@babylonjs/core 5.15.0 → 5.17.0

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 (163) hide show
  1. package/Animations/animatable.js +1 -1
  2. package/Animations/animatable.js.map +1 -1
  3. package/Animations/animation.d.ts +8 -1
  4. package/Animations/animation.js +8 -1
  5. package/Animations/animation.js.map +1 -1
  6. package/Animations/animationGroup.js +5 -4
  7. package/Animations/animationGroup.js.map +1 -1
  8. package/Audio/sound.js +2 -2
  9. package/Audio/sound.js.map +1 -1
  10. package/Bones/skeleton.js +1 -1
  11. package/Bones/skeleton.js.map +1 -1
  12. package/Cameras/Inputs/BaseCameraMouseWheelInput.d.ts +1 -1
  13. package/Cameras/Inputs/BaseCameraMouseWheelInput.js +8 -2
  14. package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
  15. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +2 -2
  16. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
  17. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.d.ts +0 -1
  18. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +7 -2
  19. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  20. package/Cameras/Inputs/flyCameraKeyboardInput.js +3 -3
  21. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  22. package/Cameras/Inputs/followCameraKeyboardMoveInput.js +2 -2
  23. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  24. package/Cameras/Inputs/followCameraMouseWheelInput.d.ts +0 -1
  25. package/Cameras/Inputs/followCameraMouseWheelInput.js +7 -2
  26. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  27. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +3 -3
  28. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  29. package/Cameras/Inputs/freeCameraTouchInput.js +1 -1
  30. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  31. package/Cameras/VR/vrExperienceHelper.js +1 -1
  32. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  33. package/Cameras/VR/webVRCamera.js +1 -1
  34. package/Cameras/VR/webVRCamera.js.map +1 -1
  35. package/Cameras/arcRotateCamera.js +3 -2
  36. package/Cameras/arcRotateCamera.js.map +1 -1
  37. package/Cameras/camera.js +18 -3
  38. package/Cameras/camera.js.map +1 -1
  39. package/DeviceInput/InputDevices/webDeviceInputSystem.js +1 -1
  40. package/DeviceInput/InputDevices/webDeviceInputSystem.js.map +1 -1
  41. package/Engines/Extensions/engine.cubeTexture.js +3 -3
  42. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  43. package/Engines/Extensions/engine.rawTexture.js +3 -3
  44. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  45. package/Engines/Native/nativeInterfaces.d.ts +1 -0
  46. package/Engines/Native/nativeInterfaces.js.map +1 -1
  47. package/Engines/Processors/shaderCodeCursor.js +2 -1
  48. package/Engines/Processors/shaderCodeCursor.js.map +1 -1
  49. package/Engines/WebGPU/Extensions/engine.rawTexture.js +3 -3
  50. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  51. package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -1
  52. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  53. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +6 -6
  54. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  55. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +4 -4
  56. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  57. package/Engines/engine.d.ts +0 -10
  58. package/Engines/engine.js +0 -14
  59. package/Engines/engine.js.map +1 -1
  60. package/Engines/nativeEngine.d.ts +7 -2
  61. package/Engines/nativeEngine.js +30 -10
  62. package/Engines/nativeEngine.js.map +1 -1
  63. package/Engines/thinEngine.d.ts +22 -2
  64. package/Engines/thinEngine.js +49 -9
  65. package/Engines/thinEngine.js.map +1 -1
  66. package/Engines/webgpuEngine.js +1 -1
  67. package/Engines/webgpuEngine.js.map +1 -1
  68. package/Gizmos/boundingBoxGizmo.d.ts +4 -0
  69. package/Gizmos/boundingBoxGizmo.js +6 -0
  70. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  71. package/Inputs/scene.inputManager.js +5 -4
  72. package/Inputs/scene.inputManager.js.map +1 -1
  73. package/Loading/sceneLoader.js +12 -12
  74. package/Loading/sceneLoader.js.map +1 -1
  75. package/Materials/Node/Blocks/Fragment/TBNBlock.d.ts +12 -0
  76. package/Materials/Node/Blocks/Fragment/TBNBlock.js +50 -0
  77. package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
  78. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +2 -1
  79. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  80. package/Materials/Node/Blocks/gradientBlock.js +1 -1
  81. package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
  82. package/Materials/Node/nodeMaterial.d.ts +10 -1
  83. package/Materials/Node/nodeMaterial.js +43 -26
  84. package/Materials/Node/nodeMaterial.js.map +1 -1
  85. package/Materials/PBR/pbrBaseMaterial.js +4 -4
  86. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  87. package/Materials/Textures/baseTexture.d.ts +1 -1
  88. package/Materials/Textures/baseTexture.js +2 -2
  89. package/Materials/Textures/baseTexture.js.map +1 -1
  90. package/Materials/Textures/prePassRenderTarget.js +1 -1
  91. package/Materials/Textures/prePassRenderTarget.js.map +1 -1
  92. package/Materials/Textures/renderTargetTexture.js +11 -3
  93. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  94. package/Materials/Textures/videoTexture.js +4 -1
  95. package/Materials/Textures/videoTexture.js.map +1 -1
  96. package/Materials/imageProcessingConfiguration.js.map +1 -1
  97. package/Materials/materialDefines.js +3 -1
  98. package/Materials/materialDefines.js.map +1 -1
  99. package/Materials/materialHelper.d.ts +1 -1
  100. package/Materials/materialHelper.js +6 -6
  101. package/Materials/materialHelper.js.map +1 -1
  102. package/Materials/shaderMaterial.d.ts +10 -1
  103. package/Materials/shaderMaterial.js +10 -1
  104. package/Materials/shaderMaterial.js.map +1 -1
  105. package/Maths/math.color.d.ts +9 -1
  106. package/Maths/math.color.js +13 -1
  107. package/Maths/math.color.js.map +1 -1
  108. package/Meshes/Builders/icoSphereBuilder.js +2 -2
  109. package/Meshes/Builders/icoSphereBuilder.js.map +1 -1
  110. package/Meshes/abstractMesh.js +1 -1
  111. package/Meshes/abstractMesh.js.map +1 -1
  112. package/Meshes/geometry.js +3 -4
  113. package/Meshes/geometry.js.map +1 -1
  114. package/Meshes/mesh.d.ts +1 -1
  115. package/Meshes/mesh.js +8 -7
  116. package/Meshes/mesh.js.map +1 -1
  117. package/Meshes/thinInstanceMesh.js +5 -0
  118. package/Meshes/thinInstanceMesh.js.map +1 -1
