@itwin/imodel-components-react 3.7.6 → 3.7.8

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 +1,18 @@
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  # Change Log - @itwin/imodel-components-react
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- This log was last generated on Mon, 15 May 2023 18:23:41 GMT and should not be manually modified.
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+ This log was last generated on Thu, 01 Jun 2023 17:00:39 GMT and should not be manually modified.
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+
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+ ## 3.7.8
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+ Thu, 01 Jun 2023 17:00:39 GMT
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+
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+ _Version update only_
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+
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+ ## 3.7.7
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+ Wed, 24 May 2023 17:27:09 GMT
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+
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+ ### Updates
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+
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+ - Use Z-axis comparison to determine matrix face. This fixes a tooltip bug in . Make heads-up for rotating CubeNavigationAid opt-in with new optional prop favorHeadsUpRotation.
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  ## 3.7.6
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  Mon, 15 May 2023 18:23:41 GMT
@@ -62,6 +62,7 @@ export interface CubeNavigationAidProps extends CommonProps {
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  onAnimationEnd?: () => void;
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  /** @internal */
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  animationTime?: number;
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+ favorHeadsUpRotation?: boolean;
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  }
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  /** @public */
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  interface CubeNavigationAidState {
@@ -109,13 +110,13 @@ export declare class CubeNavigationAid extends React.Component<CubeNavigationAid
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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;
@@ -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"}
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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;IACvB,oBAAoB,CAAC,EAAE,OAAO,CAAC;CAChC;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,CA0C3B;IAEF,OAAO,CAAC,MAAM,CAAC,qBAAqB,CAoBlC;IAEF,OAAO,CAAC,MAAM,CAAC,kBAAkB;IAIjC;;;;;;QAMI;IACJ,OAAO,CAAC,MAAM,CAAC,wBAAwB;IAuBvC;;;;;;;OAOG;IACH,OAAO,CAAC,MAAM,CAAC,mCAAmC;IAqBlD,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"}
@@ -376,9 +376,9 @@ class CubeNavigationAid extends React.Component {
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  const x = CubeNavigationAid.correctSmallNumber(zVector.x, tolerance);
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  let y = CubeNavigationAid.correctSmallNumber(zVector.y, tolerance);
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  let z = CubeNavigationAid.correctSmallNumber(zVector.z, tolerance);
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- const xx = Math.abs(x);
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- const yy = Math.abs(y);
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- const zz = Math.abs(z);
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+ const xx = x === -0 ? Math.abs(x) : x;
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+ const yy = y === -0 ? Math.abs(y) : y;
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+ const zz = z === -0 ? Math.abs(z) : z;
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  // adjust any adjacent pair of near equal values to the first.
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  // istanbul ignore next
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  if (core_geometry_1.Geometry.isSameCoordinate(xx, yy, tolerance)) {
@@ -393,20 +393,23 @@ class CubeNavigationAid extends React.Component {
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  return core_geometry_1.Vector3d.create(x, y, z);
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  }
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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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- static snapWorldToViewMatrixToCubeFeatures(worldToView, tolerance, result) {
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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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+ static snapWorldToViewMatrixToCubeFeatures(worldToView, tolerance, result, favorHeadsUpRotation) {
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  const oldZ = worldToView.rowZ();
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  const newZ = CubeNavigationAid.snapVectorToCubeFeatures(oldZ, tolerance);
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+ const headsUp = !!favorHeadsUpRotation;
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  // If newZ is true up or down, it will have true 0 for x and y.
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  // special case this to take x direction from the input.
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+ // This methodology results in always "righting" the face when rotation from an upside-down cube.
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+ // The behavior was made opt-in in response to https://github.com/iTwin/appui/issues/259
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  // istanbul ignore next
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- if (newZ.x === 0.0 && newZ.y === 0) {
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+ if (!headsUp || (newZ.x === 0.0 && newZ.y === 0)) {
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  const perpVector = worldToView.rowX();
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  result = core_geometry_1.Matrix3d.createRigidFromColumns(newZ, perpVector, core_geometry_1.AxisOrder.ZXY, result);
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  }
@@ -477,18 +480,37 @@ CubeNavigationAid._getMatrixFace = (rotMatrix) => {
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  if (!CubeNavigationAid._isMatrixFace(rotMatrix)) {
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  return Cube_1.Face.None;
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  }
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- let matrixFace = Cube_1.Face.None;
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- for (const face in cubeNavigationFaceRotations) {
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- // istanbul ignore else
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- if (face in cubeNavigationFaceRotations) {
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- const loc = cubeNavigationFaceRotations[face];
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- if (rotMatrix.isAlmostEqual(loc)) {
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- matrixFace = face;
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- break;
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- }
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- }
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- }
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- return matrixFace;
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+ // istanbul ignore else
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+ if (rotMatrix.coffs[6] === cubeNavigationFaceRotations[Cube_1.Face.Top].coffs[6] &&
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+ rotMatrix.coffs[7] === cubeNavigationFaceRotations[Cube_1.Face.Top].coffs[7] &&
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+ rotMatrix.coffs[8] === cubeNavigationFaceRotations[Cube_1.Face.Top].coffs[8])
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+ return Cube_1.Face.Top;
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+ // istanbul ignore else
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+ if (rotMatrix.coffs[6] === cubeNavigationFaceRotations[Cube_1.Face.Bottom].coffs[6] &&
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+ rotMatrix.coffs[7] === cubeNavigationFaceRotations[Cube_1.Face.Bottom].coffs[7] &&
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+ rotMatrix.coffs[8] === cubeNavigationFaceRotations[Cube_1.Face.Bottom].coffs[8])
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+ return Cube_1.Face.Bottom;
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+ // istanbul ignore else
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+ if (rotMatrix.coffs[6] === cubeNavigationFaceRotations[Cube_1.Face.Left].coffs[6] &&
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+ rotMatrix.coffs[7] === cubeNavigationFaceRotations[Cube_1.Face.Left].coffs[7] &&
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+ rotMatrix.coffs[8] === cubeNavigationFaceRotations[Cube_1.Face.Left].coffs[8])
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+ return Cube_1.Face.Left;
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+ // istanbul ignore else
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+ if (rotMatrix.coffs[6] === cubeNavigationFaceRotations[Cube_1.Face.Right].coffs[6] &&
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+ rotMatrix.coffs[7] === cubeNavigationFaceRotations[Cube_1.Face.Right].coffs[7] &&
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+ rotMatrix.coffs[8] === cubeNavigationFaceRotations[Cube_1.Face.Right].coffs[8])
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+ return Cube_1.Face.Right;
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+ // istanbul ignore else
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+ if (rotMatrix.coffs[6] === cubeNavigationFaceRotations[Cube_1.Face.Back].coffs[6] &&
505
+ rotMatrix.coffs[7] === cubeNavigationFaceRotations[Cube_1.Face.Back].coffs[7] &&
506
+ rotMatrix.coffs[8] === cubeNavigationFaceRotations[Cube_1.Face.Back].coffs[8])
507
+ return Cube_1.Face.Back;
508
+ // istanbul ignore else
509
+ if (rotMatrix.coffs[6] === cubeNavigationFaceRotations[Cube_1.Face.Front].coffs[6] &&
510
+ rotMatrix.coffs[7] === cubeNavigationFaceRotations[Cube_1.Face.Front].coffs[7] &&
511
+ rotMatrix.coffs[8] === cubeNavigationFaceRotations[Cube_1.Face.Front].coffs[8])
512
+ return Cube_1.Face.Front;
513
+ return Cube_1.Face.None;
492
514
  };
493
515
  CubeNavigationAid._interpolateRotMatrix = (start, anim, end) => {
494
516
  if (anim === 0)
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module NavigationAids\r\n */\r\n\r\nimport \"./CubeNavigationAid.scss\";\r\nimport classnames from \"classnames\";\r\nimport * as React from \"react\";\r\nimport { Angle, AxisIndex, AxisOrder, Geometry, Matrix3d, Point2d, Vector2d, Vector3d, XYAndZ } from \"@itwin/core-geometry\";\r\nimport { IModelApp, IModelConnection, Viewport } from \"@itwin/core-frontend\";\r\nimport { CommonProps } from \"@itwin/core-react\";\r\nimport { UiIModelComponents } from \"../UiIModelComponents\";\r\nimport { ViewportComponentEvents, ViewRotationChangeEventArgs } from \"../viewport/ViewportComponentEvents\";\r\nimport { Cube, Face } from \"./Cube\";\r\n\r\n/** @public */\r\nexport enum CubeNavigationHitBoxX {\r\n None = 0,\r\n Right = 1,\r\n Left = -1,\r\n}\r\n/** @internal\r\n * @deprecated in 2.x. Use [[CubeNavigationHitBoxX]] */\r\nexport enum HitBoxX {\r\n None = 0,\r\n Right = 1,\r\n Left = -1,\r\n}\r\n\r\n/** @public */\r\nexport enum CubeNavigationHitBoxY {\r\n None = 0,\r\n Back = 1,\r\n Front = -1,\r\n}\r\n/** @internal\r\n * @deprecated in 2.x. Use [[CubeNavigationHitBoxY]] */\r\nexport enum HitBoxY {\r\n None = 0,\r\n Back = 1,\r\n Front = -1,\r\n}\r\n\r\n/** @public */\r\nexport enum CubeNavigationHitBoxZ {\r\n None = 0,\r\n Top = 1,\r\n Bottom = -1,\r\n}\r\n/** @internal\r\n * @deprecated in 2.x. [[CubeNavigationHitBoxZ]] */\r\nexport enum HitBoxZ {\r\n None = 0,\r\n Top = 1,\r\n Bottom = -1,\r\n}\r\n\r\ninterface CubeNavigationRotationMap {\r\n up: Face;\r\n down: Face;\r\n left: Face;\r\n right: Face;\r\n}\r\n\r\nconst cubeNavigationFaceLocs: { [key: string]: Vector3d } = {\r\n [Face.Left]: Vector3d.create(CubeNavigationHitBoxX.Left, CubeNavigationHitBoxY.None, CubeNavigationHitBoxZ.None),\r\n [Face.Right]: Vector3d.create(CubeNavigationHitBoxX.Right, CubeNavigationHitBoxY.None, CubeNavigationHitBoxZ.None),\r\n [Face.Back]: Vector3d.create(CubeNavigationHitBoxX.None, CubeNavigationHitBoxY.Back, CubeNavigationHitBoxZ.None),\r\n [Face.Front]: Vector3d.create(CubeNavigationHitBoxX.None, CubeNavigationHitBoxY.Front, CubeNavigationHitBoxZ.None),\r\n [Face.Bottom]: Vector3d.create(CubeNavigationHitBoxX.None, CubeNavigationHitBoxY.None, CubeNavigationHitBoxZ.Bottom),\r\n [Face.Top]: Vector3d.create(CubeNavigationHitBoxX.None, CubeNavigationHitBoxY.None, CubeNavigationHitBoxZ.Top),\r\n};\r\n\r\nconst cubeNavigationFaceRotations: { [key: string]: Matrix3d } = {\r\n [Face.Left]: Matrix3d.createRowValues(0, -1, 0, 0, 0, 1, -1, 0, 0),\r\n [Face.Right]: Matrix3d.createRowValues(0, 1, 0, 0, 0, 1, 1, 0, 0),\r\n [Face.Back]: Matrix3d.createRowValues(-1, 0, 0, 0, 0, 1, 0, 1, 0),\r\n [Face.Front]: Matrix3d.createRowValues(1, 0, 0, 0, 0, 1, 0, -1, 0),\r\n [Face.Bottom]: Matrix3d.createRowValues(1, 0, 0, 0, -1, 0, 0, 0, -1),\r\n [Face.Top]: Matrix3d.createRowValues(1, 0, 0, 0, 1, 0, 0, 0, 1),\r\n};\r\n\r\n// data relating Up/Down/Left/Right directions relative to every surface\r\nconst cubeNavigationRoutes: { [key: string]: CubeNavigationRotationMap } = {\r\n [Face.Front]: { up: Face.Top, down: Face.Bottom, left: Face.Left, right: Face.Right },\r\n [Face.Back]: { up: Face.Top, down: Face.Bottom, left: Face.Right, right: Face.Left },\r\n [Face.Top]: { up: Face.Back, down: Face.Front, left: Face.Left, right: Face.Right },\r\n [Face.Bottom]: { up: Face.Front, down: Face.Back, left: Face.Left, right: Face.Right },\r\n [Face.Right]: { up: Face.Top, down: Face.Bottom, left: Face.Front, right: Face.Back },\r\n [Face.Left]: { up: Face.Top, down: Face.Bottom, left: Face.Back, right: Face.Front },\r\n};\r\n\r\n/** The default tolerance (1.0e-6) is appropriate if very dirty viewing operations are expected. */\r\nconst DEFAULT_TOLERANCE = 1.0e-6;\r\n\r\n/** @internal */\r\nexport enum CubeHover {\r\n None = 0,\r\n Hover,\r\n Active,\r\n}\r\n\r\n/** Properties for the [[CubeNavigationAid]] component\r\n * @public\r\n */\r\nexport interface CubeNavigationAidProps extends CommonProps {\r\n iModelConnection: IModelConnection;\r\n viewport?: Viewport;\r\n\r\n // used only in testing\r\n\r\n /** @internal */\r\n onAnimationEnd?: () => void;\r\n /** @internal */\r\n animationTime?: number;\r\n}\r\n\r\n/** @public */\r\ninterface CubeNavigationAidState {\r\n dragging: boolean;\r\n startRotMatrix: Matrix3d;\r\n endRotMatrix: Matrix3d;\r\n animation: number;\r\n hoverMap: { [key: string]: CubeHover };\r\n face: Face;\r\n}\r\n\r\n/** Cube Navigation Aid Component\r\n * @public\r\n */\r\nexport class CubeNavigationAid extends React.Component<CubeNavigationAidProps, CubeNavigationAidState> {\r\n private _start: Vector2d = Vector2d.createZero();\r\n /** @internal */\r\n public override readonly state: Readonly<CubeNavigationAidState> = {\r\n dragging: false,\r\n startRotMatrix: Matrix3d.createIdentity(),\r\n endRotMatrix: Matrix3d.createIdentity(),\r\n animation: 1,\r\n hoverMap: {},\r\n face: Face.Top,\r\n };\r\n\r\n private _lastTime: number | undefined;\r\n private _animationFrame: any;\r\n private _mounted: boolean = false;\r\n private _labels: { [key: string]: string } = {\r\n [Face.Right]: UiIModelComponents.translate(\"cube.right\"),\r\n [Face.Left]: UiIModelComponents.translate(\"cube.left\"),\r\n [Face.Back]: UiIModelComponents.translate(\"cube.back\"),\r\n [Face.Front]: UiIModelComponents.translate(\"cube.front\"),\r\n [Face.Top]: UiIModelComponents.translate(\"cube.top\"),\r\n [Face.Bottom]: UiIModelComponents.translate(\"cube.bottom\"),\r\n };\r\n\r\n /** @internal */\r\n public override componentDidMount() {\r\n this._mounted = true;\r\n ViewportComponentEvents.onViewRotationChangeEvent.addListener(this._handleViewRotationChangeEvent);\r\n\r\n // set initial rotation\r\n if (this.props.viewport) {\r\n const newMatrix = this.props.viewport.view.getRotation().clone();\r\n this.setState({ startRotMatrix: newMatrix, endRotMatrix: newMatrix, animation: 1 });\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override componentWillUnmount() {\r\n ViewportComponentEvents.onViewRotationChangeEvent.removeListener(this._handleViewRotationChangeEvent);\r\n clearTimeout(this._animationFrame);\r\n this._mounted = false;\r\n }\r\n\r\n // Synchronize with rotation coming from the Viewport\r\n private _handleViewRotationChangeEvent = (args: ViewRotationChangeEventArgs) => {\r\n const { animation, dragging, endRotMatrix } = this.state;\r\n // istanbul ignore else\r\n if (this.props.viewport === args.viewport && animation >= 1 && !dragging) {\r\n const newMatrix = this.props.viewport.view.getRotation().clone();\r\n if (!endRotMatrix.isAlmostEqual(newMatrix)) {\r\n this.setState({ startRotMatrix: newMatrix, endRotMatrix: newMatrix, animation: 1, face: Face.None });\r\n }\r\n }\r\n };\r\n\r\n private _animation = () => {\r\n const t = Date.now();\r\n const delta = this._lastTime ? t - this._lastTime : 16;\r\n this._lastTime = t;\r\n if (this.state.animation !