@babylonjs/core 5.0.0-alpha.61 → 5.0.0-alpha.65

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.
Files changed (519) hide show
  1. package/Animations/animation.js +42 -2
  2. package/Animations/animation.js.map +1 -1
  3. package/Animations/animationGroup.d.ts +5 -1
  4. package/Animations/animationGroup.js +19 -1
  5. package/Animations/animationGroup.js.map +1 -1
  6. package/Audio/sound.js +15 -1
  7. package/Audio/sound.js.map +1 -1
  8. package/Behaviors/Cameras/autoRotationBehavior.d.ts +5 -0
  9. package/Behaviors/Cameras/autoRotationBehavior.js +7 -0
  10. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  11. package/Behaviors/Meshes/followBehavior.js +1 -1
  12. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  13. package/Behaviors/Meshes/handConstraintBehavior.js +16 -12
  14. package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
  15. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js +1 -1
  16. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js.map +1 -1
  17. package/Cameras/VR/vrExperienceHelper.d.ts +1 -1
  18. package/Cameras/VR/vrExperienceHelper.js +1 -1
  19. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  20. package/Cameras/camera.js +2 -2
  21. package/Cameras/camera.js.map +1 -1
  22. package/DeviceInput/Implementations/{nativeDeviceInputWrapper.d.ts → nativeDeviceInputSystem.d.ts} +5 -21
  23. package/DeviceInput/Implementations/{nativeDeviceInputWrapper.js → nativeDeviceInputSystem.js} +19 -20
  24. package/DeviceInput/Implementations/nativeDeviceInputSystem.js.map +1 -0
  25. package/DeviceInput/Implementations/webDeviceInputSystem.d.ts +7 -20
  26. package/DeviceInput/Implementations/webDeviceInputSystem.js +79 -71
  27. package/DeviceInput/Implementations/webDeviceInputSystem.js.map +1 -1
  28. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +3 -2
  29. package/DeviceInput/InputDevices/deviceSourceManager.js +5 -1
  30. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  31. package/DeviceInput/Interfaces/inputInterfaces.d.ts +6 -13
  32. package/DeviceInput/Interfaces/inputInterfaces.js.map +1 -1
  33. package/DeviceInput/deviceInputSystem.d.ts +49 -5
  34. package/DeviceInput/deviceInputSystem.js +62 -10
  35. package/DeviceInput/deviceInputSystem.js.map +1 -1
  36. package/DeviceInput/index.d.ts +1 -1
  37. package/DeviceInput/index.js +1 -1
  38. package/DeviceInput/index.js.map +1 -1
  39. package/Engines/Extensions/engine.dynamicTexture.d.ts +2 -1
  40. package/Engines/Extensions/engine.dynamicTexture.js +2 -1
  41. package/Engines/Extensions/engine.dynamicTexture.js.map +1 -1
  42. package/Engines/Extensions/engine.views.d.ts +1 -1
  43. package/Engines/Extensions/engine.views.js +1 -1
  44. package/Engines/Extensions/engine.views.js.map +1 -1
  45. package/Engines/Processors/iShaderProcessor.d.ts +1 -1
  46. package/Engines/Processors/iShaderProcessor.js.map +1 -1
  47. package/Engines/Processors/shaderProcessingOptions.d.ts +5 -0
  48. package/Engines/Processors/shaderProcessingOptions.js.map +1 -1
  49. package/Engines/Processors/shaderProcessor.js +8 -2
  50. package/Engines/Processors/shaderProcessor.js.map +1 -1
  51. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +3 -11
  52. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
  53. package/Engines/WebGPU/Extensions/engine.multiRender.js +19 -9
  54. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  55. package/Engines/WebGPU/Extensions/engine.renderTarget.js +9 -6
  56. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  57. package/Engines/WebGPU/webgpuBufferManager.d.ts +1 -1
  58. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  59. package/Engines/WebGPU/webgpuCacheBindGroups.js +3 -3
  60. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  61. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +4 -1
  62. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +37 -83
  63. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  64. package/Engines/WebGPU/webgpuCacheSampler.js +6 -4
  65. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  66. package/Engines/WebGPU/webgpuClearQuad.d.ts +1 -1
  67. package/Engines/WebGPU/webgpuClearQuad.js +29 -11
  68. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  69. package/Engines/WebGPU/webgpuComputeContext.js +2 -2
  70. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  71. package/Engines/WebGPU/webgpuConstants.d.ts +57 -13
  72. package/Engines/WebGPU/webgpuConstants.js +62 -13
  73. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  74. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +24 -4
  75. package/Engines/WebGPU/webgpuHardwareTexture.js +12 -2
  76. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  77. package/Engines/WebGPU/webgpuRenderTargetWrapper.d.ts +6 -0
  78. package/Engines/WebGPU/webgpuRenderTargetWrapper.js +12 -0
  79. package/Engines/WebGPU/webgpuRenderTargetWrapper.js.map +1 -0
  80. package/Engines/WebGPU/webgpuShaderProcessingContext.js +2 -0
  81. package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
  82. package/Engines/WebGPU/webgpuShaderProcessor.d.ts +2 -0
  83. package/Engines/WebGPU/webgpuShaderProcessor.js +23 -0
  84. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  85. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.d.ts +1 -0
  86. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +17 -1
  87. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  88. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +1 -2
  89. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +11 -30
  90. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  91. package/Engines/WebGPU/webgpuTextureHelper.d.ts +9 -2
  92. package/Engines/WebGPU/webgpuTextureHelper.js +291 -66
  93. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  94. package/Engines/engine.d.ts +145 -45
  95. package/Engines/engine.js +5 -1
  96. package/Engines/engine.js.map +1 -1
  97. package/Engines/nativeEngine.d.ts +11 -0
  98. package/Engines/nativeEngine.js +78 -18
  99. package/Engines/nativeEngine.js.map +1 -1
  100. package/Engines/renderTargetWrapper.d.ts +1 -1
  101. package/Engines/renderTargetWrapper.js +1 -1
  102. package/Engines/renderTargetWrapper.js.map +1 -1
  103. package/Engines/thinEngine.js +2 -2
  104. package/Engines/thinEngine.js.map +1 -1
  105. package/Engines/webgpuEngine.d.ts +5 -13
  106. package/Engines/webgpuEngine.js +37 -75
  107. package/Engines/webgpuEngine.js.map +1 -1
  108. package/Gizmos/positionGizmo.js +1 -1
  109. package/Gizmos/positionGizmo.js.map +1 -1
  110. package/Inputs/scene.inputManager.js +6 -1
  111. package/Inputs/scene.inputManager.js.map +1 -1
  112. package/Layers/effectLayer.d.ts +4 -0
  113. package/Layers/effectLayer.js +10 -0
  114. package/Layers/effectLayer.js.map +1 -1
  115. package/Layers/glowLayer.d.ts +8 -0
  116. package/Layers/glowLayer.js +7 -3
  117. package/Layers/glowLayer.js.map +1 -1
  118. package/Layers/highlightLayer.js +2 -0
  119. package/Layers/highlightLayer.js.map +1 -1
  120. package/Lights/Shadows/shadowGenerator.js +1 -1
  121. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  122. package/Lights/light.js +4 -1
  123. package/Lights/light.js.map +1 -1
  124. package/Lights/pointLight.js +1 -1
  125. package/Lights/pointLight.js.map +1 -1
  126. package/Lights/spotLight.js +1 -1
  127. package/Lights/spotLight.js.map +1 -1
  128. package/Loading/Plugins/babylonFileLoader.js +10 -7
  129. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  130. package/Materials/Node/Blocks/Fragment/index.d.ts +1 -0
  131. package/Materials/Node/Blocks/Fragment/index.js +1 -0
  132. package/Materials/Node/Blocks/Fragment/index.js.map +1 -1
  133. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +1 -3
  134. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
  135. package/Materials/Node/Blocks/Fragment/twirlBlock.d.ts +49 -0
  136. package/Materials/Node/Blocks/Fragment/twirlBlock.js +145 -0
  137. package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -0
  138. package/Materials/Node/Blocks/customBlock.d.ts +31 -0
  139. package/Materials/Node/Blocks/customBlock.js +144 -0
  140. package/Materials/Node/Blocks/customBlock.js.map +1 -0
  141. package/Materials/Node/Blocks/index.d.ts +1 -0
  142. package/Materials/Node/Blocks/index.js +1 -0
  143. package/Materials/Node/Blocks/index.js.map +1 -1
  144. package/Materials/Node/nodeMaterial.js +8 -0
  145. package/Materials/Node/nodeMaterial.js.map +1 -1
  146. package/Materials/Node/nodeMaterialBlock.js +1 -1
  147. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  148. package/Materials/PBR/index.d.ts +4 -0
  149. package/Materials/PBR/index.js +4 -0
  150. package/Materials/PBR/index.js.map +1 -1
  151. package/Materials/PBR/pbrAnisotropicConfiguration.d.ts +28 -96
  152. package/Materials/PBR/pbrAnisotropicConfiguration.js +50 -111
  153. package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
  154. package/Materials/PBR/pbrBRDFConfiguration.d.ts +11 -37
  155. package/Materials/PBR/pbrBRDFConfiguration.js +39 -52
  156. package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
  157. package/Materials/PBR/pbrBaseMaterial.d.ts +15 -74
  158. package/Materials/PBR/pbrBaseMaterial.js +67 -182
  159. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  160. package/Materials/PBR/pbrBaseSimpleMaterial.js.map +1 -1
  161. package/Materials/PBR/pbrClearCoatConfiguration.d.ts +23 -98
  162. package/Materials/PBR/pbrClearCoatConfiguration.js +91 -143
  163. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  164. package/Materials/PBR/pbrSheenConfiguration.d.ts +25 -93
  165. package/Materials/PBR/pbrSheenConfiguration.js +71 -126
  166. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  167. package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +28 -114
  168. package/Materials/PBR/pbrSubSurfaceConfiguration.js +150 -211
  169. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  170. package/Materials/Textures/dynamicTexture.d.ts +3 -2
  171. package/Materials/Textures/dynamicTexture.js +5 -3
  172. package/Materials/Textures/dynamicTexture.js.map +1 -1
  173. package/Materials/Textures/multiRenderTarget.js +3 -0
  174. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  175. package/Materials/Textures/renderTargetTexture.js +1 -1
  176. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  177. package/Materials/Textures/thinRenderTargetTexture.js +1 -1
  178. package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
  179. package/Materials/Textures/thinTexture.d.ts +1 -2
  180. package/Materials/Textures/thinTexture.js +2 -4
  181. package/Materials/Textures/thinTexture.js.map +1 -1
  182. package/Materials/Textures/videoTexture.d.ts +1 -1
  183. package/Materials/Textures/videoTexture.js +1 -1
  184. package/Materials/Textures/videoTexture.js.map +1 -1
  185. package/Materials/effect.d.ts +6 -1
  186. package/Materials/effect.js +4 -1
  187. package/Materials/effect.js.map +1 -1
  188. package/Materials/fresnelParameters.d.ts +1 -1
  189. package/Materials/fresnelParameters.js +1 -1
  190. package/Materials/fresnelParameters.js.map +1 -1
  191. package/Materials/index.d.ts +4 -0
  192. package/Materials/index.js +4 -0
  193. package/Materials/index.js.map +1 -1
  194. package/Materials/material.d.ts +43 -2
  195. package/Materials/material.detailMapConfiguration.d.ts +29 -87
  196. package/Materials/material.detailMapConfiguration.js +50 -106
  197. package/Materials/material.detailMapConfiguration.js.map +1 -1
  198. package/Materials/material.js +99 -8
