@itwin/frontend-devtools 5.3.0-dev.21 → 5.3.0-dev.24

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 (135) hide show
  1. package/CHANGELOG.md +6 -1
  2. package/lib/cjs/ClipboardUtilities.js.map +1 -1
  3. package/lib/cjs/FrontEndDevTools.js.map +1 -1
  4. package/lib/cjs/effects/Convolution.js +17 -17
  5. package/lib/cjs/effects/Convolution.js.map +1 -1
  6. package/lib/cjs/effects/EffectTools.js.map +1 -1
  7. package/lib/cjs/effects/Explosion.js.map +1 -1
  8. package/lib/cjs/effects/FlipImage.js +20 -20
  9. package/lib/cjs/effects/FlipImage.js.map +1 -1
  10. package/lib/cjs/effects/LensDistortion.js +21 -21
  11. package/lib/cjs/effects/LensDistortion.js.map +1 -1
  12. package/lib/cjs/effects/Random.js.map +1 -1
  13. package/lib/cjs/effects/Saturation.js +26 -26
  14. package/lib/cjs/effects/Saturation.js.map +1 -1
  15. package/lib/cjs/effects/Snow.js.map +1 -1
  16. package/lib/cjs/effects/Vignette.js +29 -29
  17. package/lib/cjs/effects/Vignette.js.map +1 -1
  18. package/lib/cjs/frontend-devtools.js.map +1 -1
  19. package/lib/cjs/tools/AnimationIntervalTool.js.map +1 -1
  20. package/lib/cjs/tools/ChangeUnitsTool.js.map +1 -1
  21. package/lib/cjs/tools/ClipTools.js.map +1 -1
  22. package/lib/cjs/tools/DisplayStyleTools.js.map +1 -1
  23. package/lib/cjs/tools/EmphasizeElementsTool.js.map +1 -1
  24. package/lib/cjs/tools/FrustumDecoration.js.map +1 -1
  25. package/lib/cjs/tools/InspectElementTool.js.map +1 -1
  26. package/lib/cjs/tools/MapLayerTool.js.map +1 -1
  27. package/lib/cjs/tools/MeasureTileLoadTime.js.map +1 -1
  28. package/lib/cjs/tools/ModelAppearanceTools.js.map +1 -1
  29. package/lib/cjs/tools/PlanProjectionTools.js.map +1 -1
  30. package/lib/cjs/tools/PlanarMaskTools.js.map +1 -1
  31. package/lib/cjs/tools/ProjectExtents.js.map +1 -1
  32. package/lib/cjs/tools/RealityModelTools.js.map +1 -1
  33. package/lib/cjs/tools/RealityTransitionTool.js.map +1 -1
  34. package/lib/cjs/tools/RenderSystemTools.js.map +1 -1
  35. package/lib/cjs/tools/RenderTargetTools.js.map +1 -1
  36. package/lib/cjs/tools/ReportWebGLCompatibilityTool.js.map +1 -1
  37. package/lib/cjs/tools/SavedViews.js.map +1 -1
  38. package/lib/cjs/tools/ScheduleScriptTools.js.map +1 -1
  39. package/lib/cjs/tools/SelectionTools.js.map +1 -1
  40. package/lib/cjs/tools/SetGpuMemoryLimitTool.js.map +1 -1
  41. package/lib/cjs/tools/SourceAspectIdTools.js.map +1 -1
  42. package/lib/cjs/tools/TileRequestDecoration.js.map +1 -1
  43. package/lib/cjs/tools/TileTreeBoundsDecoration.js.map +1 -1
  44. package/lib/cjs/tools/ToolTipProvider.js.map +1 -1
  45. package/lib/cjs/tools/ViewportTools.js.map +1 -1
  46. package/lib/cjs/tools/parseArgs.js.map +1 -1
  47. package/lib/cjs/tools/parseBoolean.js.map +1 -1
  48. package/lib/cjs/tools/parseToggle.js.map +1 -1
  49. package/lib/cjs/ui/Button.js.map +1 -1
  50. package/lib/cjs/ui/CheckBox.js.map +1 -1
  51. package/lib/cjs/ui/ColorInput.js.map +1 -1
  52. package/lib/cjs/ui/ComboBox.js.map +1 -1
  53. package/lib/cjs/ui/DataList.js.map +1 -1
  54. package/lib/cjs/ui/NestedMenu.js.map +1 -1
  55. package/lib/cjs/ui/NumericInput.js.map +1 -1
  56. package/lib/cjs/ui/RadioBox.js.map +1 -1
  57. package/lib/cjs/ui/Slider.js.map +1 -1
  58. package/lib/cjs/ui/TextBox.js.map +1 -1
  59. package/lib/cjs/widgets/DiagnosticsPanel.js.map +1 -1
  60. package/lib/cjs/widgets/FpsTracker.js.map +1 -1
  61. package/lib/cjs/widgets/GpuProfiler.js.map +1 -1
  62. package/lib/cjs/widgets/KeyinField.js.map +1 -1
  63. package/lib/cjs/widgets/MemoryTracker.js.map +1 -1
  64. package/lib/cjs/widgets/RenderCommandBreakdown.js.map +1 -1
  65. package/lib/cjs/widgets/TileMemoryBreakdown.js.map +1 -1
  66. package/lib/cjs/widgets/TileStatisticsTracker.js.map +1 -1
  67. package/lib/cjs/widgets/ToolSettingsTracker.js.map +1 -1
  68. package/lib/esm/ClipboardUtilities.js.map +1 -1
  69. package/lib/esm/FrontEndDevTools.js.map +1 -1
  70. package/lib/esm/effects/Convolution.js +17 -17
  71. package/lib/esm/effects/Convolution.js.map +1 -1
  72. package/lib/esm/effects/EffectTools.js.map +1 -1
  73. package/lib/esm/effects/Explosion.js.map +1 -1
  74. package/lib/esm/effects/FlipImage.js +20 -20
  75. package/lib/esm/effects/FlipImage.js.map +1 -1
  76. package/lib/esm/effects/LensDistortion.js +21 -21
  77. package/lib/esm/effects/LensDistortion.js.map +1 -1
  78. package/lib/esm/effects/Random.js.map +1 -1
  79. package/lib/esm/effects/Saturation.js +26 -26
  80. package/lib/esm/effects/Saturation.js.map +1 -1
  81. package/lib/esm/effects/Snow.js.map +1 -1
  82. package/lib/esm/effects/Vignette.js +29 -29
  83. package/lib/esm/effects/Vignette.js.map +1 -1
  84. package/lib/esm/frontend-devtools.js.map +1 -1
  85. package/lib/esm/tools/AnimationIntervalTool.js.map +1 -1
  86. package/lib/esm/tools/ChangeUnitsTool.js.map +1 -1
  87. package/lib/esm/tools/ClipTools.js.map +1 -1
  88. package/lib/esm/tools/DisplayStyleTools.js.map +1 -1
  89. package/lib/esm/tools/EmphasizeElementsTool.js.map +1 -1
  90. package/lib/esm/tools/FrustumDecoration.js.map +1 -1
  91. package/lib/esm/tools/InspectElementTool.js.map +1 -1
  92. package/lib/esm/tools/MapLayerTool.js.map +1 -1
  93. package/lib/esm/tools/MeasureTileLoadTime.js.map +1 -1
  94. package/lib/esm/tools/ModelAppearanceTools.js.map +1 -1
  95. package/lib/esm/tools/PlanProjectionTools.js.map +1 -1
  96. package/lib/esm/tools/PlanarMaskTools.js.map +1 -1
  97. package/lib/esm/tools/ProjectExtents.js.map +1 -1
  98. package/lib/esm/tools/RealityModelTools.js.map +1 -1
  99. package/lib/esm/tools/RealityTransitionTool.js.map +1 -1
  100. package/lib/esm/tools/RenderSystemTools.js.map +1 -1
  101. package/lib/esm/tools/RenderTargetTools.js.map +1 -1
  102. package/lib/esm/tools/ReportWebGLCompatibilityTool.js.map +1 -1
  103. package/lib/esm/tools/SavedViews.js.map +1 -1
  104. package/lib/esm/tools/ScheduleScriptTools.js.map +1 -1
  105. package/lib/esm/tools/SelectionTools.js.map +1 -1
  106. package/lib/esm/tools/SetGpuMemoryLimitTool.js.map +1 -1
  107. package/lib/esm/tools/SourceAspectIdTools.js.map +1 -1
  108. package/lib/esm/tools/TileRequestDecoration.js.map +1 -1
  109. package/lib/esm/tools/TileTreeBoundsDecoration.js.map +1 -1
  110. package/lib/esm/tools/ToolTipProvider.js.map +1 -1
  111. package/lib/esm/tools/ViewportTools.js.map +1 -1
  112. package/lib/esm/tools/parseArgs.js.map +1 -1
  113. package/lib/esm/tools/parseBoolean.js.map +1 -1
  114. package/lib/esm/tools/parseToggle.js.map +1 -1
  115. package/lib/esm/ui/Button.js.map +1 -1
  116. package/lib/esm/ui/CheckBox.js.map +1 -1
  117. package/lib/esm/ui/ColorInput.js.map +1 -1
  118. package/lib/esm/ui/ComboBox.js.map +1 -1
  119. package/lib/esm/ui/DataList.js.map +1 -1
  120. package/lib/esm/ui/NestedMenu.js.map +1 -1
  121. package/lib/esm/ui/NumericInput.js.map +1 -1
  122. package/lib/esm/ui/RadioBox.js.map +1 -1
  123. package/lib/esm/ui/Slider.js.map +1 -1
  124. package/lib/esm/ui/TextBox.js.map +1 -1
  125. package/lib/esm/widgets/DiagnosticsPanel.js.map +1 -1
  126. package/lib/esm/widgets/FpsTracker.js.map +1 -1
  127. package/lib/esm/widgets/GpuProfiler.js.map +1 -1
  128. package/lib/esm/widgets/KeyinField.js.map +1 -1
  129. package/lib/esm/widgets/MemoryTracker.js.map +1 -1
  130. package/lib/esm/widgets/RenderCommandBreakdown.js.map +1 -1
  131. package/lib/esm/widgets/TileMemoryBreakdown.js.map +1 -1
  132. package/lib/esm/widgets/TileStatisticsTracker.js.map +1 -1
  133. package/lib/esm/widgets/ToolSettingsTracker.js.map +1 -1
  134. package/lib/public/locales/en/FrontendDevTools.json +494 -494
  135. package/package.json +6 -6
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Effects\r\n */\r\n\r\nimport { dispose } from \"@itwin/core-bentley\";\r\nimport { Point2d, Range1d, Range2d, Vector2d } from \"@itwin/core-geometry\";\r\nimport { RenderTexture, TextureTransparency } from \"@itwin/core-common\";\r\nimport {\r\n DecorateContext, Decorator, GraphicType, imageElementFromUrl, IModelApp, ParticleCollectionBuilder, ParticleProps, Tool, Viewport,\r\n} from \"@itwin/core-frontend\";\r\nimport { parseToggle } from \"../tools/parseToggle\";\r\nimport { randomFloat, randomInteger } from \"./Random\";\r\n\r\n/** Represents one particle displayed by a [[SnowDecorator]].\r\n * Particle positions are in [CoordSystem.View]($frontend).\r\n * @beta\r\n */\r\nexport interface SnowParticle extends ParticleProps {\r\n /** Make x, y, and z from ParticleProps writable. */\r\n x: number;\r\n y: number;\r\n z: number;\r\n\r\n /** Current velocity, in pixels per second. */\r\n velocity: Vector2d;\r\n}\r\n\r\n/** Parameters controlling how a [[SnowDecorator]] works.\r\n * @beta\r\n */\r\nexport interface SnowParams {\r\n /** The number of snow particles to produce. This could alternatively be expressed as a density so that small viewports would not be more crowded than larger ones. */\r\n numParticles: number;\r\n /** Range from which to randomly select each particle's size, in pixels. */\r\n sizeRange: Range1d;\r\n /** Range from which to randomly select each particle's transparency. */\r\n transparencyRange: Range1d;\r\n /** Range from which to randomly select each particle's initial velocity, in pixels per second. */\r\n velocityRange: Range2d;\r\n /** Range from which to randomly select an acceleration to apply to each particle's velocity each frame, in pixels per second squared, to simulate wind. */\r\n accelerationRange: Range2d;\r\n /** Wind velocity in pixels per second in X. */\r\n windVelocity: number;\r\n}\r\n\r\n/** The default snow effect parameters used by newly-created SnowDecorators. */\r\nconst defaultSnowParams: SnowParams = {\r\n numParticles: 2000,\r\n sizeRange: Range1d.createXX(3, 22),\r\n transparencyRange: Range1d.createXX(0, 50),\r\n velocityRange: new Range2d(-30, 50, 30, 130),\r\n accelerationRange: new Range2d(-1, -0.25, 1, 0.25),\r\n windVelocity: 0,\r\n};\r\n\r\n/** Simulates snowfall in a [Viewport]($frontend) using particle effects.\r\n * @see [[SnowEffect]] for a [Tool]($frontend) that toggles this decorator.\r\n * @see [ParticleCollectionBuilder]($frontend) for defining custom particle effects.\r\n * @beta\r\n */\r\nexport class SnowDecorator implements Decorator {\r\n /** The viewport being decorated. */\r\n public readonly viewport: Viewport;\r\n /** Invoked when this decorator is to be destroyed. */\r\n public readonly [Symbol.dispose]: VoidFunction;\r\n /** The initial width and height of the viewport, from which we randomly select each particle's initial position. */\r\n private readonly _dimensions: Point2d;\r\n /** The list of particles being drawn. */\r\n private readonly _particles: SnowParticle[] = [];\r\n /** The image to display for each particle. */\r\n private _texture?: RenderTexture;\r\n /** The last time `updateParticles()` was invoked, in milliseconds. */\r\n private _lastUpdateTime: number;\r\n private readonly _params: SnowParams;\r\n\r\n private constructor(viewport: Viewport, texture: RenderTexture | undefined) {\r\n this._params = { ...defaultSnowParams };\r\n this.viewport = viewport;\r\n this._dimensions = new Point2d(viewport.viewRect.width, viewport.viewRect.height);\r\n this._lastUpdateTime = Date.now();\r\n this._texture = texture;\r\n\r\n // Tell the viewport to re-render the decorations every frame so that the snow particles animate smoothly.\r\n const removeOnRender = viewport.onRender.addListener(() => viewport.invalidateDecorations());\r\n\r\n // When the viewport is resized, replace this decorator with a new one to match the new dimensions.\r\n const removeOnResized = viewport.onResized.addListener(() => {\r\n // Transfer ownership of the texture to the new decorator.\r\n const tex = this._texture;\r\n this._texture = undefined;\r\n this[Symbol.dispose]();\r\n new SnowDecorator(viewport, tex);\r\n });\r\n\r\n // When the viewport is destroyed, dispose of this decorator too.\r\n const removeOnDispose = viewport.onDisposed.addListener(() => this[Symbol.dispose]());\r\n const removeDecorator = IModelApp.viewManager.addDecorator(this);\r\n\r\n this[Symbol.dispose] = () => {\r\n removeDecorator();\r\n removeOnRender();\r\n removeOnDispose();\r\n removeOnResized();\r\n this._texture = dispose(this._texture);\r\n SnowDecorator._decorators.delete(viewport);\r\n };\r\n\r\n SnowDecorator._decorators.set(viewport, this);\r\n\r\n // Initialize the particles.\r\n for (let i = 0; i < this._params.numParticles; i++)\r\n this._particles.push(this.emit(true));\r\n }\r\n\r\n public decorate(context: DecorateContext): void {\r\n if (context.viewport !== this.viewport || !this._texture)\r\n return;\r\n\r\n // Update the particles.\r\n const now = Date.now();\r\n const deltaMillis = now - this._lastUpdateTime;\r\n this._lastUpdateTime = now;\r\n this.updateParticles(deltaMillis / 1000);\r\n\r\n // Create particle graphics.