@babylonjs/core 5.0.0-alpha.60 → 5.0.0-alpha.61
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/Animations/animation.d.ts +20 -0
- package/Animations/animation.js +57 -8
- package/Animations/animation.js.map +1 -1
- package/Animations/animationKey.d.ts +4 -0
- package/Animations/animationKey.js +4 -0
- package/Animations/animationKey.js.map +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +130 -0
- package/BakedVertexAnimation/bakedVertexAnimationManager.js +134 -0
- package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -0
- package/BakedVertexAnimation/index.d.ts +2 -0
- package/BakedVertexAnimation/index.js +3 -0
- package/BakedVertexAnimation/index.js.map +1 -0
- package/BakedVertexAnimation/vertexAnimationBaker.d.ts +65 -0
- package/BakedVertexAnimation/vertexAnimationBaker.js +155 -0
- package/BakedVertexAnimation/vertexAnimationBaker.js.map +1 -0
- package/Behaviors/Cameras/framingBehavior.d.ts +5 -0
- package/Behaviors/Cameras/framingBehavior.js +8 -1
- package/Behaviors/Cameras/framingBehavior.js.map +1 -1
- package/Bones/bone.d.ts +3 -1
- package/Bones/bone.js +4 -1
- package/Bones/bone.js.map +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js +4 -6
- package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraMouseInput.js +4 -4
- package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js +4 -4
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Cameras/camera.js +7 -1
- package/Cameras/camera.js.map +1 -1
- package/Cameras/targetCamera.js +1 -1
- package/Cameras/targetCamera.js.map +1 -1
- package/Culling/boundingBox.d.ts +4 -0
- package/Culling/boundingBox.js +8 -0
- package/Culling/boundingBox.js.map +1 -1
- package/Debug/physicsViewer.js +1 -1
- package/Debug/physicsViewer.js.map +1 -1
- package/Debug/skeletonViewer.js +2 -2
- package/Debug/skeletonViewer.js.map +1 -1
- package/DeviceInput/Implementations/nativeDeviceInputWrapper.d.ts +6 -1
- package/DeviceInput/Implementations/nativeDeviceInputWrapper.js +16 -1
- package/DeviceInput/Implementations/nativeDeviceInputWrapper.js.map +1 -1
- package/DeviceInput/Implementations/webDeviceInputSystem.js +1 -1
- package/DeviceInput/Implementations/webDeviceInputSystem.js.map +1 -1
- package/DeviceInput/deviceInputSystem.js +6 -1
- package/DeviceInput/deviceInputSystem.js.map +1 -1
- package/Engines/Extensions/engine.multiview.js +17 -6
- package/Engines/Extensions/engine.multiview.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.query.js +19 -3
- package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
- package/Engines/WebGPU/webgpuBundleList.d.ts +13 -0
- package/Engines/WebGPU/webgpuBundleList.js +27 -0
- package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.d.ts +4 -0
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +6 -0
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +6 -0
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/WebGPU/webgpuSnapshotRendering.d.ts +27 -0
- package/Engines/WebGPU/webgpuSnapshotRendering.js +107 -0
- package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -0
- package/Engines/WebGPU/webgpuTextureHelper.d.ts +2 -2
- package/Engines/WebGPU/webgpuTextureHelper.js +41 -18
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/constants.d.ts +2 -0
- package/Engines/constants.js +2 -0
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.d.ts +12 -1
- package/Engines/engine.js +33 -0
- package/Engines/engine.js.map +1 -1
- package/Engines/engineFeatures.d.ts +2 -0
- package/Engines/engineFeatures.js.map +1 -1
- package/Engines/index.d.ts +1 -0
- package/Engines/index.js +1 -0
- package/Engines/index.js.map +1 -1
- package/Engines/nativeEngine.js +1 -0
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.js +1 -0
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/thinEngine.d.ts +0 -11
- package/Engines/thinEngine.js +12 -40
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +6 -6
- package/Engines/webgpuEngine.js +26 -67
- package/Engines/webgpuEngine.js.map +1 -1
- package/Helpers/sceneHelpers.d.ts +3 -3
- package/Helpers/sceneHelpers.js +1 -2
- package/Helpers/sceneHelpers.js.map +1 -1
- package/Inputs/scene.inputManager.js +12 -14
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Layers/effectLayer.d.ts +13 -1
- package/Layers/effectLayer.js +115 -65
- package/Layers/effectLayer.js.map +1 -1
- package/Layers/highlightLayer.d.ts +2 -1
- package/Layers/highlightLayer.js +6 -3
- package/Layers/highlightLayer.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.d.ts +1 -0
- package/Lights/Shadows/cascadedShadowGenerator.js +14 -0
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.d.ts +4 -0
- package/Lights/Shadows/shadowGenerator.js +31 -3
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/light.js +7 -1
- package/Lights/light.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +17 -4
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Materials/Background/backgroundMaterial.js +1 -0
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +10 -0
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +31 -0
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/index.d.ts +1 -0
- package/Materials/Node/Blocks/Fragment/index.js +1 -0
- package/Materials/Node/Blocks/Fragment/index.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.d.ts +41 -0
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +130 -0
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -0
- package/Materials/Node/Blocks/Input/inputBlock.js +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.d.ts +1 -0
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js +15 -0
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/index.d.ts +1 -0
- package/Materials/Node/Blocks/index.js +1 -0
- package/Materials/Node/Blocks/index.js.map +1 -1
- package/Materials/Node/Blocks/vectorMergerBlock.js +4 -4
- package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
- package/Materials/Node/Blocks/voronoiNoiseBlock.d.ts +39 -0
- package/Materials/Node/Blocks/voronoiNoiseBlock.js +107 -0
- package/Materials/Node/Blocks/voronoiNoiseBlock.js.map +1 -0
- package/Materials/Node/Blocks/worleyNoise3DBlock.d.ts +8 -0
- package/Materials/Node/Blocks/worleyNoise3DBlock.js +34 -2
- package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +1 -0
- package/Materials/Node/nodeMaterial.js +2 -0
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildStateSharedData.d.ts +5 -0
- package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +2 -0
- package/Materials/PBR/pbrBaseMaterial.js +11 -4
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +11 -0
- package/Materials/PBR/pbrSubSurfaceConfiguration.js +18 -3
- package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
- package/Materials/Textures/hdrCubeTexture.d.ts +9 -0
- package/Materials/Textures/hdrCubeTexture.js +21 -5
- package/Materials/Textures/hdrCubeTexture.js.map +1 -1
- package/Materials/Textures/mirrorTexture.d.ts +2 -0
- package/Materials/Textures/mirrorTexture.js +13 -0
- package/Materials/Textures/mirrorTexture.js.map +1 -1
- package/Materials/imageProcessingConfiguration.d.ts +16 -1
- package/Materials/imageProcessingConfiguration.js +31 -0
- package/Materials/imageProcessingConfiguration.js.map +1 -1
- package/Materials/materialHelper.d.ts +15 -1
- package/Materials/materialHelper.js +40 -3
- package/Materials/materialHelper.js.map +1 -1
- package/Materials/pushMaterial.d.ts +2 -2
- package/Materials/pushMaterial.js +7 -3
- package/Materials/pushMaterial.js.map +1 -1
- package/Materials/shaderMaterial.d.ts +6 -5
- package/Materials/shaderMaterial.js +58 -28
- package/Materials/shaderMaterial.js.map +1 -1
- package/Materials/shadowDepthWrapper.js +7 -7
- package/Materials/shadowDepthWrapper.js.map +1 -1
- package/Materials/standardMaterial.d.ts +2 -0
- package/Materials/standardMaterial.js +11 -1
- package/Materials/standardMaterial.js.map +1 -1
- package/Materials/uniformBuffer.js +1 -2
- package/Materials/uniformBuffer.js.map +1 -1
- package/Maths/math.color.d.ts +20 -0
- package/Maths/math.color.js +45 -2
- package/Maths/math.color.js.map +1 -1
- package/Maths/math.vector.d.ts +2 -1
- package/Maths/math.vector.js +14 -3
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Builders/boxBuilder.d.ts +1 -1
- package/Meshes/Builders/boxBuilder.js +1 -0
- package/Meshes/Builders/boxBuilder.js.map +1 -1
- package/Meshes/Builders/cylinderBuilder.d.ts +17 -17
- package/Meshes/Builders/cylinderBuilder.js +1 -0
- package/Meshes/Builders/cylinderBuilder.js.map +1 -1
- package/Meshes/Builders/discBuilder.d.ts +1 -1
- package/Meshes/Builders/discBuilder.js +1 -0
- package/Meshes/Builders/discBuilder.js.map +1 -1
- package/Meshes/Builders/groundBuilder.d.ts +8 -8
- package/Meshes/Builders/groundBuilder.js +2 -0
- package/Meshes/Builders/groundBuilder.js.map +1 -1
- package/Meshes/Builders/hemisphereBuilder.d.ts +4 -4
- package/Meshes/Builders/hemisphereBuilder.js +1 -0
- package/Meshes/Builders/hemisphereBuilder.js.map +1 -1
- package/Meshes/Builders/icoSphereBuilder.d.ts +1 -1
- package/Meshes/Builders/icoSphereBuilder.js +1 -0
- package/Meshes/Builders/icoSphereBuilder.js.map +1 -1
- package/Meshes/Builders/planeBuilder.d.ts +1 -1
- package/Meshes/Builders/planeBuilder.js +1 -0
- package/Meshes/Builders/planeBuilder.js.map +1 -1
