@itwin/imodel-components-react 3.7.0-dev.2 → 3.7.0-dev.5

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/CHANGELOG.md CHANGED
@@ -1,6 +1,16 @@
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  # Change Log - @itwin/imodel-components-react
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- This log was last generated on Wed, 08 Feb 2023 14:58:40 GMT and should not be manually modified.
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+ This log was last generated on Fri, 17 Mar 2023 17:52:32 GMT and should not be manually modified.
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+
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+ ## 3.6.2
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+ Fri, 17 Mar 2023 17:52:32 GMT
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+
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+ _Version update only_
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+
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+ ## 3.6.1
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+ Fri, 24 Feb 2023 22:00:48 GMT
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+
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+ _Version update only_
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  ## 3.6.0
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  Wed, 08 Feb 2023 14:58:40 GMT
@@ -177,7 +187,7 @@ Fri, 20 May 2022 13:10:54 GMT
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  ### Updates
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- - Fix for losing viewport content after clicking PW link
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+ - Fix for losing viewport content after clicking PW link
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  ## 3.1.3
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  Fri, 15 Apr 2022 13:49:25 GMT
@@ -14,7 +14,7 @@ export declare enum CubeNavigationHitBoxX {
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  Left = -1
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  }
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  /** @internal
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- * @deprecated in 2.x. Use [[CubeNavigationHitBoxX]] */
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+ * @deprecated in 2.x. Use [[CubeNavigationHitBoxX]] */
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  export declare enum HitBoxX {
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  None = 0,
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  Right = 1,
@@ -27,7 +27,7 @@ export declare enum CubeNavigationHitBoxY {
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  Front = -1
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  }
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  /** @internal
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- * @deprecated in 2.x. Use [[CubeNavigationHitBoxY]] */
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+ * @deprecated in 2.x. Use [[CubeNavigationHitBoxY]] */
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  export declare enum HitBoxY {
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  None = 0,
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  Back = 1,
@@ -40,7 +40,7 @@ export declare enum CubeNavigationHitBoxZ {
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  Bottom = -1
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  }
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  /** @internal
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- * @deprecated in 2.x. [[CubeNavigationHitBoxZ]] */
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+ * @deprecated in 2.x. [[CubeNavigationHitBoxZ]] */
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  export declare enum HitBoxZ {
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  None = 0,
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  Top = 1,
@@ -53,8 +53,8 @@ export declare enum CubeHover {
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  Active = 2
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  }
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  /** Properties for the [[CubeNavigationAid]] component
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- * @public
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- */
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+ * @public
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+ */
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  export interface CubeNavigationAidProps extends CommonProps {
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  iModelConnection: IModelConnection;
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  viewport?: Viewport;
@@ -75,8 +75,8 @@ interface CubeNavigationAidState {
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  face: Face;
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  }
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  /** Cube Navigation Aid Component
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- * @public
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- */
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+ * @public
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+ */
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  export declare class CubeNavigationAid extends React.Component<CubeNavigationAidProps, CubeNavigationAidState> {
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  private _start;
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  /** @internal */
@@ -101,21 +101,21 @@ export declare class CubeNavigationAid extends React.Component<CubeNavigationAid
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  private static _interpolateRotMatrix;
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  private static correctSmallNumber;
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  /**
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- * Snap coordinates of a vector to zero and to each other so that the vector prefers to be
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- * * perpendicular to a face of the unit cube.
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- * * or pass through a nearby vertex or edge of the unit cube.
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- * @param zVector existing z vector.
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- * @param tolerance tolerance to determine if a z vector component is close to zero or 1.
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- */
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+ * Snap coordinates of a vector to zero and to each other so that the vector prefers to be
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+ * * perpendicular to a face of the unit cube.
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+ * * or pass through a nearby vertex or edge of the unit cube.
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+ * @param zVector existing z vector.
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+ * @param tolerance tolerance to determine if a z vector component is close to zero or 1.
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+ */
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  private static snapVectorToCubeFeatures;
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  /**
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- * Adjust a worldToView matrix to favor both
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- * * direct view at faces, edges, and corners of a view cube.
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- * * heads up
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- * @param worldToView candidate matrix
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- * @param tolerance tolerance for cleaning up fuzz. The default (1.0e-6) is appropriate if very dirty viewing operations are expected.
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- * @param result optional result.
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- */
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+ * Adjust a worldToView matrix to favor both
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+ * * direct view at faces, edges, and corners of a view cube.
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+ * * heads up
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+ * @param worldToView candidate matrix
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+ * @param tolerance tolerance for cleaning up fuzz. The default (1.0e-6) is appropriate if very dirty viewing operations are expected.
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+ * @param result optional result.
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+ */
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  private static snapWorldToViewMatrixToCubeFeatures;
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  private getArrowRotationAndFace;
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  private _onArrowClick;
@@ -144,15 +144,16 @@ export interface NavCubeFaceProps extends React.AllHTMLAttributes<HTMLDivElement
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  }
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  /** @internal */
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  export declare class NavCubeFace extends React.Component<NavCubeFaceProps> {
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+ private includeCell;
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  render(): React.ReactNode;
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  static faceCellToPos: (face: Face, x: number, y: number) => Vector3d;
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  }
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  /** @internal */
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  export interface FaceCellProps extends React.AllHTMLAttributes<HTMLDivElement> {
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  center?: boolean;
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- onFaceCellClick: (vector: Vector3d, face: Face) => void;
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- onFaceCellHoverChange: (vector: Vector3d, state: CubeHover) => void;
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- hoverMap: {
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+ onFaceCellClick?: (vector: Vector3d, face: Face) => void;
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+ onFaceCellHoverChange?: (vector: Vector3d, state: CubeHover) => void;
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+ hoverMap?: {
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  [key: string]: CubeHover;
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  };
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  vector: Vector3d;
@@ -1 +1 @@
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+ {"version":3,"file":"CubeNavigationAid.d.ts","sourceRoot":"","sources":["../../../../src/imodel-components-react/navigationaids/CubeNavigationAid.tsx"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,0BAA0B,CAAC;AAElC,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAC/B,OAAO,EAAyC,QAAQ,EAAqB,QAAQ,EAAU,MAAM,sBAAsB,CAAC;AAC5H,OAAO,EAAa,gBAAgB,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AAC7E,OAAO,EAAE,WAAW,EAAE,MAAM,mBAAmB,CAAC;AAGhD,OAAO,EAAQ,IAAI,EAAE,MAAM,QAAQ,CAAC;AAEpC,cAAc;AACd,oBAAY,qBAAqB;IAC/B,IAAI,IAAI;IACR,KAAK,IAAI;IACT,IAAI,KAAK;CACV;AACD;wDACwD;AACxD,oBAAY,OAAO;IACjB,IAAI,IAAI;IACR,KAAK,IAAI;IACT,IAAI,KAAK;CACV;AAED,cAAc;AACd,oBAAY,qBAAqB;IAC/B,IAAI,IAAI;IACR,IAAI,IAAI;IACR,KAAK,KAAK;CACX;AACD;wDACwD;AACxD,oBAAY,OAAO;IACjB,IAAI,IAAI;IACR,IAAI,IAAI;IACR,KAAK,KAAK;CACX;AAED,cAAc;AACd,oBAAY,qBAAqB;IAC/B,IAAI,IAAI;IACR,GAAG,IAAI;IACP,MAAM,KAAK;CACZ;AACD;oDACoD;AACpD,oBAAY,OAAO;IACjB,IAAI,IAAI;IACR,GAAG,IAAI;IACP,MAAM,KAAK;CACZ;AAwCD,gBAAgB;AAChB,oBAAY,SAAS;IACnB,IAAI,IAAI;IACR,KAAK,IAAA;IACL,MAAM,IAAA;CACP;AAED;;IAEI;AACJ,MAAM,WAAW,sBAAuB,SAAQ,WAAW;IACzD,gBAAgB,EAAE,gBAAgB,CAAC;IACnC,QAAQ,CAAC,EAAE,QAAQ,CAAC;IAIpB,gBAAgB;IAChB,cAAc,CAAC,EAAE,MAAM,IAAI,CAAC;IAC5B,gBAAgB;IAChB,aAAa,CAAC,EAAE,MAAM,CAAC;CACxB;AAED,cAAc;AACd,UAAU,sBAAsB;IAC9B,QAAQ,EAAE,OAAO,CAAC;IAClB,cAAc,EAAE,QAAQ,CAAC;IACzB,YAAY,EAAE,QAAQ,CAAC;IACvB,SAAS,EAAE,MAAM,CAAC;IAClB,QAAQ,EAAE;QAAE,CAAC,GAAG,EAAE,MAAM,GAAG,SAAS,CAAA;KAAE,CAAC;IACvC,IAAI,EAAE,IAAI,CAAC;CACZ;AAED;;IAEI;AACJ,qBAAa,iBAAkB,SAAQ,KAAK,CAAC,SAAS,CAAC,sBAAsB,EAAE,sBAAsB,CAAC;IACpG,OAAO,CAAC,MAAM,CAAmC;IACjD,gBAAgB;IAChB,SAAyB,KAAK,EAAE,QAAQ,CAAC,sBAAsB,CAAC,CAO9D;IAEF,OAAO,CAAC,SAAS,CAAqB;IACtC,OAAO,CAAC,eAAe,CAAM;IAC7B,OAAO,CAAC,QAAQ,CAAkB;IAClC,OAAO,CAAC,OAAO,CAOb;IAEF,gBAAgB;IACA,iBAAiB;IAWjC,gBAAgB;IACA,oBAAoB;IAOpC,OAAO,CAAC,8BAA8B,CASpC;IAEF,OAAO,CAAC,UAAU,CAiBhB;IAEF,OAAO,CAAC,aAAa,CAWnB;IAEF,OAAO,CAAC,MAAM,CAAC,YAAY,CAA6D;IAExF,OAAO,CAAC,MAAM,CAAC,aAAa,CAS1B;IAEc,MAAM,IAAI,KAAK,CAAC,SAAS;IA2DzC,OAAO,CAAC,sBAAsB,CAQ5B;IAEF,OAAO,CAAC,oBAAoB,CAM1B;IAEF,OAAO,CAAC,MAAM,CAAC,cAAc,CAmB3B;IAEF,OAAO,CAAC,MAAM,CAAC,qBAAqB,CAoBlC;IAEF,OAAO,CAAC,MAAM,CAAC,kBAAkB;IAIjC;;;;;;QAMI;IACJ,OAAO,CAAC,MAAM,CAAC,wBAAwB;IAuBvC;;;;;;;QAOI;IACJ,OAAO,CAAC,MAAM,CAAC,mCAAmC;IAkBlD,OAAO,CAAC,uBAAuB;IAuB/B,OAAO,CAAC,aAAa,CAQnB;IAEF,OAAO,CAAC,aAAa;IAKrB,OAAO,CAAC,aAAa,CAAmC;IACxD,OAAO,CAAC,YAAY;IAoBpB,OAAO,CAAC,mBAAmB,CAWzB;IAEF,OAAO,CAAC,YAAY,CAGlB;IAEF,OAAO,CAAC,UAAU,CAShB;IAGF,OAAO,CAAC,oBAAoB,CAW1B;IAGF,OAAO,CAAC,YAAY,CAKlB;IAGF,OAAO,CAAC,WAAW,CAWjB;IAEF,OAAO,CAAC,oBAAoB,CAwB1B;IAEF,OAAO,CAAC,gBAAgB,CAUtB;IAEF,OAAO,CAAC,YAAY,CASlB;CACH;AAED,gBAAgB;AAChB,MAAM,WAAW,gBAAiB,SAAQ,KAAK,CAAC,iBAAiB,CAAC,cAAc,CAAC;IAC/E,IAAI,EAAE,IAAI,CAAC;IACX,KAAK,EAAE,MAAM,CAAC;IACd,QAAQ,EAAE;QAAE,CAAC,GAAG,EAAE,MAAM,GAAG,SAAS,CAAA;KAAE,CAAC;IACvC,eAAe,EAAE,CAAC,MAAM,EAAE,QAAQ,EAAE,IAAI,EAAE,IAAI,KAAK,IAAI,CAAC;IACxD,qBAAqB,EAAE,CAAC,MAAM,EAAE,QAAQ,EAAE,KAAK,EAAE,SAAS,KAAK,IAAI,CAAC;CACrE;AAED,gBAAgB;AAChB,qBAAa,WAAY,SAAQ,KAAK,CAAC,SAAS,CAAC,gBAAgB,CAAC;IAChE,OAAO,CAAC,WAAW;IAKH,MAAM,IAAI,KAAK,CAAC,SAAS;IAyCzC,OAAc,aAAa,SAAU,IAAI,KAAK,MAAM,KAAK,MAAM,cAW7D;CACH;AAiBD,gBAAgB;AAChB,MAAM,WAAW,aAAc,SAAQ,KAAK,CAAC,iBAAiB,CAAC,cAAc,CAAC;IAC5E,MAAM,CAAC,EAAE,OAAO,CAAC;IACjB,eAAe,CAAC,EAAE,CAAC,MAAM,EAAE,QAAQ,EAAE,IAAI,EAAE,IAAI,KAAK,IAAI,CAAC;IACzD,qBAAqB,CAAC,EAAE,CAAC,MAAM,EAAE,QAAQ,EAAE,KAAK,EAAE,SAAS,KAAK,IAAI,CAAC;IACrE,QAAQ,CAAC,EAAE;QAAE,CAAC,GAAG,EAAE,MAAM,GAAG,SAAS,CAAA;KAAE,CAAC;IACxC,MAAM,EAAE,QAAQ,CAAC;IACjB,IAAI,EAAE,IAAI,CAAC;CACZ;AAED,gBAAgB;AAChB,qBAAa,QAAS,SAAQ,KAAK,CAAC,SAAS,CAAC,aAAa,CAAC;IAC1D,OAAO,CAAC,WAAW,CAAsB;IACzB,MAAM,IAAI,KAAK,CAAC,SAAS;IA6BzC,OAAO,CAAC,gBAAgB,CAGtB;IACF,OAAO,CAAC,eAAe,CAGrB;IACF,OAAO,CAAC,gBAAgB,CAGtB;IACF,OAAO,CAAC,cAAc,CAGpB;IAEF,OAAO,CAAC,iBAAiB,CAGvB;IAEF,OAAO,CAAC,eAAe,CAGrB;IAEF,OAAO,CAAC,iBAAiB;IAMzB,OAAO,CAAC,eAAe;CASxB"}
@@ -46,7 +46,7 @@ var CubeNavigationHitBoxX;
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  CubeNavigationHitBoxX[CubeNavigationHitBoxX["Left"] = -1] = "Left";
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  })(CubeNavigationHitBoxX = exports.CubeNavigationHitBoxX || (exports.CubeNavigationHitBoxX = {}));
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  /** @internal
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- * @deprecated in 2.x. Use [[CubeNavigationHitBoxX]] */
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+ * @deprecated in 2.x. Use [[CubeNavigationHitBoxX]] */
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  var HitBoxX;
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  (function (HitBoxX) {
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  HitBoxX[HitBoxX["None"] = 0] = "None";
@@ -61,7 +61,7 @@ var CubeNavigationHitBoxY;
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  CubeNavigationHitBoxY[CubeNavigationHitBoxY["Front"] = -1] = "Front";
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  })(CubeNavigationHitBoxY = exports.CubeNavigationHitBoxY || (exports.CubeNavigationHitBoxY = {}));
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  /** @internal
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- * @deprecated in 2.x. Use [[CubeNavigationHitBoxY]] */
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+ * @deprecated in 2.x. Use [[CubeNavigationHitBoxY]] */
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  var HitBoxY;
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  (function (HitBoxY) {
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  HitBoxY[HitBoxY["None"] = 0] = "None";
@@ -76,7 +76,7 @@ var CubeNavigationHitBoxZ;
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  CubeNavigationHitBoxZ[CubeNavigationHitBoxZ["Bottom"] = -1] = "Bottom";
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  })(CubeNavigationHitBoxZ = exports.CubeNavigationHitBoxZ || (exports.CubeNavigationHitBoxZ = {}));
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  /** @internal
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- * @deprecated in 2.x. [[CubeNavigationHitBoxZ]] */
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+ * @deprecated in 2.x. [[CubeNavigationHitBoxZ]] */
80
80
  var HitBoxZ;
81
81
  (function (HitBoxZ) {
82
82
  HitBoxZ[HitBoxZ["None"] = 0] = "None";
@@ -118,8 +118,8 @@ var CubeHover;
118
118
  CubeHover[CubeHover["Active"] = 2] = "Active";
119
119
  })(CubeHover = exports.CubeHover || (exports.CubeHover = {}));
120
120
  /** Cube Navigation Aid Component
121
- * @public
122
- */
121
+ * @public
122
+ */
123
123
  class CubeNavigationAid extends React.Component {
124
124
  constructor() {
125
125
  super(...arguments);
@@ -366,12 +366,12 @@ class CubeNavigationAid extends React.Component {
366
366
  return Math.abs(value) < tolerance ? 0 : value;
367
367
  }
368
368
  /**
369
- * Snap coordinates of a vector to zero and to each other so that the vector prefers to be
370
- * * perpendicular to a face of the unit cube.
371
- * * or pass through a nearby vertex or edge of the unit cube.
372
- * @param zVector existing z vector.
373
- * @param tolerance tolerance to determine if a z vector component is close to zero or 1.
374
- */
369
+ * Snap coordinates of a vector to zero and to each other so that the vector prefers to be
370
+ * * perpendicular to a face of the unit cube.
371
+ * * or pass through a nearby vertex or edge of the unit cube.
372
+ * @param zVector existing z vector.
373
+ * @param tolerance tolerance to determine if a z vector component is close to zero or 1.
374
+ */
375
375
  static snapVectorToCubeFeatures(zVector, tolerance) {
376
376
  const x = CubeNavigationAid.correctSmallNumber(zVector.x, tolerance);
377
377
  let y = CubeNavigationAid.correctSmallNumber(zVector.y, tolerance);
@@ -393,13 +393,13 @@ class CubeNavigationAid extends React.Component {
393
393
  return core_geometry_1.Vector3d.create(x, y, z);
394
394
  }
395
395
  /**
396
- * Adjust a worldToView matrix to favor both
397
- * * direct view at faces, edges, and corners of a view cube.
398
- * * heads up
399
- * @param worldToView candidate matrix
400
- * @param tolerance tolerance for cleaning up fuzz. The default (1.0e-6) is appropriate if very dirty viewing operations are expected.
401
- * @param result optional result.
402
- */
396
+ * Adjust a worldToView matrix to favor both
397
+ * * direct view at faces, edges, and corners of a view cube.
398
+ * * heads up
399
+ * @param worldToView candidate matrix
400
+ * @param tolerance tolerance for cleaning up fuzz. The default (1.0e-6) is appropriate if very dirty viewing operations are expected.
401
+ * @param result optional result.