\r\n const builder = ParticleCollectionBuilder.create({\r\n viewport: this.viewport,\r\n isViewCoords: true,\r\n texture: this._texture,\r\n size: (this._params.sizeRange.high - this._params.sizeRange.low) / 2,\r\n });\r\n\r\n for (const particle of this._particles)\r\n builder.addParticle(particle);\r\n\r\n const graphic = builder.finish();\r\n if (graphic)\r\n context.addDecoration(GraphicType.ViewOverlay, graphic);\r\n }\r\n\r\n /** Change some of the parameters affecting this decorator. */\r\n public configure(params: Partial<SnowParams>): void {\r\n for (const key of Object.keys(params)) {\r\n const val = (params as any)[key];\r\n if (undefined !== val)\r\n (this._params as any)[key] = val;\r\n }\r\n }\r\n\r\n /** Emit a new particle with randomized properties. */\r\n private emit(randomizeHeight: boolean): SnowParticle {\r\n return {\r\n x: randomInteger(0, this._dimensions.x),\r\n y: randomizeHeight ? randomInteger(0, this._dimensions.y) : 0,\r\n z: 0,\r\n size: randomInteger(this._params.sizeRange.low, this._params.sizeRange.high),\r\n transparency: randomInteger(this._params.transparencyRange.low, this._params.transparencyRange.high),\r\n velocity: new Vector2d(randomFloat(this._params.velocityRange.low.x, this._params.velocityRange.high.x),\r\n randomFloat(this._params.velocityRange.low.y, this._params.velocityRange.high.y)),\r\n };\r\n }\r\n\r\n // Update the positions and velocities of all the particles based on the amount of time that has passed since the last update.\r\n private updateParticles(elapsedSeconds: number): void {\r\n // Determine if someone changed the desired number of particles.\r\n const particleDiscrepancy = this._params.numParticles - this._particles.length;\r\n if (particleDiscrepancy > 0) {\r\n // Birth new particles up to the new maximum.\r\n for (let i = 0; i < particleDiscrepancy; i++)\r\n this._particles.push(this.emit(true));\r\n } else {\r\n // Destroy extra particles.\r\n this._particles.length = this._params.numParticles;\r\n }\r\n\r\n const acceleration = new Vector2d();\r\n const velocity = new Vector2d();\r\n for (let i = 0; i < this._particles.length; i++) {\r\n // Apply some acceleration to produce random drift.\r\n const particle = this._particles[i];\r\n acceleration.set(randomFloat(this._params.accelerationRange.low.x, this._params.accelerationRange.high.x),\r\n randomFloat(this._params.accelerationRange.low.y, this._params.accelerationRange.high.y));\r\n\r\n acceleration.scale(elapsedSeconds, acceleration);\r\n particle.velocity.plus(acceleration, particle.velocity);\r\n\r\n // Apply velocity.\r\n particle.velocity.clone(velocity);\r\n velocity.scale(elapsedSeconds, velocity);\r\n particle.x += velocity.x;\r\n particle.y += velocity.y;\r\n\r\n // Apply wind\r\n particle.x += this._params.windVelocity * elapsedSeconds;\r\n\r\n // Particles that travel beyond the viewport's left or right edges wrap around to the other side.\r\n if (particle.x < 0)\r\n particle.x = this._dimensions.x - 1;\r\n else if (particle.x >= this._dimensions.x)\r\n particle.x = 0;\r\n\r\n // Particles that travel beyond the viewport's bottom or top edges are replaced by newborn particles.\r\n if (particle.y < 0 || particle.y >= this._dimensions.y)\r\n this._particles[i] = this.emit(false);\r\n }\r\n }\r\n\r\n private static readonly _decorators = new Map<Viewport, SnowDecorator>();\r\n\r\n /** Toggle this decorator for the specified viewport.\r\n * @param viewport The viewport to which the effect should be applied or removed.\r\n * @param enable `true` to enable the effect, `false` to disable it, or `undefined` to toggle the current state.\r\n */\r\n public static async toggle(viewport: Viewport, enable?: boolean): Promise<void> {\r\n const decorator = this._decorators.get(viewport);\r\n if (undefined === enable)\r\n enable = undefined === decorator;\r\n\r\n if (undefined !== decorator && !enable)\r\n decorator[Symbol.dispose]();\r\n else if (undefined === decorator && enable) {\r\n // Create a texture to use for the particles.\r\n // Note: the decorator takes ownership of the texture, and disposes of it when the decorator is disposed.\r\n const image = await imageElementFromUrl(`${IModelApp.publicPath}sprites/particle_snow.png`);\r\n const texture = IModelApp.renderSystem.createTexture({\r\n ownership: \"external\",\r\n image: { source: image, transparency: TextureTransparency.Mixed },\r\n });\r\n\r\n new SnowDecorator(viewport, texture);\r\n }\r\n }\r\n}\r\n\r\n/** Toggles a decorator that simulates snow using particle effects.\r\n * @see [[SnowDecorator]] for the implementation of the decorator.\r\n * @beta\r\n */\r\nexport class SnowEffect extends Tool {\r\n public static override toolId = \"SnowEffect\";\r\n\r\n public override async run(enable?: boolean): Promise<boolean> {\r\n const vp = IModelApp.viewManager.selectedView;\r\n if (vp)\r\n await SnowDecorator.toggle(vp, enable);\r\n\r\n return true;\r\n }\r\n\r\n public override async parseAndRun(...args: string[]): Promise<boolean> {\r\n const enable = parseToggle(args[0]);\r\n if (typeof enable !== \"string\")\r\n await this.run(enable);\r\n\r\n return true;\r\n }\r\n}\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module Effects\n */\n\nimport { dispose } from \"@itwin/core-bentley\";\nimport { Point2d, Range1d, Range2d, Vector2d } from \"@itwin/core-geometry\";\nimport { RenderTexture, TextureTransparency } from \"@itwin/core-common\";\nimport {\n DecorateContext, Decorator, GraphicType, imageElementFromUrl, IModelApp, ParticleCollectionBuilder, ParticleProps, Tool, Viewport,\n} from \"@itwin/core-frontend\";\nimport { parseToggle } from \"../tools/parseToggle\";\nimport { randomFloat, randomInteger } from \"./Random\";\n\n/** Represents one particle displayed by a [[SnowDecorator]].\n * Particle positions are in [CoordSystem.View]($frontend).\n * @beta\n */\nexport interface SnowParticle extends ParticleProps {\n /** Make x, y, and z from ParticleProps writable. */\n x: number;\n y: number;\n z: number;\n\n /** Current velocity, in pixels per second. */\n velocity: Vector2d;\n}\n\n/** Parameters controlling how a [[SnowDecorator]] works.\n * @beta\n */\nexport interface SnowParams {\n /** The number of snow particles to produce. This could alternatively be expressed as a density so that small viewports would not be more crowded than larger ones. */\n numParticles: number;\n /** Range from which to randomly select each particle's size, in pixels. */\n sizeRange: Range1d;\n /** Range from which to randomly select each particle's transparency. */\n transparencyRange: Range1d;\n /** Range from which to randomly select each particle's initial velocity, in pixels per second. */\n velocityRange: Range2d;\n /** Range from which to randomly select an acceleration to apply to each particle's velocity each frame, in pixels per second squared, to simulate wind. */\n accelerationRange: Range2d;\n /** Wind velocity in pixels per second in X. */\n windVelocity: number;\n}\n\n/** The default snow effect parameters used by newly-created SnowDecorators. */\nconst defaultSnowParams: SnowParams = {\n numParticles: 2000,\n sizeRange: Range1d.createXX(3, 22),\n transparencyRange: Range1d.createXX(0, 50),\n velocityRange: new Range2d(-30, 50, 30, 130),\n accelerationRange: new Range2d(-1, -0.25, 1, 0.25),\n windVelocity: 0,\n};\n\n/** Simulates snowfall in a [Viewport]($frontend) using particle effects.\n * @see [[SnowEffect]] for a [Tool]($frontend) that toggles this decorator.\n * @see [ParticleCollectionBuilder]($frontend) for defining custom particle effects.\n * @beta\n */\nexport class SnowDecorator implements Decorator {\n /** The viewport being decorated. */\n public readonly viewport: Viewport;\n /** Invoked when this decorator is to be destroyed. */\n public readonly [Symbol.dispose]: VoidFunction;\n /** The initial width and height of the viewport, from which we randomly select each particle's initial position. */\n private readonly _dimensions: Point2d;\n /** The list of particles being drawn. */\n private readonly _particles: SnowParticle[] = [];\n /** The image to display for each particle. */\n private _texture?: RenderTexture;\n /** The last time `updateParticles()` was invoked, in milliseconds. */\n private _lastUpdateTime: number;\n private readonly _params: SnowParams;\n\n private constructor(viewport: Viewport, texture: RenderTexture | undefined) {\n this._params = { ...defaultSnowParams };\n this.viewport = viewport;\n this._dimensions = new Point2d(viewport.viewRect.width, viewport.viewRect.height);\n this._lastUpdateTime = Date.now();\n this._texture = texture;\n\n // Tell the viewport to re-render the decorations every frame so that the snow particles animate smoothly.\n const removeOnRender = viewport.onRender.addListener(() => viewport.invalidateDecorations());\n\n // When the viewport is resized, replace this decorator with a new one to match the new dimensions.\n const removeOnResized = viewport.onResized.addListener(() => {\n // Transfer ownership of the texture to the new decorator.\n const tex = this._texture;\n this._texture = undefined;\n this[Symbol.dispose]();\n new SnowDecorator(viewport, tex);\n });\n\n // When the viewport is destroyed, dispose of this decorator too.\n const removeOnDispose = viewport.onDisposed.addListener(() => this[Symbol.dispose]());\n const removeDecorator = IModelApp.viewManager.addDecorator(this);\n\n this[Symbol.dispose] = () => {\n removeDecorator();\n removeOnRender();\n removeOnDispose();\n removeOnResized();\n this._texture = dispose(this._texture);\n SnowDecorator._decorators.delete(viewport);\n };\n\n SnowDecorator._decorators.set(viewport, this);\n\n // Initialize the particles.\n for (let i = 0; i < this._params.numParticles; i++)\n this._particles.push(this.emit(true));\n }\n\n public decorate(context: DecorateContext): void {\n if (context.viewport !== this.viewport || !this._texture)\n return;\n\n // Update the particles.\n const now = Date.now();\n const deltaMillis = now - this._lastUpdateTime;\n this._lastUpdateTime = now;\n this.updateParticles(deltaMillis / 1000);\n\n // Create particle graphics.\n const builder = ParticleCollectionBuilder.create({\n viewport: this.viewport,\n isViewCoords: true,\n texture: this._texture,\n size: (this._params.sizeRange.high - this._params.sizeRange.low) / 2,\n });\n\n for (const particle of this._particles)\n builder.addParticle(particle);\n\n const graphic = builder.finish();\n if (graphic)\n context.addDecoration(GraphicType.ViewOverlay, graphic);\n }\n\n /** Change some of the parameters affecting this decorator. */\n public configure(params: Partial<SnowParams>): void {\n for (const key of Object.keys(params)) {\n const val = (params as any)[key];\n if (undefined !== val)\n (this._params as any)[key] = val;\n }\n }\n\n /** Emit a new particle with randomized properties. */\n private emit(randomizeHeight: boolean): SnowParticle {\n return {\n x: randomInteger(0, this._dimensions.x),\n y: randomizeHeight ? randomInteger(0, this._dimensions.y) : 0,\n z: 0,\n size: randomInteger(this._params.sizeRange.low, this._params.sizeRange.high),\n transparency: randomInteger(this._params.transparencyRange.low, this._params.transparencyRange.high),\n velocity: new Vector2d(randomFloat(this._params.velocityRange.low.x, this._params.velocityRange.high.x),\n randomFloat(this._params.velocityRange.low.y, this._params.velocityRange.high.y)),\n };\n }\n\n // Update the positions and velocities of all the particles based on the amount of time that has passed since the last update.\n private updateParticles(elapsedSeconds: number): void {\n // Determine if someone changed the desired number of particles.\n const particleDiscrepancy = this._params.numParticles - this._particles.length;\n if (particleDiscrepancy > 0) {\n // Birth new particles up to the new maximum.\n for (let i = 0; i < particleDiscrepancy; i++)\n this._particles.push(this.emit(true));\n } else {\n // Destroy extra particles.\n this._particles.length = this._params.numParticles;\n }\n\n const acceleration = new Vector2d();\n const velocity = new Vector2d();\n for (let i = 0; i < this._particles.length; i++) {\n // Apply some acceleration to produce random drift.\n const particle = this._particles[i];\n acceleration.set(randomFloat(this._params.accelerationRange.low.x, this._params.accelerationRange.high.x),\n randomFloat(this._params.accelerationRange.low.y, this._params.accelerationRange.high.y));\n\n acceleration.scale(elapsedSeconds, acceleration);\n particle.velocity.plus(acceleration, particle.velocity);\n\n // Apply velocity.\n particle.velocity.clone(velocity);\n velocity.scale(elapsedSeconds, velocity);\n particle.x += velocity.x;\n particle.y += velocity.y;\n\n // Apply wind\n particle.x += this._params.windVelocity * elapsedSeconds;\n\n // Particles that travel beyond the viewport's left or right edges wrap around to the other side.\n if (particle.x < 0)\n particle.x = this._dimensions.x - 1;\n else if (particle.x >= this._dimensions.x)\n particle.x = 0;\n\n // Particles that travel beyond the viewport's bottom or top edges are replaced by newborn particles.\n if (particle.y < 0 || particle.y >= this._dimensions.y)\n this._particles[i] = this.emit(false);\n }\n }\n\n private static readonly _decorators = new Map<Viewport, SnowDecorator>();\n\n /** Toggle this decorator for the specified viewport.\n * @param viewport The viewport to which the effect should be applied or removed.\n * @param enable `true` to enable the effect, `false` to disable it, or `undefined` to toggle the current state.\n */\n public static async toggle(viewport: Viewport, enable?: boolean): Promise<void> {\n const decorator = this._decorators.get(viewport);\n if (undefined === enable)\n enable = undefined === decorator;\n\n if (undefined !== decorator && !enable)\n decorator[Symbol.dispose]();\n else if (undefined === decorator && enable) {\n // Create a texture to use for the particles.\n // Note: the decorator takes ownership of the texture, and disposes of it when the decorator is disposed.\n const image = await imageElementFromUrl(`${IModelApp.publicPath}sprites/particle_snow.png`);\n const texture = IModelApp.renderSystem.createTexture({\n ownership: \"external\",\n image: { source: image, transparency: TextureTransparency.Mixed },\n });\n\n new SnowDecorator(viewport, texture);\n }\n }\n}\n\n/** Toggles a decorator that simulates snow using particle effects.\n * @see [[SnowDecorator]] for the implementation of the decorator.\n * @beta\n */\nexport class SnowEffect extends Tool {\n public static override toolId = \"SnowEffect\";\n\n public override async run(enable?: boolean): Promise<boolean> {\n const vp = IModelApp.viewManager.selectedView;\n if (vp)\n await SnowDecorator.toggle(vp, enable);\n\n return true;\n }\n\n public override async parseAndRun(...args: string[]): Promise<boolean> {\n const enable = parseToggle(args[0]);\n if (typeof enable !== \"string\")\n await this.run(enable);\n\n return true;\n }\n}\n"]}
