@thatopen/services 0.19.0 → 0.21.0

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@@ -27,7 +27,7 @@ export interface CDENamingSchema {
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  separator: string;
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  segments: CDENamingSegment[];
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  }
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- export interface CDEFile extends Omit<Item, 'createdBy'> {
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+ export interface CDEFile extends Omit<Item, 'creatingUser'> {
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  createdBy: string;
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  metadata: Record<string, CDEMetadataValue>;
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  versions?: ItemVersion[];
@@ -1650,6 +1650,64 @@ declare class _GISManager extends OBC.Component {
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  private _tilesOpacity;
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  private _fadeTarget;
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  private _fadeQuad;
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+ private _horizonTarget;
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+ private _horizonQuad;
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+ /**
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+ * Fraction (0–1) of the camera's far distance over which the 3D tiles dissolve
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+ * into what is behind them, instead of ending in a hard edge at the far plane:
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+ * the tiles are fully visible up to `far * (1 - horizonFade)` and fully
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+ * transparent at `far`. Default 0.8. `0` turns it off (opaque tiles are drawn
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+ * straight into the frame at opacity 1, as before). Combines with
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+ * `setTilesOpacity`: final alpha = opacity × fade. Deferred hosts only — where
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+ * the tiles are added to the scene directly there is no fade. Vector layers
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+ * are not faded.
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+ */
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+ horizonFade: number;
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+ private readonly _far;
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+ private _farCameras;
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+ /**
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+ * Far plane (distance) the world's cameras get while the 3D tiles are loaded, so
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+ * the map reaches the horizon. Default `10000`. Changing it while the map is
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+ * loaded takes effect immediately. `horizonFade` is a fraction of this far while
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+ * the map is loaded (with `0.8`, the map fades from 2 km to 10 km).
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+ *
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+ * The camera's own far plane (e.g. the Settings panel's "Far plane") is
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+ * overridden while the map is loaded: it is remembered, not applied, and comes
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+ * back when the map is unloaded. Code that grows the far plane itself while the
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+ * map is loaded still works: a larger far than `mapFar` is left alone, and is
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+ * kept on unload.
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+ */
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+ get mapFar(): number;
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+ set mapFar(far: number);
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+ /** True while the map owns the cameras' far plane (the 3D tiles are loaded). */
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+ get farOverridden(): boolean;
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+ /** The far plane the user asked for, remembered while `farOverridden` (otherwise the cameras hold it). */
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+ get userCameraFar(): number;
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+ /** Records the far plane the user wants; not applied until the map is unloaded. Only meaningful while `farOverridden`. */
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+ setUserCameraFar(far: number): void;
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+ private _resolveFarCameras;
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+ /**
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+ * Shows a sky gradient behind everything while the 3D tiles are loaded: the
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+ * empty background (pixels nothing has drawn to) goes from `skyHorizonColor` at
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+ * the horizon to `skyZenithColor` straight up, so the tiles, dissolving with
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+ * `horizonFade`, melt into the horizon colour. Below the horizon it is the
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+ * horizon colour; an orthographic camera sees one flat colour. Default `true`;
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+ * `false` leaves the background untouched. Deferred hosts only — elsewhere
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+ * there is no sky. Drawn behind the vector layers and the tiles.
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+ */
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+ sky: boolean;
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+ private readonly _skyHorizon;
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+ private readonly _skyZenith;
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+ private _skyHorizonColor;
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+ private _skyZenithColor;
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+ private _skyPass;
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+ private static _setSkyRgb;
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+ /** Sky colour at the horizon (any CSS colour string, hex number or `THREE.Color`). Default `"#d7e3ee"`, a light hazy blue. */
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+ get skyHorizonColor(): THREE.ColorRepresentation;
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+ set skyHorizonColor(color: THREE.ColorRepresentation);
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+ /** Sky colour straight up. Default `"#6a9bd1"`, a deeper blue. */
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+ get skyZenithColor(): THREE.ColorRepresentation;
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+ set skyZenithColor(color: THREE.ColorRepresentation);
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  private _passRegistered;
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  private _ensureOcclusionPass;
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  private readonly _occlusion;