== 1) {\r\n const animation = Math.min(1, this.state.animation + delta / (1000 * (this.props.animationTime || /* istanbul ignore next */ 0.4)));\r\n\r\n // istanbul ignore next\r\n if (this._mounted) {\r\n this.setState({ animation }, () => {\r\n this._animationFrame = setTimeout(this._animation, 16.667);\r\n });\r\n }\r\n } else {\r\n this._lastTime = undefined;\r\n this._animationEnd();\r\n }\r\n };\r\n\r\n private _animationEnd = () => {\r\n ViewportComponentEvents.setCubeMatrix(this.state.endRotMatrix, this.state.face, true);\r\n const startRotMatrix = this.state.endRotMatrix.clone();\r\n // istanbul ignore next\r\n if (this._mounted) {\r\n this.setState({ startRotMatrix }, () => {\r\n // istanbul ignore else\r\n if (this.props.onAnimationEnd)\r\n this.props.onAnimationEnd();\r\n });\r\n }\r\n };\r\n\r\n private static _animationFn = (t: number) => t < .5 ? 2 * t ** 2 : -1 + (4 - 2 * t) * t;\r\n\r\n private static _isMatrixFace = (matrix: Matrix3d): boolean => {\r\n let sum = 0;\r\n for (const coff of matrix.coffs) {\r\n if (Geometry.isAlmostEqualNumber(Math.abs(coff), 1))\r\n sum++;\r\n }\r\n // Assuming matrix is a proper rotation matrix:\r\n // if matrix viewing a face, there will be a total of 3 values either almost -1, or almost 1.\r\n return sum === 3;\r\n };\r\n\r\n public override render(): React.ReactNode {\r\n const { animation, startRotMatrix, endRotMatrix } = this.state;\r\n const visible = CubeNavigationAid._isMatrixFace(endRotMatrix) && animation === 1.0;\r\n const rotMatrix = CubeNavigationAid._interpolateRotMatrix(startRotMatrix, animation, endRotMatrix);\r\n if (rotMatrix !== startRotMatrix && rotMatrix !== endRotMatrix)\r\n ViewportComponentEvents.setCubeMatrix(rotMatrix, Face.None);\r\n\r\n const faces: { [key: string]: React.ReactNode } = {};\r\n for (const key in this._labels) {\r\n // istanbul ignore else\r\n if (this._labels.hasOwnProperty(key)) {\r\n const f = key as Face;\r\n const label = this._labels[f];\r\n faces[f] =\r\n <NavCubeFace\r\n face={f}\r\n label={label}\r\n hoverMap={this.state.hoverMap}\r\n onFaceCellClick={this._handleFaceCellClick}\r\n onFaceCellHoverChange={this._handleCellHoverChange} />;\r\n }\r\n }\r\n\r\n const cubeClassNames = classnames(\r\n \"nav-cube\",\r\n this.state.dragging && \"cube-dragging\",\r\n );\r\n\r\n const upTitle = this.getArrowTitle(Pointer.Up);\r\n const downTitle = this.getArrowTitle(Pointer.Down);\r\n const leftTitle = this.getArrowTitle(Pointer.Left);\r\n const rightTitle = this.getArrowTitle(Pointer.Right);\r\n\r\n return (\r\n <div className={classnames(\"components-cube-container\", this.props.className)}\r\n style={this.props.style}\r\n data-testid=\"components-cube-navigation-aid\"\r\n onMouseDown={this._handleBoxMouseDown}\r\n onTouchStart={this._handleBoxTouchStart}\r\n role=\"presentation\"\r\n >\r\n <div className={\"cube-element-container\"}>\r\n <Cube\r\n className={cubeClassNames}\r\n rotMatrix={rotMatrix}\r\n faces={faces} />\r\n </div>\r\n <PointerButton data-testid=\"cube-pointer-button-up\"\r\n visible={visible} pointerType={Pointer.Up} onArrowClick={this._onArrowClick} title={upTitle} />\r\n <PointerButton data-testid=\"cube-pointer-button-down\"\r\n visible={visible} pointerType={Pointer.Down} onArrowClick={this._onArrowClick} title={downTitle} />\r\n <PointerButton data-testid=\"cube-pointer-button-left\"\r\n visible={visible} pointerType={Pointer.Left} onArrowClick={this._onArrowClick} title={leftTitle} />\r\n <PointerButton data-testid=\"cube-pointer-button-right\"\r\n visible={visible} pointerType={Pointer.Right} onArrowClick={this._onArrowClick} title={rightTitle} />\r\n </div>\r\n );\r\n }\r\n\r\n private _handleCellHoverChange = (vect: Vector3d, state: CubeHover) => {\r\n if (this._isInteractionLocked()) {\r\n this.props.onAnimationEnd?.();\r\n return;\r\n }\r\n const hoverMap = this.state.hoverMap;\r\n hoverMap[`${vect.x}-${vect.y}-${vect.z}`] = state;\r\n this.setState({ hoverMap });\r\n };\r\n\r\n private _isInteractionLocked = () => {\r\n // Locked by markup\r\n if(undefined !== this.props.viewport && this.props.viewport === IModelApp.toolAdmin.markupView) {\r\n return true;\r\n }\r\n return false;\r\n };\r\n\r\n private static _getMatrixFace = (rotMatrix: Matrix3d): Face => {\r\n if (!CubeNavigationAid._isMatrixFace(rotMatrix)) {\r\n return Face.None;\r\n }\r\n\r\n let matrixFace = Face.None;\r\n\r\n for (const face in cubeNavigationFaceRotations) {\r\n // istanbul ignore else\r\n if (face in cubeNavigationFaceRotations) {\r\n const loc = cubeNavigationFaceRotations[face];\r\n if (rotMatrix.isAlmostEqual(loc)) {\r\n matrixFace = face as Face;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return matrixFace;\r\n };\r\n\r\n private static _interpolateRotMatrix = (start: Matrix3d, anim: number, end: Matrix3d): Matrix3d => {\r\n if (anim === 0)\r\n return start;\r\n if (anim === 1 || start.isAlmostEqual(end))\r\n return end;\r\n const startInverse = start.transpose();\r\n const diff = end.multiplyMatrixMatrix(startInverse);\r\n const angleAxis = diff.getAxisAndAngleOfRotation();\r\n // istanbul ignore else\r\n if (angleAxis.ok) {\r\n const angle = Angle.createRadians(angleAxis.angle.radians * CubeNavigationAid._animationFn(anim));\r\n const newDiff = Matrix3d.createRotationAroundVector(angleAxis.axis, angle);\r\n // istanbul ignore else\r\n if (newDiff) {\r\n const newMatrix = newDiff.multiplyMatrixMatrix(start);\r\n return newMatrix;\r\n }\r\n }\r\n // istanbul ignore next\r\n return end;\r\n };\r\n\r\n private static correctSmallNumber(value: number, tolerance: number): number {\r\n return Math.abs(value) < tolerance ? 0 : value;\r\n }\r\n\r\n /**\r\n * Snap coordinates of a vector to zero and to each other so that the vector prefers to be\r\n * * perpendicular to a face of the unit cube.\r\n * * or pass through a nearby vertex or edge of the unit cube.\r\n * @param zVector existing z vector.\r\n * @param tolerance tolerance to determine if a z vector component is close to zero or 1.\r\n */\r\n private static snapVectorToCubeFeatures(zVector: XYAndZ, tolerance: number): Vector3d {\r\n const x = CubeNavigationAid.correctSmallNumber(zVector.x, tolerance);\r\n let y = CubeNavigationAid.correctSmallNumber(zVector.y, tolerance);\r\n let z = CubeNavigationAid.correctSmallNumber(zVector.z, tolerance);\r\n\r\n const xx = Math.abs(x);\r\n const yy = Math.abs(y);\r\n const zz = Math.abs(z);\r\n\r\n // adjust any adjacent pair of near equal values to the first.\r\n // istanbul ignore next\r\n if (Geometry.isSameCoordinate(xx, yy, tolerance)) {\r\n y = Geometry.split3WaySign(y, -xx, xx, xx);\r\n }\r\n if (Geometry.isSameCoordinate(yy, zz, tolerance)) {\r\n z = Geometry.split3WaySign(z, -yy, yy, yy);\r\n }\r\n if (Geometry.isSameCoordinate(xx, zz, tolerance)) {\r\n z = Geometry.split3WaySign(z, -xx, xx, xx);\r\n }\r\n return Vector3d.create(x, y, z);\r\n }\r\n\r\n /**\r\n * Adjust a worldToView matrix to favor both\r\n * * direct view at faces, edges, and corners of a view cube.\r\n * * heads up\r\n * @param worldToView candidate matrix\r\n * @param tolerance tolerance for cleaning up fuzz. The default (1.0e-6) is appropriate if very dirty viewing operations are expected.\r\n * @param result optional result.\r\n */\r\n private static snapWorldToViewMatrixToCubeFeatures(worldToView: Matrix3d, tolerance: number, result?: Matrix3d): Matrix3d {\r\n const oldZ = worldToView.rowZ();\r\n const newZ = CubeNavigationAid.snapVectorToCubeFeatures(oldZ, tolerance);\r\n // If newZ is true up or down, it will have true 0 for x and y.\r\n // special case this to take x direction from the input.\r\n // istanbul ignore next\r\n if (newZ.x === 0.0 && newZ.y === 0) {\r\n const perpVector = worldToView.rowX();\r\n result = Matrix3d.createRigidFromColumns(newZ, perpVector, AxisOrder.ZXY, result)!;\r\n } else {\r\n result = Matrix3d.createRigidViewAxesZTowardsEye(newZ.x, newZ.y, newZ.z, result);\r\n }\r\n // istanbul ignore else\r\n if (result)\r\n result.transposeInPlace();\r\n return result;\r\n }\r\n\r\n private getArrowRotationAndFace(arrow: Pointer): { newRotation: Matrix3d, face: Face } {\r\n const localRotationAxis = Vector3d.create(0, 0, 0);\r\n switch (arrow) {\r\n case Pointer.Up:\r\n localRotationAxis.x = -1.0;\r\n break;\r\n case Pointer.Down:\r\n localRotationAxis.x = 1.0;\r\n break;\r\n case Pointer.Left:\r\n localRotationAxis.y = -1.0;\r\n break;\r\n default:\r\n localRotationAxis.y = 1.0;\r\n break;\r\n }\r\n const localRotation = Matrix3d.createRotationAroundVector(localRotationAxis, Angle.createDegrees(-90))!;\r\n const newRotation = localRotation.multiplyMatrixMatrix(this.state.endRotMatrix);\r\n CubeNavigationAid.snapWorldToViewMatrixToCubeFeatures(newRotation, DEFAULT_TOLERANCE, newRotation);\r\n const face = CubeNavigationAid._getMatrixFace(newRotation);\r\n return { newRotation, face };\r\n }\r\n\r\n private _onArrowClick = (arrow: Pointer) => {\r\n if (this._isInteractionLocked()) {\r\n // istanbul ignore next\r\n this.props.onAnimationEnd?.();\r\n return;\r\n }\r\n const { newRotation, face } = this.getArrowRotationAndFace(arrow);\r\n this._animateRotation(newRotation, face);\r\n };\r\n\r\n private getArrowTitle(arrow: Pointer) {\r\n const { face } = this.getArrowRotationAndFace(arrow);\r\n return this._labels[face];\r\n }\r\n\r\n private _lastClientXY: Vector2d = Vector2d.createZero();\r\n private _processDrag(mousePos: Vector2d) {\r\n // istanbul ignore else\r\n if (!this._start.isAlmostEqual(mousePos)) {\r\n const movement = mousePos.minus(this._lastClientXY);\r\n const diff = movement.scale(0.05);\r\n\r\n const yaw = Angle.createRadians(diff.x);\r\n const pitch = Angle.createRadians(diff.y);\r\n\r\n const matX = Matrix3d.createRotationAroundAxisIndex(AxisIndex.X, pitch);\r\n const matZ = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, yaw);\r\n\r\n const mat = matX.multiplyMatrixMatrix(this.state.startRotMatrix).multiplyMatrixMatrix(matZ);\r\n this._setRotation(mat, CubeNavigationAid._getMatrixFace(mat));\r\n if (!this.state.dragging)\r\n this.setState({ dragging: true });\r\n }\r\n this._lastClientXY = mousePos;\r\n }\r\n\r\n private _handleBoxMouseDown = (event: any) => {\r\n if (this._isInteractionLocked()) {\r\n this.props.onAnimationEnd?.();\r\n return;\r\n }\r\n event.preventDefault();\r\n // only start listening after drag is confirmed. Ie. the 3D box is clicked.\r\n window.addEventListener(\"mousemove\", this._onMouseMove, false);\r\n window.addEventListener(\"mouseup\", this._onMouseUp, false);\r\n this._lastClientXY = Vector2d.create(event.clientX, event.clientY);\r\n this._start = this._lastClientXY;\r\n };\r\n\r\n private _onMouseMove = (event: MouseEvent) => {\r\n const mousePos = Vector2d.create(event.clientX, event.clientY);\r\n this._processDrag(mousePos);\r\n };\r\n\r\n private _onMouseUp = () => {\r\n if (this.state.dragging) {\r\n this.setState({ dragging: false });\r\n ViewportComponentEvents.setCubeMatrix(this.state.endRotMatrix, CubeNavigationAid._getMatrixFace(this.state.endRotMatrix), true);\r\n }\r\n\r\n // remove so event only triggers after this.onMouseStartDrag\r\n window.removeEventListener(\"mousemove\", this._onMouseMove);\r\n window.removeEventListener(\"mouseup\", this._onMouseUp);\r\n };\r\n\r\n // istanbul ignore next - unable to test touch\r\n private _handleBoxTouchStart = (event: any) => {\r\n if (this._isInteractionLocked()) {\r\n this.props.onAnimationEnd?.();\r\n return;\r\n }\r\n if (1 !== event.targetTouches.length)\r\n return;\r\n window.addEventListener(\"touchmove\", this._onTouchMove, false);\r\n window.addEventListener(\"touchend\", this._onTouchEnd, false);\r\n this._lastClientXY = Vector2d.create(event.targetTouches[0].clientX, event.targetTouches[0].clientY);\r\n this._start = this._lastClientXY;\r\n };\r\n\r\n // istanbul ignore next - unable to test touch\r\n private _onTouchMove = (event: TouchEvent) => {\r\n if (1 !== event.targetTouches.length)\r\n return;\r\n const mousePos = Vector2d.create(event.targetTouches[0].clientX, event.targetTouches[0].clientY);\r\n this._processDrag(mousePos);\r\n };\r\n\r\n // istanbul ignore next - unable to test touch\r\n private _onTouchEnd = (event: TouchEvent) => {\r\n if (0 !== event.targetTouches.length)\r\n return;\r\n\r\n if (this.state.dragging) {\r\n this.setState({ dragging: false });\r\n ViewportComponentEvents.setCubeMatrix(this.state.endRotMatrix, CubeNavigationAid._getMatrixFace(this.state.endRotMatrix), true);\r\n }\r\n\r\n window.removeEventListener(\"touchmove\", this._onTouchMove);\r\n window.removeEventListener(\"touchend\", this._onTouchEnd);\r\n };\r\n\r\n private _handleFaceCellClick = (pos: Vector3d, face: Face) => {\r\n if (this._isInteractionLocked()) {\r\n this.props.onAnimationEnd?.();\r\n return;\r\n }\r\n const { endRotMatrix } = this.state;\r\n let rotMatrix = Matrix3d.createRigidViewAxesZTowardsEye(pos.x, pos.y, pos.z).inverse();\r\n // istanbul ignore else\r\n if (rotMatrix) {\r\n // if isMatrixFace and user is clicking on top/bottom, the current matrix face must be top or bottom\r\n if (!CubeNavigationAid._isMatrixFace(endRotMatrix) && (face === Face.Top || face === Face.Bottom)) {\r\n const angleAxis = endRotMatrix.getAxisAndAngleOfRotation();\r\n // istanbul ignore else\r\n if (angleAxis.ok) {\r\n const xAx = endRotMatrix.columnX();\r\n const a = Math.atan2(xAx.y, xAx.x);\r\n const r = Math.round(a * 2 / Math.PI) * Math.PI / 2; // round to quarter turn intervals\r\n const rot = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, Angle.createRadians(r));\r\n rotMatrix = rot.multiplyMatrixMatrix(rotMatrix);\r\n }\r\n }\r\n this._animateRotation(rotMatrix, face);\r\n }\r\n window.removeEventListener(\"mousemove\", this._onMouseMove);\r\n };\r\n\r\n private _animateRotation = (endRotMatrix: Matrix3d, face: Face) => {\r\n if (this.state.endRotMatrix.isAlmostEqual(endRotMatrix))\r\n return;\r\n // set animation variables, let css transitions animate it.\r\n this._animationFrame = setTimeout(this._animation, 16.667);\r\n this.setState((prevState) => ({\r\n startRotMatrix: prevState.endRotMatrix, endRotMatrix,\r\n animation: 0,\r\n face,\r\n }));\r\n };\r\n\r\n private _setRotation = (endRotMatrix: Matrix3d, face: Face) => {\r\n ViewportComponentEvents.setCubeMatrix(endRotMatrix, face);\r\n // set variables, with animTime at 0 to prevent animation.\r\n this.setState({\r\n startRotMatrix: endRotMatrix,\r\n endRotMatrix,\r\n animation: 1,\r\n face,\r\n });\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport interface NavCubeFaceProps extends React.AllHTMLAttributes<HTMLDivElement> {\r\n face: Face;\r\n label: string;\r\n hoverMap: { [key: string]: CubeHover };\r\n onFaceCellClick: (vector: Vector3d, face: Face) => void;\r\n onFaceCellHoverChange: (vector: Vector3d, state: CubeHover) => void;\r\n}\r\n\r\n/** @internal */\r\nexport class NavCubeFace extends React.Component<NavCubeFaceProps> {\r\n private includeCell(vector: Vector3d): boolean {\r\n const { x, y, z } = vector;\r\n const omittedCell = (y === 0 && x !== 0 && z !== 0) || (y !== 0 && x === 0 && z !== 0) || (y !== 0 && x !== 0 && z === 0);\r\n return !omittedCell;\r\n }\r\n public override render(): React.ReactNode {\r\n const { face, hoverMap, onFaceCellClick, onFaceCellHoverChange, label } = this.props;\r\n return (\r\n <div className=\"nav-cube-face\" data-testid=\"nav-cube-face\">\r\n {[-1, 0, 1].map((y: number) => {\r\n return (\r\n <FaceRow key={y} center={y === 0}>\r\n {[-1, 0, 1].map((x: number) => {\r\n const vector = NavCubeFace.faceCellToPos(face, x, y);\r\n if (this.includeCell(vector)) {\r\n // return a fully functional cell\r\n return (\r\n <FaceCell\r\n key={x}\r\n onFaceCellHoverChange={onFaceCellHoverChange}\r\n onFaceCellClick={onFaceCellClick}\r\n hoverMap={hoverMap}\r\n vector={vector}\r\n face={face}\r\n center={x === 0}>\r\n {x === 0 && y === 0 &&\r\n label}\r\n </FaceCell>\r\n );\r\n } else {\r\n // return a placeholder cell\r\n return (\r\n <FaceCell\r\n key={x}\r\n vector={vector}\r\n face={face}\r\n center={x === 0}/>\r\n );\r\n }\r\n })}\r\n </FaceRow>\r\n );\r\n })}\r\n </div>\r\n );\r\n }\r\n public static faceCellToPos = (face: Face, x: number, y: number) => {\r\n const faceVect = cubeNavigationFaceLocs[face];\r\n const route = cubeNavigationRoutes[face];\r\n\r\n const faceX = x < 0 ? route.left : x > 0 ? route.right : Face.None;\r\n const xVect = faceX !== Face.None ? cubeNavigationFaceLocs[faceX] : Vector3d.createZero();\r\n\r\n const faceY = y < 0 ? route.up : y > 0 ? route.down : Face.None;\r\n const yVect = faceY !