- package/Meshes/Builders/polyhedronBuilder.d.ts +1 -1
- package/Meshes/Builders/polyhedronBuilder.js +1 -0
- package/Meshes/Builders/polyhedronBuilder.js.map +1 -1
- package/Meshes/Builders/sphereBuilder.d.ts +1 -1
- package/Meshes/Builders/sphereBuilder.js +1 -0
- package/Meshes/Builders/sphereBuilder.js.map +1 -1
- package/Meshes/Builders/torusBuilder.d.ts +8 -8
- package/Meshes/Builders/torusBuilder.js +1 -0
- package/Meshes/Builders/torusBuilder.js.map +1 -1
- package/Meshes/Builders/torusKnotBuilder.d.ts +11 -11
- package/Meshes/Builders/torusKnotBuilder.js +1 -0
- package/Meshes/Builders/torusKnotBuilder.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +22 -2
- package/Meshes/abstractMesh.js +55 -6
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/geometry.d.ts +3 -0
- package/Meshes/geometry.js +13 -5
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/linesMesh.d.ts +0 -2
- package/Meshes/linesMesh.js +3 -35
- package/Meshes/linesMesh.js.map +1 -1
- package/Meshes/mesh.js +4 -4
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/thinInstanceMesh.js +6 -5
- package/Meshes/thinInstanceMesh.js.map +1 -1
- package/Meshes/transformNode.d.ts +8 -8
- package/Meshes/transformNode.js +25 -17
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/basis.d.ts +2 -2
- package/Misc/basis.js +19 -4
- package/Misc/basis.js.map +1 -1
- package/Misc/sceneSerializer.js +0 -3
- package/Misc/sceneSerializer.js.map +1 -1
- package/Misc/tools.d.ts +2 -4
- package/Misc/tools.js +6 -10
- package/Misc/tools.js.map +1 -1
- package/Particles/particleSystem.js +19 -16
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/solidParticleSystem.js +29 -5
- package/Particles/solidParticleSystem.js.map +1 -1
- package/Physics/Plugins/ammoJSPlugin.js +10 -8
- package/Physics/Plugins/ammoJSPlugin.js.map +1 -1
- package/PostProcesses/imageProcessingPostProcess.js +1 -0
- package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
- package/Probes/reflectionProbe.d.ts +2 -0
- package/Probes/reflectionProbe.js +21 -0
- package/Probes/reflectionProbe.js.map +1 -1
- package/Rendering/boundingBoxRenderer.d.ts +3 -0
- package/Rendering/boundingBoxRenderer.js +49 -14
- package/Rendering/boundingBoxRenderer.js.map +1 -1
- package/Rendering/depthRenderer.d.ts +1 -1
- package/Rendering/depthRenderer.js +2 -2
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/edgesRenderer.js +3 -1
- package/Rendering/edgesRenderer.js.map +1 -1
- package/Rendering/geometryBufferRenderer.d.ts +0 -2
- package/Rendering/geometryBufferRenderer.js +13 -10
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/bakedVertexAnimation.d.ts +5 -0
- package/Shaders/ShadersInclude/bakedVertexAnimation.js +7 -0
- package/Shaders/ShadersInclude/bakedVertexAnimation.js.map +1 -0
- package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.d.ts +5 -0
- package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js +7 -0
- package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -0
- package/Shaders/ShadersInclude/bonesDeclaration.js +1 -1
- package/Shaders/ShadersInclude/bonesDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/bonesVertex.js +1 -1
- package/Shaders/ShadersInclude/bonesVertex.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockImageProcessing.js +1 -1
- package/Shaders/ShadersInclude/pbrBlockImageProcessing.js.map +1 -1
- package/Shaders/background.fragment.js +1 -1
- package/Shaders/background.fragment.js.map +1 -1
- package/Shaders/background.vertex.d.ts +2 -0
- package/Shaders/background.vertex.js +3 -1
- package/Shaders/background.vertex.js.map +1 -1
- package/Shaders/color.vertex.d.ts +2 -0
- package/Shaders/color.vertex.js +3 -1
- package/Shaders/color.vertex.js.map +1 -1
- package/Shaders/default.vertex.d.ts +2 -0
- package/Shaders/default.vertex.js +3 -1
- package/Shaders/default.vertex.js.map +1 -1
- package/Shaders/depth.vertex.d.ts +2 -0
- package/Shaders/depth.vertex.js +3 -1
- package/Shaders/depth.vertex.js.map +1 -1
- package/Shaders/geometry.vertex.d.ts +2 -0
- package/Shaders/geometry.vertex.js +3 -1
- package/Shaders/geometry.vertex.js.map +1 -1
- package/Shaders/glowMapGeneration.vertex.d.ts +2 -0
- package/Shaders/glowMapGeneration.vertex.js +3 -1
- package/Shaders/glowMapGeneration.vertex.js.map +1 -1
- package/Shaders/outline.vertex.d.ts +2 -0
- package/Shaders/outline.vertex.js +3 -1
- package/Shaders/outline.vertex.js.map +1 -1
- package/Shaders/pbr.vertex.d.ts +2 -0
- package/Shaders/pbr.vertex.js +3 -1
- package/Shaders/pbr.vertex.js.map +1 -1
- package/Shaders/shadowMap.vertex.d.ts +2 -0
- package/Shaders/shadowMap.vertex.js +3 -1
- package/Shaders/shadowMap.vertex.js.map +1 -1
- package/Shaders/volumetricLightScatteringPass.vertex.d.ts +2 -0
- package/Shaders/volumetricLightScatteringPass.vertex.js +3 -1
- package/Shaders/volumetricLightScatteringPass.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js +7 -0
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js +7 -0
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bonesVertex.js +1 -1
- package/ShadersWGSL/ShadersInclude/bonesVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneFragment.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js +7 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js +7 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneVertex.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js +7 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js +7 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js.map +1 -0
- package/XR/features/WebXRNearInteraction.d.ts +1 -0
- package/XR/features/WebXRNearInteraction.js +2 -0
- package/XR/features/WebXRNearInteraction.js.map +1 -1
- package/index.d.ts +1 -0
- package/index.js +1 -0
- package/index.js.map +1 -1
- package/node.d.ts +30 -1
- package/node.js +12 -0
- package/node.js.map +1 -1
- package/package.json +43 -1
- package/scene.d.ts +10 -0
- package/scene.js +27 -0
- package/scene.js.map +1 -1
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{ Nullable } from \"../../types\";\nimport { serialize } from \"../../Misc/decorators\";\nimport { EventState, Observer } from \"../../Misc/observable\";\nimport { Tools } from \"../../Misc/tools\";\nimport { Camera } from \"../../Cameras/camera\";\nimport { ICameraInput } from \"../../Cameras/cameraInputsManager\";\nimport { PointerInfo, PointerEventTypes, PointerTouch } from \"../../Events/pointerEvents\";\nimport { IPointerEvent } from \"../../Events/deviceInputEvents\";\n\n/**\n * Base class for Camera Pointer Inputs.\n * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts\n * for example usage.\n */\nexport abstract class BaseCameraPointersInput implements ICameraInput<Camera> {\n /**\n * Defines the camera the input is attached to.\n */\n public abstract camera: Camera;\n\n /**\n * Whether keyboard modifier keys are pressed at time of last mouse event.\n */\n protected _altKey: boolean;\n protected _ctrlKey: boolean;\n protected _metaKey: boolean;\n protected _shiftKey: boolean;\n\n /**\n * Which mouse buttons were pressed at time of last mouse event.\n * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons\n */\n protected _buttonsPressed: number;\n\n private _currentActiveButton: number = -1;\n\n /**\n * Defines the buttons associated with the input to handle camera move.\n */\n @serialize()\n public buttons = [0, 1, 2];\n\n /**\n * Attach the input controls to a specific dom element to get the input from.\n * @param element Defines the element the controls should be listened from\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\n */\n public attachControl(noPreventDefault?: boolean): void {\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\n var engine = this.camera.getEngine();\n const element = engine.getInputElement();\n var previousPinchSquaredDistance = 0;\n var previousMultiTouchPanPosition: Nullable<PointerTouch> = null;\n\n this.pointA = null;\n this.pointB = null;\n\n this._altKey = false;\n this._ctrlKey = false;\n this._metaKey = false;\n this._shiftKey = false;\n this._buttonsPressed = 0;\n\n this._pointerInput = (p, s) => {\n var evt = <IPointerEvent>p.event;\n let isTouch = evt.pointerType === \"touch\";\n\n if (engine.isInVRExclusivePointerMode) {\n return;\n }\n\n if (p.type !== PointerEventTypes.POINTERMOVE &&\n this.buttons.indexOf(evt.button) === -1) {\n return;\n }\n\n let srcElement = <HTMLElement>(evt.srcElement || evt.target);\n\n this._altKey = evt.altKey;\n this._ctrlKey = evt.ctrlKey;\n this._metaKey = evt.metaKey;\n this._shiftKey = evt.shiftKey;\n this._buttonsPressed = evt.buttons;\n\n if (engine.isPointerLock) {\n const offsetX = evt.movementX ||\n evt.mozMovementX ||\n evt.webkitMovementX ||\n evt.msMovementX ||\n 0;\n const offsetY = evt.movementY ||\n evt.mozMovementY ||\n evt.webkitMovementY ||\n evt.msMovementY ||\n 0;\n\n this.onTouch(null, offsetX, offsetY);\n this.pointA = null;\n this.pointB = null;\n } else if (p.type === PointerEventTypes.POINTERDOWN && srcElement && (this._currentActiveButton === -1 || isTouch)) {\n try {\n srcElement.setPointerCapture(evt.pointerId);\n } catch (e) {\n //Nothing to do with the error. Execution will continue.