402
+ */
403
403
  static snapWorldToViewMatrixToCubeFeatures(worldToView, tolerance, result) {
404
404
  const oldZ = worldToView.rowZ();
405
405
  const newZ = CubeNavigationAid.snapVectorToCubeFeatures(oldZ, tolerance);
@@ -513,12 +513,25 @@ CubeNavigationAid._interpolateRotMatrix = (start, anim, end) => {
513
513
  };
514
514
  /** @internal */
515
515
  class NavCubeFace extends React.Component {
516
+ includeCell(vector) {
517
+ const { x, y, z } = vector;
518
+ const omittedCell = (y === 0 && x !== 0 && z !== 0) || (y !== 0 && x === 0 && z !== 0) || (y !== 0 && x !== 0 && z === 0);
519
+ return !omittedCell;
520
+ }
516
521
  render() {
517
522
  const { face, hoverMap, onFaceCellClick, onFaceCellHoverChange, label } = this.props;
518
523
  return (React.createElement("div", { className: "nav-cube-face", "data-testid": "nav-cube-face" }, [-1, 0, 1].map((y) => {
519
524
  return (React.createElement(FaceRow, { key: y, center: y === 0 }, [-1, 0, 1].map((x) => {
520
- return (React.createElement(FaceCell, { key: x, onFaceCellHoverChange: onFaceCellHoverChange, onFaceCellClick: onFaceCellClick, hoverMap: hoverMap, vector: NavCubeFace.faceCellToPos(face, x, y), face: face, center: x === 0 }, x === 0 && y === 0 &&
521
- label));
525
+ const vector = NavCubeFace.faceCellToPos(face, x, y);
526
+ if (this.includeCell(vector)) {
527
+ // return a fully functional cell
528
+ return (React.createElement(FaceCell, { key: x, onFaceCellHoverChange: onFaceCellHoverChange, onFaceCellClick: onFaceCellClick, hoverMap: hoverMap, vector: vector, face: face, center: x === 0 }, x === 0 && y === 0 &&
529
+ label));
530
+ }
531
+ else {
532
+ // return a placeholder cell
533
+ return (React.createElement(FaceCell, { key: x, vector: vector, face: face, center: x === 0 }));
534
+ }
522
535
  })));
523
536
  })));
524
537
  }
@@ -546,11 +559,11 @@ class FaceCell extends React.Component {
546
559
  super(...arguments);
547
560
  this._handleMouseOver = () => {
548
561
  const { vector } = this.props;
549
- this.props.onFaceCellHoverChange(vector, CubeHover.Hover);
562
+ this.props.onFaceCellHoverChange && this.props.onFaceCellHoverChange(vector, CubeHover.Hover);
550
563
  };
551
564
  this._handleMouseOut = () => {
552
565
  const { vector } = this.props;
553
- this.props.onFaceCellHoverChange(vector, CubeHover.None);
566
+ this.props.onFaceCellHoverChange && this.props.onFaceCellHoverChange(vector, CubeHover.None);
554
567
  };
555
568
  this._handleMouseDown = (event) => {
556
569
  const { clientX, clientY } = event;
@@ -573,8 +586,8 @@ class FaceCell extends React.Component {
573
586
  const { center, children, onFaceCellClick, onFaceCellHoverChange, hoverMap, face, vector, ...props } = this.props; // eslint-disable-line @typescript-eslint/no-unused-vars
574
587
  const { x, y, z } = vector;
575
588
  const n = `${x}-${y}-${z}`;
576
- const hover = hoverMap[n] === CubeHover.Hover;
577
- const active = hoverMap[n] === CubeHover.Active;
589
+ const hover = hoverMap && hoverMap[n] === CubeHover.Hover;
590
+ const active = hoverMap && hoverMap[n] === CubeHover.Active;
578
591
  const classNames = (0, classnames_1.default)("face-cell", center && "cube-center", hover && "cube-hover", active && "cube-active");
579
592
  // eslint-disable-next-line jsx-a11y/mouse-events-have-key-events
580
593
  return React.createElement("div", { onMouseDown: this._handleMouseDown, onMouseUp: this._handleMouseUp, onMouseOver: this._handleMouseOver, onMouseOut: this._handleMouseOut, onTouchStart: this._handleTouchStart, onTouchEnd: this._handleTouchEnd, "data-testid": `nav-cube-face-cell-${face}-${n}`, className: classNames, role: "presentation", ...props }, children);
@@ -582,15 +595,15 @@ class FaceCell extends React.Component {
582
595
  handlePointerDown(x, y) {
583
596
  const { vector } = this.props;
584
597
  this._startMouse = core_geometry_1.Point2d.create(x, y);
585
- this.props.onFaceCellHoverChange(vector, CubeHover.Active);
598
+ this.props.onFaceCellHoverChange && this.props.onFaceCellHoverChange(vector, CubeHover.Active);
586
599
  }
587
600
  handlePointerUp(x, y) {
588
601
  const { vector, face } = this.props;
589
- this.props.onFaceCellHoverChange(vector, CubeHover.None);
602
+ this.props.onFaceCellHoverChange && this.props.onFaceCellHoverChange(vector, CubeHover.None);
590
603
  const mouse = core_geometry_1.Point2d.create(x, y);
591
604
  if (this._startMouse && this._startMouse.isAlmostEqual(mouse)) {
592
605
  const isFace = Math.abs(vector.x) + Math.abs(vector.y) + Math.abs(vector.z) === 1;
593
- this.props.onFaceCellClick(vector, isFace ? face : Cube_1.Face.None);
606
+ this.props.onFaceCellClick && this.props.onFaceCellClick(vector, isFace ? face : Cube_1.Face.None);
594
607
  }
595
608
  }
596
609
  }
@@ -1 +1 @@
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module NavigationAids\n */\n\nimport \"./CubeNavigationAid.scss\";\nimport classnames from \"classnames\";\nimport * as React from \"react\";\nimport { Angle, AxisIndex, AxisOrder, Geometry, Matrix3d, Point2d, Vector2d, Vector3d, XYAndZ } from \"@itwin/core-geometry\";\nimport { IModelApp, IModelConnection, Viewport } from \"@itwin/core-frontend\";\nimport { CommonProps } from \"@itwin/core-react\";\nimport { UiIModelComponents } from \"../UiIModelComponents\";\nimport { ViewportComponentEvents, ViewRotationChangeEventArgs } from \"../viewport/ViewportComponentEvents\";\nimport { Cube, Face } from \"./Cube\";\n\n/** @public */\nexport enum CubeNavigationHitBoxX {\n None = 0,\n Right = 1,\n Left = -1,\n}\n/** @internal\n * @deprecated in 2.x. Use [[CubeNavigationHitBoxX]] */\nexport enum HitBoxX {\n None = 0,\n Right = 1,\n Left = -1,\n}\n\n/** @public */\nexport enum CubeNavigationHitBoxY {\n None = 0,\n Back = 1,\n Front = -1,\n}\n/** @internal\n * @deprecated in 2.x. Use [[CubeNavigationHitBoxY]] */\nexport enum HitBoxY {\n None = 0,\n Back = 1,\n Front = -1,\n}\n\n/** @public */\nexport enum CubeNavigationHitBoxZ {\n None = 0,\n Top = 1,\n Bottom = -1,\n}\n/** @internal\n * @deprecated in 2.x. [[CubeNavigationHitBoxZ]] */\nexport enum HitBoxZ {\n None = 0,\n Top = 1,\n Bottom = -1,\n}\n\ninterface CubeNavigationRotationMap {\n up: Face;\n down: Face;\n left: Face;\n right: Face;\n}\n\nconst cubeNavigationFaceLocs: { [key: string]: Vector3d } = {\n [Face.Left]: Vector3d.create(CubeNavigationHitBoxX.Left, CubeNavigationHitBoxY.None, CubeNavigationHitBoxZ.None),\n [Face.Right]: Vector3d.create(CubeNavigationHitBoxX.Right, CubeNavigationHitBoxY.None, CubeNavigationHitBoxZ.None),\n [Face.Back]: Vector3d.create(CubeNavigationHitBoxX.None, CubeNavigationHitBoxY.Back, CubeNavigationHitBoxZ.None),\n [Face.Front]: Vector3d.create(CubeNavigationHitBoxX.None, CubeNavigationHitBoxY.Front, CubeNavigationHitBoxZ.None),\n [Face.Bottom]: Vector3d.create(CubeNavigationHitBoxX.None, CubeNavigationHitBoxY.None, CubeNavigationHitBoxZ.Bottom),\n [Face.Top]: Vector3d.create(CubeNavigationHitBoxX.None, CubeNavigationHitBoxY.None, CubeNavigationHitBoxZ.Top),\n};\n\nconst cubeNavigationFaceRotations: { [key: string]: Matrix3d } = {\n [Face.Left]: Matrix3d.createRowValues(0, -1, 0, 0, 0, 1, -1, 0, 0),\n [Face.Right]: Matrix3d.createRowValues(0, 1, 0, 0, 0, 1, 1, 0, 0),\n [Face.Back]: Matrix3d.createRowValues(-1, 0, 0, 0, 0, 1, 0, 1, 0),\n [Face.Front]: Matrix3d.createRowValues(1, 0, 0, 0, 0, 1, 0, -1, 0),\n [Face.Bottom]: Matrix3d.createRowValues(1, 0, 0, 0, -1, 0, 0, 0, -1),\n [Face.Top]: Matrix3d.createRowValues(1, 0, 0, 0, 1, 0, 0, 0, 1),\n};\n\n// data relating Up/Down/Left/Right directions relative to every surface\nconst cubeNavigationRoutes: { [key: string]: CubeNavigationRotationMap } = {\n [Face.Front]: { up: Face.Top, down: Face.Bottom, left: Face.Left, right: Face.Right },\n [Face.Back]: { up: Face.Top, down: Face.Bottom, left: Face.Right, right: Face.Left },\n [Face.Top]: { up: Face.Back, down: Face.Front, left: Face.Left, right: Face.Right },\n [Face.Bottom]: { up: Face.Front, down: Face.Back, left: Face.Left, right: Face.Right },\n [Face.Right]: { up: Face.Top, down: Face.Bottom, left: Face.Front, right: Face.Back },\n [Face.Left]: { up: Face.Top, down: Face.Bottom, left: Face.Back, right: Face.Front },\n};\n\n/** The default tolerance (1.0e-6) is appropriate if very dirty viewing operations are expected. */\nconst DEFAULT_TOLERANCE = 1.0e-6;\n\n/** @internal */\nexport enum CubeHover {\n None = 0,\n Hover,\n Active,\n}\n\n/** Properties for the [[CubeNavigationAid]] component\n * @public\n */\nexport interface CubeNavigationAidProps extends CommonProps {\n iModelConnection: IModelConnection;\n viewport?: Viewport;\n\n // used only in testing\n\n /** @internal */\n onAnimationEnd?: () => void;\n /** @internal */\n animationTime?: number;\n}\n\n/** @public */\ninterface CubeNavigationAidState {\n dragging: boolean;\n startRotMatrix: Matrix3d;\n endRotMatrix: Matrix3d;\n animation: number;\n hoverMap: { [key: string]: CubeHover };\n face: Face;\n}\n\n/** Cube Navigation Aid Component\n * @public\n */\nexport class CubeNavigationAid extends React.Component<CubeNavigationAidProps, CubeNavigationAidState> {\n private _start: Vector2d = Vector2d.createZero();\n /** @internal */\n public override readonly state: Readonly<CubeNavigationAidState> = {\n dragging: false,\n startRotMatrix: Matrix3d.createIdentity(),\n endRotMatrix: Matrix3d.createIdentity(),\n animation: 1,\n hoverMap: {},\n face: Face.Top,\n };\n\n private _lastTime: number | undefined;\n private _animationFrame: any;\n private _mounted: boolean = false;\n private _labels: { [key: string]: string } = {\n [Face.Right]: UiIModelComponents.translate(\"cube.right\"),\n [Face.Left]: UiIModelComponents.translate(\"cube.left\"),\n [Face.Back]: UiIModelComponents.translate(\"cube.back\"),\n [Face.Front]: UiIModelComponents.translate(\"cube.front\"),\n [Face.Top]: UiIModelComponents.translate(\"cube.top\"),\n [Face.Bottom]: UiIModelComponents.translate(\"cube.bottom\"),\n };\n\n /** @internal */\n public override componentDidMount() {\n this._mounted = true;\n ViewportComponentEvents.onViewRotationChangeEvent.addListener(this._handleViewRotationChangeEvent);\n\n // set initial rotation\n if (this.props.viewport) {\n const newMatrix = this.props.viewport.view.getRotation().clone();\n this.setState({ startRotMatrix: newMatrix, endRotMatrix: newMatrix, animation: 1 });\n }\n }\n\n /** @internal */\n public override componentWillUnmount() {\n ViewportComponentEvents.onViewRotationChangeEvent.removeListener(this._handleViewRotationChangeEvent);\n clearTimeout(this._animationFrame);\n this._mounted = false;\n }\n\n // Synchronize with rotation coming from the Viewport\n private _handleViewRotationChangeEvent = (args: ViewRotationChangeEventArgs) => {\n const { animation, dragging, endRotMatrix } = this.state;\n // istanbul ignore else\n if (this.props.viewport === args.viewport && animation >= 1 && !dragging) {\n const newMatrix = this.props.viewport.view.getRotation().clone();\n if (!endRotMatrix.isAlmostEqual(newMatrix)) {\n this.setState({ startRotMatrix: newMatrix, endRotMatrix: newMatrix, animation: 1, face: Face.None });\n }\n }\n };\n\n private _animation = () => {\n const t = Date.now();\n const delta = this._lastTime ? t - this._lastTime : 16;\n this._lastTime = t;\n if (this.state.animation !== 1) {\n const animation = Math.min(1, this.state.animation + delta / (1000 * (this.props.animationTime || /* istanbul ignore next */ 0.4)));\n\n // istanbul ignore next\n if (this._mounted) {\n this.setState({ animation }, () => {\n this._animationFrame = setTimeout(this._animation, 16.667);\n });\n }\n } else {\n this._lastTime = undefined;\n this._animationEnd();\n }\n };\n\n private _animationEnd = () => {\n ViewportComponentEvents.setCubeMatrix(this.state.endRotMatrix, this.state.face, true);\n const startRotMatrix = this.state.endRotMatrix.clone();\n // istanbul ignore next\n if (this._mounted) {\n this.setState({ startRotMatrix }, () => {\n // istanbul ignore else\n if (this.props.onAnimationEnd)\n this.props.onAnimationEnd();\n });\n }\n };\n\n private static _animationFn = (t: number) => t < .5 ? 2 * t ** 2 : -1 + (4 - 2 * t) * t;\n\n private static _isMatrixFace = (matrix: Matrix3d): boolean => {\n let sum = 0;\n for (const coff of matrix.coffs) {\n if (Geometry.isAlmostEqualNumber(Math.abs(coff), 1))\n sum++;\n }\n // Assuming matrix is a proper rotation matrix:\n // if matrix viewing a face, there will be a total of 3 values either almost -1, or almost 1.\n return sum === 3;\n };\n\n public override render(): React.ReactNode {\n const { animation, startRotMatrix, endRotMatrix } = this.state;\n const visible = CubeNavigationAid._isMatrixFace(endRotMatrix) && animation === 1.0;\n const rotMatrix = CubeNavigationAid._interpolateRotMatrix(startRotMatrix, animation, endRotMatrix);\n if (rotMatrix !== startRotMatrix && rotMatrix !== endRotMatrix)\n ViewportComponentEvents.setCubeMatrix(rotMatrix, Face.None);\n\n const faces: { [key: string]: React.ReactNode } = {};\n for (const key in this._labels) {\n // istanbul ignore else\n if (this._labels.hasOwnProperty(key)) {\n const f = key as Face;\n const label = this._labels[f];\n faces[f] =\n <NavCubeFace\n face={f}\n label={label}\n hoverMap={this.state.hoverMap}\n onFaceCellClick={this._handleFaceCellClick}\n onFaceCellHoverChange={this._handleCellHoverChange} />;\n }\n }\n\n const cubeClassNames = classnames(\n \"nav-cube\",\n this.state.dragging && \"cube-dragging\",\n );\n\n const upTitle = this.getArrowTitle(Pointer.Up);\n const downTitle = this.getArrowTitle(Pointer.Down);\n const leftTitle = this.getArrowTitle(Pointer.Left);\n const rightTitle = this.getArrowTitle(Pointer.Right);\n\n return (\n <div className={classnames(\"components-cube-container\", this.props.className)}\n style={this.props.style}\n data-testid=\"components-cube-navigation-aid\"\n onMouseDown={this._handleBoxMouseDown}\n onTouchStart={this._handleBoxTouchStart}\n role=\"presentation\"\n >\n <div className={\"cube-element-container\"}>\n <Cube\n className={cubeClassNames}\n rotMatrix={rotMatrix}\n faces={faces} />\n </div>\n <PointerButton data-testid=\"cube-pointer-button-up\"\n visible={visible} pointerType={Pointer.Up} onArrowClick={this._onArrowClick} title={upTitle} />\n <PointerButton data-testid=\"cube-pointer-button-down\"\n visible={visible} pointerType={Pointer.Down} onArrowClick={this._onArrowClick} title={downTitle} />\n <PointerButton data-testid=\"cube-pointer-button-left\"\n visible={visible} pointerType={Pointer.Left} onArrowClick={this._onArrowClick} title={leftTitle} />\n <PointerButton data-testid=\"cube-pointer-button-right\"\n visible={visible} pointerType={Pointer.Right} onArrowClick={this._onArrowClick} title={rightTitle} />\n </div>\n );\n }\n\n private _handleCellHoverChange = (vect: Vector3d, state: CubeHover) => {\n if (this._isInteractionLocked()) {\n this.props.onAnimationEnd?.();\n return;\n }\n const hoverMap = this.state.hoverMap;\n hoverMap[`${vect.x}-${vect.y}-${vect.z}`] = state;\n this.setState({ hoverMap });\n };\n\n private _isInteractionLocked = () => {\n // Locked by markup\n if(undefined !== this.props.viewport && this.props.viewport === IModelApp.toolAdmin.markupView) {\n return true;\n }\n return false;\n };\n\n private static _getMatrixFace = (rotMatrix: Matrix3d): Face => {\n if (!CubeNavigationAid._isMatrixFace(rotMatrix)) {\n return Face.None;\n }\n\n let matrixFace = Face.None;\n\n for (const face in cubeNavigationFaceRotations) {\n // istanbul ignore else\n if (face in cubeNavigationFaceRotations) {\n const loc = cubeNavigationFaceRotations[face];\n if (rotMatrix.isAlmostEqual(loc)) {\n matrixFace = face as Face;\n break;\n }\n }\n }\n\n return matrixFace;\n };\n\n private static _interpolateRotMatrix = (start: Matrix3d, anim: number, end: Matrix3d): Matrix3d => {\n if (anim === 0)\n return start;\n if (anim === 1 || start.isAlmostEqual(end))\n return end;\n const startInverse = start.transpose();\n const diff = end.multiplyMatrixMatrix(startInverse);\n const angleAxis = diff.getAxisAndAngleOfRotation();\n // istanbul ignore else\n if (angleAxis.ok) {\n const angle = Angle.createRadians(angleAxis.angle.radians * CubeNavigationAid._animationFn(anim));\n const newDiff = Matrix3d.createRotationAroundVector(angleAxis.axis, angle);\n // istanbul ignore else\n if (newDiff) {\n const newMatrix = newDiff.multiplyMatrixMatrix(start);\n return newMatrix;\n }\n }\n // istanbul ignore next\n return end;\n };\n\n private static correctSmallNumber(value: number, tolerance: number): number {\n return Math.abs(value) < tolerance ? 0 : value;\n }\n\n /**\n * Snap coordinates of a vector to zero and to each other so that the vector prefers to be\n * * perpendicular to a face of the unit cube.\n * * or pass through a nearby vertex or edge of the unit cube.\n * @param zVector existing z vector.\n * @param tolerance tolerance to determine if a z vector component is close to zero or 1.\n */\n private static snapVectorToCubeFeatures(zVector: XYAndZ, tolerance: number): Vector3d {\n const x = CubeNavigationAid.correctSmallNumber(zVector.x, tolerance);\n let y = CubeNavigationAid.correctSmallNumber(zVector.y, tolerance);\n let z = CubeNavigationAid.correctSmallNumber(zVector.z, tolerance);\n\n const xx = Math.abs(x);\n const yy = Math.abs(y);\n const zz = Math.abs(z);\n\n // adjust any adjacent pair of near equal values to the first.\n // istanbul ignore next\n if (Geometry.isSameCoordinate(xx, yy, tolerance)) {\n y = Geometry.split3WaySign(y, -xx, xx, xx);\n }\n if (Geometry.isSameCoordinate(yy, zz, tolerance)) {\n z = Geometry.split3WaySign(z, -yy, yy, yy);\n }\n if (Geometry.isSameCoordinate(xx, zz, tolerance)) {\n z = Geometry.split3WaySign(z, -xx, xx, xx);\n }\n return Vector3d.create(x, y, z);\n }\n\n /**\n * Adjust a worldToView matrix to favor both\n * * direct view at faces, edges, and corners of a view cube.\n * * heads up\n * @param worldToView candidate matrix\n * @param tolerance tolerance for cleaning up fuzz. The default (1.0e-6) is appropriate if very dirty viewing operations are expected.\n * @param result optional result.\n */\n private static snapWorldToViewMatrixToCubeFeatures(worldToView: Matrix3d, tolerance: number, result?: Matrix3d): Matrix3d {\n const oldZ = worldToView.rowZ();\n const newZ = CubeNavigationAid.snapVectorToCubeFeatures(oldZ, tolerance);\n // If newZ is true up or down, it will have true 0 for x and y.\n // special case this to take x direction from the input.\n // istanbul ignore next\n if (newZ.x === 0.0 && newZ.y === 0) {\n const perpVector = worldToView.rowX();\n result = Matrix3d.createRigidFromColumns(newZ, perpVector, AxisOrder.ZXY, result)!;\n } else {\n result = Matrix3d.createRigidViewAxesZTowardsEye(newZ.x, newZ.y, newZ.z, result);\n }\n // istanbul ignore else\n if (result)\n result.transposeInPlace();\n return result;\n }\n\n private getArrowRotationAndFace(arrow: Pointer): { newRotation: Matrix3d, face: Face } {\n const localRotationAxis = Vector3d.create(0, 0, 0);\n switch (arrow) {\n case Pointer.Up:\n localRotationAxis.x = -1.0;\n break;\n case Pointer.Down:\n localRotationAxis.x = 1.0;\n break;\n case Pointer.Left:\n localRotationAxis.y = -1.0;\n break;\n default:\n localRotationAxis.y = 1.0;\n break;\n }\n const localRotation = Matrix3d.createRotationAroundVector(localRotationAxis, Angle.createDegrees(-90))!;\n const newRotation = localRotation.multiplyMatrixMatrix(this.state.endRotMatrix);\n CubeNavigationAid.snapWorldToViewMatrixToCubeFeatures(newRotation, DEFAULT_TOLERANCE, newRotation);\n const face = CubeNavigationAid._getMatrixFace(newRotation);\n return { newRotation, face };\n }\n\n private _onArrowClick = (arrow: Pointer) => {\n if (this._isInteractionLocked()) {\n // istanbul ignore next\n this.props.onAnimationEnd?.();\n return;\n }\n const { newRotation, face } = this.getArrowRotationAndFace(arrow);\n this._animateRotation(newRotation, face);\n };\n\n private getArrowTitle(arrow: Pointer) {\n const { face } = this.getArrowRotationAndFace(arrow);\n return this._labels[face];\n }\n\n private _lastClientXY: Vector2d = Vector2d.createZero();\n private _processDrag(mousePos: Vector2d) {\n // istanbul ignore else\n if (!this._start.isAlmostEqual(mousePos)) {\n const movement = mousePos.minus(this._lastClientXY);\n const diff = movement.scale(0.05);\n\n const yaw = Angle.createRadians(diff.x);\n const pitch = Angle.createRadians(diff.y);\n\n const matX = Matrix3d.createRotationAroundAxisIndex(AxisIndex.X, pitch);\n const matZ = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, yaw);\n\n const mat = matX.multiplyMatrixMatrix(this.state.startRotMatrix).multiplyMatrixMatrix(matZ);\n this._setRotation(mat, CubeNavigationAid._getMatrixFace(mat));\n if (!this.state.dragging)\n this.setState({ dragging: true });\n }\n this._lastClientXY = mousePos;\n }\n\n private _handleBoxMouseDown = (event: any) => {\n if (this._isInteractionLocked()) {\n this.props.onAnimationEnd?.