== Face.None ? cubeNavigationFaceLocs[faceY] : Vector3d.createZero();\r\n\r\n return faceVect.plus(xVect).plus(yVect);\r\n };\r\n}\r\n\r\ninterface FaceRowProps extends React.AllHTMLAttributes<HTMLDivElement> {\r\n center?: boolean;\r\n}\r\n\r\nclass FaceRow extends React.Component<FaceRowProps> {\r\n public override render(): React.ReactNode {\r\n const { center, children, ...props } = this.props;\r\n const classNames = classnames(\r\n \"face-row\",\r\n center && \"cube-center\",\r\n );\r\n return <div className={classNames} {...props}>{children}</div>;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport interface FaceCellProps extends React.AllHTMLAttributes<HTMLDivElement> {\r\n center?: boolean;\r\n onFaceCellClick?: (vector: Vector3d, face: Face) => void;\r\n onFaceCellHoverChange?: (vector: Vector3d, state: CubeHover) => void;\r\n hoverMap?: { [key: string]: CubeHover };\r\n vector: Vector3d;\r\n face: Face;\r\n}\r\n\r\n/** @internal */\r\nexport class FaceCell extends React.Component<FaceCellProps> {\r\n private _startMouse: Point2d | undefined;\r\n public override render(): React.ReactNode {\r\n const { center, children, onFaceCellClick, onFaceCellHoverChange, hoverMap, face, vector, ...props } = this.props; // eslint-disable-line @typescript-eslint/no-unused-vars\r\n const { x, y, z } = vector;\r\n const n = `${x}-${y}-${z}`;\r\n const hover = hoverMap && hoverMap[n] === CubeHover.Hover;\r\n const active = hoverMap && hoverMap[n] === CubeHover.Active;\r\n const classNames = classnames(\r\n \"face-cell\",\r\n center && \"cube-center\",\r\n hover && \"cube-hover\",\r\n active && \"cube-active\",\r\n );\r\n\r\n // eslint-disable-next-line jsx-a11y/mouse-events-have-key-events\r\n return <div\r\n onMouseDown={this._handleMouseDown}\r\n onMouseUp={this._handleMouseUp}\r\n onMouseOver={this._handleMouseOver}\r\n onMouseOut={this._handleMouseOut}\r\n onTouchStart={this._handleTouchStart}\r\n onTouchEnd={this._handleTouchEnd}\r\n data-testid={`nav-cube-face-cell-${face}-${n}`}\r\n className={classNames}\r\n role=\"presentation\"\r\n {...props}\r\n >\r\n {children}\r\n </div>;\r\n }\r\n private _handleMouseOver = () => {\r\n const { vector } = this.props;\r\n this.props.onFaceCellHoverChange && this.props.onFaceCellHoverChange(vector, CubeHover.Hover);\r\n };\r\n private _handleMouseOut = () => {\r\n const { vector } = this.props;\r\n this.props.onFaceCellHoverChange && this.props.onFaceCellHoverChange(vector, CubeHover.None);\r\n };\r\n private _handleMouseDown = (event: React.MouseEvent) => {\r\n const { clientX, clientY } = event;\r\n this.handlePointerDown(clientX, clientY);\r\n };\r\n private _handleMouseUp = (event: React.MouseEvent) => {\r\n const { clientX, clientY } = event;\r\n this.handlePointerUp(clientX, clientY);\r\n };\r\n\r\n private _handleTouchStart = (event: React.TouchEvent<HTMLDivElement>) => {\r\n event.preventDefault();\r\n event.targetTouches.length === 1 && this.handlePointerDown(event.targetTouches[0].clientX, event.targetTouches[0].clientY);\r\n };\r\n\r\n private _handleTouchEnd = (event: React.TouchEvent<HTMLDivElement>) => {\r\n event.preventDefault();\r\n event.changedTouches.length === 1 && this.handlePointerUp(event.changedTouches[0].clientX, event.changedTouches[0].clientY);\r\n };\r\n\r\n private handlePointerDown(x: number, y: number) {\r\n const { vector } = this.props;\r\n this._startMouse = Point2d.create(x, y);\r\n this.props.onFaceCellHoverChange && this.props.onFaceCellHoverChange(vector, CubeHover.Active);\r\n }\r\n\r\n private handlePointerUp(x: number, y: number) {\r\n const { vector, face } = this.props;\r\n this.props.onFaceCellHoverChange && this.props.onFaceCellHoverChange(vector, CubeHover.None);\r\n const mouse = Point2d.create(x, y);\r\n if (this._startMouse && this._startMouse.isAlmostEqual(mouse)) {\r\n const isFace = Math.abs(vector.x) + Math.abs(vector.y) + Math.abs(vector.z) === 1;\r\n this.props.onFaceCellClick && this.props.onFaceCellClick(vector, isFace ? face : Face.None);\r\n }\r\n }\r\n}\r\n\r\nenum Pointer {\r\n None = 0,\r\n Up,\r\n Down,\r\n Left,\r\n Right,\r\n}\r\n\r\nconst pointerIconClass: { [key: number]: string } = {\r\n [Pointer.Up]: \"icon-caret-down\",\r\n [Pointer.Down]: \"icon-caret-up\",\r\n [Pointer.Left]: \"icon-caret-right\",\r\n [Pointer.Right]: \"icon-caret-left\",\r\n};\r\n\r\nconst pointerClass: { [key: number]: string } = {\r\n [Pointer.Up]: \"cube-up\",\r\n [Pointer.Down]: \"cube-down\",\r\n [Pointer.Left]: \"cube-left\",\r\n [Pointer.Right]: \"cube-right\",\r\n};\r\n\r\ninterface PointerProps extends React.AllHTMLAttributes<HTMLDivElement> {\r\n visible: boolean;\r\n pointerType: Pointer;\r\n onArrowClick(pointer: Pointer): void;\r\n title: string;\r\n [\"data-testid\"]?: string;\r\n}\r\n\r\nclass PointerButton extends React.Component<PointerProps> {\r\n public override render(): React.ReactNode {\r\n const { visible, pointerType, onArrowClick, title, ...props } = this.props; // eslint-disable-line @typescript-eslint/no-unused-vars\r\n const classes = classnames(\r\n \"cube-pointer\", \"icon\",\r\n pointerClass[pointerType],\r\n pointerIconClass[pointerType],\r\n visible && \"cube-visible\",\r\n );\r\n\r\n return (\r\n // eslint-disable-next-line jsx-a11y/click-events-have-key-events\r\n <div className={classes} role=\"button\" tabIndex={-1} title={title} {...props}\r\n onClick={this._handleClick} />\r\n );\r\n }\r\n private _handleClick = (event: React.MouseEvent) => {\r\n const { pointerType } = this.props;\r\n event.preventDefault();\r\n this.props.onArrowClick(pointerType);\r\n };\r\n}\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module NavigationAids\r\n */\r\n\r\nimport \"./CubeNavigationAid.scss\";\r\nimport classnames from \"classnames\";\r\nimport * as React from \"react\";\r\nimport { Angle, AxisIndex, AxisOrder, Geometry, Matrix3d, Point2d, Vector2d, Vector3d, XYAndZ } from \"@itwin/core-geometry\";\r\nimport { IModelApp, IModelConnection, Viewport } from \"@itwin/core-frontend\";\r\nimport { CommonProps } from \"@itwin/core-react\";\r\nimport { UiIModelComponents } from \"../UiIModelComponents\";\r\nimport { ViewportComponentEvents, ViewRotationChangeEventArgs } from \"../viewport/ViewportComponentEvents\";\r\nimport { Cube, Face } from \"./Cube\";\r\n\r\n/** @public */\r\nexport enum CubeNavigationHitBoxX {\r\n None = 0,\r\n Right = 1,\r\n Left = -1,\r\n}\r\n/** @internal\r\n * @deprecated in 2.x. Use [[CubeNavigationHitBoxX]] */\r\nexport enum HitBoxX {\r\n None = 0,\r\n Right = 1,\r\n Left = -1,\r\n}\r\n\r\n/** @public */\r\nexport enum CubeNavigationHitBoxY {\r\n None = 0,\r\n Back = 1,\r\n Front = -1,\r\n}\r\n/** @internal\r\n * @deprecated in 2.x. Use [[CubeNavigationHitBoxY]] */\r\nexport enum HitBoxY {\r\n None = 0,\r\n Back = 1,\r\n Front = -1,\r\n}\r\n\r\n/** @public */\r\nexport enum CubeNavigationHitBoxZ {\r\n None = 0,\r\n Top = 1,\r\n Bottom = -1,\r\n}\r\n/** @internal\r\n * @deprecated in 2.x. [[CubeNavigationHitBoxZ]] */\r\nexport enum HitBoxZ {\r\n None = 0,\r\n Top = 1,\r\n Bottom = -1,\r\n}\r\n\r\ninterface CubeNavigationRotationMap {\r\n up: Face;\r\n down: Face;\r\n left: Face;\r\n right: Face;\r\n}\r\n\r\nconst cubeNavigationFaceLocs: { [key: string]: Vector3d } = {\r\n [Face.Left]: Vector3d.create(CubeNavigationHitBoxX.Left, CubeNavigationHitBoxY.None, CubeNavigationHitBoxZ.None),\r\n [Face.Right]: Vector3d.create(CubeNavigationHitBoxX.Right, CubeNavigationHitBoxY.None, CubeNavigationHitBoxZ.None),\r\n [Face.Back]: Vector3d.create(CubeNavigationHitBoxX.None, CubeNavigationHitBoxY.Back, CubeNavigationHitBoxZ.None),\r\n [Face.Front]: Vector3d.create(CubeNavigationHitBoxX.None, CubeNavigationHitBoxY.Front, CubeNavigationHitBoxZ.None),\r\n [Face.Bottom]: Vector3d.create(CubeNavigationHitBoxX.None, CubeNavigationHitBoxY.None, CubeNavigationHitBoxZ.Bottom),\r\n [Face.Top]: Vector3d.create(CubeNavigationHitBoxX.None, CubeNavigationHitBoxY.None, CubeNavigationHitBoxZ.Top),\r\n};\r\n\r\nconst cubeNavigationFaceRotations: { [key: string]: Matrix3d } = {\r\n [Face.Left]: Matrix3d.createRowValues(0, -1, 0, 0, 0, 1, -1, 0, 0),\r\n [Face.Right]: Matrix3d.createRowValues(0, 1, 0, 0, 0, 1, 1, 0, 0),\r\n [Face.Back]: Matrix3d.createRowValues(-1, 0, 0, 0, 0, 1, 0, 1, 0),\r\n [Face.Front]: Matrix3d.createRowValues(1, 0, 0, 0, 0, 1, 0, -1, 0),\r\n [Face.Bottom]: Matrix3d.createRowValues(1, 0, 0, 0, -1, 0, 0, 0, -1),\r\n [Face.Top]: Matrix3d.createRowValues(1, 0, 0, 0, 1, 0, 0, 0, 1),\r\n};\r\n\r\n// data relating Up/Down/Left/Right directions relative to every surface\r\nconst cubeNavigationRoutes: { [key: string]: CubeNavigationRotationMap } = {\r\n [Face.Front]: { up: Face.Top, down: Face.Bottom, left: Face.Left, right: Face.Right },\r\n [Face.Back]: { up: Face.Top, down: Face.Bottom, left: Face.Right, right: Face.Left },\r\n [Face.Top]: { up: Face.Back, down: Face.Front, left: Face.Left, right: Face.Right },\r\n [Face.Bottom]: { up: Face.Front, down: Face.Back, left: Face.Left, right: Face.Right },\r\n [Face.Right]: { up: Face.Top, down: Face.Bottom, left: Face.Front, right: Face.Back },\r\n [Face.Left]: { up: Face.Top, down: Face.Bottom, left: Face.Back, right: Face.Front },\r\n};\r\n\r\n/** The default tolerance (1.0e-6) is appropriate if very dirty viewing operations are expected. */\r\nconst DEFAULT_TOLERANCE = 1.0e-6;\r\n\r\n/** @internal */\r\nexport enum CubeHover {\r\n None = 0,\r\n Hover,\r\n Active,\r\n}\r\n\r\n/** Properties for the [[CubeNavigationAid]] component\r\n * @public\r\n */\r\nexport interface CubeNavigationAidProps extends CommonProps {\r\n iModelConnection: IModelConnection;\r\n viewport?: Viewport;\r\n\r\n // used only in testing\r\n\r\n /** @internal */\r\n onAnimationEnd?: () => void;\r\n /** @internal */\r\n animationTime?: number;\r\n favorHeadsUpRotation?: boolean;\r\n}\r\n\r\n/** @public */\r\ninterface CubeNavigationAidState {\r\n dragging: boolean;\r\n startRotMatrix: Matrix3d;\r\n endRotMatrix: Matrix3d;\r\n animation: number;\r\n hoverMap: { [key: string]: CubeHover };\r\n face: Face;\r\n}\r\n\r\n/** Cube Navigation Aid Component\r\n * @public\r\n */\r\nexport class CubeNavigationAid extends React.Component<CubeNavigationAidProps, CubeNavigationAidState> {\r\n private _start: Vector2d = Vector2d.createZero();\r\n /** @internal */\r\n public override readonly state: Readonly<CubeNavigationAidState> = {\r\n dragging: false,\r\n startRotMatrix: Matrix3d.createIdentity(),\r\n endRotMatrix: Matrix3d.createIdentity(),\r\n animation: 1,\r\n hoverMap: {},\r\n face: Face.Top,\r\n };\r\n\r\n private _lastTime: number | undefined;\r\n private _animationFrame: any;\r\n private _mounted: boolean = false;\r\n private _labels: { [key: string]: string } = {\r\n [Face.Right]: UiIModelComponents.translate(\"cube.right\"),\r\n [Face.Left]: UiIModelComponents.translate(\"cube.left\"),\r\n [Face.Back]: UiIModelComponents.translate(\"cube.back\"),\r\n [Face.Front]: UiIModelComponents.translate(\"cube.front\"),\r\n [Face.Top]: UiIModelComponents.translate(\"cube.top\"),\r\n [Face.Bottom]: UiIModelComponents.translate(\"cube.bottom\"),\r\n };\r\n\r\n /** @internal */\r\n public override componentDidMount() {\r\n this._mounted = true;\r\n ViewportComponentEvents.onViewRotationChangeEvent.addListener(this._handleViewRotationChangeEvent);\r\n\r\n // set initial rotation\r\n if (this.props.viewport) {\r\n const newMatrix = this.props.viewport.view.getRotation().clone();\r\n this.setState({ startRotMatrix: newMatrix, endRotMatrix: newMatrix, animation: 1 });\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override componentWillUnmount() {\r\n ViewportComponentEvents.onViewRotationChangeEvent.removeListener(this._handleViewRotationChangeEvent);\r\n clearTimeout(this._animationFrame);\r\n this._mounted = false;\r\n }\r\n\r\n // Synchronize with rotation coming from the Viewport\r\n private _handleViewRotationChangeEvent = (args: ViewRotationChangeEventArgs) => {\r\n const { animation, dragging, endRotMatrix } = this.state;\r\n // istanbul ignore else\r\n if (this.props.viewport === args.viewport && animation >= 1 && !dragging) {\r\n const newMatrix = this.props.viewport.view.getRotation().clone();\r\n if (!endRotMatrix.isAlmostEqual(newMatrix)) {\r\n this.setState({ startRotMatrix: newMatrix, endRotMatrix: newMatrix, animation: 1, face: Face.None });\r\n }\r\n }\r\n };\r\n\r\n private _animation = () => {\r\n const t = Date.now();\r\n const delta = this._lastTime ? t - this._lastTime : 16;\r\n this._lastTime = t;\r\n if (this.state.animation !== 1) {\r\n const animation = Math.min(1, this.state.animation + delta / (1000 * (this.props.animationTime || /* istanbul ignore next */ 0.4)));\r\n\r\n // istanbul ignore next\r\n if (this._mounted) {\r\n this.setState({ animation }, () => {\r\n this._animationFrame = setTimeout(this._animation, 16.667);\r\n });\r\n }\r\n } else {\r\n this._lastTime = undefined;\r\n this._animationEnd();\r\n }\r\n };\r\n\r\n private _animationEnd = () => {\r\n ViewportComponentEvents.setCubeMatrix(this.state.endRotMatrix, this.state.face, true);\r\n const startRotMatrix = this.state.endRotMatrix.clone();\r\n // istanbul ignore next\r\n if (this._mounted) {\r\n this.setState({ startRotMatrix }, () => {\r\n // istanbul ignore else\r\n if (this.props.onAnimationEnd)\r\n this.props.onAnimationEnd();\r\n });\r\n }\r\n };\r\n\r\n private static _animationFn = (t: number) => t < .5 ? 2 * t ** 2 : -1 + (4 - 2 * t) * t;\r\n\r\n private static _isMatrixFace = (matrix: Matrix3d): boolean => {\r\n let sum = 0;\r\n for (const coff of matrix.coffs) {\r\n if (Geometry.isAlmostEqualNumber(Math.abs(coff), 1))\r\n sum++;\r\n }\r\n // Assuming matrix is a proper rotation matrix:\r\n // if matrix viewing a face, there will be a total of 3 values either almost -1, or almost 1.\r\n return sum === 3;\r\n };\r\n\r\n public override render(): React.ReactNode {\r\n const { animation, startRotMatrix, endRotMatrix } = this.state;\r\n const visible = CubeNavigationAid._isMatrixFace(endRotMatrix) && animation === 1.0;\r\n const rotMatrix = CubeNavigationAid._interpolateRotMatrix(startRotMatrix, animation, endRotMatrix);\r\n if (rotMatrix !== startRotMatrix && rotMatrix !== endRotMatrix)\r\n ViewportComponentEvents.setCubeMatrix(rotMatrix, Face.None);\r\n\r\n const faces: { [key: string]: React.ReactNode } = {};\r\n for (const key in this._labels) {\r\n // istanbul ignore else\r\n if (this._labels.hasOwnProperty(key)) {\r\n const f = key as Face;\r\n const label = this._labels[f];\r\n faces[f] =\r\n <NavCubeFace\r\n face={f}\r\n label={label}\r\n hoverMap={this.state.hoverMap}\r\n onFaceCellClick={this._handleFaceCellClick}\r\n onFaceCellHoverChange={this._handleCellHoverChange} />;\r\n }\r\n }\r\n\r\n const cubeClassNames = classnames(\r\n \"nav-cube\",\r\n this.state.dragging && \"cube-dragging\",\r\n );\r\n\r\n const upTitle = this.getArrowTitle(Pointer.Up);\r\n const downTitle = this.getArrowTitle(Pointer.Down);\r\n const leftTitle = this.getArrowTitle(Pointer.Left);\r\n const rightTitle = this.getArrowTitle(Pointer.Right);\r\n\r\n return (\r\n <div className={classnames(\"components-cube-container\", this.props.className)}\r\n style={this.props.style}\r\n data-testid=\"components-cube-navigation-aid\"\r\n onMouseDown={this._handleBoxMouseDown}\r\n onTouchStart={this._handleBoxTouchStart}\r\n role=\"presentation\"\r\n >\r\n <div className={\"cube-element-container\"}>\r\n <Cube\r\n className={cubeClassNames}\r\n rotMatrix={rotMatrix}\r\n faces={faces} />\r\n </div>\r\n <PointerButton data-testid=\"cube-pointer-button-up\"\r\n visible={visible} pointerType={Pointer.Up} onArrowClick={this._onArrowClick} title={upTitle} />\r\n <PointerButton data-testid=\"cube-pointer-button-down\"\r\n visible={visible} pointerType={Pointer.Down} onArrowClick={this._onArrowClick} title={downTitle} />\r\n <PointerButton data-testid=\"cube-pointer-button-left\"\r\n visible={visible} pointerType={Pointer.Left} onArrowClick={this._onArrowClick} title={leftTitle} />\r\n <PointerButton data-testid=\"cube-pointer-button-right\"\r\n visible={visible} pointerType={Pointer.Right} onArrowClick={this._onArrowClick} title={rightTitle} />\r\n </div>\r\n );\r\n }\r\n\r\n private _handleCellHoverChange = (vect: Vector3d, state: CubeHover) => {\r\n if (this._isInteractionLocked()) {\r\n this.props.onAnimationEnd?.();\r\n return;\r\n }\r\n const hoverMap = this.state.hoverMap;\r\n hoverMap[`${vect.x}-${vect.y}-${vect.z}`] = state;\r\n this.setState({ hoverMap });\r\n };\r\n\r\n private _isInteractionLocked = () => {\r\n // Locked by markup\r\n if(undefined !== this.props.viewport && this.props.viewport === IModelApp.toolAdmin.markupView) {\r\n return true;\r\n }\r\n return false;\r\n };\r\n\r\n private static _getMatrixFace = (rotMatrix: Matrix3d): Face => {\r\n if (!CubeNavigationAid._isMatrixFace(rotMatrix)) {\r\n return Face.None;\r\n }\r\n\r\n // istanbul ignore else\r\n if (rotMatrix.coffs[6] === cubeNavigationFaceRotations[Face.Top].coffs[6] &&\r\n rotMatrix.coffs[7] === cubeNavigationFaceRotations[Face.Top].coffs[7] &&\r\n rotMatrix.coffs[8] === cubeNavigationFaceRotations[Face.Top].coffs[8])\r\n return Face.Top;\r\n\r\n // istanbul ignore else\r\n if (rotMatrix.coffs[6] === cubeNavigationFaceRotations[Face.Bottom].coffs[6] &&\r\n rotMatrix.coffs[7] === cubeNavigationFaceRotations[Face.Bottom].coffs[7] &&\r\n rotMatrix.coffs[8] === cubeNavigationFaceRotations[Face.Bottom].coffs[8])\r\n return Face.Bottom;\r\n\r\n // istanbul ignore else\r\n if (rotMatrix.coffs[6] === cubeNavigationFaceRotations[Face.Left].coffs[6] &&\r\n rotMatrix.coffs[7] === cubeNavigationFaceRotations[Face.Left].coffs[7] &&\r\n rotMatrix.coffs[8] === cubeNavigationFaceRotations[Face.Left].coffs[8])\r\n return Face.Left;\r\n\r\n // istanbul ignore else\r\n if (rotMatrix.coffs[6] === cubeNavigationFaceRotations[Face.Right].coffs[6] &&\r\n rotMatrix.coffs[7] === cubeNavigationFaceRotations[Face.Right].coffs[7] &&\r\n rotMatrix.coffs[8] === cubeNavigationFaceRotations[Face.Right].coffs[8])\r\n return Face.Right;\r\n\r\n // istanbul ignore else\r\n if (rotMatrix.coffs[6] === cubeNavigationFaceRotations[Face.Back].coffs[6] &&\r\n rotMatrix.coffs[7] === cubeNavigationFaceRotations[Face.Back].coffs[7] &&\r\n rotMatrix.coffs[8] === cubeNavigationFaceRotations[Face.Back].coffs[8])\r\n return Face.Back;\r\n\r\n // istanbul ignore else\r\n if (rotMatrix.coffs[6] === cubeNavigationFaceRotations[Face.Front].coffs[6] &&\r\n rotMatrix.coffs[7] === cubeNavigationFaceRotations[Face.Front].coffs[7] &&\r\n rotMatrix.coffs[8] === cubeNavigationFaceRotations[Face.Front].coffs[8])\r\n return Face.Front;\r\n\r\n return Face.None;\r\n };\r\n\r\n private static _interpolateRotMatrix = (start: Matrix3d, anim: number, end: Matrix3d): Matrix3d => {\r\n if (anim === 0)\r\n return start;\r\n if (anim === 1 || start.isAlmostEqual(end))\r\n return end;\r\n const startInverse = start.transpose();\r\n const diff = end.multiplyMatrixMatrix(startInverse);\r\n const angleAxis = diff.getAxisAndAngleOfRotation();\r\n // istanbul ignore else\r\n if (angleAxis.ok) {\r\n const angle = Angle.createRadians(angleAxis.angle.radians * CubeNavigationAid._animationFn(anim));\r\n const newDiff = Matrix3d.createRotationAroundVector(angleAxis.axis, angle);\r\n // istanbul ignore else\r\n if (newDiff) {\r\n const newMatrix = newDiff.multiplyMatrixMatrix(start);\r\n return newMatrix;\r\n }\r\n }\r\n // istanbul ignore next\r\n return end;\r\n };\r\n\r\n private static correctSmallNumber(value: number, tolerance: number): number {\r\n return Math.abs(value) < tolerance ? 