\n }\n\n if (this.pointA === null) {\n this.pointA = {\n x: evt.clientX,\n y: evt.clientY,\n pointerId: evt.pointerId,\n type: evt.pointerType\n };\n } else if (this.pointB === null) {\n this.pointB = {\n x: evt.clientX,\n y: evt.clientY,\n pointerId: evt.pointerId,\n type: evt.pointerType\n };\n }\n\n if (this._currentActiveButton === -1 && !isTouch) {\n this._currentActiveButton = evt.button;\n }\n this.onButtonDown(evt);\n\n if (!noPreventDefault) {\n evt.preventDefault();\n element && element.focus();\n }\n } else if (p.type === PointerEventTypes.POINTERDOUBLETAP) {\n this.onDoubleTap(evt.pointerType);\n } else if (srcElement && p.type === PointerEventTypes.POINTERUP && (this._currentActiveButton === evt.button || isTouch)) {\n try {\n if (evt.buttons === 0) {\n srcElement.releasePointerCapture(evt.pointerId);\n }\n } catch (e) {\n //Nothing to do with the error.\n }\n\n if (!isTouch) {\n this.pointB = null; // Mouse and pen are mono pointer\n }\n\n //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,\n //but emptying completely pointers collection is required to fix a bug on iPhone :\n //when changing orientation while pinching camera,\n //one pointer stay pressed forever if we don't release all pointers\n //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected\n if (engine._badOS) {\n this.pointA = this.pointB = null;\n } else {\n //only remove the impacted pointer in case of multitouch allowing on most\n //platforms switching from rotate to zoom and pan seamlessly.\n if (this.pointB && this.pointA && this.pointA.pointerId == evt.pointerId) {\n this.pointA = this.pointB;\n this.pointB = null;\n } else if (this.pointA && this.pointB &&\n this.pointB.pointerId == evt.pointerId) {\n this.pointB = null;\n } else {\n this.pointA = this.pointB = null;\n }\n }\n\n if (previousPinchSquaredDistance !== 0 || previousMultiTouchPanPosition) {\n // Previous pinch data is populated but a button has been lifted\n // so pinch has ended.\n this.onMultiTouch(\n this.pointA,\n this.pointB,\n previousPinchSquaredDistance,\n 0, // pinchSquaredDistance\n previousMultiTouchPanPosition,\n null // multiTouchPanPosition\n );\n previousPinchSquaredDistance = 0;\n previousMultiTouchPanPosition = null;\n }\n\n this._currentActiveButton = -1;\n this.onButtonUp(evt);\n\n if (!noPreventDefault) {\n evt.preventDefault();\n }\n } else if (p.type === PointerEventTypes.POINTERMOVE) {\n if (!noPreventDefault) {\n evt.preventDefault();\n }\n\n // One button down\n if (this.pointA && this.pointB === null) {\n const offsetX = evt.clientX - this.pointA.x;\n const offsetY = evt.clientY - this.pointA.y;\n this.onTouch(this.pointA, offsetX, offsetY);\n\n this.pointA.x = evt.clientX;\n this.pointA.y = evt.clientY;\n }\n // Two buttons down: pinch\n else if (this.pointA && this.pointB) {\n var ed = (this.pointA.pointerId === evt.pointerId) ?\n this.pointA : this.pointB;\n ed.x = evt.clientX;\n ed.y = evt.clientY;\n var distX = this.pointA.x - this.pointB.x;\n var distY = this.pointA.y - this.pointB.y;\n var pinchSquaredDistance = (distX * distX) + (distY * distY);\n var multiTouchPanPosition = {\n x: (this.pointA.x + this.pointB.x) / 2,\n y: (this.pointA.y + this.pointB.y) / 2,\n pointerId: evt.pointerId,\n type: p.type\n };\n\n this.onMultiTouch(\n this.pointA,\n this.pointB,\n previousPinchSquaredDistance,\n pinchSquaredDistance,\n previousMultiTouchPanPosition,\n multiTouchPanPosition);\n\n previousMultiTouchPanPosition = multiTouchPanPosition;\n previousPinchSquaredDistance = pinchSquaredDistance;\n }\n }\n };\n\n this._observer = this.camera.getScene().onPointerObservable.add(\n this._pointerInput,\n PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP |\n PointerEventTypes.POINTERMOVE | PointerEventTypes.POINTERDOUBLETAP);\n\n this._onLostFocus = () => {\n this.pointA = this.pointB = null;\n previousPinchSquaredDistance = 0;\n previousMultiTouchPanPosition = null;\n this.onLostFocus();\n };\n\n element && element.addEventListener(\"contextmenu\",\n <EventListener>this.onContextMenu.bind(this), false);\n\n let hostWindow = this.camera.getScene().getEngine().getHostWindow();\n\n if (hostWindow) {\n Tools.RegisterTopRootEvents(hostWindow, [\n { name: \"blur\", handler: this._onLostFocus }\n ]);\n }\n }\n\n /**\n * Detach the current controls from the specified dom element.\n */\n public detachControl(): void;\n\n /**\n * Detach the current controls from the specified dom element.\n * @param ignored defines an ignored parameter kept for backward compatibility. If you want to define the source input element, you can set engine.inputElement before calling camera.attachControl\n */\n public detachControl(ignored?: any): void {\n if (this._onLostFocus) {\n let hostWindow = this.camera.getScene().getEngine().getHostWindow();\n if (hostWindow) {\n Tools.UnregisterTopRootEvents(hostWindow, [\n { name: \"blur\", handler: this._onLostFocus }\n ]);\n }\n }\n\n if (this._observer) {\n this.camera.getScene().onPointerObservable.remove(this._observer);\n this._observer = null;\n\n if (this.onContextMenu) {\n const inputElement = this.camera.getScene().getEngine().getInputElement();\n inputElement && inputElement.removeEventListener(\"contextmenu\", <EventListener>this.onContextMenu);\n }\n\n this._onLostFocus = null;\n }\n\n this._altKey = false;\n this._ctrlKey = false;\n this._metaKey = false;\n this._shiftKey = false;\n this._buttonsPressed = 0;\n }\n\n /**\n * Gets the class name of the current input.\n * @returns the class name\n */\n public getClassName(): string {\n return \"BaseCameraPointersInput\";\n }\n\n /**\n * Get the friendly name associated with the input class.\n * @returns the input friendly name\n */\n public getSimpleName(): string {\n return \"pointers\";\n }\n\n /**\n * Called on pointer POINTERDOUBLETAP event.\n * Override this method to provide functionality on POINTERDOUBLETAP event.\n */\n protected onDoubleTap(type: string) {\n }\n\n /**\n * Called on pointer POINTERMOVE event if only a single touch is active.\n * Override this method to provide functionality.\n */\n protected onTouch(point: Nullable<PointerTouch>,\n offsetX: number,\n offsetY: number): void {\n }\n\n /**\n * Called on pointer POINTERMOVE event if multiple touches are active.\n * Override this method to provide functionality.\n */\n protected onMultiTouch(pointA: Nullable<PointerTouch>,\n pointB: Nullable<PointerTouch>,\n previousPinchSquaredDistance: number,\n pinchSquaredDistance: number,\n previousMultiTouchPanPosition: Nullable<PointerTouch>,\n multiTouchPanPosition: Nullable<PointerTouch>): void {\n }\n\n /**\n * Called on JS contextmenu event.\n * Override this method to provide functionality.\n */\n protected onContextMenu(evt: PointerEvent): void {\n evt.preventDefault();\n }\n\n /**\n * Called each time a new POINTERDOWN event occurs. Ie, for each button\n * press.\n * Override this method to provide functionality.\n */\n protected onButtonDown(evt: IPointerEvent): void {\n }\n\n /**\n * Called each time a new POINTERUP event occurs. Ie, for each button\n * release.\n * Override this method to provide functionality.\n */\n protected onButtonUp(evt: IPointerEvent): void {\n }\n\n /**\n * Called when window becomes inactive.\n * Override this method to provide functionality.\n */\n protected onLostFocus(): void {\n }\n\n private _pointerInput: (p: PointerInfo, s: EventState) => void;\n private _observer: Nullable<Observer<PointerInfo>>;\n private _onLostFocus: Nullable<(e: FocusEvent) => any>;\n private pointA: Nullable<PointerTouch>;\n private pointB: Nullable<PointerTouch>;\n}\n"]}
|
|
1
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+
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{ Nullable } from \"../../types\";\nimport { serialize } from \"../../Misc/decorators\";\nimport { EventState, Observer } from \"../../Misc/observable\";\nimport { Tools } from \"../../Misc/tools\";\nimport { Camera } from \"../../Cameras/camera\";\nimport { ICameraInput } from \"../../Cameras/cameraInputsManager\";\nimport { PointerInfo, PointerEventTypes, PointerTouch } from \"../../Events/pointerEvents\";\nimport { IPointerEvent } from \"../../Events/deviceInputEvents\";\n\n/**\n * Base class for Camera Pointer Inputs.\n * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts\n * for example usage.\n */\nexport abstract class BaseCameraPointersInput implements ICameraInput<Camera> {\n /**\n * Defines the camera the input is attached to.\n */\n public abstract camera: Camera;\n\n /**\n * Whether keyboard modifier keys are pressed at time of last mouse event.\n */\n protected _altKey: boolean;\n protected _ctrlKey: boolean;\n protected _metaKey: boolean;\n protected _shiftKey: boolean;\n\n /**\n * Which mouse buttons were pressed at time of last mouse event.\n * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons\n */\n protected _buttonsPressed: number;\n\n private _currentActiveButton: number = -1;\n\n /**\n * Defines the buttons associated with the input to handle camera move.\n */\n @serialize()\n public buttons = [0, 1, 2];\n\n /**\n * Attach the input controls to a specific dom element to get the input from.