@babylonjs/core 5.0.0-rc.1 → 5.0.0-rc.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/BakedVertexAnimation/vertexAnimationBaker.js +0 -1
- package/BakedVertexAnimation/vertexAnimationBaker.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.js +5 -0
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Bones/skeleton.js +20 -13
- package/Bones/skeleton.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +5 -6
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
- package/Cameras/arcRotateCamera.d.ts +4 -2
- package/Cameras/arcRotateCamera.js +8 -3
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/targetCamera.d.ts +1 -0
- package/Cameras/targetCamera.js +1 -0
- package/Cameras/targetCamera.js.map +1 -1
- package/Culling/ray.js +4 -2
- package/Culling/ray.js.map +1 -1
- package/Engines/ICanvas.d.ts +4 -0
- package/Engines/ICanvas.js.map +1 -1
- package/Engines/Native/nativeInterfaces.d.ts +1 -1
- package/Engines/Native/nativeInterfaces.js.map +1 -1
- package/Engines/engine.d.ts +8 -0
- package/Engines/engine.js +25 -0
- package/Engines/engine.js.map +1 -1
- package/Engines/nativeEngine.d.ts +8 -0
- package/Engines/nativeEngine.js +28 -0
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/thinEngine.js +2 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Helpers/videoDome.d.ts +8 -0
- package/Helpers/videoDome.js +18 -4
- package/Helpers/videoDome.js.map +1 -1
- package/Materials/Node/Blocks/elbowBlock.d.ts +6 -0
- package/Materials/Node/Blocks/elbowBlock.js +25 -0
- package/Materials/Node/Blocks/elbowBlock.js.map +1 -1
- package/Materials/Node/Blocks/simplexPerlin3DBlock.js +1 -0
- package/Materials/Node/Blocks/simplexPerlin3DBlock.js.map +1 -1
- package/Materials/Node/nodeMaterialBlock.d.ts +1 -1
- package/Materials/Node/nodeMaterialBlock.js.map +1 -1
- package/Maths/math.vector.js +9 -9
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Compression/dracoCompression.js +3 -7
- package/Meshes/Compression/dracoCompression.js.map +1 -1
- package/Meshes/abstractMesh.js +0 -1
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/geometry.js +5 -0
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/mesh.js +1 -1
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/mesh.vertexData.d.ts +3 -2
- package/Meshes/mesh.vertexData.js +22 -16
- package/Meshes/mesh.vertexData.js.map +1 -1
- package/Meshes/transformNode.d.ts +3 -1
- package/Meshes/transformNode.js +3 -1
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/khronosTextureContainer2.d.ts +2 -8
- package/Misc/khronosTextureContainer2.js +31 -60
- package/Misc/khronosTextureContainer2.js.map +1 -1
- package/Misc/workerPool.d.ts +37 -3
- package/Misc/workerPool.js +91 -15
- package/Misc/workerPool.js.map +1 -1
- package/Particles/pointsCloudSystem.d.ts +1 -1
- package/Particles/pointsCloudSystem.js +1 -1
- package/Particles/pointsCloudSystem.js.map +1 -1
- package/XR/features/WebXRImageTracking.d.ts +2 -1
- package/XR/features/WebXRImageTracking.js +43 -64
- package/XR/features/WebXRImageTracking.js.map +1 -1
- package/XR/native/nativeXRFrame.d.ts +1 -0
- package/XR/native/nativeXRFrame.js +1 -0
- package/XR/native/nativeXRFrame.js.map +1 -1
- package/package.json +1 -1
- package/scene.js +16 -0
- package/scene.js.map +1 -1
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@@ -79,7 +79,6 @@ var VertexAnimationBaker = /** @class */ (function () {
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return __generator(this, function (_a) {
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return [2 /*return*/, new Promise(function (resolve, _reject) {
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_this._scene.beginAnimation(_this._mesh.skeleton, frameIndex, frameIndex, false, 1.0, function () {
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_this._mesh.skeleton.prepare();
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// generate matrices
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var skeletonMatrices = _this._mesh.skeleton.getTransformMatrices(_this._mesh);
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vertexData.set(skeletonMatrices, textureIndex * skeletonMatrices.length);
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This should be called once, when the\r\n * scene starts, so the VAT is generated and associated to the mesh.\r\n * @param ranges Defines the ranges in the animation that will be baked.\r\n * @returns The array of matrix transforms for each vertex (columns) and frame (rows), as a Float32Array.\r\n */\r\n public async bakeVertexData(ranges: AnimationRange[]): Promise<Float32Array> {\r\n if (!this._mesh.skeleton) {\r\n throw new Error(\"No skeleton in this mesh.\");\r\n }\r\n const boneCount = this._mesh.skeleton.bones.length;\r\n\r\n /** total number of frames in our animations */\r\n const frameCount = ranges.reduce(\r\n (previous: number, current: AnimationRange) => previous + current.to - current.from + 1,\r\n 0\r\n );\r\n\r\n if (isNaN(frameCount)) {\r\n throw new Error(\"Invalid animation ranges.\");\r\n }\r\n\r\n // reset our loop data\r\n let textureIndex = 0;\r\n const textureSize = (boneCount + 1) * 4 * 4 * frameCount;\r\n const vertexData = new Float32Array(textureSize);\r\n this._scene.stopAnimation(this._mesh);\r\n this._mesh.skeleton.returnToRest();\r\n\r\n // render all frames from our slices\r\n for (const range of ranges) {\r\n for (let frameIndex = range.from; frameIndex <= range.to; frameIndex++) {\r\n await this._executeAnimationFrame(vertexData, frameIndex, textureIndex++);\r\n }\r\n }\r\n\r\n return vertexData;\r\n }\r\n\r\n /**\r\n * Runs an animation frame and stores its vertex data\r\n *\r\n * @param vertexData The array to save data to.\r\n * @param frameIndex Current frame in the skeleton animation to render.\r\n * @param textureIndex Current index of the texture data.\r\n */\r\n private async _executeAnimationFrame(vertexData: Float32Array, frameIndex: number, textureIndex: number): Promise<void> {\r\n return new Promise<void>((resolve, _reject) => {\r\n this._scene.beginAnimation(this._mesh.skeleton, frameIndex, frameIndex, false, 1.0, () => {\r\n this._mesh.skeleton!.prepare();\r\n\r\n // generate matrices\r\n const skeletonMatrices = this._mesh.skeleton!.getTransformMatrices(this._mesh);\r\n vertexData.set(skeletonMatrices, textureIndex * skeletonMatrices.length);\r\n\r\n resolve();\r\n });\r\n });\r\n }\r\n /**\r\n * Builds a vertex animation texture given the vertexData in an array.\r\n * @param vertexData The vertex animation data. You can generate it with bakeVertexData().\r\n * @returns The vertex animation texture to be used with BakedVertexAnimationManager.\r\n */\r\n public textureFromBakedVertexData(vertexData: Float32Array): RawTexture {\r\n if (!this._mesh.skeleton) {\r\n throw new Error(\"No skeleton in this mesh.