@@ -21,36 +21,36 @@ class VignetteEffect extends EffectTools_1.AddEffectTool {
21
21
  get textureCoordFromPosition() { return true; }
22
22
  get source() {
23
23
  return {
24
- vertex: `
25
- void effectMain(vec4 pos) {
26
- v_texCoord = textureCoordFromPosition(pos);
27
- }
24
+ vertex: `
25
+ void effectMain(vec4 pos) {
26
+ v_texCoord = textureCoordFromPosition(pos);
27
+ }
28
28
  `,
29
- fragment: `
30
- float sdSquare(vec2 point, float width) {
31
- vec2 d = abs(point) - width;
32
- return min(max(d.x,d.y),0.0) + length(max(d,0.0));
33
- }
34
-
35
- float vignette(vec2 uv, vec2 size, float roundness, float smoothness) {
36
- // Center UVs
37
- uv -= 0.5;
38
-
39
- // Shift UVs based on the larger of width or height
40
- float minWidth = min(size.x, size.y);
41
- uv.x = sign(uv.x) * clamp(abs(uv.x) - abs(minWidth - size.x), 0.0, 1.0);
42
- uv.y = sign(uv.y) * clamp(abs(uv.y) - abs(minWidth - size.y), 0.0, 1.0);
43
-
44
- // Signed distance calculation
45
- float boxSize = minWidth * (1.0 - roundness);
46
- float dist = sdSquare(uv, boxSize) - (minWidth * roundness);
47
-
48
- return 1.0 - smoothstep(0.0, smoothness, dist);
49
- }
50
-
51
- vec4 effectMain() {
52
- return TEXTURE(u_diffuse, v_texCoord) * vignette(v_texCoord, u_size, u_roundness, u_smoothness);
53
- }
29
+ fragment: `
30
+ float sdSquare(vec2 point, float width) {
31
+ vec2 d = abs(point) - width;
32
+ return min(max(d.x,d.y),0.0) + length(max(d,0.0));
33
+ }
34
+
35
+ float vignette(vec2 uv, vec2 size, float roundness, float smoothness) {
36
+ // Center UVs
37
+ uv -= 0.5;
38
+
39
+ // Shift UVs based on the larger of width or height
40
+ float minWidth = min(size.x, size.y);
41
+ uv.x = sign(uv.x) * clamp(abs(uv.x) - abs(minWidth - size.x), 0.0, 1.0);
42
+ uv.y = sign(uv.y) * clamp(abs(uv.y) - abs(minWidth - size.y), 0.0, 1.0);
43
+
44
+ // Signed distance calculation
45
+ float boxSize = minWidth * (1.0 - roundness);
46
+ float dist = sdSquare(uv, boxSize) - (minWidth * roundness);
47
+
48
+ return 1.0 - smoothstep(0.0, smoothness, dist);
49
+ }
50
+
51
+ vec4 effectMain() {
52
+ return TEXTURE(u_diffuse, v_texCoord) * vignette(v_texCoord, u_size, u_roundness, u_smoothness);
53
+ }
54
54
  `,
55
55
  };
56
56
  }
@@ -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\n/** Applies a [vignette](https://en.wikipedia.org/wiki/Vignetting) effect to the viewport.\r\n * From https://github.com/TyLindberg/glsl-vignette/blob/master/advanced.glsl.\r\n * @beta\r\n */\r\nexport class VignetteEffect extends AddEffectTool {\r\n public static override toolId = \"VignetteEffect\";\r\n\r\n protected get effectName() { return \"Vignette\"; }\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 pos) {\r\n v_texCoord = textureCoordFromPosition(pos);\r\n }\r\n `,\r\n fragment: `\r\n float sdSquare(vec2 point, float width) {\r\n vec2 d = abs(point) - width;\r\n return min(max(d.x,d.y),0.0) + length(max(d,0.0));\r\n }\r\n\r\n float vignette(vec2 uv, vec2 size, float roundness, float smoothness) {\r\n // Center UVs\r\n uv -= 0.5;\r\n\r\n // Shift UVs based on the larger of width or height\r\n float minWidth = min(size.x, size.y);\r\n uv.x = sign(uv.x) * clamp(abs(uv.x) - abs(minWidth - size.x), 0.0, 1.0);\r\n uv.y = sign(uv.y) * clamp(abs(uv.y) - abs(minWidth - size.y), 0.0, 1.0);\r\n\r\n // Signed distance calculation\r\n float boxSize = minWidth * (1.0 - roundness);\r\n float dist = sdSquare(uv, boxSize) - (minWidth * roundness);\r\n\r\n return 1.0 - smoothstep(0.0, smoothness, dist);\r\n }\r\n\r\n vec4 effectMain() {\r\n return TEXTURE(u_diffuse, v_texCoord) * vignette(v_texCoord, u_size, u_roundness, u_smoothness);\r\n }\r\n `,\r\n };\r\n }\r\n\r\n protected defineEffect(builder: ScreenSpaceEffectBuilder): void {\r\n builder.addVarying(\"v_texCoord\", VaryingType.Vec2);\r\n builder.addUniform({\r\n name: \"u_size\",\r\n type: UniformType.Vec2,\r\n bind: (uniform) => uniform.setUniform2fv(VignetteConfig.size),\r\n });\r\n builder.addUniform({\r\n name: \"u_roundness\",\r\n type: UniformType.Float,\r\n bind: (uniform) => uniform.setUniform1f(VignetteConfig.roundness),\r\n });\r\n builder.addUniform({\r\n name: \"u_smoothness\",\r\n type: UniformType.Float,\r\n bind: (uniform) => uniform.setUniform1f(VignetteConfig.smoothness),\r\n });\r\n }\r\n}\r\n\r\n/** Configures the [[VignetteEffect]].\r\n * @beta\r\n */\r\nexport class VignetteConfig extends Tool {\r\n public static override toolId = \"VignetteConfig\";\r\n public static override get minArgs() { return 0; }\r\n public static override get maxArgs() { return 4; }\r\n\r\n /** Size of the vignette in the form (width/2, height/2). e.g., to make the vignette start fading in halfway between the center and edges of\r\n * UV space, use (0.25, 0.25).\r\n */\r\n public static readonly size = new Float32Array([0.25, 0.25]);\r\n\r\n /** How round the vignette will be, from 0.0 (perfectly rectangular) to 1.0 (perfectly round). */\r\n public static roundness = 1.0;\r\n\r\n /** How quickly the vignette fades in. The vignette starts fading in at the edge of the values provided by `size` and will be\r\n * fully faded in at (size.x + smoothness, size.y * smoothness). A value of 0.0 produces a hard edge.\r\n */\r\n public static smoothness = 0.5;\r\n\r\n public override async run(width?: number, height?: number, roundness?: number, smoothness?: number): Promise<boolean> {\r\n const config = VignetteConfig;\r\n config.size[0] = width ?? config.size[0];\r\n config.size[1] = height ?? config.size[1];\r\n config.roundness = roundness ?? config.roundness;\r\n config.smoothness = smoothness ?? config.smoothness;\r\n\r\n refreshViewportsForEffect(\"fdt Vignette\");\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(\"w\"), args.getFloat(\"h\"), args.getFloat(\"r\"), args.getFloat(\"s\"));\r\n }\r\n}\r\n"]}
1
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module Effects\n */\n\nimport { ScreenSpaceEffectBuilder, Tool, UniformType, VaryingType } from \"@itwin/core-frontend\";\nimport { parseArgs } from \"../tools/parseArgs\";\nimport { AddEffectTool, refreshViewportsForEffect } from \"./EffectTools\";\n\n/** Applies a [vignette](https://en.wikipedia.org/wiki/Vignetting) effect to the viewport.\n * From https://github.com/TyLindberg/glsl-vignette/blob/master/advanced.glsl.\n * @beta\n */\nexport class VignetteEffect extends AddEffectTool {\n public static override toolId = \"VignetteEffect\";\n\n protected get effectName() { return \"Vignette\"; }\n protected get textureCoordFromPosition() { return true; }\n\n protected get source() {\n return {\n vertex: `\n void effectMain(vec4 pos) {\n v_texCoord = textureCoordFromPosition(pos);\n }\n `,\n fragment: `\n float sdSquare(vec2 point, float width) {\n vec2 d = abs(point) - width;\n return min(max(d.x,d.y),0.0) + length(max(d,0.0));\n }\n\n float vignette(vec2 uv, vec2 size, float roundness, float smoothness) {\n // Center UVs\n uv -= 0.5;\n\n // Shift UVs based on the larger of width or height\n float minWidth = min(size.x, size.y);\n uv.x = sign(uv.x) * clamp(abs(uv.x) - abs(minWidth - size.x), 0.0, 1.0);\n uv.y = sign(uv.y) * clamp(abs(uv.y) - abs(minWidth - size.y), 0.0, 1.0);\n\n // Signed distance calculation\n float boxSize = minWidth * (1.0 - roundness);\n float dist = sdSquare(uv, boxSize) - (minWidth * roundness);\n\n return 1.0 - smoothstep(0.0, smoothness, dist);\n }\n\n vec4 effectMain() {\n return TEXTURE(u_diffuse, v_texCoord) * vignette(v_texCoord, u_size, u_roundness, u_smoothness);\n }\n `,\n };\n }\n\n protected defineEffect(builder: ScreenSpaceEffectBuilder): void {\n builder.addVarying(\"v_texCoord\", VaryingType.Vec2);\n builder.addUniform({\n name: \"u_size\",\n type: UniformType.Vec2,\n bind: (uniform) => uniform.setUniform2fv(VignetteConfig.size),\n });\n builder.addUniform({\n name: \"u_roundness\",\n type: UniformType.Float,\n bind: (uniform) => uniform.setUniform1f(VignetteConfig.roundness),\n });\n builder.addUniform({\n name: \"u_smoothness\",\n type: UniformType.Float,\n bind: (uniform) => uniform.setUniform1f(VignetteConfig.smoothness),\n });\n }\n}\n\n/** Configures the [[VignetteEffect]].\n * @beta\n */\nexport class VignetteConfig extends Tool {\n public static override toolId = \"VignetteConfig\";\n public static override get minArgs() { return 0; }\n public static override get maxArgs() { return 4; }\n\n /** Size of the vignette in the form (width/2, height/2). e.g., to make the vignette start fading in halfway between the center and edges of\n * UV space, use (0.25, 0.25).\n */\n public static readonly size = new Float32Array([0.25, 0.25]);\n\n /** How round the vignette will be, from 0.0 (perfectly rectangular) to 1.0 (perfectly round). */\n public static roundness = 1.0;\n\n /** How quickly the vignette fades in. The vignette starts fading in at the edge of the values provided by `size` and will be\n * fully faded in at (size.x + smoothness, size.y * smoothness). A value of 0.0 produces a hard edge.\n */\n public static smoothness = 0.5;\n\n public override async run(width?: number, height?: number, roundness?: number, smoothness?: number): Promise<boolean> {\n const config = VignetteConfig;\n config.size[0] = width ?? config.size[0];\n config.size[1] = height ?? config.size[1];\n config.roundness = roundness ?? config.roundness;\n config.smoothness = smoothness ?? config.smoothness;\n\n refreshViewportsForEffect(\"fdt Vignette\");\n return true;\n }\n\n public override async parseAndRun(...input: string[]): Promise<boolean> {\n const args = parseArgs(input);\n return this.run(args.getFloat(\"w\"), args.getFloat(\"h\"), args.getFloat(\"r\"), args.getFloat(\"s\"));\n }\n}\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"frontend-devtools.js","sourceRoot":"","sources":["../../src/frontend-devtools.