"use strict";
/*---------------------------------------------------------------------------------------------
* Copyright (c) Bentley Systems, Incorporated. All rights reserved.
* See LICENSE.md in the project root for license terms and full copyright notice.
*--------------------------------------------------------------------------------------------*/
/** @packageDocumentation
 * @module Rendering
 */
Object.defineProperty(exports, "__esModule", { value: true });
exports.GraphicAssembler = void 0;
const core_bentley_1 = require("@itwin/core-bentley");
const core_geometry_1 = require("@itwin/core-geometry");
const core_common_1 = require("@itwin/core-common");
const Symbols_1 = require("../internal/Symbols");
const GraphicType_1 = require("./GraphicType");
const GeometryAccumulator_1 = require("../internal/render/GeometryAccumulator");
const DisplayParams_1 = require("../internal/render/DisplayParams");
;
/** Provides methods for assembling geometric primitives and symbology into a graphical representation.
 * Two concrete implementations are provided:
 *  - [[GraphicBuilder]], for creating [[RenderGraphic]]s directly; and
 *  - [[GraphicDescriptionBuilder]], for creating a [[GraphicDescription]] from which a [[RenderGraphic]] can be produced.
 *
 * GraphicBuilder can only be used on the main JavaScript thread, so its use should be reserved for relatively simple, quick-to-produce graphics like [[Decorations]].
 * GraphicDescriptionBuilder is designed for use in a [Worker](https://developer.mozilla.org/en-US/docs/Web/API/Worker). It can be used to assemble more
 * complex graphics without blocking the main thread.
 *
 * @note Most of the methods which add geometry to the builder take ownership of their inputs rather than cloning them.
 * So, for example, if you pass an array of points to [[addLineString]], you should not subsequently modify that array.
 * @public
 * @extensions
 */
class GraphicAssembler {
    /** @internal */
    [Symbols_1._accumulator];
    _graphicParams = new core_common_1.GraphicParams();
    /** The local-to-world transform in which the builder's geometry is to be defined. */
    placement;
    /** The type of graphic to be produced. */
    type;
    /** If the graphic is to be interactive, specifies its Id and other options. */
    pickable;
    /** If true, the order in which geometry is added to the builder is preserved.
     * This enables overlay and background graphics, which draw without using the depth buffer, to specify which geometry display in front of others when
     * they overlap.
     * For example, to draw an overlay containing a red shape with a white outline, you would add the shape to the GraphicAssember first, followed by its outline,
     * to ensure the outline draws on top of the shape.
     * This incurs a performance penalty due to the increased number of draw calls, and is never useful for graphics that draw using the depth buffer.
     */
    preserveOrder;
    /** If true, normal vectors will be generated for surfaces, allowing 3d geometry to receive lighting and reduce z-fighting. */
    wantNormals;
    /** If true, edges are generated for surfaces, to be drawn if edge display is enabled for the view in which the graphic is drawn. */
    wantEdges;
    /** @alpha */
    analysisStyle;
    /** @internal */
    constructor(options) {
        this.placement = options.placement?.clone() ?? core_geometry_1.Transform.createIdentity();
        this.type = options.type;
        this.pickable = options.pickable;
        this.wantEdges = options.wantEdges;
        this.preserveOrder = options.preserveOrder;
        this.wantNormals = options.wantNormals;
        this.analysisStyle = options.analysisStyle;
        this[Symbols_1._accumulator] = new GeometryAccumulator_1.GeometryAccumulator({
            analysisStyleDisplacement: this.analysisStyle?.displacement,
        });
        if (this.pickable) {
            this.activateFeature(new core_common_1.Feature(this.pickable.id, this.pickable.subCategoryId, this.pickable.geometryClass));
        }
    }
    /** Whether the builder's geometry is defined in [[CoordSystem.View]] coordinates.
     * Only graphics of type [[GraphicType.ViewBackground]] or [[GraphicType.ViewOverlay]] are defined in view coordinates.