0 : value;\r\n }\r\n\r\n /**\r\n * Snap coordinates of a vector to zero and to each other so that the vector prefers to be\r\n * * perpendicular to a face of the unit cube.\r\n * * or pass through a nearby vertex or edge of the unit cube.\r\n * @param zVector existing z vector.\r\n * @param tolerance tolerance to determine if a z vector component is close to zero or 1.\r\n */\r\n private static snapVectorToCubeFeatures(zVector: XYAndZ, tolerance: number): Vector3d {\r\n const x = CubeNavigationAid.correctSmallNumber(zVector.x, tolerance);\r\n let y = CubeNavigationAid.correctSmallNumber(zVector.y, tolerance);\r\n let z = CubeNavigationAid.correctSmallNumber(zVector.z, tolerance);\r\n\r\n const xx = x === -0? Math.abs(x) : x;\r\n const yy = y === -0 ? Math.abs(y) : y;\r\n const zz = z === -0 ? Math.abs(z) : z;\r\n\r\n // adjust any adjacent pair of near equal values to the first.\r\n // istanbul ignore next\r\n if (Geometry.isSameCoordinate(xx, yy, tolerance)) {\r\n y = Geometry.split3WaySign(y, -xx, xx, xx);\r\n }\r\n if (Geometry.isSameCoordinate(yy, zz, tolerance)) {\r\n z = Geometry.split3WaySign(z, -yy, yy, yy);\r\n }\r\n if (Geometry.isSameCoordinate(xx, zz, tolerance)) {\r\n z = Geometry.split3WaySign(z, -xx, xx, xx);\r\n }\r\n return Vector3d.create(x, y, z);\r\n }\r\n\r\n /**\r\n * Adjust a worldToView matrix to favor both\r\n * * direct view at faces, edges, and corners of a view cube.\r\n * * heads up\r\n * @param worldToView candidate matrix\r\n * @param tolerance tolerance for cleaning up fuzz. The default (1.0e-6) is appropriate if very dirty viewing operations are expected.\r\n * @param result optional result.\r\n */\r\n private static snapWorldToViewMatrixToCubeFeatures(worldToView: Matrix3d, tolerance: number, result?: Matrix3d, favorHeadsUpRotation?: boolean): Matrix3d {\r\n const oldZ = worldToView.rowZ();\r\n const newZ = CubeNavigationAid.snapVectorToCubeFeatures(oldZ, tolerance);\r\n const headsUp = !!favorHeadsUpRotation;\r\n // If newZ is true up or down, it will have true 0 for x and y.\r\n // special case this to take x direction from the input.\r\n // This methodology results in always \"righting\" the face when rotation from an upside-down cube.\r\n // The behavior was made opt-in in response to https://github.com/iTwin/appui/issues/259\r\n // istanbul ignore next\r\n if (!headsUp || (newZ.x === 0.0 && newZ.y === 0)) {\r\n const perpVector = worldToView.rowX();\r\n result = Matrix3d.createRigidFromColumns(newZ, perpVector, AxisOrder.ZXY, result)!;\r\n } else {\r\n result = Matrix3d.createRigidViewAxesZTowardsEye(newZ.x, newZ.y, newZ.z, result);\r\n }\r\n // istanbul ignore else\r\n if (result)\r\n result.transposeInPlace();\r\n return result;\r\n }\r\n\r\n private getArrowRotationAndFace(arrow: Pointer): { newRotation: Matrix3d, face: Face } {\r\n const localRotationAxis = Vector3d.create(0, 0, 0);\r\n switch (arrow) {\r\n case Pointer.Up:\r\n localRotationAxis.x = -1.0;\r\n break;\r\n case Pointer.Down:\r\n localRotationAxis.x = 1.0;\r\n break;\r\n case Pointer.Left:\r\n localRotationAxis.y = -1.0;\r\n break;\r\n default:\r\n localRotationAxis.y = 1.0;\r\n break;\r\n }\r\n const localRotation = Matrix3d.createRotationAroundVector(localRotationAxis, Angle.createDegrees(-90))!;\r\n const newRotation = localRotation.multiplyMatrixMatrix(this.state.endRotMatrix);\r\n CubeNavigationAid.snapWorldToViewMatrixToCubeFeatures(newRotation, DEFAULT_TOLERANCE, newRotation);\r\n const face = CubeNavigationAid._getMatrixFace(newRotation);\r\n return { newRotation, face };\r\n }\r\n\r\n private _onArrowClick = (arrow: Pointer) => {\r\n if (this._isInteractionLocked()) {\r\n // istanbul ignore next\r\n this.props.onAnimationEnd?.();\r\n return;\r\n }\r\n const { newRotation, face } = this.getArrowRotationAndFace(arrow);\r\n this._animateRotation(newRotation, face);\r\n };\r\n\r\n private getArrowTitle(arrow: Pointer) {\r\n const { face } = this.getArrowRotationAndFace(arrow);\r\n return this._labels[face];\r\n }\r\n\r\n private _lastClientXY: Vector2d = Vector2d.createZero();\r\n private _processDrag(mousePos: Vector2d) {\r\n // istanbul ignore else\r\n if (!this._start.isAlmostEqual(mousePos)) {\r\n const movement = mousePos.minus(this._lastClientXY);\r\n const diff = movement.scale(0.05);\r\n\r\n const yaw = Angle.createRadians(diff.x);\r\n const pitch = Angle.createRadians(diff.y);\r\n\r\n const matX = Matrix3d.createRotationAroundAxisIndex(AxisIndex.X, pitch);\r\n const matZ = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, yaw);\r\n\r\n const mat = matX.multiplyMatrixMatrix(this.state.startRotMatrix).multiplyMatrixMatrix(matZ);\r\n this._setRotation(mat, CubeNavigationAid._getMatrixFace(mat));\r\n if (!this.state.dragging)\r\n this.setState({ dragging: true });\r\n }\r\n this._lastClientXY = mousePos;\r\n }\r\n\r\n private _handleBoxMouseDown = (event: any) => {\r\n if (this._isInteractionLocked()) {\r\n this.props.onAnimationEnd?.();\r\n return;\r\n }\r\n event.preventDefault();\r\n // only start listening after drag is confirmed. Ie. the 3D box is clicked.\r\n window.addEventListener(\"mousemove\", this._onMouseMove, false);\r\n window.addEventListener(\"mouseup\", this._onMouseUp, false);\r\n this._lastClientXY = Vector2d.create(event.clientX, event.clientY);\r\n this._start = this._lastClientXY;\r\n };\r\n\r\n private _onMouseMove = (event: MouseEvent) => {\r\n const mousePos = Vector2d.create(event.clientX, event.clientY);\r\n this._processDrag(mousePos);\r\n };\r\n\r\n private _onMouseUp = () => {\r\n if (this.state.dragging) {\r\n this.setState({ dragging: false });\r\n ViewportComponentEvents.setCubeMatrix(this.state.endRotMatrix, CubeNavigationAid._getMatrixFace(this.state.endRotMatrix), true);\r\n }\r\n\r\n // remove so event only triggers after this.onMouseStartDrag\r\n window.removeEventListener(\"mousemove\", this._onMouseMove);\r\n window.removeEventListener(\"mouseup\", this._onMouseUp);\r\n };\r\n\r\n // istanbul ignore next - unable to test touch\r\n private _handleBoxTouchStart = (event: any) => {\r\n if (this._isInteractionLocked()) {\r\n this.props.onAnimationEnd?.();\r\n return;\r\n }\r\n if (1 !== event.targetTouches.length)\r\n return;\r\n window.addEventListener(\"touchmove\", this._onTouchMove, false);\r\n window.addEventListener(\"touchend\", this._onTouchEnd, false);\r\n this._lastClientXY = Vector2d.create(event.targetTouches[0].clientX, event.targetTouches[0].clientY);\r\n this._start = this._lastClientXY;\r\n };\r\n\r\n // istanbul ignore next - unable to test touch\r\n private _onTouchMove = (event: TouchEvent) => {\r\n if (1 !== event.targetTouches.length)\r\n return;\r\n const mousePos = Vector2d.create(event.targetTouches[0].clientX, event.targetTouches[0].clientY);\r\n this._processDrag(mousePos);\r\n };\r\n\r\n // istanbul ignore next - unable to test touch\r\n private _onTouchEnd = (event: TouchEvent) => {\r\n if (0 !== event.targetTouches.length)\r\n return;\r\n\r\n if (this.state.dragging) {\r\n this.setState({ dragging: false });\r\n ViewportComponentEvents.setCubeMatrix(this.state.endRotMatrix, CubeNavigationAid._getMatrixFace(this.state.endRotMatrix), true);\r\n }\r\n\r\n window.removeEventListener(\"touchmove\", this._onTouchMove);\r\n window.removeEventListener(\"touchend\", this._onTouchEnd);\r\n };\r\n\r\n private _handleFaceCellClick = (pos: Vector3d, face: Face) => {\r\n if (this._isInteractionLocked()) {\r\n this.props.onAnimationEnd?.();\r\n return;\r\n }\r\n const { endRotMatrix } = this.state;\r\n let rotMatrix = Matrix3d.createRigidViewAxesZTowardsEye(pos.x, pos.y, pos.z).inverse();\r\n // istanbul ignore else\r\n if (rotMatrix) {\r\n // if isMatrixFace and user is clicking on top/bottom, the current matrix face must be top or bottom\r\n if (!CubeNavigationAid._isMatrixFace(endRotMatrix) && (face === Face.Top || face === Face.Bottom)) {\r\n const angleAxis = endRotMatrix.getAxisAndAngleOfRotation();\r\n // istanbul ignore else\r\n if (angleAxis.ok) {\r\n const xAx = endRotMatrix.columnX();\r\n const a = Math.atan2(xAx.y, xAx.x);\r\n const r = Math.round(a * 2 / Math.PI) * Math.PI / 2; // round to quarter turn intervals\r\n const rot = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, Angle.createRadians(r));\r\n rotMatrix = rot.multiplyMatrixMatrix(rotMatrix);\r\n }\r\n }\r\n this._animateRotation(rotMatrix, face);\r\n }\r\n window.removeEventListener(\"mousemove\", this._onMouseMove);\r\n };\r\n\r\n private _animateRotation = (endRotMatrix: Matrix3d, face: Face) => {\r\n if (this.state.endRotMatrix.isAlmostEqual(endRotMatrix))\r\n return;\r\n // set animation variables, let css transitions animate it.\r\n this._animationFrame = setTimeout(this._animation, 16.667);\r\n this.setState((prevState) => ({\r\n startRotMatrix: prevState.endRotMatrix, endRotMatrix,\r\n animation: 0,\r\n face,\r\n }));\r\n };\r\n\r\n private _setRotation = (endRotMatrix: Matrix3d, face: Face) => {\r\n ViewportComponentEvents.setCubeMatrix(endRotMatrix, face);\r\n // set variables, with animTime at 0 to prevent animation.\r\n this.setState({\r\n startRotMatrix: endRotMatrix,\r\n endRotMatrix,\r\n animation: 1,\r\n face,\r\n });\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport interface NavCubeFaceProps extends React.AllHTMLAttributes<HTMLDivElement> {\r\n face: Face;\r\n label: string;\r\n hoverMap: { [key: string]: CubeHover };\r\n onFaceCellClick: (vector: Vector3d, face: Face) => void;\r\n onFaceCellHoverChange: (vector: Vector3d, state: CubeHover) => void;\r\n}\r\n\r\n/** @internal */\r\nexport class NavCubeFace extends React.Component<NavCubeFaceProps> {\r\n private includeCell(vector: Vector3d): boolean {\r\n const { x, y, z } = vector;\r\n const omittedCell = (y === 0 && x !== 0 && z !== 0) || (y !== 0 && x === 0 && z !== 0) || (y !== 0 && x !== 0 && z === 0);\r\n return !omittedCell;\r\n }\r\n public override render(): React.ReactNode {\r\n const { face, hoverMap, onFaceCellClick, onFaceCellHoverChange, label } = this.props;\r\n return (\r\n <div className=\"nav-cube-face\" data-testid=\"nav-cube-face\">\r\n {[-1, 0, 1].map((y: number) => {\r\n return (\r\n <FaceRow key={y} center={y === 0}>\r\n {[-1, 0, 1].map((x: number) => {\r\n const vector = NavCubeFace.faceCellToPos(face, x, y);\r\n if (this.includeCell(vector)) {\r\n // return a fully functional cell\r\n return (\r\n <FaceCell\r\n key={x}\r\n onFaceCellHoverChange={onFaceCellHoverChange}\r\n onFaceCellClick={onFaceCellClick}\r\n hoverMap={hoverMap}\r\n vector={vector}\r\n face={face}\r\n center={x === 0}>\r\n {x === 0 && y === 0 &&\r\n label}\r\n </FaceCell>\r\n );\r\n } else {\r\n // return a placeholder cell\r\n return (\r\n <FaceCell\r\n key={x}\r\n vector={vector}\r\n face={face}\r\n center={x === 0}/>\r\n );\r\n }\r\n })}\r\n </FaceRow>\r\n );\r\n })}\r\n </div>\r\n );\r\n }\r\n public static faceCellToPos = (face: Face, x: number, y: number) => {\r\n const faceVect = cubeNavigationFaceLocs[face];\r\n const route = cubeNavigationRoutes[face];\r\n\r\n const faceX = x < 0 ? route.left : x > 0 ? route.right : Face.None;\r\n const xVect = faceX !== Face.None ? cubeNavigationFaceLocs[faceX] : Vector3d.createZero();\r\n\r\n const faceY = y < 0 ? route.up : y > 0 ? route.down : Face.None;\r\n const yVect = faceY !== Face.None ? cubeNavigationFaceLocs[faceY] : Vector3d.createZero();\r\n\r\n return faceVect.plus(xVect).plus(yVect);\r\n };\r\n}\r\n\r\ninterface FaceRowProps extends React.AllHTMLAttributes<HTMLDivElement> {\r\n center?: boolean;\r\n}\r\n\r\nclass FaceRow extends React.Component<FaceRowProps> {\r\n public override render(): React.ReactNode {\r\n const { center, children, ...props } = this.props;\r\n const classNames = classnames(\r\n \"face-row\",\r\n center && \"cube-center\",\r\n );\r\n return <div className={classNames} {...props}>{children}</div>;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport interface FaceCellProps extends React.AllHTMLAttributes<HTMLDivElement> {\r\n center?: boolean;\r\n onFaceCellClick?: (vector: Vector3d, face: Face) => void;\r\n onFaceCellHoverChange?: (vector: Vector3d, state: CubeHover) => void;\r\n hoverMap?: { [key: string]: CubeHover };\r\n vector: Vector3d;\r\n face: Face;\r\n}\r\n\r\n/** @internal */\r\nexport class FaceCell extends React.Component<FaceCellProps> {\r\n private _startMouse: Point2d | undefined;\r\n public override render(): React.ReactNode {\r\n const { center, children, onFaceCellClick, onFaceCellHoverChange, hoverMap, face, vector, ...props } = this.props; // eslint-disable-line @typescript-eslint/no-unused-vars\r\n const { x, y, z } = vector;\r\n const n = `${x}-${y}-${z}`;\r\n const hover = hoverMap && hoverMap[n] === CubeHover.Hover;\r\n const active = hoverMap && hoverMap[n] === CubeHover.Active;\r\n const classNames = classnames(\r\n \"face-cell\",\r\n center && \"cube-center\",\r\n hover && \"cube-hover\",\r\n active && \"cube-active\",\r\n );\r\n\r\n // eslint-disable-next-line jsx-a11y/mouse-events-have-key-events\r\n return <div\r\n onMouseDown={this._handleMouseDown}\r\n onMouseUp={this._handleMouseUp}\r\n onMouseOver={this._handleMouseOver}\r\n onMouseOut={this._handleMouseOut}\r\n onTouchStart={this._handleTouchStart}\r\n onTouchEnd={this._handleTouchEnd}\r\n data-testid={`nav-cube-face-cell-${face}-${n}`}\r\n className={classNames}\r\n role=\"presentation\"\r\n {...props}\r\n >\r\n {children}\r\n </div>;\r\n }\r\n private _handleMouseOver = () => {\r\n const { vector } = this.props;\r\n this.props.onFaceCellHoverChange && this.props.onFaceCellHoverChange(vector, CubeHover.Hover);\r\n };\r\n private _handleMouseOut = () => {\r\n const { vector } = this.props;\r\n this.props.onFaceCellHoverChange && this.props.onFaceCellHoverChange(vector, CubeHover.None);\r\n };\r\n private _handleMouseDown = (event: React.MouseEvent) => {\r\n const { clientX, clientY } = event;\r\n this.handlePointerDown(clientX, clientY);\r\n };\r\n private _handleMouseUp = (event: React.MouseEvent) => {\r\n const { clientX, clientY } = event;\r\n this.handlePointerUp(clientX, clientY);\r\n };\r\n\r\n private _handleTouchStart = (event: React.TouchEvent<HTMLDivElement>) => {\r\n event.preventDefault();\r\n event.targetTouches.length === 1 && this.handlePointerDown(event.targetTouches[0].clientX, event.targetTouches[0].clientY);\r\n };\r\n\r\n private _handleTouchEnd = (event: React.TouchEvent<HTMLDivElement>) => {\r\n event.preventDefault();\r\n event.changedTouches.length === 1 && this.handlePointerUp(event.changedTouches[0].clientX, event.changedTouches[0].clientY);\r\n };\r\n\r\n private handlePointerDown(x: number, y: number) {\r\n const { vector } = this.props;\r\n this._startMouse = Point2d.create(x, y);\r\n this.props.onFaceCellHoverChange && this.props.onFaceCellHoverChange(vector, CubeHover.Active);\r\n }\r\n\r\n private handlePointerUp(x: number, y: number) {\r\n const { vector, face } = this.props;\r\n this.props.onFaceCellHoverChange && this.props.onFaceCellHoverChange(vector, CubeHover.None);\r\n const mouse = Point2d.create(x, y);\r\n if (this._startMouse && this._startMouse.isAlmostEqual(mouse)) {\r\n const isFace = Math.abs(vector.x) + Math.abs(vector.y) + Math.abs(vector.z) === 1;\r\n this.props.onFaceCellClick && this.props.onFaceCellClick(vector, isFace ? face : Face.None);\r\n }\r\n }\r\n}\r\n\r\nenum Pointer {\r\n None = 0,\r\n Up,\r\n Down,\r\n Left,\r\n Right,\r\n}\r\n\r\nconst pointerIconClass: { [key: number]: string } = {\r\n [Pointer.Up]: \"icon-caret-down\",\r\n [Pointer.Down]: \"icon-caret-up\",\r\n [Pointer.Left]: \"icon-caret-right\",\r\n [Pointer.Right]: \"icon-caret-left\",\r\n};\r\n\r\nconst pointerClass: { [key: number]: string } = {\r\n [Pointer.Up]: \"cube-up\",\r\n [Pointer.Down]: \"cube-down\",\r\n [Pointer.Left]: \"cube-left\",\r\n [Pointer.Right]: \"cube-right\",\r\n};\r\n\r\ninterface PointerProps extends React.AllHTMLAttributes<HTMLDivElement> {\r\n visible: boolean;\r\n pointerType: Pointer;\r\n onArrowClick(pointer: Pointer): void;\r\n title: string;\r\n [\"data-testid\"]?: string;\r\n}\r\n\r\nclass PointerButton extends React.Component<PointerProps> {\r\n public override render(): React.ReactNode {\r\n const { visible, pointerType, onArrowClick, title, ...props } = this.props; // eslint-disable-line @typescript-eslint/no-unused-vars\r\n const classes = classnames(\r\n \"cube-pointer\", \"icon\",\r\n pointerClass[pointerType],\r\n pointerIconClass[pointerType],\r\n visible && \"cube-visible\",\r\n );\r\n\r\n return (\r\n // eslint-disable-next-line jsx-a11y/click-events-have-key-events\r\n <div className={classes} role=\"button\" tabIndex={-1} title={title} {...props}\r\n onClick={this._handleClick} />\r\n );\r\n }\r\n private _handleClick = (event: React.MouseEvent) => {\r\n const { pointerType } = this.props;\r\n event.preventDefault();\r\n this.props.onArrowClick(pointerType);\r\n };\r\n}\r\n"]}
@@ -62,6 +62,7 @@ export interface CubeNavigationAidProps extends CommonProps {
62
62
  onAnimationEnd?: () => void;
63
63
  /** @internal */
64
64
  animationTime?: number;
65
+ favorHeadsUpRotation?: boolean;
65
66
  }
66
67
  /** @public */
67
68
  interface CubeNavigationAidState {
@@ -109,13 +110,13 @@ export declare class CubeNavigationAid extends React.Component<CubeNavigationAid
109
110
  */
110
111
  private static snapVectorToCubeFeatures;
111
112
  /**
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
- */
113
+ * Adjust a worldToView matrix to favor both
114
+ * * direct view at faces, edges, and corners of a view cube.
