.ts.map +1 -1
  325. package/lib/esm/ui/TextBox.js +52 -52
  326. package/lib/esm/widgets/DiagnosticsPanel.d.ts +37 -37
  327. package/lib/esm/widgets/DiagnosticsPanel.js +77 -77
  328. package/lib/esm/widgets/FpsTracker.d.ts +19 -19
  329. package/lib/esm/widgets/FpsTracker.js +52 -52
  330. package/lib/esm/widgets/GpuProfiler.d.ts +16 -16
  331. package/lib/esm/widgets/GpuProfiler.js +188 -188
  332. package/lib/esm/widgets/KeyinField.d.ts +61 -61
  333. package/lib/esm/widgets/KeyinField.js +182 -182
  334. package/lib/esm/widgets/MemoryTracker.d.ts +27 -27
  335. package/lib/esm/widgets/MemoryTracker.js +237 -237
  336. package/lib/esm/widgets/MemoryTracker.js.map +1 -1
  337. package/lib/esm/widgets/RenderCommandBreakdown.d.ts +15 -15
  338. package/lib/esm/widgets/RenderCommandBreakdown.js +63 -63
  339. package/lib/esm/widgets/TileMemoryBreakdown.d.ts +30 -30
  340. package/lib/esm/widgets/TileMemoryBreakdown.js +199 -199
  341. package/lib/esm/widgets/TileStatisticsTracker.d.ts +21 -21
  342. package/lib/esm/widgets/TileStatisticsTracker.js +140 -140
  343. package/lib/esm/widgets/ToolSettingsTracker.d.ts +9 -9
  344. package/lib/esm/widgets/ToolSettingsTracker.js +208 -207
  345. package/lib/esm/widgets/ToolSettingsTracker.js.map +1 -1
  346. package/package.json +8 -8
@@ -1,26 +1,26 @@
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.
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
+ 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
24
  vertex: `
25
25
  void effectMain(vec4 pos) {
26
26
  vec2 uv = textureCoordFromPosition(pos);
@@ -31,8 +31,8 @@ export class FlipImageEffect extends AddEffectTool {
31
31
  uv.y = 1.0 - uv.y;
32
32
 
33
33
  v_uv = uv;
34
- }`,
35
- // Sample the original image to flip on x and/or y axis, then invert its color.
34
+ }`,
35
+ // Sample the original image to flip on x and/or y axis, then invert its color.
36
36
  fragment: `
37
37
  vec4 effectMain() {
38
38
  vec4 color = sampleSourcePixel();
@@ -43,53 +43,55 @@ export class FlipImageEffect extends AddEffectTool {
43
43
  }
44
44
 
45
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";
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
+ export { FlipImageEffect };
77
+ /** Configure the [[FlipImageEffect]].
78
+ * @beta
79
+ */
80
+ class FlipImageConfig extends Tool {
81
+ static get minArgs() { return 0; }
82
+ static get maxArgs() { return 3; }
83
+ async run(horizontal, vertical, color) {
84
+ flipHorizontal = !!horizontal;
85
+ flipVertical = !!vertical;
86
+ flipColor = !!color;
87
+ refreshViewportsForEffect("fdt flip");
88
+ return true;
89
+ }
90
+ async parseAndRun(...input) {
91
+ const args = parseArgs(input);
92
+ return this.run(args.getBoolean("h"), args.getBoolean("v"), args.getBoolean("c"));
93
+ }
94
+ }
95
+ FlipImageConfig.toolId = "FlipImageConfig";
96
+ export { FlipImageConfig };
95
97
  //# sourceMappingURL=FlipImage.js.map
@@ -1 +1 @@
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Effects\r\n */\r\n\r\nimport { ScreenSpaceEffectBuilder, Tool, UniformType, VaryingType } from \"@itwin/core-frontend\";\r\nimport { parseArgs } from \"../tools/parseArgs\";\r\nimport { AddEffectTool, refreshViewportsForEffect } from \"./EffectTools\";\r\n\r\nlet flipHorizontal = false;\r\nlet flipVertical = false;\r\nlet flipColor = false;\r\n\r\n/** An extremely simple and mostly useless effect intended to demonstrate the basics of creating a screen-space effect.\r\n * It flips the Viewport's image on the x and/or y axis, and/or inverts the color of each pixel.