  119. package/Meshes/transformNode.d.ts +2 -2
  120. package/Meshes/transformNode.js +1 -1
  121. package/Meshes/transformNode.js.map +1 -1
  122. package/Misc/smartArray.js +0 -1
  123. package/Misc/smartArray.js.map +1 -1
  124. package/Particles/computeShaderParticleSystem.js +2 -2
  125. package/Particles/computeShaderParticleSystem.js.map +1 -1
  126. package/Particles/particleHelper.d.ts +12 -1
  127. package/Particles/particleHelper.js +16 -5
  128. package/Particles/particleHelper.js.map +1 -1
  129. package/Particles/particleSystem.js +2 -2
  130. package/Particles/particleSystem.js.map +1 -1
  131. package/Particles/particleSystemSet.js +1 -1
  132. package/Particles/particleSystemSet.js.map +1 -1
  133. package/Particles/solidParticleSystem.d.ts +3 -0
  134. package/Particles/solidParticleSystem.js +3 -0
  135. package/Particles/solidParticleSystem.js.map +1 -1
  136. package/Particles/webgl2ParticleSystem.js +2 -2
  137. package/Particles/webgl2ParticleSystem.js.map +1 -1
  138. package/Physics/Plugins/cannonJSPlugin.js +1 -1
  139. package/Physics/Plugins/cannonJSPlugin.js.map +1 -1
  140. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js +3 -3
  141. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
  142. package/Rendering/geometryBufferRenderer.js +3 -2
  143. package/Rendering/geometryBufferRenderer.js.map +1 -1
  144. package/Rendering/utilityLayerRenderer.js +1 -1
  145. package/Rendering/utilityLayerRenderer.js.map +1 -1
  146. package/Shaders/ShadersInclude/helperFunctions.js +1 -1
  147. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  148. package/Shaders/geometry.fragment.js +1 -1
  149. package/Shaders/geometry.fragment.js.map +1 -1
  150. package/Sprites/spriteManager.d.ts +10 -1
  151. package/Sprites/spriteManager.js +10 -1
  152. package/Sprites/spriteManager.js.map +1 -1
  153. package/XR/features/WebXRLayers.js +1 -1
  154. package/XR/features/WebXRLayers.js.map +1 -1
  155. package/assetContainer.d.ts +1 -1
  156. package/assetContainer.js +23 -23
  157. package/assetContainer.js.map +1 -1
  158. package/node.js +1 -1
  159. package/node.js.map +1 -1
  160. package/package.json +1 -1
  161. package/scene.d.ts +8 -6
  162. package/scene.js +23 -14
  163. package/scene.js.map +1 -1
@@ -1 +1 @@
1
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{ Bone } from \"./bone\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport type { Animatable } from \"../Animations/animatable\";\r\nimport type { AnimationPropertiesOverride } from \"../Animations/animationPropertiesOverride\";\r\nimport { Animation } from \"../Animations/animation\";\r\nimport { AnimationRange } from \"../Animations/animationRange\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport type { IInspectable } from \"../Misc/iInspectable\";\r\nimport type { IAnimatable } from \"../Animations/animatable.interface\";\r\nimport type { AbstractScene } from \"../abstractScene\";\r\n\r\n/**\r\n * Class used to handle skinning animations\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons\r\n */\r\nexport class Skeleton implements IAnimatable {\r\n /**\r\n * Defines the list of child bones\r\n */\r\n public bones = new Array<Bone>();\r\n /**\r\n * Defines an estimate of the dimension of the skeleton at rest\r\n */\r\n public dimensionsAtRest: Vector3;\r\n /**\r\n * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)\r\n */\r\n public needInitialSkinMatrix = false;\r\n\r\n /**\r\n * Gets the list of animations attached to this skeleton\r\n */\r\n public animations: Array<Animation>;\r\n\r\n private _scene: Scene;\r\n private _isDirty = true;\r\n private _transformMatrices: Float32Array;\r\n private _transformMatrixTexture: Nullable<RawTexture>;\r\n private _meshesWithPoseMatrix = new Array<AbstractMesh>();\r\n private _animatables: IAnimatable[];\r\n private _identity = Matrix.Identity();\r\n private _synchronizedWithMesh: AbstractMesh;\r\n\r\n private _ranges: { [name: string]: Nullable<AnimationRange> } = {};\r\n\r\n private _absoluteTransformIsDirty = true;\r\n\r\n private _canUseTextureForBones = false;\r\n private _uniqueId = 0;\r\n\r\n /** @hidden */\r\n public _numBonesWithLinkedTransformNode = 0;\r\n\r\n /** @hidden */\r\n public _hasWaitingData: Nullable<boolean> = null;\r\n\r\n /** @hidden */\r\n public _parentContainer: Nullable<AbstractScene> = null;\r\n\r\n /**\r\n * Specifies if the skeleton should be serialized\r\n */\r\n public doNotSerialize = false;\r\n\r\n private _useTextureToStoreBoneMatrices = true;\r\n /**\r\n * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).\r\n * Please note that this option is not available if the hardware does not support it\r\n */\r\n public get useTextureToStoreBoneMatrices(): boolean {\r\n return this._useTextureToStoreBoneMatrices;\r\n }\r\n\r\n public set useTextureToStoreBoneMatrices(value: boolean) {\r\n this._useTextureToStoreBoneMatrices = value;\r\n this._markAsDirty();\r\n }\r\n\r\n private _animationPropertiesOverride: Nullable<AnimationPropertiesOverride> = null;\r\n\r\n /**\r\n * Gets or sets the animation properties override\r\n */\r\n public get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride> {\r\n if (!this._animationPropertiesOverride) {\r\n return this._scene.animationPropertiesOverride;\r\n }\r\n return this._animationPropertiesOverride;\r\n }\r\n\r\n public set animationPropertiesOverride(value: Nullable<AnimationPropertiesOverride>) {\r\n this._animationPropertiesOverride = value;\r\n }\r\n\r\n /**\r\n * List of inspectable custom properties (used by the Inspector)\r\n * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility\r\n */\r\n public inspectableCustomProperties: IInspectable[];\r\n\r\n // Events\r\n\r\n /**\r\n * An observable triggered before computing the skeleton's matrices\r\n */\r\n public onBeforeComputeObservable = new Observable<Skeleton>();\r\n\r\n /**\r\n * Gets a boolean indicating that the skeleton effectively stores matrices into a texture\r\n */\r\n public get isUsingTextureForMatrices() {\r\n return this.useTextureToStoreBoneMatrices && this._canUseTextureForBones;\r\n }\r\n\r\n /**\r\n * Gets the unique ID of this skeleton\r\n */\r\n public get uniqueId(): number {\r\n return this._uniqueId;\r\n }\r\n\r\n /**\r\n * Creates a new skeleton\r\n * @param name defines the skeleton name\r\n * @param id defines the skeleton Id\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(\r\n /** defines the skeleton name */\r\n public name: string,\r\n /** defines the skeleton Id */\r\n public id: string,\r\n scene: Scene\r\n ) {\r\n this.bones = [];\r\n\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n this._uniqueId = this._scene.getUniqueId();\r\n\r\n this._scene.addSkeleton(this);\r\n\r\n //make sure it will recalculate the matrix next time prepare is called.