  199. package/Materials/material.js.map +1 -1
  200. package/Materials/materialDefines.d.ts +16 -0
  201. package/Materials/materialDefines.js +17 -5
  202. package/Materials/materialDefines.js.map +1 -1
  203. package/Materials/materialPluginBase.d.ts +182 -0
  204. package/Materials/materialPluginBase.js +209 -0
  205. package/Materials/materialPluginBase.js.map +1 -0
  206. package/Materials/materialPluginEvent.d.ts +98 -0
  207. package/Materials/materialPluginEvent.js +21 -0
  208. package/Materials/materialPluginEvent.js.map +1 -0
  209. package/Materials/materialPluginFactoryExport.d.ts +40 -0
  210. package/Materials/materialPluginFactoryExport.js +75 -0
  211. package/Materials/materialPluginFactoryExport.js.map +1 -0
  212. package/Materials/materialPluginManager.d.ts +90 -0
  213. package/Materials/materialPluginManager.js +323 -0
  214. package/Materials/materialPluginManager.js.map +1 -0
  215. package/Materials/shaderMaterial.d.ts +1 -1
  216. package/Materials/shaderMaterial.js +13 -1
  217. package/Materials/shaderMaterial.js.map +1 -1
  218. package/Materials/standardMaterial.d.ts +13 -10
  219. package/Materials/standardMaterial.js +45 -51
  220. package/Materials/standardMaterial.js.map +1 -1
  221. package/Materials/uniformBuffer.d.ts +7 -0
  222. package/Materials/uniformBuffer.js +22 -0
  223. package/Materials/uniformBuffer.js.map +1 -1
  224. package/Maths/math.vector.d.ts +12 -8
  225. package/Maths/math.vector.js +22 -14
  226. package/Maths/math.vector.js.map +1 -1
  227. package/Meshes/Builders/capsuleBuilder.d.ts +1 -1
  228. package/Meshes/Builders/capsuleBuilder.js +1 -1
  229. package/Meshes/Builders/capsuleBuilder.js.map +1 -1
  230. package/Meshes/abstractMesh.d.ts +1 -1
  231. package/Meshes/abstractMesh.js +24 -23
  232. package/Meshes/abstractMesh.js.map +1 -1
  233. package/Meshes/geometry.js +2 -2
  234. package/Meshes/geometry.js.map +1 -1
  235. package/Meshes/linesMesh.d.ts +1 -1
  236. package/Meshes/linesMesh.js +3 -2
  237. package/Meshes/linesMesh.js.map +1 -1
  238. package/Meshes/mesh.d.ts +12 -0
  239. package/Meshes/mesh.js +184 -115
  240. package/Meshes/mesh.js.map +1 -1
  241. package/Meshes/mesh.lts.d.ts +8 -8
  242. package/Meshes/mesh.lts.js.map +1 -1
  243. package/Meshes/mesh.vertexData.d.ts +6 -1
  244. package/Meshes/mesh.vertexData.js +295 -114
  245. package/Meshes/mesh.vertexData.js.map +1 -1
  246. package/Meshes/transformNode.js +20 -13
  247. package/Meshes/transformNode.js.map +1 -1
  248. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.d.ts +2 -1
  249. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js +38 -33
  250. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js.map +1 -1
  251. package/Misc/PerformanceViewer/performanceViewerCollector.d.ts +29 -4
  252. package/Misc/PerformanceViewer/performanceViewerCollector.js +36 -12
  253. package/Misc/PerformanceViewer/performanceViewerCollector.js.map +1 -1
  254. package/Misc/assetsManager.d.ts +4 -4
  255. package/Misc/assetsManager.js +2 -2
  256. package/Misc/assetsManager.js.map +1 -1
  257. package/Misc/basis.js +1 -0
  258. package/Misc/basis.js.map +1 -1
  259. package/Misc/coroutine.d.ts +41 -0
  260. package/Misc/coroutine.js +136 -0
  261. package/Misc/coroutine.js.map +1 -0
  262. package/Misc/index.d.ts +1 -0
  263. package/Misc/index.js +1 -0
  264. package/Misc/index.js.map +1 -1
  265. package/Misc/interfaces/iPerfViewer.d.ts +4 -0
  266. package/Misc/interfaces/iPerfViewer.js.map +1 -1
  267. package/Misc/observableCoroutine.d.ts +9 -10
  268. package/Misc/observableCoroutine.js +34 -39
  269. package/Misc/observableCoroutine.js.map +1 -1
  270. package/Misc/sceneSerializer.js +1 -0
  271. package/Misc/sceneSerializer.js.map +1 -1
  272. package/Particles/particleSystem.js +3 -0
  273. package/Particles/particleSystem.js.map +1 -1
  274. package/Particles/subEmitter.js +1 -0
  275. package/Particles/subEmitter.js.map +1 -1
  276. package/PostProcesses/screenSpaceReflectionPostProcess.d.ts +1 -0
  277. package/PostProcesses/screenSpaceReflectionPostProcess.js +4 -0
  278. package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
  279. package/Rendering/depthPeelingRenderer.d.ts +4 -1
  280. package/Rendering/depthPeelingRenderer.js +34 -9
  281. package/Rendering/depthPeelingRenderer.js.map +1 -1
  282. package/Rendering/depthRenderer.js +1 -1
  283. package/Rendering/depthRenderer.js.map +1 -1
  284. package/Rendering/outlineRenderer.js +24 -1
  285. package/Rendering/outlineRenderer.js.map +1 -1
  286. package/Rendering/prePassRenderer.js +7 -7
  287. package/Rendering/prePassRenderer.js.map +1 -1
  288. package/Rendering/renderingGroup.js +5 -1
  289. package/Rendering/renderingGroup.js.map +1 -1
  290. package/Shaders/ShadersInclude/defaultFragmentDeclaration.js +1 -1
  291. package/Shaders/ShadersInclude/defaultFragmentDeclaration.js.map +1 -1
  292. package/Shaders/ShadersInclude/defaultUboDeclaration.js +1 -1
  293. package/Shaders/ShadersInclude/defaultUboDeclaration.js.map +1 -1
  294. package/Shaders/ShadersInclude/defaultVertexDeclaration.js +1 -1
  295. package/Shaders/ShadersInclude/defaultVertexDeclaration.js.map +1 -1
  296. package/Shaders/ShadersInclude/pbrFragmentDeclaration.js +1 -1
  297. package/Shaders/ShadersInclude/pbrFragmentDeclaration.js.map +1 -1
  298. package/Shaders/ShadersInclude/pbrUboDeclaration.js +1 -1
  299. package/Shaders/ShadersInclude/pbrUboDeclaration.js.map +1 -1
  300. package/Shaders/ShadersInclude/pbrVertexDeclaration.js +1 -1
  301. package/Shaders/ShadersInclude/pbrVertexDeclaration.js.map +1 -1
  302. package/Shaders/anaglyph.fragment.js +1 -1
  303. package/Shaders/anaglyph.fragment.js.map +1 -1
  304. package/Shaders/background.fragment.js +1 -1
  305. package/Shaders/background.fragment.js.map +1 -1
  306. package/Shaders/background.vertex.js +1 -1
  307. package/Shaders/background.vertex.js.map +1 -1
  308. package/Shaders/blackAndWhite.fragment.js +1 -1
  309. package/Shaders/blackAndWhite.fragment.js.map +1 -1
  310. package/Shaders/bloomMerge.fragment.js +1 -1
  311. package/Shaders/bloomMerge.fragment.js.map +1 -1
  312. package/Shaders/blur.fragment.js +1 -1
  313. package/Shaders/blur.fragment.js.map +1 -1
  314. package/Shaders/boundingBoxRenderer.fragment.js +1 -1
  315. package/Shaders/boundingBoxRenderer.fragment.js.map +1 -1
  316. package/Shaders/boundingBoxRenderer.vertex.js +1 -1
  317. package/Shaders/boundingBoxRenderer.vertex.js.map +1 -1
  318. package/Shaders/chromaticAberration.fragment.js +1 -1
  319. package/Shaders/chromaticAberration.fragment.js.map +1 -1
  320. package/Shaders/circleOfConfusion.fragment.js +1 -1
  321. package/Shaders/circleOfConfusion.fragment.js.map +1 -1
  322. package/Shaders/clearQuad.vertex.js +1 -1
  323. package/Shaders/clearQuad.vertex.js.map +1 -1
  324. package/Shaders/color.fragment.js +1 -1
  325. package/Shaders/color.fragment.js.map +1 -1
  326. package/Shaders/color.vertex.js +1 -1
  327. package/Shaders/color.vertex.js.map +1 -1
  328. package/Shaders/colorCorrection.fragment.js +1 -1
  329. package/Shaders/colorCorrection.fragment.js.map +1 -1
  330. package/Shaders/convolution.fragment.js +1 -1
  331. package/Shaders/convolution.fragment.js.map +1 -1
  332. package/Shaders/default.fragment.js +1 -1
  333. package/Shaders/default.fragment.js.map +1 -1
  334. package/Shaders/depth.fragment.js +1 -1
  335. package/Shaders/depth.fragment.js.map +1 -1
  336. package/Shaders/depth.vertex.js +1 -1
  337. package/Shaders/depth.vertex.js.map +1 -1
  338. package/Shaders/depthBoxBlur.fragment.js +1 -1
  339. package/Shaders/depthBoxBlur.fragment.js.map +1 -1
  340. package/Shaders/depthOfField.fragment.js +1 -1
  341. package/Shaders/depthOfField.fragment.js.map +1 -1
  342. package/Shaders/depthOfFieldMerge.fragment.js +1 -1
  343. package/Shaders/depthOfFieldMerge.fragment.js.map +1 -1
  344. package/Shaders/displayPass.fragment.js +1 -1
  345. package/Shaders/displayPass.fragment.js.map +1 -1
  346. package/Shaders/extractHighlights.fragment.js +1 -1
  347. package/Shaders/extractHighlights.fragment.js.map +1 -1
  348. package/Shaders/filter.fragment.js +1 -1
  349. package/Shaders/filter.fragment.js.map +1 -1
  350. package/Shaders/fxaa.vertex.js +1 -1
  351. package/Shaders/fxaa.vertex.js.map +1 -1
  352. package/Shaders/geometry.vertex.js +1 -1
  353. package/Shaders/geometry.vertex.js.map +1 -1
  354. package/Shaders/glowBlurPostProcess.fragment.js +1 -1
  355. package/Shaders/glowBlurPostProcess.fragment.js.map +1 -1
  356. package/Shaders/glowMapGeneration.fragment.js +1 -1
  357. package/Shaders/glowMapGeneration.fragment.js.map +1 -1
  358. package/Shaders/glowMapGeneration.vertex.js +1 -1
  359. package/Shaders/glowMapGeneration.vertex.js.map +1 -1
  360. package/Shaders/glowMapMerge.fragment.js +1 -1
  361. package/Shaders/glowMapMerge.fragment.js.map +1 -1
  362. package/Shaders/glowMapMerge.vertex.js +1 -1
  363. package/Shaders/glowMapMerge.vertex.js.map +1 -1
  364. package/Shaders/grain.fragment.js +1 -1
  365. package/Shaders/grain.fragment.js.map +1 -1
  366. package/Shaders/hdrFiltering.vertex.js +1 -1
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{ Behavior } from \"../behavior\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Nullable } from \"../../types\";\r\nimport { Observer } from \"../../Misc/observable\";\r\nimport { Camera } from \"../../Cameras/camera\";\r\nimport { Matrix, Quaternion, Vector3 } from \"../../Maths/math.vector\";\r\nimport { Scalar } from \"../../Maths/math.scalar\";\r\nimport { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will follow a camera\r\n * @since 5.0.0\r\n */\r\nexport class FollowBehavior implements Behavior<TransformNode> {\r\n private _scene: Scene;\r\n\r\n // Memory cache to avoid GC usage\r\n private _tmpQuaternion: Quaternion = new Quaternion();\r\n private _tmpVectors: Vector3[] = [new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3()];\r\n private _tmpMatrix: Matrix = new Matrix();\r\n private _tmpInvertView: Matrix = new Matrix();\r\n private _tmpForward: Vector3 = new Vector3();\r\n private _tmpNodeForward: Vector3 = new Vector3();\r\n private _tmpPosition: Vector3 = new Vector3();\r\n\r\n private _followedCamera: Nullable<Camera>;\r\n private _onBeforeRender: Nullable<Observer<Scene>>;\r\n\r\n private _workingPosition: Vector3 = new Vector3();\r\n private _workingQuaternion: Quaternion = new Quaternion();\r\n private _lastTick: number = -1;\r\n private _recenterNextUpdate = true;\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public attachedNode: Nullable<TransformNode>;\r\n\r\n /**\r\n * Set to false if the node should strictly follow the camera without any interpolation time\r\n */\r\n public interpolatePose = true;\r\n\r\n /**\r\n * Rate of interpolation of position and rotation of the attached node.\r\n * Higher values will give a slower interpolation.\r\n */\r\n public lerpTime = 500;\r\n\r\n /**\r\n * If the behavior should ignore the pitch and roll of the camera.\r\n */\r\n public ignoreCameraPitchAndRoll = false;\r\n\r\n /**\r\n * Pitch offset from camera (relative to Max Distance)\r\n * Is only effective if `ignoreCameraPitchAndRoll` is set to `true`.