\");\r\n }\r\n const boneCount = this._mesh.skeleton.bones.length;\r\n\r\n const texture = RawTexture.CreateRGBATexture(\r\n vertexData,\r\n (boneCount + 1) * 4,\r\n vertexData.length / ((boneCount + 1) * 4 * 4),\r\n this._scene,\r\n false,\r\n false,\r\n Texture.NEAREST_NEAREST,\r\n 1\r\n );\r\n texture.name = \"VAT\" + this._mesh.skeleton.name;\r\n return texture;\r\n }\r\n /**\r\n * Serializes our vertexData to an object, with a nice string for the vertexData.\r\n * @param vertexData The vertex array data.\r\n * @returns This object serialized to a JS dict.\r\n */\r\n public serializeBakedVertexDataToObject(vertexData: Float32Array): Record<string, any> {\r\n if (!this._mesh.skeleton) {\r\n throw new Error(\"No skeleton in this mesh.\");\r\n }\r\n\r\n // this converts the float array to a serialized base64 string, ~1.3x larger\r\n // than the original.\r\n const boneCount = this._mesh.skeleton.bones.length;\r\n const width = (boneCount + 1) * 4;\r\n const height = vertexData.length / ((boneCount + 1) * 4 * 4);\r\n const data = {\r\n vertexData: EncodeArrayBufferToBase64(vertexData),\r\n width,\r\n height\r\n };\r\n return data;\r\n }\r\n /**\r\n * Loads previously baked data.\r\n * @param data The object as serialized by serializeBakedVertexDataToObject()\r\n * @returns The array of matrix transforms for each vertex (columns) and frame (rows), as a Float32Array.\r\n */\r\n public loadBakedVertexDataFromObject(data: Record<string, any>): Float32Array {\r\n return new Float32Array(DecodeBase64ToBinary(data.vertexData));\r\n }\r\n /**\r\n * Serializes our vertexData to a JSON string, with a nice string for the vertexData.\r\n * Should be called right after bakeVertexData().\r\n * @param vertexData The vertex array data.\r\n * @returns This object serialized to a safe string.\r\n */\r\n public serializeBakedVertexDataToJSON(vertexData: Float32Array): string {\r\n return JSON.stringify(this.serializeBakedVertexDataToObject(vertexData));\r\n }\r\n /**\r\n * Loads previously baked data in string format.\r\n * @param json The json string as serialized by serializeBakedVertexDataToJSON().\r\n * @returns The array of matrix transforms for each vertex (columns) and frame (rows), as a Float32Array.\r\n */\r\n public loadBakedVertexDataFromJSON(json: string): Float32Array {\r\n return this.loadBakedVertexDataFromObject(JSON.parse(json));\r\n }\r\n}\r\n"]}
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This should be called once, when the\r\n * scene starts, so the VAT is generated and associated to the mesh.\r\n * @param ranges Defines the ranges in the animation that will be baked.\r\n * @returns The array of matrix transforms for each vertex (columns) and frame (rows), as a Float32Array.\r\n */\r\n public async bakeVertexData(ranges: AnimationRange[]): Promise<Float32Array> {\r\n if (!this._mesh.skeleton) {\r\n throw new Error(\"No skeleton in this mesh.\");\r\n }\r\n const boneCount = this._mesh.skeleton.bones.length;\r\n\r\n /** total number of frames in our animations */\r\n const frameCount = ranges.reduce(\r\n (previous: number, current: AnimationRange) => previous + current.to - current.from + 1,\r\n 0\r\n );\r\n\r\n if (isNaN(frameCount)) {\r\n throw new Error(\"Invalid animation ranges.\");\r\n }\r\n\r\n // reset our loop data\r\n let textureIndex = 0;\r\n const textureSize = (boneCount + 1) * 4 * 4 * frameCount;\r\n const vertexData = new Float32Array(textureSize);\r\n this._scene.stopAnimation(this._mesh);\r\n this._mesh.skeleton.returnToRest();\r\n\r\n // render all frames from our slices\r\n for (const range of ranges) {\r\n for (let frameIndex = range.from; frameIndex <= range.to; frameIndex++) {\r\n await this._executeAnimationFrame(vertexData, frameIndex, textureIndex++);\r\n }\r\n }\r\n\r\n return vertexData;\r\n }\r\n\r\n /**\r\n * Runs an animation frame and stores its vertex data\r\n *\r\n * @param vertexData The array to save data to.\r\n * @param frameIndex Current frame in the skeleton animation to render.\r\n * @param textureIndex Current index of the texture data.\r\n */\r\n private async _executeAnimationFrame(vertexData: Float32Array, frameIndex: number, textureIndex: number): Promise<void> {\r\n return new Promise<void>((resolve, _reject) => {\r\n this._scene.beginAnimation(this._mesh.skeleton, frameIndex, frameIndex, false, 1.0, () => {\r\n // generate matrices\r\n const skeletonMatrices = this._mesh.skeleton!.getTransformMatrices(this._mesh);\r\n vertexData.set(skeletonMatrices, textureIndex * skeletonMatrices.length);\r\n\r\n resolve();\r\n });\r\n });\r\n }\r\n /**\r\n * Builds a vertex animation texture given the vertexData in an array.\r\n * @param vertexData The vertex animation data. You can generate it with bakeVertexData().\r\n * @returns The vertex animation texture to be used with BakedVertexAnimationManager.\r\n */\r\n public textureFromBakedVertexData(vertexData: Float32Array): RawTexture {\r\n if (!this._mesh.skeleton) {\r\n throw new Error(\"No skeleton in this mesh.\");\r\n }\r\n const boneCount = this._mesh.skeleton.bones.length;\r\n\r\n const texture = RawTexture.CreateRGBATexture(\r\n vertexData,\r\n (boneCount + 1) * 4,\r\n vertexData.length / ((boneCount + 1) * 4 * 4),\r\n this._scene,\r\n false,\r\n false,\r\n Texture.NEAREST_NEAREST,\r\n 1\r\n );\r\n texture.name = \"VAT\" + this._mesh.skeleton.name;\r\n return texture;\r\n }\r\n /**\r\n * Serializes our vertexData to an object, with a nice string for the vertexData.\r\n * @param vertexData The vertex array data.\r\n * @returns This object serialized to a JS dict.\r\n */\r\n public serializeBakedVertexDataToObject(vertexData: Float32Array): Record<string, any> {\r\n if (!this._mesh.skeleton) {\r\n throw new Error(\"No skeleton in this mesh.\");\r\n }\r\n\r\n // this converts the float array to a serialized base64 string, ~1.3x larger\r\n // than the original.\r\n const boneCount = this._mesh.skeleton.bones.length;\r\n const width = (boneCount + 1) * 4;\r\n const height = vertexData.length / ((boneCount + 1) * 4 * 4);\r\n const data = {\r\n vertexData: EncodeArrayBufferToBase64(vertexData),\r\n width,\r\n height\r\n };\r\n return data;\r\n }\r\n /**\r\n * Loads previously baked data.\r\n * @param data The object as serialized by serializeBakedVertexDataToObject()\r\n * @returns The array of matrix transforms for each vertex (columns) and frame (rows), as a Float32Array.\r\n */\r\n public loadBakedVertexDataFromObject(data: Record<string, any>): Float32Array {\r\n return new Float32Array(DecodeBase64ToBinary(data.vertexData));\r\n }\r\n /**\r\n * Serializes our vertexData to a JSON string, with a nice string for the vertexData.\r\n * Should be called right after bakeVertexData().\r\n * @param vertexData The vertex array data.\r\n * @returns This object serialized to a safe string.\r\n */\r\n public serializeBakedVertexDataToJSON(vertexData: Float32Array): string {\r\n return JSON.stringify(this.serializeBakedVertexDataToObject(vertexData));\r\n }\r\n /**\r\n * Loads previously baked data in string format.\r\n * @param json The json string as serialized by serializeBakedVertexDataToJSON().\r\n * @returns The array of matrix transforms for each vertex (columns) and frame (rows), as a Float32Array.\r\n */\r\n public loadBakedVertexDataFromJSON(json: string): Float32Array {\r\n return this.loadBakedVertexDataFromObject(JSON.parse(json));\r\n }\r\n}\r\n"]}