115
+ * * heads up
116
+ * @param worldToView candidate matrix
117
+ * @param tolerance tolerance for cleaning up fuzz. The default (1.0e-6) is appropriate if very dirty viewing operations are expected.
118
+ * @param result optional result.
119
+ */
119
120
  private static snapWorldToViewMatrixToCubeFeatures;
120
121
  private getArrowRotationAndFace;
121
122
  private _onArrowClick;
@@ -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;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"}
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;IACvB,oBAAoB,CAAC,EAAE,OAAO,CAAC;CAChC;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,CA0C3B;IAEF,OAAO,CAAC,MAAM,CAAC,qBAAqB,CAoBlC;IAEF,OAAO,CAAC,MAAM,CAAC,kBAAkB;IAIjC;;;;;;QAMI;IACJ,OAAO,CAAC,MAAM,CAAC,wBAAwB;IAuBvC;;;;;;;OAOG;IACH,OAAO,CAAC,MAAM,CAAC,mCAAmC;IAqBlD,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"}
@@ -351,9 +351,9 @@ export class CubeNavigationAid extends React.Component {
351
351
  const x = CubeNavigationAid.correctSmallNumber(zVector.x, tolerance);
352
352
  let y = CubeNavigationAid.correctSmallNumber(zVector.y, tolerance);
353
353
  let z = CubeNavigationAid.correctSmallNumber(zVector.z, tolerance);
354
- const xx = Math.abs(x);
355
- const yy = Math.abs(y);
356
- const zz = Math.abs(z);
354
+ const xx = x === -0 ? Math.abs(x) : x;
355
+ const yy = y === -0 ? Math.abs(y) : y;
356
+ const zz = z === -0 ? Math.abs(z) : z;
357
357
  // adjust any adjacent pair of near equal values to the first.
358
358
  // istanbul ignore next
359
359
  if (Geometry.isSameCoordinate(xx, yy, tolerance)) {
@@ -368,20 +368,23 @@ 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
- */
378
- static snapWorldToViewMatrixToCubeFeatures(worldToView, tolerance, result) {
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
+ static snapWorldToViewMatrixToCubeFeatures(worldToView, tolerance, result, favorHeadsUpRotation) {
379
379
  const oldZ = worldToView.rowZ();
380
380
  const newZ = CubeNavigationAid.snapVectorToCubeFeatures(oldZ, tolerance);
381
+ const headsUp = !!favorHeadsUpRotation;
381
382
  // If newZ is true up or down, it will have true 0 for x and y.
382
383
  // special case this to take x direction from the input.
384
+ // This methodology results in always "righting" the face when rotation from an upside-down cube.
385
+ // The behavior was made opt-in in response to https://github.com/iTwin/appui/issues/259
383
386
  // istanbul ignore next
384
- if (newZ.x === 0.0 && newZ.y === 0) {
387
+ if (!headsUp || (newZ.x === 0.0 && newZ.y === 0)) {
385
388
  const perpVector = worldToView.rowX();
386
389
  result = Matrix3d.createRigidFromColumns(newZ, perpVector, AxisOrder.ZXY, result);
387
390
  }
@@ -451,18 +454,37 @@ CubeNavigationAid._getMatrixFace = (rotMatrix) => {
451
454
  if (!CubeNavigationAid._isMatrixFace(rotMatrix)) {
452
455
  return Face.None;
453
456
  }
454
- let matrixFace = Face.None;
455
- for (const face in cubeNavigationFaceRotations) {
456
- // istanbul ignore else
457
- if (face in cubeNavigationFaceRotations) {
458
- const loc = cubeNavigationFaceRotations[face];
459
- if (rotMatrix.isAlmostEqual(loc)) {
460
- matrixFace = face;
461
- break;
462
- }
463
- }
464
- }
465
- return matrixFace;
457
+ // istanbul ignore else
458
+ if (rotMatrix.coffs[6] === cubeNavigationFaceRotations[Face.Top].coffs[6] &&
459
+ rotMatrix.coffs[7] === cubeNavigationFaceRotations[Face.Top].coffs[7] &&
460
+ rotMatrix.coffs[8] === cubeNavigationFaceRotations[Face.Top].coffs[8])
461
+ return Face.Top;
462
+ // istanbul ignore else
463
+ if (rotMatrix.coffs[6] === cubeNavigationFaceRotations[Face.Bottom].coffs[6] &&
464
+ rotMatrix.coffs[7] === cubeNavigationFaceRotations[Face.Bottom].coffs[7] &&
465
+ rotMatrix.coffs[8] === cubeNavigationFaceRotations[Face.Bottom].coffs[8])
466
+ return Face.Bottom;
467
+ // istanbul ignore else
468
+ if (rotMatrix.coffs[6] === cubeNavigationFaceRotations[Face.Left].coffs[6] &&
469
+ rotMatrix.coffs[7] === cubeNavigationFaceRotations[Face.Left].coffs[7] &&
470
+ rotMatrix.coffs[8] === cubeNavigationFaceRotations[Face.Left].coffs[8])
471
+ return Face.Left;
472
+ // istanbul ignore else
473
+ if (rotMatrix.coffs[6] === cubeNavigationFaceRotations[Face.Right].coffs[6] &&
474
+ rotMatrix.coffs[7] === cubeNavigationFaceRotations[Face.Right].coffs[7] &&
475
+ rotMatrix.coffs[8] === cubeNavigationFaceRotations[Face.Right].coffs[8])
476
+ return Face.Right;
477
+ // istanbul ignore else
478
+ if (rotMatrix.coffs[6] === cubeNavigationFaceRotations[Face.Back].coffs[6] &&
479
+ rotMatrix.coffs[7] === cubeNavigationFaceRotations[Face.Back].coffs[7] &&
480
+ rotMatrix.coffs[8] === cubeNavigationFaceRotations[Face.Back].coffs[8])
481
+ return Face.Back;
482
+ // istanbul ignore else
483
+ if (rotMatrix.coffs[6] === cubeNavigationFaceRotations[Face.Front].coffs[6] &&
484
+ rotMatrix.coffs[7] === cubeNavigationFaceRotations[Face.Front].coffs[7] &&
485
+ rotMatrix.coffs[8] === cubeNavigationFaceRotations[Face.Front].coffs[8])
486
+ return Face.Front;
487
+ return Face.None;
466
488
  };
467
489
  CubeNavigationAid._interpolateRotMatrix = (start, anim, end) => {
468
490
  if (anim === 0)
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module NavigationAids\r\n */\r\n\r\nimport \"./CubeNavigationAid.scss\";\r\nimport classnames from \"classnames\";\r\nimport * as React from \"react\";\r\nimport { Angle, AxisIndex, AxisOrder, Geometry, Matrix3d, Point2d, Vector2d, Vector3d, XYAndZ } from \"@itwin/core-geometry\";\r\nimport { IModelApp, IModelConnection, Viewport } from \"@itwin/core-frontend\";\r\nimport { CommonProps } from \"@itwin/core-react\";\r\nimport { UiIModelComponents } from \"../UiIModelComponents\";\r\nimport { ViewportComponentEvents, ViewRotationChangeEventArgs } from \"../viewport/ViewportComponentEvents\";\r\nimport { Cube, Face } from \"./Cube\";\r\n\r\n/** @public */\r\nexport enum CubeNavigationHitBoxX {\r\n None = 0,\r\n Right = 1,\r\n Left = -1,\r\n}\r\n/** @internal\r\n * @deprecated in 2.x. Use [[CubeNavigationHitBoxX]] */\r\nexport enum HitBoxX {\r\n None = 0,\r\n Right = 1,\r\n Left = -1,\r\n}\r\n\r\n/** @public */\r\nexport enum CubeNavigationHitBoxY {\r\n None = 0,\r\n Back = 1,\r\n Front = -1,\r\n}\r\n/** @internal\r\n * @deprecated in 2.x. Use [[CubeNavigationHitBoxY]] */\r\nexport enum HitBoxY {\r\n None = 0,\r\n Back = 1,\r\n Front = -1,\r\n}\r\n\r\n/** @public */\r\nexport enum CubeNavigationHitBoxZ {\r\n None = 0,\r\n Top = 1,\r\n Bottom = -1,\r\n}\r\n/** @internal\r\n * @deprecated in 2.x. [[CubeNavigationHitBoxZ]] */\r\nexport enum HitBoxZ {\r\n None = 0,\r\n Top = 1,\r\n Bottom = -1,\r\n}\r\n\r\ninterface CubeNavigationRotationMap {\r\n up: Face;\r\n down: Face;\r\n left: Face;\r\n right: Face;\r\n}\r\n\r\nconst cubeNavigationFaceLocs: { [key: string]: Vector3d } = {\r\n [Face.Left]: Vector3d.create(CubeNavigationHitBoxX.Left, CubeNavigationHitBoxY.None, CubeNavigationHitBoxZ.None),\r\n [Face.Right]: Vector3d.create(CubeNavigationHitBoxX.Right, CubeNavigationHitBoxY.None, CubeNavigationHitBoxZ.None),\r\n [Face.Back]: Vector3d.create(CubeNavigationHitBoxX.None, CubeNavigationHitBoxY.Back, CubeNavigationHitBoxZ.None),\r\n [Face.Front]: Vector3d.create(CubeNavigationHitBoxX.None, CubeNavigationHitBoxY.Front, CubeNavigationHitBoxZ.None),\r\n [Face.Bottom]: Vector3d.create(CubeNavigationHitBoxX.None, CubeNavigationHitBoxY.None, CubeNavigationHitBoxZ.Bottom),\r\n [Face.Top]: Vector3d.create(CubeNavigationHitBoxX.None, CubeNavigationHitBoxY.None, CubeNavigationHitBoxZ.Top),\r\n};\r\n\r\nconst cubeNavigationFaceRotations: { [key: string]: Matrix3d } = {\r\n [Face.Left]: Matrix3d.createRowValues(0, -1, 0, 0, 0, 1, -1, 0, 0),\r\n [Face.Right]: Matrix3d.createRowValues(0, 1, 0, 0, 0, 1, 1, 0, 0),\r\n [Face.Back]: Matrix3d.createRowValues(-1, 0, 0, 0, 0, 1, 0, 1, 0),\r\n [Face.Front]: Matrix3d.createRowValues(1, 0, 0, 0, 0, 1, 0, -1, 0),\r\n [Face.Bottom]: Matrix3d.createRowValues(1, 0, 0, 0, -1, 0, 0, 0, -1),\r\n [Face.Top]: Matrix3d.createRowValues(1, 0, 0, 0, 1, 0, 0, 0, 1),\r\n};\r\n\r\n// data relating Up/Down/Left/Right directions relative to every surface\r\nconst cubeNavigationRoutes: { [key: string]: CubeNavigationRotationMap } = {\r\n [Face.Front]: { up: Face.Top, down: Face.Bottom, left: Face.Left, right: Face.Right },\r\n [Face.Back]: { up: Face.Top, down: Face.Bottom, left: Face.Right, right: Face.Left },\r\n [Face.Top]: { up: Face.Back, down: Face.Front, left: Face.Left, right: Face.Right },\r\n [Face.Bottom]: { up: Face.Front, down: Face.Back, left: Face.Left, right: Face.Right },\r\n [Face.Right]: { up: Face.Top, down: Face.Bottom, left: Face.Front, right: Face.Back },\r\n [Face.Left]: { up: Face.Top, down: Face.Bottom, left: Face.Back, right: Face.Front },\r\n};\r\n\r\n/** The default tolerance (1.0e-6) is appropriate if very dirty viewing operations are expected. */\r\nconst DEFAULT_TOLERANCE = 1.0e-6;\r\n\r\n/** @internal */\r\nexport enum CubeHover {\r\n None = 0,\r\n Hover,\r\n Active,\r\n}\r\n\r\n/** Properties for the [[CubeNavigationAid]] component\r\n * @public\r\n */\r\nexport interface CubeNavigationAidProps extends CommonProps {\r\n iModelConnection: IModelConnection;\r\n viewport?: Viewport;\r\n\r\n // used only in testing\r\n\r\n /** @internal */\r\n onAnimationEnd?: () => void;\r\n /** @internal */\r\n animationTime?: number;\r\n}\r\n\r\n/** @public */\r\ninterface CubeNavigationAidState {\r\n dragging: boolean;\r\n startRotMatrix: Matrix3d;\r\n endRotMatrix: Matrix3d;\r\n animation: number;\r\n hoverMap: { [key: string]: CubeHover };\r\n face: Face;\r\n}\r\n\r\n/** Cube Navigation Aid Component\r\n * @public\r\n */\r\nexport class CubeNavigationAid extends React.Component<CubeNavigationAidProps, CubeNavigationAidState> {\r\n private _start: Vector2d = Vector2d.createZero();\r\n /** @internal */\r\n public override readonly state: Readonly<CubeNavigationAidState> = {\r\n dragging: false,\r\n startRotMatrix: Matrix3d.createIdentity(),\r\n endRotMatrix: Matrix3d.createIdentity(),\r\n animation: 1,\r\n hoverMap: {},\r\n face: Face.Top,\r\n };\r\n\r\n private _lastTime: number | undefined;\r\n private _animationFrame: any;\r\n private _mounted: boolean = false;\r\n private _labels: { [key: string]: string } = {\r\n [Face.Right]: UiIModelComponents.translate(\"cube.right\"),\r\n [Face.Left]: UiIModelComponents.translate(\"cube.left\"),\r\n [Face.Back]: UiIModelComponents.translate(\"cube.back\"),\r\n [Face.Front]: UiIModelComponents.translate(\"cube.front\"),\r\n [Face.Top]: UiIModelComponents.translate(\"cube.top\"),\r\n [Face.Bottom]: UiIModelComponents.translate(\"cube.bottom\"),\r\n };\r\n\r\n /** @internal */\r\n public override componentDidMount() {\r\n this._mounted = true;\r\n ViewportComponentEvents.onViewRotationChangeEvent.addListener(this._handleViewRotationChangeEvent);\r\n\r\n // set initial rotation\r\n if (this.props.viewport) {\r\n const newMatrix = this.props.viewport.view.getRotation().clone();\r\n this.setState({ startRotMatrix: newMatrix, endRotMatrix: newMatrix, animation: 1 });\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override componentWillUnmount() {\r\n ViewportComponentEvents.onViewRotationChangeEvent.removeListener(this._handleViewRotationChangeEvent);\r\n clearTimeout(this._animationFrame);\r\n this._mounted = false;\r\n }\r\n\r\n // Synchronize with rotation coming from the Viewport\r\n private _handleViewRotationChangeEvent = (args: ViewRotationChangeEventArgs) => {\r\n const { animation, dragging, endRotMatrix } = this.state;\r\n // istanbul ignore else\r\n if (this.props.viewport === args.viewport && animation >= 1 && !dragging) {\r\n const newMatrix = this.props.viewport.view.getRotation().clone();\r\n if (!endRotMatrix.isAlmostEqual(newMatrix)) {\r\n this.setState({ startRotMatrix: newMatrix, endRotMatrix: newMatrix, animation: 1, face: Face.None });\r\n }\r\n }\r\n };\r\n\r\n private _animation = () => {\r\n const t = Date.now();\r\n const delta = this._lastTime ? t - this._lastTime : 16;\r\n this._lastTime = t;\r\n if (this.state.animation !== 1) {\r\n const animation = Math.min(1, this.state.animation + delta / (1000 * (this.props.animationTime || /* istanbul ignore next */ 0.4)));\r\n\r\n // istanbul ignore next\r\n if (this._mounted) {\r\n this.setState({ animation }, () => {\r\n this._animationFrame = setTimeout(this._animation, 16.667);\r\n });\r\n }\r\n } else {\r\n this._lastTime = undefined;\r\n this._animationEnd();\r\n }\r\n };\r\n\r\n private _animationEnd = () => {\r\n ViewportComponentEvents.setCubeMatrix(this.state.endRotMatrix, this.state.face, true);\r\n const startRotMatrix = this.state.endRotMatrix.clone();\r\n // istanbul ignore next\r\n if (this._mounted) {\r\n this.setState({ startRotMatrix }, () => {\r\n // istanbul ignore else\r\n if (this.props.onAnimationEnd)\r\n this.props.onAnimationEnd();\r\n });\r\n }\r\n };\r\n\r\n private static _animationFn = (t: number) => t < .5 ? 2 * t ** 2 : -1 + (4 - 2 * t) * t;\r\n\r\n private static _isMatrixFace = (matrix: Matrix3d): boolean => {\r\n let sum = 0;\r\n for (const coff of matrix.coffs) {\r\n if (Geometry.isAlmostEqualNumber(Math.abs(coff), 1))\r\n sum++;\r\n }\r\n // Assuming matrix is a proper rotation matrix:\r\n // if matrix viewing a face, there will be a total of 3 values either almost -1, or almost 1.\r\n return sum === 3;\r\n };\r\n\r\n public override render(): React.ReactNode {\r\n const { animation, startRotMatrix, endRotMatrix } = this.state;\r\n const visible = CubeNavigationAid._isMatrixFace(endRotMatrix) && animation === 1.0;\r\n const rotMatrix = CubeNavigationAid._interpolateRotMatrix(startRotMatrix, animation, endRotMatrix);\r\n if (rotMatrix !== startRotMatrix && rotMatrix !== endRotMatrix)\r\n ViewportComponentEvents.setCubeMatrix(rotMatrix, Face.None);\r\n\r\n const faces: { [key: string]: React.ReactNode } = {};\r\n for (const key in this._labels) {\r\n // istanbul ignore else\r\n if (this._labels.hasOwnProperty(key)) {\r\n const f = key as Face;\r\n const label = this._labels[f];\r\n faces[f] =\r\n <NavCubeFace\r\n face={f}\r\n label={label}\r\n hoverMap={this.state.hoverMap}\r\n onFaceCellClick={this._handleFaceCellClick}\r\n onFaceCellHoverChange={this._handleCellHoverChange} />;\r\n }\r\n }\r\n\r\n const cubeClassNames = classnames(\r\n \"nav-cube\",\r\n this.state.dragging && \"cube-dragging\",\r\n );\r\n\r\n const upTitle = this.getArrowTitle(Pointer.Up);\r\n const downTitle = this.getArrowTitle(Pointer.Down);\r\n const leftTitle = this.getArrowTitle(Pointer.Left);\r\n const rightTitle = this.getArrowTitle(Pointer.Right);\r\n\r\n return (\r\n <div className={classnames(\"components-cube-container\", this.props.className)}\r\n style={this.props.style}\r\n data-testid=\"components-cube-navigation-aid\"\r\n onMouseDown={this._handleBoxMouseDown}\r\n onTouchStart={this._handleBoxTouchStart}\r\n role=\"presentation\"\r\n >\r\n <div className={\"cube-element-container\"}>\r\n <Cube\r\n className={cubeClassNames}\r\n rotMatrix={rotMatrix}\r\n faces={faces} />\r\n </div>\r\n <PointerButton data-testid=\"cube-pointer-button-up\"\r\n visible={visible} pointerType={Pointer.Up} onArrowClick={this._onArrowClick} title={upTitle} />\r\n <PointerButton data-testid=\"cube-pointer-button-down\"\r\n visible={visible} pointerType={Pointer.Down} onArrowClick={this._onArrowClick} title={downTitle} />\r\n <PointerButton data-testid=\"cube-pointer-button-left\"\r\n visible={visible} pointerType={Pointer.Left} onArrowClick={this._onArrowClick} title={leftTitle} />\r\n <PointerButton data-testid=\"cube-pointer-button-right\"\r\n visible={visible} pointerType={Pointer.Right} onArrowClick={this._onArrowClick} title={rightTitle} />\r\n </div>\r\n );\r\n }\r\n\r\n private _handleCellHoverChange = (vect: Vector3d, state: CubeHover) => {\r\n if (this._isInteractionLocked()) {\r\n this.props.onAnimationEnd?.();\r\n return;\r\n }\r\n const hoverMap = this.state.hoverMap;\r\n hoverMap[`${vect.x}-${vect.y}-${vect.z}`] = state;\r\n this.setState({ hoverMap });\r\n };\r\n\r\n private _isInteractionLocked = () => {\r\n // Locked by markup\r\n if(undefined !