\n * @param element Defines the element the controls should be listened from\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\n */\n public attachControl(noPreventDefault?: boolean): void {\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\n var engine = this.camera.getEngine();\n const element = engine.getInputElement();\n var previousPinchSquaredDistance = 0;\n var previousMultiTouchPanPosition: Nullable<PointerTouch> = null;\n\n this.pointA = null;\n this.pointB = null;\n\n this._altKey = false;\n this._ctrlKey = false;\n this._metaKey = false;\n this._shiftKey = false;\n this._buttonsPressed = 0;\n\n this._pointerInput = (p, s) => {\n var evt = <IPointerEvent>p.event;\n let isTouch = evt.pointerType === \"touch\";\n\n if (engine.isInVRExclusivePointerMode) {\n return;\n }\n\n if (p.type !== PointerEventTypes.POINTERMOVE &&\n this.buttons.indexOf(evt.button) === -1) {\n return;\n }\n\n let srcElement = <HTMLElement>(evt.srcElement || evt.target);\n\n this._altKey = evt.altKey;\n this._ctrlKey = evt.ctrlKey;\n this._metaKey = evt.metaKey;\n this._shiftKey = evt.shiftKey;\n this._buttonsPressed = evt.buttons;\n\n if (engine.isPointerLock) {\n const offsetX = evt.movementX ||\n evt.mozMovementX ||\n evt.webkitMovementX ||\n evt.msMovementX ||\n 0;\n const offsetY = evt.movementY ||\n evt.mozMovementY ||\n evt.webkitMovementY ||\n evt.msMovementY ||\n 0;\n\n this.onTouch(null, offsetX, offsetY);\n this.pointA = null;\n this.pointB = null;\n } else if (p.type === PointerEventTypes.POINTERDOWN && (this._currentActiveButton === -1 || isTouch)) {\n try {\n srcElement?.setPointerCapture(evt.pointerId);\n } catch (e) {\n //Nothing to do with the error. Execution will continue.\n }\n\n if (this.pointA === null) {\n this.pointA = {\n x: evt.clientX,\n y: evt.clientY,\n pointerId: evt.pointerId,\n type: evt.pointerType\n };\n } else if (this.pointB === null) {\n this.pointB = {\n x: evt.clientX,\n y: evt.clientY,\n pointerId: evt.pointerId,\n type: evt.pointerType\n };\n }\n\n if (this._currentActiveButton === -1 && !isTouch) {\n this._currentActiveButton = evt.button;\n }\n this.onButtonDown(evt);\n\n if (!noPreventDefault) {\n evt.preventDefault();\n element && element.focus();\n }\n } else if (p.type === PointerEventTypes.POINTERDOUBLETAP) {\n this.onDoubleTap(evt.pointerType);\n } else if (p.type === PointerEventTypes.POINTERUP && (this._currentActiveButton === evt.button || isTouch)) {\n try {\n srcElement?.releasePointerCapture(evt.pointerId);\n } catch (e) {\n //Nothing to do with the error.\n }\n\n if (!isTouch) {\n this.pointB = null; // Mouse and pen are mono pointer\n }\n\n //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,\n //but emptying completely pointers collection is required to fix a bug on iPhone :\n //when changing orientation while pinching camera,\n //one pointer stay pressed forever if we don't release all pointers\n //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected\n if (engine._badOS) {\n this.pointA = this.pointB = null;\n } else {\n //only remove the impacted pointer in case of multitouch allowing on most\n //platforms switching from rotate to zoom and pan seamlessly.\n if (this.pointB && this.pointA && this.pointA.pointerId == evt.pointerId) {\n this.pointA = this.pointB;\n this.pointB = null;\n } else if (this.pointA && this.pointB &&\n this.pointB.pointerId == evt.pointerId) {\n this.pointB = null;\n } else {\n this.pointA = this.pointB = null;\n }\n }\n\n if (previousPinchSquaredDistance !== 0 || previousMultiTouchPanPosition) {\n // Previous pinch data is populated but a button has been lifted\n // so pinch has ended.\n this.onMultiTouch(\n this.pointA,\n this.pointB,\n previousPinchSquaredDistance,\n 0, // pinchSquaredDistance\n previousMultiTouchPanPosition,\n null // multiTouchPanPosition\n );\n previousPinchSquaredDistance = 0;\n previousMultiTouchPanPosition = null;\n }\n\n this._currentActiveButton = -1;\n this.onButtonUp(evt);\n\n if (!noPreventDefault) {\n evt.preventDefault();\n }\n } else if (p.type === PointerEventTypes.POINTERMOVE) {\n if (!noPreventDefault) {\n evt.preventDefault();\n }\n\n // One button down\n if (this.pointA && this.pointB === null) {\n const offsetX = evt.clientX - this.pointA.x;\n const offsetY = evt.clientY - this.pointA.y;\n this.onTouch(this.pointA, offsetX, offsetY);\n\n this.pointA.x = evt.clientX;\n this.pointA.y = evt.clientY;\n }\n // Two buttons down: pinch\n else if (this.pointA && this.pointB) {\n var ed = (this.pointA.pointerId === evt.pointerId) ?\n this.pointA : this.pointB;\n ed.x = evt.clientX;\n ed.y = evt.clientY;\n var distX = this.pointA.x - this.pointB.x;\n var distY = this.pointA.y - this.pointB.y;\n var pinchSquaredDistance = (distX * distX) + (distY * distY);\n var multiTouchPanPosition = {\n x: (this.pointA.x + this.pointB.x) / 2,\n y: (this.pointA.y + this.pointB.y) / 2,\n pointerId: evt.pointerId,\n type: p.type\n };\n\n this.onMultiTouch(\n this.pointA,\n this.pointB,\n previousPinchSquaredDistance,\n pinchSquaredDistance,\n previousMultiTouchPanPosition,\n multiTouchPanPosition);\n\n previousMultiTouchPanPosition = multiTouchPanPosition;\n previousPinchSquaredDistance = pinchSquaredDistance;\n }\n }\n };\n\n this._observer = this.camera.getScene().onPointerObservable.add(\n this._pointerInput,\n PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP |\n PointerEventTypes.POINTERMOVE | PointerEventTypes.POINTERDOUBLETAP);\n\n this._onLostFocus = () => {\n this.pointA = this.pointB = null;\n previousPinchSquaredDistance = 0;\n previousMultiTouchPanPosition = null;\n this.onLostFocus();\n };\n\n element && element.addEventListener(\"contextmenu\",\n <EventListener>this.onContextMenu.bind(this), false);\n\n let hostWindow = this.camera.getScene().getEngine().getHostWindow();\n\n if (hostWindow) {\n Tools.RegisterTopRootEvents(hostWindow, [\n { name: \"blur\", handler: this._onLostFocus }\n ]);\n }\n }\n\n /**\n * Detach the current controls from the specified dom element.\n */\n public detachControl(): void;\n\n /**\n * Detach the current controls from the specified dom element.\n * @param ignored defines an ignored parameter kept for backward compatibility. If you want to define the source input element, you can set engine.inputElement before calling camera.attachControl\n */\n public detachControl(ignored?: any): void {\n if (this._onLostFocus) {\n let hostWindow = this.camera.getScene().getEngine().getHostWindow();\n if (hostWindow) {\n Tools.UnregisterTopRootEvents(hostWindow, [\n { name: \"blur\", handler: this._onLostFocus }\n ]);\n }\n }\n\n if (this._observer) {\n this.camera.getScene().onPointerObservable.remove(this._observer);\n this._observer = null;\n\n if (this.onContextMenu) {\n const inputElement = this.camera.getScene().getEngine().getInputElement();\n inputElement && inputElement.removeEventListener(\"contextmenu\", <EventListener>this.onContextMenu);\n }\n\n this._onLostFocus = null;\n }\n\n this._altKey = false;\n this._ctrlKey = false;\n this._metaKey = false;\n this._shiftKey = false;\n this._buttonsPressed = 0;\n }\n\n /**\n * Gets the class name of the current input.\n * @returns the class name\n */\n public getClassName(): string {\n return \"BaseCameraPointersInput\";\n }\n\n /**\n * Get the friendly name associated with the input class.\n * @returns the input friendly name\n */\n public getSimpleName(): string {\n return \"pointers\";\n }\n\n /**\n * Called on pointer POINTERDOUBLETAP event.\n * Override this method to provide functionality on POINTERDOUBLETAP event.\n */\n protected onDoubleTap(type: string) {\n }\n\n /**\n * Called on pointer POINTERMOVE event if only a single touch is active.\n * Override this method to provide functionality.\n */\n protected onTouch(point: Nullable<PointerTouch>,\n offsetX: number,\n offsetY: number): void {\n }\n\n /**\n * Called on pointer POINTERMOVE event if multiple touches are active.\n * Override this method to provide functionality.\n */\n protected onMultiTouch(pointA: Nullable<PointerTouch>,\n pointB: Nullable<PointerTouch>,\n previousPinchSquaredDistance: number,\n pinchSquaredDistance: number,\n previousMultiTouchPanPosition: Nullable<PointerTouch>,\n multiTouchPanPosition: Nullable<PointerTouch>): void {\n }\n\n /**\n * Called on JS contextmenu event.\n * Override this method to provide functionality.\n */\n protected onContextMenu(evt: PointerEvent): void {\n evt.preventDefault();\n }\n\n /**\n * Called each time a new POINTERDOWN event occurs. Ie, for each button\n * press.\n * Override this method to provide functionality.\n */\n protected onButtonDown(evt: IPointerEvent): void {\n }\n\n /**\n * Called each time a new POINTERUP event occurs. Ie, for each button\n * release.\n * Override this method to provide functionality.\n */\n protected onButtonUp(evt: IPointerEvent): void {\n }\n\n /**\n * Called when window becomes inactive.\n * Override this method to provide functionality.\n */\n protected onLostFocus(): void {\n }\n\n private _pointerInput: (p: PointerInfo, s: EventState) => void;\n private _observer: Nullable<Observer<PointerInfo>>;\n private _onLostFocus: Nullable<(e: FocusEvent) => any>;\n private pointA: Nullable<PointerTouch>;\n private pointB: Nullable<PointerTouch>;\n}\n"]}
|
|
@@ -111,9 +111,9 @@ var FlyCameraMouseInput = /** @class */ (function () {
|
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|
111
111
|
}
|
|
112
112
|
var srcElement = (e.srcElement || e.target);
|
|
113
113
|
// Mouse down.