\r\n * @beta\r\n */\r\nexport class FlipImageEffect extends AddEffectTool {\r\n public static override toolId = \"FlipImageEffect\";\r\n\r\n protected get effectName() { return \"flip\"; }\r\n protected get textureCoordFromPosition() { return true; }\r\n\r\n protected get source() {\r\n return {\r\n // Compute texture coordinate for use in fragment shader.\r\n vertex: `\r\n void effectMain(vec4 pos) {\r\n vec2 uv = textureCoordFromPosition(pos);\r\n if (u_flipHorizontal)\r\n uv.x = 1.0 - uv.x;\r\n\r\n if (u_flipVertical)\r\n uv.y = 1.0 - uv.y;\r\n\r\n v_uv = uv;\r\n }`,\r\n // Sample the original image to flip on x and/or y axis, then invert its color.\r\n fragment: `\r\n vec4 effectMain() {\r\n vec4 color = sampleSourcePixel();\r\n if (u_flipColor) {\r\n color.r = 1.0 - color.r;\r\n color.g = 1.0 - color.g;\r\n color.b = 1.0 - color.b;\r\n }\r\n\r\n return color;\r\n }`,\r\n // Because we're moving pixels around, we must tell the render system where the source pixel was originally located - otherwise\r\n // element locate will not work correctly.\r\n sampleSourcePixel: \"return TEXTURE(u_diffuse, v_uv);\",\r\n };\r\n }\r\n\r\n protected defineEffect(builder: ScreenSpaceEffectBuilder): void {\r\n // Don't bother applying the effect if nothing is to be flipped.\r\n builder.shouldApply = (_context) => flipHorizontal || flipVertical || flipColor;\r\n\r\n // Define the varying for the texture coordinate.\r\n builder.addVarying(\"v_uv\", VaryingType.Vec2);\r\n\r\n // Hook up the uniforms.\r\n builder.addUniform({\r\n name: \"u_flipHorizontal\",\r\n type: UniformType.Bool,\r\n bind: (uniform, _context) => uniform.setUniform1i(flipHorizontal ? 1 : 0),\r\n });\r\n builder.addUniform({\r\n name: \"u_flipVertical\",\r\n type: UniformType.Bool,\r\n bind: (uniform, _context) => uniform.setUniform1i(flipVertical ? 1 : 0),\r\n });\r\n builder.addUniform({\r\n name: \"u_flipColor\",\r\n type: UniformType.Bool,\r\n bind: (uniform, _context) => uniform.setUniform1i(flipColor ? 1 : 0),\r\n });\r\n }\r\n}\r\n\r\n/** Configure the [[FlipImageEffect]].\r\n * @beta\r\n */\r\nexport class FlipImageConfig extends Tool {\r\n public static override toolId = \"FlipImageConfig\";\r\n public static override get minArgs() { return 0; }\r\n public static override get maxArgs() { return 3; }\r\n\r\n public override async run(horizontal?: boolean, vertical?: boolean, color?: boolean): Promise<boolean> {\r\n flipHorizontal = !!horizontal;\r\n flipVertical = !!vertical;\r\n flipColor = !!color;\r\n\r\n refreshViewportsForEffect(\"fdt flip\");\r\n return true;\r\n }\r\n\r\n public override async parseAndRun(...input: string[]): Promise<boolean> {\r\n const args = parseArgs(input);\r\n return this.run(args.getBoolean(\"h\"), args.getBoolean(\"v\"), args.getBoolean(\"c\"));\r\n }\r\n}\r\n"]}
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Effects\r\n */\r\n\r\nimport { ScreenSpaceEffectBuilder, Tool, UniformType, VaryingType } from \"@itwin/core-frontend\";\r\nimport { parseArgs } from \"../tools/parseArgs\";\r\nimport { AddEffectTool, refreshViewportsForEffect } from \"./EffectTools\";\r\n\r\nlet flipHorizontal = false;\r\nlet flipVertical = false;\r\nlet flipColor = false;\r\n\r\n/** An extremely simple and mostly useless effect intended to demonstrate the basics of creating a screen-space effect.\r\n * It flips the Viewport's image on the x and/or y axis, and/or inverts the color of each pixel.