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;;;;;;;;;;;;;;;;AAE/F,uDAAqC;AACrC,qDAAmC;AAEnC,wDAAsC;AACtC,wDAAsC;AACtC,sDAAoC;AACpC,sDAAoC;AACpC,2DAAyC;AACzC,mDAAiC;AACjC,uDAAqC;AACrC,iDAA+B;AAC/B,qDAAmC;AAEnC,gEAA8C;AAC9C,0DAAwC;AACxC,oDAAkC;AAClC,4DAA0C;AAC1C,gEAA8C;AAC9C,4DAA0C;AAC1C,6DAA2C;AAC3C,uDAAqC;AACrC,8DAA4C;AAC5C,+DAA6C;AAC7C,oDAAkC;AAClC,uDAAqC;AACrC,sDAAoC;AACpC,0DAAwC;AACxC,8DAA4C;AAC5C,yDAAuC;AACvC,4DAA0C;AAC1C,gEAA8C;AAC9C,4DAA0C;AAC1C,4DAA0C;AAC1C,uEAAqD;AACrD,qDAAmC;AACnC,yDAAuC;AACvC,8DAA4C;AAC5C,gEAA8C;AAC9C,8DAA4C;AAC5C,gEAA8C;AAC9C,mEAAiD;AACjD,0DAAwC;AACxC,wDAAsC;AAEtC,8CAA4B;AAC5B,gDAA8B;AAC9B,kDAAgC;AAChC,gDAA8B;AAC9B,gDAA8B;AAC9B,kDAAgC;AAChC,oDAAkC;AAClC,gDAA8B;AAC9B,8CAA4B;AAC5B,+CAA6B;AAE7B,6DAA2C;AAC3C,uDAAqC;AACrC,wDAAsC;AACtC,uDAAqC;AACrC,0DAAwC;AACxC,gEAA8C;AAC9C,kEAAgD;AAChD,gEAA8C;AAE9C;;GAEG;AAEH;;;GAGG;AAEH;;;GAGG;AAEH;;;GAGG;AAEH;;;GAGG;AAEH;;;GAGG","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\nexport * from \"./ClipboardUtilities\";\r\nexport * from \"./FrontEndDevTools\";\r\n\r\nexport * from \"./effects/Convolution\";\r\nexport * from \"./effects/EffectTools\";\r\nexport * from \"./effects/Explosion\";\r\nexport * from \"./effects/FlipImage\";\r\nexport * from \"./effects/LensDistortion\";\r\nexport * from \"./effects/Random\";\r\nexport * from \"./effects/Saturation\";\r\nexport * from \"./effects/Snow\";\r\nexport * from \"./effects/Vignette\";\r\n\r\nexport * from \"./tools/AnimationIntervalTool\";\r\nexport * from \"./tools/ChangeUnitsTool\";\r\nexport * from \"./tools/ClipTools\";\r\nexport * from \"./tools/DisplayStyleTools\";\r\nexport * from \"./tools/EmphasizeElementsTool\";\r\nexport * from \"./tools/FrustumDecoration\";\r\nexport * from \"./tools/InspectElementTool\";\r\nexport * from \"./tools/MapLayerTool\";\r\nexport * from \"./tools/MeasureTileLoadTime\";\r\nexport * from \"./tools/ModelAppearanceTools\";\r\nexport * from \"./tools/parseArgs\";\r\nexport * from \"./tools/parseBoolean\";\r\nexport * from \"./tools/parseToggle\";\r\nexport * from \"./tools/PlanarMaskTools\";\r\nexport * from \"./tools/PlanProjectionTools\";\r\nexport * from \"./tools/ProjectExtents\";\r\nexport * from \"./tools/RealityModelTools\";\r\nexport * from \"./tools/RealityTransitionTool\";\r\nexport * from \"./tools/RenderSystemTools\";\r\nexport * from \"./tools/RenderTargetTools\";\r\nexport * from \"./tools/ReportWebGLCompatibilityTool\";\r\nexport * from \"./tools/SavedViews\";\r\nexport * from \"./tools/SelectionTools\";\r\nexport * from \"./tools/ScheduleScriptTools\";\r\nexport * from \"./tools/SetGpuMemoryLimitTool\";\r\nexport * from \"./tools/SourceAspectIdTools\";\r\nexport * from \"./tools/TileRequestDecoration\";\r\nexport * from \"./tools/TileTreeBoundsDecoration\";\r\nexport * from \"./tools/ToolTipProvider\";\r\nexport * from \"./tools/ViewportTools\";\r\n\r\nexport * from \"./ui/Button\";\r\nexport * from \"./ui/CheckBox\";\r\nexport * from \"./ui/ColorInput\";\r\nexport * from \"./ui/ComboBox\";\r\nexport * from \"./ui/DataList\";\r\nexport * from \"./ui/NestedMenu\";\r\nexport * from \"./ui/NumericInput\";\r\nexport * from \"./ui/RadioBox\";\r\nexport * from \"./ui/Slider\";\r\nexport * from \"./ui/TextBox\";\r\n\r\nexport * from \"./widgets/DiagnosticsPanel\";\r\nexport * from \"./widgets/FpsTracker\";\r\nexport * from \"./widgets/GpuProfiler\";\r\nexport * from \"./widgets/KeyinField\";\r\nexport * from \"./widgets/MemoryTracker\";\r\nexport * from \"./widgets/TileMemoryBreakdown\";\r\nexport * from \"./widgets/TileStatisticsTracker\";\r\nexport * from \"./widgets/ToolSettingsTracker\";\r\n\r\n/** @docs-package-description\r\n * The frontend-devtools package contains various tools and widgets for monitoring and debugging the front-end state of an iTwin.js application.\r\n */\r\n\r\n/**\r\n * @docs-group-description Widgets\r\n * Widgets that wrap some of the package's functionality into embeddable HTML controls.\r\n */\r\n\r\n/**\r\n * @docs-group-description Tools\r\n * Interactive- and immediate-mode [tools]($docs/learning/frontend/Tools.md), most of which can be executed via key-in. All key-ins are documented in the package's README.\r\n */\r\n\r\n/**\r\n * @docs-group-description Controls\r\n * Rudimentary HTML components used to build the widgets.\r\n */\r\n\r\n/**\r\n * @docs-group-description Effects\r\n * Examples of screen-space effects produced by [RenderSystem.createScreenSpaceEffectBuilder]($frontend).\r\n */\r\n\r\n/**\r\n * @docs-group-description Utilities\r\n * Utility functions used throughout the package.\r\n */\r\n"]}
1
+ {"version":3,"file":"frontend-devtools.js","sourceRoot":"","sources":["../../src/frontend-devtools.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;;;;;;;;;;;;;;;;AAE/F,uDAAqC;AACrC,qDAAmC;AAEnC,wDAAsC;AACtC,wDAAsC;AACtC,sDAAoC;AACpC,sDAAoC;AACpC,2DAAyC;AACzC,mDAAiC;AACjC,uDAAqC;AACrC,iDAA+B;AAC/B,qDAAmC;AAEnC,gEAA8C;AAC9C,0DAAwC;AACxC,oDAAkC;AAClC,4DAA0C;AAC1C,gEAA8C;AAC9C,4DAA0C;AAC1C,6DAA2C;AAC3C,uDAAqC;AACrC,8DAA4C;AAC5C,+DAA6C;AAC7C,oDAAkC;AAClC,uDAAqC;AACrC,sDAAoC;AACpC,0DAAwC;AACxC,8DAA4C;AAC5C,yDAAuC;AACvC,4DAA0C;AAC1C,gEAA8C;AAC9C,4DAA0C;AAC1C,4DAA0C;AAC1C,uEAAqD;AACrD,qDAAmC;AACnC,yDAAuC;AACvC,8DAA4C;AAC5C,gEAA8C;AAC9C,8DAA4C;AAC5C,gEAA8C;AAC9C,mEAAiD;AACjD,0DAAwC;AACxC,wDAAsC;AAEtC,8CAA4B;AAC5B,gDAA8B;AAC9B,kDAAgC;AAChC,gDAA8B;AAC9B,gDAA8B;AAC9B,kDAAgC;AAChC,oDAAkC;AAClC,gDAA8B;AAC9B,8CAA4B;AAC5B,+CAA6B;AAE7B,6DAA2C;AAC3C,uDAAqC;AACrC,wDAAsC;AACtC,uDAAqC;AACrC,0DAAwC;AACxC,gEAA8C;AAC9C,kEAAgD;AAChD,gEAA8C;AAE9C;;GAEG;AAEH;;;GAGG;AAEH;;;GAGG;AAEH;;;GAGG;AAEH;;;GAGG;AAEH;;;GAGG","sourcesContent":["/*---------------------------------------------------------------------------------------------\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\nexport * from \"./ClipboardUtilities\";\nexport * from \"./FrontEndDevTools\";\n\nexport * from \"./effects/Convolution\";\nexport * from \"./effects/EffectTools\";\nexport * from \"./effects/Explosion\";\nexport * from \"./effects/FlipImage\";\nexport * from \"./effects/LensDistortion\";\nexport * from \"./effects/Random\";\nexport * from \"./effects/Saturation\";\nexport * from \"./effects/Snow\";\nexport * from \"./effects/Vignette\";\n\nexport * from \"./tools/AnimationIntervalTool\";\nexport * from \"./tools/ChangeUnitsTool\";\nexport * from \"./tools/ClipTools\";\nexport * from \"./tools/DisplayStyleTools\";\nexport * from \"./tools/EmphasizeElementsTool\";\nexport * from \"./tools/FrustumDecoration\";\nexport * from \"./tools/InspectElementTool\";\nexport * from \"./tools/MapLayerTool\";\nexport * from \"./tools/MeasureTileLoadTime\";\nexport * from \"./tools/ModelAppearanceTools\";\nexport * from \"./tools/parseArgs\";\nexport * from \"./tools/parseBoolean\";\nexport * from \"./tools/parseToggle\";\nexport * from \"./tools/PlanarMaskTools\";\nexport * from \"./tools/PlanProjectionTools\";\nexport * from \"./tools/ProjectExtents\";\nexport * from \"./tools/RealityModelTools\";\nexport * from \"./tools/RealityTransitionTool\";\nexport * from \"./tools/RenderSystemTools\";\nexport * from \"./tools/RenderTargetTools\";\nexport * from \"./tools/ReportWebGLCompatibilityTool\";\nexport * from \"./tools/SavedViews\";\nexport * from \"./tools/SelectionTools\";\nexport * from \"./tools/ScheduleScriptTools\";\nexport * from \"./tools/SetGpuMemoryLimitTool\";\nexport * from \"./tools/SourceAspectIdTools\";\nexport * from \"./tools/TileRequestDecoration\";\nexport * from \"./tools/TileTreeBoundsDecoration\";\nexport * from \"./tools/ToolTipProvider\";\nexport * from \"./tools/ViewportTools\";\n\nexport * from \"./ui/Button\";\nexport * from \"./ui/CheckBox\";\nexport * from \"./ui/ColorInput\";\nexport * from \"./ui/ComboBox\";\nexport * from \"./ui/DataList\";\nexport * from \"./ui/NestedMenu\";\nexport * from \"./ui/NumericInput\";\nexport * from \"./ui/RadioBox\";\nexport * from \"./ui/Slider\";\nexport * from \"./ui/TextBox\";\n\nexport * from \"./widgets/DiagnosticsPanel\";\nexport * from \"./widgets/FpsTracker\";\nexport * from \"./widgets/GpuProfiler\";\nexport * from \"./widgets/KeyinField\";\nexport * from \"./widgets/MemoryTracker\";\nexport * from \"./widgets/TileMemoryBreakdown\";\nexport * from \"./widgets/TileStatisticsTracker\";\nexport * from \"./widgets/ToolSettingsTracker\";\n\n/** @docs-package-description\n * The frontend-devtools package contains various tools and widgets for monitoring and debugging the front-end state of an iTwin.js application.\n */\n\n/**\n * @docs-group-description Widgets\n * Widgets that wrap some of the package's functionality into embeddable HTML controls.\n */\n\n/**\n * @docs-group-description Tools\n * Interactive- and immediate-mode [tools]($docs/learning/frontend/Tools.md), most of which can be executed via key-in. All key-ins are documented in the package's README.\n */\n\n/**\n * @docs-group-description Controls\n * Rudimentary HTML components used to build the widgets.\n */\n\n/**\n * @docs-group-description Effects\n * Examples of screen-space effects produced by [RenderSystem.createScreenSpaceEffectBuilder]($frontend).\n */\n\n/**\n * @docs-group-description Utilities\n * Utility functions used throughout the package.\n */\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"AnimationIntervalTool.js","sourceRoot":"","sources":["../../../src/tools/AnimationIntervalTool.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;;;AAE/F;;GAEG;AAEH,sDAAiD;AACjD,wDAAuD;AAEvD;;GAEG;AACH,MAAa,qBAAsB,SAAQ,oBAAI;IACtC,MAAM,CAAU,MAAM,GAAG,mBAAmB,CAAC;IAC7C,MAAM,KAAc,OAAO,KAAK,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3C,MAAM,KAAc,OAAO,KAAK,OAAO,CAAC,CAAC,CAAC,CAAC;IAElC,KAAK,CAAC,GAAG,CAAC,QAAqB;QAC7C,yBAAS,CAAC,iBAAiB,GAAG,QAAQ,CAAC;QACvC,OAAO,IAAI,CAAC;IACd,CAAC;IAEe,KAAK,CAAC,WAAW,CAAC,GAAG,IAAc;QACjD,MAAM,MAAM,GAAG,MAAM,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC;QAC5C,MAAM,QAAQ,GAAG,CAAC,MAAM,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,yBAAU,CAAC,gBAAgB,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC;QACzF,OAAO,IAAI,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAC;IAC5B,CAAC;;AAdH,sDAeC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module Tools\r\n */\r\n\r\nimport { BeDuration } from \"@itwin/core-bentley\";\r\nimport { IModelApp, Tool } from \"@itwin/core-frontend\";\r\n\r\n/** Changes the [IModelApp.animationInterval]($frontend). Specify the interval in integer milliseconds; or pass any string not parseable as an integer to disable the animation interval callback.\r\n * @beta\r\n */\r\nexport class AnimationIntervalTool extends Tool {\r\n public static override toolId = \"AnimationInterval\";\r\n public static override get minArgs() { return 1; }\r\n public static override get maxArgs() { return 1; }\r\n\r\n public override async run(interval?: BeDuration): Promise<boolean> {\r\n IModelApp.animationInterval = interval;\r\n return true;\r\n }\r\n\r\n public override async parseAndRun(...args: string[]): Promise<boolean> {\r\n const millis = Number.parseInt(args[0], 10);\r\n const interval = !Number.isNaN(millis) ? BeDuration.fromMilliseconds(millis) : undefined;\r\n return this.run(interval);\r\n }\r\n}\r\n"]}
1
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@@ -1 +1 @@
1
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1
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@@ -1 +1 @@
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module Tools\r\n */\r\n\r\nimport {\r\n ClipIntersectionStyle, ClipStyle, ClipStyleProps, ColorByName, ColorDef, CutStyleProps, LinePixels, RenderMode, RgbColor,\r\n} from \"@itwin/core-common\";\r\nimport { IModelApp, Tool, Viewport } from \"@itwin/core-frontend\";\r\nimport { parseToggle } from \"./parseToggle\";\r\nimport { parseBoolean } from \"./parseBoolean\";\r\nimport { DisplayStyleTool } from \"./DisplayStyleTools\";\r\n\r\n/** This tool specifies or un-specifies a clip color to use for pixels inside or outside the clip region.\r\n * Arguments can be:\r\n * - clear\r\n * - inside <color string> | clear\r\n * - outside <color string> | clear\r\n * <color string> must be in one of the following forms:\r\n * \"rgb(255,0,0)\"\r\n * \"rgba(255,0,0,255)\"\r\n * \"rgb(100%,0%,0%)\"\r\n * \"hsl(120,50%,50%)\"\r\n * \"#rrbbgg\"\r\n * \"blanchedAlmond\" (see possible values from [[ColorByName]]). Case insensitive.\r\n * @see [ColorDef]\r\n * @beta\r\n */\r\nexport class ClipColorTool extends Tool {\r\n public static override toolId = \"ClipColorTool\";\r\n public static override get minArgs() { return 1; }\r\n public static override get maxArgs() { return 2; }\r\n\r\n private _clearClipColors() {\r\n const vp = IModelApp.viewManager.selectedView;\r\n if (undefined !== vp) {\r\n const props = vp.displayStyle.settings.clipStyle.toJSON() ?? {};\r\n props.insideColor = props.outsideColor = undefined;\r\n vp.displayStyle.settings.clipStyle = ClipStyle.fromJSON(props);\r\n }\r\n }\r\n\r\n private setClipColor(colStr: string, which: \"insideColor\" | \"outsideColor\") {\r\n const vp = IModelApp.viewManager.selectedView;\r\n if (vp) {\r\n const props = vp.displayStyle.settings.clipStyle.toJSON() ?? {};\r\n props[which] = colStr === \"clear\" ? undefined : RgbColor.fromColorDef(ColorDef.fromString(colStr));\r\n vp.displayStyle.settings.clipStyle = ClipStyle.fromJSON(props);\r\n }\r\n }\r\n\r\n /** This runs the tool using the given arguments, specifying or unspecifying a clip color to use for pixels inside or outside the clip region.\r\n * Arguments can be:\r\n * - clear\r\n * - inside <color string> | clear\r\n * - outside <color string> | clear\r\n * <color string> must be in one of the following forms:\r\n * \"rgb(255,0,0)\"\r\n * \"rgba(255,0,0,255)\"\r\n * \"rgb(100%,0%,0%)\"\r\n * \"hsl(120,50%,50%)\"\r\n * \"#rrbbgg\"\r\n * \"blanchedAlmond\" (see possible values from [[ColorByName]]). Case insensitive.\r\n * @beta\r\n */\r\n public override async parseAndRun(...args: string[]): Promise<boolean> {\r\n if (1 === args.length) {\r\n if (args[0] === \"clear\")\r\n this._clearClipColors();\r\n\r\n return true;\r\n }\r\n\r\n const which = args[0];\r\n if (which === \"inside\" || which === \"outside\")\r\n this.setClipColor(args[1], \"inside\" === which ? \"insideColor\" : \"outsideColor\");\r\n\r\n return true;\r\n }\r\n}\r\n\r\n/** This tool specifies or un-specifies a color and width to use for pixels within the specified width of a clip plane.\r\n * Arguments can be:\r\n * - off\r\n * - default\r\n * - color <color string>\r\n * - width <number>\r\n * <color string> must be in one of the following forms:\r\n * \"rgb(255,0,0)\"\r\n * \"rgba(255,0,0,255)\"\r\n * \"rgb(100%,0%,0%)\"\r\n * \"hsl(120,50%,50%)\"\r\n * \"#rrbbgg\"\r\n * \"blanchedAlmond\" (see possible values from [[ColorByName]]). Case insensitive.\r\n * @see [ColorDef]\r\n * @beta\r\n */\r\nexport class ClipIntersectionTool extends Tool {\r\n public static override toolId = \"ClipIntersectionTool\";\r\n public static override get minArgs() { return 0; }\r\n public static override get maxArgs() { return 4; }\r\n\r\n private _toggleIntersectionStyle(toggle: boolean) {\r\n const vp = IModelApp.viewManager.selectedView;\r\n if (undefined !