|
|
114
|
-
if (p.type === PointerEventTypes.POINTERDOWN
|
|
114
|
+
if (p.type === PointerEventTypes.POINTERDOWN) {
|
|
115
115
|
try {
|
|
116
|
-
srcElement.setPointerCapture(e.pointerId);
|
|
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+
srcElement === null || srcElement === void 0 ? void 0 : srcElement.setPointerCapture(e.pointerId);
|
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117
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118
|
catch (e) {
|
|
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|
// Nothing to do with the error. Execution continues.
|
|
@@ -134,9 +134,9 @@ var FlyCameraMouseInput = /** @class */ (function () {
|
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|
134
134
|
}
|
|
135
135
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else
|
|
136
136
|
// Mouse up.
|
|
137
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-
if (p.type === PointerEventTypes.POINTERUP
|
|
137
|
+
if (p.type === PointerEventTypes.POINTERUP) {
|
|
138
138
|
try {
|
|
139
|
-
srcElement.releasePointerCapture(e.pointerId);
|
|
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+
srcElement === null || srcElement === void 0 ? void 0 : srcElement.releasePointerCapture(e.pointerId);
|
|
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|
}
|
|
141
141
|
catch (e) {
|
|
142
142
|
// Nothing to do with the error. Execution continues.
|
|
@@ -1 +1 @@
|
|
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1
|
-
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{ Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { Observer } from \"../../Misc/observable\";\r\nimport { ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { FlyCamera } from \"../../Cameras/flyCamera\";\r\nimport { PointerInfo, PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Quaternion } from \"../../Maths/math.vector\";\r\nimport { Axis } from '../../Maths/math.axis';\r\nimport { Tools } from '../../Misc/tools';\r\nimport { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n/**\r\n * Listen to mouse events to control the camera.\r\n * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class FlyCameraMouseInput implements ICameraInput<FlyCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FlyCamera;\r\n\r\n /**\r\n * Defines if touch is enabled. (Default is true.)\r\n */\r\n public touchEnabled: boolean;\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera rotation.\r\n */\r\n @serialize()\r\n public buttons = [0, 1, 2];\r\n\r\n /**\r\n * Assign buttons for Yaw control.\r\n */\r\n public buttonsYaw: number[] = [-1, 0, 1];\r\n\r\n /**\r\n * Assign buttons for Pitch control.\r\n */\r\n public buttonsPitch: number[] = [-1, 0, 1];\r\n\r\n /**\r\n * Assign buttons for Roll control.\r\n */\r\n public buttonsRoll: number[] = [2];\r\n\r\n /**\r\n * Detect if any button is being pressed while mouse is moved.\r\n * -1 = Mouse locked.\r\n * 0 = Left button.\r\n * 1 = Middle Button.\r\n * 2 = Right Button.\r\n */\r\n public activeButton: number = -1;\r\n\r\n /**\r\n * Defines the pointer's angular sensibility, to control the camera rotation speed.\r\n * Higher values reduce its sensitivity.\r\n */\r\n @serialize()\r\n public angularSensibility = 1000.0;\r\n\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _rollObserver: Nullable<Observer<Scene>>;\r\n private previousPosition: Nullable<{ x: number, y: number }> = null;\r\n private noPreventDefault: boolean | undefined;\r\n private element: HTMLElement;\r\n\r\n /**\r\n * Listen to mouse events to control the camera.\r\n * @param touchEnabled Define if touch is enabled. (Default is true.)\r\n * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\n constructor(touchEnabled = true) {\r\n }\r\n\r\n /**\r\n * Attach the mouse control to the HTML DOM element.\r\n * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n this.noPreventDefault = noPreventDefault;\r\n\r\n this._observer = this.camera.getScene().onPointerObservable.add(\r\n (p: any, s: any) => {\r\n this._pointerInput(p, s);\r\n },\r\n PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE\r\n );\r\n\r\n // Correct Roll by rate, if enabled.\r\n this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(\r\n () => {\r\n if (this.camera.rollCorrect) {\r\n this.camera.restoreRoll(this.camera.rollCorrect);\r\n }\r\n }\r\n );\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void;\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n * @param ignored defines an ignored parameter kept for backward compatibility. If you want to define the source input element, you can set engine.inputElement before calling camera.attachControl\r\n */\r\n public detachControl(ignored?: any): void {\r\n if (this._observer) {\r\n this.camera.getScene().onPointerObservable.remove(this._observer);\r\n\r\n this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);\r\n\r\n this._observer = null;\r\n this._rollObserver = null;\r\n this.previousPosition = null;\r\n this.noPreventDefault = undefined;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name.\r\n */\r\n public getClassName(): string {\r\n return \"FlyCameraMouseInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input's friendly name.\r\n */\r\n public getSimpleName(): string {\r\n return \"mouse\";\r\n }\r\n\r\n // Track mouse movement, when the pointer is not locked.\r\n private _pointerInput(p: any, s: any): void {\r\n var e = <IPointerEvent>p.event;\r\n\r\n let camera = this.camera;\r\n let engine = camera.getEngine();\r\n\r\n if (engine.isInVRExclusivePointerMode) {\r\n return;\r\n }\r\n\r\n if (!this.touchEnabled && e.pointerType === \"touch\") {\r\n return;\r\n }\r\n\r\n // Mouse is moved but an unknown mouse button is pressed.\r\n if (p.type !== PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {\r\n return;\r\n }\r\n\r\n var srcElement = <HTMLElement>(e.srcElement || e.target);\r\n\r\n // Mouse down.\r\n if (p.type === PointerEventTypes.POINTERDOWN && srcElement) {\r\n try {\r\n srcElement.setPointerCapture(e.pointerId);\r\n } catch (e) {\r\n // Nothing to do with the error. Execution continues.\r\n }\r\n\r\n this.previousPosition = {\r\n x: e.clientX,\r\n y: e.clientY\r\n };\r\n\r\n this.activeButton = e.button;\r\n\r\n if (!this.noPreventDefault) {\r\n e.preventDefault();\r\n this.element.focus();\r\n }\r\n\r\n // This is required to move while pointer button is down\r\n if (engine.isPointerLock) {\r\n this._onMouseMove(p.event);\r\n }\r\n } else\r\n // Mouse up.\r\n if (p.type === PointerEventTypes.POINTERUP && srcElement) {\r\n try {\r\n srcElement.releasePointerCapture(e.pointerId);\r\n } catch (e) {\r\n // Nothing to do with the error. Execution continues.\r\n }\r\n\r\n this.activeButton = -1;\r\n\r\n this.previousPosition = null;\r\n if (!this.noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n } else\r\n // Mouse move.\r\n if (p.type === PointerEventTypes.POINTERMOVE) {\r\n if (!this.previousPosition) {\r\n if (engine.isPointerLock) {\r\n this._onMouseMove(p.event);\r\n }\r\n\r\n return;\r\n }\r\n\r\n var offsetX = e.clientX - this.previousPosition.x;\r\n var offsetY = e.clientY - this.previousPosition.y;\r\n\r\n this.rotateCamera(offsetX, offsetY);\r\n\r\n this.previousPosition = {\r\n x: e.clientX,\r\n y: e.clientY\r\n };\r\n\r\n if (!this.noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n }\r\n\r\n // Track mouse movement, when pointer is locked.\r\n private _onMouseMove(e: any): void {\r\n let camera = this.camera;\r\n let engine = camera.getEngine();\r\n\r\n if (!engine.isPointerLock || engine.isInVRExclusivePointerMode) {\r\n return;\r\n }\r\n\r\n var offsetX = e.movementX || e.mozMovementX || e.webkitMovementX || e.msMovementX || 0;\r\n var offsetY = e.movementY || e.mozMovementY || e.webkitMovementY || e.msMovementY || 0;\r\n\r\n this.rotateCamera(offsetX, offsetY);\r\n\r\n this.previousPosition = null;\r\n\r\n if (!this.noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n\r\n /**\r\n * Rotate camera by mouse offset.\r\n */\r\n private rotateCamera(offsetX: number, offsetY: number): void {\r\n let camera = this.camera;\r\n let scene = this.camera.getScene();\r\n\r\n if (scene.useRightHandedSystem) {\r\n offsetX *= -1;\r\n }\r\n\r\n if (camera.parent && camera.parent._getWorldMatrixDeterminant() < 0) {\r\n offsetX *= -1;\r\n }\r\n\r\n var x = offsetX / this.angularSensibility;\r\n var y = offsetY / this.angularSensibility;\r\n\r\n // Initialize to current rotation.\r\n var currentRotation = Quaternion.RotationYawPitchRoll(\r\n camera.rotation.y,\r\n camera.rotation.x,\r\n camera.rotation.z\r\n );\r\n var rotationChange: Quaternion;\r\n\r\n // Pitch.\r\n if (this.buttonsPitch.some((v) => { return v === this.activeButton; })) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.X, y);\r\n // Apply Pitch to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n\r\n // Yaw.\r\n if (this.buttonsYaw.some((v) => { return v === this.activeButton; })) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Y, x);\r\n // Apply Yaw to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n\r\n // Add Roll, if banked turning is enabled, within Roll limit.\r\n let limit = (camera.bankedTurnLimit) + camera._trackRoll; // Defaults to 90° plus manual roll.\r\n if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {\r\n let bankingDelta = camera.bankedTurnMultiplier * -x;\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Z, bankingDelta);\r\n // Apply Yaw to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n }\r\n\r\n // Roll.\r\n if (this.buttonsRoll.some((v) => { return v === this.activeButton; })) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Z, -x);\r\n // Track Rolling.\r\n camera._trackRoll -= x;\r\n // Apply Pitch to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n\r\n // Apply rotationQuaternion to Euler camera.rotation.\r\n currentRotation.toEulerAnglesToRef(camera.rotation);\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FlyCameraMouseInput\"] = FlyCameraMouseInput;\r\n"]}