\r\n * @beta\r\n */\r\nexport class FlipImageEffect extends AddEffectTool {\r\n public static override toolId = \"FlipImageEffect\";\r\n\r\n protected get effectName() { return \"flip\"; }\r\n protected get textureCoordFromPosition() { return true; }\r\n\r\n protected get source() {\r\n return {\r\n // Compute texture coordinate for use in fragment shader.\r\n vertex: `\r\n void effectMain(vec4 pos) {\r\n vec2 uv = textureCoordFromPosition(pos);\r\n if (u_flipHorizontal)\r\n uv.x = 1.0 - uv.x;\r\n\r\n if (u_flipVertical)\r\n uv.y = 1.0 - uv.y;\r\n\r\n v_uv = uv;\r\n }`,\r\n // Sample the original image to flip on x and/or y axis, then invert its color.\r\n fragment: `\r\n vec4 effectMain() {\r\n vec4 color = sampleSourcePixel();\r\n if (u_flipColor) {\r\n color.r = 1.0 - color.r;\r\n color.g = 1.0 - color.g;\r\n color.b = 1.0 - color.b;\r\n }\r\n\r\n return color;\r\n }`,\r\n // Because we're moving pixels around, we must tell the render system where the source pixel was originally located - otherwise\r\n // element locate will not work correctly.\r\n sampleSourcePixel: \"return TEXTURE(u_diffuse, v_uv);\",\r\n };\r\n }\r\n\r\n protected defineEffect(builder: ScreenSpaceEffectBuilder): void {\r\n // Don't bother applying the effect if nothing is to be flipped.\r\n builder.shouldApply = (_context) => flipHorizontal || flipVertical || flipColor;\r\n\r\n // Define the varying for the texture coordinate.\r\n builder.addVarying(\"v_uv\", VaryingType.Vec2);\r\n\r\n // Hook up the uniforms.\r\n builder.addUniform({\r\n name: \"u_flipHorizontal\",\r\n type: UniformType.Bool,\r\n bind: (uniform, _context) => uniform.setUniform1i(flipHorizontal ? 1 : 0),\r\n });\r\n builder.addUniform({\r\n name: \"u_flipVertical\",\r\n type: UniformType.Bool,\r\n bind: (uniform, _context) => uniform.setUniform1i(flipVertical ? 1 : 0),\r\n });\r\n builder.addUniform({\r\n name: \"u_flipColor\",\r\n type: UniformType.Bool,\r\n bind: (uniform, _context) => uniform.setUniform1i(flipColor ? 1 : 0),\r\n });\r\n }\r\n}\r\n\r\n/** Configure the [[FlipImageEffect]].\r\n * @beta\r\n */\r\nexport class FlipImageConfig extends Tool {\r\n public static override toolId = \"FlipImageConfig\";\r\n public static override get minArgs() { return 0; }\r\n public static override get maxArgs() { return 3; }\r\n\r\n public override async run(horizontal?: boolean, vertical?: boolean, color?: boolean): Promise<boolean> {\r\n flipHorizontal = !!horizontal;\r\n flipVertical = !!vertical;\r\n flipColor = !!color;\r\n\r\n refreshViewportsForEffect(\"fdt flip\");\r\n return true;\r\n }\r\n\r\n public override async parseAndRun(...input: string[]): Promise<boolean> {\r\n const args = parseArgs(input);\r\n return this.run(args.getBoolean(\"h\"), args.getBoolean(\"v\"), args.getBoolean(\"c\"));\r\n }\r\n}\r\n"]}
@@ -1,35 +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
- }
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
35
  //# sourceMappingURL=LensDistortion.d.ts.map
@@ -1,25 +1,25 @@
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 {
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
+ class LensDistortionEffect extends AddEffectTool {
19
+ get effectName() { return "lensdistortion"; }
20
+ get textureCoordFromPosition() { return true; }
21
+ get source() {
22
+ return {
23
23
  vertex: `
24
24
  void effectMain(vec4 position) {
25
25
  vec2 uv = textureCoordFromPosition(position);
@@ -35,71 +35,73 @@ export class LensDistortionEffect extends AddEffectTool {
35
35
  vUVDot = sqrt(ny) * vec2(cylAspectRatio, 1.0) * signedUV;
36
36
  vUV = vec3(0.5, 0.5, 1.0) * z + vec3(-0.5, -0.5, 0.0);
37
37
  vUV.xy += uv;
38
- }`,
39
- // We simply shift pixels - we don't alter their colors.