();\n return;\n }\n event.preventDefault();\n // only start listening after drag is confirmed. Ie. the 3D box is clicked.\n window.addEventListener(\"mousemove\", this._onMouseMove, false);\n window.addEventListener(\"mouseup\", this._onMouseUp, false);\n this._lastClientXY = Vector2d.create(event.clientX, event.clientY);\n this._start = this._lastClientXY;\n };\n\n private _onMouseMove = (event: MouseEvent) => {\n const mousePos = Vector2d.create(event.clientX, event.clientY);\n this._processDrag(mousePos);\n };\n\n private _onMouseUp = () => {\n if (this.state.dragging) {\n this.setState({ dragging: false });\n ViewportComponentEvents.setCubeMatrix(this.state.endRotMatrix, CubeNavigationAid._getMatrixFace(this.state.endRotMatrix), true);\n }\n\n // remove so event only triggers after this.onMouseStartDrag\n window.removeEventListener(\"mousemove\", this._onMouseMove);\n window.removeEventListener(\"mouseup\", this._onMouseUp);\n };\n\n // istanbul ignore next - unable to test touch\n private _handleBoxTouchStart = (event: any) => {\n if (this._isInteractionLocked()) {\n this.props.onAnimationEnd?.();\n return;\n }\n if (1 !== event.targetTouches.length)\n return;\n window.addEventListener(\"touchmove\", this._onTouchMove, false);\n window.addEventListener(\"touchend\", this._onTouchEnd, false);\n this._lastClientXY = Vector2d.create(event.targetTouches[0].clientX, event.targetTouches[0].clientY);\n this._start = this._lastClientXY;\n };\n\n // istanbul ignore next - unable to test touch\n private _onTouchMove = (event: TouchEvent) => {\n if (1 !== event.targetTouches.length)\n return;\n const mousePos = Vector2d.create(event.targetTouches[0].clientX, event.targetTouches[0].clientY);\n this._processDrag(mousePos);\n };\n\n // istanbul ignore next - unable to test touch\n private _onTouchEnd = (event: TouchEvent) => {\n if (0 !== event.targetTouches.length)\n return;\n\n if (this.state.dragging) {\n this.setState({ dragging: false });\n ViewportComponentEvents.setCubeMatrix(this.state.endRotMatrix, CubeNavigationAid._getMatrixFace(this.state.endRotMatrix), true);\n }\n\n window.removeEventListener(\"touchmove\", this._onTouchMove);\n window.removeEventListener(\"touchend\", this._onTouchEnd);\n };\n\n private _handleFaceCellClick = (pos: Vector3d, face: Face) => {\n if (this._isInteractionLocked()) {\n this.props.onAnimationEnd?.();\n return;\n }\n const { endRotMatrix } = this.state;\n let rotMatrix = Matrix3d.createRigidViewAxesZTowardsEye(pos.x, pos.y, pos.z).inverse();\n // istanbul ignore else\n if (rotMatrix) {\n // if isMatrixFace and user is clicking on top/bottom, the current matrix face must be top or bottom\n if (!CubeNavigationAid._isMatrixFace(endRotMatrix) && (face === Face.Top || face === Face.Bottom)) {\n const angleAxis = endRotMatrix.getAxisAndAngleOfRotation();\n // istanbul ignore else\n if (angleAxis.ok) {\n const xAx = endRotMatrix.columnX();\n const a = Math.atan2(xAx.y, xAx.x);\n const r = Math.round(a * 2 / Math.PI) * Math.PI / 2; // round to quarter turn intervals\n const rot = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, Angle.createRadians(r));\n rotMatrix = rot.multiplyMatrixMatrix(rotMatrix);\n }\n }\n this._animateRotation(rotMatrix, face);\n }\n window.removeEventListener(\"mousemove\", this._onMouseMove);\n };\n\n private _animateRotation = (endRotMatrix: Matrix3d, face: Face) => {\n if (this.state.endRotMatrix.isAlmostEqual(endRotMatrix))\n return;\n // set animation variables, let css transitions animate it.\n this._animationFrame = setTimeout(this._animation, 16.667);\n this.setState((prevState) => ({\n startRotMatrix: prevState.endRotMatrix, endRotMatrix,\n animation: 0,\n face,\n }));\n };\n\n private _setRotation = (endRotMatrix: Matrix3d, face: Face) => {\n ViewportComponentEvents.setCubeMatrix(endRotMatrix, face);\n // set variables, with animTime at 0 to prevent animation.\n this.setState({\n startRotMatrix: endRotMatrix,\n endRotMatrix,\n animation: 1,\n face,\n });\n };\n}\n\n/** @internal */\nexport interface NavCubeFaceProps extends React.AllHTMLAttributes<HTMLDivElement> {\n face: Face;\n label: string;\n hoverMap: { [key: string]: CubeHover };\n onFaceCellClick: (vector: Vector3d, face: Face) => void;\n onFaceCellHoverChange: (vector: Vector3d, state: CubeHover) => void;\n}\n\n/** @internal */\nexport class NavCubeFace extends React.Component<NavCubeFaceProps> {\n public override render(): React.ReactNode {\n const { face, hoverMap, onFaceCellClick, onFaceCellHoverChange, label } = this.props;\n return (\n <div className=\"nav-cube-face\" data-testid=\"nav-cube-face\">\n {[-1, 0, 1].map((y: number) => {\n return (\n <FaceRow key={y} center={y === 0}>\n {[-1, 0, 1].map((x: number) => {\n return (\n <FaceCell\n key={x}\n onFaceCellHoverChange={onFaceCellHoverChange}\n onFaceCellClick={onFaceCellClick}\n hoverMap={hoverMap}\n vector={NavCubeFace.faceCellToPos(face, x, y)}\n face={face}\n center={x === 0}>\n {x === 0 && y === 0 &&\n label}\n </FaceCell>\n );\n })}\n </FaceRow>\n );\n })}\n </div>\n );\n }\n public static faceCellToPos = (face: Face, x: number, y: number) => {\n const faceVect = cubeNavigationFaceLocs[face];\n const route = cubeNavigationRoutes[face];\n\n const faceX = x < 0 ? route.left : x > 0 ? route.right : Face.None;\n const xVect = faceX !== Face.None ? cubeNavigationFaceLocs[faceX] : Vector3d.createZero();\n\n const faceY = y < 0 ? route.up : y > 0 ? route.down : Face.None;\n const yVect = faceY !== Face.None ? cubeNavigationFaceLocs[faceY] : Vector3d.createZero();\n\n return faceVect.plus(xVect).plus(yVect);\n };\n}\n\ninterface FaceRowProps extends React.AllHTMLAttributes<HTMLDivElement> {\n center?: boolean;\n}\n\nclass FaceRow extends React.Component<FaceRowProps> {\n public override render(): React.ReactNode {\n const { center, children, ...props } = this.props;\n const classNames = classnames(\n \"face-row\",\n center && \"cube-center\",\n );\n return <div className={classNames} {...props}>{children}</div>;\n }\n}\n\n/** @internal */\nexport interface FaceCellProps extends React.AllHTMLAttributes<HTMLDivElement> {\n center?: boolean;\n onFaceCellClick: (vector: Vector3d, face: Face) => void;\n onFaceCellHoverChange: (vector: Vector3d, state: CubeHover) => void;\n hoverMap: { [key: string]: CubeHover };\n vector: Vector3d;\n face: Face;\n}\n\n/** @internal */\nexport class FaceCell extends React.Component<FaceCellProps> {\n private _startMouse: Point2d | undefined;\n public override render(): React.ReactNode {\n const { center, children, onFaceCellClick, onFaceCellHoverChange, hoverMap, face, vector, ...props } = this.props; // eslint-disable-line @typescript-eslint/no-unused-vars\n const { x, y, z } = vector;\n const n = `${x}-${y}-${z}`;\n const hover = hoverMap[n] === CubeHover.Hover;\n const active = hoverMap[n] === CubeHover.Active;\n const classNames = classnames(\n \"face-cell\",\n center && \"cube-center\",\n hover && \"cube-hover\",\n active && \"cube-active\",\n );\n\n // eslint-disable-next-line jsx-a11y/mouse-events-have-key-events\n return <div\n onMouseDown={this._handleMouseDown}\n onMouseUp={this._handleMouseUp}\n onMouseOver={this._handleMouseOver}\n onMouseOut={this._handleMouseOut}\n onTouchStart={this._handleTouchStart}\n onTouchEnd={this._handleTouchEnd}\n data-testid={`nav-cube-face-cell-${face}-${n}`}\n className={classNames}\n role=\"presentation\"\n {...props}\n >\n {children}\n </div>;\n }\n private _handleMouseOver = () => {\n const { vector } = this.props;\n this.props.onFaceCellHoverChange(vector, CubeHover.Hover);\n };\n private _handleMouseOut = () => {\n const { vector } = this.props;\n this.props.onFaceCellHoverChange(vector, CubeHover.None);\n };\n private _handleMouseDown = (event: React.MouseEvent) => {\n const { clientX, clientY } = event;\n this.handlePointerDown(clientX, clientY);\n };\n private _handleMouseUp = (event: React.MouseEvent) => {\n const { clientX, clientY } = event;\n this.handlePointerUp(clientX, clientY);\n };\n\n private _handleTouchStart = (event: React.TouchEvent<HTMLDivElement>) => {\n event.preventDefault();\n event.targetTouches.length === 1 && this.handlePointerDown(event.targetTouches[0].clientX, event.targetTouches[0].clientY);\n };\n\n private _handleTouchEnd = (event: React.TouchEvent<HTMLDivElement>) => {\n event.preventDefault();\n event.changedTouches.length === 1 && this.handlePointerUp(event.changedTouches[0].clientX, event.changedTouches[0].clientY);\n };\n\n private handlePointerDown(x: number, y: number) {\n const { vector } = this.props;\n this._startMouse = Point2d.create(x, y);\n this.props.onFaceCellHoverChange(vector, CubeHover.Active);\n }\n\n private handlePointerUp(x: number, y: number) {\n const { vector, face } = this.props;\n this.props.onFaceCellHoverChange(vector, CubeHover.None);\n const mouse = Point2d.create(x, y);\n if (this._startMouse && this._startMouse.isAlmostEqual(mouse)) {\n const isFace = Math.abs(vector.x) + Math.abs(vector.y) + Math.abs(vector.z) === 1;\n this.props.onFaceCellClick(vector, isFace ? face : Face.None);\n }\n }\n}\n\nenum Pointer {\n None = 0,\n Up,\n Down,\n Left,\n Right,\n}\n\nconst pointerIconClass: { [key: number]: string } = {\n [Pointer.Up]: \"icon-caret-down\",\n [Pointer.Down]: \"icon-caret-up\",\n [Pointer.Left]: \"icon-caret-right\",\n [Pointer.Right]: \"icon-caret-left\",\n};\n\nconst pointerClass: { [key: number]: string } = {\n [Pointer.Up]: \"cube-up\",\n [Pointer.Down]: \"cube-down\",\n [Pointer.Left]: \"cube-left\",\n [Pointer.Right]: \"cube-right\",\n};\n\ninterface PointerProps extends React.AllHTMLAttributes<HTMLDivElement> {\n visible: boolean;\n pointerType: Pointer;\n onArrowClick(pointer: Pointer): void;\n title: string;\n [\"data-testid\"]?: string;\n}\n\nclass PointerButton extends React.Component<PointerProps> {\n public override render(): React.ReactNode {\n const { visible, pointerType, onArrowClick, title, ...props } = this.props; // eslint-disable-line @typescript-eslint/no-unused-vars\n const classes = classnames(\n \"cube-pointer\", \"icon\",\n pointerClass[pointerType],\n pointerIconClass[pointerType],\n visible && \"cube-visible\",\n );\n\n return (\n // eslint-disable-next-line jsx-a11y/click-events-have-key-events\n <div className={classes} role=\"button\" tabIndex={-1} title={title} {...props}\n onClick={this._handleClick} />\n );\n }\n private _handleClick = (event: React.MouseEvent) => {\n const { pointerType } = this.props;\n event.preventDefault();\n this.props.onArrowClick(pointerType);\n };\n}\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 NavigationAids\n */\n\nimport \"./CubeNavigationAid.scss\";\nimport classnames from \"classnames\";\nimport * as React from \"react\";\nimport { Angle, AxisIndex, AxisOrder, Geometry, Matrix3d, Point2d, Vector2d, Vector3d, XYAndZ } from \"@itwin/core-geometry\";\nimport { IModelApp, IModelConnection, Viewport } from \"@itwin/core-frontend\";\nimport { CommonProps } from \"@itwin/core-react\";\nimport { UiIModelComponents } from \"../UiIModelComponents\";\nimport { ViewportComponentEvents, ViewRotationChangeEventArgs } from \"../viewport/ViewportComponentEvents\";\nimport { Cube, Face } from \"./Cube\";\n\n/** @public */\nexport enum CubeNavigationHitBoxX {\n None = 0,\n Right = 1,\n Left = -1,\n}\n/** @internal\n * @deprecated in 2.x. Use [[CubeNavigationHitBoxX]] */\nexport enum HitBoxX {\n None = 0,\n Right = 1,\n Left = -1,\n}\n\n/** @public */\nexport enum CubeNavigationHitBoxY {\n None = 0,\n Back = 1,\n Front = -1,\n}\n/** @internal\n * @deprecated in 2.x. Use [[CubeNavigationHitBoxY]] */\nexport enum HitBoxY {\n None = 0,\n Back = 1,\n Front = -1,\n}\n\n/** @public */\nexport enum CubeNavigationHitBoxZ {\n None = 0,\n Top = 1,\n Bottom = -1,\n}\n/** @internal\n * @deprecated in 2.x. [[CubeNavigationHitBoxZ]] */\nexport enum HitBoxZ {\n None = 0,\n Top = 1,\n Bottom = -1,\n}\n\ninterface CubeNavigationRotationMap {\n up: Face;\n down: Face;\n left: Face;\n right: Face;\n}\n\nconst cubeNavigationFaceLocs: { [key: string]: Vector3d } = {\n [Face.Left]: Vector3d.create(CubeNavigationHitBoxX.Left, CubeNavigationHitBoxY.None, CubeNavigationHitBoxZ.None),\n [Face.Right]: Vector3d.create(CubeNavigationHitBoxX.Right, CubeNavigationHitBoxY.None, CubeNavigationHitBoxZ.None),\n [Face.Back]: Vector3d.create(CubeNavigationHitBoxX.None, CubeNavigationHitBoxY.Back, CubeNavigationHitBoxZ.None),\n [Face.Front]: Vector3d.create(CubeNavigationHitBoxX.None, CubeNavigationHitBoxY.Front, CubeNavigationHitBoxZ.None),\n [Face.Bottom]: Vector3d.create(CubeNavigationHitBoxX.None, CubeNavigationHitBoxY.None, CubeNavigationHitBoxZ.Bottom),\n [Face.Top]: Vector3d.create(CubeNavigationHitBoxX.None, CubeNavigationHitBoxY.None, CubeNavigationHitBoxZ.Top),\n};\n\nconst cubeNavigationFaceRotations: { [key: string]: Matrix3d } = {\n [Face.Left]: Matrix3d.createRowValues(0, -1, 0, 0, 0, 1, -1, 0, 0),\n [Face.Right]: Matrix3d.createRowValues(0, 1, 0, 0, 0, 1, 1, 0, 0),\n [Face.Back]: Matrix3d.createRowValues(-1, 0, 0, 0, 0, 1, 0, 1, 0),\n [Face.Front]: Matrix3d.createRowValues(1, 0, 0, 0, 0, 1, 0, -1, 0),\n [Face.Bottom]: Matrix3d.createRowValues(1, 0, 0, 0, -1, 0, 0, 0, -1),\n [Face.Top]: Matrix3d.createRowValues(1, 0, 0, 0, 1, 0, 0, 0, 1),\n};\n\n// data relating Up/Down/Left/Right directions relative to every surface\nconst cubeNavigationRoutes: { [key: string]: CubeNavigationRotationMap } = {\n [Face.Front]: { up: Face.Top, down: Face.Bottom, left: Face.Left, right: Face.Right },\n [Face.Back]: { up: Face.Top, down: Face.Bottom, left: Face.Right, right: Face.Left },\n [Face.Top]: { up: Face.Back, down: Face.Front, left: Face.Left, right: Face.Right },\n [Face.Bottom]: { up: Face.Front, down: Face.Back, left: Face.Left, right: Face.Right },\n [Face.Right]: { up: Face.Top, down: Face.Bottom, left: Face.Front, right: Face.Back },\n [Face.Left]: { up: Face.Top, down: Face.Bottom, left: Face.Back, right: Face.Front },\n};\n\n/** The default tolerance (1.0e-6) is appropriate if very dirty viewing operations are expected. */\nconst DEFAULT_TOLERANCE = 1.0e-6;\n\n/** @internal */\nexport enum CubeHover {\n None = 0,\n Hover,\n Active,\n}\n\n/** Properties for the [[CubeNavigationAid]] component\n * @public\n */\nexport interface CubeNavigationAidProps extends CommonProps {\n iModelConnection: IModelConnection;\n viewport?: Viewport;\n\n // used only in testing\n\n /** @internal */\n onAnimationEnd?: () => void;\n /** @internal */\n animationTime?: number;\n}\n\n/** @public */\ninterface CubeNavigationAidState {\n dragging: boolean;\n startRotMatrix: Matrix3d;\n endRotMatrix: Matrix3d;\n animation: number;\n hoverMap: { [key: string]: CubeHover };\n face: Face;\n}\n\n/** Cube Navigation Aid Component\n * @public\n */\nexport class CubeNavigationAid extends React.Component<CubeNavigationAidProps, CubeNavigationAidState> {\n private _start: Vector2d = Vector2d.createZero();\n /** @internal */\n public override readonly state: Readonly<CubeNavigationAidState> = {\n dragging: false,\n startRotMatrix: Matrix3d.createIdentity(),\n endRotMatrix: Matrix3d.createIdentity(),\n animation: 1,\n hoverMap: {},\n face: Face.Top,\n };\n\n private _lastTime: number | undefined;\n private _animationFrame: any;\n private _mounted: boolean = false;\n private _labels: { [key: string]: string } = {\n [Face.Right]: UiIModelComponents.translate(\"cube.right\"),\n [Face.Left]: UiIModelComponents.translate(\"cube.left\"),\n [Face.Back]: UiIModelComponents.translate(\"cube.back\"),\n [Face.Front]: UiIModelComponents.translate(\"cube.front\"),\n [Face.Top]: UiIModelComponents.translate(\"cube.top\"),\n [Face.Bottom]: UiIModelComponents.translate(\"cube.bottom\"),\n };\n\n /** @internal */\n public override componentDidMount() {\n this._mounted = true;\n ViewportComponentEvents.onViewRotationChangeEvent.addListener(this._handleViewRotationChangeEvent);\n\n // set initial rotation\n if (this.props.viewport) {\n const newMatrix = this.props.viewport.view.getRotation().clone();\n this.setState({ startRotMatrix: newMatrix, endRotMatrix: newMatrix, animation: 1 });\n }\n }\n\n /** @internal */\n public override componentWillUnmount() {\n ViewportComponentEvents.onViewRotationChangeEvent.removeListener(this._handleViewRotationChangeEvent);\n clearTimeout(this._animationFrame);\n this._mounted = false;\n }\n\n // Synchronize with rotation coming from the Viewport\n private _handleViewRotationChangeEvent = (args: ViewRotationChangeEventArgs) => {\n const { animation, dragging, endRotMatrix } = this.state;\n // istanbul ignore else\n if (this.props.viewport === args.viewport && animation >= 1 && !dragging) {\n const newMatrix = this.props.viewport.view.getRotation().clone();\n if (!endRotMatrix.isAlmostEqual(newMatrix)) {\n this.setState({ startRotMatrix: newMatrix, endRotMatrix: newMatrix, animation: 1, face: Face.None });\n }\n }\n };\n\n private _animation = () => {\n const t = Date.now();\n const delta = this._lastTime ? t - this._lastTime : 16;\n this._lastTime = t;\n if (this.state.animation !== 1) {\n const animation = Math.min(1, this.state.animation + delta / (1000 * (this.props.animationTime || /* istanbul ignore next */ 0.4)));\n\n // istanbul ignore next\n if (this._mounted) {\n this.setState({ animation }, () => {\n this._animationFrame = setTimeout(this._animation, 16.667);\n });\n }\n } else {\n this._lastTime = undefined;\n this._animationEnd();\n }\n };\n\n private _animationEnd = () => {\n ViewportComponentEvents.setCubeMatrix(this.state.endRotMatrix, this.state.face, true);\n const startRotMatrix = this.state.endRotMatrix.clone();\n // istanbul ignore next\n if (this._mounted) {\n this.setState({ startRotMatrix }, () => {\n // istanbul ignore else\n if (this.props.onAnimationEnd)\n this.props.onAnimationEnd();\n });\n }\n };\n\n private static _animationFn = (t: number) => t < .5 ? 2 * t ** 2 : -1 + (4 - 2 * t) * t;\n\n private static _isMatrixFace = (matrix: Matrix3d): boolean => {\n let sum = 0;\n for (const coff of matrix.coffs) {\n if (Geometry.isAlmostEqualNumber(Math.abs(coff), 1))\n sum++;\n }\n // Assuming matrix is a proper rotation matrix:\n // if matrix viewing a face, there will be a total of 3 values either almost -1, or almost 1.\n return sum === 3;\n };\n\n public override render(): React.ReactNode {\n const { animation, startRotMatrix, endRotMatrix } = this.state;\n const visible = CubeNavigationAid._isMatrixFace(endRotMatrix) && animation === 1.0;\n const rotMatrix = CubeNavigationAid._interpolateRotMatrix(startRotMatrix, animation, endRotMatrix);\n if (rotMatrix !== startRotMatrix && rotMatrix !== endRotMatrix)\n ViewportComponentEvents.setCubeMatrix(rotMatrix, Face.None);\n\n const faces: { [key: string]: React.ReactNode } = {};\n for (const key in this._labels) {\n // istanbul ignore else\n if (this._labels.hasOwnProperty(key)) {\n const f = key as Face;\n const label = this._labels[f];\n faces[f] =\n <NavCubeFace\n face={f}\n label={label}\n hoverMap={this.state.hoverMap}\n onFaceCellClick={this._handleFaceCellClick}\n onFaceCellHoverChange={this._handleCellHoverChange} />;\n }\n }\n\n const cubeClassNames = classnames(\n \"nav-cube\",\n this.state.dragging && \"cube-dragging\",\n );\n\n const upTitle = this.getArrowTitle(Pointer.Up);\n const downTitle = this.getArrowTitle(Pointer.Down);\n const leftTitle = this.getArrowTitle(Pointer.Left);\n const rightTitle = this.getArrowTitle(Pointer.Right);\n\n return (\n <div className={classnames(\"components-cube-container\", this.props.className)}\n style={this.props.style}\n data-testid=\"components-cube-navigation-aid\"\n onMouseDown={this._handleBoxMouseDown}\n onTouchStart={this._handleBoxTouchStart}\n role=\"presentation\"\n >\n <div className={\"cube-element-container\"}>\n <Cube\n className={cubeClassNames}\n rotMatrix={rotMatrix}\n faces={faces} />\n </div>\n <PointerButton data-testid=\"cube-pointer-button-up\"\n visible={visible} pointerType={Pointer.Up} onArrowClick={this._onArrowClick} title={upTitle} />\n <PointerButton data-testid=\"cube-pointer-button-down\"\n visible={visible} pointerType={Pointer.Down} onArrowClick={this._onArrowClick} title={downTitle} />\n <PointerButton data-testid=\"cube-pointer-button-left\"\n visible={visible} pointerType={Pointer.Left} onArrowClick={this._onArrowClick} title={leftTitle} />\n <PointerButton data-testid=\"cube-pointer-button-right\"\n visible={visible} pointerType={Pointer.Right} onArrowClick={this._onArrowClick} title={rightTitle} />\n </div>\n );\n }\n\n private _handleCellHoverChange = (vect: Vector3d, state: CubeHover) => {\n if (this._isInteractionLocked()) {\n this.props.onAnimationEnd?.