\r\n this._isDirty = true;\r\n\r\n const engineCaps = this._scene.getEngine().getCaps();\r\n this._canUseTextureForBones = engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0;\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @return the class name\r\n */\r\n public getClassName(): string {\r\n return \"Skeleton\";\r\n }\r\n\r\n /**\r\n * Returns an array containing the root bones\r\n * @returns an array containing the root bones\r\n */\r\n public getChildren(): Array<Bone> {\r\n return this.bones.filter((b) => !b.getParent());\r\n }\r\n\r\n // Members\r\n /**\r\n * Gets the list of transform matrices to send to shaders (one matrix per bone)\r\n * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)\r\n * @returns a Float32Array containing matrices data\r\n */\r\n public getTransformMatrices(mesh: AbstractMesh): Float32Array {\r\n if (this.needInitialSkinMatrix) {\r\n if (!mesh._bonesTransformMatrices) {\r\n this.prepare();\r\n }\r\n\r\n return mesh._bonesTransformMatrices!;\r\n }\r\n\r\n if (!this._transformMatrices) {\r\n this.prepare();\r\n }\r\n\r\n return this._transformMatrices;\r\n }\r\n\r\n /**\r\n * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)\r\n * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)\r\n * @returns a raw texture containing the data\r\n */\r\n public getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture> {\r\n if (this.needInitialSkinMatrix && mesh._transformMatrixTexture) {\r\n return mesh._transformMatrixTexture;\r\n }\r\n\r\n return this._transformMatrixTexture;\r\n }\r\n\r\n /**\r\n * Gets the current hosting scene\r\n * @returns a scene object\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Gets a string representing the current skeleton data\r\n * @param fullDetails defines a boolean indicating if we want a verbose version\r\n * @returns a string representing the current skeleton data\r\n */\r\n public toString(fullDetails?: boolean): string {\r\n let ret = `Name: ${this.name}, nBones: ${this.bones.length}`;\r\n ret += `, nAnimationRanges: ${this._ranges ? Object.keys(this._ranges).length : \"none\"}`;\r\n if (fullDetails) {\r\n ret += \", Ranges: {\";\r\n let first = true;\r\n for (const name in this._ranges) {\r\n if (first) {\r\n ret += \", \";\r\n first = false;\r\n }\r\n ret += name;\r\n }\r\n ret += \"}\";\r\n }\r\n return ret;\r\n }\r\n\r\n /**\r\n * Get bone's index searching by name\r\n * @param name defines bone's name to search for\r\n * @return the indice of the bone. Returns -1 if not found\r\n */\r\n public getBoneIndexByName(name: string): number {\r\n for (let boneIndex = 0, cache = this.bones.length; boneIndex < cache; boneIndex++) {\r\n if (this.bones[boneIndex].name === name) {\r\n return boneIndex;\r\n }\r\n }\r\n return -1;\r\n }\r\n\r\n /**\r\n * Create a new animation range\r\n * @param name defines the name of the range\r\n * @param from defines the start key\r\n * @param to defines the end key\r\n */\r\n public createAnimationRange(name: string, from: number, to: number): void {\r\n // check name not already in use\r\n if (!this._ranges[name]) {\r\n this._ranges[name] = new AnimationRange(name, from, to);\r\n for (let i = 0, nBones = this.bones.length; i < nBones; i++) {\r\n if (this.bones[i].animations[0]) {\r\n this.bones[i].animations[0].createRange(name, from, to);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Delete a specific animation range\r\n * @param name defines the name of the range\r\n * @param deleteFrames defines if frames must be removed as well\r\n */\r\n public deleteAnimationRange(name: string, deleteFrames = true): void {\r\n for (let i = 0, nBones = this.bones.length; i < nBones; i++) {\r\n if (this.bones[i].animations[0]) {\r\n this.bones[i].animations[0].deleteRange(name, deleteFrames);\r\n }\r\n }\r\n this._ranges[name] = null; // said much faster than 'delete this._range[name]'\r\n }\r\n\r\n /**\r\n * Gets a specific animation range\r\n * @param name defines the name of the range to look for\r\n * @returns the requested animation range or null if not found\r\n */\r\n public getAnimationRange(name: string): Nullable<AnimationRange> {\r\n return this._ranges[name] || null;\r\n }\r\n\r\n /**\r\n * Gets the list of all animation ranges defined on this skeleton\r\n * @returns an array\r\n */\r\n public getAnimationRanges(): Nullable<AnimationRange>[] {\r\n const animationRanges: Nullable<AnimationRange>[] = [];\r\n let name: string;\r\n for (name in this._ranges) {\r\n animationRanges.push(this._ranges[name]);\r\n }\r\n return animationRanges;\r\n }\r\n\r\n /**\r\n * Copy animation range from a source skeleton.\r\n * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences\r\n * @param source defines the source skeleton\r\n * @param name defines the name of the range to copy\r\n * @param rescaleAsRequired defines if rescaling must be applied if required\r\n * @returns true if operation was successful\r\n */\r\n public copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired = false): boolean {\r\n if (this._ranges[name] || !source.getAnimationRange(name)) {\r\n return false;\r\n }\r\n let ret = true;\r\n const frameOffset = this._getHighestAnimationFrame() + 1;\r\n\r\n // make a dictionary of source skeleton's bones, so exact same order or doubly nested loop is not required\r\n const boneDict: { [key: string]: Bone } = {};\r\n const sourceBones = source.bones;\r\n let nBones: number;\r\n let i: number;\r\n for (i = 0, nBones = sourceBones.length; i < nBones; i++) {\r\n boneDict[sourceBones[i].name] = sourceBones[i];\r\n }\r\n\r\n if (this.bones.length !== sourceBones.length) {\r\n Logger.Warn(`copyAnimationRange: this rig has ${this.bones.length} bones, while source as ${sourceBones.length}`);\r\n ret = false;\r\n }\r\n\r\n const skelDimensionsRatio = rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;\r\n\r\n for (i = 0, nBones = this.bones.length; i < nBones; i++) {\r\n const boneName = this.bones[i].name;\r\n const sourceBone = boneDict[boneName];\r\n if (sourceBone) {\r\n ret = ret && this.bones[i].copyAnimationRange(sourceBone, name, frameOffset, rescaleAsRequired, skelDimensionsRatio);\r\n } else {\r\n Logger.Warn(\"copyAnimationRange: not same rig, missing source bone \" + boneName);\r\n ret = false;\r\n }\r\n }\r\n // do not call createAnimationRange(), since it also is done to bones, which was already done\r\n const range = source.getAnimationRange(name);\r\n if (range) {\r\n this._ranges[name] = new AnimationRange(name, range.from + frameOffset, range.to + frameOffset);\r\n }\r\n return ret;\r\n }\r\n\r\n /**\r\n * Forces the skeleton to go to rest pose\r\n */\r\n public returnToRest(): void {\r\n for (const bone of this.bones) {\r\n if (bone._index !