38
+ }`,
39
+ // We simply shift pixels - we don't alter their colors.
40
40
  fragment: `
41
41
  vec4 effectMain() {
42
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.
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
46
  sampleSourcePixel: `
47
47
  vec3 uv = dot(vUVDot, vUVDot) * vec3(-0.5, -0.5, -1.0) + vUV;
48
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.is3d() && context.viewport.view.isCameraOn);
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 ?? 0.5;
93
- LensDistortionConfig.cylindricalRatio = 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;
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.is3d() && context.viewport.view.isCameraOn);
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
+ export { LensDistortionEffect };
86
+ /** Configures the [[LensDistortionEffect]].
87
+ * @beta
88
+ */
89
+ class LensDistortionConfig extends Tool {
90
+ static get minArgs() { return 0; }
91
+ static get maxArgs() { return 2; }
92
+ async run(strength, ratio) {
93
+ LensDistortionConfig.strength = strength ?? 0.5;
94
+ LensDistortionConfig.cylindricalRatio = ratio ?? 0.5;
95
+ refreshViewportsForEffect("fdt lensdistortion");
96
+ return true;
97
+ }
98
+ async parseAndRun(...input) {
99
+ const args = parseArgs(input);
100
+ return this.run(args.getFloat("s"), args.getFloat("r"));
101
+ }
102
+ }
103
+ LensDistortionConfig.toolId = "LensDistortionConfig";
104
+ LensDistortionConfig.strength = 0.5;
105
+ LensDistortionConfig.cylindricalRatio = 0.5;
106
+ export { LensDistortionConfig };
105
107
  //# sourceMappingURL=LensDistortion.js.map
@@ -1 +1 @@
1
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Effects\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { ScreenSpaceEffectBuilder, Tool, UniformType, VaryingType } from \"@itwin/core-frontend\";\r\nimport { AddEffectTool, refreshViewportsForEffect } from \"./EffectTools\";\r\nimport { parseArgs } from \"../tools/parseArgs\";\r\n\r\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.\r\n * Based on https://www.decarpentier.nl/lens-distortion\r\n * The effect is improved considerably by enabling anti-aliasing (e.g., via [RenderSystem.Options.antialiasSamples]($frontend) at startup, or using the `fdt aasamples` key-in`).\r\n * @note Because this effect applies a non-linear transform to each pixel, operations like snapping to geometry will not work properly. Element locate will work however - @see [ScreenSpaceEffectSource.sampleSourcePixel]($frontend).\r\n * @beta\r\n */\r\nexport class LensDistortionEffect extends AddEffectTool {\r\n public static override toolId = \"LensDistortionEffect\";\r\n\r\n protected get effectName() { return \"lensdistortion\"; }\r\n protected get textureCoordFromPosition() { return true; }\r\n\r\n protected get source() {\r\n return {\r\n vertex: `\r\n void effectMain(vec4 position) {\r\n vec2 uv = textureCoordFromPosition(position);\r\n float scaledHeight = strength * height;\r\n float cylAspectRatio = aspectRatio * cylindricalRatio;\r\n float aspectDiagSq = aspectRatio * aspectRatio + 1.0;\r\n float diagSq = scaledHeight * scaledHeight * aspectDiagSq;\r\n vec2 signedUV = (2.0 * uv + vec2(-1.0, -1.0));\r\n\r\n float z = 0.5 * sqrt(diagSq + 1.0) + 0.5;\r\n float ny = (z - 1.0) / (cylAspectRatio * cylAspectRatio + 1.0);\r\n\r\n vUVDot = sqrt(ny) * vec2(cylAspectRatio, 1.0) * signedUV;\r\n vUV = vec3(0.5, 0.5, 1.0) * z + vec3(-0.5, -0.5, 0.0);\r\n vUV.xy += uv;\r\n }`,\r\n // We simply shift pixels - we don't alter their colors.