\r\n */\r\n public pitchOffset = 15;\r\n\r\n /**\r\n * The vertical angle from the camera forward axis to the owner will not exceed this value\r\n */\r\n public maxViewVerticalDegrees = 30;\r\n\r\n /**\r\n * The horizontal angle from the camera forward axis to the owner will not exceed this value\r\n */\r\n public maxViewHorizontalDegrees = 30;\r\n /**\r\n * The attached node will not reorient until the angle between its forward vector and the vector to the camera is greater than this value\r\n */\r\n public orientToCameraDeadzoneDegrees = 60;\r\n /**\r\n * Option to ignore distance clamping\r\n */\r\n public ignoreDistanceClamp = false;\r\n /**\r\n * Option to ignore angle clamping\r\n */\r\n public ignoreAngleClamp = false;\r\n /**\r\n * Max vertical distance between the attachedNode and camera\r\n */\r\n public verticalMaxDistance = 0;\r\n /**\r\n * Default distance from eye to attached node, i.e. the sphere radius\r\n */\r\n public defaultDistance = 0.8;\r\n /**\r\n * Max distance from eye to attached node, i.e. the sphere radius\r\n */\r\n public maximumDistance = 2;\r\n /**\r\n * Min distance from eye to attached node, i.e. the sphere radius\r\n */\r\n public minimumDistance = 0.3;\r\n\r\n /**\r\n * Ignore vertical movement and lock the Y position of the object.\r\n */\r\n public useFixedVerticalOffset = false;\r\n\r\n /**\r\n * Fixed vertical position offset distance.\r\n */\r\n public fixedVerticalOffset = 0;\r\n\r\n /**\r\n * Enables/disables the behavior\r\n * @hidden\r\n */\r\n public _enabled = true;\r\n\r\n /**\r\n * The camera that should be followed by this behavior\r\n */\r\n public get followedCamera(): Nullable<Camera> {\r\n return this._followedCamera || this._scene.activeCamera;\r\n }\r\n\r\n public set followedCamera(camera: Nullable<Camera>) {\r\n this._followedCamera = camera;\r\n }\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"Follow\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() { }\r\n\r\n /**\r\n * Attaches the follow behavior\r\n * @param ownerNode The mesh that will be following once attached\r\n * @param followedCamera The camera that should be followed by the node\r\n */\r\n public attach(ownerNode: TransformNode, followedCamera?: Camera): void {\r\n this._scene = ownerNode.getScene();\r\n this.attachedNode = ownerNode;\r\n\r\n if (followedCamera) {\r\n this.followedCamera = followedCamera;\r\n }\r\n\r\n this._addObservables();\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this.attachedNode = null;\r\n this._removeObservables();\r\n }\r\n\r\n /**\r\n * Recenters the attached node in front of the camera on the next update\r\n */\r\n public recenter() {\r\n this._recenterNextUpdate = true;\r\n }\r\n\r\n private _angleBetweenVectorAndPlane(vector: Vector3, normal: Vector3) {\r\n // Work on copies\r\n this._tmpVectors[0].copyFrom(vector);\r\n vector = this._tmpVectors[0];\r\n this._tmpVectors[1].copyFrom(normal);\r\n normal = this._tmpVectors[1];\r\n\r\n vector.normalize();\r\n normal.normalize();\r\n\r\n return Math.PI / 2 - Math.acos(Vector3.Dot(vector, normal));\r\n }\r\n\r\n private _length2D(vector: Vector3) {\r\n return Math.sqrt(vector.x * vector.x + vector.z * vector.z);\r\n }\r\n\r\n private _distanceClamp(currentToTarget: Vector3, moveToDefault: boolean = false) {\r\n let minDistance = this.minimumDistance;\r\n let maxDistance = this.maximumDistance;\r\n const defaultDistance = this.defaultDistance;\r\n\r\n const direction = this._tmpVectors[0];\r\n direction.copyFrom(currentToTarget);\r\n let currentDistance = direction.length();\r\n direction.normalizeFromLength(currentDistance);\r\n\r\n if (this.ignoreCameraPitchAndRoll) {\r\n // If we don't account for pitch offset, the casted object will float up/down as the reference\r\n // gets closer to it because we will still be casting in the direction of the pitched offset.\r\n // To fix this, only modify the XZ position of the object.\r\n minDistance = this._length2D(direction) * minDistance;\r\n maxDistance = this._length2D(direction) * maxDistance;\r\n\r\n const currentDistance2D = this._length2D(currentToTarget);\r\n direction.scaleInPlace(currentDistance / currentDistance2D);\r\n currentDistance = currentDistance2D;\r\n }\r\n\r\n let clampedDistance = currentDistance;\r\n\r\n if (moveToDefault) {\r\n clampedDistance = defaultDistance;\r\n } else {\r\n clampedDistance = Scalar.Clamp(currentDistance, minDistance, maxDistance);\r\n }\r\n\r\n currentToTarget.copyFrom(direction).scaleInPlace(clampedDistance);\r\n\r\n return currentDistance !== clampedDistance;\r\n }\r\n\r\n private _applyVerticalClamp(currentToTarget: Vector3) {\r\n if (this.verticalMaxDistance !== 0) {\r\n currentToTarget.y = Scalar.Clamp(currentToTarget.y, -this.verticalMaxDistance, this.verticalMaxDistance);\r\n }\r\n }\r\n\r\n private _toOrientationQuatToRef(vector: Vector3, quaternion: Quaternion) {\r\n Quaternion.RotationYawPitchRollToRef(Math.atan2(vector.x, vector.z), Math.atan2(vector.y, Math.sqrt(vector.z * vector.z + vector.x * vector.x)), 0, quaternion);\r\n }\r\n\r\n private _applyPitchOffset(invertView: Matrix) {\r\n const forward = this._tmpVectors[0];\r\n const right = this._tmpVectors[1];\r\n forward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n right.copyFromFloats(1, 0, 0);\r\n Vector3.TransformNormalToRef(forward, invertView, forward);\r\n forward.y = 0;\r\n forward.normalize();\r\n Vector3.TransformNormalToRef(right, invertView, right);\r\n\r\n Quaternion.RotationAxisToRef(right, (this.pitchOffset * Math.PI) / 180, this._tmpQuaternion);\r\n forward.rotateByQuaternionToRef(this._tmpQuaternion, forward);\r\n this._toOrientationQuatToRef(forward, this._tmpQuaternion);\r\n this._tmpQuaternion.toRotationMatrix(this._tmpMatrix);\r\n\r\n // Since we already extracted position from the invert view matrix, we can\r\n // disregard the position part of the matrix in the copy\r\n invertView.copyFrom(this._tmpMatrix);\r\n }\r\n\r\n private _angularClamp(invertView: Matrix, currentToTarget: Vector3): boolean {\r\n const forward = this._tmpVectors[5];\r\n forward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n const right = this._tmpVectors[6];\r\n right.copyFromFloats(1, 0, 0);\r\n\r\n // forward and right are related to camera frame of reference\r\n Vector3.TransformNormalToRef(forward, invertView, forward);\r\n Vector3.TransformNormalToRef(right, invertView, right);\r\n\r\n // Up is global Z\r\n const up = Vector3.UpReadOnly;\r\n\r\n const dist = currentToTarget.length();\r\n\r\n if (dist < Epsilon) {\r\n return false;\r\n }\r\n\r\n let angularClamped = false;\r\n const rotationQuat = this._tmpQuaternion;\r\n\r\n // X-axis leashing\r\n if (this.ignoreCameraPitchAndRoll) {\r\n const angle = Vector3.GetAngleBetweenVectorsOnPlane(currentToTarget, forward, right);\r\n Quaternion.RotationAxisToRef(right, angle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n } else {\r\n const angle = -Vector3.GetAngleBetweenVectorsOnPlane(currentToTarget, forward, right);\r\n const minMaxAngle = ((this.maxViewVerticalDegrees * Math.PI) / 180) * 0.5;\r\n if (angle < -minMaxAngle) {\r\n Quaternion.RotationAxisToRef(right, -angle - minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n } else if (angle > minMaxAngle) {\r\n Quaternion.RotationAxisToRef(right, -angle + minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n }\r\n }\r\n\r\n // Y-axis leashing\r\n const angle = this._angleBetweenVectorAndPlane(currentToTarget, right) * (this._scene.useRightHandedSystem ? -1 : 1);\r\n const minMaxAngle = ((this.maxViewHorizontalDegrees * Math.PI) / 180) * 0.5;\r\n if (angle < -minMaxAngle) {\r\n Quaternion.RotationAxisToRef(up, -angle - minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n } else if (angle > minMaxAngle) {\r\n Quaternion.RotationAxisToRef(up, -angle + minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n }\r\n\r\n return angularClamped;\r\n }\r\n\r\n private _orientationClamp(currentToTarget: Vector3, rotationQuaternion: Quaternion) {\r\n // Construct a rotation quat from up vector and target vector\r\n const toFollowed = this._tmpVectors[0];\r\n toFollowed.copyFrom(currentToTarget).scaleInPlace(-1).normalize();\r\n\r\n const up = this._tmpVectors[1];\r\n const right = this._tmpVectors[2];\r\n // We use global up vector to orient the following node (global +Y)\r\n up.copyFromFloats(0, 1, 0);\r\n\r\n // Gram-Schmidt to create an orthonormal frame\r\n Vector3.CrossToRef(toFollowed, up, right);\r\n const length = right.length();\r\n\r\n if (length < Epsilon) {\r\n return;\r\n }\r\n\r\n right.normalizeFromLength(length);\r\n\r\n Vector3.CrossToRef(right, toFollowed, up);\r\n if (this.attachedNode?.getScene().useRightHandedSystem) {\r\n Quaternion.FromLookDirectionRHToRef(toFollowed, up, rotationQuaternion);\r\n } else {\r\n Quaternion.FromLookDirectionLHToRef(toFollowed, up, rotationQuaternion);\r\n }\r\n }\r\n\r\n private _passedOrientationDeadzone(currentToTarget: Vector3, forward: Vector3) {\r\n const leashToFollow = this._tmpVectors[5];\r\n leashToFollow.copyFrom(currentToTarget);\r\n leashToFollow.normalize();\r\n\r\n const angle = Math.abs(Vector3.GetAngleBetweenVectorsOnPlane(forward, leashToFollow, Vector3.UpReadOnly));\r\n return (angle * 180) / Math.PI > this.orientToCameraDeadzoneDegrees;\r\n }\r\n\r\n private _updateLeashing(camera: Camera) {\r\n if (this.attachedNode) {\r\n let oldParent = this.attachedNode.parent;\r\n this.attachedNode.setParent(null);\r\n\r\n const worldMatrix = this.attachedNode.getWorldMatrix();\r\n const currentToTarget = this._workingPosition;\r\n const rotationQuaternion = this._workingQuaternion;\r\n const pivot = this.attachedNode.getPivotPoint();\r\n const invertView = this._tmpInvertView;\r\n invertView.copyFrom(camera.getViewMatrix());\r\n invertView.invert();\r\n\r\n Vector3.TransformCoordinatesToRef(pivot, worldMatrix, currentToTarget);\r\n const position = this._tmpPosition;\r\n position.copyFromFloats(0, 0, 0);\r\n Vector3.TransformCoordinatesToRef(position, worldMatrix, position);\r\n position.scaleInPlace(-1).subtractInPlace(pivot);\r\n currentToTarget.subtractInPlace(camera.globalPosition);\r\n\r\n if (this.ignoreCameraPitchAndRoll) {\r\n this._applyPitchOffset(invertView);\r\n }\r\n\r\n let angularClamped = false;\r\n const forward = this._tmpForward;\r\n forward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n Vector3.TransformNormalToRef(forward, invertView, forward);\r\n\r\n const nodeForward = this._tmpNodeForward;\r\n nodeForward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n Vector3.TransformNormalToRef(nodeForward, worldMatrix, nodeForward);\r\n\r\n if (this._recenterNextUpdate) {\r\n currentToTarget.copyFrom(forward).scaleInPlace(this.defaultDistance);\r\n } else {\r\n if (this.ignoreAngleClamp) {\r\n const currentDistance = currentToTarget.length();\r\n currentToTarget.copyFrom(forward).scaleInPlace(currentDistance);\r\n } else {\r\n angularClamped = this._angularClamp(invertView, currentToTarget);\r\n }\r\n }\r\n\r\n let distanceClamped = false;\r\n if (!this.ignoreDistanceClamp) {\r\n distanceClamped = this._distanceClamp(currentToTarget, angularClamped);\r\n this._applyVerticalClamp(currentToTarget);\r\n }\r\n\r\n if (this.useFixedVerticalOffset) {\r\n currentToTarget.y = position.y - camera.globalPosition.y + this.fixedVerticalOffset;\r\n }\r\n\r\n if (angularClamped || distanceClamped || this._passedOrientationDeadzone(currentToTarget, nodeForward) || this._recenterNextUpdate) {\r\n this._orientationClamp(currentToTarget, rotationQuaternion);\r\n }\r\n\r\n this._workingPosition.subtractInPlace(pivot);\r\n this._recenterNextUpdate = false;\r\n\r\n this.attachedNode.setParent(oldParent);\r\n }\r\n }\r\n\r\n private _updateTransformToGoal(elapsed: number) {\r\n if (!this.attachedNode || !this.followedCamera || !this._enabled) {\r\n return;\r\n }\r\n\r\n if (!this.attachedNode.rotationQuaternion) {\r\n this.attachedNode.rotationQuaternion = Quaternion.Identity();\r\n }\r\n\r\n const oldParent = this.attachedNode.parent;\r\n this.attachedNode.setParent(null);\r\n\r\n if (!this.interpolatePose) {\r\n this.attachedNode.position.copyFrom(this.followedCamera.globalPosition).addInPlace(this._workingPosition);\r\n this.attachedNode.rotationQuaternion.copyFrom(this._workingQuaternion);\r\n return;\r\n }\r\n\r\n // position\r\n const currentDirection = new Vector3();\r\n currentDirection.copyFrom(this.attachedNode.position).subtractInPlace(this.followedCamera.globalPosition);\r\n Vector3.SmoothToRef(currentDirection, this._workingPosition, elapsed, this.lerpTime, currentDirection);\r\n currentDirection.addInPlace(this.followedCamera.globalPosition);\r\n this.attachedNode.position.copyFrom(currentDirection);\r\n\r\n // rotation\r\n const currentRotation = new Quaternion();\r\n currentRotation.copyFrom(this.attachedNode.rotationQuaternion);\r\n Quaternion.SmoothToRef(currentRotation, this._workingQuaternion, elapsed, this.lerpTime, this.attachedNode.rotationQuaternion);\r\n\r\n this.attachedNode.setParent(oldParent);\r\n }\r\n\r\n private _addObservables() {\r\n this._lastTick = Date.now();\r\n this._onBeforeRender = this._scene.onBeforeRenderObservable.add(() => {\r\n if (!this.followedCamera) {\r\n return;\r\n }\r\n\r\n const tick = Date.now();\r\n this._updateLeashing(this.followedCamera);\r\n this._updateTransformToGoal(tick - this._lastTick);\r\n this._lastTick = tick;\r\n });\r\n }\r\n\r\n private _removeObservables() {\r\n if (this._onBeforeRender) {\r\n this._scene.onBeforeRenderObservable.remove(this._onBeforeRender);\r\n }\r\n }\r\n}\r\n"]}