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{ Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { Observer } from \"../../Misc/observable\";\r\nimport { ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { FlyCamera } from \"../../Cameras/flyCamera\";\r\nimport { PointerInfo, PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Quaternion } from \"../../Maths/math.vector\";\r\nimport { Axis } from '../../Maths/math.axis';\r\nimport { Tools } from '../../Misc/tools';\r\nimport { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n/**\r\n * Listen to mouse events to control the camera.\r\n * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class FlyCameraMouseInput implements ICameraInput<FlyCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FlyCamera;\r\n\r\n /**\r\n * Defines if touch is enabled. (Default is true.)\r\n */\r\n public touchEnabled: boolean;\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera rotation.\r\n */\r\n @serialize()\r\n public buttons = [0, 1, 2];\r\n\r\n /**\r\n * Assign buttons for Yaw control.\r\n */\r\n public buttonsYaw: number[] = [-1, 0, 1];\r\n\r\n /**\r\n * Assign buttons for Pitch control.\r\n */\r\n public buttonsPitch: number[] = [-1, 0, 1];\r\n\r\n /**\r\n * Assign buttons for Roll control.\r\n */\r\n public buttonsRoll: number[] = [2];\r\n\r\n /**\r\n * Detect if any button is being pressed while mouse is moved.\r\n * -1 = Mouse locked.\r\n * 0 = Left button.\r\n * 1 = Middle Button.\r\n * 2 = Right Button.\r\n */\r\n public activeButton: number = -1;\r\n\r\n /**\r\n * Defines the pointer's angular sensibility, to control the camera rotation speed.\r\n * Higher values reduce its sensitivity.\r\n */\r\n @serialize()\r\n public angularSensibility = 1000.0;\r\n\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _rollObserver: Nullable<Observer<Scene>>;\r\n private previousPosition: Nullable<{ x: number, y: number }> = null;\r\n private noPreventDefault: boolean | undefined;\r\n private element: HTMLElement;\r\n\r\n /**\r\n * Listen to mouse events to control the camera.\r\n * @param touchEnabled Define if touch is enabled. (Default is true.)\r\n * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\n constructor(touchEnabled = true) {\r\n }\r\n\r\n /**\r\n * Attach the mouse control to the HTML DOM element.\r\n * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n this.noPreventDefault = noPreventDefault;\r\n\r\n this._observer = this.camera.getScene().onPointerObservable.add(\r\n (p: any, s: any) => {\r\n this._pointerInput(p, s);\r\n },\r\n PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE\r\n );\r\n\r\n // Correct Roll by rate, if enabled.\r\n this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(\r\n () => {\r\n if (this.camera.rollCorrect) {\r\n this.camera.restoreRoll(this.camera.rollCorrect);\r\n }\r\n }\r\n );\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void;\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n * @param ignored defines an ignored parameter kept for backward compatibility. If you want to define the source input element, you can set engine.inputElement before calling camera.attachControl\r\n */\r\n public detachControl(ignored?: any): void {\r\n if (this._observer) {\r\n this.camera.getScene().onPointerObservable.remove(this._observer);\r\n\r\n this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);\r\n\r\n this._observer = null;\r\n this._rollObserver = null;\r\n this.previousPosition = null;\r\n this.noPreventDefault = undefined;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name.\r\n */\r\n public getClassName(): string {\r\n return \"FlyCameraMouseInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input's friendly name.\r\n */\r\n public getSimpleName(): string {\r\n return \"mouse\";\r\n }\r\n\r\n // Track mouse movement, when the pointer is not locked.\r\n private _pointerInput(p: any, s: any): void {\r\n var e = <IPointerEvent>p.event;\r\n\r\n let camera = this.camera;\r\n let engine = camera.getEngine();\r\n\r\n if (engine.isInVRExclusivePointerMode) {\r\n return;\r\n }\r\n\r\n if (!this.touchEnabled && e.pointerType === \"touch\") {\r\n return;\r\n }\r\n\r\n // Mouse is moved but an unknown mouse button is pressed.\r\n if (p.type !== PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {\r\n return;\r\n }\r\n\r\n var srcElement = <HTMLElement>(e.srcElement || e.target);\r\n\r\n // Mouse down.\r\n if (p.type === PointerEventTypes.POINTERDOWN) {\r\n try {\r\n srcElement?.setPointerCapture(e.pointerId);\r\n } catch (e) {\r\n // Nothing to do with the error. Execution continues.\r\n }\r\n\r\n this.previousPosition = {\r\n x: e.clientX,\r\n y: e.clientY\r\n };\r\n\r\n this.activeButton = e.button;\r\n\r\n if (!this.noPreventDefault) {\r\n e.preventDefault();\r\n this.element.focus();\r\n }\r\n\r\n // This is required to move while pointer button is down\r\n if (engine.isPointerLock) {\r\n this._onMouseMove(p.event);\r\n }\r\n } else\r\n // Mouse up.\r\n if (p.type === PointerEventTypes.POINTERUP) {\r\n try {\r\n srcElement?.releasePointerCapture(e.pointerId);\r\n } catch (e) {\r\n // Nothing to do with the error. Execution continues.\r\n }\r\n\r\n this.activeButton = -1;\r\n\r\n this.previousPosition = null;\r\n if (!this.noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n } else\r\n // Mouse move.\r\n if (p.type === PointerEventTypes.POINTERMOVE) {\r\n if (!this.previousPosition) {\r\n if (engine.isPointerLock) {\r\n this._onMouseMove(p.event);\r\n }\r\n\r\n return;\r\n }\r\n\r\n var offsetX = e.clientX - this.previousPosition.x;\r\n var offsetY = e.clientY - this.previousPosition.y;\r\n\r\n this.rotateCamera(offsetX, offsetY);\r\n\r\n this.previousPosition = {\r\n x: e.clientX,\r\n y: e.clientY\r\n };\r\n\r\n if (!this.noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n }\r\n\r\n // Track mouse movement, when pointer is locked.\r\n private _onMouseMove(e: any): void {\r\n let camera = this.camera;\r\n let engine = camera.getEngine();\r\n\r\n if (!engine.isPointerLock || engine.isInVRExclusivePointerMode) {\r\n return;\r\n }\r\n\r\n var offsetX = e.movementX || e.mozMovementX || e.webkitMovementX || e.msMovementX || 0;\r\n var offsetY = e.movementY || e.mozMovementY || e.webkitMovementY || e.msMovementY || 0;\r\n\r\n this.rotateCamera(offsetX, offsetY);\r\n\r\n this.previousPosition = null;\r\n\r\n if (!this.noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n\r\n /**\r\n * Rotate camera by mouse offset.\r\n */\r\n private rotateCamera(offsetX: number, offsetY: number): void {\r\n let camera = this.camera;\r\n let scene = this.camera.getScene();\r\n\r\n if (scene.useRightHandedSystem) {\r\n offsetX *= -1;\r\n }\r\n\r\n if (camera.parent && camera.parent._getWorldMatrixDeterminant() < 0) {\r\n offsetX *= -1;\r\n }\r\n\r\n var x = offsetX / this.angularSensibility;\r\n var y = offsetY / this.angularSensibility;\r\n\r\n // Initialize to current rotation.\r\n var currentRotation = Quaternion.RotationYawPitchRoll(\r\n camera.rotation.y,\r\n camera.rotation.x,\r\n camera.rotation.z\r\n );\r\n var rotationChange: Quaternion;\r\n\r\n // Pitch.\r\n if (this.buttonsPitch.some((v) => { return v === this.activeButton; })) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.X, y);\r\n // Apply Pitch to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n\r\n // Yaw.\r\n if (this.buttonsYaw.some((v) => { return v === this.activeButton; })) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Y, x);\r\n // Apply Yaw to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n\r\n // Add Roll, if banked turning is enabled, within Roll limit.\r\n let limit = (camera.bankedTurnLimit) + camera._trackRoll; // Defaults to 90° plus manual roll.\r\n if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {\r\n let bankingDelta = camera.bankedTurnMultiplier * -x;\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Z, bankingDelta);\r\n // Apply Yaw to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n }\r\n\r\n // Roll.\r\n if (this.buttonsRoll.some((v) => { return v === this.activeButton; })) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Z, -x);\r\n // Track Rolling.\r\n camera._trackRoll -= x;\r\n // Apply Pitch to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n\r\n // Apply rotationQuaternion to Euler camera.rotation.\r\n currentRotation.toEulerAnglesToRef(camera.rotation);\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FlyCameraMouseInput\"] = FlyCameraMouseInput;\r\n"]}