== vp) {\r\n const props = vp.displayStyle.settings.clipStyle.toJSON() ?? {};\r\n props.colorizeIntersection = toggle;\r\n vp.displayStyle.settings.clipStyle = ClipStyle.fromJSON(props);\r\n }\r\n }\r\n\r\n private _defaultClipIntersection() {\r\n const vp = IModelApp.viewManager.selectedView;\r\n if (undefined !== vp) {\r\n const props = vp.displayStyle.settings.clipStyle.toJSON() ?? {};\r\n if (!props.intersectionStyle) {\r\n props.intersectionStyle = ClipIntersectionStyle.defaults;\r\n } else {\r\n props.intersectionStyle.color = RgbColor.fromColorDef(ColorDef.white);\r\n props.intersectionStyle.width = 1;\r\n }\r\n vp.displayStyle.settings.clipStyle = ClipStyle.fromJSON(props);\r\n }\r\n }\r\n\r\n private setClipIntersection(colStr: string, width: number) {\r\n const vp = IModelApp.viewManager.selectedView;\r\n if (vp) {\r\n const props = vp.displayStyle.settings.clipStyle.toJSON() ?? {};\r\n\r\n if (!props.intersectionStyle) {\r\n props.intersectionStyle = ClipIntersectionStyle.defaults;\r\n }\r\n if (colStr) {\r\n props.intersectionStyle.color = RgbColor.fromColorDef(ColorDef.fromString(colStr));\r\n }\r\n if (width) {\r\n props.intersectionStyle.width = width;\r\n }\r\n\r\n vp.displayStyle.settings.clipStyle = ClipStyle.fromJSON(props);\r\n }\r\n }\r\n\r\n /** This runs the tool using the given arguments, specifying or unspecifying a color and width to use for pixels within the specified width of a clip plane.\r\n * Arguments can be:\r\n * - off\r\n * - default\r\n * - color <color string>\r\n * - width <number>\r\n * <color string> must be in one of the following forms:\r\n * \"rgb(255,0,0)\"\r\n * \"rgba(255,0,0,255)\"\r\n * \"rgb(100%,0%,0%)\"\r\n * \"hsl(120,50%,50%)\"\r\n * \"#rrbbgg\"\r\n * \"blanchedAlmond\" (see possible values from [[ColorByName]]). Case insensitive.\r\n * @beta\r\n */\r\n public override async parseAndRun(...args: string[]): Promise<boolean> {\r\n if (args[0] === \"off\") {\r\n this._toggleIntersectionStyle(false);\r\n return true;\r\n }\r\n\r\n this._toggleIntersectionStyle(true);\r\n if (args[0] === \"default\") {\r\n this._defaultClipIntersection();\r\n return true;\r\n }\r\n\r\n args[0] === \"color\" ? this.setClipIntersection(args[1], +args[3]) : this.setClipIntersection(args[3], +args[1]);\r\n return true;\r\n }\r\n}\r\n\r\n/** Controls a view state's view details' flag for producing cut geometry for a clip style.\r\n * @beta\r\n */\r\nexport class ToggleSectionCutTool extends Tool {\r\n public static override toolId = \"ToggleSectionCut\";\r\n public static override get minArgs() { return 0; }\r\n public static override get maxArgs() { return 1; }\r\n\r\n /** This method runs the tool, controlling a view state's view details' flag for producing cut geometry for a clip style.\r\n * @param produceCutGeometry whether to produce cut geometry\r\n */\r\n public override async run(produceCutGeometry?: boolean): Promise<boolean> {\r\n const vp = IModelApp.viewManager.selectedView;\r\n if (vp) {\r\n const style = vp.view.displayStyle.settings.clipStyle;\r\n produceCutGeometry = produceCutGeometry ?? !style.produceCutGeometry;\r\n if (produceCutGeometry !== style.produceCutGeometry) {\r\n const json = {\r\n ...vp.view.displayStyle.settings.clipStyle.toJSON(),\r\n produceCutGeometry,\r\n };\r\n\r\n vp.view.displayStyle.settings.clipStyle = ClipStyle.fromJSON(json);\r\n vp.invalidateScene();\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /** Executes this tool's run method with args[0] containing `produceCutGeometry`.\r\n * @see [[run]]\r\n */\r\n public override async parseAndRun(...args: string[]): Promise<boolean> {\r\n const enable = parseToggle(args[0]);\r\n if (typeof enable !== \"string\")\r\n await this.run(enable);\r\n\r\n return true;\r\n }\r\n}\r\n\r\n/** Simple tool that toggles a hard-coded clip style overriding various aspects of the cut geometry appearance.\r\n * @beta\r\n */\r\nexport class TestClipStyleTool extends DisplayStyleTool {\r\n public static override toolId = \"TestClipStyle\";\r\n public static override get maxArgs() { return 2; }\r\n public static override get minArgs() { return 1; }\r\n\r\n private _useStyle = false;\r\n private _style?: CutStyleProps;\r\n\r\n protected override get require3d() { return true; }\r\n\r\n protected async parse(args: string[]): Promise<boolean> {\r\n this._useStyle = parseBoolean(args[0]) ?? false;\r\n if (this._useStyle && args.length > 1)\r\n this._style = JSON.parse(args[1]);\r\n return true;\r\n }\r\n\r\n protected async execute(vp: Viewport) {\r\n const props: ClipStyleProps = { produceCutGeometry: true };\r\n if (this._useStyle) {\r\n if (this._style)\r\n props.cutStyle = this._style;\r\n else\r\n props.cutStyle = {\r\n viewflags: {\r\n renderMode: RenderMode.SmoothShade,\r\n visibleEdges: true,\r\n hiddenEdges: false,\r\n },\r\n appearance: {\r\n rgb: { r: 0xff, g: 0x7f, b: 0 },\r\n transparency: 0.5,\r\n nonLocatable: true,\r\n },\r\n hiddenLine: {\r\n visible: {\r\n ovrColor: true,\r\n color: ColorByName.blue,\r\n pattern: LinePixels.Solid,\r\n width: 3,\r\n },\r\n },\r\n };\r\n }\r\n\r\n vp.displayStyle.settings.clipStyle = ClipStyle.fromJSON(props);\r\n vp.invalidateRenderPlan();\r\n vp.setFeatureOverrideProviderChanged();\r\n\r\n return true;\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module Tools\n */\n\nimport {\n ClipIntersectionStyle, ClipStyle, ClipStyleProps, ColorByName, ColorDef, CutStyleProps, LinePixels, RenderMode, RgbColor,\n} from \"@itwin/core-common\";\nimport { IModelApp, Tool, Viewport } from \"@itwin/core-frontend\";\nimport { parseToggle } from \"./parseToggle\";\nimport { parseBoolean } from \"./parseBoolean\";\nimport { DisplayStyleTool } from \"./DisplayStyleTools\";\n\n/** This tool specifies or un-specifies a clip color to use for pixels inside or outside the clip region.\n * Arguments can be:\n * - clear\n * - inside <color string> | clear\n * - outside <color string> | clear\n * <color string> must be in one of the following forms:\n * \"rgb(255,0,0)\"\n * \"rgba(255,0,0,255)\"\n * \"rgb(100%,0%,0%)\"\n * \"hsl(120,50%,50%)\"\n * \"#rrbbgg\"\n * \"blanchedAlmond\" (see possible values from [[ColorByName]]). Case insensitive.\n * @see [ColorDef]\n * @beta\n */\nexport class ClipColorTool extends Tool {\n public static override toolId = \"ClipColorTool\";\n public static override get minArgs() { return 1; }\n public static override get maxArgs() { return 2; }\n\n private _clearClipColors() {\n const vp = IModelApp.viewManager.selectedView;\n if (undefined !== vp) {\n const props = vp.displayStyle.settings.clipStyle.toJSON() ?? {};\n props.insideColor = props.outsideColor = undefined;\n vp.displayStyle.settings.clipStyle = ClipStyle.fromJSON(props);\n }\n }\n\n private setClipColor(colStr: string, which: \"insideColor\" | \"outsideColor\") {\n const vp = IModelApp.viewManager.selectedView;\n if (vp) {\n const props = vp.displayStyle.settings.clipStyle.toJSON() ?? {};\n props[which] = colStr === \"clear\" ? undefined : RgbColor.fromColorDef(ColorDef.fromString(colStr));\n vp.displayStyle.settings.clipStyle = ClipStyle.fromJSON(props);\n }\n }\n\n /** This runs the tool using the given arguments, specifying or unspecifying a clip color to use for pixels inside or outside the clip region.\n * Arguments can be:\n * - clear\n * - inside <color string> | clear\n * - outside <color string> | clear\n * <color string> must be in one of the following forms:\n * \"rgb(255,0,0)\"\n * \"rgba(255,0,0,255)\"\n * \"rgb(100%,0%,0%)\"\n * \"hsl(120,50%,50%)\"\n * \"#rrbbgg\"\n * \"blanchedAlmond\" (see possible values from [[ColorByName]]). Case insensitive.\n * @beta\n */\n public override async parseAndRun(...args: string[]): Promise<boolean> {\n if (1 === args.length) {\n if (args[0] === \"clear\")\n this._clearClipColors();\n\n return true;\n }\n\n const which = args[0];\n if (which === \"inside\" || which === \"outside\")\n this.setClipColor(args[1], \"inside\" === which ? \"insideColor\" : \"outsideColor\");\n\n return true;\n }\n}\n\n/** This tool specifies or un-specifies a color and width to use for pixels within the specified width of a clip plane.\n * Arguments can be:\n * - off\n * - default\n * - color <color string>\n * - width <number>\n * <color string> must be in one of the following forms:\n * \"rgb(255,0,0)\"\n * \"rgba(255,0,0,255)\"\n * \"rgb(100%,0%,0%)\"\n * \"hsl(120,50%,50%)\"\n * \"#rrbbgg\"\n * \"blanchedAlmond\" (see possible values from [[ColorByName]]). Case insensitive.\n * @see [ColorDef]\n * @beta\n */\nexport class ClipIntersectionTool extends Tool {\n public static override toolId = \"ClipIntersectionTool\";\n public static override get minArgs() { return 0; }\n public static override get maxArgs() { return 4; }\n\n private _toggleIntersectionStyle(toggle: boolean) {\n const vp = IModelApp.viewManager.selectedView;\n if (undefined !== vp) {\n const props = vp.displayStyle.settings.clipStyle.toJSON() ?? {};\n props.colorizeIntersection = toggle;\n vp.displayStyle.settings.clipStyle = ClipStyle.fromJSON(props);\n }\n }\n\n private _defaultClipIntersection() {\n const vp = IModelApp.viewManager.selectedView;\n if (undefined !== vp) {\n const props = vp.displayStyle.settings.clipStyle.toJSON() ?? {};\n if (!props.intersectionStyle) {\n props.intersectionStyle = ClipIntersectionStyle.defaults;\n } else {\n props.intersectionStyle.color = RgbColor.fromColorDef(ColorDef.white);\n props.intersectionStyle.width = 1;\n }\n vp.displayStyle.settings.clipStyle = ClipStyle.fromJSON(props);\n }\n }\n\n private setClipIntersection(colStr: string, width: number) {\n const vp = IModelApp.viewManager.selectedView;\n if (vp) {\n const props = vp.displayStyle.settings.clipStyle.toJSON() ?? {};\n\n if (!props.intersectionStyle) {\n props.intersectionStyle = ClipIntersectionStyle.defaults;\n }\n if (colStr) {\n props.intersectionStyle.color = RgbColor.fromColorDef(ColorDef.fromString(colStr));\n }\n if (width) {\n props.intersectionStyle.width = width;\n }\n\n vp.displayStyle.settings.clipStyle = ClipStyle.fromJSON(props);\n }\n }\n\n /** This runs the tool using the given arguments, specifying or unspecifying a color and width to use for pixels within the specified width of a clip plane.\n * Arguments can be:\n * - off\n * - default\n * - color <color string>\n * - width <number>\n * <color string> must be in one of the following forms:\n * \"rgb(255,0,0)\"\n * \"rgba(255,0,0,255)\"\n * \"rgb(100%,0%,0%)\"\n * \"hsl(120,50%,50%)\"\n * \"#rrbbgg\"\n * \"blanchedAlmond\" (see possible values from [[ColorByName]]). Case insensitive.\n * @beta\n */\n public override async parseAndRun(...args: string[]): Promise<boolean> {\n if (args[0] === \"off\") {\n this._toggleIntersectionStyle(false);\n return true;\n }\n\n this._toggleIntersectionStyle(true);\n if (args[0] === \"default\") {\n this._defaultClipIntersection();\n return true;\n }\n\n args[0] === \"color\" ? this.setClipIntersection(args[1], +args[3]) : this.setClipIntersection(args[3], +args[1]);\n return true;\n }\n}\n\n/** Controls a view state's view details' flag for producing cut geometry for a clip style.\n * @beta\n */\nexport class ToggleSectionCutTool extends Tool {\n public static override toolId = \"ToggleSectionCut\";\n public static override get minArgs() { return 0; }\n public static override get maxArgs() { return 1; }\n\n /** This method runs the tool, controlling a view state's view details' flag for producing cut geometry for a clip style.\n * @param produceCutGeometry whether to produce cut geometry\n */\n public override async run(produceCutGeometry?: boolean): Promise<boolean> {\n const vp = IModelApp.viewManager.selectedView;\n if (vp) {\n const style = vp.view.displayStyle.settings.clipStyle;\n produceCutGeometry = produceCutGeometry ?? !style.produceCutGeometry;\n if (produceCutGeometry !== style.produceCutGeometry) {\n const json = {\n ...vp.view.displayStyle.settings.clipStyle.toJSON(),\n produceCutGeometry,\n };\n\n vp.view.displayStyle.settings.clipStyle = ClipStyle.fromJSON(json);\n vp.invalidateScene();\n }\n }\n\n return true;\n }\n\n /** Executes this tool's run method with args[0] containing `produceCutGeometry`.\n * @see [[run]]\n */\n public override async parseAndRun(...args: string[]): Promise<boolean> {\n const enable = parseToggle(args[0]);\n if (typeof enable !== \"string\")\n await this.run(enable);\n\n return true;\n }\n}\n\n/** Simple tool that toggles a hard-coded clip style overriding various aspects of the cut geometry appearance.\n * @beta\n */\nexport class TestClipStyleTool extends DisplayStyleTool {\n public static override toolId = \"TestClipStyle\";\n public static override get maxArgs() { return 2; }\n public static override get minArgs() { return 1; }\n\n private _useStyle = false;\n private _style?: CutStyleProps;\n\n protected override get require3d() { return true; }\n\n protected async parse(args: string[]): Promise<boolean> {\n this._useStyle = parseBoolean(args[0]) ?? false;\n if (this._useStyle && args.length > 1)\n this._style = JSON.parse(args[1]);\n return true;\n }\n\n protected async execute(vp: Viewport) {\n const props: ClipStyleProps = { produceCutGeometry: true };\n if (this._useStyle) {\n if (this._style)\n props.cutStyle = this._style;\n else\n props.cutStyle = {\n viewflags: {\n renderMode: RenderMode.SmoothShade,\n visibleEdges: true,\n hiddenEdges: false,\n },\n appearance: {\n rgb: { r: 0xff, g: 0x7f, b: 0 },\n transparency: 0.5,\n nonLocatable: true,\n },\n hiddenLine: {\n visible: {\n ovrColor: true,\n color: ColorByName.blue,\n pattern: LinePixels.Solid,\n width: 3,\n },\n },\n };\n }\n\n vp.displayStyle.settings.clipStyle = ClipStyle.fromJSON(props);\n vp.invalidateRenderPlan();\n vp.setFeatureOverrideProviderChanged();\n\n return true;\n }\n}\n"]}