1
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{ Behavior } from \"../behavior\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Nullable } from \"../../types\";\r\nimport { Observer } from \"../../Misc/observable\";\r\nimport { Camera } from \"../../Cameras/camera\";\r\nimport { Matrix, Quaternion, Vector3 } from \"../../Maths/math.vector\";\r\nimport { Scalar } from \"../../Maths/math.scalar\";\r\nimport { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will follow a camera\r\n * @since 5.0.0\r\n */\r\nexport class FollowBehavior implements Behavior<TransformNode> {\r\n private _scene: Scene;\r\n\r\n // Memory cache to avoid GC usage\r\n private _tmpQuaternion: Quaternion = new Quaternion();\r\n private _tmpVectors: Vector3[] = [new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3()];\r\n private _tmpMatrix: Matrix = new Matrix();\r\n private _tmpInvertView: Matrix = new Matrix();\r\n private _tmpForward: Vector3 = new Vector3();\r\n private _tmpNodeForward: Vector3 = new Vector3();\r\n private _tmpPosition: Vector3 = new Vector3();\r\n\r\n private _followedCamera: Nullable<Camera>;\r\n private _onBeforeRender: Nullable<Observer<Scene>>;\r\n\r\n private _workingPosition: Vector3 = new Vector3();\r\n private _workingQuaternion: Quaternion = new Quaternion();\r\n private _lastTick: number = -1;\r\n private _recenterNextUpdate = true;\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public attachedNode: Nullable<TransformNode>;\r\n\r\n /**\r\n * Set to false if the node should strictly follow the camera without any interpolation time\r\n */\r\n public interpolatePose = true;\r\n\r\n /**\r\n * Rate of interpolation of position and rotation of the attached node.\r\n * Higher values will give a slower interpolation.\r\n */\r\n public lerpTime = 500;\r\n\r\n /**\r\n * If the behavior should ignore the pitch and roll of the camera.\r\n */\r\n public ignoreCameraPitchAndRoll = false;\r\n\r\n /**\r\n * Pitch offset from camera (relative to Max Distance)\r\n * Is only effective if `ignoreCameraPitchAndRoll` is set to `true`.\r\n */\r\n public pitchOffset = 15;\r\n\r\n /**\r\n * The vertical angle from the camera forward axis to the owner will not exceed this value\r\n */\r\n public maxViewVerticalDegrees = 30;\r\n\r\n /**\r\n * The horizontal angle from the camera forward axis to the owner will not exceed this value\r\n */\r\n public maxViewHorizontalDegrees = 30;\r\n /**\r\n * The attached node will not reorient until the angle between its forward vector and the vector to the camera is greater than this value\r\n */\r\n public orientToCameraDeadzoneDegrees = 60;\r\n /**\r\n * Option to ignore distance clamping\r\n */\r\n public ignoreDistanceClamp = false;\r\n /**\r\n * Option to ignore angle clamping\r\n */\r\n public ignoreAngleClamp = false;\r\n /**\r\n * Max vertical distance between the attachedNode and camera\r\n */\r\n public verticalMaxDistance = 0;\r\n /**\r\n * Default distance from eye to attached node, i.e. the sphere radius\r\n */\r\n public defaultDistance = 0.8;\r\n /**\r\n * Max distance from eye to attached node, i.e. the sphere radius\r\n */\r\n public maximumDistance = 2;\r\n /**\r\n * Min distance from eye to attached node, i.e. the sphere radius\r\n */\r\n public minimumDistance = 0.3;\r\n\r\n /**\r\n * Ignore vertical movement and lock the Y position of the object.\r\n */\r\n public useFixedVerticalOffset = false;\r\n\r\n /**\r\n * Fixed vertical position offset distance.\r\n */\r\n public fixedVerticalOffset = 0;\r\n\r\n /**\r\n * Enables/disables the behavior\r\n * @hidden\r\n */\r\n public _enabled = true;\r\n\r\n /**\r\n * The camera that should be followed by this behavior\r\n */\r\n public get followedCamera(): Nullable<Camera> {\r\n return this._followedCamera || this._scene.activeCamera;\r\n }\r\n\r\n public set followedCamera(camera: Nullable<Camera>) {\r\n this._followedCamera = camera;\r\n }\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"Follow\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() { }\r\n\r\n /**\r\n * Attaches the follow behavior\r\n * @param ownerNode The mesh that will be following once attached\r\n * @param followedCamera The camera that should be followed by the node\r\n */\r\n public attach(ownerNode: TransformNode, followedCamera?: Camera): void {\r\n this._scene = ownerNode.getScene();\r\n this.attachedNode = ownerNode;\r\n\r\n if (followedCamera) {\r\n this.followedCamera = followedCamera;\r\n }\r\n\r\n this._addObservables();\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this.attachedNode = null;\r\n this._removeObservables();\r\n }\r\n\r\n /**\r\n * Recenters the attached node in front of the camera on the next update\r\n */\r\n public recenter() {\r\n this._recenterNextUpdate = true;\r\n }\r\n\r\n private _angleBetweenVectorAndPlane(vector: Vector3, normal: Vector3) {\r\n // Work on copies\r\n this._tmpVectors[0].copyFrom(vector);\r\n vector = this._tmpVectors[0];\r\n this._tmpVectors[1].copyFrom(normal);\r\n normal = this._tmpVectors[1];\r\n\r\n vector.normalize();\r\n normal.normalize();\r\n\r\n return Math.PI / 2 - Math.acos(Vector3.Dot(vector, normal));\r\n }\r\n\r\n private _length2D(vector: Vector3) {\r\n return Math.sqrt(vector.x * vector.x + vector.z * vector.z);\r\n }\r\n\r\n private _distanceClamp(currentToTarget: Vector3, moveToDefault: boolean = false) {\r\n let minDistance = this.minimumDistance;\r\n let maxDistance = this.maximumDistance;\r\n const defaultDistance = this.defaultDistance;\r\n\r\n const direction = this._tmpVectors[0];\r\n direction.copyFrom(currentToTarget);\r\n let currentDistance = direction.length();\r\n direction.normalizeFromLength(currentDistance);\r\n\r\n if (this.ignoreCameraPitchAndRoll) {\r\n // If we don't account for pitch offset, the casted object will float up/down as the reference\r\n // gets closer to it because we will still be casting in the direction of the pitched offset.\r\n // To fix this, only modify the XZ position of the object.\r\n minDistance = this._length2D(direction) * minDistance;\r\n maxDistance = this._length2D(direction) * maxDistance;\r\n\r\n const currentDistance2D = this._length2D(currentToTarget);\r\n direction.scaleInPlace(currentDistance / currentDistance2D);\r\n currentDistance = currentDistance2D;\r\n }\r\n\r\n let clampedDistance = currentDistance;\r\n\r\n if (moveToDefault) {\r\n clampedDistance = defaultDistance;\r\n } else {\r\n clampedDistance = Scalar.Clamp(currentDistance, minDistance, maxDistance);\r\n }\r\n\r\n currentToTarget.copyFrom(direction).scaleInPlace(clampedDistance);\r\n\r\n return currentDistance !== clampedDistance;\r\n }\r\n\r\n private _applyVerticalClamp(currentToTarget: Vector3) {\r\n if (this.verticalMaxDistance !== 0) {\r\n currentToTarget.y = Scalar.Clamp(currentToTarget.y, -this.verticalMaxDistance, this.verticalMaxDistance);\r\n }\r\n }\r\n\r\n private _toOrientationQuatToRef(vector: Vector3, quaternion: Quaternion) {\r\n Quaternion.RotationYawPitchRollToRef(Math.atan2(vector.x, vector.z), Math.atan2(vector.y, Math.sqrt(vector.z * vector.z + vector.x * vector.x)), 0, quaternion);\r\n }\r\n\r\n private _applyPitchOffset(invertView: Matrix) {\r\n const forward = this._tmpVectors[0];\r\n const right = this._tmpVectors[1];\r\n forward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n right.copyFromFloats(1, 0, 0);\r\n Vector3.TransformNormalToRef(forward, invertView, forward);\r\n forward.y = 0;\r\n forward.normalize();\r\n Vector3.TransformNormalToRef(right, invertView, right);\r\n\r\n Quaternion.RotationAxisToRef(right, (this.pitchOffset * Math.PI) / 180, this._tmpQuaternion);\r\n forward.rotateByQuaternionToRef(this._tmpQuaternion, forward);\r\n this._toOrientationQuatToRef(forward, this._tmpQuaternion);\r\n this._tmpQuaternion.toRotationMatrix(this._tmpMatrix);\r\n\r\n // Since we already extracted position from the invert view matrix, we can\r\n // disregard the position part of the matrix in the copy\r\n invertView.copyFrom(this._tmpMatrix);\r\n }\r\n\r\n private _angularClamp(invertView: Matrix, currentToTarget: Vector3): boolean {\r\n const forward = this._tmpVectors[5];\r\n forward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n const right = this._tmpVectors[6];\r\n right.copyFromFloats(1, 0, 0);\r\n\r\n // forward and right are related to camera frame of reference\r\n Vector3.TransformNormalToRef(forward, invertView, forward);\r\n Vector3.TransformNormalToRef(right, invertView, right);\r\n\r\n // Up is global Z\r\n const up = Vector3.UpReadOnly;\r\n\r\n const dist = currentToTarget.length();\r\n\r\n if (dist < Epsilon) {\r\n return false;\r\n }\r\n\r\n let angularClamped = false;\r\n const rotationQuat = this._tmpQuaternion;\r\n\r\n // X-axis leashing\r\n if (this.ignoreCameraPitchAndRoll) {\r\n const angle = Vector3.GetAngleBetweenVectorsOnPlane(currentToTarget, forward, right);\r\n Quaternion.RotationAxisToRef(right, angle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n } else {\r\n const angle = -Vector3.GetAngleBetweenVectorsOnPlane(currentToTarget, forward, right);\r\n const minMaxAngle = ((this.maxViewVerticalDegrees * Math.PI) / 180) * 0.5;\r\n if (angle < -minMaxAngle) {\r\n Quaternion.RotationAxisToRef(right, -angle - minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n } else if (angle > minMaxAngle) {\r\n Quaternion.RotationAxisToRef(right, -angle + minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n }\r\n }\r\n\r\n // Y-axis leashing\r\n const angle = this._angleBetweenVectorAndPlane(currentToTarget, right) * (this._scene.useRightHandedSystem ? -1 : 1);\r\n const minMaxAngle = ((this.maxViewHorizontalDegrees * Math.PI) / 180) * 0.5;\r\n if (angle < -minMaxAngle) {\r\n Quaternion.RotationAxisToRef(up, -angle - minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n } else if (angle > minMaxAngle) {\r\n Quaternion.RotationAxisToRef(up, -angle + minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n }\r\n\r\n return angularClamped;\r\n }\r\n\r\n private _orientationClamp(currentToTarget: Vector3, rotationQuaternion: Quaternion) {\r\n // Construct a rotation quat from up vector and target vector\r\n const toFollowed = this._tmpVectors[0];\r\n toFollowed.copyFrom(currentToTarget).scaleInPlace(-1).normalize();\r\n\r\n const up = this._tmpVectors[1];\r\n const right = this._tmpVectors[2];\r\n // We use global up vector to orient the following node (global +Y)\r\n up.copyFromFloats(0, 1, 0);\r\n\r\n // Gram-Schmidt to create an orthonormal frame\r\n Vector3.CrossToRef(toFollowed, up, right);\r\n const length = right.length();\r\n\r\n if (length < Epsilon) {\r\n return;\r\n }\r\n\r\n right.normalizeFromLength(length);\r\n\r\n Vector3.CrossToRef(right, toFollowed, up);\r\n if (this.attachedNode?.getScene().useRightHandedSystem) {\r\n Quaternion.FromLookDirectionRHToRef(toFollowed, up, rotationQuaternion);\r\n } else {\r\n Quaternion.FromLookDirectionLHToRef(toFollowed, up, rotationQuaternion);\r\n }\r\n }\r\n\r\n private _passedOrientationDeadzone(currentToTarget: Vector3, forward: Vector3) {\r\n const leashToFollow = this._tmpVectors[5];\r\n leashToFollow.copyFrom(currentToTarget);\r\n leashToFollow.normalize();\r\n\r\n const angle = Math.abs(Vector3.GetAngleBetweenVectorsOnPlane(forward, leashToFollow, Vector3.UpReadOnly));\r\n return (angle * 180) / Math.PI > this.orientToCameraDeadzoneDegrees;\r\n }\r\n\r\n private _updateLeashing(camera: Camera) {\r\n if (this.attachedNode && this._enabled) {\r\n let oldParent = this.attachedNode.parent;\r\n this.attachedNode.setParent(null);\r\n\r\n const worldMatrix = this.attachedNode.getWorldMatrix();\r\n const currentToTarget = this._workingPosition;\r\n const rotationQuaternion = this._workingQuaternion;\r\n const pivot = this.attachedNode.getPivotPoint();\r\n const invertView = this._tmpInvertView;\r\n invertView.copyFrom(camera.getViewMatrix());\r\n invertView.invert();\r\n\r\n Vector3.TransformCoordinatesToRef(pivot, worldMatrix, currentToTarget);\r\n const position = this._tmpPosition;\r\n position.copyFromFloats(0, 0, 0);\r\n Vector3.TransformCoordinatesToRef(position, worldMatrix, position);\r\n position.scaleInPlace(-1).subtractInPlace(pivot);\r\n currentToTarget.subtractInPlace(camera.globalPosition);\r\n\r\n if (this.ignoreCameraPitchAndRoll) {\r\n this._applyPitchOffset(invertView);\r\n }\r\n\r\n let angularClamped = false;\r\n const forward = this._tmpForward;\r\n forward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n Vector3.TransformNormalToRef(forward, invertView, forward);\r\n\r\n const nodeForward = this._tmpNodeForward;\r\n nodeForward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n Vector3.TransformNormalToRef(nodeForward, worldMatrix, nodeForward);\r\n\r\n if (this._recenterNextUpdate) {\r\n currentToTarget.copyFrom(forward).scaleInPlace(this.defaultDistance);\r\n } else {\r\n if (this.ignoreAngleClamp) {\r\n const currentDistance = currentToTarget.length();\r\n currentToTarget.copyFrom(forward).scaleInPlace(currentDistance);\r\n } else {\r\n angularClamped = this._angularClamp(invertView, currentToTarget);\r\n }\r\n }\r\n\r\n let distanceClamped = false;\r\n if (!this.ignoreDistanceClamp) {\r\n distanceClamped = this._distanceClamp(currentToTarget, angularClamped);\r\n this._applyVerticalClamp(currentToTarget);\r\n }\r\n\r\n if (this.useFixedVerticalOffset) {\r\n currentToTarget.y = position.y - camera.globalPosition.y + this.fixedVerticalOffset;\r\n }\r\n\r\n if (angularClamped || distanceClamped || this._passedOrientationDeadzone(currentToTarget, nodeForward) || this._recenterNextUpdate) {\r\n this._orientationClamp(currentToTarget, rotationQuaternion);\r\n }\r\n\r\n this._workingPosition.subtractInPlace(pivot);\r\n this._recenterNextUpdate = false;\r\n\r\n this.attachedNode.setParent(oldParent);\r\n }\r\n }\r\n\r\n private _updateTransformToGoal(elapsed: number) {\r\n if (!this.attachedNode || !this.followedCamera || !this._enabled) {\r\n return;\r\n }\r\n\r\n if (!this.attachedNode.rotationQuaternion) {\r\n this.attachedNode.rotationQuaternion = Quaternion.Identity();\r\n }\r\n\r\n const oldParent = this.attachedNode.parent;\r\n this.attachedNode.setParent(null);\r\n\r\n if (!this.interpolatePose) {\r\n this.attachedNode.position.copyFrom(this.followedCamera.globalPosition).addInPlace(this._workingPosition);\r\n this.attachedNode.rotationQuaternion.copyFrom(this._workingQuaternion);\r\n return;\r\n }\r\n\r\n // position\r\n const currentDirection = new Vector3();\r\n currentDirection.copyFrom(this.attachedNode.position).subtractInPlace(this.followedCamera.globalPosition);\r\n Vector3.SmoothToRef(currentDirection, this._workingPosition, elapsed, this.lerpTime, currentDirection);\r\n currentDirection.addInPlace(this.followedCamera.globalPosition);\r\n this.attachedNode.position.copyFrom(currentDirection);\r\n\r\n // rotation\r\n const currentRotation = new Quaternion();\r\n currentRotation.copyFrom(this.attachedNode.rotationQuaternion);\r\n Quaternion.SmoothToRef(currentRotation, this._workingQuaternion, elapsed, this.lerpTime, this.attachedNode.rotationQuaternion);\r\n\r\n this.attachedNode.setParent(oldParent);\r\n }\r\n\r\n private _addObservables() {\r\n this._lastTick = Date.now();\r\n this._onBeforeRender = this._scene.onBeforeRenderObservable.add(() => {\r\n if (!this.followedCamera) {\r\n return;\r\n }\r\n\r\n const tick = Date.now();\r\n this._updateLeashing(this.followedCamera);\r\n this._updateTransformToGoal(tick - this._lastTick);\r\n this._lastTick = tick;\r\n });\r\n }\r\n\r\n private _removeObservables() {\r\n if (this._onBeforeRender) {\r\n this._scene.onBeforeRenderObservable.remove(this._onBeforeRender);\r\n }\r\n }\r\n}\r\n"]}
@@ -149,6 +149,7 @@ var HandConstraintBehavior = /** @class */ (function () {
149
149
  var middleMetacarpal = hand.getJointMesh("middle-finger-metacarpal" /* MIDDLE_FINGER_METACARPAL */);
150
150
  var wrist = hand.getJointMesh("wrist" /* WRIST */);
151
151
  if (wrist && middleMetacarpal && pinkyMetacarpal) {
152
+ var handPose = { position: middleMetacarpal.absolutePosition, quaternion: new Quaternion(), id: hand.xrController.uniqueId };
152
153
  // palm forward
153
154
  var up = TmpVectors.Vector3[0];
154
155
  var forward = TmpVectors.Vector3[1];
@@ -158,12 +159,8 @@ var HandConstraintBehavior = /** @class */ (function () {
158
159
  // Create vectors for a rotation quaternion, where forward points out from the palm
159
160
  Vector3.CrossToRef(up, forward, forward);
160
161
  Vector3.CrossToRef(forward, up, left);
161
- var quaternion = Quaternion.FromLookDirectionLH(forward, up);
162
- return {
163
- quaternion: quaternion,
164
- position: middleMetacarpal.absolutePosition,
165
- controllerId: hand.xrController.uniqueId
166
- };
162
+ Quaternion.FromLookDirectionLHToRef(forward, up, handPose.quaternion);
163
+ return handPose;
167
164
  }
168
165
  }
169
166
  return null;
@@ -224,19 +221,18 @@ var HandConstraintBehavior = /** @class */ (function () {
224
221
  var elapsed = Date.now() - lastTick;
225
222
  Vector3.SmoothToRef(_this._node.position, targetPosition, elapsed, _this.lerpTime, _this._node.position);
226
223
  Quaternion.SmoothToRef(_this._node.rotationQuaternion, targetRotation, elapsed, _this.lerpTime, _this._node.rotationQuaternion);
227
- _this._node.reservedDataStore.nearInteraction.excludedControllerId = pose.controllerId;
224
+ _this._node.reservedDataStore.nearInteraction.excludedControllerId = pose.id;
228
225
  }
229
- _this._setVisibility();
226
+ _this._setVisibility(pose);
230
227
  lastTick = Date.now();
231
228
  });
232
229
  };
233
- HandConstraintBehavior.prototype._setVisibility = function () {
230
+ HandConstraintBehavior.prototype._setVisibility = function (pose) {
234
231
  var palmVisible = true;
235
232
  var gazeVisible = true;
236
233
  var camera = this._scene.activeCamera;
237
234
  if (camera) {
238
235
  var cameraForward = camera.getForwardRay();
239
- var pose = this._getHandPose();
240
236
  if (this.handConstraintVisibility === HandConstraintVisibility.GAZE_FOCUS ||
241
237
  this.handConstraintVisibility === HandConstraintVisibility.PALM_AND_GAZE) {
242
238
  gazeVisible = false;
@@ -286,8 +282,16 @@ var HandConstraintBehavior = /** @class */ (function () {
286
282
  * @param xr xr experience
287
283
  */
288
284
  HandConstraintBehavior.prototype.linkToXRExperience = function (xr) {
289
- this._eyeTracking = xr.featuresManager.getEnabledFeature(WebXRFeatureName.EYE_TRACKING);
290
- this._handTracking = xr.featuresManager.getEnabledFeature(WebXRFeatureName.HAND_TRACKING);
285
+ try {
286
+ this._eyeTracking = xr.featuresManager.getEnabledFeature(WebXRFeatureName.EYE_TRACKING);
287
+ }
288
+ catch (_a) { }
289
+ try {
290
+ this._handTracking = xr.featuresManager.getEnabledFeature(WebXRFeatureName.HAND_TRACKING);
291
+ }
292
+ catch (_b) {
293
+ alert("Hand tracking must be enabled for the Hand Menu to work");
294
+ }
291
295
  };
292
296
  return HandConstraintBehavior;
293
297
  }());
@@ -1 +1 @@
1
- {"version":3,"file":"handConstraintBehavior.js","sourceRoot":"","sources":["../../../../sourceES6/core/Behaviors/Meshes/handConstraintBehavior.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,gBAAgB,EAAE,MAAM,+BAA+B,CAAC;AAOjE,OAAO,EAAE,UAAU,EAAE,UAAU,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAG1E;;GAEG;AACH,MAAM,CAAN,IAAY,kBAiBX;AAjBD,WAAY,kBAAkB;IAC1B;;OAEG;IACH,qFAAiB,CAAA;IACjB;;OAEG;IACH,yEAAW,CAAA;IACX;;OAEG;IACH,uEAAU,CAAA;IACV;;OAEG;IACH,yEAAW,CAAA;AACf,CAAC,EAjBW,kBAAkB,KAAlB,kBAAkB,QAiB7B;AAED;;GAEG;AACH,MAAM,CAAN,IAAY,yBASX;AATD,WAAY,yBAAyB;IACjC;;OAEG;IACH,6FAAc,CAAA;IACd;;OAEG;IACH,2FAAa,CAAA;AACjB,CAAC,EATW,yBAAyB,KAAzB,yBAAyB,QASpC;AAED;;GAEG;AACH,MAAM,CAAN,IAAY,wBAkBX;AAlBD,WAAY,wBAAwB;IAChC;;OAEG;IACH,2FAAc,CAAA;IACd;;OAEG;IACH,6EAAO,CAAA;IACP;;;OAGG;IACH,mFAAU,CAAA;IACV;;OAEG;IACH,yFAAa,CAAA;AACjB,CAAC,EAlBW,wBAAwB,KAAxB,wBAAwB,QAkBnC;AAED;;;GAGG;AACH;IAwDI;;OAEG;IACH;QAtDQ,yBAAoB,GAA8B,IAAI,CAAC;QACvD,cAAS,GAA8B,EAAE,CAAC;QAElD;;WAEG;QACI,6BAAwB,GAA6B,wBAAwB,CAAC,aAAa,CAAC;QAEnG;;;;WAIG;QACI,qBAAgB,GAAW,IAAI,CAAC;QAEvC;;;WAGG;QACI,wBAAmB,GAAW,IAAI,CAAC;QAE1C;;WAEG;QACI,iBAAY,GAAW,GAAG,CAAC;QAElC;;WAEG;QACI,eAAU,GAAuB,kBAAkB,CAAC,UAAU,CAAC;QAEtE;;WAEG;QACI,wBAAmB,GAA8B,yBAAyB,CAAC,aAAa,CAAC;QAChG;;WAEG;QACI,wBAAmB,GAA8B,yBAAyB,CAAC,aAAa,CAAC;QAEhG;;WAEG;QACI,eAAU,GAAiB,MAAM,CAAC;QAEzC;;;WAGG;QACI,aAAQ,GAAG,GAAG,CAAC;QAMlB,mBAAmB;QACnB,IAAI,CAAC,SAAS,CAAC,kBAAkB,CAAC,iBAAiB,CAAC,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAC5E,IAAI,CAAC,SAAS,CAAC,kBAAkB,CAAC,WAAW,CAAC,GAAG,IAAI,OAAO,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACvE,IAAI,CAAC,SAAS,CAAC,kBAAkB,CAAC,UAAU,CAAC,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACrE,IAAI,CAAC,SAAS,CAAC,kBAAkB,CAAC,WAAW,CAAC,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;IAC3E,CAAC;IAGD,sBAAW,wCAAI;QADf,mCAAmC;aACnC;YACI,OAAO,gBAAgB,CAAC;QAC5B,CAAC;;;OAAA;IAED,0BAA0B;IACnB,uCAAM,GAAb;QACI,IAAI,CAAC,KAAK,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;IAChC,CAAC;IAED,2BAA2B;IACpB,wCAAO,GAAd;QACI,IAAI,CAAC,KAAK,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC;IACjC,CAAC;IAEO,6CAAY,GAApB;QACI,IAAI,CAAC,IAAI,CAAC,aAAa,EAAE;YACrB,OAAO,IAAI,CAAC;SACf;QAED,oDAAoD;QACpD,IAAI,IAAI,CAAC;QACT,IAAI,IAAI,CAAC,UAAU,KAAK,MAAM,EAAE;YAC5B,IAAI,GAAG,IAAI,CAAC,aAAa,CAAC,mBAAmB,CAAC,MAAM,CAAC,IAAI,IAAI,CAAC,aAAa,CAAC,mBAAmB,CAAC,OAAO,CAAC,CAAC;SAC5G;aAAM;YACH,IAAI,GAAG,IAAI,CAAC,aAAa,CAAC,mBAAmB,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