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this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
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{ Behavior } from \"../../Behaviors/behavior\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Nullable } from \"../../types\";\r\nimport { Observer, Observable } from \"../../Misc/observable\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { PointerInfo, PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { PivotTools } from '../../Misc/pivotTools';\r\nimport { ArcRotateCamera } from '../../Cameras/arcRotateCamera';\r\nimport \"../../Meshes/Builders/planeBuilder\";\r\nimport { CreatePlane } from \"../../Meshes/Builders/planeBuilder\";\r\nimport { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events\r\n */\r\nexport class PointerDragBehavior implements Behavior<AbstractMesh> {\r\n private static _AnyMouseId = -2;\r\n /**\r\n * Abstract mesh the behavior is set on\r\n */\r\n public attachedNode: AbstractMesh;\r\n private _dragPlane: Mesh;\r\n private _scene: Scene;\r\n private _pointerObserver: Nullable<Observer<PointerInfo>>;\r\n private _beforeRenderObserver: Nullable<Observer<Scene>>;\r\n private static _planeScene: Scene;\r\n private _useAlternatePickedPointAboveMaxDragAngleDragSpeed = -1.1;\r\n /**\r\n * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)\r\n */\r\n public maxDragAngle = 0;\r\n /**\r\n * @hidden\r\n */\r\n public _useAlternatePickedPointAboveMaxDragAngle = false;\r\n /**\r\n * Get or set the currentDraggingPointerId\r\n * @deprecated Please use currentDraggingPointerId instead\r\n */\r\n public get currentDraggingPointerID(): number {\r\n return this.currentDraggingPointerId;\r\n }\r\n public set currentDraggingPointerID(currentDraggingPointerID: number) {\r\n this.currentDraggingPointerId = currentDraggingPointerID;\r\n }\r\n /**\r\n * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)\r\n */\r\n public currentDraggingPointerId = -1;\r\n /**\r\n * The last position where the pointer hit the drag plane in world space\r\n */\r\n public lastDragPosition: Vector3;\r\n /**\r\n * If the behavior is currently in a dragging state\r\n */\r\n public dragging = false;\r\n /**\r\n * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)\r\n */\r\n public dragDeltaRatio = 0.2;\r\n /**\r\n * If the drag plane orientation should be updated during the dragging (Default: true)\r\n */\r\n public updateDragPlane = true;\r\n // Debug mode will display drag planes to help visualize behavior\r\n private _debugMode = false;\r\n private _moving = false;\r\n /**\r\n * Fires each time the attached mesh is dragged with the pointer\r\n * * delta between last drag position and current drag position in world space\r\n * * dragDistance along the drag axis\r\n * * dragPlaneNormal normal of the current drag plane used during the drag\r\n * * dragPlanePoint in world space where the drag intersects the drag plane\r\n */\r\n public onDragObservable = new Observable<{ delta: Vector3, dragPlanePoint: Vector3, dragPlaneNormal: Vector3, dragDistance: number, pointerId: number }>();\r\n /**\r\n * Fires each time a drag begins (eg. mouse down on mesh)\r\n */\r\n public onDragStartObservable = new Observable<{ dragPlanePoint: Vector3, pointerId: number }>();\r\n /**\r\n * Fires each time a drag ends (eg. mouse release after drag)\r\n */\r\n public onDragEndObservable = new Observable<{ dragPlanePoint: Vector3, pointerId: number }>();\r\n /**\r\n * Fires each time behavior enabled state changes\r\n */\r\n public onEnabledObservable = new Observable<boolean>();\r\n\r\n /**\r\n * If the attached mesh should be moved when dragged\r\n */\r\n public moveAttached = true;\r\n\r\n /**\r\n * If the drag behavior will react to drag events (Default: true)\r\n */\r\n public set enabled(value: boolean) {\r\n if (value != this._enabled) {\r\n this.onEnabledObservable.notifyObservers(value);\r\n }\r\n this._enabled = value;\r\n }\r\n\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n private _enabled = true;\r\n\r\n /**\r\n * If pointer events should start and release the drag (Default: true)\r\n */\r\n public startAndReleaseDragOnPointerEvents = true;\r\n /**\r\n * If camera controls should be detached during the drag\r\n */\r\n public detachCameraControls = true;\r\n\r\n /**\r\n * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)\r\n */\r\n public useObjectOrientationForDragging = true;\r\n\r\n private _options: { dragAxis?: Vector3, dragPlaneNormal?: Vector3 };\r\n\r\n /**\r\n * Gets the options used by the behavior\r\n */\r\n public get options(): { dragAxis?: Vector3, dragPlaneNormal?: Vector3 } {\r\n return this._options;\r\n }\r\n\r\n /**\r\n * Sets the options used by the behavior\r\n */\r\n public set options(options: { dragAxis?: Vector3, dragPlaneNormal?: Vector3 }) {\r\n this._options = options;\r\n }\r\n\r\n /**\r\n * Creates a pointer drag behavior that can be attached to a mesh\r\n * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)\r\n */\r\n constructor(options?: { dragAxis?: Vector3, dragPlaneNormal?: Vector3 }) {\r\n this._options = options ? options : {};\r\n\r\n var optionCount = 0;\r\n if (this._options.dragAxis) {\r\n optionCount++;\r\n }\r\n if (this._options.dragPlaneNormal) {\r\n optionCount++;\r\n }\r\n if (optionCount > 1) {\r\n throw \"Multiple drag modes specified in dragBehavior options. Only one expected\";\r\n }\r\n }\r\n\r\n /**\r\n * Predicate to determine if it is valid to move the object to a new position when it is moved\r\n */\r\n public validateDrag = (targetPosition: Vector3) => { return true; };\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"PointerDrag\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() { }\r\n\r\n private _tmpVector = new Vector3(0, 0, 0);\r\n private _alternatePickedPoint = new Vector3(0, 0, 0);\r\n private _worldDragAxis = new Vector3(0, 0, 0);\r\n private _targetPosition = new Vector3(0, 0, 0);\r\n private _attachedToElement: boolean = false;\r\n /**\r\n * Attaches the drag behavior the passed in mesh\r\n * @param ownerNode The mesh that will be dragged around once attached\r\n * @param predicate Predicate to use for pick filtering\r\n */\r\n public attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void {\r\n this._scene = ownerNode.getScene();\r\n ownerNode.isNearGrabbable = true;\r\n this.attachedNode = ownerNode;\r\n\r\n // Initialize drag plane to not interfere with existing scene\r\n if (!PointerDragBehavior._planeScene) {\r\n if (this._debugMode) {\r\n PointerDragBehavior._planeScene = this._scene;\r\n } else {\r\n PointerDragBehavior._planeScene = new Scene(this._scene.getEngine(), { virtual: true });\r\n PointerDragBehavior._planeScene.detachControl();\r\n this._scene.onDisposeObservable.addOnce(() => {\r\n PointerDragBehavior._planeScene.dispose();\r\n (<any>PointerDragBehavior._planeScene) = null;\r\n });\r\n }\r\n }\r\n this._dragPlane = CreatePlane(\"pointerDragPlane\", { size: this._debugMode ? 