== -1) {\r\n bone.returnToRest();\r\n }\r\n }\r\n }\r\n\r\n private _getHighestAnimationFrame(): number {\r\n let ret = 0;\r\n for (let i = 0, nBones = this.bones.length; i < nBones; i++) {\r\n if (this.bones[i].animations[0]) {\r\n const highest = this.bones[i].animations[0].getHighestFrame();\r\n if (ret < highest) {\r\n ret = highest;\r\n }\r\n }\r\n }\r\n return ret;\r\n }\r\n\r\n /**\r\n * Begin a specific animation range\r\n * @param name defines the name of the range to start\r\n * @param loop defines if looping must be turned on (false by default)\r\n * @param speedRatio defines the speed ratio to apply (1 by default)\r\n * @param onAnimationEnd defines a callback which will be called when animation will end\r\n * @returns a new animatable\r\n */\r\n public beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable> {\r\n const range = this.getAnimationRange(name);\r\n\r\n if (!range) {\r\n return null;\r\n }\r\n\r\n return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);\r\n }\r\n\r\n /**\r\n * Convert the keyframes for a range of animation on a skeleton to be relative to a given reference frame.\r\n * @param skeleton defines the Skeleton containing the animation range to convert\r\n * @param referenceFrame defines the frame that keyframes in the range will be relative to\r\n * @param range defines the name of the AnimationRange belonging to the Skeleton to convert\r\n * @returns the original skeleton\r\n */\r\n public static MakeAnimationAdditive(skeleton: Skeleton, referenceFrame = 0, range: string): Nullable<Skeleton> {\r\n const rangeValue = skeleton.getAnimationRange(range);\r\n\r\n // We can't make a range additive if it doesn't exist\r\n if (!rangeValue) {\r\n return null;\r\n }\r\n\r\n // Find any current scene-level animatable belonging to the target that matches the range\r\n const sceneAnimatables = skeleton._scene.getAllAnimatablesByTarget(skeleton);\r\n let rangeAnimatable: Nullable<Animatable> = null;\r\n\r\n for (let index = 0; index < sceneAnimatables.length; index++) {\r\n const sceneAnimatable = sceneAnimatables[index];\r\n\r\n if (sceneAnimatable.fromFrame === rangeValue?.from && sceneAnimatable.toFrame === rangeValue?.to) {\r\n rangeAnimatable = sceneAnimatable;\r\n break;\r\n }\r\n }\r\n\r\n // Convert the animations belonging to the skeleton to additive keyframes\r\n const animatables = skeleton.getAnimatables();\r\n\r\n for (let index = 0; index < animatables.length; index++) {\r\n const animatable = animatables[index];\r\n const animations = animatable.animations;\r\n\r\n if (!animations) {\r\n continue;\r\n }\r\n\r\n for (let animIndex = 0; animIndex < animations.length; animIndex++) {\r\n Animation.MakeAnimationAdditive(animations[animIndex], referenceFrame, range);\r\n }\r\n }\r\n\r\n // Mark the scene-level animatable as additive\r\n if (rangeAnimatable) {\r\n rangeAnimatable.isAdditive = true;\r\n }\r\n\r\n return skeleton;\r\n }\r\n\r\n /** @hidden */\r\n public _markAsDirty(): void {\r\n this._isDirty = true;\r\n this._absoluteTransformIsDirty = true;\r\n }\r\n\r\n /**\r\n * @param mesh\r\n * @hidden\r\n */\r\n public _registerMeshWithPoseMatrix(mesh: AbstractMesh): void {\r\n this._meshesWithPoseMatrix.push(mesh);\r\n }\r\n\r\n /**\r\n * @param mesh\r\n * @hidden\r\n */\r\n public _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void {\r\n const index = this._meshesWithPoseMatrix.indexOf(mesh);\r\n\r\n if (index > -1) {\r\n this._meshesWithPoseMatrix.splice(index, 1);\r\n }\r\n }\r\n\r\n private _computeTransformMatrices(targetMatrix: Float32Array, initialSkinMatrix: Nullable<Matrix>): void {\r\n this.onBeforeComputeObservable.notifyObservers(this);\r\n\r\n for (let index = 0; index < this.bones.length; index++) {\r\n const bone = this.bones[index];\r\n bone._childUpdateId++;\r\n const parentBone = bone.getParent();\r\n\r\n if (parentBone) {\r\n bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());\r\n } else {\r\n if (initialSkinMatrix) {\r\n bone.getLocalMatrix().multiplyToRef(initialSkinMatrix, bone.getWorldMatrix());\r\n } else {\r\n bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());\r\n }\r\n }\r\n\r\n if (bone._index !== -1) {\r\n const mappedIndex = bone._index === null ? index : bone._index;\r\n bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), targetMatrix, mappedIndex * 16);\r\n }\r\n }\r\n\r\n this._identity.copyToArray(targetMatrix, this.bones.length * 16);\r\n }\r\n\r\n /**\r\n * Build all resources required to render a skeleton\r\n */\r\n public prepare(): void {\r\n // Update the local matrix of bones with linked transform nodes.\r\n if (this._numBonesWithLinkedTransformNode > 0) {\r\n for (const bone of this.bones) {\r\n if (bone._linkedTransformNode) {\r\n // Computing the world matrix also computes the local matrix.\r\n bone._linkedTransformNode.computeWorldMatrix();\r\n bone._matrix = bone._linkedTransformNode._localMatrix;\r\n }\r\n }\r\n }\r\n\r\n if (this.needInitialSkinMatrix) {\r\n for (const mesh of this._meshesWithPoseMatrix) {\r\n const poseMatrix = mesh.getPoseMatrix();\r\n\r\n let needsUpdate = this._isDirty;\r\n if (!mesh._bonesTransformMatrices || mesh._bonesTransformMatrices.length !== 16 * (this.bones.length + 1)) {\r\n mesh._bonesTransformMatrices = new Float32Array(16 * (this.bones.length + 1));\r\n needsUpdate = true;\r\n }\r\n\r\n if (!needsUpdate) {\r\n continue;\r\n }\r\n\r\n if (this._synchronizedWithMesh !== mesh) {\r\n this._synchronizedWithMesh = mesh;\r\n\r\n // Prepare bones\r\n for (const bone of this.bones) {\r\n if (!bone.getParent()) {\r\n const matrix = bone.getBaseMatrix();\r\n matrix.multiplyToRef(poseMatrix, TmpVectors.Matrix[1]);\r\n bone._updateDifferenceMatrix(TmpVectors.Matrix[1]);\r\n }\r\n }\r\n\r\n if (this.isUsingTextureForMatrices) {\r\n const textureWidth = (this.bones.length + 1) * 4;\r\n if (!mesh._transformMatrixTexture || mesh._transformMatrixTexture.getSize().width !