     * @see [[isWorldCoordinates]].
     */
    get isViewCoordinates() {
        return this.type === GraphicType_1.GraphicType.ViewBackground || this.type === GraphicType_1.GraphicType.ViewOverlay;
    }
    /** Whether the builder's geometry is defined in [[CoordSystem.World]] coordinates - the inverse of [[isViewCoordinates]]. */
    get isWorldCoordinates() {
        return !this.isViewCoordinates;
    }
    /** True if the builder produces a graphic of [[GraphicType.Scene]]. */
    get isSceneGraphic() {
        return this.type === GraphicType_1.GraphicType.Scene;
    }
    /** True if the builder produces a graphic of [[GraphicType.ViewBackground]]. */
    get isViewBackground() {
        return this.type === GraphicType_1.GraphicType.ViewBackground;
    }
    /** True if the builder produces a graphic of [[GraphicType.WorldOverlay]] or [[GraphicType.ViewOerlay]]. */
    get isOverlay() {
        return this.type === GraphicType_1.GraphicType.ViewOverlay || this.type === GraphicType_1.GraphicType.WorldOverlay;
    }
    /** Sets the current active symbology for this builder. Any new geometry subsequently added to the builder will be drawn using the specified symbology.
     * @param graphicParams The symbology to apply to subsequent geometry.
     * @see [[setSymbology]] for a convenient way to set common symbology options.
     */
    activateGraphicParams(graphicParams) {
        graphicParams.clone(this._graphicParams);
    }
    /** Change the [Feature]($common) to be associated with subsequently-added geometry. This permits multiple features to be batched together into a single graphic
     * for more efficient rendering.
     * @note This method has no effect if [[pickable]] is not defined.
     */
    activateFeature(feature) {
        (0, core_bentley_1.assert)(undefined !== this.pickable, "GraphicAssembler.activateFeature has no effect if PickableGraphicOptions were not supplied");
        if (this.pickable) {
            this[Symbols_1._accumulator].currentFeature = feature;
        }
    }
    /** Change the pickable Id to be associated with subsequently-added geometry. This permits multiple pickable objects to be batched  together into a single graphic
     * for more efficient rendering. This method calls [[activateFeature]], using the subcategory Id and [GeometryClass]($common) specified in [[pickable]]
     * at construction, if any.
     * @note This method has no effect if [[pickable]] is not defined.
     */
    activatePickableId(id) {
        const pick = this.pickable;
        this.activateFeature(new core_common_1.Feature(id, pick?.subCategoryId, pick?.geometryClass));
    }
    /**
     * Appends a 3d line string to the builder.
     * @param points Array of vertices in the line string.
     */
    addLineString(points) {
        if (2 === points.length && points[0].isAlmostEqual(points[1]))
            this[Symbols_1._accumulator].addPointString(points, this.getLinearDisplayParams(), this.placement);
        else
            this[Symbols_1._accumulator].addLineString(points, this.getLinearDisplayParams(), this.placement);
    }
    /**
     * Appends a 2d line string to the builder.
     * @param points Array of vertices in the line string.
     * @param zDepth Z value in local coordinates to use for each point.
     */
    addLineString2d(points, zDepth) {
        const pts3d = copy2dTo3d(points, zDepth);
        this.addLineString(pts3d);
    }
    /**
     * Appends a 3d point string to the builder. The points are drawn disconnected, with a diameter in pixels defined by the builder's active [[GraphicParams.rasterWidth]].
     * @param points Array of vertices in the point string.
     */
    addPointString(points) {
        this[Symbols_1._accumulator].addPointString(points, this.getLinearDisplayParams(), this.placement);
    }
    /**
     * Appends a 2d point string to the builder. The points are drawn disconnected, with a diameter in pixels defined by the builder's active [[GraphicParams.rasterWidth]].
     * @param points Array of vertices in the point string.