1 : 10000, updatable: false, sideOrientation: Mesh.DOUBLESIDE }, PointerDragBehavior._planeScene);\r\n\r\n // State of the drag\r\n this.lastDragPosition = new Vector3(0, 0, 0);\r\n\r\n var pickPredicate = !!predicate ? predicate : (m: AbstractMesh) => {\r\n return this.attachedNode == m || m.isDescendantOf(this.attachedNode);\r\n };\r\n\r\n this._pointerObserver = this._scene.onPointerObservable.add((pointerInfo, eventState) => {\r\n if (!this.enabled) {\r\n // If behavior is disabled before releaseDrag is ever called, call it now.\r\n if (this._attachedToElement) {\r\n this.releaseDrag();\r\n }\r\n\r\n return;\r\n }\r\n\r\n if (pointerInfo.type == PointerEventTypes.POINTERDOWN) {\r\n\r\n if (this.startAndReleaseDragOnPointerEvents && !this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.pickedPoint && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {\r\n this._startDrag((<IPointerEvent>pointerInfo.event).pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERUP) {\r\n if (this.startAndReleaseDragOnPointerEvents && this.currentDraggingPointerId == (<IPointerEvent>pointerInfo.event).pointerId) {\r\n this.releaseDrag();\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERMOVE) {\r\n var pointerId = (<IPointerEvent>pointerInfo.event).pointerId;\r\n\r\n // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved\r\n if (this.currentDraggingPointerId === PointerDragBehavior._AnyMouseId && pointerId !== PointerDragBehavior._AnyMouseId) {\r\n const evt = <IPointerEvent>pointerInfo.event;\r\n const isMouseEvent = evt.pointerType === \"mouse\" || (!this._scene.getEngine().hostInformation.isMobile && evt instanceof MouseEvent);\r\n if (isMouseEvent) {\r\n if (this._lastPointerRay[this.currentDraggingPointerId]) {\r\n this._lastPointerRay[pointerId] = this._lastPointerRay[this.currentDraggingPointerId];\r\n delete this._lastPointerRay[this.currentDraggingPointerId];\r\n }\r\n this.currentDraggingPointerId = pointerId;\r\n }\r\n }\r\n\r\n // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()\r\n if (!this._lastPointerRay[pointerId]) {\r\n this._lastPointerRay[pointerId] = new Ray(new Vector3(), new Vector3());\r\n }\r\n if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {\r\n this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);\r\n this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);\r\n\r\n if (this.currentDraggingPointerId == pointerId && this.dragging) {\r\n this._moveDrag(pointerInfo.pickInfo.ray);\r\n }\r\n }\r\n }\r\n });\r\n\r\n this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n if (this._moving && this.moveAttached) {\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Slowly move mesh to avoid jitter\r\n this._targetPosition.subtractToRef((this.attachedNode).absolutePosition, this._tmpVector);\r\n this._tmpVector.scaleInPlace(this.dragDeltaRatio);\r\n (this.attachedNode).getAbsolutePosition().addToRef(this._tmpVector, this._tmpVector);\r\n if (this.validateDrag(this._tmpVector)) {\r\n (this.attachedNode).setAbsolutePosition(this._tmpVector);\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Force release the drag action by code.\r\n */\r\n public releaseDrag() {\r\n if (this.dragging) {\r\n this.dragging = false;\r\n this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerId });\r\n }\r\n\r\n this.currentDraggingPointerId = -1;\r\n this._moving = false;\r\n\r\n // Reattach camera controls\r\n if (this.detachCameraControls && this._attachedToElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.getClassName() === \"ArcRotateCamera\") {\r\n const arcRotateCamera = this._scene.activeCamera as ArcRotateCamera;\r\n arcRotateCamera.attachControl(arcRotateCamera.inputs ? arcRotateCamera.inputs.noPreventDefault : true, arcRotateCamera._useCtrlForPanning, arcRotateCamera._panningMouseButton);\r\n } else {\r\n this._scene.activeCamera.attachControl(this._scene.activeCamera.inputs ? this._scene.activeCamera.inputs.noPreventDefault : true);\r\n }\r\n this._attachedToElement = false;\r\n }\r\n }\r\n\r\n private _startDragRay = new Ray(new Vector3(), new Vector3());\r\n private _lastPointerRay: { [key: number]: Ray } = {};\r\n /**\r\n * Simulates the start of a pointer drag event on the behavior\r\n * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)\r\n * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)\r\n * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)\r\n */\r\n public startDrag(pointerId: number = PointerDragBehavior._AnyMouseId, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n this._startDrag(pointerId, fromRay, startPickedPoint);\r\n\r\n var lastRay = this._lastPointerRay[pointerId];\r\n if (pointerId === PointerDragBehavior._AnyMouseId) {\r\n lastRay = this._lastPointerRay[<any>Object.keys(this._lastPointerRay)[0]];\r\n }\r\n\r\n if (lastRay) {\r\n // if there was a last pointer ray drag the object there\r\n this._moveDrag(lastRay);\r\n }\r\n }\r\n\r\n protected _startDrag(pointerId: number, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n if (!this._scene.activeCamera || this.dragging || !this.attachedNode) {\r\n return;\r\n }\r\n\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Create start ray from the camera to the object\r\n if (fromRay) {\r\n this._startDragRay.direction.copyFrom(fromRay.direction);\r\n this._startDragRay.origin.copyFrom(fromRay.origin);\r\n } else {\r\n this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);\r\n this.attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);\r\n this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);\r\n }\r\n\r\n this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);\r\n\r\n var pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);\r\n if (pickedPoint) {\r\n this.dragging = true;\r\n this.currentDraggingPointerId = pointerId;\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerId });\r\n this._targetPosition.copyFrom((this.attachedNode).getAbsolutePosition());\r\n\r\n // Detatch camera controls\r\n if (this.detachCameraControls && this._scene.activeCamera && this._scene.activeCamera.inputs && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.inputs.attachedToElement) {\r\n this._scene.activeCamera.detachControl();\r\n this._attachedToElement = true;\r\n } else {\r\n this._attachedToElement = false;\r\n }\r\n }\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n\r\n private _dragDelta = new Vector3();\r\n protected _moveDrag(ray: Ray) {\r\n this._moving = true;\r\n var pickedPoint = this._pickWithRayOnDragPlane(ray);\r\n\r\n if (pickedPoint) {\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n\r\n