;SAClE;QAED,IAAI,IAAI,EAAE;YACN,IAAM,eAAe,GAAG,IAAI,CAAC,YAAY,yDAAqC,CAAC;YAC/E,IAAM,gBAAgB,GAAG,IAAI,CAAC,YAAY,2DAAsC,CAAC;YACjF,IAAM,KAAK,GAAG,IAAI,CAAC,YAAY,qBAAmB,CAAC;YAEnD,IAAI,KAAK,IAAI,gBAAgB,IAAI,eAAe,EAAE;gBAC9C,eAAe;gBACf,IAAM,EAAE,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;gBACjC,IAAM,OAAO,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;gBACtC,IAAM,IAAI,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;gBACnC,EAAE,CAAC,QAAQ,CAAC,gBAAgB,CAAC,gBAAgB,CAAC,CAAC,eAAe,CAAC,KAAK,CAAC,gBAAgB,CAAC,CAAC,SAAS,EAAE,CAAC;gBACnG,OAAO,CAAC,QAAQ,CAAC,eAAe,CAAC,gBAAgB,CAAC,CAAC,eAAe,CAAC,gBAAgB,CAAC,gBAAgB,CAAC,CAAC,SAAS,EAAE,CAAC;gBAElH,mFAAmF;gBACnF,OAAO,CAAC,UAAU,CAAC,EAAE,EAAE,OAAO,EAAE,OAAO,CAAC,CAAC;gBACzC,OAAO,CAAC,UAAU,CAAC,OAAO,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC;gBAEtC,IAAM,UAAU,GAAG,UAAU,CAAC,mBAAmB,CAAC,OAAO,EAAE,EAAE,CAAC,CAAC;gBAE/D,OAAO;oBACH,UAAU,YAAA;oBACV,QAAQ,EAAE,gBAAgB,CAAC,gBAAgB;oBAC3C,YAAY,EAAE,IAAI,CAAC,YAAY,CAAC,QAAQ;iBAC3C,CAAC;aACL;SACJ;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;OAEG;IACI,qCAAI,GAAX,cAAgB,CAAC;IAEjB;;;OAGG;IACI,uCAAM,GAAb,UAAc,IAAmB;QAAjC,iBAgEC;QA/DG,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;QAClB,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,kBAAkB,EAAE;YAChC,IAAI,CAAC,KAAK,CAAC,kBAAkB,GAAG,UAAU,CAAC,oBAAoB,CAAC,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;SACxI;QAED,IAAI,QAAQ,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC;QAC1B,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC,MAAM,CAAC,wBAAwB,CAAC,GAAG,CAAC;YACjE,IAAM,IAAI,GAAG,KAAI,CAAC,YAAY,EAAE,CAAC;YAEjC,KAAI,CAAC,KAAK,CAAC,iBAAiB,GAAG,KAAI,CAAC,KAAK,CAAC,iBAAiB,IAAI,EAAE,CAAC;YAClE,KAAI,CAAC,KAAK,CAAC,iBAAiB,CAAC,eAAe,GAAG,KAAI,CAAC,KAAK,CAAC,iBAAiB,CAAC,eAAe,IAAI,EAAE,CAAC;YAClG,KAAI,CAAC,KAAK,CAAC,iBAAiB,CAAC,eAAe,CAAC,oBAAoB,GAAG,IAAI,CAAC;YAEzE,IAAI,IAAI,EAAE;gBACN,IAAM,UAAU,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;gBACzC,IAAM,MAAM,GAAG,KAAI,CAAC,MAAM,CAAC,YAAY,CAAC;gBAExC,UAAU,CAAC,QAAQ,CAAC,KAAI,CAAC,SAAS,CAAC,KAAI,CAAC,UAAU,CAAC,CAAC,CAAC;gBAErD,IAAM,sBAAsB,GAAG,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;gBACxD,IAAI,MAAM,IAAI,CAAC,KAAI,CAAC,mBAAmB,KAAK,yBAAyB,CAAC,cAAc,IAAI,KAAI,CAAC,mBAAmB,KAAK,yBAAyB,CAAC,cAAc,CAAC,EAAE;oBAC5J,IAAM,QAAQ,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;oBACvC,QAAQ,CAAC,QAAQ,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC,eAAe,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,SAAS,EAAE,CAAC;oBAC9E,IAAI,KAAI,CAAC,MAAM,CAAC,oBAAoB,EAAE;wBAClC,UAAU,CAAC,wBAAwB,CAAC,QAAQ,EAAE,OAAO,CAAC,UAAU,EAAE,sBAAsB,CAAC,CAAC;qBAC7F;yBAAM;wBACH,UAAU,CAAC,wBAAwB,CAAC,QAAQ,EAAE,OAAO,CAAC,UAAU,EAAE,sBAAsB,CAAC,CAAC;qBAC7F;iBACJ;gBAED,IAAI,KAAI,CAAC,mBAAmB,KAAK,yBAAyB,CA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{ TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Nullable } from \"../../types\";\r\nimport { WebXRFeatureName } from \"../../XR/webXRFeaturesManager\";\r\nimport { WebXREyeTracking } from \"../../XR/features/WebXREyeTracking\";\r\nimport { WebXRHandTracking, XRHandJoint } from \"../../XR/features/WebXRHandTracking\";\r\nimport { WebXRExperienceHelper } from \"../../XR/webXRExperienceHelper\";\r\nimport { Behavior } from \"../behavior\";\r\nimport { Observer } from \"../../Misc/observable\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Quaternion, TmpVectors, Vector3 } from \"../../Maths/math.vector\";\r\nimport { Ray } from \"../../Culling/ray\";\r\n\r\n/**\r\n * Zones around the hand\r\n */\r\nexport enum HandConstraintZone {\r\n /**\r\n * Above finger tips\r\n */\r\n ABOVE_FINGER_TIPS,\r\n /**\r\n * Next to the thumb\r\n */\r\n RADIAL_SIDE,\r\n /**\r\n * Next to the pinky finger\r\n */\r\n ULNAR_SIDE,\r\n /**\r\n * Below the wrist\r\n */\r\n BELOW_WRIST,\r\n}\r\n\r\n/**\r\n * Orientations for the hand zones and for the attached node\r\n */\r\nexport enum HandConstraintOrientation {\r\n /**\r\n * Orientation is towards the camera\r\n */\r\n LOOK_AT_CAMERA,\r\n /**\r\n * Orientation is determined by the rotation of the palm\r\n */\r\n HAND_ROTATION,\r\n}\r\n\r\n/**\r\n * Orientations for the hand zones and for the attached node\r\n */\r\nexport enum HandConstraintVisibility {\r\n /**\r\n * Constraint is always visible\r\n */\r\n ALWAYS_VISIBLE,\r\n /**\r\n * Constraint is only visible when the palm is up\r\n */\r\n PALM_UP,\r\n /**\r\n * Constraint is only visible when the user is looking at the constraint.\r\n * Uses XR Eye Tracking if enabled/available, otherwise uses camera direction\r\n */\r\n GAZE_FOCUS,\r\n /**\r\n * Constraint is only visible when the palm is up and the user is looking at it\r\n */\r\n PALM_AND_GAZE,\r\n}\r\n\r\n/**\r\n * Hand constraint behavior that makes the attached `TransformNode` follow hands in XR experiences.\r\n * @since 5.0.0\r\n */\r\nexport class HandConstraintBehavior implements Behavior<TransformNode> {\r\n private _scene: Scene;\r\n private _node: TransformNode;\r\n private _eyeTracking: Nullable<WebXREyeTracking>;\r\n private _handTracking: Nullable<WebXRHandTracking>;\r\n private _sceneRenderObserver: Nullable<Observer<Scene>> = null;\r\n private _zoneAxis: { [id: number]: Vector3 } = {};\r\n\r\n /**\r\n * Sets the HandConstraintVisibility level for the hand constraint\r\n */\r\n public handConstraintVisibility: HandConstraintVisibility = HandConstraintVisibility.PALM_AND_GAZE;\r\n\r\n /**\r\n * A number from 0.0 to 1.0, marking how restricted the direction the palm faces is for the attached node to be enabled.\r\n * A 1 means the palm must be directly facing the user before the node is enabled, a 0 means it is always enabled.\r\n * Used with HandConstraintVisibility.PALM_UP\r\n */\r\n public palmUpStrictness: number = 0.95;\r\n\r\n /**\r\n * The radius in meters around the center of the hand that the user must gaze inside for the attached node to be enabled and appear.\r\n * Used with HandConstraintVisibility.GAZE_FOCUS\r\n */\r\n public gazeProximityRadius: number = 0.15;\r\n\r\n /**\r\n * Offset distance from the hand in meters\r\n */\r\n public targetOffset: number = 0.1;\r\n\r\n /**\r\n * Where to place the node regarding the center of the hand.\r\n */\r\n public targetZone: HandConstraintZone = HandConstraintZone.ULNAR_SIDE;\r\n\r\n /**\r\n * Orientation mode of the 4 zones around the hand\r\n */\r\n public zoneOrientationMode: HandConstraintOrientation = HandConstraintOrientation.HAND_ROTATION;\r\n /**\r\n * Orientation mode of the node attached to this behavior\r\n */\r\n public nodeOrientationMode: HandConstraintOrientation = HandConstraintOrientation.HAND_ROTATION;\r\n\r\n /**\r\n * Set the hand this behavior should follow. If set to \"none\", it will follow any visible hand (prioritising the left one).\r\n */\r\n public handedness: XRHandedness = \"none\";\r\n\r\n /**\r\n * Rate of interpolation of position and rotation of the attached node.\r\n * Higher values will give a slower interpolation.\r\n */\r\n public lerpTime = 100;\r\n\r\n /**\r\n * Builds a hand constraint behavior\r\n */\r\n constructor() {\r\n // For a right hand\r\n this._zoneAxis[HandConstraintZone.ABOVE_FINGER_TIPS] = new Vector3(0, 1, 0);\r\n this._zoneAxis[HandConstraintZone.RADIAL_SIDE] = new Vector3(-1, 0, 0);\r\n this._zoneAxis[HandConstraintZone.ULNAR_SIDE] = new Vector3(1, 0, 0);\r\n this._zoneAxis[HandConstraintZone.BELOW_WRIST] = new Vector3(0, -1, 0);\r\n }\r\n\r\n /** gets or sets behavior's name */\r\n public get name() {\r\n return \"HandConstraint\";\r\n }\r\n\r\n /** Enable the behavior */\r\n public enable() {\r\n this._node.setEnabled(true);\r\n }\r\n\r\n /** Disable the behavior */\r\n public disable() {\r\n this._node.setEnabled(false);\r\n }\r\n\r\n private _getHandPose() {\r\n if (!this._handTracking) {\r\n return null;\r\n }\r\n\r\n // Retrieve any available hand, starting by the left\r\n let hand;\r\n if (this.handedness === \"none\") {\r\n hand = this._handTracking.getHandByHandedness(\"left\") || this._handTracking.getHandByHandedness(\"right\");\r\n } else {\r\n hand = this._handTracking.getHandByHandedness(this.handedness);\r\n }\r\n\r\n if (hand) {\r\n const pinkyMetacarpal = hand.getJointMesh(XRHandJoint.PINKY_FINGER_METACARPAL);\r\n const middleMetacarpal = hand.getJointMesh(XRHandJoint.MIDDLE_FINGER_METACARPAL);\r\n const wrist = hand.getJointMesh(XRHandJoint.WRIST);\r\n\r\n if (wrist && middleMetacarpal && pinkyMetacarpal) {\r\n // palm forward\r\n const up = TmpVectors.Vector3[0];\r\n const forward = TmpVectors.Vector3[1];\r\n const left = TmpVectors.Vector3[2];\r\n up.copyFrom(middleMetacarpal.absolutePosition).subtractInPlace(wrist.absolutePosition).normalize();\r\n forward.copyFrom(pinkyMetacarpal.absolutePosition).subtractInPlace(middleMetacarpal.absolutePosition).normalize();\r\n\r\n // Create vectors for a rotation quaternion, where forward points out from the palm\r\n Vector3.CrossToRef(up, forward, forward);\r\n Vector3.CrossToRef(forward, up, left);\r\n\r\n const quaternion = Quaternion.FromLookDirectionLH(forward, up);\r\n\r\n return {\r\n quaternion,\r\n position: middleMetacarpal.absolutePosition,\r\n controllerId: hand.xrController.uniqueId\r\n };\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Initializes the hand constraint behavior\r\n */\r\n public init() { }\r\n\r\n /**\r\n * Attaches the hand constraint to a `TransformNode`\r\n * @param node defines the node to attach the behavior to\r\n */\r\n public attach(node: TransformNode): void {\r\n this._node = node;\r\n this._scene = node.getScene();\r\n\r\n if (!this._node.rotationQuaternion) {\r\n this._node.rotationQuaternion = Quaternion.RotationYawPitchRoll(this._node.rotation.y, this._node.rotation.x, this._node.rotation.z);\r\n }\r\n\r\n let lastTick = Date.now();\r\n this._sceneRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n const pose = this._getHandPose();\r\n\r\n this._node.reservedDataStore = this._node.reservedDataStore || {};\r\n this._node.reservedDataStore.nearInteraction = this._node.reservedDataStore.nearInteraction || {};\r\n this._node.reservedDataStore.nearInteraction.excludedControllerId = null;\r\n\r\n if (pose) {\r\n const zoneOffset = TmpVectors.Vector3[0];\r\n const camera = this._scene.activeCamera;\r\n\r\n zoneOffset.copyFrom(this._zoneAxis[this.targetZone]);\r\n\r\n const cameraLookAtQuaternion = TmpVectors.Quaternion[0];\r\n if (camera && (this.zoneOrientationMode === HandConstraintOrientation.LOOK_AT_CAMERA || this.nodeOrientationMode === HandConstraintOrientation.LOOK_AT_CAMERA)) {\r\n const toCamera = TmpVectors.Vector3[1];\r\n toCamera.copyFrom(camera.position).subtractInPlace(pose.position).normalize();\r\n if (this._scene.useRightHandedSystem) {\r\n Quaternion.FromLookDirectionRHToRef(toCamera, Vector3.UpReadOnly, cameraLookAtQuaternion);\r\n } else {\r\n Quaternion.FromLookDirectionLHToRef(toCamera, Vector3.UpReadOnly, cameraLookAtQuaternion);\r\n }\r\n }\r\n\r\n if (this.zoneOrientationMode === HandConstraintOrientation.HAND_ROTATION) {\r\n pose.quaternion.toRotationMatrix(TmpVectors.Matrix[0]);\r\n } else {\r\n cameraLookAtQuaternion.toRotationMatrix(TmpVectors.Matrix[0]);\r\n }\r\n\r\n Vector3.TransformNormalToRef(zoneOffset, TmpVectors.Matrix[0], zoneOffset);\r\n zoneOffset.scaleInPlace(this.targetOffset);\r\n\r\n const targetPosition = TmpVectors.Vector3[2];\r\n const targetRotation = TmpVectors.Quaternion[1];\r\n targetPosition.copyFrom(pose.position).addInPlace(zoneOffset);\r\n\r\n if (this.nodeOrientationMode === HandConstraintOrientation.HAND_ROTATION) {\r\n