();\n return;\n }\n const hoverMap = this.state.hoverMap;\n hoverMap[`${vect.x}-${vect.y}-${vect.z}`] = state;\n this.setState({ hoverMap });\n };\n\n private _isInteractionLocked = () => {\n // Locked by markup\n if(undefined !== this.props.viewport && this.props.viewport === IModelApp.toolAdmin.markupView) {\n return true;\n }\n return false;\n };\n\n private static _getMatrixFace = (rotMatrix: Matrix3d): Face => {\n if (!CubeNavigationAid._isMatrixFace(rotMatrix)) {\n return Face.None;\n }\n\n let matrixFace = Face.None;\n\n for (const face in cubeNavigationFaceRotations) {\n // istanbul ignore else\n if (face in cubeNavigationFaceRotations) {\n const loc = cubeNavigationFaceRotations[face];\n if (rotMatrix.isAlmostEqual(loc)) {\n matrixFace = face as Face;\n break;\n }\n }\n }\n\n return matrixFace;\n };\n\n private static _interpolateRotMatrix = (start: Matrix3d, anim: number, end: Matrix3d): Matrix3d => {\n if (anim === 0)\n return start;\n if (anim === 1 || start.isAlmostEqual(end))\n return end;\n const startInverse = start.transpose();\n const diff = end.multiplyMatrixMatrix(startInverse);\n const angleAxis = diff.getAxisAndAngleOfRotation();\n // istanbul ignore else\n if (angleAxis.ok) {\n const angle = Angle.createRadians(angleAxis.angle.radians * CubeNavigationAid._animationFn(anim));\n const newDiff = Matrix3d.createRotationAroundVector(angleAxis.axis, angle);\n // istanbul ignore else\n if (newDiff) {\n const newMatrix = newDiff.multiplyMatrixMatrix(start);\n return newMatrix;\n }\n }\n // istanbul ignore next\n return end;\n };\n\n private static correctSmallNumber(value: number, tolerance: number): number {\n return Math.abs(value) < tolerance ? 0 : value;\n }\n\n /**\n * Snap coordinates of a vector to zero and to each other so that the vector prefers to be\n * * perpendicular to a face of the unit cube.\n * * or pass through a nearby vertex or edge of the unit cube.\n * @param zVector existing z vector.\n * @param tolerance tolerance to determine if a z vector component is close to zero or 1.\n */\n private static snapVectorToCubeFeatures(zVector: XYAndZ, tolerance: number): Vector3d {\n const x = CubeNavigationAid.correctSmallNumber(zVector.x, tolerance);\n let y = CubeNavigationAid.correctSmallNumber(zVector.y, tolerance);\n let z = CubeNavigationAid.correctSmallNumber(zVector.z, tolerance);\n\n const xx = Math.abs(x);\n const yy = Math.abs(y);\n const zz = Math.abs(z);\n\n // adjust any adjacent pair of near equal values to the first.\n // istanbul ignore next\n if (Geometry.isSameCoordinate(xx, yy, tolerance)) {\n y = Geometry.split3WaySign(y, -xx, xx, xx);\n }\n if (Geometry.isSameCoordinate(yy, zz, tolerance)) {\n z = Geometry.split3WaySign(z, -yy, yy, yy);\n }\n if (Geometry.isSameCoordinate(xx, zz, tolerance)) {\n z = Geometry.split3WaySign(z, -xx, xx, xx);\n }\n return Vector3d.create(x, y, z);\n }\n\n /**\n * Adjust a worldToView matrix to favor both\n * * direct view at faces, edges, and corners of a view cube.\n * * heads up\n * @param worldToView candidate matrix\n * @param tolerance tolerance for cleaning up fuzz. The default (1.0e-6) is appropriate if very dirty viewing operations are expected.\n * @param result optional result.\n */\n private static snapWorldToViewMatrixToCubeFeatures(worldToView: Matrix3d, tolerance: number, result?: Matrix3d): Matrix3d {\n const oldZ = worldToView.rowZ();\n const newZ = CubeNavigationAid.snapVectorToCubeFeatures(oldZ, tolerance);\n // If newZ is true up or down, it will have true 0 for x and y.\n // special case this to take x direction from the input.\n // istanbul ignore next\n if (newZ.x === 0.0 && newZ.y === 0) {\n const perpVector = worldToView.rowX();\n result = Matrix3d.createRigidFromColumns(newZ, perpVector, AxisOrder.ZXY, result)!;\n } else {\n result = Matrix3d.createRigidViewAxesZTowardsEye(newZ.x, newZ.y, newZ.z, result);\n }\n // istanbul ignore else\n if (result)\n result.transposeInPlace();\n return result;\n }\n\n private getArrowRotationAndFace(arrow: Pointer): { newRotation: Matrix3d, face: Face } {\n const localRotationAxis = Vector3d.create(0, 0, 0);\n switch (arrow) {\n case Pointer.Up:\n localRotationAxis.x = -1.0;\n break;\n case Pointer.Down:\n localRotationAxis.x = 1.0;\n break;\n case Pointer.Left:\n localRotationAxis.y = -1.0;\n break;\n default:\n localRotationAxis.y = 1.0;\n break;\n }\n const localRotation = Matrix3d.createRotationAroundVector(localRotationAxis, Angle.createDegrees(-90))!;\n const newRotation = localRotation.multiplyMatrixMatrix(this.state.endRotMatrix);\n CubeNavigationAid.snapWorldToViewMatrixToCubeFeatures(newRotation, DEFAULT_TOLERANCE, newRotation);\n const face = CubeNavigationAid._getMatrixFace(newRotation);\n return { newRotation, face };\n }\n\n private _onArrowClick = (arrow: Pointer) => {\n if (this._isInteractionLocked()) {\n // istanbul ignore next\n this.props.onAnimationEnd?.();\n return;\n }\n const { newRotation, face } = this.getArrowRotationAndFace(arrow);\n this._animateRotation(newRotation, face);\n };\n\n private getArrowTitle(arrow: Pointer) {\n const { face } = this.getArrowRotationAndFace(arrow);\n return this._labels[face];\n }\n\n private _lastClientXY: Vector2d = Vector2d.createZero();\n private _processDrag(mousePos: Vector2d) {\n // istanbul ignore else\n if (!this._start.isAlmostEqual(mousePos)) {\n const movement = mousePos.minus(this._lastClientXY);\n const diff = movement.scale(0.05);\n\n const yaw = Angle.createRadians(diff.x);\n const pitch = Angle.createRadians(diff.y);\n\n const matX = Matrix3d.createRotationAroundAxisIndex(AxisIndex.X, pitch);\n const matZ = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, yaw);\n\n const mat = matX.multiplyMatrixMatrix(this.state.startRotMatrix).multiplyMatrixMatrix(matZ);\n this._setRotation(mat, CubeNavigationAid._getMatrixFace(mat));\n if (!this.state.dragging)\n this.setState({ dragging: true });\n }\n this._lastClientXY = mousePos;\n }\n\n private _handleBoxMouseDown = (event: any) => {\n if (this._isInteractionLocked()) {\n this.props.onAnimationEnd?.();\n return;\n }\n event.preventDefault();\n // only start listening after drag is confirmed. Ie. the 3D box is clicked.\n window.addEventListener(\"mousemove\", this._onMouseMove, false);\n window.addEventListener(\"mouseup\", this._onMouseUp, false);\n this._lastClientXY = Vector2d.create(event.clientX, event.clientY);\n this._start = this._lastClientXY;\n };\n\n private _onMouseMove = (event: MouseEvent) => {\n const mousePos = Vector2d.create(event.clientX, event.clientY);\n this._processDrag(mousePos);\n };\n\n private _onMouseUp = () => {\n if (this.state.dragging) {\n this.setState({ dragging: false });\n ViewportComponentEvents.setCubeMatrix(this.state.endRotMatrix, CubeNavigationAid._getMatrixFace(this.state.endRotMatrix), true);\n }\n\n // remove so event only triggers after this.onMouseStartDrag\n window.removeEventListener(\"mousemove\", this._onMouseMove);\n window.removeEventListener(\"mouseup\", this._onMouseUp);\n };\n\n // istanbul ignore next - unable to test touch\n private _handleBoxTouchStart = (event: any) => {\n if (this._isInteractionLocked()) {\n this.props.onAnimationEnd?.();\n return;\n }\n if (1 !== event.targetTouches.length)\n return;\n window.addEventListener(\"touchmove\", this._onTouchMove, false);\n window.addEventListener(\"touchend\", this._onTouchEnd, false);\n this._lastClientXY = Vector2d.create(event.targetTouches[0].clientX, event.targetTouches[0].clientY);\n this._start = this._lastClientXY;\n };\n\n // istanbul ignore next - unable to test touch\n private _onTouchMove = (event: TouchEvent) => {\n if (1 !== event.targetTouches.length)\n return;\n const mousePos = Vector2d.create(event.targetTouches[0].clientX, event.targetTouches[0].clientY);\n this._processDrag(mousePos);\n };\n\n // istanbul ignore next - unable to test touch\n private _onTouchEnd = (event: TouchEvent) => {\n if (0 !== event.targetTouches.length)\n return;\n\n if (this.state.dragging) {\n this.setState({ dragging: false });\n ViewportComponentEvents.setCubeMatrix(this.state.endRotMatrix, CubeNavigationAid._getMatrixFace(this.state.endRotMatrix), true);\n }\n\n window.removeEventListener(\"touchmove\", this._onTouchMove);\n window.removeEventListener(\"touchend\", this._onTouchEnd);\n };\n\n private _handleFaceCellClick = (pos: Vector3d, face: Face) => {\n if (this._isInteractionLocked()) {\n this.props.onAnimationEnd?.();\n return;\n }\n const { endRotMatrix } = this.state;\n let rotMatrix = Matrix3d.createRigidViewAxesZTowardsEye(pos.x, pos.y, pos.z).inverse();\n // istanbul ignore else\n if (rotMatrix) {\n // if isMatrixFace and user is clicking on top/bottom, the current matrix face must be top or bottom\n if (!CubeNavigationAid._isMatrixFace(endRotMatrix) && (face === Face.Top || face === Face.Bottom)) {\n const angleAxis = endRotMatrix.getAxisAndAngleOfRotation();\n // istanbul ignore else\n if (angleAxis.ok) {\n const xAx = endRotMatrix.columnX();\n const a = Math.atan2(xAx.y, xAx.x);\n const r = Math.round(a * 2 / Math.PI) * Math.PI / 2; // round to quarter turn intervals\n const rot = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, Angle.createRadians(r));\n rotMatrix = rot.multiplyMatrixMatrix(rotMatrix);\n }\n }\n this._animateRotation(rotMatrix, face);\n }\n window.removeEventListener(\"mousemove\", this._onMouseMove);\n };\n\n private _animateRotation = (endRotMatrix: Matrix3d, face: Face) => {\n if (this.state.endRotMatrix.isAlmostEqual(endRotMatrix))\n return;\n // set animation variables, let css transitions animate it.\n this._animationFrame = setTimeout(this._animation, 16.667);\n this.setState((prevState) => ({\n startRotMatrix: prevState.endRotMatrix, endRotMatrix,\n animation: 0,\n face,\n }));\n };\n\n private _setRotation = (endRotMatrix: Matrix3d, face: Face) => {\n ViewportComponentEvents.setCubeMatrix(endRotMatrix, face);\n // set variables, with animTime at 0 to prevent animation.\n this.setState({\n startRotMatrix: endRotMatrix,\n endRotMatrix,\n animation: 1,\n face,\n });\n };\n}\n\n/** @internal */\nexport interface NavCubeFaceProps extends React.AllHTMLAttributes<HTMLDivElement> {\n face: Face;\n label: string;\n hoverMap: { [key: string]: CubeHover };\n onFaceCellClick: (vector: Vector3d, face: Face) => void;\n onFaceCellHoverChange: (vector: Vector3d, state: CubeHover) => void;\n}\n\n/** @internal */\nexport class NavCubeFace extends React.Component<NavCubeFaceProps> {\n private includeCell(vector: Vector3d): boolean {\n const { x, y, z } = vector;\n const omittedCell = (y === 0 && x !== 0 && z !== 0) || (y !== 0 && x === 0 && z !== 0) || (y !== 0 && x !== 0 && z === 0);\n return !omittedCell;\n }\n public override render(): React.ReactNode {\n const { face, hoverMap, onFaceCellClick, onFaceCellHoverChange, label } = this.props;\n return (\n <div className=\"nav-cube-face\" data-testid=\"nav-cube-face\">\n {[-1, 0, 1].map((y: number) => {\n return (\n <FaceRow key={y} center={y === 0}>\n {[-1, 0, 1].map((x: number) => {\n const vector = NavCubeFace.faceCellToPos(face, x, y);\n if (this.includeCell(vector)) {\n // return a fully functional cell\n return (\n <FaceCell\n key={x}\n onFaceCellHoverChange={onFaceCellHoverChange}\n onFaceCellClick={onFaceCellClick}\n hoverMap={hoverMap}\n vector={vector}\n face={face}\n center={x === 0}>\n {x === 0 && y === 0 &&\n label}\n </FaceCell>\n );\n } else {\n // return a placeholder cell\n return (\n <FaceCell\n key={x}\n vector={vector}\n face={face}\n center={x === 0}/>\n );\n }\n })}\n </FaceRow>\n );\n })}\n </div>\n );\n }\n public static faceCellToPos = (face: Face, x: number, y: number) => {\n const faceVect = cubeNavigationFaceLocs[face];\n const route = cubeNavigationRoutes[face];\n\n const faceX = x < 0 ? route.left : x > 0 ? route.right : Face.None;\n const xVect = faceX !== Face.None ? cubeNavigationFaceLocs[faceX] : Vector3d.createZero();\n\n const faceY = y < 0 ? route.up : y > 0 ? route.down : Face.None;\n const yVect = faceY !== Face.None ? cubeNavigationFaceLocs[faceY] : Vector3d.createZero();\n\n return faceVect.plus(xVect).plus(yVect);\n };\n}\n\ninterface FaceRowProps extends React.AllHTMLAttributes<HTMLDivElement> {\n center?: boolean;\n}\n\nclass FaceRow extends React.Component<FaceRowProps> {\n public override render(): React.ReactNode {\n const { center, children, ...props } = this.props;\n const classNames = classnames(\n \"face-row\",\n center && \"cube-center\",\n );\n return <div className={classNames} {...props}>{children}</div>;\n }\n}\n\n/** @internal */\nexport interface FaceCellProps extends React.AllHTMLAttributes<HTMLDivElement> {\n center?: boolean;\n onFaceCellClick?: (vector: Vector3d, face: Face) => void;\n onFaceCellHoverChange?: (vector: Vector3d, state: CubeHover) => void;\n hoverMap?: { [key: string]: CubeHover };\n vector: Vector3d;\n face: Face;\n}\n\n/** @internal */\nexport class FaceCell extends React.Component<FaceCellProps> {\n private _startMouse: Point2d | undefined;\n public override render(): React.ReactNode {\n const { center, children, onFaceCellClick, onFaceCellHoverChange, hoverMap, face, vector, ...props } = this.props; // eslint-disable-line @typescript-eslint/no-unused-vars\n const { x, y, z } = vector;\n const n = `${x}-${y}-${z}`;\n const hover = hoverMap && hoverMap[n] === CubeHover.Hover;\n const active = hoverMap && hoverMap[n] === CubeHover.Active;\n const classNames = classnames(\n \"face-cell\",\n center && \"cube-center\",\n hover && \"cube-hover\",\n active && \"cube-active\",\n );\n\n // eslint-disable-next-line jsx-a11y/mouse-events-have-key-events\n return <div\n onMouseDown={this._handleMouseDown}\n onMouseUp={this._handleMouseUp}\n onMouseOver={this._handleMouseOver}\n onMouseOut={this._handleMouseOut}\n onTouchStart={this._handleTouchStart}\n onTouchEnd={this._handleTouchEnd}\n data-testid={`nav-cube-face-cell-${face}-${n}`}\n className={classNames}\n role=\"presentation\"\n {...props}\n >\n {children}\n </div>;\n }\n private _handleMouseOver = () => {\n const { vector } = this.props;\n this.props.onFaceCellHoverChange && this.props.onFaceCellHoverChange(vector, CubeHover.Hover);\n };\n private _handleMouseOut = () => {\n const { vector } = this.props;\n this.props.onFaceCellHoverChange && this.props.onFaceCellHoverChange(vector, CubeHover.None);\n };\n private _handleMouseDown = (event: React.MouseEvent) => {\n const { clientX, clientY } = event;\n this.handlePointerDown(clientX, clientY);\n };\n private _handleMouseUp = (event: React.MouseEvent) => {\n const { clientX, clientY } = event;\n this.handlePointerUp(clientX, clientY);\n };\n\n private _handleTouchStart = (event: React.TouchEvent<HTMLDivElement>) => {\n event.preventDefault();\n event.targetTouches.length === 1 && this.handlePointerDown(event.targetTouches[0].clientX, event.targetTouches[0].clientY);\n };\n\n private _handleTouchEnd = (event: React.TouchEvent<HTMLDivElement>) => {\n event.preventDefault();\n event.changedTouches.length === 1 && this.handlePointerUp(event.changedTouches[0].clientX, event.changedTouches[0].clientY);\n };\n\n private handlePointerDown(x: number, y: number) {\n const { vector } = this.props;\n this._startMouse = Point2d.create(x, y);\n this.props.onFaceCellHoverChange && this.props.onFaceCellHoverChange(vector, CubeHover.Active);\n }\n\n private handlePointerUp(x: number, y: number) {\n const { vector, face } = this.props;\n this.props.onFaceCellHoverChange && this.props.onFaceCellHoverChange(vector, CubeHover.None);\n const mouse = Point2d.create(x, y);\n if (this._startMouse && this._startMouse.isAlmostEqual(mouse)) {\n const isFace = Math.abs(vector.x) + Math.abs(vector.y) + Math.abs(vector.z) === 1;\n this.props.onFaceCellClick && this.props.onFaceCellClick(vector, isFace ? face : Face.None);\n }\n }\n}\n\nenum Pointer {\n None = 0,\n Up,\n Down,\n Left,\n Right,\n}\n\nconst pointerIconClass: { [key: number]: string } = {\n [Pointer.Up]: \"icon-caret-down\",\n [Pointer.Down]: \"icon-caret-up\",\n [Pointer.Left]: \"icon-caret-right\",\n [Pointer.Right]: \"icon-caret-left\",\n};\n\nconst pointerClass: { [key: number]: string } = {\n [Pointer.Up]: \"cube-up\",\n [Pointer.Down]: \"cube-down\",\n [Pointer.Left]: \"cube-left\",\n [Pointer.Right]: \"cube-right\",\n};\n\ninterface PointerProps extends React.AllHTMLAttributes<HTMLDivElement> {\n visible: boolean;\n pointerType: Pointer;\n onArrowClick(pointer: Pointer): void;\n title: string;\n [\"data-testid\"]?: string;\n}\n\nclass PointerButton extends React.Component<PointerProps> {\n public override render(): React.ReactNode {\n const { visible, pointerType, onArrowClick, title, ...props } = this.props; // eslint-disable-line @typescript-eslint/no-unused-vars\n const classes = classnames(\n \"cube-pointer\", \"icon\",\n pointerClass[pointerType],\n pointerIconClass[pointerType],\n visible && \"cube-visible\",\n );\n\n return (\n // eslint-disable-next-line jsx-a11y/click-events-have-key-events\n <div className={classes} role=\"button\" tabIndex={-1} title={title} {...props}\n onClick={this._handleClick} />\n );\n }\n private _handleClick = (event: React.MouseEvent) => {\n const { pointerType } = this.props;\n event.preventDefault();\n this.props.onArrowClick(pointerType);\n };\n}\n"]}
@@ -14,7 +14,7 @@ export declare enum CubeNavigationHitBoxX {
14
14
  Left = -1
15
15
  }
16
16
  /** @internal
17
- * @deprecated in 2.x. Use [[CubeNavigationHitBoxX]] */
17
+ * @deprecated in 2.x. Use [[CubeNavigationHitBoxX]] */
18
18
  export declare enum HitBoxX {
19
19
  None = 0,
20
20
  Right = 1,
@@ -27,7 +27,7 @@ export declare enum CubeNavigationHitBoxY {
27
27
  Front = -1
28
28
  }
29
29
  /** @internal
30
- * @deprecated in 2.x. Use [[CubeNavigationHitBoxY]] */
30
+ * @deprecated in 2.x. Use [[CubeNavigationHitBoxY]] */
31
31
  export declare enum HitBoxY {
32
32
  None = 0,
33
33
  Back = 1,
@@ -40,7 +40,7 @@ export declare enum CubeNavigationHitBoxZ {
40
40
  Bottom = -1
41
41
  }
42
42
  /** @internal
43
- * @deprecated in 2.x. [[CubeNavigationHitBoxZ]] */
43
+ * @deprecated in 2.x. [[CubeNavigationHitBoxZ]] */
44
44
  export declare enum HitBoxZ {
45
45
  None = 0,
46
46
  Top = 1,
@@ -53,8 +53,8 @@ export declare enum CubeHover {
53
53
  Active = 2
54
54
  }
55
55
  /** Properties for the [[CubeNavigationAid]] component
56
- * @public
57
- */
56
+ * @public
57
+ */
58
58
  export interface CubeNavigationAidProps extends CommonProps {
59
59
  iModelConnection: IModelConnection;
60
60
  viewport?: Viewport;
@@ -75,8 +75,8 @@ interface CubeNavigationAidState {
75
75
  face: Face;
76
76
  }
77
77
  /** Cube Navigation Aid Component
78
- * @public
79
- */
78
+ * @public
79
+ */
80
80
  export declare class CubeNavigationAid extends React.Component<CubeNavigationAidProps, CubeNavigationAidState> {
81
81
  private _start;
82
82
  /** @internal */
@@ -101,21 +101,21 @@ export declare class CubeNavigationAid extends React.Component<CubeNavigationAid
101
101
  private static _interpolateRotMatrix;
102
102
  private static correctSmallNumber;
103
103
  /**
104
- * Snap coordinates of a vector to zero and to each other so that the vector prefers to be
105
- * * perpendicular to a face of the unit cube.
106
- * * or pass through a nearby vertex or edge of the unit cube.
107
- * @param zVector existing z vector.
108
- * @param tolerance tolerance to determine if a z vector component is close to zero or 1.
109
- */
104
+ * Snap coordinates of a vector to zero and to each other so that the vector prefers to be
105
+ * * perpendicular to a face of the unit cube.
106
+ * * or pass through a nearby vertex or edge of the unit cube.
107
+ * @param zVector existing z vector.
108
+ * @param tolerance tolerance to determine if a z vector component is close to zero or 1.
109
+ */
110
110
  private static snapVectorToCubeFeatures;
111
111
  /**
112
- * Adjust a worldToView matrix to favor both
113
- * * direct view at faces, edges, and corners of a view cube.
114
- * * heads up
115
- * @param worldToView candidate matrix
116
- * @param tolerance tolerance for cleaning up fuzz. The default (1.0e-6) is appropriate if very dirty viewing operations are expected.
117
- * @param result optional result.
118
- */
112
+ * Adjust a worldToView matrix to favor both
113
+ * * direct view at faces, edges, and corners of a view cube.
114
+ * * heads up
115
+ * @param worldToView candidate matrix
116
+ * @param tolerance tolerance for cleaning up fuzz. The default (1.0e-6) is appropriate if very dirty viewing operations are expected.
117
+ * @param result optional result.