if (this.updateDragPlane) {\r\n this._updateDragPlanePosition(ray, pickedPoint);\r\n }\r\n var dragLength = 0;\r\n // depending on the drag mode option drag accordingly\r\n if (this._options.dragAxis) {\r\n // Convert local drag axis to world if useObjectOrientationForDragging\r\n this.useObjectOrientationForDragging ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis) : this._worldDragAxis.copyFrom(this._options.dragAxis);\r\n\r\n // Project delta drag from the drag plane onto the drag axis\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);\r\n dragLength = Vector3.Dot(this._tmpVector, this._worldDragAxis);\r\n this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);\r\n } else {\r\n dragLength = this._dragDelta.length();\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);\r\n }\r\n this._targetPosition.addInPlace(this._dragDelta);\r\n this.onDragObservable.notifyObservers({ dragDistance: dragLength, delta: this._dragDelta, dragPlanePoint: pickedPoint, dragPlaneNormal: this._dragPlane.forward, pointerId: this.currentDraggingPointerId });\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n }\r\n\r\n private _pickWithRayOnDragPlane(ray: Nullable<Ray>) {\r\n if (!ray) {\r\n return null;\r\n }\r\n\r\n // Calculate angle between plane normal and ray\r\n var angle = Math.acos(Vector3.Dot(this._dragPlane.forward, ray.direction));\r\n // Correct if ray is casted from oposite side\r\n if (angle > Math.PI / 2) {\r\n angle = Math.PI - angle;\r\n }\r\n\r\n // If the angle is too perpendicular to the plane pick another point on the plane where it is looking\r\n if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {\r\n if (this._useAlternatePickedPointAboveMaxDragAngle) {\r\n // Invert ray direction along the towards object axis\r\n this._tmpVector.copyFrom(ray.direction);\r\n (this.attachedNode).absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);\r\n this._alternatePickedPoint.normalize();\r\n this._alternatePickedPoint.scaleInPlace(this._useAlternatePickedPointAboveMaxDragAngleDragSpeed * Vector3.Dot(this._alternatePickedPoint, this._tmpVector));\r\n this._tmpVector.addInPlace(this._alternatePickedPoint);\r\n\r\n // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point\r\n var dot = Vector3.Dot(this._dragPlane.forward, this._tmpVector);\r\n this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);\r\n this._alternatePickedPoint.addInPlace(this._tmpVector);\r\n this._alternatePickedPoint.addInPlace((this.attachedNode).absolutePosition);\r\n return this._alternatePickedPoint;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n var pickResult = PointerDragBehavior._planeScene.pickWithRay(ray, (m) => { return m == this._dragPlane; });\r\n if (pickResult && pickResult.hit && pickResult.pickedMesh && pickResult.pickedPoint) {\r\n return pickResult.pickedPoint;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n // Variables to avoid instantiation in the below method\r\n private _pointA = new Vector3(0, 0, 0);\r\n private _pointC = new Vector3(0, 0, 0);\r\n private _localAxis = new Vector3(0, 0, 0);\r\n private _lookAt = new Vector3(0, 0, 0);\r\n // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera\r\n private _updateDragPlanePosition(ray: Ray, dragPlanePosition: Vector3) {\r\n this._pointA.copyFrom(dragPlanePosition);\r\n if (this._options.dragAxis) {\r\n this.useObjectOrientationForDragging ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragAxis);\r\n\r\n // Calculate plane normal that is the cross product of local axis and (eye-dragPlanePosition)\r\n ray.origin.subtractToRef(this._pointA, this._pointC);\r\n this._pointC.normalize();\r\n if (Math.abs(Vector3.Dot(this._localAxis, this._pointC)) > 0.999) {\r\n // the drag axis is colinear with the (eye to position) ray. The cross product will give jittered values.\r\n // A new axis vector need to be computed\r\n if (Math.abs(Vector3.Dot(Vector3.UpReadOnly, this._pointC)) > 0.999) {\r\n this._lookAt.copyFrom(Vector3.Right());\r\n } else {\r\n this._lookAt.copyFrom(Vector3.UpReadOnly);\r\n }\r\n } else {\r\n Vector3.CrossToRef(this._localAxis, this._pointC, this._lookAt);\r\n // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendicular to camera\r\n Vector3.CrossToRef(this._localAxis, this._lookAt, this._lookAt);\r\n this._lookAt.normalize();\r\n }\r\n\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._lookAt, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else if (this._options.dragPlaneNormal) {\r\n this.useObjectOrientationForDragging ? Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragPlaneNormal);\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._localAxis, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else {\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._dragPlane.lookAt(ray.origin);\r\n }\r\n // Update the position of the drag plane so it doesn't get out of sync with the node (eg. when moving back and forth quickly)\r\n this._dragPlane.position.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n this._dragPlane.computeWorldMatrix(true);\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.isNearGrabbable = false;\r\n\r\n if (this._pointerObserver) {\r\n this._scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n if (this._beforeRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n }\r\n this._dragPlane.dispose();\r\n this.releaseDrag();\r\n }\r\n}\r\n"]}
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+
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{ Behavior } from \"../../Behaviors/behavior\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Nullable } from \"../../types\";\r\nimport { Observer, Observable } from \"../../Misc/observable\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { PointerInfo, PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { PivotTools } from '../../Misc/pivotTools';\r\nimport { ArcRotateCamera } from '../../Cameras/arcRotateCamera';\r\nimport \"../../Meshes/Builders/planeBuilder\";\r\nimport { CreatePlane } from \"../../Meshes/Builders/planeBuilder\";\r\nimport { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events\r\n */\r\nexport class PointerDragBehavior implements Behavior<AbstractMesh> {\r\n private static _AnyMouseId = -2;\r\n /**\r\n * Abstract mesh the behavior is set on\r\n */\r\n public attachedNode: AbstractMesh;\r\n private _dragPlane: Mesh;\r\n private _scene: Scene;\r\n private _pointerObserver: Nullable<Observer<PointerInfo>>;\r\n private _beforeRenderObserver: Nullable<Observer<Scene>>;\r\n private static _planeScene: Scene;\r\n private _useAlternatePickedPointAboveMaxDragAngleDragSpeed = -1.1;\r\n /**\r\n * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)\r\n */\r\n public maxDragAngle = 0;\r\n /**\r\n * @hidden\r\n */\r\n public _useAlternatePickedPointAboveMaxDragAngle = false;\r\n /**\r\n * Get or set the currentDraggingPointerId\r\n * @deprecated Please use