targetRotation.copyFrom(pose.quaternion);\r\n } else {\r\n targetRotation.copyFrom(cameraLookAtQuaternion);\r\n }\r\n\r\n const elapsed = Date.now() - lastTick;\r\n\r\n Vector3.SmoothToRef(this._node.position, targetPosition, elapsed, this.lerpTime, this._node.position);\r\n Quaternion.SmoothToRef(this._node.rotationQuaternion!, targetRotation, elapsed, this.lerpTime, this._node.rotationQuaternion!);\r\n\r\n this._node.reservedDataStore.nearInteraction.excludedControllerId = pose.controllerId;\r\n }\r\n\r\n this._setVisibility();\r\n\r\n lastTick = Date.now();\r\n });\r\n }\r\n\r\n private _setVisibility() {\r\n let palmVisible = true;\r\n let gazeVisible = true;\r\n const camera = this._scene.activeCamera;\r\n\r\n if (camera) {\r\n const cameraForward = camera.getForwardRay();\r\n const pose = this._getHandPose();\r\n\r\n if (this.handConstraintVisibility === HandConstraintVisibility.GAZE_FOCUS ||\r\n this.handConstraintVisibility === HandConstraintVisibility.PALM_AND_GAZE) {\r\n gazeVisible = false;\r\n let gaze: Ray | undefined;\r\n if (this._eyeTracking) {\r\n gaze = this._eyeTracking.getEyeGaze()!;\r\n }\r\n\r\n gaze = gaze || cameraForward;\r\n\r\n const gazeToBehavior = TmpVectors.Vector3[0];\r\n if (pose) {\r\n pose.position.subtractToRef(gaze.origin, gazeToBehavior);\r\n }\r\n else {\r\n this._node.getAbsolutePosition().subtractToRef(gaze.origin, gazeToBehavior);\r\n }\r\n\r\n const projectedDistance = Vector3.Dot(gazeToBehavior, gaze.direction);\r\n const projectedSquared = projectedDistance * projectedDistance;\r\n\r\n if (projectedDistance > 0) {\r\n const radiusSquared = gazeToBehavior.lengthSquared() - projectedSquared;\r\n if (radiusSquared < (this.gazeProximityRadius * this.gazeProximityRadius)) {\r\n gazeVisible = true;\r\n }\r\n }\r\n }\r\n\r\n if (this.handConstraintVisibility === HandConstraintVisibility.PALM_UP ||\r\n this.handConstraintVisibility === HandConstraintVisibility.PALM_AND_GAZE) {\r\n palmVisible = false;\r\n\r\n if (pose) {\r\n const palmDirection = TmpVectors.Vector3[0];\r\n Vector3.LeftHandedForwardReadOnly.rotateByQuaternionToRef(pose.quaternion, palmDirection);\r\n\r\n if (Vector3.Dot(palmDirection, cameraForward.direction) > ((this.palmUpStrictness * 2) - 1)) {\r\n palmVisible = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._node.setEnabled(palmVisible && gazeVisible);\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the `TransformNode`\r\n */\r\n public detach(): void {\r\n this._scene.onBeforeRenderObservable.remove(this._sceneRenderObserver);\r\n }\r\n\r\n /**\r\n * Links the behavior to the XR experience in which to retrieve hand transform information.\r\n * @param xr xr experience\r\n */\r\n public linkToXRExperience(xr: WebXRExperienceHelper) {\r\n this._eyeTracking = xr.featuresManager.getEnabledFeature(WebXRFeatureName.EYE_TRACKING) as WebXREyeTracking;\r\n this._handTracking = xr.featuresManager.getEnabledFeature(WebXRFeatureName.HAND_TRACKING) as WebXRHandTracking;\r\n }\r\n}\r\n"]}
1
+ 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{ TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Nullable } from \"../../types\";\r\nimport { WebXRFeatureName } from \"../../XR/webXRFeaturesManager\";\r\nimport { WebXREyeTracking } from \"../../XR/features/WebXREyeTracking\";\r\nimport { WebXRHandTracking, XRHandJoint } from \"../../XR/features/WebXRHandTracking\";\r\nimport { WebXRExperienceHelper } from \"../../XR/webXRExperienceHelper\";\r\nimport { Behavior } from \"../behavior\";\r\nimport { Observer } from \"../../Misc/observable\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Quaternion, TmpVectors, Vector3 } from \"../../Maths/math.vector\";\r\nimport { Ray } from \"../../Culling/ray\";\r\n\r\n/**\r\n * Zones around the hand\r\n */\r\nexport enum HandConstraintZone {\r\n /**\r\n * Above finger tips\r\n */\r\n ABOVE_FINGER_TIPS,\r\n /**\r\n * Next to the thumb\r\n */\r\n RADIAL_SIDE,\r\n /**\r\n * Next to the pinky finger\r\n */\r\n ULNAR_SIDE,\r\n /**\r\n * Below the wrist\r\n */\r\n BELOW_WRIST,\r\n}\r\n\r\n/**\r\n * Orientations for the hand zones and for the attached node\r\n */\r\nexport enum HandConstraintOrientation {\r\n /**\r\n * Orientation is towards the camera\r\n */\r\n LOOK_AT_CAMERA,\r\n /**\r\n * Orientation is determined by the rotation of the palm\r\n */\r\n HAND_ROTATION,\r\n}\r\n\r\n/**\r\n * Orientations for the hand zones and for the attached node\r\n */\r\nexport enum HandConstraintVisibility {\r\n /**\r\n * Constraint is always visible\r\n */\r\n ALWAYS_VISIBLE,\r\n /**\r\n * Constraint is only visible when the palm is up\r\n */\r\n PALM_UP,\r\n /**\r\n * Constraint is only visible when the user is looking at the constraint.\r\n * Uses XR Eye Tracking if enabled/available, otherwise uses camera direction\r\n */\r\n GAZE_FOCUS,\r\n /**\r\n * Constraint is only visible when the palm is up and the user is looking at it\r\n */\r\n PALM_AND_GAZE,\r\n}\r\n\r\ntype HandPoseInfo = {\r\n position: Vector3;\r\n quaternion: Quaternion;\r\n id: string;\r\n};\r\n\r\n/**\r\n * Hand constraint behavior that makes the attached `TransformNode` follow hands in XR experiences.\r\n * @since 5.0.0\r\n */\r\nexport class HandConstraintBehavior implements Behavior<TransformNode> {\r\n private _scene: Scene;\r\n private _node: TransformNode;\r\n private _eyeTracking: Nullable<WebXREyeTracking>;\r\n private _handTracking: Nullable<WebXRHandTracking>;\r\n private _sceneRenderObserver: Nullable<Observer<Scene>> = null;\r\n private _zoneAxis: { [id: number]: Vector3 } = {};\r\n\r\n /**\r\n * Sets the HandConstraintVisibility level for the hand constraint\r\n */\r\n public handConstraintVisibility: HandConstraintVisibility = HandConstraintVisibility.PALM_AND_GAZE;\r\n\r\n /**\r\n * A number from 0.0 to 1.0, marking how restricted the direction the palm faces is for the attached node to be enabled.\r\n * A 1 means the palm must be directly facing the user before the node is enabled, a 0 means it is always enabled.\r\n * Used with HandConstraintVisibility.PALM_UP\r\n */\r\n public palmUpStrictness: number = 0.95;\r\n\r\n /**\r\n * The radius in meters around the center of the hand that the user must gaze inside for the attached node to be enabled and appear.\r\n * Used with HandConstraintVisibility.GAZE_FOCUS\r\n */\r\n public gazeProximityRadius: number = 0.15;\r\n\r\n /**\r\n * Offset distance from the hand in meters\r\n */\r\n public targetOffset: number = 0.1;\r\n\r\n /**\r\n * Where to place the node regarding the center of the hand.\r\n */\r\n public targetZone: HandConstraintZone = HandConstraintZone.ULNAR_SIDE;\r\n\r\n /**\r\n * Orientation mode of the 4 zones around the hand\r\n */\r\n public zoneOrientationMode: HandConstraintOrientation = HandConstraintOrientation.HAND_ROTATION;\r\n /**\r\n * Orientation mode of the node attached to this behavior\r\n */\r\n public nodeOrientationMode: HandConstraintOrientation = HandConstraintOrientation.HAND_ROTATION;\r\n\r\n /**\r\n * Set the hand this behavior should follow. If set to \"none\", it will follow any visible hand (prioritising the left one).\r\n */\r\n public handedness: XRHandedness = \"none\";\r\n\r\n /**\r\n * Rate of interpolation of position and rotation of the attached node.\r\n * Higher values will give a slower interpolation.\r\n */\r\n public lerpTime = 100;\r\n\r\n /**\r\n * Builds a hand constraint behavior\r\n */\r\n constructor() {\r\n // For a right hand\r\n this._zoneAxis[HandConstraintZone.ABOVE_FINGER_TIPS] = new Vector3(0, 1, 0);\r\n this._zoneAxis[HandConstraintZone.RADIAL_SIDE] = new Vector3(-1, 0, 0);\r\n this._zoneAxis[HandConstraintZone.ULNAR_SIDE] = new Vector3(1, 0, 0);\r\n this._zoneAxis[HandConstraintZone.BELOW_WRIST] = new Vector3(0, -1, 0);\r\n }\r\n\r\n /** gets or sets behavior's name */\r\n public get name() {\r\n return \"HandConstraint\";\r\n }\r\n\r\n /** Enable the behavior */\r\n public enable() {\r\n this._node.setEnabled(true);\r\n }\r\n\r\n /** Disable the behavior */\r\n public disable() {\r\n this._node.setEnabled(false);\r\n }\r\n\r\n private _getHandPose(): Nullable<HandPoseInfo> {\r\n if (!this._handTracking) {\r\n return null;\r\n }\r\n\r\n // Retrieve any available hand, starting by the left\r\n let hand;\r\n if (this.handedness === \"none\") {\r\n hand = this._handTracking.getHandByHandedness(\"left\") || this._handTracking.getHandByHandedness(\"right\");\r\n } else {\r\n hand = this._handTracking.getHandByHandedness(this.handedness);\r\n }\r\n\r\n if (hand) {\r\n const pinkyMetacarpal = hand.getJointMesh(XRHandJoint.PINKY_FINGER_METACARPAL);\r\n const middleMetacarpal = hand.getJointMesh(XRHandJoint.MIDDLE_FINGER_METACARPAL);\r\n const wrist = hand.getJointMesh(XRHandJoint.WRIST);\r\n\r\n if (wrist && middleMetacarpal && pinkyMetacarpal) {\r\n let handPose: HandPoseInfo = { position: middleMetacarpal.absolutePosition, quaternion: new Quaternion(), id: hand.xrController.uniqueId };\r\n\r\n // palm forward\r\n const up = TmpVectors.Vector3[0];\r\n const forward = TmpVectors.Vector3[1];\r\n const left = TmpVectors.Vector3[2];\r\n up.copyFrom(middleMetacarpal.absolutePosition).subtractInPlace(wrist.absolutePosition).normalize();\r\n forward.copyFrom(pinkyMetacarpal.absolutePosition).subtractInPlace(middleMetacarpal.absolutePosition).normalize();\r\n\r\n // Create vectors for a rotation quaternion, where forward points out from the palm\r\n Vector3.CrossToRef(up, forward, forward);\r\n Vector3.CrossToRef(forward, up, left);\r\n\r\n Quaternion.FromLookDirectionLHToRef(forward, up, handPose.quaternion);\r\n\r\n return handPose;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Initializes the hand constraint behavior\r\n */\r\n public init() { }\r\n\r\n /**\r\n * Attaches the hand constraint to a `TransformNode`\r\n * @param node defines the node to attach the behavior to\r\n */\r\n public attach(node: TransformNode): void {\r\n this._node = node;\r\n this._scene = node.getScene();\r\n\r\n if (!this._node.rotationQuaternion) {\r\n this._node.rotationQuaternion = Quaternion.RotationYawPitchRoll(this._node.rotation.y, this._node.rotation.x, this._node.rotation.z);\r\n }\r\n\r\n let lastTick = Date.now();\r\n this._sceneRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n const pose = this._getHandPose();\r\n\r\n this._node.reservedDataStore = this._node.reservedDataStore || {};\r\n this._node.reservedDataStore.nearInteraction = this._node.reservedDataStore.nearInteraction || {};\r\n this._node.reservedDataStore.nearInteraction.excludedControllerId = null;\r\n\r\n if (pose) {\r\n const zoneOffset = TmpVectors.Vector3[0];\r\n const camera = this._scene.activeCamera;\r\n\r\n zoneOffset.copyFrom(this._zoneAxis[this.targetZone]);\r\n\r\n const cameraLookAtQuaternion = TmpVectors.Quaternion[0];\r\n if (camera && (this.zoneOrientationMode === HandConstraintOrientation.LOOK_AT_CAMERA || this.nodeOrientationMode === HandConstraintOrientation.LOOK_AT_CAMERA)) {\r\n const toCamera = TmpVectors.Vector3[1];\r\n toCamera.copyFrom(camera.position).subtractInPlace(pose.position).normalize();\r\n if (this._scene.useRightHandedSystem) {\r\n Quaternion.FromLookDirectionRHToRef(toCamera, Vector3.UpReadOnly, cameraLookAtQuaternion);\r\n } else {\r\n Quaternion.FromLookDirectionLHToRef(toCamera, Vector3.UpReadOnly, cameraLookAtQuaternion);\r\n }\r\n }\r\n\r\n if (this.zoneOrientationMode === HandConstraintOrientation.HAND_ROTATION) {\r\n pose.quaternion.toRotationMatrix(TmpVectors.Matrix[0]);\r\n } else {\r\n cameraLookAtQuaternion.toRotationMatrix(TmpVectors.Matrix[0]);\r\n }\r\n\r\n