118
+ */
119
119
  private static snapWorldToViewMatrixToCubeFeatures;
120
120
  private getArrowRotationAndFace;
121
121
  private _onArrowClick;
@@ -144,15 +144,16 @@ export interface NavCubeFaceProps extends React.AllHTMLAttributes<HTMLDivElement
144
144
  }
145
145
  /** @internal */
146
146
  export declare class NavCubeFace extends React.Component<NavCubeFaceProps> {
147
+ private includeCell;
147
148
  render(): React.ReactNode;
148
149
  static faceCellToPos: (face: Face, x: number, y: number) => Vector3d;
149
150
  }
150
151
  /** @internal */
151
152
  export interface FaceCellProps extends React.AllHTMLAttributes<HTMLDivElement> {
152
153
  center?: boolean;
153
- onFaceCellClick: (vector: Vector3d, face: Face) => void;
154
- onFaceCellHoverChange: (vector: Vector3d, state: CubeHover) => void;
155
- hoverMap: {
154
+ onFaceCellClick?: (vector: Vector3d, face: Face) => void;
155
+ onFaceCellHoverChange?: (vector: Vector3d, state: CubeHover) => void;
156
+ hoverMap?: {
156
157
  [key: string]: CubeHover;
157
158
  };
158
159
  vector: Vector3d;
@@ -1 +1 @@
1
- {"version":3,"file":"CubeNavigationAid.d.ts","sourceRoot":"","sources":["../../../../src/imodel-components-react/navigationaids/CubeNavigationAid.tsx"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,0BAA0B,CAAC;AAElC,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAC/B,OAAO,EAAyC,QAAQ,EAAqB,QAAQ,EAAU,MAAM,sBAAsB,CAAC;AAC5H,OAAO,EAAa,gBAAgB,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AAC7E,OAAO,EAAE,WAAW,EAAE,MAAM,mBAAmB,CAAC;AAGhD,OAAO,EAAQ,IAAI,EAAE,MAAM,QAAQ,CAAC;AAEpC,cAAc;AACd,oBAAY,qBAAqB;IAC/B,IAAI,IAAI;IACR,KAAK,IAAI;IACT,IAAI,KAAK;CACV;AACD;uDACuD;AACvD,oBAAY,OAAO;IACjB,IAAI,IAAI;IACR,KAAK,IAAI;IACT,IAAI,KAAK;CACV;AAED,cAAc;AACd,oBAAY,qBAAqB;IAC/B,IAAI,IAAI;IACR,IAAI,IAAI;IACR,KAAK,KAAK;CACX;AACD;uDACuD;AACvD,oBAAY,OAAO;IACjB,IAAI,IAAI;IACR,IAAI,IAAI;IACR,KAAK,KAAK;CACX;AAED,cAAc;AACd,oBAAY,qBAAqB;IAC/B,IAAI,IAAI;IACR,GAAG,IAAI;IACP,MAAM,KAAK;CACZ;AACD;mDACmD;AACnD,oBAAY,OAAO;IACjB,IAAI,IAAI;IACR,GAAG,IAAI;IACP,MAAM,KAAK;CACZ;AAwCD,gBAAgB;AAChB,oBAAY,SAAS;IACnB,IAAI,IAAI;IACR,KAAK,IAAA;IACL,MAAM,IAAA;CACP;AAED;;GAEG;AACH,MAAM,WAAW,sBAAuB,SAAQ,WAAW;IACzD,gBAAgB,EAAE,gBAAgB,CAAC;IACnC,QAAQ,CAAC,EAAE,QAAQ,CAAC;IAIpB,gBAAgB;IAChB,cAAc,CAAC,EAAE,MAAM,IAAI,CAAC;IAC5B,gBAAgB;IAChB,aAAa,CAAC,EAAE,MAAM,CAAC;CACxB;AAED,cAAc;AACd,UAAU,sBAAsB;IAC9B,QAAQ,EAAE,OAAO,CAAC;IAClB,cAAc,EAAE,QAAQ,CAAC;IACzB,YAAY,EAAE,QAAQ,CAAC;IACvB,SAAS,EAAE,MAAM,CAAC;IAClB,QAAQ,EAAE;QAAE,CAAC,GAAG,EAAE,MAAM,GAAG,SAAS,CAAA;KAAE,CAAC;IACvC,IAAI,EAAE,IAAI,CAAC;CACZ;AAED;;GAEG;AACH,qBAAa,iBAAkB,SAAQ,KAAK,CAAC,SAAS,CAAC,sBAAsB,EAAE,sBAAsB,CAAC;IACpG,OAAO,CAAC,MAAM,CAAmC;IACjD,gBAAgB;IAChB,SAAyB,KAAK,EAAE,QAAQ,CAAC,sBAAsB,CAAC,CAO9D;IAEF,OAAO,CAAC,SAAS,CAAqB;IACtC,OAAO,CAAC,eAAe,CAAM;IAC7B,OAAO,CAAC,QAAQ,CAAkB;IAClC,OAAO,CAAC,OAAO,CAOb;IAEF,gBAAgB;IACA,iBAAiB;IAWjC,gBAAgB;IACA,oBAAoB;IAOpC,OAAO,CAAC,8BAA8B,CASpC;IAEF,OAAO,CAAC,UAAU,CAiBhB;IAEF,OAAO,CAAC,aAAa,CAWnB;IAEF,OAAO,CAAC,MAAM,CAAC,YAAY,CAA6D;IAExF,OAAO,CAAC,MAAM,CAAC,aAAa,CAS1B;IAEc,MAAM,IAAI,KAAK,CAAC,SAAS;IA2DzC,OAAO,CAAC,sBAAsB,CAQ5B;IAEF,OAAO,CAAC,oBAAoB,CAM1B;IAEF,OAAO,CAAC,MAAM,CAAC,cAAc,CAmB3B;IAEF,OAAO,CAAC,MAAM,CAAC,qBAAqB,CAoBlC;IAEF,OAAO,CAAC,MAAM,CAAC,kBAAkB;IAIjC;;;;;;OAMG;IACH,OAAO,CAAC,MAAM,CAAC,wBAAwB;IAuBvC;;;;;;;OAOG;IACH,OAAO,CAAC,MAAM,CAAC,mCAAmC;IAkBlD,OAAO,CAAC,uBAAuB;IAuB/B,OAAO,CAAC,aAAa,CAQnB;IAEF,OAAO,CAAC,aAAa;IAKrB,OAAO,CAAC,aAAa,CAAmC;IACxD,OAAO,CAAC,YAAY;IAoBpB,OAAO,CAAC,mBAAmB,CAWzB;IAEF,OAAO,CAAC,YAAY,CAGlB;IAEF,OAAO,CAAC,UAAU,CAShB;IAGF,OAAO,CAAC,oBAAoB,CAW1B;IAGF,OAAO,CAAC,YAAY,CAKlB;IAGF,OAAO,CAAC,WAAW,CAWjB;IAEF,OAAO,CAAC,oBAAoB,CAwB1B;IAEF,OAAO,CAAC,gBAAgB,CAUtB;IAEF,OAAO,CAAC,YAAY,CASlB;CACH;AAED,gBAAgB;AAChB,MAAM,WAAW,gBAAiB,SAAQ,KAAK,CAAC,iBAAiB,CAAC,cAAc,CAAC;IAC/E,IAAI,EAAE,IAAI,CAAC;IACX,KAAK,EAAE,MAAM,CAAC;IACd,QAAQ,EAAE;QAAE,CAAC,GAAG,EAAE,MAAM,GAAG,SAAS,CAAA;KAAE,CAAC;IACvC,eAAe,EAAE,CAAC,MAAM,EAAE,QAAQ,EAAE,IAAI,EAAE,IAAI,KAAK,IAAI,CAAC;IACxD,qBAAqB,EAAE,CAAC,MAAM,EAAE,QAAQ,EAAE,KAAK,EAAE,SAAS,KAAK,IAAI,CAAC;CACrE;AAED,gBAAgB;AAChB,qBAAa,WAAY,SAAQ,KAAK,CAAC,SAAS,CAAC,gBAAgB,CAAC;IAChD,MAAM,IAAI,KAAK,CAAC,SAAS;IA4BzC,OAAc,aAAa,SAAU,IAAI,KAAK,MAAM,KAAK,MAAM,cAW7D;CACH;AAiBD,gBAAgB;AAChB,MAAM,WAAW,aAAc,SAAQ,KAAK,CAAC,iBAAiB,CAAC,cAAc,CAAC;IAC5E,MAAM,CAAC,EAAE,OAAO,CAAC;IACjB,eAAe,EAAE,CAAC,MAAM,EAAE,QAAQ,EAAE,IAAI,EAAE,IAAI,KAAK,IAAI,CAAC;IACxD,qBAAqB,EAAE,CAAC,MAAM,EAAE,QAAQ,EAAE,KAAK,EAAE,SAAS,KAAK,IAAI,CAAC;IACpE,QAAQ,EAAE;QAAE,CAAC,GAAG,EAAE,MAAM,GAAG,SAAS,CAAA;KAAE,CAAC;IACvC,MAAM,EAAE,QAAQ,CAAC;IACjB,IAAI,EAAE,IAAI,CAAC;CACZ;AAED,gBAAgB;AAChB,qBAAa,QAAS,SAAQ,KAAK,CAAC,SAAS,CAAC,aAAa,CAAC;IAC1D,OAAO,CAAC,WAAW,CAAsB;IACzB,MAAM,IAAI,KAAK,CAAC,SAAS;IA6BzC,OAAO,CAAC,gBAAgB,CAGtB;IACF,OAAO,CAAC,eAAe,CAGrB;IACF,OAAO,CAAC,gBAAgB,CAGtB;IACF,OAAO,CAAC,cAAc,CAGpB;IAEF,OAAO,CAAC,iBAAiB,CAGvB;IAEF,OAAO,CAAC,eAAe,CAGrB;IAEF,OAAO,CAAC,iBAAiB;IAMzB,OAAO,CAAC,eAAe;CASxB"}
1
+ {"version":3,"file":"CubeNavigationAid.d.ts","sourceRoot":"","sources":["../../../../src/imodel-components-react/navigationaids/CubeNavigationAid.tsx"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,0BAA0B,CAAC;AAElC,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAC/B,OAAO,EAAyC,QAAQ,EAAqB,QAAQ,EAAU,MAAM,sBAAsB,CAAC;AAC5H,OAAO,EAAa,gBAAgB,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AAC7E,OAAO,EAAE,WAAW,EAAE,MAAM,mBAAmB,CAAC;AAGhD,OAAO,EAAQ,IAAI,EAAE,MAAM,QAAQ,CAAC;AAEpC,cAAc;AACd,oBAAY,qBAAqB;IAC/B,IAAI,IAAI;IACR,KAAK,IAAI;IACT,IAAI,KAAK;CACV;AACD;wDACwD;AACxD,oBAAY,OAAO;IACjB,IAAI,IAAI;IACR,KAAK,IAAI;IACT,IAAI,KAAK;CACV;AAED,cAAc;AACd,oBAAY,qBAAqB;IAC/B,IAAI,IAAI;IACR,IAAI,IAAI;IACR,KAAK,KAAK;CACX;AACD;wDACwD;AACxD,oBAAY,OAAO;IACjB,IAAI,IAAI;IACR,IAAI,IAAI;IACR,KAAK,KAAK;CACX;AAED,cAAc;AACd,oBAAY,qBAAqB;IAC/B,IAAI,IAAI;IACR,GAAG,IAAI;IACP,MAAM,KAAK;CACZ;AACD;oDACoD;AACpD,oBAAY,OAAO;IACjB,IAAI,IAAI;IACR,GAAG,IAAI;IACP,MAAM,KAAK;CACZ;AAwCD,gBAAgB;AAChB,oBAAY,SAAS;IACnB,IAAI,IAAI;IACR,KAAK,IAAA;IACL,MAAM,IAAA;CACP;AAED;;IAEI;AACJ,MAAM,WAAW,sBAAuB,SAAQ,WAAW;IACzD,gBAAgB,EAAE,gBAAgB,CAAC;IACnC,QAAQ,CAAC,EAAE,QAAQ,CAAC;IAIpB,gBAAgB;IAChB,cAAc,CAAC,EAAE,MAAM,IAAI,CAAC;IAC5B,gBAAgB;IAChB,aAAa,CAAC,EAAE,MAAM,CAAC;CACxB;AAED,cAAc;AACd,UAAU,sBAAsB;IAC9B,QAAQ,EAAE,OAAO,CAAC;IAClB,cAAc,EAAE,QAAQ,CAAC;IACzB,YAAY,EAAE,QAAQ,CAAC;IACvB,SAAS,EAAE,MAAM,CAAC;IAClB,QAAQ,EAAE;QAAE,CAAC,GAAG,EAAE,MAAM,GAAG,SAAS,CAAA;KAAE,CAAC;IACvC,IAAI,EAAE,IAAI,CAAC;CACZ;AAED;;IAEI;AACJ,qBAAa,iBAAkB,SAAQ,KAAK,CAAC,SAAS,CAAC,sBAAsB,EAAE,sBAAsB,CAAC;IACpG,OAAO,CAAC,MAAM,CAAmC;IACjD,gBAAgB;IAChB,SAAyB,KAAK,EAAE,QAAQ,CAAC,sBAAsB,CAAC,CAO9D;IAEF,OAAO,CAAC,SAAS,CAAqB;IACtC,OAAO,CAAC,eAAe,CAAM;IAC7B,OAAO,CAAC,QAAQ,CAAkB;IAClC,OAAO,CAAC,OAAO,CAOb;IAEF,gBAAgB;IACA,iBAAiB;IAWjC,gBAAgB;IACA,oBAAoB;IAOpC,OAAO,CAAC,8BAA8B,CASpC;IAEF,OAAO,CAAC,UAAU,CAiBhB;IAEF,OAAO,CAAC,aAAa,CAWnB;IAEF,OAAO,CAAC,MAAM,CAAC,YAAY,CAA6D;IAExF,OAAO,CAAC,MAAM,CAAC,aAAa,CAS1B;IAEc,MAAM,IAAI,KAAK,CAAC,SAAS;IA2DzC,OAAO,CAAC,sBAAsB,CAQ5B;IAEF,OAAO,CAAC,oBAAoB,CAM1B;IAEF,OAAO,CAAC,MAAM,CAAC,cAAc,CAmB3B;IAEF,OAAO,CAAC,MAAM,CAAC,qBAAqB,CAoBlC;IAEF,OAAO,CAAC,MAAM,CAAC,kBAAkB;IAIjC;;;;;;QAMI;IACJ,OAAO,CAAC,MAAM,CAAC,wBAAwB;IAuBvC;;;;;;;QAOI;IACJ,OAAO,CAAC,MAAM,CAAC,mCAAmC;IAkBlD,OAAO,CAAC,uBAAuB;IAuB/B,OAAO,CAAC,aAAa,CAQnB;IAEF,OAAO,CAAC,aAAa;IAKrB,OAAO,CAAC,aAAa,CAAmC;IACxD,OAAO,CAAC,YAAY;IAoBpB,OAAO,CAAC,mBAAmB,CAWzB;IAEF,OAAO,CAAC,YAAY,CAGlB;IAEF,OAAO,CAAC,UAAU,CAShB;IAGF,OAAO,CAAC,oBAAoB,CAW1B;IAGF,OAAO,CAAC,YAAY,CAKlB;IAGF,OAAO,CAAC,WAAW,CAWjB;IAEF,OAAO,CAAC,oBAAoB,CAwB1B;IAEF,OAAO,CAAC,gBAAgB,CAUtB;IAEF,OAAO,CAAC,YAAY,CASlB;CACH;AAED,gBAAgB;AAChB,MAAM,WAAW,gBAAiB,SAAQ,KAAK,CAAC,iBAAiB,CAAC,cAAc,CAAC;IAC/E,IAAI,EAAE,IAAI,CAAC;IACX,KAAK,EAAE,MAAM,CAAC;IACd,QAAQ,EAAE;QAAE,CAAC,GAAG,EAAE,MAAM,GAAG,SAAS,CAAA;KAAE,CAAC;IACvC,eAAe,EAAE,CAAC,MAAM,EAAE,QAAQ,EAAE,IAAI,EAAE,IAAI,KAAK,IAAI,CAAC;IACxD,qBAAqB,EAAE,CAAC,MAAM,EAAE,QAAQ,EAAE,KAAK,EAAE,SAAS,KAAK,IAAI,CAAC;CACrE;AAED,gBAAgB;AAChB,qBAAa,WAAY,SAAQ,KAAK,CAAC,SAAS,CAAC,gBAAgB,CAAC;IAChE,OAAO,CAAC,WAAW;IAKH,MAAM,IAAI,KAAK,CAAC,SAAS;IAyCzC,OAAc,aAAa,SAAU,IAAI,KAAK,MAAM,KAAK,MAAM,cAW7D;CACH;AAiBD,gBAAgB;AAChB,MAAM,WAAW,aAAc,SAAQ,KAAK,CAAC,iBAAiB,CAAC,cAAc,CAAC;IAC5E,MAAM,CAAC,EAAE,OAAO,CAAC;IACjB,eAAe,CAAC,EAAE,CAAC,MAAM,EAAE,QAAQ,EAAE,IAAI,EAAE,IAAI,KAAK,IAAI,CAAC;IACzD,qBAAqB,CAAC,EAAE,CAAC,MAAM,EAAE,QAAQ,EAAE,KAAK,EAAE,SAAS,KAAK,IAAI,CAAC;IACrE,QAAQ,CAAC,EAAE;QAAE,CAAC,GAAG,EAAE,MAAM,GAAG,SAAS,CAAA;KAAE,CAAC;IACxC,MAAM,EAAE,QAAQ,CAAC;IACjB,IAAI,EAAE,IAAI,CAAC;CACZ;AAED,gBAAgB;AAChB,qBAAa,QAAS,SAAQ,KAAK,CAAC,SAAS,CAAC,aAAa,CAAC;IAC1D,OAAO,CAAC,WAAW,CAAsB;IACzB,MAAM,IAAI,KAAK,CAAC,SAAS;IA6BzC,OAAO,CAAC,gBAAgB,CAGtB;IACF,OAAO,CAAC,eAAe,CAGrB;IACF,OAAO,CAAC,gBAAgB,CAGtB;IACF,OAAO,CAAC,cAAc,CAGpB;IAEF,OAAO,CAAC,iBAAiB,CAGvB;IAEF,OAAO,CAAC,eAAe,CAGrB;IAEF,OAAO,CAAC,iBAAiB;IAMzB,OAAO,CAAC,eAAe;CASxB"}
@@ -21,7 +21,7 @@ export var CubeNavigationHitBoxX;
21
21
  CubeNavigationHitBoxX[CubeNavigationHitBoxX["Left"] = -1] = "Left";
22
22
  })(CubeNavigationHitBoxX || (CubeNavigationHitBoxX = {}));
23
23
  /** @internal
24
- * @deprecated in 2.x. Use [[CubeNavigationHitBoxX]] */
24
+ * @deprecated in 2.x. Use [[CubeNavigationHitBoxX]] */
25
25
  export var HitBoxX;
26
26
  (function (HitBoxX) {
27
27
  HitBoxX[HitBoxX["None"] = 0] = "None";
@@ -36,7 +36,7 @@ export var CubeNavigationHitBoxY;
36
36
  CubeNavigationHitBoxY[CubeNavigationHitBoxY["Front"] = -1] = "Front";
37
37
  })(CubeNavigationHitBoxY || (CubeNavigationHitBoxY = {}));
38
38
  /** @internal
39
- * @deprecated in 2.x. Use [[CubeNavigationHitBoxY]] */
39
+ * @deprecated in 2.x. Use [[CubeNavigationHitBoxY]] */
40
40
  export var HitBoxY;
41
41
  (function (HitBoxY) {
42
42
  HitBoxY[HitBoxY["None"] = 0] = "None";
@@ -51,7 +51,7 @@ export var CubeNavigationHitBoxZ;
51
51
  CubeNavigationHitBoxZ[CubeNavigationHitBoxZ["Bottom"] = -1] = "Bottom";
52
52
  })(CubeNavigationHitBoxZ || (CubeNavigationHitBoxZ = {}));
53
53
  /** @internal
54
- * @deprecated in 2.x. [[CubeNavigationHitBoxZ]] */
54
+ * @deprecated in 2.x. [[CubeNavigationHitBoxZ]] */
55
55
  export var HitBoxZ;
56
56
  (function (HitBoxZ) {
57
57
  HitBoxZ[HitBoxZ["None"] = 0] = "None";
@@ -93,8 +93,8 @@ export var CubeHover;
93
93
  CubeHover[CubeHover["Active"] = 2] = "Active";
94
94
  })(CubeHover || (CubeHover = {}));
95
95
  /** Cube Navigation Aid Component
96
- * @public
97
- */
96
+ * @public
97
+ */
98
98
  export class CubeNavigationAid extends React.Component {
99
99
  constructor() {
100
100
  super(...arguments);
@@ -341,12 +341,12 @@ export class CubeNavigationAid extends React.Component {
341
341
  return Math.abs(value) < tolerance ? 0 : value;
342
342
  }
343
343
  /**
344
- * Snap coordinates of a vector to zero and to each other so that the vector prefers to be
345
- * * perpendicular to a face of the unit cube.
346
- * * or pass through a nearby vertex or edge of the unit cube.
347
- * @param zVector existing z vector.
348
- * @param tolerance tolerance to determine if a z vector component is close to zero or 1.
349
- */
344
+ * Snap coordinates of a vector to zero and to each other so that the vector prefers to be
345
+ * * perpendicular to a face of the unit cube.
346
+ * * or pass through a nearby vertex or edge of the unit cube.
347
+ * @param zVector existing z vector.
348
+ * @param tolerance tolerance to determine if a z vector component is close to zero or 1.
349
+ */
350
350
  static snapVectorToCubeFeatures(zVector, tolerance) {
351
351
  const x = CubeNavigationAid.correctSmallNumber(zVector.x, tolerance);
352
352
  let y = CubeNavigationAid.correctSmallNumber(zVector.y, tolerance);
@@ -368,13 +368,13 @@ export class CubeNavigationAid extends React.Component {
368
368
  return Vector3d.create(x, y, z);
369
369
  }
370
370
  /**
371
- * Adjust a worldToView matrix to favor both
372
- * * direct view at faces, edges, and corners of a view cube.
373
- * * heads up
374
- * @param worldToView candidate matrix
375
- * @param tolerance tolerance for cleaning up fuzz. The default (1.0e-6) is appropriate if very dirty viewing operations are expected.
376
- * @param result optional result.
377
- */
371
+ * Adjust a worldToView matrix to favor both
372
+ * * direct view at faces, edges, and corners of a view cube.
373
+ * * heads up
374
+ * @param worldToView candidate matrix
375
+ * @param tolerance tolerance for cleaning up fuzz. The default (1.0e-6) is appropriate if very dirty viewing operations are expected.
376
+ * @param result optional result.