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@@ -64,9 +64,9 @@ var FreeCameraMouseInput = /** @class */ (function () {
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|
}
|
|
66
66
|
var srcElement = (evt.srcElement || evt.target);
|
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67
|
-
if (p.type === PointerEventTypes.POINTERDOWN &&
|
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67
|
+
if (p.type === PointerEventTypes.POINTERDOWN && (_this._currentActiveButton === -1 || isTouch)) {
|
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68
68
|
try {
|
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69
|
-
srcElement.setPointerCapture(evt.pointerId);
|
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+
srcElement === null || srcElement === void 0 ? void 0 : srcElement.setPointerCapture(evt.pointerId);
|
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70
70
|
}
|
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71
71
|
catch (e) {
|
|
72
72
|
//Nothing to do with the error. Execution will continue.
|
|
@@ -87,9 +87,9 @@ var FreeCameraMouseInput = /** @class */ (function () {
|
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87
87
|
_this._onMouseMove(p.event);
|
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88
|
}
|
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89
89
|
}
|
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90
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-
else if (
|
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90
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+
else if (p.type === PointerEventTypes.POINTERUP && (_this._currentActiveButton === evt.button || isTouch)) {
|
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91
91
|
try {
|
|
92
|
-
srcElement.releasePointerCapture(evt.pointerId);
|
|
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+
srcElement === null || srcElement === void 0 ? void 0 : srcElement.releasePointerCapture(evt.pointerId);
|
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93
93
|
}
|
|
94
94
|
catch (e) {
|
|
95
95
|
//Nothing to do with the error.
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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{ Observer, EventState, Observable } from \"../../Misc/observable\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { Nullable } from \"../../types\";\r\nimport { ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport { PointerInfo, PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { IMouseEvent, IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n/**\r\n * Manage the mouse inputs to control the movement of a free camera.\r\n * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class FreeCameraMouseInput implements ICameraInput<FreeCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FreeCamera;\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera move.\r\n */\r\n @serialize()\r\n public buttons = [0, 1, 2];\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.\r\n */\r\n @serialize()\r\n public angularSensibility = 2000.0;\r\n\r\n private _pointerInput: (p: PointerInfo, s: EventState) => void;\r\n private _onMouseMove: Nullable<(e: IMouseEvent) => any>;\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private previousPosition: Nullable<{ x: number; y: number }> = null;\r\n\r\n /**\r\n * Observable for when a pointer move event occurs containing the move offset\r\n */\r\n public onPointerMovedObservable = new Observable<{ offsetX: number; offsetY: number }>();\r\n /**\r\n * @hidden\r\n * If the camera should be rotated automatically based on pointer movement\r\n */\r\n public _allowCameraRotation = true;\r\n\r\n private _currentActiveButton: number = -1;\r\n\r\n /**\r\n * Manage the mouse inputs to control the movement of a free camera.\r\n * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n * @param touchEnabled Defines if touch is enabled or not\r\n */\r\n constructor(\r\n /**\r\n * Define if touch is enabled in the mouse input\r\n */\r\n public touchEnabled = true\r\n ) { }\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n var engine = this.camera.getEngine();\r\n const element = engine.getInputElement();\r\n\r\n if (!this._pointerInput) {\r\n this._pointerInput = (p) => {\r\n var evt = <IPointerEvent>p.event;\r\n let isTouch = evt.pointerType === \"touch\";\r\n\r\n if (engine.isInVRExclusivePointerMode) {\r\n return;\r\n }\r\n\r\n if (!this.touchEnabled && isTouch) {\r\n return;\r\n }\r\n\r\n if (p.type !== PointerEventTypes.POINTERMOVE && this.buttons.indexOf(evt.button) === -1) {\r\n return;\r\n }\r\n\r\n let srcElement = <HTMLElement>(evt.srcElement || evt.target);\r\n\r\n if (p.type === PointerEventTypes.POINTERDOWN && srcElement && (this._currentActiveButton === -1 || isTouch)) {\r\n try {\r\n srcElement.setPointerCapture(evt.pointerId);\r\n } catch (e) {\r\n //Nothing to do with the error. Execution will continue.\r\n }\r\n\r\n if (this._currentActiveButton === -1) {\r\n this._currentActiveButton = evt.button;\r\n }\r\n\r\n this.previousPosition = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n };\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n element && element.focus();\r\n }\r\n\r\n // This is required to move while pointer button is down\r\n if (engine.isPointerLock && this._onMouseMove) {\r\n this._onMouseMove(p.event);\r\n }\r\n } else if (srcElement && p.type === PointerEventTypes.POINTERUP && (this._currentActiveButton === evt.button || isTouch)) {\r\n try {\r\n srcElement.releasePointerCapture(evt.pointerId);\r\n } catch (e) {\r\n //Nothing to do with the error.\r\n }\r\n this._currentActiveButton = -1;\r\n\r\n this.previousPosition = null;\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n } else if (p.type === PointerEventTypes.POINTERMOVE) {\r\n\r\n if (engine.isPointerLock && this._onMouseMove) {\r\n this._onMouseMove(p.event);\r\n }\r\n else if (this.previousPosition) {\r\n var offsetX = evt.clientX - this.previousPosition.x;\r\n var offsetY = evt.clientY - this.previousPosition.y;\r\n if (this.camera.getScene().useRightHandedSystem) {\r\n offsetX *= -1;\r\n }\r\n if (this.camera.parent && this.camera.parent._getWorldMatrixDeterminant() < 0) {\r\n offsetX *= -1;\r\n }\r\n\r\n if (this._allowCameraRotation) {\r\n this.camera.cameraRotation.y += offsetX / this.angularSensibility;\r\n this.camera.cameraRotation.x += offsetY / this.angularSensibility;\r\n }\r\n this.onPointerMovedObservable.notifyObservers({ offsetX: offsetX, offsetY: offsetY });\r\n\r\n this.previousPosition = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n };\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n };\r\n }\r\n\r\n this._onMouseMove = (evt) => {\r\n if (!engine.isPointerLock) {\r\n return;\r\n }\r\n\r\n if (engine.isInVRExclusivePointerMode) {\r\n return;\r\n }\r\n\r\n var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;\r\n if (this.camera.getScene().useRightHandedSystem) {\r\n offsetX *= -1;\r\n }\r\n if (this.camera.parent && this.camera.parent._getWorldMatrixDeterminant() < 0) {\r\n offsetX *= -1;\r\n }\r\n this.camera.cameraRotation.y += offsetX / this.angularSensibility;\r\n\r\n var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;\r\n this.camera.cameraRotation.x += offsetY / this.angularSensibility;\r\n\r\n this.previousPosition = null;\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n };\r\n\r\n this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE);\r\n\r\n element && element.addEventListener(\"contextmenu\", <EventListener>this.onContextMenu.bind(this), false); // TODO: We need to figure out how to handle this for Native\r\n }\r\n\r\n /**\r\n * Called on JS contextmenu event.\r\n * Override this method to provide functionality.\r\n */\r\n protected onContextMenu(evt: PointerEvent): void {\r\n evt.preventDefault();\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void;\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n * @param ignored defines an ignored parameter kept for backward compatibility. If you want to define the source input element, you can set engine.inputElement before calling camera.attachControl\r\n */\r\n public detachControl(ignored?: any): void {\r\n if (this._observer) {\r\n this.camera.getScene().onPointerObservable.remove(this._observer);\r\n\r\n if (this.onContextMenu) {\r\n const engine = this.camera.getEngine();\r\n const element = engine.getInputElement();\r\n element && element.removeEventListener(\"contextmenu\", <EventListener>this.onContextMenu);\r\n }\r\n\r\n if (this.onPointerMovedObservable) {\r\n this.onPointerMovedObservable.clear();\r\n }\r\n\r\n this._observer = null;\r\n this._onMouseMove = null;\r\n this.previousPosition = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FreeCameraMouseInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"mouse\";\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FreeCameraMouseInput\"] = FreeCameraMouseInput;\r\n"]}