     * @param zDepth Z value in local coordinates to use for each point.
     */
    addPointString2d(points, zDepth) {
        const pts3d = copy2dTo3d(points, zDepth);
        this.addPointString(pts3d);
    }
    /**
     * Appends a closed 3d planar region to the builder.
     * @param points Array of vertices of the shape.
     */
    addShape(points) {
        const loop = core_geometry_1.Loop.create(core_geometry_1.LineString3d.create(points));
        this[Symbols_1._accumulator].addLoop(loop, this.getMeshDisplayParams(), this.placement, false);
    }
    /**
     * Appends a closed 2d region to the builder.
     * @param points Array of vertices of the shape.
     * @param zDepth Z value in local coordinates to use for each point.
     */
    addShape2d(points, zDepth) {
        const pts3d = copy2dTo3d(points, zDepth);
        this.addShape(pts3d);
    }
    /**
     * Appends a 3d open arc or closed ellipse to the builder.
     * @param arc Description of the arc or ellipse.
     * @param isEllipse If true, and if the arc defines a full sweep, then draw as a closed ellipse instead of an arc.
     * @param filled If true, and isEllipse is also true, then draw ellipse filled.
     */
    addArc(ellipse, isEllipse, filled) {
        let curve;
        if (isEllipse || filled) {
            curve = core_geometry_1.Loop.create(ellipse);
        }
        else {
            curve = core_geometry_1.Path.create(ellipse);
        }
        if (filled && !isEllipse && !ellipse.sweep.isFullCircle) {
            const gapSegment = core_geometry_1.LineSegment3d.create(ellipse.startPoint(), ellipse.endPoint());
            curve.children.push(gapSegment);
        }
        const displayParams = curve.isAnyRegionType ? this.getMeshDisplayParams() : this.getLinearDisplayParams();
        if (curve instanceof core_geometry_1.Loop)
            this[Symbols_1._accumulator].addLoop(curve, displayParams, this.placement, false);
        else
            this[Symbols_1._accumulator].addPath(curve, displayParams, this.placement, false);
    }
    /**
     * Appends a 2d open arc or closed ellipse to the builder.
     * @param arc Description of the arc or ellipse.
     * @param isEllipse If true, and if the arc defines a full sweep, then draw as a closed ellipse instead of an arc.
     * @param filled If true, and isEllipse is also true, then draw ellipse filled.
     * @param zDepth Z value in local coordinates to use for each point in the arc or ellipse.
     */
    addArc2d(ellipse, isEllipse, filled, zDepth) {
        if (0.0 === zDepth) {
            this.addArc(ellipse, isEllipse, filled);
        }
        else {
            const ell = ellipse;
            ell.center.z = zDepth;
            this.addArc(ell, isEllipse, filled);
        }
    }
    /** Append a 3d open path to the builder. */
    addPath(path) {
        this[Symbols_1._accumulator].addPath(path, this.getLinearDisplayParams(), this.placement, false);
    }
    /** Append a 3d planar region to the builder. */
    addLoop(loop) {
        this[Symbols_1._accumulator].addLoop(loop, this.getMeshDisplayParams(), this.placement, false);
    }
    /** Append a [CurvePrimitive]($core-geometry) to the builder. */
    addCurvePrimitive(curve) {
        switch (curve.curvePrimitiveType) {
            case "lineString":
                this.addLineString(curve.points);
                break;
            case "lineSegment":
                this.addLineString([curve.startPoint(), curve.endPoint()]);
                break;
            case "arc":
                this.addArc(curve, false, false);
                break;
            default:
                const path = new core_geometry_1.Path();
                if (path.tryAddChild(curve))
                    this.addPath(path);
                break;
        }
    }
    /** Append a mesh to the builder.
     * @param meshData Describes the mesh
     * @param _filled If the mesh describes a planar region, indicates whether its interior area should be drawn with fill in [[RenderMode.Wireframe]].