377
+ */
378
378
  static snapWorldToViewMatrixToCubeFeatures(worldToView, tolerance, result) {
379
379
  const oldZ = worldToView.rowZ();
380
380
  const newZ = CubeNavigationAid.snapVectorToCubeFeatures(oldZ, tolerance);
@@ -487,12 +487,25 @@ CubeNavigationAid._interpolateRotMatrix = (start, anim, end) => {
487
487
  };
488
488
  /** @internal */
489
489
  export class NavCubeFace extends React.Component {
490
+ includeCell(vector) {
491
+ const { x, y, z } = vector;
492
+ const omittedCell = (y === 0 && x !== 0 && z !== 0) || (y !== 0 && x === 0 && z !== 0) || (y !== 0 && x !== 0 && z === 0);
493
+ return !omittedCell;
494
+ }
490
495
  render() {
491
496
  const { face, hoverMap, onFaceCellClick, onFaceCellHoverChange, label } = this.props;
492
497
  return (React.createElement("div", { className: "nav-cube-face", "data-testid": "nav-cube-face" }, [-1, 0, 1].map((y) => {
493
498
  return (React.createElement(FaceRow, { key: y, center: y === 0 }, [-1, 0, 1].map((x) => {
494
- return (React.createElement(FaceCell, { key: x, onFaceCellHoverChange: onFaceCellHoverChange, onFaceCellClick: onFaceCellClick, hoverMap: hoverMap, vector: NavCubeFace.faceCellToPos(face, x, y), face: face, center: x === 0 }, x === 0 && y === 0 &&
495
- label));
499
+ const vector = NavCubeFace.faceCellToPos(face, x, y);
500
+ if (this.includeCell(vector)) {
501
+ // return a fully functional cell
502
+ return (React.createElement(FaceCell, { key: x, onFaceCellHoverChange: onFaceCellHoverChange, onFaceCellClick: onFaceCellClick, hoverMap: hoverMap, vector: vector, face: face, center: x === 0 }, x === 0 && y === 0 &&
503
+ label));
504
+ }
505
+ else {
506
+ // return a placeholder cell
507
+ return (React.createElement(FaceCell, { key: x, vector: vector, face: face, center: x === 0 }));
508
+ }
496
509
  })));
497
510
  })));
498
511
  }
@@ -519,11 +532,11 @@ export class FaceCell extends React.Component {
519
532
  super(...arguments);
520
533
  this._handleMouseOver = () => {
521
534
  const { vector } = this.props;
522
- this.props.onFaceCellHoverChange(vector, CubeHover.Hover);
535
+ this.props.onFaceCellHoverChange && this.props.onFaceCellHoverChange(vector, CubeHover.Hover);
523
536
  };
524
537
  this._handleMouseOut = () => {
525
538
  const { vector } = this.props;
526
- this.props.onFaceCellHoverChange(vector, CubeHover.None);
539
+ this.props.onFaceCellHoverChange && this.props.onFaceCellHoverChange(vector, CubeHover.None);
527
540
  };
528
541
  this._handleMouseDown = (event) => {
529
542
  const { clientX, clientY } = event;
@@ -546,8 +559,8 @@ export class FaceCell extends React.Component {
546
559
  const { center, children, onFaceCellClick, onFaceCellHoverChange, hoverMap, face, vector, ...props } = this.props; // eslint-disable-line @typescript-eslint/no-unused-vars
547
560
  const { x, y, z } = vector;
548
561
  const n = `${x}-${y}-${z}`;
549
- const hover = hoverMap[n] === CubeHover.Hover;
550
- const active = hoverMap[n] === CubeHover.Active;
562
+ const hover = hoverMap && hoverMap[n] === CubeHover.Hover;
563
+ const active = hoverMap && hoverMap[n] === CubeHover.Active;
551
564
  const classNames = classnames("face-cell", center && "cube-center", hover && "cube-hover", active && "cube-active");
552
565
  // eslint-disable-next-line jsx-a11y/mouse-events-have-key-events
553
566
  return React.createElement("div", { onMouseDown: this._handleMouseDown, onMouseUp: this._handleMouseUp, onMouseOver: this._handleMouseOver, onMouseOut: this._handleMouseOut, onTouchStart: this._handleTouchStart, onTouchEnd: this._handleTouchEnd, "data-testid": `nav-cube-face-cell-${face}-${n}`, className: classNames, role: "presentation", ...props }, children);
@@ -555,15 +568,15 @@ export class FaceCell extends React.Component {
555
568
  handlePointerDown(x, y) {
556
569
  const { vector } = this.props;
557
570
  this._startMouse = Point2d.create(x, y);
558
- this.props.onFaceCellHoverChange(vector, CubeHover.Active);
571
+ this.props.onFaceCellHoverChange && this.props.onFaceCellHoverChange(vector, CubeHover.Active);
559
572
  }
560
573
  handlePointerUp(x, y) {
561
574
  const { vector, face } = this.props;
562
- this.props.onFaceCellHoverChange(vector, CubeHover.None);
575
+ this.props.onFaceCellHoverChange && this.props.onFaceCellHoverChange(vector, CubeHover.None);
563
576
  const mouse = Point2d.create(x, y);
564
577
  if (this._startMouse && this._startMouse.isAlmostEqual(mouse)) {
565
578
  const isFace = Math.abs(vector.x) + Math.abs(vector.y) + Math.abs(vector.z) === 1;
566
- this.props.onFaceCellClick(vector, isFace ? face : Face.None);
579
+ this.props.onFaceCellClick && this.props.onFaceCellClick(vector, isFace ? face : Face.None);
567
580
  }
568
581
  }
569
582
  }
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module NavigationAids\n */\n\nimport \"./CubeNavigationAid.scss\";\nimport classnames from \"classnames\";\nimport * as React from \"react\";\nimport { Angle, AxisIndex, AxisOrder, Geometry, Matrix3d, Point2d, Vector2d, Vector3d, XYAndZ } from \"@itwin/core-geometry\";\nimport { IModelApp, IModelConnection, Viewport } from \"@itwin/core-frontend\";\nimport { CommonProps } from \"@itwin/core-react\";\nimport { UiIModelComponents } from \"../UiIModelComponents\";\nimport { ViewportComponentEvents, ViewRotationChangeEventArgs } from \"../viewport/ViewportComponentEvents\";\nimport { Cube, Face } from \"./Cube\";\n\n/** @public */\nexport enum CubeNavigationHitBoxX {\n None = 0,\n Right = 1,\n Left = -1,\n}\n/** @internal\n * @deprecated in 2.x. Use [[CubeNavigationHitBoxX]] */\nexport enum HitBoxX {\n None = 0,\n Right = 1,\n Left = -1,\n}\n\n/** @public */\nexport enum CubeNavigationHitBoxY {\n None = 0,\n Back = 1,\n Front = -1,\n}\n/** @internal\n * @deprecated in 2.x. Use [[CubeNavigationHitBoxY]] */\nexport enum HitBoxY {\n None = 0,\n Back = 1,\n Front = -1,\n}\n\n/** @public */\nexport enum CubeNavigationHitBoxZ {\n None = 0,\n Top = 1,\n Bottom = -1,\n}\n/** @internal\n * @deprecated in 2.x. [[CubeNavigationHitBoxZ]] */\nexport enum HitBoxZ {\n None = 0,\n Top = 1,\n Bottom = -1,\n}\n\ninterface CubeNavigationRotationMap {\n up: Face;\n down: Face;\n left: Face;\n right: Face;\n}\n\nconst cubeNavigationFaceLocs: { [key: string]: Vector3d } = {\n [Face.Left]: Vector3d.create(CubeNavigationHitBoxX.Left, CubeNavigationHitBoxY.None, CubeNavigationHitBoxZ.None),\n [Face.Right]: Vector3d.create(CubeNavigationHitBoxX.Right, CubeNavigationHitBoxY.None, CubeNavigationHitBoxZ.None),\n [Face.Back]: Vector3d.create(CubeNavigationHitBoxX.None, CubeNavigationHitBoxY.Back, CubeNavigationHitBoxZ.None),\n [Face.Front]: Vector3d.create(CubeNavigationHitBoxX.None, CubeNavigationHitBoxY.Front, CubeNavigationHitBoxZ.None),\n [Face.Bottom]: Vector3d.create(CubeNavigationHitBoxX.None, CubeNavigationHitBoxY.None, CubeNavigationHitBoxZ.Bottom),\n [Face.Top]: Vector3d.create(CubeNavigationHitBoxX.None, CubeNavigationHitBoxY.None, CubeNavigationHitBoxZ.Top),\n};\n\nconst cubeNavigationFaceRotations: { [key: string]: Matrix3d } = {\n [Face.Left]: Matrix3d.createRowValues(0, -1, 0, 0, 0, 1, -1, 0, 0),\n [Face.Right]: Matrix3d.createRowValues(0, 1, 0, 0, 0, 1, 1, 0, 0),\n [Face.Back]: Matrix3d.createRowValues(-1, 0, 0, 0, 0, 1, 0, 1, 0),\n [Face.Front]: Matrix3d.createRowValues(1, 0, 0, 0, 0, 1, 0, -1, 0),\n [Face.Bottom]: Matrix3d.createRowValues(1, 0, 0, 0, -1, 0, 0, 0, -1),\n [Face.Top]: Matrix3d.createRowValues(1, 0, 0, 0, 1, 0, 0, 0, 1),\n};\n\n// data relating Up/Down/Left/Right directions relative to every surface\nconst cubeNavigationRoutes: { [key: string]: CubeNavigationRotationMap } = {\n [Face.Front]: { up: Face.Top, down: Face.Bottom, left: Face.Left, right: Face.Right },\n [Face.Back]: { up: Face.Top, down: Face.Bottom, left: Face.Right, right: Face.Left },\n [Face.Top]: { up: Face.Back, down: Face.Front, left: Face.Left, right: Face.Right },\n [Face.Bottom]: { up: Face.Front, down: Face.Back, left: Face.Left, right: Face.Right },\n [Face.Right]: { up: Face.Top, down: Face.Bottom, left: Face.Front, right: Face.Back },\n [Face.Left]: { up: Face.Top, down: Face.Bottom, left: Face.Back, right: Face.Front },\n};\n\n/** The default tolerance (1.0e-6) is appropriate if very dirty viewing operations are expected. */\nconst DEFAULT_TOLERANCE = 1.0e-6;\n\n/** @internal */\nexport enum CubeHover {\n None = 0,\n Hover,\n Active,\n}\n\n/** Properties for the [[CubeNavigationAid]] component\n * @public\n */\nexport interface CubeNavigationAidProps extends CommonProps {\n iModelConnection: IModelConnection;\n viewport?: Viewport;\n\n // used only in testing\n\n /** @internal */\n onAnimationEnd?: () => void;\n /** @internal */\n animationTime?: number;\n}\n\n/** @public */\ninterface CubeNavigationAidState {\n dragging: boolean;\n startRotMatrix: Matrix3d;\n endRotMatrix: Matrix3d;\n animation: number;\n hoverMap: { [key: string]: CubeHover };\n face: Face;\n}\n\n/** Cube Navigation Aid Component\n * @public\n */\nexport class CubeNavigationAid extends React.Component<CubeNavigationAidProps, CubeNavigationAidState> {\n private _start: Vector2d = Vector2d.createZero();\n /** @internal */\n public override readonly state: Readonly<CubeNavigationAidState> = {\n dragging: false,\n startRotMatrix: Matrix3d.createIdentity(),\n endRotMatrix: Matrix3d.createIdentity(),\n animation: 1,\n hoverMap: {},\n face: Face.Top,\n };\n\n private _lastTime: number | undefined;\n private _animationFrame: any;\n private _mounted: boolean = false;\n private _labels: { [key: string]: string } = {\n [Face.Right]: UiIModelComponents.translate(\"cube.right\"),\n [Face.Left]: UiIModelComponents.translate(\"cube.left\"),\n [Face.Back]: UiIModelComponents.translate(\"cube.back\"),\n [Face.Front]: UiIModelComponents.translate(\"cube.front\"),\n [Face.Top]: UiIModelComponents.translate(\"cube.top\"),\n [Face.Bottom]: UiIModelComponents.translate(\"cube.bottom\"),\n };\n\n /** @internal */\n public override componentDidMount() {\n this._mounted = true;\n ViewportComponentEvents.onViewRotationChangeEvent.addListener(this._handleViewRotationChangeEvent);\n\n // set initial rotation\n if (this.props.viewport) {\n const newMatrix = this.props.viewport.view.getRotation().clone();\n this.setState({ startRotMatrix: newMatrix, endRotMatrix: newMatrix, animation: 1 });\n }\n }\n\n /** @internal */\n public override componentWillUnmount() {\n ViewportComponentEvents.onViewRotationChangeEvent.removeListener(this._handleViewRotationChangeEvent);\n clearTimeout(this._animationFrame);\n this._mounted = false;\n }\n\n // Synchronize with rotation coming from the Viewport\n private _handleViewRotationChangeEvent = (args: ViewRotationChangeEventArgs) => {\n const { animation, dragging, endRotMatrix } = this.state;\n // istanbul ignore else\n if (this.props.viewport === args.viewport && animation >= 1 && !dragging) {\n const newMatrix = this.props.viewport.view.getRotation().clone();\n if (!endRotMatrix.isAlmostEqual(newMatrix)) {\n this.setState({ startRotMatrix: newMatrix, endRotMatrix: newMatrix, animation: 1, face: Face.None });\n }\n }\n };\n\n private _animation = () => {\n const t = Date.now();\n const delta = this._lastTime ? t - this._lastTime : 16;\n this._lastTime = t;\n if (this.state.animation !== 1) {\n const animation = Math.min(1, this.state.animation + delta / (1000 * (this.props.animationTime || /* istanbul ignore next */ 0.4)));\n\n // istanbul ignore next\n if (this._mounted) {\n this.setState({ animation }, () => {\n this._animationFrame = setTimeout(this._animation, 16.667);\n });\n }\n } else {\n this._lastTime = undefined;\n this._animationEnd();\n }\n };\n\n private _animationEnd = () => {\n ViewportComponentEvents.setCubeMatrix(this.state.endRotMatrix, this.state.face, true);\n const startRotMatrix = this.state.endRotMatrix.clone();\n // istanbul ignore next\n if (this._mounted) {\n this.setState({ startRotMatrix }, () => {\n // istanbul ignore else\n if (this.props.onAnimationEnd)\n this.props.onAnimationEnd();\n });\n }\n };\n\n private static _animationFn = (t: number) => t < .5 ? 2 * t ** 2 : -1 + (4 - 2 * t) * t;\n\n private static _isMatrixFace = (matrix: Matrix3d): boolean => {\n let sum = 0;\n for (const coff of matrix.coffs) {\n if (Geometry.isAlmostEqualNumber(Math.abs(coff), 1))\n sum++;\n }\n // Assuming matrix is a proper rotation matrix:\n // if matrix viewing a face, there will be a total of 3 values either almost -1, or almost 1.\n return sum === 3;\n };\n\n public override render(): React.ReactNode {\n const { animation, startRotMatrix, endRotMatrix } = this.state;\n const visible = CubeNavigationAid._isMatrixFace(endRotMatrix) && animation === 1.0;\n const rotMatrix = CubeNavigationAid._interpolateRotMatrix(startRotMatrix, animation, endRotMatrix);\n if (rotMatrix !== startRotMatrix && rotMatrix !== endRotMatrix)\n ViewportComponentEvents.setCubeMatrix(rotMatrix, Face.None);\n\n const faces: { [key: string]: React.ReactNode } = {};\n for (const key in this._labels) {\n // istanbul ignore else\n if (this._labels.hasOwnProperty(key)) {\n const f = key as Face;\n const label = this._labels[f];\n faces[f] =\n <NavCubeFace\n face={f}\n label={label}\n hoverMap={this.state.hoverMap}\n onFaceCellClick={this._handleFaceCellClick}\n onFaceCellHoverChange={this._handleCellHoverChange} />;\n }\n }\n\n const cubeClassNames = classnames(\n \"nav-cube\",\n this.state.dragging && \"cube-dragging\",\n );\n\n const upTitle = this.getArrowTitle(Pointer.Up);\n const downTitle = this.getArrowTitle(Pointer.Down);\n const leftTitle = this.getArrowTitle(Pointer.Left);\n const rightTitle = this.getArrowTitle(Pointer.Right);\n\n return (\n <div className={classnames(\"components-cube-container\", this.props.className)}\n style={this.props.style}\n data-testid=\"components-cube-navigation-aid\"\n onMouseDown={this._handleBoxMouseDown}\n onTouchStart={this._handleBoxTouchStart}\n role=\"presentation\"\n >\n <div className={\"cube-element-container\"}>\n <Cube\n className={cubeClassNames}\n rotMatrix={rotMatrix}\n faces={faces} />\n </div>\n <PointerButton data-testid=\"cube-pointer-button-up\"\n visible={visible} pointerType={Pointer.Up} onArrowClick={this._onArrowClick} title={upTitle} />\n <PointerButton data-testid=\"cube-pointer-button-down\"\n visible={visible} pointerType={Pointer.Down} onArrowClick={this._onArrowClick} title={downTitle} />\n <PointerButton data-testid=\"cube-pointer-button-left\"\n visible={visible} pointerType={Pointer.Left} onArrowClick={this._onArrowClick} title={leftTitle} />\n <PointerButton data-testid=\"cube-pointer-button-right\"\n visible={visible} pointerType={Pointer.Right} onArrowClick={this._onArrowClick} title={rightTitle} />\n </div>\n );\n }\n\n private _handleCellHoverChange = (vect: Vector3d, state: CubeHover) => {\n if (this._isInteractionLocked()) {\n this.props.onAnimationEnd?.();\n return;\n }\n const hoverMap = this.state.hoverMap;\n hoverMap[`${vect.x}-${vect.y}-${vect.z}`] = state;\n this.setState({ hoverMap });\n };\n\n private _isInteractionLocked = () => {\n // Locked by markup\n if(undefined !== this.props.viewport && this.props.viewport === IModelApp.toolAdmin.markupView) {\n return true;\n }\n return false;\n };\n\n private static _getMatrixFace = (rotMatrix: Matrix3d): Face => {\n if (!CubeNavigationAid._isMatrixFace(rotMatrix)) {\n return Face.None;\n }\n\n let matrixFace = Face.None;\n\n for (const face in cubeNavigationFaceRotations) {\n // istanbul ignore else\n if (face in cubeNavigationFaceRotations) {\n const loc = cubeNavigationFaceRotations[face];\n if (rotMatrix.isAlmostEqual(loc)) {\n matrixFace = face as Face;\n break;\n }\n }\n }\n\n return matrixFace;\n };\n\n private static _interpolateRotMatrix = (start: Matrix3d, anim: number, end: Matrix3d): Matrix3d => {\n if (anim === 0)\n return start;\n if (anim === 1 || start.isAlmostEqual(end))\n return end;\n const startInverse = start.transpose();\n const diff = end.multiplyMatrixMatrix(startInverse);\n const angleAxis = diff.getAxisAndAngleOfRotation();\n // istanbul ignore else\n if (angleAxis.ok) {\n const angle = Angle.createRadians(angleAxis.angle.radians * CubeNavigationAid._animationFn(anim));\n const newDiff = Matrix3d.createRotationAroundVector(angleAxis.axis, angle);\n // istanbul ignore else\n if (newDiff) {\n const newMatrix = newDiff.multiplyMatrixMatrix(start);\n return newMatrix;\n }\n }\n // istanbul ignore next\n return end;\n };\n\n private static correctSmallNumber(value: number, tolerance: number): number {\n return Math.abs(value) < tolerance ? 0 : value;\n }\n\n /**\n * Snap coordinates of a vector to zero and to each other so that the vector prefers to be\n * * perpendicular to a face of the unit cube.\n * * or pass through a nearby vertex or edge of the unit cube.\n * @param zVector existing z vector.\n * @param tolerance tolerance to determine if a z vector component is close to zero or 1.\n */\n private static snapVectorToCubeFeatures(zVector: XYAndZ, tolerance: number): Vector3d {\n const x = CubeNavigationAid.correctSmallNumber(zVector.x, tolerance);\n let y = CubeNavigationAid.correctSmallNumber(zVector.y, tolerance);\n let z = CubeNavigationAid.correctSmallNumber(zVector.z, tolerance);\n\n const xx = Math.abs(x);\n const yy = Math.abs(y);\n const zz = Math.abs(z);\n\n // adjust any adjacent pair of near equal values to the first.\n // istanbul ignore next\n if (Geometry.isSameCoordinate(xx, yy, tolerance)) {\n y = Geometry.split3WaySign(y, -xx, xx, xx);\n }\n if (Geometry.isSameCoordinate(yy, zz, tolerance)) {\n z = Geometry.split3WaySign(z, -yy, yy, yy);\n }\n if (Geometry.isSameCoordinate(xx, zz, tolerance)) {\n z = Geometry.split3WaySign(z, -xx, xx, xx);\n }\n return Vector3d.create(x, y, z);\n }\n\n /**\n * Adjust a worldToView matrix to favor both\n * * direct view at faces, edges, and corners of a view cube.\n * * heads up\n * @param worldToView candidate matrix\n * @param tolerance tolerance for cleaning up fuzz. The default (1.0e-6) is appropriate if very dirty viewing operations are expected.\n * @param result optional result.\n */\n private static snapWorldToViewMatrixToCubeFeatures(worldToView: Matrix3d, tolerance: number, result?: Matrix3d): Matrix3d {\n const oldZ = worldToView.rowZ();\n const newZ = CubeNavigationAid.snapVectorToCubeFeatures(oldZ, tolerance);\n // If newZ is true up or down, it will have true 0 for x and y.\n // special case this to take x direction from the input.\n // istanbul ignore next\n if (newZ.x === 0.0 && newZ.y === 0) {\n const perpVector = worldToView.rowX();\n result = Matrix3d.createRigidFromColumns(newZ, perpVector, AxisOrder.ZXY, result)!;\n } else {\n result = Matrix3d.createRigidViewAxesZTowardsEye(newZ.x, newZ.y, newZ.z, result);\n }\n // istanbul ignore else\n if (result)\n result.transposeInPlace();\n return result;\n }\n\n private getArrowRotationAndFace(arrow: Pointer): { newRotation: Matrix3d, face: Face } {\n const localRotationAxis = Vector3d.create(0, 0, 0);\n switch (arrow) {\n case Pointer.Up:\n localRotationAxis.x = -1.0;\n break;\n case Pointer.Down:\n localRotationAxis.x = 1.0;\n break;\n case Pointer.Left:\n localRotationAxis.y = -1.0;\n break;\n default:\n localRotationAxis.y = 1.0;\n break;\n }\n const localRotation = Matrix3d.createRotationAroundVector(localRotationAxis, Angle.createDegrees(-90))!;\n const newRotation = localRotation.multiplyMatrixMatrix(this.state.endRotMatrix);\n CubeNavigationAid.snapWorldToViewMatrixToCubeFeatures(newRotation, DEFAULT_TOLERANCE, newRotation);\n const face = CubeNavigationAid._getMatrixFace(newRotation);\n return { newRotation, face };\n }\n\n private _onArrowClick = (arrow: Pointer) => {\n if (this._isInteractionLocked()) {\n // istanbul ignore next\n this.props.onAnimationEnd?.();\n return;\n }\n const { newRotation, face } = this.getArrowRotationAndFace(arrow);\n this._animateRotation(newRotation, face);\n };\n\n private getArrowTitle(arrow: Pointer) {\n const { face } = this.getArrowRotationAndFace(arrow);\n return this._labels[face];\n }\n\n private _lastClientXY: Vector2d = Vector2d.createZero();\n private _processDrag(mousePos: Vector2d) {\n // istanbul ignore else\n if (!this._start.isAlmostEqual(mousePos)) {\n const movement = mousePos.minus(this._lastClientXY);\n const diff = movement.scale(0.05);\n\n const yaw = Angle.createRadians(diff.x);\n const pitch = Angle.createRadians(diff.y);\n\n const matX = Matrix3d.createRotationAroundAxisIndex(AxisIndex.X, pitch);\n const matZ = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, yaw);\n\n const mat = matX.multiplyMatrixMatrix(this.state.startRotMatrix).multiplyMatrixMatrix(matZ);\n this._setRotation(mat, CubeNavigationAid._getMatrixFace(mat));\n if (!this.state.dragging)\n this.setState({ dragging: true });\n }\n this._lastClientXY = mousePos;\n }\n\n private _handleBoxMouseDown = (event: any) => {\n if (this._isInteractionLocked()) {\n this.props.onAnimationEnd?.