== textureWidth) {\r\n if (mesh._transformMatrixTexture) {\r\n mesh._transformMatrixTexture.dispose();\r\n }\r\n\r\n mesh._transformMatrixTexture = RawTexture.CreateRGBATexture(\r\n mesh._bonesTransformMatrices,\r\n (this.bones.length + 1) * 4,\r\n 1,\r\n this._scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n }\r\n }\r\n }\r\n\r\n this._computeTransformMatrices(mesh._bonesTransformMatrices, poseMatrix);\r\n\r\n if (this.isUsingTextureForMatrices && mesh._transformMatrixTexture) {\r\n mesh._transformMatrixTexture.update(mesh._bonesTransformMatrices);\r\n }\r\n }\r\n } else {\r\n if (!this._isDirty) {\r\n return;\r\n }\r\n\r\n if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {\r\n this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));\r\n\r\n if (this.isUsingTextureForMatrices) {\r\n if (this._transformMatrixTexture) {\r\n this._transformMatrixTexture.dispose();\r\n }\r\n\r\n this._transformMatrixTexture = RawTexture.CreateRGBATexture(\r\n this._transformMatrices,\r\n (this.bones.length + 1) * 4,\r\n 1,\r\n this._scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n }\r\n }\r\n\r\n this._computeTransformMatrices(this._transformMatrices, null);\r\n\r\n if (this.isUsingTextureForMatrices && this._transformMatrixTexture) {\r\n this._transformMatrixTexture.update(this._transformMatrices);\r\n }\r\n }\r\n\r\n this._isDirty = false;\r\n }\r\n\r\n /**\r\n * Gets the list of animatables currently running for this skeleton\r\n * @returns an array of animatables\r\n */\r\n public getAnimatables(): IAnimatable[] {\r\n if (!this._animatables || this._animatables.length !== this.bones.length) {\r\n this._animatables = [];\r\n\r\n for (let index = 0; index < this.bones.length; index++) {\r\n this._animatables.push(this.bones[index]);\r\n }\r\n }\r\n\r\n return this._animatables;\r\n }\r\n\r\n /**\r\n * Clone the current skeleton\r\n * @param name defines the name of the new skeleton\r\n * @param id defines the id of the new skeleton\r\n * @returns the new skeleton\r\n */\r\n public clone(name: string, id?: string): Skeleton {\r\n const result = new Skeleton(name, id || name, this._scene);\r\n\r\n result.needInitialSkinMatrix = this.needInitialSkinMatrix;\r\n\r\n for (let index = 0; index < this.bones.length; index++) {\r\n const source = this.bones[index];\r\n let parentBone = null;\r\n\r\n const parent = source.getParent();\r\n if (parent) {\r\n const parentIndex = this.bones.indexOf(parent);\r\n parentBone = result.bones[parentIndex];\r\n }\r\n\r\n const bone = new Bone(source.name, result, parentBone, source.getBaseMatrix().clone(), source.getRestPose().clone());\r\n bone._index = source._index;\r\n\r\n if (source._linkedTransformNode) {\r\n bone.linkTransformNode(source._linkedTransformNode);\r\n }\r\n\r\n DeepCopier.DeepCopy(source.animations, bone.animations);\r\n }\r\n\r\n if (this._ranges) {\r\n result._ranges = {};\r\n for (const rangeName in this._ranges) {\r\n const range = this._ranges[rangeName];\r\n\r\n if (range) {\r\n result._ranges[rangeName] = range.clone();\r\n }\r\n }\r\n }\r\n\r\n this._isDirty = true;\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Enable animation blending for this skeleton\r\n * @param blendingSpeed defines the blending speed to apply\r\n * @see https://doc.babylonjs.com/babylon101/animations#animation-blending\r\n */\r\n public enableBlending(blendingSpeed = 0.01) {\r\n this.bones.forEach((bone) => {\r\n bone.animations.forEach((animation: Animation) => {\r\n animation.enableBlending = true;\r\n animation.blendingSpeed = blendingSpeed;\r\n });\r\n });\r\n }\r\n\r\n /**\r\n * Releases all resources associated with the current skeleton\r\n */\r\n public dispose() {\r\n this._meshesWithPoseMatrix = [];\r\n\r\n // Animations\r\n this.getScene().stopAnimation(this);\r\n\r\n // Remove from scene\r\n this.getScene().removeSkeleton(this);\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.skeletons.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.skeletons.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n\r\n if (this._transformMatrixTexture) {\r\n this._transformMatrixTexture.dispose();\r\n this._transformMatrixTexture = null;\r\n }\r\n }\r\n\r\n /**\r\n * Serialize the skeleton in a JSON object\r\n * @returns a JSON object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.id = this.id;\r\n\r\n if (this.dimensionsAtRest) {\r\n serializationObject.dimensionsAtRest = this.dimensionsAtRest.asArray();\r\n }\r\n\r\n serializationObject.bones = [];\r\n\r\n serializationObject.needInitialSkinMatrix = this.needInitialSkinMatrix;\r\n\r\n for (let index = 0; index < this.bones.length; index++) {\r\n const bone = this.bones[index];\r\n const parent = bone.getParent();\r\n\r\n const serializedBone: any = {\r\n parentBoneIndex: parent ? this.bones.indexOf(parent) : -1,\r\n index: bone.getIndex(),\r\n name: bone.name,\r\n id: bone.id,\r\n matrix: bone.getBaseMatrix().toArray(),\r\n rest: bone.getRestPose().toArray(),\r\n linkedTransformNodeId: bone.getTransformNode()?.id,\r\n };\r\n\r\n serializationObject.bones.push(serializedBone);\r\n\r\n if (bone.length) {\r\n serializedBone.length = bone.length;\r\n }\r\n\r\n if (bone.metadata) {\r\n serializedBone.metadata = bone.metadata;\r\n }\r\n\r\n if (bone.animations && bone.animations.length > 0) {\r\n serializedBone.animation = bone.animations[0].serialize();\r\n }\r\n\r\n serializationObject.ranges = [];\r\n for (const name in this._ranges) {\r\n const source = this._ranges[name];\r\n\r\n if (!source) {\r\n continue;\r\n }\r\n\r\n const range: any = {};\r\n range.name = name;\r\n range.from = source.from;\r\n range.to = source.to;\r\n serializationObject.ranges.push(range);\r\n }\r\n }\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a new skeleton from serialized data\r\n * @param parsedSkeleton defines the serialized data\r\n * @param scene defines the hosting scene\r\n * @returns a new skeleton\r\n */\r\n public static Parse(parsedSkeleton: any, scene: Scene): Skeleton {\r\n const skeleton = new Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);\r\n if (parsedSkeleton.dimensionsAtRest) {\r\n skeleton.dimensionsAtRest = Vector3.FromArray(parsedSkeleton.dimensionsAtRest);\r\n }\r\n\r\n skeleton.needInitialSkinMatrix = parsedSkeleton.needInitialSkinMatrix;\r\n\r\n let index: number;\r\n for (index = 0; index < parsedSkeleton.bones.length; index++) {\r\n const parsedBone = parsedSkeleton.bones[index];\r\n const parsedBoneIndex = parsedSkeleton.bones[index].index;\r\n let parentBone = null;\r\n if (parsedBone.parentBoneIndex > -1) {\r\n parentBone = skeleton.bones[parsedBone.parentBoneIndex];\r\n }\r\n\r\n const rest: Nullable<Matrix> = parsedBone.rest ? Matrix.FromArray(parsedBone.rest) : null;\r\n const bone = new Bone(parsedBone.name, skeleton, parentBone, Matrix.FromArray(parsedBone.matrix), rest, null, parsedBoneIndex);\r\n\r\n if (parsedBone.id !