== this.props.viewport && this.props.viewport === IModelApp.toolAdmin.markupView) {\r\n return true;\r\n }\r\n return false;\r\n };\r\n\r\n private static _getMatrixFace = (rotMatrix: Matrix3d): Face => {\r\n if (!CubeNavigationAid._isMatrixFace(rotMatrix)) {\r\n return Face.None;\r\n }\r\n\r\n let matrixFace = Face.None;\r\n\r\n for (const face in cubeNavigationFaceRotations) {\r\n // istanbul ignore else\r\n if (face in cubeNavigationFaceRotations) {\r\n const loc = cubeNavigationFaceRotations[face];\r\n if (rotMatrix.isAlmostEqual(loc)) {\r\n matrixFace = face as Face;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return matrixFace;\r\n };\r\n\r\n private static _interpolateRotMatrix = (start: Matrix3d, anim: number, end: Matrix3d): Matrix3d => {\r\n if (anim === 0)\r\n return start;\r\n if (anim === 1 || start.isAlmostEqual(end))\r\n return end;\r\n const startInverse = start.transpose();\r\n const diff = end.multiplyMatrixMatrix(startInverse);\r\n const angleAxis = diff.getAxisAndAngleOfRotation();\r\n // istanbul ignore else\r\n if (angleAxis.ok) {\r\n const angle = Angle.createRadians(angleAxis.angle.radians * CubeNavigationAid._animationFn(anim));\r\n const newDiff = Matrix3d.createRotationAroundVector(angleAxis.axis, angle);\r\n // istanbul ignore else\r\n if (newDiff) {\r\n const newMatrix = newDiff.multiplyMatrixMatrix(start);\r\n return newMatrix;\r\n }\r\n }\r\n // istanbul ignore next\r\n return end;\r\n };\r\n\r\n private static correctSmallNumber(value: number, tolerance: number): number {\r\n return Math.abs(value) < tolerance ? 0 : value;\r\n }\r\n\r\n /**\r\n * Snap coordinates of a vector to zero and to each other so that the vector prefers to be\r\n * * perpendicular to a face of the unit cube.\r\n * * or pass through a nearby vertex or edge of the unit cube.\r\n * @param zVector existing z vector.\r\n * @param tolerance tolerance to determine if a z vector component is close to zero or 1.\r\n */\r\n private static snapVectorToCubeFeatures(zVector: XYAndZ, tolerance: number): Vector3d {\r\n const x = CubeNavigationAid.correctSmallNumber(zVector.x, tolerance);\r\n let y = CubeNavigationAid.correctSmallNumber(zVector.y, tolerance);\r\n let z = CubeNavigationAid.correctSmallNumber(zVector.z, tolerance);\r\n\r\n const xx = Math.abs(x);\r\n const yy = Math.abs(y);\r\n const zz = Math.abs(z);\r\n\r\n // adjust any adjacent pair of near equal values to the first.\r\n // istanbul ignore next\r\n if (Geometry.isSameCoordinate(xx, yy, tolerance)) {\r\n y = Geometry.split3WaySign(y, -xx, xx, xx);\r\n }\r\n if (Geometry.isSameCoordinate(yy, zz, tolerance)) {\r\n z = Geometry.split3WaySign(z, -yy, yy, yy);\r\n }\r\n if (Geometry.isSameCoordinate(xx, zz, tolerance)) {\r\n z = Geometry.split3WaySign(z, -xx, xx, xx);\r\n }\r\n return Vector3d.create(x, y, z);\r\n }\r\n\r\n /**\r\n * Adjust a worldToView matrix to favor both\r\n * * direct view at faces, edges, and corners of a view cube.\r\n * * heads up\r\n * @param worldToView candidate matrix\r\n * @param tolerance tolerance for cleaning up fuzz. The default (1.0e-6) is appropriate if very dirty viewing operations are expected.\r\n * @param result optional result.\r\n */\r\n private static snapWorldToViewMatrixToCubeFeatures(worldToView: Matrix3d, tolerance: number, result?: Matrix3d): Matrix3d {\r\n const oldZ = worldToView.rowZ();\r\n const newZ = CubeNavigationAid.snapVectorToCubeFeatures(oldZ, tolerance);\r\n // If newZ is true up or down, it will have true 0 for x and y.\r\n // special case this to take x direction from the input.\r\n // istanbul ignore next\r\n if (newZ.x === 0.0 && newZ.y === 0) {\r\n const perpVector = worldToView.rowX();\r\n result = Matrix3d.createRigidFromColumns(newZ, perpVector, AxisOrder.ZXY, result)!;\r\n } else {\r\n result = Matrix3d.createRigidViewAxesZTowardsEye(newZ.x, newZ.y, newZ.z, result);\r\n }\r\n // istanbul ignore else\r\n if (result)\r\n result.transposeInPlace();\r\n return result;\r\n }\r\n\r\n private getArrowRotationAndFace(arrow: Pointer): { newRotation: Matrix3d, face: Face } {\r\n const localRotationAxis = Vector3d.create(0, 0, 0);\r\n switch (arrow) {\r\n case Pointer.Up:\r\n localRotationAxis.x = -1.0;\r\n break;\r\n case Pointer.Down:\r\n localRotationAxis.x = 1.0;\r\n break;\r\n case Pointer.Left:\r\n localRotationAxis.y = -1.0;\r\n break;\r\n default:\r\n localRotationAxis.y = 1.0;\r\n break;\r\n }\r\n const localRotation = Matrix3d.createRotationAroundVector(localRotationAxis, Angle.createDegrees(-90))!;\r\n const newRotation = localRotation.multiplyMatrixMatrix(this.state.endRotMatrix);\r\n CubeNavigationAid.snapWorldToViewMatrixToCubeFeatures(newRotation, DEFAULT_TOLERANCE, newRotation);\r\n const face = CubeNavigationAid._getMatrixFace(newRotation);\r\n return { newRotation, face };\r\n }\r\n\r\n private _onArrowClick = (arrow: Pointer) => {\r\n if (this._isInteractionLocked()) {\r\n // istanbul ignore next\r\n this.props.onAnimationEnd?.();\r\n return;\r\n }\r\n const { newRotation, face } = this.getArrowRotationAndFace(arrow);\r\n this._animateRotation(newRotation, face);\r\n };\r\n\r\n private getArrowTitle(arrow: Pointer) {\r\n const { face } = this.getArrowRotationAndFace(arrow);\r\n return this._labels[face];\r\n }\r\n\r\n private _lastClientXY: Vector2d = Vector2d.createZero();\r\n private _processDrag(mousePos: Vector2d) {\r\n // istanbul ignore else\r\n if (!this._start.isAlmostEqual(mousePos)) {\r\n const movement = mousePos.minus(this._lastClientXY);\r\n const diff = movement.scale(0.05);\r\n\r\n const yaw = Angle.createRadians(diff.x);\r\n const pitch = Angle.createRadians(diff.y);\r\n\r\n const matX = Matrix3d.createRotationAroundAxisIndex(AxisIndex.X, pitch);\r\n const matZ = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, yaw);\r\n\r\n const mat = matX.multiplyMatrixMatrix(this.state.startRotMatrix).multiplyMatrixMatrix(matZ);\r\n this._setRotation(mat, CubeNavigationAid._getMatrixFace(mat));\r\n if (!this.state.dragging)\r\n this.setState({ dragging: true });\r\n }\r\n this._lastClientXY = mousePos;\r\n }\r\n\r\n private _handleBoxMouseDown = (event: any) => {\r\n if (this._isInteractionLocked()) {\r\n this.props.onAnimationEnd?.();\r\n return;\r\n }\r\n event.preventDefault();\r\n // only start listening after drag is confirmed. Ie. the 3D box is clicked.\r\n window.addEventListener(\"mousemove\", this._onMouseMove, false);\r\n window.addEventListener(\"mouseup\", this._onMouseUp, false);\r\n this._lastClientXY = Vector2d.create(event.clientX, event.clientY);\r\n this._start = this._lastClientXY;\r\n };\r\n\r\n private _onMouseMove = (event: MouseEvent) => {\r\n const mousePos = Vector2d.create(event.clientX, event.clientY);\r\n this._processDrag(mousePos);\r\n };\r\n\r\n private _onMouseUp = () => {\r\n if (this.state.dragging) {\r\n this.setState({ dragging: false });\r\n ViewportComponentEvents.setCubeMatrix(this.state.endRotMatrix, CubeNavigationAid._getMatrixFace(this.state.endRotMatrix), true);\r\n }\r\n\r\n // remove so event only triggers after this.onMouseStartDrag\r\n window.removeEventListener(\"mousemove\", this._onMouseMove);\r\n window.removeEventListener(\"mouseup\", this._onMouseUp);\r\n };\r\n\r\n // istanbul ignore next - unable to test touch\r\n private _handleBoxTouchStart = (event: any) => {\r\n if (this._isInteractionLocked()) {\r\n this.props.onAnimationEnd?.();\r\n return;\r\n }\r\n if (1 !== event.targetTouches.length)\r\n return;\r\n window.addEventListener(\"touchmove\", this._onTouchMove, false);\r\n window.addEventListener(\"touchend\", this._onTouchEnd, false);\r\n this._lastClientXY = Vector2d.create(event.targetTouches[0].clientX, event.targetTouches[0].clientY);\r\n this._start = this._lastClientXY;\r\n };\r\n\r\n // istanbul ignore next - unable to test touch\r\n private _onTouchMove = (event: TouchEvent) => {\r\n if (1 !== event.targetTouches.length)\r\n return;\r\n const mousePos = Vector2d.create(event.targetTouches[0].clientX, event.targetTouches[0].clientY);\r\n this._processDrag(mousePos);\r\n };\r\n\r\n // istanbul ignore next - unable to test touch\r\n private _onTouchEnd = (event: TouchEvent) => {\r\n if (0 !== event.targetTouches.length)\r\n return;\r\n\r\n if (this.state.dragging) {\r\n this.setState({ dragging: false });\r\n ViewportComponentEvents.setCubeMatrix(this.state.endRotMatrix, CubeNavigationAid._getMatrixFace(this.state.endRotMatrix), true);\r\n }\r\n\r\n window.removeEventListener(\"touchmove\", this._onTouchMove);\r\n window.removeEventListener(\"touchend\", this._onTouchEnd);\r\n };\r\n\r\n private _handleFaceCellClick = (pos: Vector3d, face: Face) => {\r\n if (this._isInteractionLocked()) {\r\n this.props.onAnimationEnd?.();\r\n return;\r\n }\r\n const { endRotMatrix } = this.state;\r\n let rotMatrix = Matrix3d.createRigidViewAxesZTowardsEye(pos.x, pos.y, pos.z).inverse();\r\n // istanbul ignore else\r\n if (rotMatrix) {\r\n // if isMatrixFace and user is clicking on top/bottom, the current matrix face must be top or bottom\r\n if (!CubeNavigationAid._isMatrixFace(endRotMatrix) && (face === Face.Top || face === Face.Bottom)) {\r\n const angleAxis = endRotMatrix.getAxisAndAngleOfRotation();\r\n // istanbul ignore else\r\n if (angleAxis.ok) {\r\n const xAx = endRotMatrix.columnX();\r\n const a = Math.atan2(xAx.y, xAx.x);\r\n const r = Math.round(a * 2 / Math.PI) * Math.PI / 2; // round to quarter turn intervals\r\n const rot = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, Angle.createRadians(r));\r\n rotMatrix = rot.multiplyMatrixMatrix(rotMatrix);\r\n }\r\n }\r\n this._animateRotation(rotMatrix, face);\r\n }\r\n window.removeEventListener(\"mousemove\", this._onMouseMove);\r\n };\r\n\r\n private _animateRotation = (endRotMatrix: Matrix3d, face: Face) => {\r\n if (this.state.endRotMatrix.isAlmostEqual(endRotMatrix))\r\n return;\r\n // set animation variables, let css transitions animate it.\r\n this._animationFrame = setTimeout(this._animation, 16.667);\r\n this.setState((prevState) => ({\r\n startRotMatrix: prevState.endRotMatrix, endRotMatrix,\r\n animation: 0,\r\n face,\r\n }));\r\n };\r\n\r\n private _setRotation = (endRotMatrix: Matrix3d, face: Face) => {\r\n ViewportComponentEvents.setCubeMatrix(endRotMatrix, face);\r\n // set variables, with animTime at 0 to prevent animation.\r\n this.setState({\r\n startRotMatrix: endRotMatrix,\r\n endRotMatrix,\r\n animation: 1,\r\n face,\r\n });\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport interface NavCubeFaceProps extends React.AllHTMLAttributes<HTMLDivElement> {\r\n face: Face;\r\n label: string;\r\n hoverMap: { [key: string]: CubeHover };\r\n onFaceCellClick: (vector: Vector3d, face: Face) => void;\r\n onFaceCellHoverChange: (vector: Vector3d, state: CubeHover) => void;\r\n}\r\n\r\n/** @internal */\r\nexport class NavCubeFace extends React.Component<NavCubeFaceProps> {\r\n private includeCell(vector: Vector3d): boolean {\r\n const { x, y, z } = vector;\r\n const omittedCell = (y === 0 && x !== 0 && z !== 0) || (y !== 0 && x === 0 && z !== 0) || (y !== 0 && x !== 0 && z === 0);\r\n return !omittedCell;\r\n }\r\n public override render(): React.ReactNode {\r\n const { face, hoverMap, onFaceCellClick, onFaceCellHoverChange, label } = this.props;\r\n return (\r\n <div className=\"nav-cube-face\" data-testid=\"nav-cube-face\">\r\n {[-1, 0, 1].map((y: number) => {\r\n return (\r\n <FaceRow key={y} center={y === 0}>\r\n {[-1, 0, 1].map((x: number) => {\r\n const vector = NavCubeFace.faceCellToPos(face, x, y);\r\n if (this.includeCell(vector)) {\r\n // return a fully functional cell\r\n return (\r\n <FaceCell\r\n key={x}\r\n onFaceCellHoverChange={onFaceCellHoverChange}\r\n onFaceCellClick={onFaceCellClick}\r\n hoverMap={hoverMap}\r\n vector={vector}\r\n face={face}\r\n center={x === 0}>\r\n {x === 0 && y === 0 &&\r\n label}\r\n </FaceCell>\r\n );\r\n } else {\r\n // return a placeholder cell\r\n return (\r\n <FaceCell\r\n key={x}\r\n vector={vector}\r\n face={face}\r\n center={x === 0}/>\r\n );\r\n }\r\n })}\r\n </FaceRow>\r\n );\r\n })}\r\n </div>\r\n );\r\n }\r\n public static faceCellToPos = (face: Face, x: number, y: number) => {\r\n const faceVect = cubeNavigationFaceLocs[face];\r\n const route = cubeNavigationRoutes[face];\r\n\r\n const faceX = x < 0 ? route.left : x > 0 ? route.right : Face.None;\r\n const xVect = faceX !== Face.None ? cubeNavigationFaceLocs[faceX] : Vector3d.createZero();\r\n\r\n const faceY = y < 0 ? route.up : y > 0 ? route.down : Face.None;\r\n const yVect = faceY !== Face.None ? cubeNavigationFaceLocs[faceY] : Vector3d.createZero();\r\n\r\n return faceVect.plus(xVect).plus(yVect);\r\n };\r\n}\r\n\r\ninterface FaceRowProps extends React.AllHTMLAttributes<HTMLDivElement> {\r\n center?: boolean;\r\n}\r\n\r\nclass FaceRow extends React.Component<FaceRowProps> {\r\n public override render(): React.ReactNode {\r\n const { center, children, ...props } = this.props;\r\n const classNames = classnames(\r\n \"face-row\",\r\n center && \"cube-center\",\r\n );\r\n return <div className={classNames} {...props}>{children}</div>;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport interface FaceCellProps extends React.AllHTMLAttributes<HTMLDivElement> {\r\n center?: boolean;\r\n onFaceCellClick?: (vector: Vector3d, face: Face) => void;\r\n onFaceCellHoverChange?: (vector: Vector3d, state: CubeHover) => void;\r\n hoverMap?: { [key: string]: CubeHover };\r\n vector: Vector3d;\r\n face: Face;\r\n}\r\n\r\n/** @internal */\r\nexport class FaceCell extends React.Component<FaceCellProps> {\r\n private _startMouse: Point2d | undefined;\r\n public override render(): React.ReactNode {\r\n const { center, children, onFaceCellClick, onFaceCellHoverChange, hoverMap, face, vector, ...props } = this.props; // eslint-disable-line @typescript-eslint/no-unused-vars\r\n const { x, y, z } = vector;\r\n const n = `${x}-${y}-${z}`;\r\n const hover = hoverMap && hoverMap[n] === CubeHover.Hover;\r\n const active = hoverMap && hoverMap[n] === CubeHover.Active;\r\n const classNames = classnames(\r\n \"face-cell\",\r\n center && \"cube-center\",\r\n hover && \"cube-hover\",\r\n active && \"cube-active\",\r\n );\r\n\r\n // eslint-disable-next-line jsx-a11y/mouse-events-have-key-events\r\n return <div\r\n onMouseDown={this._handleMouseDown}\r\n onMouseUp={this._handleMouseUp}\r\n onMouseOver={this._handleMouseOver}\r\n onMouseOut={this._handleMouseOut}\r\n onTouchStart={this._handleTouchStart}\r\n onTouchEnd={this._handleTouchEnd}\r\n data-testid={`nav-cube-face-cell-${face}-${n}`}\r\n className={classNames}\r\n role=\"presentation\"\r\n {...props}\r\n >\r\n {children}\r\n </div>;\r\n }\r\n private _handleMouseOver = () => {\r\n const { vector } = this.props;\r\n this.props.onFaceCellHoverChange && this.props.onFaceCellHoverChange(vector, CubeHover.Hover);\r\n };\r\n private _handleMouseOut = () => {\r\n const { vector } = this.props;\r\n this.props.onFaceCellHoverChange && this.props.onFaceCellHoverChange(vector, CubeHover.None);\r\n };\r\n private _handleMouseDown = (event: React.MouseEvent) => {\r\n const { clientX, clientY } = event;\r\n this.handlePointerDown(clientX, clientY);\r\n };\r\n private _handleMouseUp = (event: React.MouseEvent) => {\r\n const { clientX, clientY } = event;\r\n this.handlePointerUp(clientX, clientY);\r\n };\r\n\r\n private _handleTouchStart = (event: React.TouchEvent<HTMLDivElement>) => {\r\n event.preventDefault();\r\n event.targetTouches.length === 1 && this.handlePointerDown(event.targetTouches[0].clientX, event.targetTouches[0].clientY);\r\n };\r\n\r\n private _handleTouchEnd = (event: React.TouchEvent<HTMLDivElement>) => {\r\n event.preventDefault();\r\n event.changedTouches.length === 1 && this.handlePointerUp(event.changedTouches[0].clientX, event.changedTouches[0].clientY);\r\n };\r\n\r\n private handlePointerDown(x: number, y: number) {\r\n const { vector } = this.props;\r\n this._startMouse = Point2d.create(x, y);\r\n this.props.onFaceCellHoverChange && this.props.onFaceCellHoverChange(vector, CubeHover.Active);\r\n }\r\n\r\n private handlePointerUp(x: number, y: number) {\r\n const { vector, face } = this.props;\r\n this.props.onFaceCellHoverChange && this.props.onFaceCellHoverChange(vector, CubeHover.None);\r\n const mouse = Point2d.create(x, y);\r\n if (this._startMouse && this._startMouse.isAlmostEqual(mouse)) {\r\n const isFace = Math.abs(vector.x) + Math.abs(vector.y) + Math.abs(vector.z) === 1;\r\n this.props.onFaceCellClick && this.props.onFaceCellClick(vector, isFace ? face : Face.None);\r\n }\r\n }\r\n}\r\n\r\nenum Pointer {\r\n None = 0,\r\n Up,\r\n Down,\r\n Left,\r\n Right,\r\n}\r\n\r\nconst pointerIconClass: { [key: number]: string } = {\r\n [Pointer.Up]: \"icon-caret-down\",\r\n [Pointer.Down]: \"icon-caret-up\",\r\n [Pointer.Left]: \"icon-caret-right\",\r\n [Pointer.Right]: \"icon-caret-left\",\r\n};\r\n\r\nconst pointerClass: { [key: number]: string } = {\r\n [Pointer.Up]: \"cube-up\",\r\n [Pointer.Down]: \"cube-down\",\r\n [Pointer.Left]: \"cube-left\",\r\n [Pointer.Right]: \"cube-right\",\r\n};\r\n\r\ninterface PointerProps extends React.AllHTMLAttributes<HTMLDivElement> {\r\n visible: boolean;\r\n pointerType: Pointer;\r\n onArrowClick(pointer: Pointer): void;\r\n title: string;\r\n [\"data-testid\"]?: string;\r\n}\r\n\r\nclass PointerButton extends React.Component<PointerProps> {\r\n public override render(): React.ReactNode {\r\n const { visible, pointerType, onArrowClick, title, ...props } = this.props; // eslint-disable-line @typescript-eslint/no-unused-vars\r\n const classes = classnames(\r\n \"cube-pointer\", \"icon\",\r\n pointerClass[pointerType],\r\n pointerIconClass[pointerType],\r\n visible && \"cube-visible\",\r\n );\r\n\r\n return (\r\n // eslint-disable-next-line jsx-a11y/click-events-have-key-events\r\n <div className={classes} role=\"button\" tabIndex={-1} title={title} {...props}\r\n onClick={this._handleClick} />\r\n );\r\n }\r\n private _handleClick = (event: React.MouseEvent) => {\r\n const { pointerType } = this.props;\r\n event.preventDefault();\r\n this.props.onArrowClick(pointerType);\r\n };\r\n}\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module NavigationAids\r\n */\r\n\r\nimport \"./CubeNavigationAid.scss\";\r\nimport classnames from \"classnames\";\r\nimport * as React from \"react\";\r\nimport { Angle, AxisIndex, AxisOrder, Geometry, Matrix3d, Point2d, Vector2d, Vector3d, XYAndZ } from \"@itwin/core-geometry\";\r\nimport { IModelApp, IModelConnection, Viewport } from \"@itwin/core-frontend\";\r\nimport { CommonProps } from \"@itwin/core-react\";\r\nimport { UiIModelComponents } from \"../UiIModelComponents\";\r\nimport { ViewportComponentEvents, ViewRotationChangeEventArgs } from \"../viewport/ViewportComponentEvents\";\r\nimport { Cube, Face } from \"./Cube\";\r\n\r\n/** @public */\r\nexport enum CubeNavigationHitBoxX {\r\n None = 0,\r\n Right = 1,\r\n Left = -1,\r\n}\r\n/** @internal\r\n * @deprecated in 2.x. Use [[CubeNavigationHitBoxX]] */\r\nexport enum HitBoxX {\r\n None = 0,\r\n Right = 1,\r\n Left = -1,\r\n}\r\n\r\n/** @public */\r\nexport enum CubeNavigationHitBoxY {\r\n None = 0,\r\n Back = 1,\r\n Front = -1,\r\n}\r\n/** @internal\r\n * @deprecated in 2.x. Use [[CubeNavigationHitBoxY]] */\r\nexport enum HitBoxY {\r\n None = 0,\r\n Back = 1,\r\n Front = -1,\r\n}\r\n\r\n/** @public */\r\nexport enum CubeNavigationHitBoxZ {\r\n None = 0,\r\n Top = 1,\r\n Bottom = -1,\r\n}\r\n/** @internal\r\n * @deprecated in 2.x. [[CubeNavigationHitBoxZ]] */\r\nexport enum HitBoxZ {\r\n None = 0,\r\n Top = 1,\r\n Bottom = -1,\r\n}\r\n\r\ninterface CubeNavigationRotationMap {\r\n up: Face;\r\n down: Face;\r\n left: Face;\r\n right: Face;\r\n}\r\n\r\nconst cubeNavigationFaceLocs: { [key: string]: Vector3d } = {\r\n [Face.Left]: Vector3d.create(CubeNavigationHitBoxX.Left, CubeNavigationHitBoxY.None, CubeNavigationHitBoxZ.None),\r\n [Face.Right]: Vector3d.create(CubeNavigationHitBoxX.Right, CubeNavigationHitBoxY.None, CubeNavigationHitBoxZ.None),\r\n [Face.Back]: Vector3d.create(CubeNavigationHitBoxX.None, CubeNavigationHitBoxY.Back, CubeNavigationHitBoxZ.None),\r\n [Face.Front]: Vector3d.create(CubeNavigationHitBoxX.None, CubeNavigationHitBoxY.Front, CubeNavigationHitBoxZ.None),\r\n [Face.Bottom]: Vector3d.create(CubeNavigationHitBoxX.None, CubeNavigationHitBoxY.None, CubeNavigationHitBoxZ.Bottom),\r\n [Face.Top]: Vector3d.create(CubeNavigationHitBoxX.None, CubeNavigationHitBoxY.None, CubeNavigationHitBoxZ.Top),\r\n};\r\n\r\nconst cubeNavigationFaceRotations: { [key: string]: Matrix3d } = {\r\n [Face.Left]: Matrix3d.createRowValues(0, -1, 0, 0, 0, 1, -1, 0, 0),\r\n [Face.Right]: Matrix3d.createRowValues(0, 1, 0, 0, 0, 1, 1, 0, 0),\r\n [Face.Back]: Matrix3d.createRowValues(-1, 0, 0, 0, 0, 1, 0, 1, 0),\r\n [Face.Front]: Matrix3d.createRowValues(1, 0, 0, 0, 0, 1, 0, -1, 0),\r\n [Face.Bottom]: Matrix3d.createRowValues(1, 0, 0, 0, -1, 0, 0, 0, -1),\r\n [Face.Top]: Matrix3d.createRowValues(1, 0, 0, 0, 1, 0, 0, 0, 1),\r\n};\r\n\r\n// data relating Up/Down/Left/Right directions relative to every surface\r\nconst cubeNavigationRoutes: { [key: string]: CubeNavigationRotationMap } = {\r\n [Face.Front]: { up: Face.Top, down: Face.Bottom, left: Face.Left, right: Face.Right },\r\n [Face.Back]: { up: Face.Top, down: Face.Bottom, left: Face.Right, right: Face.Left },\r\n [Face.Top]: { up: Face.Back, down: Face.Front, left: Face.Left, right: Face.Right },\r\n [Face.Bottom]: { up: Face.Front, down: Face.Back, left: Face.Left, right: Face.Right },\r\n [Face.Right]: { up: Face.Top, down: Face.Bottom, left: Face.Front, right: Face.Back },\r\n [Face.Left]: { up: Face.Top, down: Face.Bottom, left: Face.Back, right: Face.Front },\r\n};\r\n\r\n/** The default tolerance (1.0e-6) is appropriate if very dirty viewing operations are expected. */\r\nconst DEFAULT_TOLERANCE = 1.0e-6;\r\n\r\n/** @internal */\r\nexport enum CubeHover {\r\n None = 0,\r\n Hover,\r\n Active,\r\n}\r\n\r\n/** Properties for the [[CubeNavigationAid]] component\r\n * @public\r\n */\r\nexport interface CubeNavigationAidProps extends CommonProps {\r\n iModelConnection: IModelConnection;\r\n viewport?: Viewport;\r\n\r\n // used only in testing\r\n\r\n /** @internal */\r\n onAnimationEnd?: () => void;\r\n /** @internal */\r\n animationTime?: number;\r\n favorHeadsUpRotation?: boolean;\r\n}\r\n\r\n/** @public */\r\ninterface CubeNavigationAidState {\r\n dragging: boolean;\r\n startRotMatrix: Matrix3d;\r\n endRotMatrix: Matrix3d;\r\n animation: number;\r\n hoverMap: { [key: string]: CubeHover };\r\n face: Face;\r\n}\r\n\r\n/** Cube Navigation Aid Component\r\n * @public\r\n */\r\nexport class CubeNavigationAid extends React.Component<CubeNavigationAidProps, CubeNavigationAidState> {\r\n private _start: Vector2d = Vector2d.createZero();\r\n /** @internal */\r\n public override readonly state: Readonly<CubeNavigationAidState> = {\r\n dragging: false,\r\n startRotMatrix: Matrix3d.createIdentity(),\r\n endRotMatrix: Matrix3d.createIdentity(),\r\n animation: 1,\r\n hoverMap: {},\r\n face: Face.Top,\r\n };\r\n\r\n private _lastTime: number | undefined;\r\n private _animationFrame: any;\r\n private _mounted: boolean = false;\r\n private _labels: { [key: string]: string } = {\r\n [Face.Right]: UiIModelComponents.translate(\"cube.right\"),\r\n [Face.Left]: UiIModelComponents.translate(\"cube.left\"),\r\n [Face.Back]: UiIModelComponents.translate(\"cube.back\"),\r\n [Face.Front]: UiIModelComponents.translate(\"cube.front\"),\r\n [Face.Top]: UiIModelComponents.translate(\"cube.top\"),\r\n [Face.Bottom]: UiIModelComponents.translate(\"cube.bottom\"),\r\n };\r\n\r\n /** @internal */\r\n public override componentDidMount() {\r\n this._mounted = true;\r\n ViewportComponentEvents.onViewRotationChangeEvent.addListener(this._handleViewRotationChangeEvent);\r\n\r\n // set initial rotation\r\n if (this.props.viewport) {\r\n const newMatrix = this.props.viewport.view.getRotation().clone();\r\n this.setState({ startRotMatrix: newMatrix, endRotMatrix: newMatrix, animation: 1 });\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override componentWillUnmount() {\r\n ViewportComponentEvents.onViewRotationChangeEvent.removeListener(this._handleViewRotationChangeEvent);\r\n clearTimeout(this._animationFrame);\r\n this._mounted = false;\r\n }\r\n\r\n // Synchronize with rotation coming from the Viewport\r\n private _handleViewRotationChangeEvent = (args: ViewRotationChangeEventArgs) => {\r\n const { animation, dragging, endRotMatrix } = this.state;\r\n // istanbul ignore else\r\n if (this.props.viewport === args.viewport && animation >= 1 && !dragging) {\r\n const newMatrix = this.props.viewport.view.getRotation().clone();\r\n if (!endRotMatrix.isAlmostEqual(newMatrix)) {\r\n this.setState({ startRotMatrix: newMatrix, endRotMatrix: newMatrix, animation: 1, face: Face.None });\r\n }\r\n }\r\n };\r\n\r\n private _animation = () => {\r\n const t = Date.now();\r\n const delta = this._lastTime ? t - this._lastTime : 16;\r\n this._lastTime = t;\r\n if (this.state.animation !== 1) {\r\n const animation = Math.min(1, this.state.animation + delta / (1000 * (this.props.animationTime || /* istanbul ignore next */ 0.4)));\r\n\r\n // istanbul ignore next\r\n if (this._mounted) {\r\n this.setState({ animation }, () => {\r\n this._animationFrame = setTimeout(this._animation, 16.667);\r\n });\r\n }\r\n } else {\r\n this._lastTime = undefined;\r\n this._animationEnd();\r\n }\r\n };\r\n\r\n private _animationEnd = () => {\r\n ViewportComponentEvents.setCubeMatrix(this.state.endRotMatrix, this.state.face, true);\r\n const startRotMatrix = this.state.endRotMatrix.clone();\r\n // istanbul ignore next\r\n if (this._mounted) {\r\n this.setState({ startRotMatrix }, () => {\r\n // istanbul ignore else\r\n if (this.props.onAnimationEnd)\r\n this.props.onAnimationEnd();\r\n });\r\n }\r\n };\r\n\r\n private static _animationFn = (t: number) => t < .5 ? 2 * t ** 2 : -1 + (4 - 2 * t) * t;\r\n\r\n private static _isMatrixFace = (matrix: Matrix3d): boolean => {\r\n let sum = 0;\r\n for (const coff of matrix.coffs) {\r\n if (Geometry.isAlmostEqualNumber(Math.abs(coff), 1))\r\n sum++;\r\n }\r\n // Assuming matrix is a proper rotation matrix:\r\n // if matrix viewing a face, there will be a total of 3 values either almost -1, or almost 1.\r\n return sum === 3;\r\n };\r\n\r\n public override render(): React.ReactNode {\r\n const { animation, startRotMatrix, endRotMatrix } = this.state;\r\n const visible = CubeNavigationAid._isMatrixFace(endRotMatrix) && animation === 1.0;\r\n const rotMatrix = CubeNavigationAid._interpolateRotMatrix(startRotMatrix, animation, endRotMatrix);\r\n if (rotMatrix !== startRotMatrix && rotMatrix !== endRotMatrix)\r\n ViewportComponentEvents.setCubeMatrix(rotMatrix, Face.None);\r\n\r\n const faces: { [key: string]: React.ReactNode } = {};\r\n for (const key in this._labels) {\r\n // istanbul ignore else\r\n if (this._labels.hasOwnProperty(key)) {\r\n const f = key as Face;\r\n const label = this._labels[f];\r\n faces[f] =\r\n <NavCubeFace\r\n face={f}\r\n label={label}\r\n hoverMap={this.state.hoverMap}\r\n onFaceCellClick={this._handleFaceCellClick}\r\n onFaceCellHoverChange={this._handleCellHoverChange} />;\r\n }\r\n }\r\n\r\n const cubeClassNames = classnames(\r\n \"nav-cube\",\r\n this.state.dragging && \"cube-dragging\",\r\n );\r\n\r\n const upTitle = this.getArrowTitle(Pointer.Up);\r\n const downTitle = this.getArrowTitle(Pointer.Down);\r\n const leftTitle = this.getArrowTitle(Pointer.Left);\r\n const rightTitle = this.getArrowTitle(Pointer.Right);\r\n\r\n return (\r\n <div className={classnames(\"components-cube-container\", this.props.className)}\r\n style={this.props.style}\r\n data-testid=\"components-cube-navigation-aid\"\r\n onMouseDown={this._handleBoxMouseDown}\r\n onTouchStart={this._handleBoxTouchStart}\r\n role=\"presentation\"\r\n >\r\n <div className={\"cube-element-container\"}>\r\n <Cube\r\n className={cubeClassNames}\r\n rotMatrix={rotMatrix}\r\n faces={faces} />\r\n </div>\r\n <PointerButton data-testid=\"cube-pointer-button-up\"\r\n visible={visible} pointerType={Pointer.Up} onArrowClick={this._onArrowClick} title={upTitle} />\r\n <PointerButton data-testid=\"cube-pointer-button-down\"\r\n visible={visible} pointerType={Pointer.Down} onArrowClick={this._onArrowClick} title={downTitle} />\r\n <PointerButton data-testid=\"cube-pointer-button-left\"\r\n visible={visible} pointerType={Pointer.Left} onArrowClick={this._onArrowClick} title={leftTitle} />\r\n <PointerButton data-testid=\"cube-pointer-button-right\"\r\n visible={visible} pointerType={Pointer.Right} onArrowClick={this._onArrowClick} title={rightTitle} />\r\n </div>\r\n );\r\n }\r\n\r\n private _handleCellHoverChange = (vect: Vector3d, state: CubeHover) => {\r\n if (this._isInteractionLocked()) {\r\n this.props.onAnimationEnd?.();\r\n return;\r\n }\r\n const hoverMap = this.state.hoverMap;\r\n hoverMap[`${vect.x}-${vect.y}-${vect.z}`] = state;\r\n this.setState({ hoverMap });\r\n };\r\n\r\n private _isInteractionLocked = () => {\r\n // Locked by markup\r\n if(undefined !== this.props.viewport && this.props.viewport === IModelApp.toolAdmin.markupView) {\r\n return true;\r\n }\r\n return false;\r\n };\r\n\r\n private static _getMatrixFace = (rotMatrix: Matrix3d): Face => {\r\n if (!CubeNavigationAid._isMatrixFace(rotMatrix)) {\r\n return Face.None;\r\n }\r\n\r\n // istanbul ignore else\r\n if (rotMatrix.coffs[6] === cubeNavigationFaceRotations[Face.Top].coffs[6] &&\r\n rotMatrix.coffs[7] === cubeNavigationFaceRotations[Face.Top].coffs[7] &&\r\n rotMatrix.coffs[8] === cubeNavigationFaceRotations[Face.Top].coffs[8])\r\n return Face.Top;\r\n\r\n // istanbul ignore else\r\n if (rotMatrix.coffs[6] === cubeNavigationFaceRotations[Face.Bottom].coffs[6] &&\r\n rotMatrix.coffs[7] === cubeNavigationFaceRotations[Face.Bottom].coffs[7] &&\r\n rotMatrix.coffs[8] === cubeNavigationFaceRotations[Face.Bottom].coffs[8])\r\n return Face.Bottom;\r\n\r\n // istanbul ignore else\r\n if (rotMatrix.coffs[6] === cubeNavigationFaceRotations[Face.Left].coffs[6] &&\r\n rotMatrix.coffs[7] === cubeNavigationFaceRotations[Face.Left].coffs[7] &&\r\n rotMatrix.coffs[8] === cubeNavigationFaceRotations[Face.Left].coffs[8])\r\n return Face.Left;\r\n\r\n // istanbul ignore else\r\n if (rotMatrix.coffs[6] === cubeNavigationFaceRotations[Face.Right].coffs[6] &&\r\n rotMatrix.coffs[7] === cubeNavigationFaceRotations[Face.Right].coffs[7] &&\r\n rotMatrix.coffs[8] === cubeNavigationFaceRotations[Face.Right].coffs[8])\r\n return Face.Right;\r\n\r\n // istanbul ignore else\r\n if (rotMatrix.coffs[6] === cubeNavigationFaceRotations[Face.Back].coffs[6] &&\r\n rotMatrix.coffs[7] === cubeNavigationFaceRotations[Face.Back].coffs[7] &&\r\n rotMatrix.coffs[8] === cubeNavigationFaceRotations[Face.Back].coffs[8])\r\n return Face.Back;\r\n\r\n // istanbul ignore else\r\n if (rotMatrix.coffs[6] === cubeNavigationFaceRotations[Face.Front].coffs[6] &&\r\n rotMatrix.coffs[7] === cubeNavigationFaceRotations[Face.Front].coffs[7] &&\r\n rotMatrix.coffs[8] === cubeNavigationFaceRotations[Face.Front].coffs[8])\r\n return Face.Front;\r\n\r\n return Face.None;\r\n };\r\n\r\n private static _interpolateRotMatrix = (start: Matrix3d, anim: number, end: Matrix3d): Matrix3d => {\r\n if (anim === 0)\r\n return start;\r\n if (anim === 1 || start.isAlmostEqual(end))\r\n return end;\r\n const startInverse = start.transpose();\r\n const diff = end.multiplyMatrixMatrix(startInverse);\r\n const angleAxis = diff.getAxisAndAngleOfRotation();\r\n // istanbul ignore else\r\n if (angleAxis.ok) {\r\n const angle = Angle.createRadians(angleAxis.angle.radians * CubeNavigationAid._animationFn(anim));\r\n const newDiff = Matrix3d.createRotationAroundVector(angleAxis.axis, angle);\r\n // istanbul ignore else\r\n if (newDiff) {\r\n const newMatrix = newDiff.multiplyMatrixMatrix(start);\r\n return newMatrix;\r\n }\r\n }\r\n // istanbul ignore next\r\n return end;\r\n };\r\n\r\n private static correctSmallNumber(value: number, tolerance: number): number {\r\n return Math.abs(value) < tolerance ? 0 : value;\r\n }\r\n\r\n /**\r\n * Snap coordinates of a vector to zero and to each other so that the vector prefers to be\r\n * * perpendicular to a face of the unit cube.\r\n * * or pass through a nearby vertex or edge of the unit cube.\r\n * @param zVector existing z vector.\r\n * @param tolerance tolerance to determine if a z vector component is close to zero or 1.\r\n */\r\n private static snapVectorToCubeFeatures(zVector: XYAndZ, tolerance: number): Vector3d {\r\n const x = CubeNavigationAid.correctSmallNumber(zVector.x, tolerance);\r\n let y = CubeNavigationAid.correctSmallNumber(zVector.y, tolerance);\r\n let z = CubeNavigationAid.correctSmallNumber(zVector.z, tolerance);\r\n\r\n const xx = x === -0? Math.abs(x) : x;\r\n const yy = y === -0 ? Math.abs(y) : y;\r\n const zz = z === -0 ? Math.abs(z) : z;\r\n\r\n // adjust any adjacent pair of near equal values to the first.\r\n // istanbul ignore next\r\n if (Geometry.isSameCoordinate(xx, yy, tolerance)) {\r\n y = Geometry.split3WaySign(y, -xx, xx, xx);\r\n }\r\n if (Geometry.isSameCoordinate(yy, zz, tolerance)) {\r\n z = Geometry.split3WaySign(z, -yy, yy, yy);\r\n }\r\n if (Geometry.isSameCoordinate(xx, zz, tolerance)) {\r\n z = Geometry.split3WaySign(z, -xx, xx, xx);\r\n }\r\n return Vector3d.create(x, y, z);\r\n }\r\n\r\n /**\r\n * Adjust a worldToView matrix to favor both\r\n * * direct view at faces, edges, and corners of a view cube.\r\n * * heads up\r\n * @param worldToView candidate matrix\r\n * @param tolerance tolerance for cleaning up fuzz. The default (1.0e-6) is appropriate if very dirty viewing operations are expected.\r\n * @param result optional result.