|
|
1
|
+
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{ Observer, EventState, Observable } from \"../../Misc/observable\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { Nullable } from \"../../types\";\r\nimport { ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport { PointerInfo, PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { IMouseEvent, IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n/**\r\n * Manage the mouse inputs to control the movement of a free camera.\r\n * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class FreeCameraMouseInput implements ICameraInput<FreeCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FreeCamera;\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera move.\r\n */\r\n @serialize()\r\n public buttons = [0, 1, 2];\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.\r\n */\r\n @serialize()\r\n public angularSensibility = 2000.0;\r\n\r\n private _pointerInput: (p: PointerInfo, s: EventState) => void;\r\n private _onMouseMove: Nullable<(e: IMouseEvent) => any>;\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private previousPosition: Nullable<{ x: number; y: number }> = null;\r\n\r\n /**\r\n * Observable for when a pointer move event occurs containing the move offset\r\n */\r\n public onPointerMovedObservable = new Observable<{ offsetX: number; offsetY: number }>();\r\n /**\r\n * @hidden\r\n * If the camera should be rotated automatically based on pointer movement\r\n */\r\n public _allowCameraRotation = true;\r\n\r\n private _currentActiveButton: number = -1;\r\n\r\n /**\r\n * Manage the mouse inputs to control the movement of a free camera.\r\n * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n * @param touchEnabled Defines if touch is enabled or not\r\n */\r\n constructor(\r\n /**\r\n * Define if touch is enabled in the mouse input\r\n */\r\n public touchEnabled = true\r\n ) { }\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n var engine = this.camera.getEngine();\r\n const element = engine.getInputElement();\r\n\r\n if (!this._pointerInput) {\r\n this._pointerInput = (p) => {\r\n var evt = <IPointerEvent>p.event;\r\n let isTouch = evt.pointerType === \"touch\";\r\n\r\n if (engine.isInVRExclusivePointerMode) {\r\n return;\r\n }\r\n\r\n if (!this.touchEnabled && isTouch) {\r\n return;\r\n }\r\n\r\n if (p.type !== PointerEventTypes.POINTERMOVE && this.buttons.indexOf(evt.button) === -1) {\r\n return;\r\n }\r\n\r\n let srcElement = <HTMLElement>(evt.srcElement || evt.target);\r\n\r\n if (p.type === PointerEventTypes.POINTERDOWN && (this._currentActiveButton === -1 || isTouch)) {\r\n try {\r\n srcElement?.setPointerCapture(evt.pointerId);\r\n } catch (e) {\r\n //Nothing to do with the error. Execution will continue.\r\n }\r\n\r\n if (this._currentActiveButton === -1) {\r\n this._currentActiveButton = evt.button;\r\n }\r\n\r\n this.previousPosition = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n };\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n element && element.focus();\r\n }\r\n\r\n // This is required to move while pointer button is down\r\n if (engine.isPointerLock && this._onMouseMove) {\r\n this._onMouseMove(p.event);\r\n }\r\n } else if (p.type === PointerEventTypes.POINTERUP && (this._currentActiveButton === evt.button || isTouch)) {\r\n try {\r\n srcElement?.releasePointerCapture(evt.pointerId);\r\n } catch (e) {\r\n //Nothing to do with the error.\r\n }\r\n this._currentActiveButton = -1;\r\n\r\n this.previousPosition = null;\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n } else if (p.type === PointerEventTypes.POINTERMOVE) {\r\n\r\n if (engine.isPointerLock && this._onMouseMove) {\r\n this._onMouseMove(p.event);\r\n }\r\n else if (this.previousPosition) {\r\n var offsetX = evt.clientX - this.previousPosition.x;\r\n var offsetY = evt.clientY - this.previousPosition.y;\r\n if (this.camera.getScene().useRightHandedSystem) {\r\n offsetX *= -1;\r\n }\r\n if (this.camera.parent && this.camera.parent._getWorldMatrixDeterminant() < 0) {\r\n offsetX *= -1;\r\n }\r\n\r\n if (this._allowCameraRotation) {\r\n this.camera.cameraRotation.y += offsetX / this.angularSensibility;\r\n this.camera.cameraRotation.x += offsetY / this.angularSensibility;\r\n }\r\n this.onPointerMovedObservable.notifyObservers({ offsetX: offsetX, offsetY: offsetY });\r\n\r\n this.previousPosition = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n };\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n };\r\n }\r\n\r\n this._onMouseMove = (evt) => {\r\n if (!engine.isPointerLock) {\r\n return;\r\n }\r\n\r\n if (engine.isInVRExclusivePointerMode) {\r\n return;\r\n }\r\n\r\n var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;\r\n if (this.camera.getScene().useRightHandedSystem) {\r\n offsetX *= -1;\r\n }\r\n if (this.camera.parent && this.camera.parent._getWorldMatrixDeterminant() < 0) {\r\n offsetX *= -1;\r\n }\r\n this.camera.cameraRotation.y += offsetX / this.angularSensibility;\r\n\r\n var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;\r\n this.camera.cameraRotation.x += offsetY / this.angularSensibility;\r\n\r\n this.previousPosition = null;\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n };\r\n\r\n this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE);\r\n\r\n element && element.addEventListener(\"contextmenu\", <EventListener>this.onContextMenu.bind(this), false); // TODO: We need to figure out how to handle this for Native\r\n }\r\n\r\n /**\r\n * Called on JS contextmenu event.\r\n * Override this method to provide functionality.\r\n */\r\n protected onContextMenu(evt: PointerEvent): void {\r\n evt.preventDefault();\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void;\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n * @param ignored defines an ignored parameter kept for backward compatibility. If you want to define the source input element, you can set engine.inputElement before calling camera.attachControl\r\n */\r\n public detachControl(ignored?: any): void {\r\n if (this._observer) {\r\n this.camera.getScene().onPointerObservable.remove(this._observer);\r\n\r\n if (this.onContextMenu) {\r\n const engine = this.camera.getEngine();\r\n const element = engine.getInputElement();\r\n element && element.removeEventListener(\"contextmenu\", <EventListener>this.onContextMenu);\r\n }\r\n\r\n if (this.onPointerMovedObservable) {\r\n this.onPointerMovedObservable.clear();\r\n }\r\n\r\n this._observer = null;\r\n this._onMouseMove = null;\r\n this.previousPosition = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FreeCameraMouseInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"mouse\";\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FreeCameraMouseInput\"] = FreeCameraMouseInput;\r\n"]}
|
package/Cameras/camera.js
CHANGED
|
@@ -952,11 +952,12 @@ var Camera = /** @class */ (function (_super) {
|
|
|
952
952
|
*/
|
|
953
953
|
Camera.prototype.serialize = function () {
|
|
954
954
|
var serializationObject = SerializationHelper.Serialize(this);
|
|
955
|
+
serializationObject.uniqueId = this.uniqueId;
|
|
955
956
|
// Type
|
|
956
957
|
serializationObject.type = this.getClassName();
|
|
957
958
|
// Parent
|
|
958
959
|
if (this.parent) {
|
|
959
|
-
serializationObject.parentId = this.parent.
|
|
960
|
+
serializationObject.parentId = this.parent.uniqueId;
|
|
960
961
|
}
|
|
961
962
|
if (this.inputs) {
|
|
962
963
|
this.inputs.serialize(serializationObject);
|
|
@@ -964,6 +965,7 @@ var Camera = /** @class */ (function (_super) {
|
|
|
964
965
|
// Animations
|
|
965
966
|
SerializationHelper.AppendSerializedAnimations(this, serializationObject);
|
|
966
967
|
serializationObject.ranges = this.serializeAnimationRanges();
|
|
968
|
+
serializationObject.isEnabled = this.isEnabled();
|
|
967
969
|
return serializationObject;
|
|
968
970
|
};
|
|
969
971
|
/**
|
|
@@ -1086,6 +1088,10 @@ var Camera = /** @class */ (function (_super) {
|
|
|
1086
1088
|
if (parsedCamera.autoAnimate) {
|
|
1087
1089
|
scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, parsedCamera.autoAnimateSpeed || 1.0);
|
|
1088
1090
|
}
|
|
1091
|
+
// Check if isEnabled is defined to be back compatible with prior serialized versions.
|
|
1092
|
+
if (parsedCamera.isEnabled !== undefined) {
|
|
1093
|
+
camera.setEnabled(parsedCamera.isEnabled);
|
|
1094
|
+
}
|
|
1089
1095
|
return camera;
|
|
1090
1096
|
};
|
|
1091
1097
|
/** @hidden */
|