();\n return;\n }\n event.preventDefault();\n // only start listening after drag is confirmed. Ie. the 3D box is clicked.\n window.addEventListener(\"mousemove\", this._onMouseMove, false);\n window.addEventListener(\"mouseup\", this._onMouseUp, false);\n this._lastClientXY = Vector2d.create(event.clientX, event.clientY);\n this._start = this._lastClientXY;\n };\n\n private _onMouseMove = (event: MouseEvent) => {\n const mousePos = Vector2d.create(event.clientX, event.clientY);\n this._processDrag(mousePos);\n };\n\n private _onMouseUp = () => {\n if (this.state.dragging) {\n this.setState({ dragging: false });\n ViewportComponentEvents.setCubeMatrix(this.state.endRotMatrix, CubeNavigationAid._getMatrixFace(this.state.endRotMatrix), true);\n }\n\n // remove so event only triggers after this.onMouseStartDrag\n window.removeEventListener(\"mousemove\", this._onMouseMove);\n window.removeEventListener(\"mouseup\", this._onMouseUp);\n };\n\n // istanbul ignore next - unable to test touch\n private _handleBoxTouchStart = (event: any) => {\n if (this._isInteractionLocked()) {\n this.props.onAnimationEnd?.();\n return;\n }\n if (1 !== event.targetTouches.length)\n return;\n window.addEventListener(\"touchmove\", this._onTouchMove, false);\n window.addEventListener(\"touchend\", this._onTouchEnd, false);\n this._lastClientXY = Vector2d.create(event.targetTouches[0].clientX, event.targetTouches[0].clientY);\n this._start = this._lastClientXY;\n };\n\n // istanbul ignore next - unable to test touch\n private _onTouchMove = (event: TouchEvent) => {\n if (1 !== event.targetTouches.length)\n return;\n const mousePos = Vector2d.create(event.targetTouches[0].clientX, event.targetTouches[0].clientY);\n this._processDrag(mousePos);\n };\n\n // istanbul ignore next - unable to test touch\n private _onTouchEnd = (event: TouchEvent) => {\n if (0 !== event.targetTouches.length)\n return;\n\n if (this.state.dragging) {\n this.setState({ dragging: false });\n ViewportComponentEvents.setCubeMatrix(this.state.endRotMatrix, CubeNavigationAid._getMatrixFace(this.state.endRotMatrix), true);\n }\n\n window.removeEventListener(\"touchmove\", this._onTouchMove);\n window.removeEventListener(\"touchend\", this._onTouchEnd);\n };\n\n private _handleFaceCellClick = (pos: Vector3d, face: Face) => {\n if (this._isInteractionLocked()) {\n this.props.onAnimationEnd?.();\n return;\n }\n const { endRotMatrix } = this.state;\n let rotMatrix = Matrix3d.createRigidViewAxesZTowardsEye(pos.x, pos.y, pos.z).inverse();\n // istanbul ignore else\n if (rotMatrix) {\n // if isMatrixFace and user is clicking on top/bottom, the current matrix face must be top or bottom\n if (!CubeNavigationAid._isMatrixFace(endRotMatrix) && (face === Face.Top || face === Face.Bottom)) {\n const angleAxis = endRotMatrix.getAxisAndAngleOfRotation();\n // istanbul ignore else\n if (angleAxis.ok) {\n const xAx = endRotMatrix.columnX();\n const a = Math.atan2(xAx.y, xAx.x);\n const r = Math.round(a * 2 / Math.PI) * Math.PI / 2; // round to quarter turn intervals\n const rot = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, Angle.createRadians(r));\n rotMatrix = rot.multiplyMatrixMatrix(rotMatrix);\n }\n }\n this._animateRotation(rotMatrix, face);\n }\n window.removeEventListener(\"mousemove\", this._onMouseMove);\n };\n\n private _animateRotation = (endRotMatrix: Matrix3d, face: Face) => {\n if (this.state.endRotMatrix.isAlmostEqual(endRotMatrix))\n return;\n // set animation variables, let css transitions animate it.\n this._animationFrame = setTimeout(this._animation, 16.667);\n this.setState((prevState) => ({\n startRotMatrix: prevState.endRotMatrix, endRotMatrix,\n animation: 0,\n face,\n }));\n };\n\n private _setRotation = (endRotMatrix: Matrix3d, face: Face) => {\n ViewportComponentEvents.setCubeMatrix(endRotMatrix, face);\n // set variables, with animTime at 0 to prevent animation.\n this.setState({\n startRotMatrix: endRotMatrix,\n endRotMatrix,\n animation: 1,\n face,\n });\n };\n}\n\n/** @internal */\nexport interface NavCubeFaceProps extends React.AllHTMLAttributes<HTMLDivElement> {\n face: Face;\n label: string;\n hoverMap: { [key: string]: CubeHover };\n onFaceCellClick: (vector: Vector3d, face: Face) => void;\n onFaceCellHoverChange: (vector: Vector3d, state: CubeHover) => void;\n}\n\n/** @internal */\nexport class NavCubeFace extends React.Component<NavCubeFaceProps> {\n public override render(): React.ReactNode {\n const { face, hoverMap, onFaceCellClick, onFaceCellHoverChange, label } = this.props;\n return (\n <div className=\"nav-cube-face\" data-testid=\"nav-cube-face\">\n {[-1, 0, 1].map((y: number) => {\n return (\n <FaceRow key={y} center={y === 0}>\n {[-1, 0, 1].map((x: number) => {\n return (\n <FaceCell\n key={x}\n onFaceCellHoverChange={onFaceCellHoverChange}\n onFaceCellClick={onFaceCellClick}\n hoverMap={hoverMap}\n vector={NavCubeFace.faceCellToPos(face, x, y)}\n face={face}\n center={x === 0}>\n {x === 0 && y === 0 &&\n label}\n </FaceCell>\n );\n })}\n </FaceRow>\n );\n })}\n </div>\n );\n }\n public static faceCellToPos = (face: Face, x: number, y: number) => {\n const faceVect = cubeNavigationFaceLocs[face];\n const route = cubeNavigationRoutes[face];\n\n const faceX = x < 0 ? route.left : x > 0 ? route.right : Face.None;\n const xVect = faceX !== Face.None ? cubeNavigationFaceLocs[faceX] : Vector3d.createZero();\n\n const faceY = y < 0 ? route.up : y > 0 ? route.down : Face.None;\n const yVect = faceY !== Face.None ? cubeNavigationFaceLocs[faceY] : Vector3d.createZero();\n\n return faceVect.plus(xVect).plus(yVect);\n };\n}\n\ninterface FaceRowProps extends React.AllHTMLAttributes<HTMLDivElement> {\n center?: boolean;\n}\n\nclass FaceRow extends React.Component<FaceRowProps> {\n public override render(): React.ReactNode {\n const { center, children, ...props } = this.props;\n const classNames = classnames(\n \"face-row\",\n center && \"cube-center\",\n );\n return <div className={classNames} {...props}>{children}</div>;\n }\n}\n\n/** @internal */\nexport interface FaceCellProps extends React.AllHTMLAttributes<HTMLDivElement> {\n center?: boolean;\n onFaceCellClick: (vector: Vector3d, face: Face) => void;\n onFaceCellHoverChange: (vector: Vector3d, state: CubeHover) => void;\n hoverMap: { [key: string]: CubeHover };\n vector: Vector3d;\n face: Face;\n}\n\n/** @internal */\nexport class FaceCell extends React.Component<FaceCellProps> {\n private _startMouse: Point2d | undefined;\n public override render(): React.ReactNode {\n const { center, children, onFaceCellClick, onFaceCellHoverChange, hoverMap, face, vector, ...props } = this.props; // eslint-disable-line @typescript-eslint/no-unused-vars\n const { x, y, z } = vector;\n const n = `${x}-${y}-${z}`;\n const hover = hoverMap[n] === CubeHover.Hover;\n const active = hoverMap[n] === CubeHover.Active;\n const classNames = classnames(\n \"face-cell\",\n center && \"cube-center\",\n hover && \"cube-hover\",\n active && \"cube-active\",\n );\n\n // eslint-disable-next-line jsx-a11y/mouse-events-have-key-events\n return <div\n onMouseDown={this._handleMouseDown}\n onMouseUp={this._handleMouseUp}\n onMouseOver={this._handleMouseOver}\n onMouseOut={this._handleMouseOut}\n onTouchStart={this._handleTouchStart}\n onTouchEnd={this._handleTouchEnd}\n data-testid={`nav-cube-face-cell-${face}-${n}`}\n className={classNames}\n role=\"presentation\"\n {...props}\n >\n {children}\n </div>;\n }\n private _handleMouseOver = () => {\n const { vector } = this.props;\n this.props.onFaceCellHoverChange(vector, CubeHover.Hover);\n };\n private _handleMouseOut = () => {\n const { vector } = this.props;\n this.props.onFaceCellHoverChange(vector, CubeHover.None);\n };\n private _handleMouseDown = (event: React.MouseEvent) => {\n const { clientX, clientY } = event;\n this.handlePointerDown(clientX, clientY);\n };\n private _handleMouseUp = (event: React.MouseEvent) => {\n const { clientX, clientY } = event;\n this.handlePointerUp(clientX, clientY);\n };\n\n private _handleTouchStart = (event: React.TouchEvent<HTMLDivElement>) => {\n event.preventDefault();\n event.targetTouches.length === 1 && this.handlePointerDown(event.targetTouches[0].clientX, event.targetTouches[0].clientY);\n };\n\n private _handleTouchEnd = (event: React.TouchEvent<HTMLDivElement>) => {\n event.preventDefault();\n event.changedTouches.length === 1 && this.handlePointerUp(event.changedTouches[0].clientX, event.changedTouches[0].clientY);\n };\n\n private handlePointerDown(x: number, y: number) {\n const { vector } = this.props;\n this._startMouse = Point2d.create(x, y);\n this.props.onFaceCellHoverChange(vector, CubeHover.Active);\n }\n\n private handlePointerUp(x: number, y: number) {\n const { vector, face } = this.props;\n this.props.onFaceCellHoverChange(vector, CubeHover.None);\n const mouse = Point2d.create(x, y);\n if (this._startMouse && this._startMouse.isAlmostEqual(mouse)) {\n const isFace = Math.abs(vector.x) + Math.abs(vector.y) + Math.abs(vector.z) === 1;\n this.props.onFaceCellClick(vector, isFace ? face : Face.None);\n }\n }\n}\n\nenum Pointer {\n None = 0,\n Up,\n Down,\n Left,\n Right,\n}\n\nconst pointerIconClass: { [key: number]: string } = {\n [Pointer.Up]: \"icon-caret-down\",\n [Pointer.Down]: \"icon-caret-up\",\n [Pointer.Left]: \"icon-caret-right\",\n [Pointer.Right]: \"icon-caret-left\",\n};\n\nconst pointerClass: { [key: number]: string } = {\n [Pointer.Up]: \"cube-up\",\n [Pointer.Down]: \"cube-down\",\n [Pointer.Left]: \"cube-left\",\n [Pointer.Right]: \"cube-right\",\n};\n\ninterface PointerProps extends React.AllHTMLAttributes<HTMLDivElement> {\n visible: boolean;\n pointerType: Pointer;\n onArrowClick(pointer: Pointer): void;\n title: string;\n [\"data-testid\"]?: string;\n}\n\nclass PointerButton extends React.Component<PointerProps> {\n public override render(): React.ReactNode {\n const { visible, pointerType, onArrowClick, title, ...props } = this.props; // eslint-disable-line @typescript-eslint/no-unused-vars\n const classes = classnames(\n \"cube-pointer\", \"icon\",\n pointerClass[pointerType],\n pointerIconClass[pointerType],\n visible && \"cube-visible\",\n );\n\n return (\n // eslint-disable-next-line jsx-a11y/click-events-have-key-events\n <div className={classes} role=\"button\" tabIndex={-1} title={title} {...props}\n onClick={this._handleClick} />\n );\n }\n private _handleClick = (event: React.MouseEvent) => {\n const { pointerType } = this.props;\n event.preventDefault();\n this.props.onArrowClick(pointerType);\n };\n}\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 NavigationAids\n */\n\nimport \"./CubeNavigationAid.scss\";\nimport classnames from \"classnames\";\nimport * as React from \"react\";\nimport { Angle, AxisIndex, AxisOrder, Geometry, Matrix3d, Point2d, Vector2d, Vector3d, XYAndZ } from \"@itwin/core-geometry\";\nimport { IModelApp, IModelConnection, Viewport } from \"@itwin/core-frontend\";\nimport { CommonProps } from \"@itwin/core-react\";\nimport { UiIModelComponents } from \"../UiIModelComponents\";\nimport { ViewportComponentEvents, ViewRotationChangeEventArgs } from \"../viewport/ViewportComponentEvents\";\nimport { Cube, Face } from \"./Cube\";\n\n/** @public */\nexport enum CubeNavigationHitBoxX {\n None = 0,\n Right = 1,\n Left = -1,\n}\n/** @internal\n * @deprecated in 2.x. Use [[CubeNavigationHitBoxX]] */\nexport enum HitBoxX {\n None = 0,\n Right = 1,\n Left = -1,\n}\n\n/** @public */\nexport enum CubeNavigationHitBoxY {\n None = 0,\n Back = 1,\n Front = -1,\n}\n/** @internal\n * @deprecated in 2.x. Use [[CubeNavigationHitBoxY]] */\nexport enum HitBoxY {\n None = 0,\n Back = 1,\n Front = -1,\n}\n\n/** @public */\nexport enum CubeNavigationHitBoxZ {\n None = 0,\n Top = 1,\n Bottom = -1,\n}\n/** @internal\n * @deprecated in 2.x. [[CubeNavigationHitBoxZ]] */\nexport enum HitBoxZ {\n None = 0,\n Top = 1,\n Bottom = -1,\n}\n\ninterface CubeNavigationRotationMap {\n up: Face;\n down: Face;\n left: Face;\n right: Face;\n}\n\nconst cubeNavigationFaceLocs: { [key: string]: Vector3d } = {\n [Face.Left]: Vector3d.create(CubeNavigationHitBoxX.Left, CubeNavigationHitBoxY.None, CubeNavigationHitBoxZ.None),\n [Face.Right]: Vector3d.create(CubeNavigationHitBoxX.Right, CubeNavigationHitBoxY.None, CubeNavigationHitBoxZ.None),\n [Face.Back]: Vector3d.create(CubeNavigationHitBoxX.None, CubeNavigationHitBoxY.Back, CubeNavigationHitBoxZ.None),\n [Face.Front]: Vector3d.create(CubeNavigationHitBoxX.None, CubeNavigationHitBoxY.Front, CubeNavigationHitBoxZ.None),\n [Face.Bottom]: Vector3d.create(CubeNavigationHitBoxX.None, CubeNavigationHitBoxY.None, CubeNavigationHitBoxZ.Bottom),\n [Face.Top]: Vector3d.create(CubeNavigationHitBoxX.None, CubeNavigationHitBoxY.None, CubeNavigationHitBoxZ.Top),\n};\n\nconst cubeNavigationFaceRotations: { [key: string]: Matrix3d } = {\n [Face.Left]: Matrix3d.createRowValues(0, -1, 0, 0, 0, 1, -1, 0, 0),\n [Face.Right]: Matrix3d.createRowValues(0, 1, 0, 0, 0, 1, 1, 0, 0),\n [Face.Back]: Matrix3d.createRowValues(-1, 0, 0, 0, 0, 1, 0, 1, 0),\n [Face.Front]: Matrix3d.createRowValues(1, 0, 0, 0, 0, 1, 0, -1, 0),\n [Face.Bottom]: Matrix3d.createRowValues(1, 0, 0, 0, -1, 0, 0, 0, -1),\n [Face.Top]: Matrix3d.createRowValues(1, 0, 0, 0, 1, 0, 0, 0, 1),\n};\n\n// data relating Up/Down/Left/Right directions relative to every surface\nconst cubeNavigationRoutes: { [key: string]: CubeNavigationRotationMap } = {\n [Face.Front]: { up: Face.Top, down: Face.Bottom, left: Face.Left, right: Face.Right },\n [Face.Back]: { up: Face.Top, down: Face.Bottom, left: Face.Right, right: Face.Left },\n [Face.Top]: { up: Face.Back, down: Face.Front, left: Face.Left, right: Face.Right },\n [Face.Bottom]: { up: Face.Front, down: Face.Back, left: Face.Left, right: Face.Right },\n [Face.Right]: { up: Face.Top, down: Face.Bottom, left: Face.Front, right: Face.Back },\n [Face.Left]: { up: Face.Top, down: Face.Bottom, left: Face.Back, right: Face.Front },\n};\n\n/** The default tolerance (1.0e-6) is appropriate if very dirty viewing operations are expected. */\nconst DEFAULT_TOLERANCE = 1.0e-6;\n\n/** @internal */\nexport enum CubeHover {\n None = 0,\n Hover,\n Active,\n}\n\n/** Properties for the [[CubeNavigationAid]] component\n * @public\n */\nexport interface CubeNavigationAidProps extends CommonProps {\n iModelConnection: IModelConnection;\n viewport?: Viewport;\n\n // used only in testing\n\n /** @internal */\n onAnimationEnd?: () => void;\n /** @internal */\n animationTime?: number;\n}\n\n/** @public */\ninterface CubeNavigationAidState {\n dragging: boolean;\n startRotMatrix: Matrix3d;\n endRotMatrix: Matrix3d;\n animation: number;\n hoverMap: { [key: string]: CubeHover };\n face: Face;\n}\n\n/** Cube Navigation Aid Component\n * @public\n */\nexport class CubeNavigationAid extends React.Component<CubeNavigationAidProps, CubeNavigationAidState> {\n private _start: Vector2d = Vector2d.createZero();\n /** @internal */\n public override readonly state: Readonly<CubeNavigationAidState> = {\n dragging: false,\n startRotMatrix: Matrix3d.createIdentity(),\n endRotMatrix: Matrix3d.createIdentity(),\n animation: 1,\n hoverMap: {},\n face: Face.Top,\n };\n\n private _lastTime: number | undefined;\n private _animationFrame: any;\n private _mounted: boolean = false;\n private _labels: { [key: string]: string } = {\n [Face.Right]: UiIModelComponents.translate(\"cube.right\"),\n [Face.Left]: UiIModelComponents.translate(\"cube.left\"),\n [Face.Back]: UiIModelComponents.translate(\"cube.back\"),\n [Face.Front]: UiIModelComponents.translate(\"cube.front\"),\n [Face.Top]: UiIModelComponents.translate(\"cube.top\"),\n [Face.Bottom]: UiIModelComponents.translate(\"cube.bottom\"),\n };\n\n /** @internal */\n public override componentDidMount() {\n this._mounted = true;\n ViewportComponentEvents.onViewRotationChangeEvent.addListener(this._handleViewRotationChangeEvent);\n\n // set initial rotation\n if (this.props.viewport) {\n const newMatrix = this.props.viewport.view.getRotation().clone();\n this.setState({ startRotMatrix: newMatrix, endRotMatrix: newMatrix, animation: 1 });\n }\n }\n\n /** @internal */\n public override componentWillUnmount() {\n ViewportComponentEvents.onViewRotationChangeEvent.removeListener(this._handleViewRotationChangeEvent);\n clearTimeout(this._animationFrame);\n this._mounted = false;\n }\n\n // Synchronize with rotation coming from the Viewport\n private _handleViewRotationChangeEvent = (args: ViewRotationChangeEventArgs) => {\n const { animation, dragging, endRotMatrix } = this.state;\n // istanbul ignore else\n if (this.props.viewport === args.viewport && animation >= 1 && !dragging) {\n const newMatrix = this.props.viewport.view.getRotation().clone();\n if (!endRotMatrix.isAlmostEqual(newMatrix)) {\n this.setState({ startRotMatrix: newMatrix, endRotMatrix: newMatrix, animation: 1, face: Face.None });\n }\n }\n };\n\n private _animation = () => {\n const t = Date.now();\n const delta = this._lastTime ? t - this._lastTime : 16;\n this._lastTime = t;\n if (this.state.animation !== 1) {\n const animation = Math.min(1, this.state.animation + delta / (1000 * (this.props.animationTime || /* istanbul ignore next */ 0.4)));\n\n // istanbul ignore next\n if (this._mounted) {\n this.setState({ animation }, () => {\n this._animationFrame = setTimeout(this._animation, 16.667);\n });\n }\n } else {\n this._lastTime = undefined;\n this._animationEnd();\n }\n };\n\n private _animationEnd = () => {\n ViewportComponentEvents.setCubeMatrix(this.state.endRotMatrix, this.state.face, true);\n const startRotMatrix = this.state.endRotMatrix.clone();\n // istanbul ignore next\n if (this._mounted) {\n this.setState({ startRotMatrix }, () => {\n // istanbul ignore else\n if (this.props.onAnimationEnd)\n this.props.onAnimationEnd();\n });\n }\n };\n\n private static _animationFn = (t: number) => t < .5 ? 2 * t ** 2 : -1 + (4 - 2 * t) * t;\n\n private static _isMatrixFace = (matrix: Matrix3d): boolean => {\n let sum = 0;\n for (const coff of matrix.coffs) {\n if (Geometry.isAlmostEqualNumber(Math.abs(coff), 1))\n sum++;\n }\n // Assuming matrix is a proper rotation matrix:\n // if matrix viewing a face, there will be a total of 3 values either almost -1, or almost 1.\n return sum === 3;\n };\n\n public override render(): React.ReactNode {\n const { animation, startRotMatrix, endRotMatrix } = this.state;\n const visible = CubeNavigationAid._isMatrixFace(endRotMatrix) && animation === 1.0;\n const rotMatrix = CubeNavigationAid._interpolateRotMatrix(startRotMatrix, animation, endRotMatrix);\n if (rotMatrix !== startRotMatrix && rotMatrix !== endRotMatrix)\n ViewportComponentEvents.setCubeMatrix(rotMatrix, Face.None);\n\n const faces: { [key: string]: React.ReactNode } = {};\n for (const key in this._labels) {\n // istanbul ignore else\n if (this._labels.hasOwnProperty(key)) {\n const f = key as Face;\n const label = this._labels[f];\n faces[f] =\n <NavCubeFace\n face={f}\n label={label}\n hoverMap={this.state.hoverMap}\n onFaceCellClick={this._handleFaceCellClick}\n onFaceCellHoverChange={this._handleCellHoverChange} />;\n }\n }\n\n const cubeClassNames = classnames(\n \"nav-cube\",\n this.state.dragging && \"cube-dragging\",\n );\n\n const upTitle = this.getArrowTitle(Pointer.Up);\n const downTitle = this.getArrowTitle(Pointer.Down);\n const leftTitle = this.getArrowTitle(Pointer.Left);\n const rightTitle = this.getArrowTitle(Pointer.Right);\n\n return (\n <div className={classnames(\"components-cube-container\", this.props.className)}\n style={this.props.style}\n data-testid=\"components-cube-navigation-aid\"\n onMouseDown={this._handleBoxMouseDown}\n onTouchStart={this._handleBoxTouchStart}\n role=\"presentation\"\n >\n <div className={\"cube-element-container\"}>\n <Cube\n className={cubeClassNames}\n rotMatrix={rotMatrix}\n faces={faces} />\n </div>\n <PointerButton data-testid=\"cube-pointer-button-up\"\n visible={visible} pointerType={Pointer.Up} onArrowClick={this._onArrowClick} title={upTitle} />\n <PointerButton data-testid=\"cube-pointer-button-down\"\n visible={visible} pointerType={Pointer.Down} onArrowClick={this._onArrowClick} title={downTitle} />\n <PointerButton data-testid=\"cube-pointer-button-left\"\n visible={visible} pointerType={Pointer.Left} onArrowClick={this._onArrowClick} title={leftTitle} />\n <PointerButton data-testid=\"cube-pointer-button-right\"\n visible={visible} pointerType={Pointer.Right} onArrowClick={this._onArrowClick} title={rightTitle} />\n </div>\n );\n }\n\n private _handleCellHoverChange = (vect: Vector3d, state: CubeHover) => {\n if (this._isInteractionLocked()) {\n this.props.onAnimationEnd?.