\r\n fragment: `\r\n vec4 effectMain() {\r\n return sampleSourcePixel();\r\n }`,\r\n // Because we're moving pixels around, we must tell the render system where the source pixel was originally located - otherwise\r\n // element locate will not work correctly.\r\n sampleSourcePixel: `\r\n vec3 uv = dot(vUVDot, vUVDot) * vec3(-0.5, -0.5, -1.0) + vUV;\r\n return TEXTURE_PROJ(u_diffuse, uv);\r\n `,\r\n };\r\n }\r\n\r\n protected defineEffect(builder: ScreenSpaceEffectBuilder): void {\r\n // Lens distortion is only applicable to views with the camera enabled.\r\n builder.shouldApply = (context) => context.viewport.isCameraOn;\r\n\r\n builder.addVarying(\"vUV\", VaryingType.Vec3);\r\n builder.addVarying(\"vUVDot\", VaryingType.Vec2);\r\n\r\n builder.addUniform({\r\n name: \"strength\",\r\n type: UniformType.Float,\r\n bind: (uniform) => uniform.setUniform1f(LensDistortionConfig.strength),\r\n });\r\n builder.addUniform({\r\n name: \"cylindricalRatio\",\r\n type: UniformType.Float,\r\n bind: (uniform) => uniform.setUniform1f(LensDistortionConfig.cylindricalRatio),\r\n });\r\n builder.addUniform({\r\n name: \"aspectRatio\",\r\n type: UniformType.Float,\r\n bind: (uniform, context) => uniform.setUniform1f(context.viewport.viewRect.aspect),\r\n });\r\n builder.addUniform({\r\n name: \"height\",\r\n type: UniformType.Float,\r\n bind: (uniform, context) => {\r\n assert(context.viewport.view.is3d() && context.viewport.view.isCameraOn);\r\n const fov = context.viewport.view.camera.lens.radians;\r\n const height = Math.tan(fov / 2) / context.viewport.viewRect.aspect;\r\n uniform.setUniform1f(height);\r\n },\r\n });\r\n }\r\n}\r\n\r\n/** Configures the [[LensDistortionEffect]].\r\n * @beta\r\n */\r\nexport class LensDistortionConfig extends Tool {\r\n public static override toolId = \"LensDistortionConfig\";\r\n public static override get minArgs() { return 0; }\r\n public static override get maxArgs() { return 2; }\r\n\r\n public static strength = 0.5;\r\n public static cylindricalRatio = 0.5;\r\n\r\n public override async run(strength?: number, ratio?: number): Promise<boolean> {\r\n LensDistortionConfig.strength = strength ?? 0.5;\r\n LensDistortionConfig.cylindricalRatio = ratio ?? 0.5;\r\n refreshViewportsForEffect(\"fdt lensdistortion\");\r\n return true;\r\n }\r\n\r\n public override async parseAndRun(...input: string[]): Promise<boolean> {\r\n const args = parseArgs(input);\r\n return this.run(args.getFloat(\"s\"), args.getFloat(\"r\"));\r\n }\r\n}\r\n"]}
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Effects\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { ScreenSpaceEffectBuilder, Tool, UniformType, VaryingType } from \"@itwin/core-frontend\";\r\nimport { AddEffectTool, refreshViewportsForEffect } from \"./EffectTools\";\r\nimport { parseArgs } from \"../tools/parseArgs\";\r\n\r\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.\r\n * Based on https://www.decarpentier.nl/lens-distortion\r\n * The effect is improved considerably by enabling anti-aliasing (e.g., via [RenderSystem.Options.antialiasSamples]($frontend) at startup, or using the `fdt aasamples` key-in`).\r\n * @note Because this effect applies a non-linear transform to each pixel, operations like snapping to geometry will not work properly. Element locate will work however - @see [ScreenSpaceEffectSource.sampleSourcePixel]($frontend).