     */
    addPolyface(meshData, _filled = false) {
        this[Symbols_1._accumulator].addPolyface(meshData, this.getMeshDisplayParams(), this.placement);
    }
    /** Append a solid primitive to the builder. */
    addSolidPrimitive(primitive) {
        this[Symbols_1._accumulator].addSolidPrimitive(primitive, this.getMeshDisplayParams(), this.placement);
    }
    /** Append any primitive to the builder.
     * @param primitive The graphic primitive to append.
     */
    addPrimitive(primitive) {
        switch (primitive.type) {
            case "linestring":
                this.addLineString(primitive.points);
                break;
            case "linestring2d":
                this.addLineString2d(primitive.points, primitive.zDepth);
                break;
            case "pointstring":
                this.addPointString(primitive.points);
                break;
            case "pointstring2d":
                this.addPointString2d(primitive.points, primitive.zDepth);
                break;
            case "shape":
                this.addShape(primitive.points);
                break;
            case "shape2d":
                this.addShape2d(primitive.points, primitive.zDepth);
                break;
            case "arc":
                this.addArc(primitive.arc, true === primitive.isEllipse, true === primitive.filled);
                break;
            case "arc2d":
                this.addArc2d(primitive.arc, true === primitive.isEllipse, true === primitive.filled, primitive.zDepth);
                break;
            case "path":
                this.addPath(primitive.path);
                break;
            case "loop":
                this.addLoop(primitive.loop);
                break;
            case "polyface":
                this.addPolyface(primitive.polyface, true === primitive.filled);
                break;
            case "solidPrimitive":
                this.addSolidPrimitive(primitive.solidPrimitive);
                break;
        }
    }
    /** Add a box representing a volume of space. Typically used for debugging purposes.
     * @param range The volume of space.
     * @param solid If true, a [[Box]] solid primitive will be added; otherwise, a wireframe outline of the box will be added.
     */
    addRangeBox(range, solid = false) {
        if (!solid) {
            this.addFrustum(core_common_1.Frustum.fromRange(range));
            return;
        }
        const box = core_geometry_1.Box.createRange(range, true);
        if (box)
            this.addSolidPrimitive(box);
    }
    /** Add Frustum edges. Useful for debugging. */
    addFrustum(frustum) {
        this.addRangeBoxFromCorners(frustum.points);
    }
    /** Add Frustum sides. Useful for debugging. */
    addFrustumSides(frustum) {
        this.addRangeBoxSidesFromCorners(frustum.points);
    }
    /** Add range edges from corner points */
    addRangeBoxFromCorners(p) {
        this.addLineString([
            p[core_common_1.Npc.LeftBottomFront],
            p[core_common_1.Npc.LeftTopFront],
            p[core_common_1.Npc.RightTopFront],
            p[core_common_1.Npc.RightBottomFront],
            p[core_common_1.Npc.RightBottomRear],
            p[core_common_1.Npc.RightTopRear],
            p[core_common_1.Npc.LeftTopRear],
            p[core_common_1.Npc.LeftBottomRear],
            p[core_common_1.Npc.LeftBottomFront].clone(),
            p[core_common_1.Npc.RightBottomFront].clone(),
        ]);
        this.addLineString([p[core_common_1.Npc.LeftTopFront].clone(), p[core_common_1.Npc.LeftTopRear].clone()]);
        this.addLineString([p[core_common_1.Npc.RightTopFront].clone(), p[core_common_1.Npc.RightTopRear].clone()]);
        this.addLineString([p[core_common_1.Npc.LeftBottomRear].clone(), p[core_common_1.Npc.RightBottomRear].clone()]);
    }
    /** Add range sides from corner points */
    addRangeBoxSidesFromCorners(p) {