();\n return;\n }\n const hoverMap = this.state.hoverMap;\n hoverMap[`${vect.x}-${vect.y}-${vect.z}`] = state;\n this.setState({ hoverMap });\n };\n\n private _isInteractionLocked = () => {\n // Locked by markup\n if(undefined !== this.props.viewport && this.props.viewport === IModelApp.toolAdmin.markupView) {\n return true;\n }\n return false;\n };\n\n private static _getMatrixFace = (rotMatrix: Matrix3d): Face => {\n if (!CubeNavigationAid._isMatrixFace(rotMatrix)) {\n return Face.None;\n }\n\n let matrixFace = Face.None;\n\n for (const face in cubeNavigationFaceRotations) {\n // istanbul ignore else\n if (face in cubeNavigationFaceRotations) {\n const loc = cubeNavigationFaceRotations[face];\n if (rotMatrix.isAlmostEqual(loc)) {\n matrixFace = face as Face;\n break;\n }\n }\n }\n\n return matrixFace;\n };\n\n private static _interpolateRotMatrix = (start: Matrix3d, anim: number, end: Matrix3d): Matrix3d => {\n if (anim === 0)\n return start;\n if (anim === 1 || start.isAlmostEqual(end))\n return end;\n const startInverse = start.transpose();\n const diff = end.multiplyMatrixMatrix(startInverse);\n const angleAxis = diff.getAxisAndAngleOfRotation();\n // istanbul ignore else\n if (angleAxis.ok) {\n const angle = Angle.createRadians(angleAxis.angle.radians * CubeNavigationAid._animationFn(anim));\n const newDiff = Matrix3d.createRotationAroundVector(angleAxis.axis, angle);\n // istanbul ignore else\n if (newDiff) {\n const newMatrix = newDiff.multiplyMatrixMatrix(start);\n return newMatrix;\n }\n }\n // istanbul ignore next\n return end;\n };\n\n private static correctSmallNumber(value: number, tolerance: number): number {\n return Math.abs(value) < tolerance ? 0 : value;\n }\n\n /**\n * Snap coordinates of a vector to zero and to each other so that the vector prefers to be\n * * perpendicular to a face of the unit cube.\n * * or pass through a nearby vertex or edge of the unit cube.\n * @param zVector existing z vector.\n * @param tolerance tolerance to determine if a z vector component is close to zero or 1.\n */\n private static snapVectorToCubeFeatures(zVector: XYAndZ, tolerance: number): Vector3d {\n const x = CubeNavigationAid.correctSmallNumber(zVector.x, tolerance);\n let y = CubeNavigationAid.correctSmallNumber(zVector.y, tolerance);\n let z = CubeNavigationAid.correctSmallNumber(zVector.z, tolerance);\n\n const xx = Math.abs(x);\n const yy = Math.abs(y);\n const zz = Math.abs(z);\n\n // adjust any adjacent pair of near equal values to the first.\n // istanbul ignore next\n if (Geometry.isSameCoordinate(xx, yy, tolerance)) {\n y = Geometry.split3WaySign(y, -xx, xx, xx);\n }\n if (Geometry.isSameCoordinate(yy, zz, tolerance)) {\n z = Geometry.split3WaySign(z, -yy, yy, yy);\n }\n if (Geometry.isSameCoordinate(xx, zz, tolerance)) {\n z = Geometry.split3WaySign(z, -xx, xx, xx);\n }\n return Vector3d.create(x, y, z);\n }\n\n /**\n * Adjust a worldToView matrix to favor both\n * * direct view at faces, edges, and corners of a view cube.\n * * heads up\n * @param worldToView candidate matrix\n * @param tolerance tolerance for cleaning up fuzz. The default (1.0e-6) is appropriate if very dirty viewing operations are expected.\n * @param result optional result.\n */\n private static snapWorldToViewMatrixToCubeFeatures(worldToView: Matrix3d, tolerance: number, result?: Matrix3d): Matrix3d {\n const oldZ = worldToView.rowZ();\n const newZ = CubeNavigationAid.snapVectorToCubeFeatures(oldZ, tolerance);\n // If newZ is true up or down, it will have true 0 for x and y.\n // special case this to take x direction from the input.\n // istanbul ignore next\n if (newZ.x === 0.0 && newZ.y === 0) {\n const perpVector = worldToView.rowX();\n result = Matrix3d.createRigidFromColumns(newZ, perpVector, AxisOrder.ZXY, result)!;\n } else {\n result = Matrix3d.createRigidViewAxesZTowardsEye(newZ.x, newZ.y, newZ.z, result);\n }\n // istanbul ignore else\n if (result)\n result.transposeInPlace();\n return result;\n }\n\n private getArrowRotationAndFace(arrow: Pointer): { newRotation: Matrix3d, face: Face } {\n const localRotationAxis = Vector3d.create(0, 0, 0);\n switch (arrow) {\n case Pointer.Up:\n localRotationAxis.x = -1.0;\n break;\n case Pointer.Down:\n localRotationAxis.x = 1.0;\n break;\n case Pointer.Left:\n localRotationAxis.y = -1.0;\n break;\n default:\n localRotationAxis.y = 1.0;\n break;\n }\n const localRotation = Matrix3d.createRotationAroundVector(localRotationAxis, Angle.createDegrees(-90))!;\n const newRotation = localRotation.multiplyMatrixMatrix(this.state.endRotMatrix);\n CubeNavigationAid.snapWorldToViewMatrixToCubeFeatures(newRotation, DEFAULT_TOLERANCE, newRotation);\n const face = CubeNavigationAid._getMatrixFace(newRotation);\n return { newRotation, face };\n }\n\n private _onArrowClick = (arrow: Pointer) => {\n if (this._isInteractionLocked()) {\n // istanbul ignore next\n this.props.onAnimationEnd?.();\n return;\n }\n const { newRotation, face } = this.getArrowRotationAndFace(arrow);\n this._animateRotation(newRotation, face);\n };\n\n private getArrowTitle(arrow: Pointer) {\n const { face } = this.getArrowRotationAndFace(arrow);\n return this._labels[face];\n }\n\n private _lastClientXY: Vector2d = Vector2d.createZero();\n private _processDrag(mousePos: Vector2d) {\n // istanbul ignore else\n if (!this._start.isAlmostEqual(mousePos)) {\n const movement = mousePos.minus(this._lastClientXY);\n const diff = movement.scale(0.05);\n\n const yaw = Angle.createRadians(diff.x);\n const pitch = Angle.createRadians(diff.y);\n\n const matX = Matrix3d.createRotationAroundAxisIndex(AxisIndex.X, pitch);\n const matZ = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, yaw);\n\n const mat = matX.multiplyMatrixMatrix(this.state.startRotMatrix).multiplyMatrixMatrix(matZ);\n this._setRotation(mat, CubeNavigationAid._getMatrixFace(mat));\n if (!this.state.dragging)\n this.setState({ dragging: true });\n }\n this._lastClientXY = mousePos;\n }\n\n private _handleBoxMouseDown = (event: any) => {\n if (this._isInteractionLocked()) {\n this.props.onAnimationEnd?.();\n return;\n }\n event.preventDefault();\n // only start listening after drag is confirmed. Ie. the 3D box is clicked.\n window.addEventListener(\"mousemove\", this._onMouseMove, false);\n window.addEventListener(\"mouseup\", this._onMouseUp, false);\n this._lastClientXY = Vector2d.create(event.clientX, event.clientY);\n this._start = this._lastClientXY;\n };\n\n private _onMouseMove = (event: MouseEvent) => {\n const mousePos = Vector2d.create(event.clientX, event.clientY);\n this._processDrag(mousePos);\n };\n\n private _onMouseUp = () => {\n if (this.state.dragging) {\n this.setState({ dragging: false });\n ViewportComponentEvents.setCubeMatrix(this.state.endRotMatrix, CubeNavigationAid._getMatrixFace(this.state.endRotMatrix), true);\n }\n\n // remove so event only triggers after this.onMouseStartDrag\n window.removeEventListener(\"mousemove\", this._onMouseMove);\n window.removeEventListener(\"mouseup\", this._onMouseUp);\n };\n\n // istanbul ignore next - unable to test touch\n private _handleBoxTouchStart = (event: any) => {\n if (this._isInteractionLocked()) {\n this.props.onAnimationEnd?.();\n return;\n }\n if (1 !== event.targetTouches.length)\n return;\n window.addEventListener(\"touchmove\", this._onTouchMove, false);\n window.addEventListener(\"touchend\", this._onTouchEnd, false);\n this._lastClientXY = Vector2d.create(event.targetTouches[0].clientX, event.targetTouches[0].clientY);\n this._start = this._lastClientXY;\n };\n\n // istanbul ignore next - unable to test touch\n private _onTouchMove = (event: TouchEvent) => {\n if (1 !== event.targetTouches.length)\n return;\n const mousePos = Vector2d.create(event.targetTouches[0].clientX, event.targetTouches[0].clientY);\n this._processDrag(mousePos);\n };\n\n // istanbul ignore next - unable to test touch\n private _onTouchEnd = (event: TouchEvent) => {\n if (0 !== event.targetTouches.length)\n return;\n\n if (this.state.dragging) {\n this.setState({ dragging: false });\n ViewportComponentEvents.setCubeMatrix(this.state.endRotMatrix, CubeNavigationAid._getMatrixFace(this.state.endRotMatrix), true);\n }\n\n window.removeEventListener(\"touchmove\", this._onTouchMove);\n window.removeEventListener(\"touchend\", this._onTouchEnd);\n };\n\n private _handleFaceCellClick = (pos: Vector3d, face: Face) => {\n if (this._isInteractionLocked()) {\n this.props.onAnimationEnd?.();\n return;\n }\n const { endRotMatrix } = this.state;\n let rotMatrix = Matrix3d.createRigidViewAxesZTowardsEye(pos.x, pos.y, pos.z).inverse();\n // istanbul ignore else\n if (rotMatrix) {\n // if isMatrixFace and user is clicking on top/bottom, the current matrix face must be top or bottom\n if (!CubeNavigationAid._isMatrixFace(endRotMatrix) && (face === Face.Top || face === Face.Bottom)) {\n const angleAxis = endRotMatrix.getAxisAndAngleOfRotation();\n // istanbul ignore else\n if (angleAxis.ok) {\n const xAx = endRotMatrix.columnX();\n const a = Math.atan2(xAx.y, xAx.x);\n const r = Math.round(a * 2 / Math.PI) * Math.PI / 2; // round to quarter turn intervals\n const rot = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, Angle.createRadians(r));\n rotMatrix = rot.multiplyMatrixMatrix(rotMatrix);\n }\n }\n this._animateRotation(rotMatrix, face);\n }\n window.removeEventListener(\"mousemove\", this._onMouseMove);\n };\n\n private _animateRotation = (endRotMatrix: Matrix3d, face: Face) => {\n if (this.state.endRotMatrix.isAlmostEqual(endRotMatrix))\n return;\n // set animation variables, let css transitions animate it.\n this._animationFrame = setTimeout(this._animation, 16.667);\n this.setState((prevState) => ({\n startRotMatrix: prevState.endRotMatrix, endRotMatrix,\n animation: 0,\n face,\n }));\n };\n\n private _setRotation = (endRotMatrix: Matrix3d, face: Face) => {\n ViewportComponentEvents.setCubeMatrix(endRotMatrix, face);\n // set variables, with animTime at 0 to prevent animation.\n this.setState({\n startRotMatrix: endRotMatrix,\n endRotMatrix,\n animation: 1,\n face,\n });\n };\n}\n\n/** @internal */\nexport interface NavCubeFaceProps extends React.AllHTMLAttributes<HTMLDivElement> {\n face: Face;\n label: string;\n hoverMap: { [key: string]: CubeHover };\n onFaceCellClick: (vector: Vector3d, face: Face) => void;\n onFaceCellHoverChange: (vector: Vector3d, state: CubeHover) => void;\n}\n\n/** @internal */\nexport class NavCubeFace extends React.Component<NavCubeFaceProps> {\n private includeCell(vector: Vector3d): boolean {\n const { x, y, z } = vector;\n const omittedCell = (y === 0 && x !== 0 && z !== 0) || (y !== 0 && x === 0 && z !== 0) || (y !== 0 && x !== 0 && z === 0);\n return !omittedCell;\n }\n public override render(): React.ReactNode {\n const { face, hoverMap, onFaceCellClick, onFaceCellHoverChange, label } = this.props;\n return (\n <div className=\"nav-cube-face\" data-testid=\"nav-cube-face\">\n {[-1, 0, 1].map((y: number) => {\n return (\n <FaceRow key={y} center={y === 0}>\n {[-1, 0, 1].map((x: number) => {\n const vector = NavCubeFace.faceCellToPos(face, x, y);\n if (this.includeCell(vector)) {\n // return a fully functional cell\n return (\n <FaceCell\n key={x}\n onFaceCellHoverChange={onFaceCellHoverChange}\n onFaceCellClick={onFaceCellClick}\n hoverMap={hoverMap}\n vector={vector}\n face={face}\n center={x === 0}>\n {x === 0 && y === 0 &&\n label}\n </FaceCell>\n );\n } else {\n // return a placeholder cell\n return (\n <FaceCell\n key={x}\n vector={vector}\n face={face}\n center={x === 0}/>\n );\n }\n })}\n </FaceRow>\n );\n })}\n </div>\n );\n }\n public static faceCellToPos = (face: Face, x: number, y: number) => {\n const faceVect = cubeNavigationFaceLocs[face];\n const route = cubeNavigationRoutes[face];\n\n const faceX = x < 0 ? route.left : x > 0 ? route.right : Face.None;\n const xVect = faceX !== Face.None ? cubeNavigationFaceLocs[faceX] : Vector3d.createZero();\n\n const faceY = y < 0 ? route.up : y > 0 ? route.down : Face.None;\n const yVect = faceY !== Face.None ? cubeNavigationFaceLocs[faceY] : Vector3d.createZero();\n\n return faceVect.plus(xVect).plus(yVect);\n };\n}\n\ninterface FaceRowProps extends React.AllHTMLAttributes<HTMLDivElement> {\n center?: boolean;\n}\n\nclass FaceRow extends React.Component<FaceRowProps> {\n public override render(): React.ReactNode {\n const { center, children, ...props } = this.props;\n const classNames = classnames(\n \"face-row\",\n center && \"cube-center\",\n );\n return <div className={classNames} {...props}>{children}</div>;\n }\n}\n\n/** @internal */\nexport interface FaceCellProps extends React.AllHTMLAttributes<HTMLDivElement> {\n center?: boolean;\n onFaceCellClick?: (vector: Vector3d, face: Face) => void;\n onFaceCellHoverChange?: (vector: Vector3d, state: CubeHover) => void;\n hoverMap?: { [key: string]: CubeHover };\n vector: Vector3d;\n face: Face;\n}\n\n/** @internal */\nexport class FaceCell extends React.Component<FaceCellProps> {\n private _startMouse: Point2d | undefined;\n public override render(): React.ReactNode {\n const { center, children, onFaceCellClick, onFaceCellHoverChange, hoverMap, face, vector, ...props } = this.props; // eslint-disable-line @typescript-eslint/no-unused-vars\n const { x, y, z } = vector;\n const n = `${x}-${y}-${z}`;\n const hover = hoverMap && hoverMap[n] === CubeHover.Hover;\n const active = hoverMap && hoverMap[n] === CubeHover.Active;\n const classNames = classnames(\n \"face-cell\",\n center && \"cube-center\",\n hover && \"cube-hover\",\n active && \"cube-active\",\n );\n\n // eslint-disable-next-line jsx-a11y/mouse-events-have-key-events\n return <div\n onMouseDown={this._handleMouseDown}\n onMouseUp={this._handleMouseUp}\n onMouseOver={this._handleMouseOver}\n onMouseOut={this._handleMouseOut}\n onTouchStart={this._handleTouchStart}\n onTouchEnd={this._handleTouchEnd}\n data-testid={`nav-cube-face-cell-${face}-${n}`}\n className={classNames}\n role=\"presentation\"\n {...props}\n >\n {children}\n </div>;\n }\n private _handleMouseOver = () => {\n const { vector } = this.props;\n this.props.onFaceCellHoverChange && this.props.onFaceCellHoverChange(vector, CubeHover.Hover);\n };\n private _handleMouseOut = () => {\n const { vector } = this.props;\n this.props.onFaceCellHoverChange && this.props.onFaceCellHoverChange(vector, CubeHover.None);\n };\n private _handleMouseDown = (event: React.MouseEvent) => {\n const { clientX, clientY } = event;\n this.handlePointerDown(clientX, clientY);\n };\n private _handleMouseUp = (event: React.MouseEvent) => {\n const { clientX, clientY } = event;\n this.handlePointerUp(clientX, clientY);\n };\n\n private _handleTouchStart = (event: React.TouchEvent<HTMLDivElement>) => {\n event.preventDefault();\n event.targetTouches.length === 1 && this.handlePointerDown(event.targetTouches[0].clientX, event.targetTouches[0].clientY);\n };\n\n private _handleTouchEnd = (event: React.TouchEvent<HTMLDivElement>) => {\n event.preventDefault();\n event.changedTouches.length === 1 && this.handlePointerUp(event.changedTouches[0].clientX, event.changedTouches[0].clientY);\n };\n\n private handlePointerDown(x: number, y: number) {\n const { vector } = this.props;\n this._startMouse = Point2d.create(x, y);\n this.props.onFaceCellHoverChange && this.props.onFaceCellHoverChange(vector, CubeHover.Active);\n }\n\n private handlePointerUp(x: number, y: number) {\n const { vector, face } = this.props;\n this.props.onFaceCellHoverChange && this.props.onFaceCellHoverChange(vector, CubeHover.None);\n const mouse = Point2d.create(x, y);\n if (this._startMouse && this._startMouse.isAlmostEqual(mouse)) {\n const isFace = Math.abs(vector.x) + Math.abs(vector.y) + Math.abs(vector.z) === 1;\n this.props.onFaceCellClick && this.props.onFaceCellClick(vector, isFace ? face : Face.None);\n }\n }\n}\n\nenum Pointer {\n None = 0,\n Up,\n Down,\n Left,\n Right,\n}\n\nconst pointerIconClass: { [key: number]: string } = {\n [Pointer.Up]: \"icon-caret-down\",\n [Pointer.Down]: \"icon-caret-up\",\n [Pointer.Left]: \"icon-caret-right\",\n [Pointer.Right]: \"icon-caret-left\",\n};\n\nconst pointerClass: { [key: number]: string } = {\n [Pointer.Up]: \"cube-up\",\n [Pointer.Down]: \"cube-down\",\n [Pointer.Left]: \"cube-left\",\n [Pointer.Right]: \"cube-right\",\n};\n\ninterface PointerProps extends React.AllHTMLAttributes<HTMLDivElement> {\n visible: boolean;\n pointerType: Pointer;\n onArrowClick(pointer: Pointer): void;\n title: string;\n [\"data-testid\"]?: string;\n}\n\nclass PointerButton extends React.Component<PointerProps> {\n public override render(): React.ReactNode {\n const { visible, pointerType, onArrowClick, title, ...props } = this.props; // eslint-disable-line @typescript-eslint/no-unused-vars\n const classes = classnames(\n \"cube-pointer\", \"icon\",\n pointerClass[pointerType],\n pointerIconClass[pointerType],\n visible && \"cube-visible\",\n );\n\n return (\n // eslint-disable-next-line jsx-a11y/click-events-have-key-events\n <div className={classes} role=\"button\" tabIndex={-1} title={title} {...props}\n onClick={this._handleClick} />\n );\n }\n private _handleClick = (event: React.MouseEvent) => {\n const { pointerType } = this.props;\n event.preventDefault();\n this.props.onArrowClick(pointerType);\n };\n}\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@itwin/imodel-components-react",
3
- "version": "3.7.0-dev.2",
3
+ "version": "3.7.0-dev.5",
4
4
  "description": "iTwin.js UI IModel Components",
5
5
  "main": "lib/cjs/imodel-components-react.js",
6
6
  "module": "lib/esm/imodel-components-react.js",
@@ -20,14 +20,14 @@
20
20
  "url": "http://www.bentley.com"
21
21
  },
22
22
  "peerDependencies": {
23
- "@itwin/appui-abstract": "^3.7.0-dev.2",
24
- "@itwin/components-react": "^3.7.0-dev.2",
25
- "@itwin/core-bentley": "^3.7.0-dev.2",
26
- "@itwin/core-common": "^3.7.0-dev.2",
27
- "@itwin/core-frontend": "^3.7.0-dev.2",
28
- "@itwin/core-geometry": "^3.7.0-dev.2",
29
- "@itwin/core-quantity": "^3.7.0-dev.2",
30
- "@itwin/core-react": "^3.7.0-dev.2",
23
+ "@itwin/appui-abstract": "^3.7.0-dev.5",
24
+ "@itwin/components-react": "^3.7.0-dev.5",
25
+ "@itwin/core-bentley": "^3.7.0-dev.5",
26
+ "@itwin/core-common": "^3.7.0-dev.5",
27
+ "@itwin/core-frontend": "^3.7.0-dev.5",
28
+ "@itwin/core-geometry": "^3.7.0-dev.5",
29
+ "@itwin/core-quantity": "^3.7.0-dev.5",
30
+ "@itwin/core-react": "^3.7.0-dev.5",
31
31
  "react": "^17.0.0",
32
32
  "react-dom": "^17.0.0"
33
33
  },
@@ -36,16 +36,16 @@
36
36
  "NOTE: All tools used by scripts in this package must be listed as devDependencies"
37
37
  ],
38
38
  "devDependencies": {
39
- "@itwin/appui-abstract": "3.7.0-dev.2",
40
- "@itwin/build-tools": "3.7.0-dev.2",
41
- "@itwin/components-react": "3.7.0-dev.2",
42
- "@itwin/core-bentley": "3.7.0-dev.2",
43
- "@itwin/core-common": "3.7.0-dev.2",
44
- "@itwin/core-frontend": "3.7.0-dev.2",
45
- "@itwin/core-geometry": "3.7.0-dev.2",
46
- "@itwin/core-quantity": "3.7.0-dev.2",
47
- "@itwin/core-react": "3.7.0-dev.2",
48
- "@itwin/eslint-plugin": "3.7.0-dev.2",
39
+ "@itwin/appui-abstract": "3.7.0-dev.5",
40
+ "@itwin/build-tools": "3.7.0-dev.5",
41
+ "@itwin/components-react": "3.7.0-dev.5",
42
+ "@itwin/core-bentley": "3.7.0-dev.5",
43
+ "@itwin/core-common": "3.7.0-dev.5",
44
+ "@itwin/core-frontend": "3.7.0-dev.5",
45
+ "@itwin/core-geometry": "3.7.0-dev.5",
46
+ "@itwin/core-quantity": "3.7.0-dev.5",
47
+ "@itwin/core-react": "3.7.0-dev.5",
48
+ "@itwin/eslint-plugin": "3.7.0-dev.5",
49
49
  "@testing-library/dom": "^8.11.2",
50
50
  "@testing-library/react": "^12.0.0",
51
51
  "@testing-library/react-hooks": "^7.0.2",