\r\n * @beta\r\n */\r\nexport class LensDistortionEffect extends AddEffectTool {\r\n public static override toolId = \"LensDistortionEffect\";\r\n\r\n protected get effectName() { return \"lensdistortion\"; }\r\n protected get textureCoordFromPosition() { return true; }\r\n\r\n protected get source() {\r\n return {\r\n vertex: `\r\n void effectMain(vec4 position) {\r\n vec2 uv = textureCoordFromPosition(position);\r\n float scaledHeight = strength * height;\r\n float cylAspectRatio = aspectRatio * cylindricalRatio;\r\n float aspectDiagSq = aspectRatio * aspectRatio + 1.0;\r\n float diagSq = scaledHeight * scaledHeight * aspectDiagSq;\r\n vec2 signedUV = (2.0 * uv + vec2(-1.0, -1.0));\r\n\r\n float z = 0.5 * sqrt(diagSq + 1.0) + 0.5;\r\n float ny = (z - 1.0) / (cylAspectRatio * cylAspectRatio + 1.0);\r\n\r\n vUVDot = sqrt(ny) * vec2(cylAspectRatio, 1.0) * signedUV;\r\n vUV = vec3(0.5, 0.5, 1.0) * z + vec3(-0.5, -0.5, 0.0);\r\n vUV.xy += uv;\r\n }`,\r\n // We simply shift pixels - we don't alter their colors.\r\n fragment: `\r\n vec4 effectMain() {\r\n return sampleSourcePixel();\r\n }`,\r\n // Because we're moving pixels around, we must tell the render system where the source pixel was originally located - otherwise\r\n // element locate will not work correctly.\r\n sampleSourcePixel: `\r\n vec3 uv = dot(vUVDot, vUVDot) * vec3(-0.5, -0.5, -1.0) + vUV;\r\n return TEXTURE_PROJ(u_diffuse, uv);\r\n `,\r\n };\r\n }\r\n\r\n protected defineEffect(builder: ScreenSpaceEffectBuilder): void {\r\n // Lens distortion is only applicable to views with the camera enabled.\r\n builder.shouldApply = (context) => context.viewport.isCameraOn;\r\n\r\n builder.addVarying(\"vUV\", VaryingType.Vec3);\r\n builder.addVarying(\"vUVDot\", VaryingType.Vec2);\r\n\r\n builder.addUniform({\r\n name: \"strength\",\r\n type: UniformType.Float,\r\n bind: (uniform) => uniform.setUniform1f(LensDistortionConfig.strength),\r\n });\r\n builder.addUniform({\r\n name: \"cylindricalRatio\",\r\n type: UniformType.Float,\r\n bind: (uniform) => uniform.setUniform1f(LensDistortionConfig.cylindricalRatio),\r\n });\r\n builder.addUniform({\r\n name: \"aspectRatio\",\r\n type: UniformType.Float,\r\n bind: (uniform, context) => uniform.setUniform1f(context.viewport.viewRect.aspect),\r\n });\r\n builder.addUniform({\r\n name: \"height\",\r\n type: UniformType.Float,\r\n bind: (uniform, context) => {\r\n assert(context.viewport.view.is3d() && context.viewport.view.isCameraOn);\r\n const fov = context.viewport.view.camera.lens.radians;\r\n const height = Math.tan(fov / 2) / context.viewport.viewRect.aspect;\r\n uniform.setUniform1f(height);\r\n },\r\n });\r\n }\r\n}\r\n\r\n/** Configures the [[LensDistortionEffect]].\r\n * @beta\r\n */\r\nexport class LensDistortionConfig extends Tool {\r\n public static override toolId = \"LensDistortionConfig\";\r\n public static override get minArgs() { return 0; }\r\n public static override get maxArgs() { return 2; }\r\n\r\n public static strength = 0.5;\r\n public static cylindricalRatio = 0.5;\r\n\r\n public override async run(strength?: number, ratio?: number): Promise<boolean> {\r\n LensDistortionConfig.strength = strength ?? 0.5;\r\n LensDistortionConfig.cylindricalRatio = ratio ?? 0.5;\r\n refreshViewportsForEffect(\"fdt lensdistortion\");\r\n return true;\r\n }\r\n\r\n public override async parseAndRun(...input: string[]): Promise<boolean> {\r\n const args = parseArgs(input);\r\n return this.run(args.getFloat(\"s\"), args.getFloat(\"r\"));\r\n }\r\n}\r\n"]}