@@ -1 +1 @@
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module Tools\r\n */\r\n\r\nimport {\r\n ColorDef, DisplayStyle3dSettingsProps, DisplayStyleOverridesOptions, RenderMode, SkyCube, SkySphere,\r\n SubCategoryAppearance, SubCategoryOverride, ViewFlags, ViewFlagsProperties, WhiteOnWhiteReversalSettings,\r\n} from \"@itwin/core-common\";\r\nimport {\r\n DisplayStyle3dState, IModelApp, NotifyMessageDetails, OutputMessagePriority, Tool, Viewport,\r\n} from \"@itwin/core-frontend\";\r\nimport { copyStringToClipboard } from \"../ClipboardUtilities\";\r\nimport { parseArgs } from \"./parseArgs\";\r\nimport { parseToggle } from \"./parseToggle\";\r\n\r\ntype BooleanFlagName =\r\n \"dimensions\" | \"patterns\" | \"weights\" | \"styles\" | \"transparency\" | \"fill\" | \"textures\" | \"materials\" | \"acsTriad\" | \"grid\" | \"visibleEdges\" |\r\n \"hiddenEdges\" | \"lighting\" | \"shadows\" | \"clipVolume\" | \"constructions\" | \"monochrome\" | \"backgroundMap\" | \"ambientOcclusion\" | \"forceSurfaceDiscard\"\r\n | \"wiremesh\";\r\n\r\n// Compiler has the info to construct this array for us, but we have no access to it...\r\nconst booleanFlagNames: BooleanFlagName[] = [\r\n \"dimensions\", \"patterns\", \"weights\", \"styles\", \"transparency\", \"fill\", \"textures\", \"materials\", \"acsTriad\", \"grid\", \"visibleEdges\",\r\n \"hiddenEdges\", \"lighting\", \"shadows\", \"clipVolume\", \"constructions\", \"monochrome\", \"backgroundMap\", \"ambientOcclusion\", \"forceSurfaceDiscard\",\r\n \"wiremesh\",\r\n];\r\n\r\nconst lowercaseBooleanFlagNames = booleanFlagNames.map((name) => name.toLowerCase());\r\n\r\n/** Modifies the selected viewport's DisplayStyleState.\r\n * @beta\r\n */\r\nexport abstract class DisplayStyleTool extends Tool {\r\n protected get require3d() { return false; }\r\n // Return true if the display style was modified - we will invalidate the viewport's render plan.\r\n protected abstract execute(vp: Viewport): Promise<boolean>;\r\n // Return false if failed to parse.\r\n protected abstract parse(args: string[], vp: Viewport): Promise<boolean>;\r\n\r\n public override async run(): Promise<boolean> {\r\n const vp = IModelApp.viewManager.selectedView;\r\n if (undefined !== vp && (!this.require3d || vp.view.is3d()) && await this.execute(vp))\r\n vp.displayStyle = vp.view.displayStyle;\r\n\r\n return true;\r\n }\r\n\r\n public override async parseAndRun(...args: string[]): Promise<boolean> {\r\n const vp = IModelApp.viewManager.selectedView;\r\n if (undefined !== vp && (!this.require3d || vp.view.is3d()) && await this.parse(args, vp))\r\n return this.run();\r\n else\r\n return false;\r\n }\r\n}\r\n\r\n/** Modifies the selected viewport's ViewFlags.\r\n * The keyin syntax is as follows:\r\n * fdt change viewflags flag=value\r\n * Where 'flag' is one of the BooleanFlagName values, or \"renderMode\"; and value is an integer.\r\n * For boolean flags, value is 0 for false or 1 for true. For renderMode, value is one of the RenderMode enum values.\r\n * Flag names are case-insensitive.\r\n * @beta\r\n */\r\nexport class ChangeViewFlagsTool extends Tool {\r\n public static override toolId = \"ChangeViewFlags\";\r\n public static override get maxArgs() { return undefined; }\r\n public static override get minArgs() { return 1; }\r\n\r\n public override async run(vf: ViewFlags, vp?: Viewport): Promise<boolean> {\r\n if (undefined !== vf && undefined !== vp)\r\n vp.viewFlags = vf;\r\n\r\n return true;\r\n }\r\n\r\n public override async parseAndRun(...args: string[]): Promise<boolean> {\r\n const vp = IModelApp.viewManager.selectedView;\r\n if (undefined === vp || 0 === args.length)\r\n return true;\r\n\r\n const vf: Partial<ViewFlagsProperties> = { ...vp.viewFlags };\r\n for (const arg of args) {\r\n const parts = arg.split(\"=\");\r\n if (2 !== parts.length)\r\n continue;\r\n\r\n const value = parseInt(parts[1], 10);\r\n if (Number.isNaN(value))\r\n continue;\r\n\r\n const name = parts[0].toLowerCase();\r\n if (name === \"rendermode\") {\r\n switch (value) {\r\n case RenderMode.SmoothShade:\r\n case RenderMode.Wireframe:\r\n case RenderMode.HiddenLine:\r\n case RenderMode.SolidFill:\r\n vf.renderMode = value;\r\n vp.invalidateRenderPlan();\r\n break;\r\n }\r\n\r\n continue;\r\n }\r\n\r\n if (0 !== value && 1 !== value)\r\n continue;\r\n\r\n const index = lowercaseBooleanFlagNames.indexOf(name);\r\n if (-1 !== index) {\r\n const propName = booleanFlagNames[index];\r\n vf[propName] = 0 !== value;\r\n vp.invalidateRenderPlan();\r\n }\r\n }\r\n\r\n return this.run(new ViewFlags(vf), vp);\r\n }\r\n}\r\n\r\n/** Toggles the skybox.\r\n * @beta\r\n */\r\nexport class ToggleSkyboxTool extends DisplayStyleTool {\r\n public static override toolId = \"ToggleSkybox\";\r\n\r\n public override get require3d() { return true; }\r\n\r\n public async parse(_args: string[]): Promise<boolean> { return true; } // no arguments\r\n\r\n public async execute(vp: Viewport) {\r\n const style = vp.view.displayStyle as DisplayStyle3dState;\r\n style.environment = style.environment.withDisplay({ sky: !style.environment.displaySky });\r\n return true;\r\n }\r\n}\r\n\r\n/** Defines a [SkySphere]($common) to apply to the current view.\r\n * @beta\r\n */\r\nexport class SkySphereTool extends DisplayStyleTool {\r\n private _image?: string;\r\n\r\n public static override toolId = \"SetSkySphere\";\r\n public static override get minArgs() { return 1; }\r\n public static override get maxArgs() { return 1; }\r\n\r\n public override get require3d() { return true; }\r\n\r\n public async parse(args: string[]) {\r\n this._image = args[0];\r\n return true;\r\n }\r\n\r\n public async execute(vp: Viewport) {\r\n if (this._image && vp.view.is3d()) {\r\n vp.view.displayStyle.environment = vp.view.displayStyle.environment.clone({\r\n displaySky: true,\r\n sky: new SkySphere(this._image),\r\n });\r\n }\r\n\r\n return true;\r\n }\r\n}\r\n\r\n/** Defines a [SkyCube]($common) to apply to the current view.\r\n * @beta\r\n */\r\nexport class SkyCubeTool extends DisplayStyleTool {\r\n private _images: string[] = [];\r\n\r\n public static override toolId = \"SetSkyCube\";\r\n public static override get minArgs() { return 1; }\r\n public static override get maxArgs() { return 6; }\r\n\r\n public override get require3d() { return true; }\r\n\r\n public async parse(args: string[]) {\r\n this._images = [...args];\r\n return true;\r\n }\r\n\r\n public async execute(vp: Viewport) {\r\n const imgs = this._images;\r\n if (imgs.length === 0 || !vp.view.is3d())\r\n return true;\r\n\r\n let top, bottom, left, right, front, back;\r\n switch (imgs.length) {\r\n case 1:\r\n top = bottom = left = right = front = back = imgs[0];\r\n break;\r\n case 2:\r\n top = bottom = imgs[0];\r\n left = right = front = back = imgs[1];\r\n break;\r\n case 3:\r\n top = bottom = imgs[0];\r\n left = right = imgs[1];\r\n front = back = imgs[2];\r\n break;\r\n case 4:\r\n top = imgs[0];\r\n bottom = imgs[1];\r\n left = right = imgs[2];\r\n front = back = imgs[3];\r\n break;\r\n case 5:\r\n top = bottom = imgs[0];\r\n left = imgs[1];\r\n right = imgs[2];\r\n front = imgs[3];\r\n back = imgs[4];\r\n break;\r\n default:\r\n top = imgs[0];\r\n bottom = imgs[1];\r\n left = imgs[2];\r\n right = imgs[3];\r\n front = imgs[4];\r\n back = imgs[5];\r\n break;\r\n }\r\n\r\n vp.view.displayStyle.environment = vp.view.displayStyle.environment.clone({\r\n displaySky: true,\r\n sky: new SkyCube({ top, bottom, left, right, front, back }),\r\n });\r\n\r\n return true;\r\n }\r\n}\r\n\r\n/** Outputs (and optionally copies to the clipboard) a \"rendering style\" as a partial DisplayStyle3dSettingsProps JSON object based\r\n * on the current view's display style settings.\r\n * All arguments are optional, of the form \"name=value\" where `value` is 0 for false or 1 for true. All arguments default to `false` if omitted.\r\n * @see [DisplayStyleSettings.toOverrides]($common) for details.\r\n * Arguments:\r\n * * `all`: include all settings.\r\n * * `imodel`: include iModel-specific settings.\r\n * * `project`: include iTwin-specific (formerly known as project) settings.\r\n * * `map`: include background map settings.\r\n * * `drawingaids`: include drawing aid decoration settings.\r\n * * `copy`: copy result to system clipboard.\r\n * * `quote`: format the JSON so it can be parsed directly by [ApplyRenderingStyleTool].\r\n * @beta\r\n */\r\nexport class SaveRenderingStyleTool extends DisplayStyleTool {\r\n private _options: DisplayStyleOverridesOptions = {};\r\n private _copyToClipboard = false;\r\n private _quote = false;\r\n\r\n public static override toolId = \"SaveRenderingStyle\";\r\n\r\n public static override get minArgs() { return 0; }\r\n public static override get maxArgs() { return 7; }\r\n\r\n public async parse(inputArgs: string[]) {\r\n const args = parseArgs(inputArgs);\r\n function getArg(name: string): true | undefined {\r\n return args.getBoolean(name) ? true : undefined;\r\n }\r\n\r\n this._options.includeAll = getArg(\"a\");\r\n this._options.includeIModelSpecific = getArg(\"i\");\r\n this._options.includeITwinSpecific = getArg(\"p\"); // \"p\" for backwards compatibility with old \"project\" terminology\r\n this._options.includeBackgroundMap = getArg(\"m\");\r\n this._options.includeDrawingAids = getArg(\"d\");\r\n this._copyToClipboard = true === getArg(\"c\");\r\n this._quote = true === getArg(\"q\");\r\n\r\n return true;\r\n }\r\n\r\n public async execute(vp: Viewport) {\r\n let json = JSON.stringify(vp.displayStyle.settings.toOverrides(this._options));\r\n if (this._quote)\r\n json = `\"${json.replace(/\"/g, '\"\"')}\"`;\r\n\r\n IModelApp.notifications.outputMessage(new NotifyMessageDetails(OutputMessagePriority.Info, \"Rendering style saved\", json));\r\n if (this._copyToClipboard)\r\n copyStringToClipboard(json);\r\n\r\n return false;\r\n }\r\n}\r\n\r\n/** Given a \"rendering style\" as a partial DisplayStyle3dSettingsProperties JSON string, apply it to the selected viewport's display style.\r\n * @see [DisplayStyleSettings.applyOverrides]($common) for details.\r\n * @beta\r\n */\r\nexport class ApplyRenderingStyleTool extends DisplayStyleTool {\r\n private _overrides?: DisplayStyle3dSettingsProps;\r\n\r\n public static override toolId = \"ApplyRenderingStyle\";\r\n\r\n public static override get minArgs() { return 1; }\r\n public static override get maxArgs() { return 1; }\r\n\r\n public async parse(args: string[]) {\r\n try {\r\n this._overrides = JSON.parse(args[0]);\r\n return true;\r\n } catch {\r\n IModelApp.notifications.outputMessage(new NotifyMessageDetails(OutputMessagePriority.Error, \"Invalid JSON\"));\r\n return false;\r\n }\r\n }\r\n\r\n public async execute(vp: Viewport) {\r\n if (this._overrides)\r\n vp.overrideDisplayStyle(this._overrides);\r\n\r\n return false;\r\n }\r\n}\r\n\r\n/** Apply appearance overrides to one or more subcategories in the active viewport.\r\n * @beta\r\n */\r\nexport class OverrideSubCategoryTool extends DisplayStyleTool {\r\n private _overrideProps: SubCategoryAppearance.Props = {};\r\n private _subcategoryIds: string[] = [];\r\n\r\n public static override toolId = \"OverrideSubCategory\";\r\n public static override get minArgs() { return 1; }\r\n public static override get maxArgs() { return 7; }\r\n\r\n public async parse(inArgs: string[]) {\r\n const args = parseArgs(inArgs);\r\n const ids = args.get(\"i\");\r\n if (ids)\r\n this._subcategoryIds = ids.split(\",\");\r\n\r\n const props = this._overrideProps;\r\n props.color = args.getInteger(\"c\");\r\n props.weight = args.getInteger(\"w\");\r\n props.priority = args.getInteger(\"p\");\r\n props.transp = args.getFloat(\"t\");\r\n props.material = args.get(\"m\");\r\n\r\n const visible = args.getBoolean(\"v\");\r\n props.invisible = typeof visible === \"boolean\" ? !visible : undefined;\r\n return true;\r\n }\r\n\r\n public async execute(vp: Viewport) {\r\n const ovr = SubCategoryOverride.fromJSON(this._overrideProps);\r\n for (const id of this._subcategoryIds)\r\n vp.displayStyle.overrideSubCategory(id, ovr);\r\n\r\n return true;\r\n }\r\n}\r\n\r\n/** Set whether background color is ignored when applying white-on-white reversal.