currentDraggingPointerId instead\r\n */\r\n public get currentDraggingPointerID(): number {\r\n return this.currentDraggingPointerId;\r\n }\r\n public set currentDraggingPointerID(currentDraggingPointerID: number) {\r\n this.currentDraggingPointerId = currentDraggingPointerID;\r\n }\r\n /**\r\n * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)\r\n */\r\n public currentDraggingPointerId = -1;\r\n /**\r\n * The last position where the pointer hit the drag plane in world space\r\n */\r\n public lastDragPosition: Vector3;\r\n /**\r\n * If the behavior is currently in a dragging state\r\n */\r\n public dragging = false;\r\n /**\r\n * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)\r\n */\r\n public dragDeltaRatio = 0.2;\r\n /**\r\n * If the drag plane orientation should be updated during the dragging (Default: true)\r\n */\r\n public updateDragPlane = true;\r\n // Debug mode will display drag planes to help visualize behavior\r\n private _debugMode = false;\r\n private _moving = false;\r\n /**\r\n * Fires each time the attached mesh is dragged with the pointer\r\n * * delta between last drag position and current drag position in world space\r\n * * dragDistance along the drag axis\r\n * * dragPlaneNormal normal of the current drag plane used during the drag\r\n * * dragPlanePoint in world space where the drag intersects the drag plane\r\n */\r\n public onDragObservable = new Observable<{ delta: Vector3, dragPlanePoint: Vector3, dragPlaneNormal: Vector3, dragDistance: number, pointerId: number }>();\r\n /**\r\n * Fires each time a drag begins (eg. mouse down on mesh)\r\n */\r\n public onDragStartObservable = new Observable<{ dragPlanePoint: Vector3, pointerId: number }>();\r\n /**\r\n * Fires each time a drag ends (eg. mouse release after drag)\r\n */\r\n public onDragEndObservable = new Observable<{ dragPlanePoint: Vector3, pointerId: number }>();\r\n /**\r\n * Fires each time behavior enabled state changes\r\n */\r\n public onEnabledObservable = new Observable<boolean>();\r\n\r\n /**\r\n * If the attached mesh should be moved when dragged\r\n */\r\n public moveAttached = true;\r\n\r\n /**\r\n * If the drag behavior will react to drag events (Default: true)\r\n */\r\n public set enabled(value: boolean) {\r\n if (value != this._enabled) {\r\n this.onEnabledObservable.notifyObservers(value);\r\n }\r\n this._enabled = value;\r\n }\r\n\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n private _enabled = true;\r\n\r\n /**\r\n * If pointer events should start and release the drag (Default: true)\r\n */\r\n public startAndReleaseDragOnPointerEvents = true;\r\n /**\r\n * If camera controls should be detached during the drag\r\n */\r\n public detachCameraControls = true;\r\n\r\n /**\r\n * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)\r\n */\r\n public useObjectOrientationForDragging = true;\r\n\r\n private _options: { dragAxis?: Vector3, dragPlaneNormal?: Vector3 };\r\n\r\n /**\r\n * Gets the options used by the behavior\r\n */\r\n public get options(): { dragAxis?: Vector3, dragPlaneNormal?: Vector3 } {\r\n return this._options;\r\n }\r\n\r\n /**\r\n * Sets the options used by the behavior\r\n */\r\n public set options(options: { dragAxis?: Vector3, dragPlaneNormal?: Vector3 }) {\r\n this._options = options;\r\n }\r\n\r\n /**\r\n * Creates a pointer drag behavior that can be attached to a mesh\r\n * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)\r\n */\r\n constructor(options?: { dragAxis?: Vector3, dragPlaneNormal?: Vector3 }) {\r\n this._options = options ? options : {};\r\n\r\n var optionCount = 0;\r\n if (this._options.dragAxis) {\r\n optionCount++;\r\n }\r\n if (this._options.dragPlaneNormal) {\r\n optionCount++;\r\n }\r\n if (optionCount > 1) {\r\n throw \"Multiple drag modes specified in dragBehavior options. Only one expected\";\r\n }\r\n }\r\n\r\n /**\r\n * Predicate to determine if it is valid to move the object to a new position when it is moved\r\n */\r\n public validateDrag = (targetPosition: Vector3) => { return true; };\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"PointerDrag\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() { }\r\n\r\n private _tmpVector = new Vector3(0, 0, 0);\r\n private _alternatePickedPoint = new Vector3(0, 0, 0);\r\n private _worldDragAxis = new Vector3(0, 0, 0);\r\n private _targetPosition = new Vector3(0, 0, 0);\r\n private _attachedToElement: boolean = false;\r\n /**\r\n * Attaches the drag behavior the passed in mesh\r\n * @param ownerNode The mesh that will be dragged around once attached\r\n * @param predicate Predicate to use for pick filtering\r\n */\r\n public attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void {\r\n this._scene = ownerNode.getScene();\r\n ownerNode.isNearGrabbable = true;\r\n this.attachedNode = ownerNode;\r\n\r\n // Initialize drag plane to not interfere with existing scene\r\n if (!PointerDragBehavior._planeScene) {\r\n if (this._debugMode) {\r\n PointerDragBehavior._planeScene = this._scene;\r\n } else {\r\n PointerDragBehavior._planeScene = new Scene(this._scene.getEngine(), { virtual: true });\r\n PointerDragBehavior._planeScene.detachControl();\r\n this._scene.onDisposeObservable.addOnce(() => {\r\n PointerDragBehavior._planeScene.dispose();\r\n (<any>PointerDragBehavior._planeScene) = null;\r\n });\r\n }\r\n }\r\n this._dragPlane = CreatePlane(\"pointerDragPlane\", { size: this._debugMode ? 1 : 10000, updatable: false, sideOrientation: Mesh.DOUBLESIDE }, PointerDragBehavior._planeScene);\r\n\r\n // State of the drag\r\n this.lastDragPosition = new Vector3(0, 0, 0);\r\n\r\n var pickPredicate = !!predicate ? predicate : (m: AbstractMesh) => {\r\n return this.attachedNode == m || m.isDescendantOf(this.attachedNode);\r\n };\r\n\r\n this._pointerObserver = this._scene.onPointerObservable.add((pointerInfo, eventState) => {\r\n if (!this.enabled) {\r\n // If behavior is disabled before releaseDrag is ever called, call it now.\r\n if (this._attachedToElement) {\r\n this.releaseDrag();\r\n }\r\n\r\n return;\r\n }\r\n\r\n if (pointerInfo.type == PointerEventTypes.POINTERDOWN) {\r\n\r\n if (this.startAndReleaseDragOnPointerEvents && !this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.pickedPoint && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {\r\n this._startDrag((<IPointerEvent>pointerInfo.event).pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERUP) {\r\n if (this.startAndReleaseDragOnPointerEvents && this.currentDraggingPointerId == (<IPointerEvent>pointerInfo.event).pointerId) {\r\n this.releaseDrag();\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERMOVE) {\r\n var pointerId = (<IPointerEvent>pointerInfo.event).pointerId;\r\n\r\n // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved\r\n if (this.currentDraggingPointerId === PointerDragBehavior._AnyMouseId && pointerId !