        this.addShape([
            p[core_common_1.Npc.LeftBottomFront].clone(),
            p[core_common_1.Npc.LeftTopFront].clone(),
            p[core_common_1.Npc.RightTopFront].clone(),
            p[core_common_1.Npc.RightBottomFront].clone(),
            p[core_common_1.Npc.LeftBottomFront].clone()
        ]);
        this.addShape([
            p[core_common_1.Npc.RightTopRear].clone(),
            p[core_common_1.Npc.LeftTopRear].clone(),
            p[core_common_1.Npc.LeftBottomRear].clone(),
            p[core_common_1.Npc.RightBottomRear].clone(),
            p[core_common_1.Npc.RightTopRear].clone()
        ]);
        this.addShape([
            p[core_common_1.Npc.RightTopRear].clone(),
            p[core_common_1.Npc.LeftTopRear].clone(),
            p[core_common_1.Npc.LeftTopFront].clone(),
            p[core_common_1.Npc.RightTopFront].clone(),
            p[core_common_1.Npc.RightTopRear].clone()
        ]);
        this.addShape([
            p[core_common_1.Npc.RightTopRear].clone(),
            p[core_common_1.Npc.RightBottomRear].clone(),
            p[core_common_1.Npc.RightBottomFront].clone(),
            p[core_common_1.Npc.RightTopFront].clone(),
            p[core_common_1.Npc.RightTopRear].clone()
        ]);
        this.addShape([
            p[core_common_1.Npc.LeftBottomRear].clone(),
            p[core_common_1.Npc.RightBottomRear].clone(),
            p[core_common_1.Npc.RightBottomFront].clone(),
            p[core_common_1.Npc.LeftBottomFront].clone(),
            p[core_common_1.Npc.LeftBottomRear].clone()
        ]);
        this.addShape([
            p[core_common_1.Npc.LeftBottomRear].clone(),
            p[core_common_1.Npc.LeftTopRear].clone(),
            p[core_common_1.Npc.LeftTopFront].clone(),
            p[core_common_1.Npc.LeftBottomFront].clone(),
            p[core_common_1.Npc.LeftBottomRear].clone()
        ]);
    }
    /** Sets the current active symbology for this builder. Any new geometry subsequently added will be drawn using the specified symbology.
     * @param lineColor The color in which to draw lines.
     * @param fillColor The color in which to draw filled regions.
     * @param lineWidth The width in pixels to draw lines. The renderer will clamp this value to an integer in the range [1, 32].
     * @param linePixels The pixel pattern in which to draw lines.
     * @see [[activateGraphicParams]] for additional symbology options.
     */
    setSymbology(lineColor, fillColor, lineWidth, linePixels = core_common_1.LinePixels.Solid) {
        this.activateGraphicParams(core_common_1.GraphicParams.fromSymbology(lineColor, fillColor, lineWidth, linePixels));
    }
    /** Set the current active symbology for this builder to be a blanking fill before adding a planar region.
     * A planar region drawn with blanking fill renders behind other geometry in the same graphic.
     * Blanking fill is not affected by the fill [[ViewFlags]] being disabled.
     * An example would be to add a line to a graphic containing a shape with blanking fill so that the line is always shown in front of the fill.
     * @param fillColor The color in which to draw filled regions.
     */
    setBlankingFill(fillColor) { this.activateGraphicParams(core_common_1.GraphicParams.fromBlankingFill(fillColor)); }
    getMeshDisplayParams() { return DisplayParams_1.DisplayParams.createForMesh(this._graphicParams, !this.wantNormals, (grad) => this.resolveGradient(grad)); }
    getLinearDisplayParams() { return DisplayParams_1.DisplayParams.createForLinear(this._graphicParams); }
    add(geom) { this[Symbols_1._accumulator].addGeometry(geom); }
}
exports.GraphicAssembler = GraphicAssembler;
function copy2dTo3d(pts2d, depth) {
    const pts3d = [];
    for (const point of pts2d)
        pts3d.push(core_geometry_1.Point3d.create(point.x, point.y, depth));
    return pts3d;
}
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