\r\n */\r\n private static snapWorldToViewMatrixToCubeFeatures(worldToView: Matrix3d, tolerance: number, result?: Matrix3d, favorHeadsUpRotation?: boolean): Matrix3d {\r\n const oldZ = worldToView.rowZ();\r\n const newZ = CubeNavigationAid.snapVectorToCubeFeatures(oldZ, tolerance);\r\n const headsUp = !!favorHeadsUpRotation;\r\n // If newZ is true up or down, it will have true 0 for x and y.\r\n // special case this to take x direction from the input.\r\n // This methodology results in always \"righting\" the face when rotation from an upside-down cube.\r\n // The behavior was made opt-in in response to https://github.com/iTwin/appui/issues/259\r\n // istanbul ignore next\r\n if (!headsUp || (newZ.x === 0.0 && newZ.y === 0)) {\r\n const perpVector = worldToView.rowX();\r\n result = Matrix3d.createRigidFromColumns(newZ, perpVector, AxisOrder.ZXY, result)!;\r\n } else {\r\n result = Matrix3d.createRigidViewAxesZTowardsEye(newZ.x, newZ.y, newZ.z, result);\r\n }\r\n // istanbul ignore else\r\n if (result)\r\n result.transposeInPlace();\r\n return result;\r\n }\r\n\r\n private getArrowRotationAndFace(arrow: Pointer): { newRotation: Matrix3d, face: Face } {\r\n const localRotationAxis = Vector3d.create(0, 0, 0);\r\n switch (arrow) {\r\n case Pointer.Up:\r\n localRotationAxis.x = -1.0;\r\n break;\r\n case Pointer.Down:\r\n localRotationAxis.x = 1.0;\r\n break;\r\n case Pointer.Left:\r\n localRotationAxis.y = -1.0;\r\n break;\r\n default:\r\n localRotationAxis.y = 1.0;\r\n break;\r\n }\r\n const localRotation = Matrix3d.createRotationAroundVector(localRotationAxis, Angle.createDegrees(-90))!;\r\n const newRotation = localRotation.multiplyMatrixMatrix(this.state.endRotMatrix);\r\n CubeNavigationAid.snapWorldToViewMatrixToCubeFeatures(newRotation, DEFAULT_TOLERANCE, newRotation);\r\n const face = CubeNavigationAid._getMatrixFace(newRotation);\r\n return { newRotation, face };\r\n }\r\n\r\n private _onArrowClick = (arrow: Pointer) => {\r\n if (this._isInteractionLocked()) {\r\n // istanbul ignore next\r\n this.props.onAnimationEnd?.();\r\n return;\r\n }\r\n const { newRotation, face } = this.getArrowRotationAndFace(arrow);\r\n this._animateRotation(newRotation, face);\r\n };\r\n\r\n private getArrowTitle(arrow: Pointer) {\r\n const { face } = this.getArrowRotationAndFace(arrow);\r\n return this._labels[face];\r\n }\r\n\r\n private _lastClientXY: Vector2d = Vector2d.createZero();\r\n private _processDrag(mousePos: Vector2d) {\r\n // istanbul ignore else\r\n if (!this._start.isAlmostEqual(mousePos)) {\r\n const movement = mousePos.minus(this._lastClientXY);\r\n const diff = movement.scale(0.05);\r\n\r\n const yaw = Angle.createRadians(diff.x);\r\n const pitch = Angle.createRadians(diff.y);\r\n\r\n const matX = Matrix3d.createRotationAroundAxisIndex(AxisIndex.X, pitch);\r\n const matZ = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, yaw);\r\n\r\n const mat = matX.multiplyMatrixMatrix(this.state.startRotMatrix).multiplyMatrixMatrix(matZ);\r\n this._setRotation(mat, CubeNavigationAid._getMatrixFace(mat));\r\n if (!this.state.dragging)\r\n this.setState({ dragging: true });\r\n }\r\n this._lastClientXY = mousePos;\r\n }\r\n\r\n private _handleBoxMouseDown = (event: any) => {\r\n if (this._isInteractionLocked()) {\r\n this.props.onAnimationEnd?.();\r\n return;\r\n }\r\n event.preventDefault();\r\n // only start listening after drag is confirmed. Ie. the 3D box is clicked.\r\n window.addEventListener(\"mousemove\", this._onMouseMove, false);\r\n window.addEventListener(\"mouseup\", this._onMouseUp, false);\r\n this._lastClientXY = Vector2d.create(event.clientX, event.clientY);\r\n this._start = this._lastClientXY;\r\n };\r\n\r\n private _onMouseMove = (event: MouseEvent) => {\r\n const mousePos = Vector2d.create(event.clientX, event.clientY);\r\n this._processDrag(mousePos);\r\n };\r\n\r\n private _onMouseUp = () => {\r\n if (this.state.dragging) {\r\n this.setState({ dragging: false });\r\n ViewportComponentEvents.setCubeMatrix(this.state.endRotMatrix, CubeNavigationAid._getMatrixFace(this.state.endRotMatrix), true);\r\n }\r\n\r\n // remove so event only triggers after this.onMouseStartDrag\r\n window.removeEventListener(\"mousemove\", this._onMouseMove);\r\n window.removeEventListener(\"mouseup\", this._onMouseUp);\r\n };\r\n\r\n // istanbul ignore next - unable to test touch\r\n private _handleBoxTouchStart = (event: any) => {\r\n if (this._isInteractionLocked()) {\r\n this.props.onAnimationEnd?.();\r\n return;\r\n }\r\n if (1 !== event.targetTouches.length)\r\n return;\r\n window.addEventListener(\"touchmove\", this._onTouchMove, false);\r\n window.addEventListener(\"touchend\", this._onTouchEnd, false);\r\n this._lastClientXY = Vector2d.create(event.targetTouches[0].clientX, event.targetTouches[0].clientY);\r\n this._start = this._lastClientXY;\r\n };\r\n\r\n // istanbul ignore next - unable to test touch\r\n private _onTouchMove = (event: TouchEvent) => {\r\n if (1 !== event.targetTouches.length)\r\n return;\r\n const mousePos = Vector2d.create(event.targetTouches[0].clientX, event.targetTouches[0].clientY);\r\n this._processDrag(mousePos);\r\n };\r\n\r\n // istanbul ignore next - unable to test touch\r\n private _onTouchEnd = (event: TouchEvent) => {\r\n if (0 !== event.targetTouches.length)\r\n return;\r\n\r\n if (this.state.dragging) {\r\n this.setState({ dragging: false });\r\n ViewportComponentEvents.setCubeMatrix(this.state.endRotMatrix, CubeNavigationAid._getMatrixFace(this.state.endRotMatrix), true);\r\n }\r\n\r\n window.removeEventListener(\"touchmove\", this._onTouchMove);\r\n window.removeEventListener(\"touchend\", this._onTouchEnd);\r\n };\r\n\r\n private _handleFaceCellClick = (pos: Vector3d, face: Face) => {\r\n if (this._isInteractionLocked()) {\r\n this.props.onAnimationEnd?.();\r\n return;\r\n }\r\n const { endRotMatrix } = this.state;\r\n let rotMatrix = Matrix3d.createRigidViewAxesZTowardsEye(pos.x, pos.y, pos.z).inverse();\r\n // istanbul ignore else\r\n if (rotMatrix) {\r\n // if isMatrixFace and user is clicking on top/bottom, the current matrix face must be top or bottom\r\n if (!CubeNavigationAid._isMatrixFace(endRotMatrix) && (face === Face.Top || face === Face.Bottom)) {\r\n const angleAxis = endRotMatrix.getAxisAndAngleOfRotation();\r\n // istanbul ignore else\r\n if (angleAxis.ok) {\r\n const xAx = endRotMatrix.columnX();\r\n const a = Math.atan2(xAx.y, xAx.x);\r\n const r = Math.round(a * 2 / Math.PI) * Math.PI / 2; // round to quarter turn intervals\r\n const rot = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, Angle.createRadians(r));\r\n rotMatrix = rot.multiplyMatrixMatrix(rotMatrix);\r\n }\r\n }\r\n this._animateRotation(rotMatrix, face);\r\n }\r\n window.removeEventListener(\"mousemove\", this._onMouseMove);\r\n };\r\n\r\n private _animateRotation = (endRotMatrix: Matrix3d, face: Face) => {\r\n if (this.state.endRotMatrix.isAlmostEqual(endRotMatrix))\r\n return;\r\n // set animation variables, let css transitions animate it.\r\n this._animationFrame = setTimeout(this._animation, 16.667);\r\n this.setState((prevState) => ({\r\n startRotMatrix: prevState.endRotMatrix, endRotMatrix,\r\n animation: 0,\r\n face,\r\n }));\r\n };\r\n\r\n private _setRotation = (endRotMatrix: Matrix3d, face: Face) => {\r\n ViewportComponentEvents.setCubeMatrix(endRotMatrix, face);\r\n // set variables, with animTime at 0 to prevent animation.\r\n this.setState({\r\n startRotMatrix: endRotMatrix,\r\n endRotMatrix,\r\n animation: 1,\r\n face,\r\n });\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport interface NavCubeFaceProps extends React.AllHTMLAttributes<HTMLDivElement> {\r\n face: Face;\r\n label: string;\r\n hoverMap: { [key: string]: CubeHover };\r\n onFaceCellClick: (vector: Vector3d, face: Face) => void;\r\n onFaceCellHoverChange: (vector: Vector3d, state: CubeHover) => void;\r\n}\r\n\r\n/** @internal */\r\nexport class NavCubeFace extends React.Component<NavCubeFaceProps> {\r\n private includeCell(vector: Vector3d): boolean {\r\n const { x, y, z } = vector;\r\n const omittedCell = (y === 0 && x !== 0 && z !== 0) || (y !== 0 && x === 0 && z !== 0) || (y !== 0 && x !== 0 && z === 0);\r\n return !omittedCell;\r\n }\r\n public override render(): React.ReactNode {\r\n const { face, hoverMap, onFaceCellClick, onFaceCellHoverChange, label } = this.props;\r\n return (\r\n <div className=\"nav-cube-face\" data-testid=\"nav-cube-face\">\r\n {[-1, 0, 1].map((y: number) => {\r\n return (\r\n <FaceRow key={y} center={y === 0}>\r\n {[-1, 0, 1].map((x: number) => {\r\n const vector = NavCubeFace.faceCellToPos(face, x, y);\r\n if (this.includeCell(vector)) {\r\n // return a fully functional cell\r\n return (\r\n <FaceCell\r\n key={x}\r\n onFaceCellHoverChange={onFaceCellHoverChange}\r\n onFaceCellClick={onFaceCellClick}\r\n hoverMap={hoverMap}\r\n vector={vector}\r\n face={face}\r\n center={x === 0}>\r\n {x === 0 && y === 0 &&\r\n label}\r\n </FaceCell>\r\n );\r\n } else {\r\n // return a placeholder cell\r\n return (\r\n <FaceCell\r\n key={x}\r\n vector={vector}\r\n face={face}\r\n center={x === 0}/>\r\n );\r\n }\r\n })}\r\n </FaceRow>\r\n );\r\n })}\r\n </div>\r\n );\r\n }\r\n public static faceCellToPos = (face: Face, x: number, y: number) => {\r\n const faceVect = cubeNavigationFaceLocs[face];\r\n const route = cubeNavigationRoutes[face];\r\n\r\n const faceX = x < 0 ? route.left : x > 0 ? route.right : Face.None;\r\n const xVect = faceX !== Face.None ? cubeNavigationFaceLocs[faceX] : Vector3d.createZero();\r\n\r\n const faceY = y < 0 ? route.up : y > 0 ? route.down : Face.None;\r\n const yVect = faceY !== Face.None ? cubeNavigationFaceLocs[faceY] : Vector3d.createZero();\r\n\r\n return faceVect.plus(xVect).plus(yVect);\r\n };\r\n}\r\n\r\ninterface FaceRowProps extends React.AllHTMLAttributes<HTMLDivElement> {\r\n center?: boolean;\r\n}\r\n\r\nclass FaceRow extends React.Component<FaceRowProps> {\r\n public override render(): React.ReactNode {\r\n const { center, children, ...props } = this.props;\r\n const classNames = classnames(\r\n \"face-row\",\r\n center && \"cube-center\",\r\n );\r\n return <div className={classNames} {...props}>{children}</div>;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport interface FaceCellProps extends React.AllHTMLAttributes<HTMLDivElement> {\r\n center?: boolean;\r\n onFaceCellClick?: (vector: Vector3d, face: Face) => void;\r\n onFaceCellHoverChange?: (vector: Vector3d, state: CubeHover) => void;\r\n hoverMap?: { [key: string]: CubeHover };\r\n vector: Vector3d;\r\n face: Face;\r\n}\r\n\r\n/** @internal */\r\nexport class FaceCell extends React.Component<FaceCellProps> {\r\n private _startMouse: Point2d | undefined;\r\n public override render(): React.ReactNode {\r\n const { center, children, onFaceCellClick, onFaceCellHoverChange, hoverMap, face, vector, ...props } = this.props; // eslint-disable-line @typescript-eslint/no-unused-vars\r\n const { x, y, z } = vector;\r\n const n = `${x}-${y}-${z}`;\r\n const hover = hoverMap && hoverMap[n] === CubeHover.Hover;\r\n const active = hoverMap && hoverMap[n] === CubeHover.Active;\r\n const classNames = classnames(\r\n \"face-cell\",\r\n center && \"cube-center\",\r\n hover && \"cube-hover\",\r\n active && \"cube-active\",\r\n );\r\n\r\n // eslint-disable-next-line jsx-a11y/mouse-events-have-key-events\r\n return <div\r\n onMouseDown={this._handleMouseDown}\r\n onMouseUp={this._handleMouseUp}\r\n onMouseOver={this._handleMouseOver}\r\n onMouseOut={this._handleMouseOut}\r\n onTouchStart={this._handleTouchStart}\r\n onTouchEnd={this._handleTouchEnd}\r\n data-testid={`nav-cube-face-cell-${face}-${n}`}\r\n className={classNames}\r\n role=\"presentation\"\r\n {...props}\r\n >\r\n {children}\r\n </div>;\r\n }\r\n private _handleMouseOver = () => {\r\n const { vector } = this.props;\r\n this.props.onFaceCellHoverChange && this.props.onFaceCellHoverChange(vector, CubeHover.Hover);\r\n };\r\n private _handleMouseOut = () => {\r\n const { vector } = this.props;\r\n this.props.onFaceCellHoverChange && this.props.onFaceCellHoverChange(vector, CubeHover.None);\r\n };\r\n private _handleMouseDown = (event: React.MouseEvent) => {\r\n const { clientX, clientY } = event;\r\n this.handlePointerDown(clientX, clientY);\r\n };\r\n private _handleMouseUp = (event: React.MouseEvent) => {\r\n const { clientX, clientY } = event;\r\n this.handlePointerUp(clientX, clientY);\r\n };\r\n\r\n private _handleTouchStart = (event: React.TouchEvent<HTMLDivElement>) => {\r\n event.preventDefault();\r\n event.targetTouches.length === 1 && this.handlePointerDown(event.targetTouches[0].clientX, event.targetTouches[0].clientY);\r\n };\r\n\r\n private _handleTouchEnd = (event: React.TouchEvent<HTMLDivElement>) => {\r\n event.preventDefault();\r\n event.changedTouches.length === 1 && this.handlePointerUp(event.changedTouches[0].clientX, event.changedTouches[0].clientY);\r\n };\r\n\r\n private handlePointerDown(x: number, y: number) {\r\n const { vector } = this.props;\r\n this._startMouse = Point2d.create(x, y);\r\n this.props.onFaceCellHoverChange && this.props.onFaceCellHoverChange(vector, CubeHover.Active);\r\n }\r\n\r\n private handlePointerUp(x: number, y: number) {\r\n const { vector, face } = this.props;\r\n this.props.onFaceCellHoverChange && this.props.onFaceCellHoverChange(vector, CubeHover.None);\r\n const mouse = Point2d.create(x, y);\r\n if (this._startMouse && this._startMouse.isAlmostEqual(mouse)) {\r\n const isFace = Math.abs(vector.x) + Math.abs(vector.y) + Math.abs(vector.z) === 1;\r\n this.props.onFaceCellClick && this.props.onFaceCellClick(vector, isFace ? face : Face.None);\r\n }\r\n }\r\n}\r\n\r\nenum Pointer {\r\n None = 0,\r\n Up,\r\n Down,\r\n Left,\r\n Right,\r\n}\r\n\r\nconst pointerIconClass: { [key: number]: string } = {\r\n [Pointer.Up]: \"icon-caret-down\",\r\n [Pointer.Down]: \"icon-caret-up\",\r\n [Pointer.Left]: \"icon-caret-right\",\r\n [Pointer.Right]: \"icon-caret-left\",\r\n};\r\n\r\nconst pointerClass: { [key: number]: string } = {\r\n [Pointer.Up]: \"cube-up\",\r\n [Pointer.Down]: \"cube-down\",\r\n [Pointer.Left]: \"cube-left\",\r\n [Pointer.Right]: \"cube-right\",\r\n};\r\n\r\ninterface PointerProps extends React.AllHTMLAttributes<HTMLDivElement> {\r\n visible: boolean;\r\n pointerType: Pointer;\r\n onArrowClick(pointer: Pointer): void;\r\n title: string;\r\n [\"data-testid\"]?: string;\r\n}\r\n\r\nclass PointerButton extends React.Component<PointerProps> {\r\n public override render(): React.ReactNode {\r\n const { visible, pointerType, onArrowClick, title, ...props } = this.props; // eslint-disable-line @typescript-eslint/no-unused-vars\r\n const classes = classnames(\r\n \"cube-pointer\", \"icon\",\r\n pointerClass[pointerType],\r\n pointerIconClass[pointerType],\r\n visible && \"cube-visible\",\r\n );\r\n\r\n return (\r\n // eslint-disable-next-line jsx-a11y/click-events-have-key-events\r\n <div className={classes} role=\"button\" tabIndex={-1} title={title} {...props}\r\n onClick={this._handleClick} />\r\n );\r\n }\r\n private _handleClick = (event: React.MouseEvent) => {\r\n const { pointerType } = this.props;\r\n event.preventDefault();\r\n this.props.onArrowClick(pointerType);\r\n };\r\n}\r\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@itwin/imodel-components-react",
3
- "version": "3.7.6",
3
+ "version": "3.7.8",
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": "^3.7.6",
24
- "@itwin/components-react": "^3.7.6",
25
- "@itwin/core-bentley": "^3.7.6",
26
- "@itwin/core-common": "^3.7.6",
27
- "@itwin/core-frontend": "^3.7.6",
28
- "@itwin/core-geometry": "^3.7.6",
29
- "@itwin/core-quantity": "^3.7.6",
30
- "@itwin/core-react": "^3.7.6",
23
+ "@itwin/appui-abstract": "^3.7.8",
24
+ "@itwin/components-react": "^3.7.8",
25
+ "@itwin/core-bentley": "^3.7.8",
26
+ "@itwin/core-common": "^3.7.8",
27
+ "@itwin/core-frontend": "^3.7.8",
28
+ "@itwin/core-geometry": "^3.7.8",
29
+ "@itwin/core-quantity": "^3.7.8",
30
+ "@itwin/core-react": "^3.7.8",
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": "3.7.6",
40
- "@itwin/build-tools": "3.7.6",
41
- "@itwin/components-react": "3.7.6",
42
- "@itwin/core-bentley": "3.7.6",
43
- "@itwin/core-common": "3.7.6",
44
- "@itwin/core-frontend": "3.7.6",
45
- "@itwin/core-geometry": "3.7.6",
46
- "@itwin/core-quantity": "3.7.6",
47
- "@itwin/core-react": "3.7.6",
48
- "@itwin/eslint-plugin": "3.7.6",
39
+ "@itwin/appui-abstract": "3.7.8",
40
+ "@itwin/build-tools": "3.7.8",
41
+ "@itwin/components-react": "3.7.8",
42
+ "@itwin/core-bentley": "3.7.8",
43
+ "@itwin/core-common": "3.7.8",
44
+ "@itwin/core-frontend": "3.7.8",
45
+ "@itwin/core-geometry": "3.7.8",
46
+ "@itwin/core-quantity": "3.7.8",
47
+ "@itwin/core-react": "3.7.8",
48
+ "@itwin/eslint-plugin": "3.7.8",
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",