== PointerDragBehavior._AnyMouseId) {\r\n const evt = <IPointerEvent>pointerInfo.event;\r\n const isMouseEvent = evt.pointerType === \"mouse\" || (!this._scene.getEngine().hostInformation.isMobile && evt instanceof MouseEvent);\r\n if (isMouseEvent) {\r\n if (this._lastPointerRay[this.currentDraggingPointerId]) {\r\n this._lastPointerRay[pointerId] = this._lastPointerRay[this.currentDraggingPointerId];\r\n delete this._lastPointerRay[this.currentDraggingPointerId];\r\n }\r\n this.currentDraggingPointerId = pointerId;\r\n }\r\n }\r\n\r\n // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()\r\n if (!this._lastPointerRay[pointerId]) {\r\n this._lastPointerRay[pointerId] = new Ray(new Vector3(), new Vector3());\r\n }\r\n if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {\r\n this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);\r\n this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);\r\n\r\n if (this.currentDraggingPointerId == pointerId && this.dragging) {\r\n this._moveDrag(pointerInfo.pickInfo.ray);\r\n }\r\n }\r\n }\r\n });\r\n\r\n this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n if (this._moving && this.moveAttached) {\r\n let needMatrixUpdate = false;\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Slowly move mesh to avoid jitter\r\n this._targetPosition.subtractToRef((this.attachedNode).absolutePosition, this._tmpVector);\r\n this._tmpVector.scaleInPlace(this.dragDeltaRatio);\r\n (this.attachedNode).getAbsolutePosition().addToRef(this._tmpVector, this._tmpVector);\r\n if (this.validateDrag(this._tmpVector)) {\r\n (this.attachedNode).setAbsolutePosition(this._tmpVector);\r\n needMatrixUpdate = true;\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n if (needMatrixUpdate) {\r\n (this.attachedNode).computeWorldMatrix();\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Force release the drag action by code.\r\n */\r\n public releaseDrag() {\r\n if (this.dragging) {\r\n this.dragging = false;\r\n this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerId });\r\n }\r\n\r\n this.currentDraggingPointerId = -1;\r\n this._moving = false;\r\n\r\n // Reattach camera controls\r\n if (this.detachCameraControls && this._attachedToElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.getClassName() === \"ArcRotateCamera\") {\r\n const arcRotateCamera = this._scene.activeCamera as ArcRotateCamera;\r\n arcRotateCamera.attachControl(arcRotateCamera.inputs ? arcRotateCamera.inputs.noPreventDefault : true, arcRotateCamera._useCtrlForPanning, arcRotateCamera._panningMouseButton);\r\n } else {\r\n this._scene.activeCamera.attachControl(this._scene.activeCamera.inputs ? this._scene.activeCamera.inputs.noPreventDefault : true);\r\n }\r\n this._attachedToElement = false;\r\n }\r\n }\r\n\r\n private _startDragRay = new Ray(new Vector3(), new Vector3());\r\n private _lastPointerRay: { [key: number]: Ray } = {};\r\n /**\r\n * Simulates the start of a pointer drag event on the behavior\r\n * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)\r\n * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)\r\n * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)\r\n */\r\n public startDrag(pointerId: number = PointerDragBehavior._AnyMouseId, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n this._startDrag(pointerId, fromRay, startPickedPoint);\r\n\r\n var lastRay = this._lastPointerRay[pointerId];\r\n if (pointerId === PointerDragBehavior._AnyMouseId) {\r\n lastRay = this._lastPointerRay[<any>Object.keys(this._lastPointerRay)[0]];\r\n }\r\n\r\n if (lastRay) {\r\n // if there was a last pointer ray drag the object there\r\n this._moveDrag(lastRay);\r\n }\r\n }\r\n\r\n protected _startDrag(pointerId: number, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n if (!this._scene.activeCamera || this.dragging || !this.attachedNode) {\r\n return;\r\n }\r\n\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Create start ray from the camera to the object\r\n if (fromRay) {\r\n this._startDragRay.direction.copyFrom(fromRay.direction);\r\n this._startDragRay.origin.copyFrom(fromRay.origin);\r\n } else {\r\n this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);\r\n this.attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);\r\n this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);\r\n }\r\n\r\n this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);\r\n\r\n var pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);\r\n if (pickedPoint) {\r\n this.dragging = true;\r\n this.currentDraggingPointerId = pointerId;\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerId });\r\n this._targetPosition.copyFrom((this.attachedNode).getAbsolutePosition());\r\n\r\n // Detatch camera controls\r\n if (this.detachCameraControls && this._scene.activeCamera && this._scene.activeCamera.inputs && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.inputs.attachedToElement) {\r\n this._scene.activeCamera.detachControl();\r\n this._attachedToElement = true;\r\n } else {\r\n this._attachedToElement = false;\r\n }\r\n }\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n\r\n private _dragDelta = new Vector3();\r\n protected _moveDrag(ray: Ray) {\r\n this._moving = true;\r\n var pickedPoint = this._pickWithRayOnDragPlane(ray);\r\n\r\n if (pickedPoint) {\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n\r\n if (this.updateDragPlane) {\r\n this._updateDragPlanePosition(ray, pickedPoint);\r\n }\r\n var dragLength = 0;\r\n // depending on the drag mode option drag accordingly\r\n if (this._options.dragAxis) {\r\n // Convert local drag axis to world if useObjectOrientationForDragging\r\n this.useObjectOrientationForDragging ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis) : this._worldDragAxis.copyFrom(this._options.dragAxis);\r\n\r\n // Project delta drag from the drag plane onto the drag axis\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);\r\n dragLength = Vector3.Dot(this._tmpVector, this._worldDragAxis);\r\n this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);\r\n } else {\r\n dragLength = this._dragDelta.length();\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);\r\n }\r\n this._targetPosition.addInPlace(this._dragDelta);\r\n this.onDragObservable.notifyObservers({ dragDistance: dragLength, delta: this._dragDelta, dragPlanePoint: pickedPoint, dragPlaneNormal: this._dragPlane.forward, pointerId: this.currentDraggingPointerId });\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n }\r\n\r\n private _pickWithRayOnDragPlane(ray: Nullable<Ray>) {\r\n if (!ray) {\r\n return null;\r\n }\r\n\r\n // Calculate angle between plane normal and ray\r\n var angle = Math.acos(Vector3.Dot(this._dragPlane.forward, ray.direction));\r\n // Correct if ray is casted from oposite side\r\n if (angle > Math.PI / 2) {\r\n angle = Math.PI - angle;\r\n }\r\n\r\n // If the angle is too perpendicular to the plane pick another point on the plane where it is looking\r\n if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {\r\n if (this._useAlternatePickedPointAboveMaxDragAngle) {\r\n // Invert ray direction along the towards object axis\r\n this._tmpVector.copyFrom(ray.direction);\r\n (this.attachedNode).absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);\r\n this._alternatePickedPoint.normalize();\r\n this._alternatePickedPoint.scaleInPlace(this._useAlternatePickedPointAboveMaxDragAngleDragSpeed * Vector3.Dot(this._alternatePickedPoint, this._tmpVector));\r\n this._tmpVector.addInPlace(this._alternatePickedPoint);\r\n\r\n // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point\r\n var dot = Vector3.Dot(this._dragPlane.forward, this._tmpVector);\r\n this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);\r\n this._alternatePickedPoint.addInPlace(this._tmpVector);\r\n this._alternatePickedPoint.addInPlace((this.attachedNode).absolutePosition);\r\n return this._alternatePickedPoint;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n var pickResult = PointerDragBehavior._planeScene.pickWithRay(ray, (m) => { return m == this._dragPlane; });\r\n if (pickResult && pickResult.hit && pickResult.pickedMesh && pickResult.pickedPoint) {\r\n return pickResult.pickedPoint;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n // Variables to avoid instantiation in the below method\r\n private _pointA = new Vector3(0, 0, 0);\r\n private _pointC = new Vector3(0, 0, 0);\r\n private _localAxis = new Vector3(0, 0, 0);\r\n private _lookAt = new Vector3(0, 0, 0);\r\n // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera\r\n private _updateDragPlanePosition(ray: Ray, dragPlanePosition: Vector3) {\r\n this._pointA.copyFrom(dragPlanePosition);\r\n if (this._options.dragAxis) {\r\n this.useObjectOrientationForDragging ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragAxis);\r\n\r\n // Calculate plane normal that is the cross product of local axis and (eye-dragPlanePosition)\r\n ray.origin.subtractToRef(this._pointA, this._pointC);\r\n this._pointC.normalize();\r\n if (Math.abs(Vector3.Dot(this._localAxis, this._pointC)) > 0.999) {\r\n // the drag axis is colinear with the (eye to position) ray. The cross product will give jittered values.\r\n // A new axis vector need to be computed\r\n if (Math.abs(Vector3.Dot(Vector3.UpReadOnly, this._pointC)) > 0.999) {\r\n this._lookAt.copyFrom(Vector3.Right());\r\n } else {\r\n this._lookAt.copyFrom(Vector3.UpReadOnly);\r\n }\r\n } else {\r\n Vector3.CrossToRef(this._localAxis, this._pointC, this._lookAt);\r\n // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendicular to camera\r\n Vector3.CrossToRef(this._localAxis, this._lookAt, this._lookAt);\r\n this._lookAt.normalize();\r\n }\r\n\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._lookAt, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else if (this._options.dragPlaneNormal) {\r\n this.useObjectOrientationForDragging ? Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragPlaneNormal);\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._localAxis, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else {\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._dragPlane.lookAt(ray.origin);\r\n }\r\n // Update the position of the drag plane so it doesn't get out of sync with the node (eg. when moving back and forth quickly)\r\n this._dragPlane.position.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n this._dragPlane.computeWorldMatrix(true);\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.isNearGrabbable = false;\r\n\r\n if (this._pointerObserver) {\r\n this._scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n if (this._beforeRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n }\r\n this._dragPlane.dispose();\r\n this.releaseDrag();\r\n }\r\n}\r\n"]}
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package/Bones/skeleton.js
CHANGED
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@@ -138,7 +138,10 @@ var Skeleton = /** @class */ (function () {
|
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|
138
138
|
* @returns a Float32Array containing matrices data
|
|
139
139
|
*/
|
|
140
140
|
Skeleton.prototype.getTransformMatrices = function (mesh) {
|
|
141
|
-
if (this.needInitialSkinMatrix
|
|
141
|
+
if (this.needInitialSkinMatrix) {
|
|
142
|
+
if (!mesh._bonesTransformMatrices) {
|
|
143
|
+
this.prepare();
|
|
144
|
+
}
|
|
142
145
|
return mesh._bonesTransformMatrices;
|
|
143
146
|
}
|
|
144
147
|
if (!this._transformMatrices) {
|
|
@@ -423,29 +426,31 @@ var Skeleton = /** @class */ (function () {
|
|
|
423
426
|
// Update the local matrix of bones with linked transform nodes.
|
|
424
427
|
if (this._numBonesWithLinkedTransformNode > 0) {
|
|
425
428
|
for (var _i = 0, _a = this.bones; _i < _a.length; _i++) {
|
|
426
|
-
var
|
|
427
|
-
if (
|
|
429
|
+
var bone = _a[_i];
|
|
430
|
+
if (bone._linkedTransformNode) {
|
|
428
431
|
// Computing the world matrix also computes the local matrix.
|
|
429
|
-
|
|
430
|
-
|
|
432
|
+
bone._linkedTransformNode.computeWorldMatrix();
|
|
433
|
+
bone._matrix = bone._linkedTransformNode._localMatrix;
|
|
431
434
|
}
|
|
432
435
|
}
|
|
433
436
|
}
|
|
434
|
-
if (!this._isDirty) {
|
|
435
|
-
return;
|
|
436
|
-
}
|
|
437
437
|
if (this.needInitialSkinMatrix) {
|
|
438
|
-
for (var
|
|
439
|
-
var mesh =
|
|
438
|
+
for (var _b = 0, _c = this._meshesWithPoseMatrix; _b < _c.length; _b++) {
|
|
439
|
+
var mesh = _c[_b];
|
|
440
440
|
var poseMatrix = mesh.getPoseMatrix();
|
|
441
|
+
var needsUpdate = this._isDirty;
|
|
441
442
|
if (!mesh._bonesTransformMatrices || mesh._bonesTransformMatrices.length !== 16 * (this.bones.length + 1)) {
|
|
442
443
|
mesh._bonesTransformMatrices = new Float32Array(16 * (this.bones.length + 1));
|
|
444
|
+
needsUpdate = true;
|
|
445
|
+
}
|
|
446
|
+
if (!needsUpdate) {
|
|
447
|
+
continue;
|
|
443
448
|
}
|
|
444
449
|
if (this._synchronizedWithMesh !== mesh) {
|
|
445
450
|
this._synchronizedWithMesh = mesh;
|
|
446
451
|
// Prepare bones
|
|
447
|
-
for (var
|
|
448
|
-
var bone =
|
|
452
|
+
for (var _d = 0, _e = this.bones; _d < _e.length; _d++) {
|
|
453
|
+
var bone = _e[_d];
|
|
449
454
|
if (!bone.getParent()) {
|
|
450
455
|
var matrix = bone.getBaseMatrix();
|
|
451
456
|
matrix.multiplyToRef(poseMatrix, TmpVectors.Matrix[1]);
|
|
@@ -469,6 +474,9 @@ var Skeleton = /** @class */ (function () {
|
|
|
469
474
|
}
|
|
470
475
|
}
|
|
471
476
|
else {
|
|
477
|
+
if (!this._isDirty) {
|
|
478
|
+
return;
|
|
479
|
+
}
|
|
472
480
|
if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {
|
|
473
481
|
this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));
|
|
474
482
|
if (this.isUsingTextureForMatrices) {
|
|
@@ -484,7 +492,6 @@ var Skeleton = /** @class */ (function () {
|
|
|
484
492
|
}
|
|
485
493
|
}
|
|
486
494
|
this._isDirty = false;
|
|
487
|
-
this._scene._activeBones.addCount(this.bones.length, false);
|
|
488
495
|
};
|
|
489
496
|
/**
|
|
490
497
|
* Gets the list of animatables currently running for this skeleton
|