@@ -1,25 +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;
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
25
  //# sourceMappingURL=Random.d.ts.map
@@ -1,42 +1,42 @@
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 } from "@itwin/core-geometry";
9
- /** Generate integer in [min, max].
10
- * @beta
11
- */
12
- export function randomInteger(min, max) {
13
- return Math.floor(Math.random() * (max - min + 1)) + min;
14
- }
15
- /** Generate random integer in [range.low, range.high].
16
- * @beta
17
- */
18
- export function randomIntegerInRange(range) {
19
- return Math.floor(Math.random() * (range.high - range.low + 1)) + range.low;
20
- }
21
- /** Generate random floating-point number in [min, max).
22
- * @beta
23
- */
24
- export function randomFloat(min, max) {
25
- return Math.random() * (max - min) + min;
26
- }
27
- /** Generate random floating-point number in [range.low, range.high).
28
- * @beta
29
- */
30
- export function randomFloatInRange(range) {
31
- return randomFloat(range.low, range.high);
32
- }
33
- /** Generate a random position in the specified range.
34
- * @beta
35
- */
36
- export function randomPositionInRange(range) {
37
- const x = randomFloat(range.low.x, range.high.x);
38
- const y = randomFloat(range.low.y, range.high.y);
39
- const z = randomFloat(range.low.z, range.high.z);
40
- return new Point3d(x, y, z);
41
- }
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.
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+ *--------------------------------------------------------------------------------------------*/
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+ /** @packageDocumentation
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+ * @module Effects
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+ */
8
+ import { Point3d } from "@itwin/core-geometry";
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+ /** Generate integer in [min, max].
10
+ * @beta
11
+ */
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+ export function randomInteger(min, max) {
13
+ return Math.floor(Math.random() * (max - min + 1)) + min;
14
+ }
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+ /** Generate random integer in [range.low, range.high].
16
+ * @beta
17
+ */
18
+ export function randomIntegerInRange(range) {
19
+ return Math.floor(Math.random() * (range.high - range.low + 1)) + range.low;
20
+ }
21
+ /** Generate random floating-point number in [min, max).
22
+ * @beta
23
+ */
24
+ export function randomFloat(min, max) {
25
+ return Math.random() * (max - min) + min;
26
+ }
27
+ /** Generate random floating-point number in [range.low, range.high).
28
+ * @beta
29
+ */
30
+ export function randomFloatInRange(range) {
31
+ return randomFloat(range.low, range.high);
32
+ }
33
+ /** Generate a random position in the specified range.
34
+ * @beta
35
+ */
36
+ export function randomPositionInRange(range) {
37
+ const x = randomFloat(range.low.x, range.high.x);
38
+ const y = randomFloat(range.low.y, range.high.y);
39
+ const z = randomFloat(range.low.z, range.high.z);
40
+ return new Point3d(x, y, z);
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+ }
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42
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