\r\n * @beta\r\n */\r\nexport class WoWIgnoreBackgroundTool extends DisplayStyleTool {\r\n private _ignore?: boolean;\r\n\r\n public static override toolId = \"WoWIgnoreBackground\";\r\n public static override get minArgs() { return 0; }\r\n public static override get maxArgs() { return 1; }\r\n\r\n public async parse(args: string[]) {\r\n const ignore = parseToggle(args[0]);\r\n if (typeof ignore === \"string\")\r\n return false;\r\n\r\n this._ignore = ignore;\r\n return true;\r\n }\r\n\r\n public async execute(vp: Viewport) {\r\n const ignoreBackgroundColor = this._ignore ?? !vp.displayStyle.settings.whiteOnWhiteReversal.ignoreBackgroundColor;\r\n vp.displayStyle.settings.whiteOnWhiteReversal = WhiteOnWhiteReversalSettings.fromJSON({ ignoreBackgroundColor });\r\n return true;\r\n }\r\n}\r\n\r\n/** Toggle whether surfaces display with overlaid wiremesh in the active viewport.\r\n * @see [ViewFlags.wiremesh]($common).\r\n * @beta\r\n */\r\nexport class ToggleWiremeshTool extends DisplayStyleTool {\r\n private _enable?: boolean;\r\n\r\n public static override toolId = \"ToggleWiremesh\";\r\n public static override get minArgs() { return 0; }\r\n public static override get maxArgs() { return 1; }\r\n\r\n public async parse(args: string[]) {\r\n const enable = parseToggle(args[0]);\r\n if (typeof enable === \"string\")\r\n return false;\r\n\r\n this._enable = enable;\r\n return true;\r\n }\r\n\r\n public async execute(vp: Viewport) {\r\n vp.viewFlags = vp.viewFlags.with(\"wiremesh\", this._enable ?? !vp.viewFlags.wiremesh);\r\n return true;\r\n }\r\n}\r\n\r\n/** Change the background color of the active viewport and optionally its transparency.\r\n * @beta\r\n */\r\nexport class ChangeBackgroundColorTool extends DisplayStyleTool {\r\n private _color?: ColorDef;\r\n\r\n public static override toolId = \"ChangeBackgroundColor\";\r\n public static override get minArgs() { return 1; }\r\n public static override get maxArgs() { return 1; }\r\n\r\n public async parse(args: string[]) {\r\n this._color = ColorDef.fromString(args[0]);\r\n return true;\r\n }\r\n\r\n public async execute(vp: Viewport) {\r\n if (!this._color)\r\n return false;\r\n\r\n vp.displayStyle.backgroundColor = this._color;\r\n return true;\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module Tools\n */\n\nimport {\n ColorDef, DisplayStyle3dSettingsProps, DisplayStyleOverridesOptions, RenderMode, SkyCube, SkySphere,\n SubCategoryAppearance, SubCategoryOverride, ViewFlags, ViewFlagsProperties, WhiteOnWhiteReversalSettings,\n} from \"@itwin/core-common\";\nimport {\n DisplayStyle3dState, IModelApp, NotifyMessageDetails, OutputMessagePriority, Tool, Viewport,\n} from \"@itwin/core-frontend\";\nimport { copyStringToClipboard } from \"../ClipboardUtilities\";\nimport { parseArgs } from \"./parseArgs\";\nimport { parseToggle } from \"./parseToggle\";\n\ntype BooleanFlagName =\n \"dimensions\" | \"patterns\" | \"weights\" | \"styles\" | \"transparency\" | \"fill\" | \"textures\" | \"materials\" | \"acsTriad\" | \"grid\" | \"visibleEdges\" |\n \"hiddenEdges\" | \"lighting\" | \"shadows\" | \"clipVolume\" | \"constructions\" | \"monochrome\" | \"backgroundMap\" | \"ambientOcclusion\" | \"forceSurfaceDiscard\"\n | \"wiremesh\";\n\n// Compiler has the info to construct this array for us, but we have no access to it...\nconst booleanFlagNames: BooleanFlagName[] = [\n \"dimensions\", \"patterns\", \"weights\", \"styles\", \"transparency\", \"fill\", \"textures\", \"materials\", \"acsTriad\", \"grid\", \"visibleEdges\",\n \"hiddenEdges\", \"lighting\", \"shadows\", \"clipVolume\", \"constructions\", \"monochrome\", \"backgroundMap\", \"ambientOcclusion\", \"forceSurfaceDiscard\",\n \"wiremesh\",\n];\n\nconst lowercaseBooleanFlagNames = booleanFlagNames.map((name) => name.toLowerCase());\n\n/** Modifies the selected viewport's DisplayStyleState.\n * @beta\n */\nexport abstract class DisplayStyleTool extends Tool {\n protected get require3d() { return false; }\n // Return true if the display style was modified - we will invalidate the viewport's render plan.\n protected abstract execute(vp: Viewport): Promise<boolean>;\n // Return false if failed to parse.\n protected abstract parse(args: string[], vp: Viewport): Promise<boolean>;\n\n public override async run(): Promise<boolean> {\n const vp = IModelApp.viewManager.selectedView;\n if (undefined !== vp && (!this.require3d || vp.view.is3d()) && await this.execute(vp))\n vp.displayStyle = vp.view.displayStyle;\n\n return true;\n }\n\n public override async parseAndRun(...args: string[]): Promise<boolean> {\n const vp = IModelApp.viewManager.selectedView;\n if (undefined !== vp && (!this.require3d || vp.view.is3d()) && await this.parse(args, vp))\n return this.run();\n else\n return false;\n }\n}\n\n/** Modifies the selected viewport's ViewFlags.\n * The keyin syntax is as follows:\n * fdt change viewflags flag=value\n * Where 'flag' is one of the BooleanFlagName values, or \"renderMode\"; and value is an integer.\n * For boolean flags, value is 0 for false or 1 for true. For renderMode, value is one of the RenderMode enum values.\n * Flag names are case-insensitive.\n * @beta\n */\nexport class ChangeViewFlagsTool extends Tool {\n public static override toolId = \"ChangeViewFlags\";\n public static override get maxArgs() { return undefined; }\n public static override get minArgs() { return 1; }\n\n public override async run(vf: ViewFlags, vp?: Viewport): Promise<boolean> {\n if (undefined !== vf && undefined !== vp)\n vp.viewFlags = vf;\n\n return true;\n }\n\n public override async parseAndRun(...args: string[]): Promise<boolean> {\n const vp = IModelApp.viewManager.selectedView;\n if (undefined === vp || 0 === args.length)\n return true;\n\n const vf: Partial<ViewFlagsProperties> = { ...vp.viewFlags };\n for (const arg of args) {\n const parts = arg.split(\"=\");\n if (2 !== parts.length)\n continue;\n\n const value = parseInt(parts[1], 10);\n if (Number.isNaN(value))\n continue;\n\n const name = parts[0].toLowerCase();\n if (name === \"rendermode\") {\n switch (value) {\n case RenderMode.SmoothShade:\n case RenderMode.Wireframe:\n case RenderMode.HiddenLine:\n case RenderMode.SolidFill:\n vf.renderMode = value;\n vp.invalidateRenderPlan();\n break;\n }\n\n continue;\n }\n\n if (0 !== value && 1 !== value)\n continue;\n\n const index = lowercaseBooleanFlagNames.indexOf(name);\n if (-1 !== index) {\n const propName = booleanFlagNames[index];\n vf[propName] = 0 !== value;\n vp.invalidateRenderPlan();\n }\n }\n\n return this.run(new ViewFlags(vf), vp);\n }\n}\n\n/** Toggles the skybox.\n * @beta\n */\nexport class ToggleSkyboxTool extends DisplayStyleTool {\n public static override toolId = \"ToggleSkybox\";\n\n public override get require3d() { return true; }\n\n public async parse(_args: string[]): Promise<boolean> { return true; } // no arguments\n\n public async execute(vp: Viewport) {\n const style = vp.view.displayStyle as DisplayStyle3dState;\n style.environment = style.environment.withDisplay({ sky: !style.environment.displaySky });\n return true;\n }\n}\n\n/** Defines a [SkySphere]($common) to apply to the current view.\n * @beta\n */\nexport class SkySphereTool extends DisplayStyleTool {\n private _image?: string;\n\n public static override toolId = \"SetSkySphere\";\n public static override get minArgs() { return 1; }\n public static override get maxArgs() { return 1; }\n\n public override get require3d() { return true; }\n\n public async parse(args: string[]) {\n this._image = args[0];\n return true;\n }\n\n public async execute(vp: Viewport) {\n if (this._image && vp.view.is3d()) {\n vp.view.displayStyle.environment = vp.view.displayStyle.environment.clone({\n displaySky: true,\n sky: new SkySphere(this._image),\n });\n }\n\n return true;\n }\n}\n\n/** Defines a [SkyCube]($common) to apply to the current view.\n * @beta\n */\nexport class SkyCubeTool extends DisplayStyleTool {\n private _images: string[] = [];\n\n public static override toolId = \"SetSkyCube\";\n public static override get minArgs() { return 1; }\n public static override get maxArgs() { return 6; }\n\n public override get require3d() { return true; }\n\n public async parse(args: string[]) {\n this._images = [...args];\n return true;\n }\n\n public async execute(vp: Viewport) {\n const imgs = this._images;\n if (imgs.length === 0 || !vp.view.is3d())\n return true;\n\n let top, bottom, left, right, front, back;\n switch (imgs.length) {\n case 1:\n top = bottom = left = right = front = back = imgs[0];\n break;\n case 2:\n top = bottom = imgs[0];\n left = right = front = back = imgs[1];\n break;\n case 3:\n top = bottom = imgs[0];\n left = right = imgs[1];\n front = back = imgs[2];\n break;\n case 4:\n top = imgs[0];\n bottom = imgs[1];\n left = right = imgs[2];\n front = back = imgs[3];\n break;\n case 5:\n top = bottom = imgs[0];\n left = imgs[1];\n right = imgs[2];\n front = imgs[3];\n back = imgs[4];\n break;\n default:\n top = imgs[0];\n bottom = imgs[1];\n left = imgs[2];\n right = imgs[3];\n front = imgs[4];\n back = imgs[5];\n break;\n }\n\n vp.view.displayStyle.environment = vp.view.displayStyle.environment.clone({\n displaySky: true,\n sky: new SkyCube({ top, bottom, left, right, front, back }),\n });\n\n return true;\n }\n}\n\n/** Outputs (and optionally copies to the clipboard) a \"rendering style\" as a partial DisplayStyle3dSettingsProps JSON object based\n * on the current view's display style settings.\n * All arguments are optional, of the form \"name=value\" where `value` is 0 for false or 1 for true. All arguments default to `false` if omitted.\n * @see [DisplayStyleSettings.toOverrides]($common) for details.\n * Arguments:\n * * `all`: include all settings.\n * * `imodel`: include iModel-specific settings.\n * * `project`: include iTwin-specific (formerly known as project) settings.\n * * `map`: include background map settings.\n * * `drawingaids`: include drawing aid decoration settings.\n * * `copy`: copy result to system clipboard.\n * * `quote`: format the JSON so it can be parsed directly by [ApplyRenderingStyleTool].\n * @beta\n */\nexport class SaveRenderingStyleTool extends DisplayStyleTool {\n private _options: DisplayStyleOverridesOptions = {};\n private _copyToClipboard = false;\n private _quote = false;\n\n public static override toolId = \"SaveRenderingStyle\";\n\n public static override get minArgs() { return 0; }\n public static override get maxArgs() { return 7; }\n\n public async parse(inputArgs: string[]) {\n const args = parseArgs(inputArgs);\n function getArg(name: string): true | undefined {\n return args.getBoolean(name) ? true : undefined;\n }\n\n this._options.includeAll = getArg(\"a\");\n this._options.includeIModelSpecific = getArg(\"i\");\n this._options.includeITwinSpecific = getArg(\"p\"); // \"p\" for backwards compatibility with old \"project\" terminology\n this._options.includeBackgroundMap = getArg(\"m\");\n this._options.includeDrawingAids = getArg(\"d\");\n this._copyToClipboard = true === getArg(\"c\");\n this._quote = true === getArg(\"q\");\n\n return true;\n }\n\n public async execute(vp: Viewport) {\n let json = JSON.stringify(vp.displayStyle.settings.toOverrides(this._options));\n if (this._quote)\n json = `\"${json.replace(/\"/g, '\"\"')}\"`;\n\n IModelApp.notifications.outputMessage(new NotifyMessageDetails(OutputMessagePriority.Info, \"Rendering style saved\", json));\n if (this._copyToClipboard)\n copyStringToClipboard(json);\n\n return false;\n }\n}\n\n/** Given a \"rendering style\" as a partial DisplayStyle3dSettingsProperties JSON string, apply it to the selected viewport's display style.\n * @see [DisplayStyleSettings.applyOverrides]($common) for details.\n * @beta\n */\nexport class ApplyRenderingStyleTool extends DisplayStyleTool {\n private _overrides?: DisplayStyle3dSettingsProps;\n\n public static override toolId = \"ApplyRenderingStyle\";\n\n public static override get minArgs() { return 1; }\n public static override get maxArgs() { return 1; }\n\n public async parse(args: string[]) {\n try {\n this._overrides = JSON.parse(args[0]);\n return true;\n } catch {\n IModelApp.notifications.outputMessage(new NotifyMessageDetails(OutputMessagePriority.Error, \"Invalid JSON\"));\n return false;\n }\n }\n\n public async execute(vp: Viewport) {\n if (this._overrides)\n vp.overrideDisplayStyle(this._overrides);\n\n return false;\n }\n}\n\n/** Apply appearance overrides to one or more subcategories in the active viewport.\n * @beta\n */\nexport class OverrideSubCategoryTool extends DisplayStyleTool {\n private _overrideProps: SubCategoryAppearance.Props = {};\n private _subcategoryIds: string[] = [];\n\n public static override toolId = \"OverrideSubCategory\";\n public static override get minArgs() { return 1; }\n public static override get maxArgs() { return 7; }\n\n public async parse(inArgs: string[]) {\n const args = parseArgs(inArgs);\n const ids = args.get(\"i\");\n if (ids)\n this._subcategoryIds = ids.split(\",\");\n\n const props = this._overrideProps;\n props.color = args.getInteger(\"c\");\n props.weight = args.getInteger(\"w\");\n props.priority = args.getInteger(\"p\");\n props.transp = args.getFloat(\"t\");\n props.material = args.get(\"m\");\n\n const visible = args.getBoolean(\"v\");\n props.invisible = typeof visible === \"boolean\" ? !visible : undefined;\n return true;\n }\n\n public async execute(vp: Viewport) {\n const ovr = SubCategoryOverride.fromJSON(this._overrideProps);\n for (const id of this._subcategoryIds)\n vp.displayStyle.overrideSubCategory(id, ovr);\n\n return true;\n }\n}\n\n/** Set whether background color is ignored when applying white-on-white reversal.