== undefined && parsedBone.id !== null) {\r\n bone.id = parsedBone.id;\r\n }\r\n\r\n if (parsedBone.length) {\r\n bone.length = parsedBone.length;\r\n }\r\n\r\n if (parsedBone.metadata) {\r\n bone.metadata = parsedBone.metadata;\r\n }\r\n\r\n if (parsedBone.animation) {\r\n bone.animations.push(Animation.Parse(parsedBone.animation));\r\n }\r\n\r\n if (parsedBone.linkedTransformNodeId !== undefined && parsedBone.linkedTransformNodeId !== null) {\r\n skeleton._hasWaitingData = true;\r\n bone._waitingTransformNodeId = parsedBone.linkedTransformNodeId;\r\n }\r\n }\r\n\r\n // placed after bones, so createAnimationRange can cascade down\r\n if (parsedSkeleton.ranges) {\r\n for (index = 0; index < parsedSkeleton.ranges.length; index++) {\r\n const data = parsedSkeleton.ranges[index];\r\n skeleton.createAnimationRange(data.name, data.from, data.to);\r\n }\r\n }\r\n return skeleton;\r\n }\r\n\r\n /**\r\n * Compute all node absolute transforms\r\n * @param forceUpdate defines if computation must be done even if cache is up to date\r\n */\r\n public computeAbsoluteTransforms(forceUpdate = false): void {\r\n if (this._absoluteTransformIsDirty || forceUpdate) {\r\n this.bones[0].computeAbsoluteTransforms();\r\n this._absoluteTransformIsDirty = false;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the root pose matrix\r\n * @returns a matrix\r\n */\r\n public getPoseMatrix(): Nullable<Matrix> {\r\n let poseMatrix: Nullable<Matrix> = null;\r\n\r\n if (this._meshesWithPoseMatrix.length > 0) {\r\n poseMatrix = this._meshesWithPoseMatrix[0].getPoseMatrix();\r\n }\r\n\r\n return poseMatrix;\r\n }\r\n\r\n /**\r\n * Sorts bones per internal index\r\n */\r\n public sortBones(): void {\r\n const bones = new Array<Bone>();\r\n const visited = new Array<boolean>(this.bones.length);\r\n for (let index = 0; index < this.bones.length; index++) {\r\n this._sortBones(index, bones, visited);\r\n }\r\n\r\n this.bones = bones;\r\n }\r\n\r\n private _sortBones(index: number, bones: Bone[], visited: boolean[]): void {\r\n if (visited[index]) {\r\n return;\r\n }\r\n\r\n visited[index] = true;\r\n\r\n const bone = this.bones[index];\r\n if (!bone) return;\r\n\r\n if (bone._index === undefined) {\r\n bone._index = index;\r\n }\r\n\r\n const parentBone = bone.getParent();\r\n if (parentBone) {\r\n this._sortBones(this.bones.indexOf(parentBone), bones, visited);\r\n }\r\n\r\n bones.push(bone);\r\n }\r\n\r\n /**\r\n * Set the current local matrix as the restPose for all bones in the skeleton.\r\n */\r\n public setCurrentPoseAsRest(): void {\r\n this.bones.forEach((b) => {\r\n b.setCurrentPoseAsRest();\r\n });\r\n }\r\n}\r\n"]}
1
+ 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{ Bone } from \"./bone\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport type { Animatable } from \"../Animations/animatable\";\r\nimport type { AnimationPropertiesOverride } from \"../Animations/animationPropertiesOverride\";\r\nimport { Animation } from \"../Animations/animation\";\r\nimport { AnimationRange } from \"../Animations/animationRange\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport type { IInspectable } from \"../Misc/iInspectable\";\r\nimport type { IAnimatable } from \"../Animations/animatable.interface\";\r\nimport type { AbstractScene } from \"../abstractScene\";\r\n\r\n/**\r\n * Class used to handle skinning animations\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons\r\n */\r\nexport class Skeleton implements IAnimatable {\r\n /**\r\n * Defines the list of child bones\r\n */\r\n public bones = new Array<Bone>();\r\n /**\r\n * Defines an estimate of the dimension of the skeleton at rest\r\n */\r\n public dimensionsAtRest: Vector3;\r\n /**\r\n * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)\r\n */\r\n public needInitialSkinMatrix = false;\r\n\r\n /**\r\n * Gets the list of animations attached to this skeleton\r\n */\r\n public animations: Array<Animation>;\r\n\r\n private _scene: Scene;\r\n private _isDirty = true;\r\n private _transformMatrices: Float32Array;\r\n private _transformMatrixTexture: Nullable<RawTexture>;\r\n private _meshesWithPoseMatrix = new Array<AbstractMesh>();\r\n private _animatables: IAnimatable[];\r\n private _identity = Matrix.Identity();\r\n private _synchronizedWithMesh: AbstractMesh;\r\n\r\n private _ranges: { [name: string]: Nullable<AnimationRange> } = {};\r\n\r\n private _absoluteTransformIsDirty = true;\r\n\r\n private _canUseTextureForBones = false;\r\n private _uniqueId = 0;\r\n\r\n /** @hidden */\r\n public _numBonesWithLinkedTransformNode = 0;\r\n\r\n /** @hidden */\r\n public _hasWaitingData: Nullable<boolean> = null;\r\n\r\n /** @hidden */\r\n public _parentContainer: Nullable<AbstractScene> = null;\r\n\r\n /**\r\n * Specifies if the skeleton should be serialized\r\n */\r\n public doNotSerialize = false;\r\n\r\n private _useTextureToStoreBoneMatrices = true;\r\n /**\r\n * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).\r\n * Please note that this option is not available if the hardware does not support it\r\n */\r\n public get useTextureToStoreBoneMatrices(): boolean {\r\n return this._useTextureToStoreBoneMatrices;\r\n }\r\n\r\n public set useTextureToStoreBoneMatrices(value: boolean) {\r\n this._useTextureToStoreBoneMatrices = value;\r\n this._markAsDirty();\r\n }\r\n\r\n private _animationPropertiesOverride: Nullable<AnimationPropertiesOverride> = null;\r\n\r\n /**\r\n * Gets or sets the animation properties override\r\n */\r\n public get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride> {\r\n if (!this._animationPropertiesOverride) {\r\n return this._scene.animationPropertiesOverride;\r\n }\r\n return this._animationPropertiesOverride;\r\n }\r\n\r\n public set animationPropertiesOverride(value: Nullable<AnimationPropertiesOverride>) {\r\n this._animationPropertiesOverride = value;\r\n }\r\n\r\n /**\r\n * List of inspectable custom properties (used by the Inspector)\r\n * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility\r\n */\r\n public inspectableCustomProperties: IInspectable[];\r\n\r\n // Events\r\n\r\n /**\r\n * An observable triggered before computing the skeleton's matrices\r\n */\r\n public onBeforeComputeObservable = new Observable<Skeleton>();\r\n\r\n /**\r\n * Gets a boolean indicating that the skeleton effectively stores matrices into a texture\r\n */\r\n public get isUsingTextureForMatrices() {\r\n return this.useTextureToStoreBoneMatrices && this._canUseTextureForBones;\r\n }\r\n\r\n /**\r\n * Gets the unique ID of this skeleton\r\n */\r\n public get uniqueId(): number {\r\n return this._uniqueId;\r\n }\r\n\r\n /**\r\n * Creates a new skeleton\r\n * @param name defines the skeleton name\r\n * @param id defines the skeleton Id\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(\r\n /** defines the skeleton name */\r\n public name: string,\r\n /** defines the skeleton Id */\r\n public id: string,\r\n scene: Scene\r\n ) {\r\n this.bones = [];\r\n\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n this._uniqueId = this._scene.getUniqueId();\r\n\r\n this._scene.addSkeleton(this);\r\n\r\n //make sure it will recalculate the matrix next time prepare is called.\r\n this._isDirty = true;\r\n\r\n const engineCaps = this._scene.getEngine().getCaps();\r\n this._canUseTextureForBones = engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0;\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @return the class name\r\n */\r\n public getClassName(): string {\r\n return \"Skeleton\";\r\n }\r\n\r\n /**\r\n * Returns an array containing the root bones\r\n * @returns an array containing the root bones\r\n */\r\n public getChildren(): Array<Bone> {\r\n return this.bones.filter((b) => !b.getParent());\r\n }\r\n\r\n // Members\r\n /**\r\n * Gets the list of transform matrices to send to shaders (one matrix per bone)\r\n * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)\r\n * @returns a Float32Array containing matrices data\r\n */\r\n public getTransformMatrices(mesh: AbstractMesh): Float32Array {\r\n if (this.needInitialSkinMatrix) {\r\n if (!mesh._bonesTransformMatrices) {\r\n this.prepare();\r\n }\r\n\r\n return mesh._bonesTransformMatrices!;\r\n }\r\n\r\n if (!this._transformMatrices) {\r\n this.prepare();\r\n }\r\n\r\n return this._transformMatrices;\r\n }\r\n\r\n /**\r\n * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)\r\n * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)\r\n * @returns a raw texture containing the data\r\n */\r\n public getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture> {\r\n if (this.needInitialSkinMatrix && mesh._transformMatrixTexture) {\r\n return mesh._transformMatrixTexture;\r\n }\r\n\r\n return this._transformMatrixTexture;\r\n }\r\n\r\n /**\r\n * Gets the current hosting scene\r\n * @returns a scene object\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Gets a string representing the current skeleton data\r\n * @param fullDetails defines a boolean indicating if we want a verbose version\r\n * @returns a string representing the current skeleton data\r\n */\r\n public toString(fullDetails?: boolean): string {\r\n let ret = `Name: ${this.name}, nBones: ${this.bones.length}`;\r\n ret += `, nAnimationRanges: ${this._ranges ? Object.keys(this._ranges).length : \"none\"}`;\r\n if (fullDetails) {\r\n ret += \", Ranges: {\";\r\n let first = true;\r\n for (const name in this._ranges) {\r\n if (first) {\r\n ret += \", \";\r\n first = false;\r\n }\r\n ret += name;\r\n }\r\n ret += \"}\";\r\n }\r\n return ret;\r\n }\r\n\r\n /**\r\n * Get bone's index searching by name\r\n * @param name defines bone's name to search for\r\n * @return the indice of the bone. Returns -1 if not found\r\n */\r\n public getBoneIndexByName(name: string): number {\r\n for (let boneIndex = 0, cache = this.bones.length; boneIndex < cache; boneIndex++) {\r\n if (this.bones[boneIndex].name === name) {\r\n return boneIndex;\r\n }\r\n }\r\n return -1;\r\n }\r\n\r\n /**\r\n * Create a new animation range\r\n * @param name defines the name of the range\r\n * @param from defines the start key\r\n * @param to defines the end key\r\n */\r\n public createAnimationRange(name: string, from: number, to: number): void {\r\n // check name not already in use\r\n if (!this._ranges[name]) {\r\n this._ranges[name] = new AnimationRange(name, from, to);\r\n for (let i = 0, nBones = this.bones.length; i < nBones; i++) {\r\n if (this.bones[i].animations[0]) {\r\n this.bones[i].animations[0].createRange(name, from, to);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Delete a specific animation range\r\n * @param name defines the name of the range\r\n * @param deleteFrames defines if frames must be removed as well\r\n */\r\n public deleteAnimationRange(name: string, deleteFrames = true): void {\r\n for (let i = 0, nBones = this.bones.length; i < nBones; i++) {\r\n if (this.bones[i].animations[0]) {\r\n this.bones[i].animations[0].deleteRange(name, deleteFrames);\r\n }\r\n }\r\n this._ranges[name] = null; // said much faster than 'delete this._range[name]'\r\n }\r\n\r\n /**\r\n * Gets a specific animation range\r\n * @param name defines the name of the range to look for\r\n * @returns the requested animation range or null if not found\r\n */\r\n public getAnimationRange(name: string): Nullable<AnimationRange> {\r\n return this._ranges[name] || null;\r\n }\r\n\r\n /**\r\n * Gets the list of all animation ranges defined on this skeleton\r\n * @returns an array\r\n */\r\n public getAnimationRanges(): Nullable<AnimationRange>[] {\r\n const animationRanges: Nullable<AnimationRange>[] = [];\r\n let name: string;\r\n for (name in this._ranges) {\r\n animationRanges.push(this._ranges[name]);\r\n }\r\n return animationRanges;\r\n }\r\n\r\n /**\r\n * Copy animation range from a source skeleton.\r\n * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences\r\n * @param source defines the source skeleton\r\n * @param name defines the name of the range to copy\r\n * @param rescaleAsRequired defines if rescaling must be applied if required\r\n * @returns true if operation was successful\r\n */\r\n public copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired = false): boolean {\r\n if (this._ranges[name] || !source.getAnimationRange(name)) {\r\n return false;\r\n }\r\n let ret = true;\r\n const frameOffset = this._getHighestAnimationFrame() + 1;\r\n\r\n // make a dictionary of source skeleton's bones, so exact same order or doubly nested loop is not required\r\n const boneDict: { [key: string]: Bone } = {};\r\n const sourceBones = source.bones;\r\n let nBones: number;\r\n let i: number;\r\n for (i = 0, nBones = sourceBones.length; i < nBones; i++) {\r\n boneDict[sourceBones[i].name] = sourceBones[i];\r\n }\r\n\r\n if (this.bones.length !