Vector3.TransformNormalToRef(zoneOffset, TmpVectors.Matrix[0], zoneOffset);\r\n zoneOffset.scaleInPlace(this.targetOffset);\r\n\r\n const targetPosition = TmpVectors.Vector3[2];\r\n const targetRotation = TmpVectors.Quaternion[1];\r\n targetPosition.copyFrom(pose.position).addInPlace(zoneOffset);\r\n\r\n if (this.nodeOrientationMode === HandConstraintOrientation.HAND_ROTATION) {\r\n targetRotation.copyFrom(pose.quaternion);\r\n } else {\r\n targetRotation.copyFrom(cameraLookAtQuaternion);\r\n }\r\n\r\n const elapsed = Date.now() - lastTick;\r\n\r\n Vector3.SmoothToRef(this._node.position, targetPosition, elapsed, this.lerpTime, this._node.position);\r\n Quaternion.SmoothToRef(this._node.rotationQuaternion!, targetRotation, elapsed, this.lerpTime, this._node.rotationQuaternion!);\r\n\r\n this._node.reservedDataStore.nearInteraction.excludedControllerId = pose.id;\r\n }\r\n\r\n this._setVisibility(pose);\r\n\r\n lastTick = Date.now();\r\n });\r\n }\r\n\r\n private _setVisibility(pose: Nullable<HandPoseInfo>) {\r\n let palmVisible = true;\r\n let gazeVisible = true;\r\n const camera = this._scene.activeCamera;\r\n\r\n if (camera) {\r\n const cameraForward = camera.getForwardRay();\r\n\r\n if (this.handConstraintVisibility === HandConstraintVisibility.GAZE_FOCUS ||\r\n this.handConstraintVisibility === HandConstraintVisibility.PALM_AND_GAZE) {\r\n gazeVisible = false;\r\n let gaze: Ray | undefined;\r\n if (this._eyeTracking) {\r\n gaze = this._eyeTracking.getEyeGaze()!;\r\n }\r\n\r\n gaze = gaze || cameraForward;\r\n\r\n const gazeToBehavior = TmpVectors.Vector3[0];\r\n if (pose) {\r\n pose.position.subtractToRef(gaze.origin, gazeToBehavior);\r\n }\r\n else {\r\n this._node.getAbsolutePosition().subtractToRef(gaze.origin, gazeToBehavior);\r\n }\r\n\r\n const projectedDistance = Vector3.Dot(gazeToBehavior, gaze.direction);\r\n const projectedSquared = projectedDistance * projectedDistance;\r\n\r\n if (projectedDistance > 0) {\r\n const radiusSquared = gazeToBehavior.lengthSquared() - projectedSquared;\r\n if (radiusSquared < (this.gazeProximityRadius * this.gazeProximityRadius)) {\r\n gazeVisible = true;\r\n }\r\n }\r\n }\r\n\r\n if (this.handConstraintVisibility === HandConstraintVisibility.PALM_UP ||\r\n this.handConstraintVisibility === HandConstraintVisibility.PALM_AND_GAZE) {\r\n palmVisible = false;\r\n\r\n if (pose) {\r\n const palmDirection = TmpVectors.Vector3[0];\r\n Vector3.LeftHandedForwardReadOnly.rotateByQuaternionToRef(pose.quaternion, palmDirection);\r\n\r\n if (Vector3.Dot(palmDirection, cameraForward.direction) > ((this.palmUpStrictness * 2) - 1)) {\r\n palmVisible = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._node.setEnabled(palmVisible && gazeVisible);\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the `TransformNode`\r\n */\r\n public detach(): void {\r\n this._scene.onBeforeRenderObservable.remove(this._sceneRenderObserver);\r\n }\r\n\r\n /**\r\n * Links the behavior to the XR experience in which to retrieve hand transform information.\r\n * @param xr xr experience\r\n */\r\n public linkToXRExperience(xr: WebXRExperienceHelper) {\r\n try {\r\n this._eyeTracking = xr.featuresManager.getEnabledFeature(WebXRFeatureName.EYE_TRACKING) as WebXREyeTracking;\r\n } catch {}\r\n\r\n try {\r\n this._handTracking = xr.featuresManager.getEnabledFeature(WebXRFeatureName.HAND_TRACKING) as WebXRHandTracking;\r\n } catch {\r\n alert(\"Hand tracking must be enabled for the Hand Menu to work\");\r\n }\r\n }\r\n}\r\n"]}
@@ -6,7 +6,7 @@ import { Vector3 } from "../../Maths/math.vector.js";
6
6
  import { Node } from "../../node.js";
7
7
  import { setVRRigMode } from "../RigModes/vrRigMode.js";
8
8
  import "../Inputs/arcRotateCameraVRDeviceOrientationInput.js";
9
- Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
9
+ Node.AddNodeConstructor("VRDeviceOrientationArcRotateCamera", function (name, scene) {
10
10
  return function () { return new VRDeviceOrientationArcRotateCamera(name, 0, 0, 1.0, Vector3.Zero(), scene); };
11
11
  });
12
12
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"vrDeviceOrientationArcRotateCamera.js","sourceRoot":"","sources":["../../../../sourceES6/core/Cameras/VR/vrDeviceOrientationArcRotateCamera.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,eAAe,EAAE,MAAM,+BAA+B,CAAC;AAChE,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AAEpD,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAClC,OAAO,EAAE,YAAY,EAAE,MAAM,uBAAuB,CAAC;AAErD,OAAO,mDAAmD,CAAC;AAE3D,IAAI,CAAC,kBAAkB,CAAC,+BAA+B,EAAE,UAAC,IAAI,EAAE,KAAK;IACjE,OAAO,cAAM,OAAA,IAAI,kCAAkC,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,KAAK,CAAC,EAA9E,CAA8E,CAAC;AAChG,CAAC,CAAC,CAAC;AAEH;;;GAGG;AACH;IAAwD,sDAAe;IAEnE;;;;;;;;;;OAUG;IACH,4CAAY,IAAY,EAAE,KAAa,EAAE,IAAY,EAAE,MAAc,EAAE,MAAe,EAAE,KAAY,EAAE,oBAA2B,EAAE,eAA+D;QAA5F,qCAAA,EAAA,2BAA2B;QAAE,gCAAA,EAAA,kBAAmC,eAAe,CAAC,UAAU,EAAE;QAAlM,YACI,kBAAM,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,CAAC,SAMlD;QAUS,iBAAW,GAAG,YAAY,CAAC,IAAI,CAAC,IAAI,EAAE,KAAI,CAAC,CAAC;QAdlD,eAAe,CAAC,oBAAoB,GAAG,oBAAoB,CAAC;QAC5D,KAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC,WAAW,EAAE,EAAE,eAAe,EAAE,eAAe,EAAE,CAAC,CAAC;QAEhF,KAAI,CAAC,MAAM,CAAC,sBAAsB,EAAE,CAAC;;IACzC,CAAC;IAED;;;OAGG;IACI,yDAAY,GAAnB;QACI,OAAO,oCAAoC,CAAC;IAChD,CAAC;IAGL,yCAAC;AAAD,CAAC,AA/BD,CAAwD,eAAe,GA+BtE","sourcesContent":["import { Camera } from \"../../Cameras/camera\";\r\nimport { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { VRCameraMetrics } from \"./vrCameraMetrics\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\nimport { setVRRigMode } from \"../RigModes/vrRigMode\";\r\n\r\nimport \"../Inputs/arcRotateCameraVRDeviceOrientationInput\";\r\n\r\nNode.AddNodeConstructor(\"VRDeviceOrientationFreeCamera\", (name, scene) => {\r\n return () => new VRDeviceOrientationArcRotateCamera(name, 0, 0, 1.0, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * Camera used to simulate VR rendering (based on ArcRotateCamera)\r\n * @see https://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras\r\n */\r\nexport class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {\r\n\r\n /**\r\n * Creates a new VRDeviceOrientationArcRotateCamera\r\n * @param name defines camera name\r\n * @param alpha defines the camera rotation along the longitudinal axis\r\n * @param beta defines the camera rotation along the latitudinal axis\r\n * @param radius defines the camera distance from its target\r\n * @param target defines the camera target\r\n * @param scene defines the scene the camera belongs to\r\n * @param compensateDistortion defines if the camera needs to compensate the lens distortion\r\n * @param vrCameraMetrics defines the vr metrics associated to the camera\r\n */\r\n constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion = true, vrCameraMetrics: VRCameraMetrics = VRCameraMetrics.GetDefault()) {\r\n super(name, alpha, beta, radius, target, scene);\r\n\r\n vrCameraMetrics.compensateDistortion = compensateDistortion;\r\n this.setCameraRigMode(Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });\r\n\r\n this.inputs.addVRDeviceOrientation();\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns VRDeviceOrientationArcRotateCamera\r\n */\r\n public getClassName(): string {\r\n return \"VRDeviceOrientationArcRotateCamera\";\r\n }\r\n\r\n protected _setRigMode = setVRRigMode.bind(null, this);\r\n}\r\n"]}
1
+ {"version":3,"file":"vrDeviceOrientationArcRotateCamera.js","sourceRoot":"","sources":["../../../../sourceES6/core/Cameras/VR/vrDeviceOrientationArcRotateCamera.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,eAAe,EAAE,MAAM,+BAA+B,CAAC;AAChE,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AAEpD,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAClC,OAAO,EAAE,YAAY,EAAE,MAAM,uBAAuB,CAAC;AAErD,OAAO,mDAAmD,CAAC;AAE3D,IAAI,CAAC,kBAAkB,CAAC,oCAAoC,EAAE,UAAC,IAAI,EAAE,KAAK;IACtE,OAAO,cAAM,OAAA,IAAI,kCAAkC,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,KAAK,CAAC,EAA9E,CAA8E,CAAC;AAChG,CAAC,CAAC,CAAC;AAEH;;;GAGG;AACH;IAAwD,sDAAe;IAEnE;;;;;;;;;;OAUG;IACH,4CAAY,IAAY,EAAE,KAAa,EAAE,IAAY,EAAE,MAAc,EAAE,MAAe,EAAE,KAAY,EAAE,oBAA2B,EAAE,eAA+D;QAA5F,qCAAA,EAAA,2BAA2B;QAAE,gCAAA,EAAA,kBAAmC,eAAe,CAAC,UAAU,EAAE;QAAlM,YACI,kBAAM,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,CAAC,SAMlD;QAUS,iBAAW,GAAG,YAAY,CAAC,IAAI,CAAC,IAAI,EAAE,KAAI,CAAC,CAAC;QAdlD,eAAe,CAAC,oBAAoB,GAAG,oBAAoB,CAAC;QAC5D,KAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC,WAAW,EAAE,EAAE,eAAe,EAAE,eAAe,EAAE,CAAC,CAAC;QAEhF,KAAI,CAAC,MAAM,CAAC,sBAAsB,EAAE,CAAC;;IACzC,CAAC;IAED;;;OAGG;IACI,yDAAY,GAAnB;QACI,OAAO,oCAAoC,CAAC;IAChD,CAAC;IAGL,yCAAC;AAAD,CAAC,AA/BD,CAAwD,eAAe,GA+BtE","sourcesContent":["import { Camera } from \"../../Cameras/camera\";\r\nimport { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { VRCameraMetrics } from \"./vrCameraMetrics\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\nimport { setVRRigMode } from \"../RigModes/vrRigMode\";\r\n\r\nimport \"../Inputs/arcRotateCameraVRDeviceOrientationInput\";\r\n\r\nNode.AddNodeConstructor(\"VRDeviceOrientationArcRotateCamera\", (name, scene) => {\r\n return () => new VRDeviceOrientationArcRotateCamera(name, 0, 0, 1.0, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * Camera used to simulate VR rendering (based on ArcRotateCamera)\r\n * @see https://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras\r\n */\r\nexport class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {\r\n\r\n /**\r\n * Creates a new VRDeviceOrientationArcRotateCamera\r\n * @param name defines camera name\r\n * @param alpha defines the camera rotation along the longitudinal axis\r\n * @param beta defines the camera rotation along the latitudinal axis\r\n * @param radius defines the camera distance from its target\r\n * @param target defines the camera target\r\n * @param scene defines the scene the camera belongs to\r\n * @param compensateDistortion defines if the camera needs to compensate the lens distortion\r\n * @param vrCameraMetrics defines the vr metrics associated to the camera\r\n */\r\n constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion = true, vrCameraMetrics: VRCameraMetrics = VRCameraMetrics.GetDefault()) {\r\n super(name, alpha, beta, radius, target, scene);\r\n\r\n vrCameraMetrics.compensateDistortion = compensateDistortion;\r\n this.setCameraRigMode(Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });\r\n\r\n this.inputs.addVRDeviceOrientation();\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns VRDeviceOrientationArcRotateCamera\r\n */\r\n public getClassName(): string {\r\n return \"VRDeviceOrientationArcRotateCamera\";\r\n }\r\n\r\n protected _setRigMode = setVRRigMode.bind(null, this);\r\n}\r\n"]}
@@ -85,7 +85,7 @@ export declare class OnAfterEnteringVRObservableEvent {
85
85
  }
86
86
  /**
87
87
  * Helps to quickly add VR support to an existing scene.
88
- * See https://doc.babylonjs.com/how_to/webvr_helper
88
+ * See https://doc.babylonjs.com/divingDeeper/cameras/webVRHelper
89
89
  */
90
90
  export declare class VRExperienceHelper {
91
91
  /** Options to modify the vr experience helper's behavior. */
@@ -233,7 +233,7 @@ var OnAfterEnteringVRObservableEvent = /** @class */ (function () {
233
233
  export { OnAfterEnteringVRObservableEvent };
234
234
  /**
235
235
  * Helps to quickly add VR support to an existing scene.
236
- * See https://doc.babylonjs.com/how_to/webvr_helper
236
+ * See https://doc.babylonjs.com/divingDeeper/cameras/webVRHelper
237
237
  */
238
238
  var VRExperienceHelper = /** @class */ (function () {
239
239
  /**