\n * @beta\n */\nexport class WoWIgnoreBackgroundTool extends DisplayStyleTool {\n private _ignore?: boolean;\n\n public static override toolId = \"WoWIgnoreBackground\";\n public static override get minArgs() { return 0; }\n public static override get maxArgs() { return 1; }\n\n public async parse(args: string[]) {\n const ignore = parseToggle(args[0]);\n if (typeof ignore === \"string\")\n return false;\n\n this._ignore = ignore;\n return true;\n }\n\n public async execute(vp: Viewport) {\n const ignoreBackgroundColor = this._ignore ?? !vp.displayStyle.settings.whiteOnWhiteReversal.ignoreBackgroundColor;\n vp.displayStyle.settings.whiteOnWhiteReversal = WhiteOnWhiteReversalSettings.fromJSON({ ignoreBackgroundColor });\n return true;\n }\n}\n\n/** Toggle whether surfaces display with overlaid wiremesh in the active viewport.\n * @see [ViewFlags.wiremesh]($common).\n * @beta\n */\nexport class ToggleWiremeshTool extends DisplayStyleTool {\n private _enable?: boolean;\n\n public static override toolId = \"ToggleWiremesh\";\n public static override get minArgs() { return 0; }\n public static override get maxArgs() { return 1; }\n\n public async parse(args: string[]) {\n const enable = parseToggle(args[0]);\n if (typeof enable === \"string\")\n return false;\n\n this._enable = enable;\n return true;\n }\n\n public async execute(vp: Viewport) {\n vp.viewFlags = vp.viewFlags.with(\"wiremesh\", this._enable ?? !vp.viewFlags.wiremesh);\n return true;\n }\n}\n\n/** Change the background color of the active viewport and optionally its transparency.\n * @beta\n */\nexport class ChangeBackgroundColorTool extends DisplayStyleTool {\n private _color?: ColorDef;\n\n public static override toolId = \"ChangeBackgroundColor\";\n public static override get minArgs() { return 1; }\n public static override get maxArgs() { return 1; }\n\n public async parse(args: string[]) {\n this._color = ColorDef.fromString(args[0]);\n return true;\n }\n\n public async execute(vp: Viewport) {\n if (!this._color)\n return false;\n\n vp.displayStyle.backgroundColor = this._color;\n return true;\n }\n}\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 Tools\r\n */\r\n\r\nimport { Id64 } from \"@itwin/core-bentley\";\r\nimport { ColorDef } from \"@itwin/core-common\";\r\nimport { EmphasizeElements, IModelApp, QueryVisibleFeaturesOptions, ScreenViewport, Tool } from \"@itwin/core-frontend\";\r\nimport { parseArgs } from \"./parseArgs\";\r\n\r\n/** Applies the `EmphasizeElements` API in some way to the selected Viewport.\r\n * @beta\r\n */\r\nexport abstract class EmphasizeElementsTool extends Tool {\r\n protected get _wantCreate(): boolean { return true; }\r\n protected get _wantClear(): boolean { return false; }\r\n protected abstract execute(emph: EmphasizeElements, vp: ScreenViewport): void;\r\n\r\n public override async run(_args: any[]): Promise<boolean> {\r\n const vp = IModelApp.viewManager.selectedView;\r\n if (undefined === vp)\r\n return true;\r\n\r\n if (this._wantClear)\r\n EmphasizeElements.clear(vp);\r\n\r\n const emph = this._wantCreate ? EmphasizeElements.getOrCreate(vp) : EmphasizeElements.get(vp);\r\n if (undefined !== emph)\r\n this.execute(emph, vp);\r\n\r\n return true;\r\n }\r\n}\r\n\r\nconst enum OverrideType { // eslint-disable-line no-restricted-syntax\r\n None = 0,\r\n Color = 1 << 0,\r\n Emphasis = 1 << 1,\r\n Both = Color | Emphasis,\r\n}\r\n\r\n/** If any elements are selected, emphasize them all by overriding their color to be orange; and de-emphasize all other elements by drawing them transparent grey.\r\n * @beta\r\n */\r\nexport class EmphasizeSelectedElementsTool extends EmphasizeElementsTool {\r\n public static override toolId = \"EmphasizeSelectedElements\";\r\n public static override get minArgs() { return 0; }\r\n public static override get maxArgs() { return 1; }\r\n private _type = OverrideType.None;\r\n\r\n public execute(emph: EmphasizeElements, vp: ScreenViewport): void {\r\n if (OverrideType.None === (this._type & OverrideType.Color) || emph.overrideSelectedElements(vp, ColorDef.white, undefined, true, false)) {\r\n emph.wantEmphasis = OverrideType.None !== (this._type & OverrideType.Emphasis);\r\n if (emph.emphasizeSelectedElements(vp, undefined, true)) {\r\n vp.isFadeOutActive = true;\r\n return;\r\n }\r\n }\r\n\r\n // Empty selection set - clear any previous overrides.\r\n EmphasizeElements.clear(vp);\r\n emph.wantEmphasis = false;\r\n vp.isFadeOutActive = false;\r\n }\r\n\r\n public override async parseAndRun(...args: string[]): Promise<boolean> {\r\n if (1 === args.length) {\r\n switch (args[0].toLowerCase()[0]) {\r\n case \"n\":\r\n break;\r\n case \"c\":\r\n this._type = OverrideType.Color;\r\n break;\r\n case \"e\":\r\n this._type = OverrideType.Emphasis;\r\n break;\r\n case \"b\":\r\n this._type = OverrideType.Both;\r\n break;\r\n }\r\n }\r\n\r\n return this.run(args);\r\n }\r\n}\r\n\r\n/** Isolate all selected elements so that *only* those elements will be drawn.\r\n * @beta\r\n */\r\nexport class IsolateSelectedElementsTool extends EmphasizeElementsTool {\r\n public static override toolId = \"IsolateSelectedElements\";\r\n public execute(emph: EmphasizeElements, vp: ScreenViewport): void {\r\n emph.isolateSelectedElements(vp, true, true);\r\n }\r\n}\r\n\r\n/** Clear the set of isolated elements.\r\n * @beta\r\n */\r\nexport class ClearIsolatedElementsTool extends EmphasizeElementsTool {\r\n public static override toolId = \"ClearIsolatedElements\";\r\n protected override get _wantCreate() { return false; }\r\n public execute(emph: EmphasizeElements, vp: ScreenViewport): void {\r\n emph.clearIsolatedElements(vp);\r\n }\r\n}\r\n\r\n/** Reset [EmphasizeElements]($frontend) for the active [Viewport]($frontend).\r\n * @beta\r\n */\r\nexport class ClearEmphasizedElementsTool extends EmphasizeElementsTool {\r\n public static override toolId = \"ClearEmphasizedElements\";\r\n protected override get _wantCreate() { return false; }\r\n protected override get _wantClear() { return true; }\r\n\r\n public execute(emph: EmphasizeElements, vp: ScreenViewport): void {\r\n emph.clearEmphasizedElements(vp);\r\n vp.isFadeOutActive = false;\r\n }\r\n}\r\n\r\n/** Emphasize the set of elements currently visible in the view based on [Viewport.queryVisibleFeatures]($frontend).\r\n * @beta\r\n */\r\nexport class EmphasizeVisibleElementsTool extends EmphasizeElementsTool {\r\n public static override toolId = \"EmphasizeVisibleElements\";\r\n public static override get minArgs() { return 1; }\r\n public static override get maxArgs() { return 2; }\r\n private _options: QueryVisibleFeaturesOptions = { source: \"screen\" };\r\n protected override get _wantClear() { return true; }\r\n\r\n public override async parseAndRun(...input: string[]): Promise<boolean> {\r\n const args = parseArgs(input);\r\n const includeNonLocatable = args.getBoolean(\"n\");\r\n let source: \"screen\" | \"tiles\";\r\n switch (input[0].toLowerCase()) {\r\n case \"screen\":\r\n source = \"screen\";\r\n break;\r\n case \"tiles\":\r\n source = \"tiles\";\r\n break;\r\n default:\r\n return false;\r\n }\r\n\r\n this._options = { source, includeNonLocatable };\r\n return this.run(input);\r\n }\r\n\r\n public execute(emph: EmphasizeElements, vp: ScreenViewport): void {\r\n const elementIds = new Set<string>();\r\n vp.queryVisibleFeatures(this._options, (features) => {\r\n for (const feature of features) {\r\n if (feature.iModel === vp.iModel && Id64.isValid(feature.elementId))\r\n elementIds.add(feature.elementId);\r\n }\r\n });\r\n\r\n emph.wantEmphasis = true;\r\n if (emph.emphasizeElements(elementIds, vp))\r\n vp.isFadeOutActive = true;\r\n }\r\n}\r\n"]}
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module Tools\n */\n\nimport { Id64 } from \"@itwin/core-bentley\";\nimport { ColorDef } from \"@itwin/core-common\";\nimport { EmphasizeElements, IModelApp, QueryVisibleFeaturesOptions, ScreenViewport, Tool } from \"@itwin/core-frontend\";\nimport { parseArgs } from \"./parseArgs\";\n\n/** Applies the `EmphasizeElements` API in some way to the selected Viewport.\n * @beta\n */\nexport abstract class EmphasizeElementsTool extends Tool {\n protected get _wantCreate(): boolean { return true; }\n protected get _wantClear(): boolean { return false; }\n protected abstract execute(emph: EmphasizeElements, vp: ScreenViewport): void;\n\n public override async run(_args: any[]): Promise<boolean> {\n const vp = IModelApp.viewManager.selectedView;\n if (undefined === vp)\n return true;\n\n if (this._wantClear)\n EmphasizeElements.clear(vp);\n\n const emph = this._wantCreate ? EmphasizeElements.getOrCreate(vp) : EmphasizeElements.get(vp);\n if (undefined !== emph)\n this.execute(emph, vp);\n\n return true;\n }\n}\n\nconst enum OverrideType { // eslint-disable-line no-restricted-syntax\n None = 0,\n Color = 1 << 0,\n Emphasis = 1 << 1,\n Both = Color | Emphasis,\n}\n\n/** If any elements are selected, emphasize them all by overriding their color to be orange; and de-emphasize all other elements by drawing them transparent grey.\n * @beta\n */\nexport class EmphasizeSelectedElementsTool extends EmphasizeElementsTool {\n public static override toolId = \"EmphasizeSelectedElements\";\n public static override get minArgs() { return 0; }\n public static override get maxArgs() { return 1; }\n private _type = OverrideType.None;\n\n public execute(emph: EmphasizeElements, vp: ScreenViewport): void {\n if (OverrideType.None === (this._type & OverrideType.Color) || emph.overrideSelectedElements(vp, ColorDef.white, undefined, true, false)) {\n emph.wantEmphasis = OverrideType.None !== (this._type & OverrideType.Emphasis);\n if (emph.emphasizeSelectedElements(vp, undefined, true)) {\n vp.isFadeOutActive = true;\n return;\n }\n }\n\n // Empty selection set - clear any previous overrides.\n EmphasizeElements.clear(vp);\n emph.wantEmphasis = false;\n vp.isFadeOutActive = false;\n }\n\n public override async parseAndRun(...args: string[]): Promise<boolean> {\n if (1 === args.length) {\n switch (args[0].toLowerCase()[0]) {\n case \"n\":\n break;\n case \"c\":\n this._type = OverrideType.Color;\n break;\n case \"e\":\n this._type = OverrideType.Emphasis;\n break;\n case \"b\":\n this._type = OverrideType.Both;\n break;\n }\n }\n\n return this.run(args);\n }\n}\n\n/** Isolate all selected elements so that *only* those elements will be drawn.\n * @beta\n */\nexport class IsolateSelectedElementsTool extends EmphasizeElementsTool {\n public static override toolId = \"IsolateSelectedElements\";\n public execute(emph: EmphasizeElements, vp: ScreenViewport): void {\n emph.isolateSelectedElements(vp, true, true);\n }\n}\n\n/** Clear the set of isolated elements.\n * @beta\n */\nexport class ClearIsolatedElementsTool extends EmphasizeElementsTool {\n public static override toolId = \"ClearIsolatedElements\";\n protected override get _wantCreate() { return false; }\n public execute(emph: EmphasizeElements, vp: ScreenViewport): void {\n emph.clearIsolatedElements(vp);\n }\n}\n\n/** Reset [EmphasizeElements]($frontend) for the active [Viewport]($frontend).\n * @beta\n */\nexport class ClearEmphasizedElementsTool extends EmphasizeElementsTool {\n public static override toolId = \"ClearEmphasizedElements\";\n protected override get _wantCreate() { return false; }\n protected override get _wantClear() { return true; }\n\n public execute(emph: EmphasizeElements, vp: ScreenViewport): void {\n emph.clearEmphasizedElements(vp);\n vp.isFadeOutActive = false;\n }\n}\n\n/** Emphasize the set of elements currently visible in the view based on [Viewport.queryVisibleFeatures]($frontend).\n * @beta\n */\nexport class EmphasizeVisibleElementsTool extends EmphasizeElementsTool {\n public static override toolId = \"EmphasizeVisibleElements\";\n public static override get minArgs() { return 1; }\n public static override get maxArgs() { return 2; }\n private _options: QueryVisibleFeaturesOptions = { source: \"screen\" };\n protected override get _wantClear() { return true; }\n\n public override async parseAndRun(...input: string[]): Promise<boolean> {\n const args = parseArgs(input);\n const includeNonLocatable = args.getBoolean(\"n\");\n let source: \"screen\" | \"tiles\";\n switch (input[0].toLowerCase()) {\n case \"screen\":\n source = \"screen\";\n break;\n case \"tiles\":\n source = \"tiles\";\n break;\n default:\n return false;\n }\n\n this._options = { source, includeNonLocatable };\n return this.run(input);\n }\n\n public execute(emph: EmphasizeElements, vp: ScreenViewport): void {\n const elementIds = new Set<string>();\n vp.queryVisibleFeatures(this._options, (features) => {\n for (const feature of features) {\n if (feature.iModel === vp.iModel && Id64.isValid(feature.elementId))\n elementIds.add(feature.elementId);\n }\n });\n\n emph.wantEmphasis = true;\n if (emph.emphasizeElements(elementIds, vp))\n vp.isFadeOutActive = true;\n }\n}\n"]}