== sourceBones.length) {\r\n Logger.Warn(`copyAnimationRange: this rig has ${this.bones.length} bones, while source as ${sourceBones.length}`);\r\n ret = false;\r\n }\r\n\r\n const skelDimensionsRatio = rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;\r\n\r\n for (i = 0, nBones = this.bones.length; i < nBones; i++) {\r\n const boneName = this.bones[i].name;\r\n const sourceBone = boneDict[boneName];\r\n if (sourceBone) {\r\n ret = ret && this.bones[i].copyAnimationRange(sourceBone, name, frameOffset, rescaleAsRequired, skelDimensionsRatio);\r\n } else {\r\n Logger.Warn(\"copyAnimationRange: not same rig, missing source bone \" + boneName);\r\n ret = false;\r\n }\r\n }\r\n // do not call createAnimationRange(), since it also is done to bones, which was already done\r\n const range = source.getAnimationRange(name);\r\n if (range) {\r\n this._ranges[name] = new AnimationRange(name, range.from + frameOffset, range.to + frameOffset);\r\n }\r\n return ret;\r\n }\r\n\r\n /**\r\n * Forces the skeleton to go to rest pose\r\n */\r\n public returnToRest(): void {\r\n for (const bone of this.bones) {\r\n if (bone._index !== -1) {\r\n bone.returnToRest();\r\n }\r\n }\r\n }\r\n\r\n private _getHighestAnimationFrame(): number {\r\n let ret = 0;\r\n for (let i = 0, nBones = this.bones.length; i < nBones; i++) {\r\n if (this.bones[i].animations[0]) {\r\n const highest = this.bones[i].animations[0].getHighestFrame();\r\n if (ret < highest) {\r\n ret = highest;\r\n }\r\n }\r\n }\r\n return ret;\r\n }\r\n\r\n /**\r\n * Begin a specific animation range\r\n * @param name defines the name of the range to start\r\n * @param loop defines if looping must be turned on (false by default)\r\n * @param speedRatio defines the speed ratio to apply (1 by default)\r\n * @param onAnimationEnd defines a callback which will be called when animation will end\r\n * @returns a new animatable\r\n */\r\n public beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable> {\r\n const range = this.getAnimationRange(name);\r\n\r\n if (!range) {\r\n return null;\r\n }\r\n\r\n return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);\r\n }\r\n\r\n /**\r\n * Convert the keyframes for a range of animation on a skeleton to be relative to a given reference frame.\r\n * @param skeleton defines the Skeleton containing the animation range to convert\r\n * @param referenceFrame defines the frame that keyframes in the range will be relative to\r\n * @param range defines the name of the AnimationRange belonging to the Skeleton to convert\r\n * @returns the original skeleton\r\n */\r\n public static MakeAnimationAdditive(skeleton: Skeleton, referenceFrame = 0, range: string): Nullable<Skeleton> {\r\n const rangeValue = skeleton.getAnimationRange(range);\r\n\r\n // We can't make a range additive if it doesn't exist\r\n if (!rangeValue) {\r\n return null;\r\n }\r\n\r\n // Find any current scene-level animatable belonging to the target that matches the range\r\n const sceneAnimatables = skeleton._scene.getAllAnimatablesByTarget(skeleton);\r\n let rangeAnimatable: Nullable<Animatable> = null;\r\n\r\n for (let index = 0; index < sceneAnimatables.length; index++) {\r\n const sceneAnimatable = sceneAnimatables[index];\r\n\r\n if (sceneAnimatable.fromFrame === rangeValue?.from && sceneAnimatable.toFrame === rangeValue?.to) {\r\n rangeAnimatable = sceneAnimatable;\r\n break;\r\n }\r\n }\r\n\r\n // Convert the animations belonging to the skeleton to additive keyframes\r\n const animatables = skeleton.getAnimatables();\r\n\r\n for (let index = 0; index < animatables.length; index++) {\r\n const animatable = animatables[index];\r\n const animations = animatable.animations;\r\n\r\n if (!animations) {\r\n continue;\r\n }\r\n\r\n for (let animIndex = 0; animIndex < animations.length; animIndex++) {\r\n Animation.MakeAnimationAdditive(animations[animIndex], referenceFrame, range);\r\n }\r\n }\r\n\r\n // Mark the scene-level animatable as additive\r\n if (rangeAnimatable) {\r\n rangeAnimatable.isAdditive = true;\r\n }\r\n\r\n return skeleton;\r\n }\r\n\r\n /** @hidden */\r\n public _markAsDirty(): void {\r\n this._isDirty = true;\r\n this._absoluteTransformIsDirty = true;\r\n }\r\n\r\n /**\r\n * @param mesh\r\n * @hidden\r\n */\r\n public _registerMeshWithPoseMatrix(mesh: AbstractMesh): void {\r\n this._meshesWithPoseMatrix.push(mesh);\r\n }\r\n\r\n /**\r\n * @param mesh\r\n * @hidden\r\n */\r\n public _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void {\r\n const index = this._meshesWithPoseMatrix.indexOf(mesh);\r\n\r\n if (index > -1) {\r\n this._meshesWithPoseMatrix.splice(index, 1);\r\n }\r\n }\r\n\r\n private _computeTransformMatrices(targetMatrix: Float32Array, initialSkinMatrix: Nullable<Matrix>): void {\r\n this.onBeforeComputeObservable.notifyObservers(this);\r\n\r\n for (let index = 0; index < this.bones.length; index++) {\r\n const bone = this.bones[index];\r\n bone._childUpdateId++;\r\n const parentBone = bone.getParent();\r\n\r\n if (parentBone) {\r\n bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());\r\n } else {\r\n if (initialSkinMatrix) {\r\n bone.getLocalMatrix().multiplyToRef(initialSkinMatrix, bone.getWorldMatrix());\r\n } else {\r\n bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());\r\n }\r\n }\r\n\r\n if (bone._index !== -1) {\r\n const mappedIndex = bone._index === null ? index : bone._index;\r\n bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), targetMatrix, mappedIndex * 16);\r\n }\r\n }\r\n\r\n this._identity.copyToArray(targetMatrix, this.bones.length * 16);\r\n }\r\n\r\n /**\r\n * Build all resources required to render a skeleton\r\n */\r\n public prepare(): void {\r\n // Update the local matrix of bones with linked transform nodes.\r\n if (this._numBonesWithLinkedTransformNode > 0) {\r\n for (const bone of this.bones) {\r\n if (bone._linkedTransformNode) {\r\n // Computing the world matrix also computes the local matrix.\r\n bone._linkedTransformNode.computeWorldMatrix();\r\n bone._matrix = bone._linkedTransformNode._localMatrix;\r\n }\r\n }\r\n }\r\n\r\n if (this.needInitialSkinMatrix) {\r\n for (const mesh of this._meshesWithPoseMatrix) {\r\n const poseMatrix = mesh.getPoseMatrix();\r\n\r\n let needsUpdate = this._isDirty;\r\n if (!mesh._bonesTransformMatrices || mesh._bonesTransformMatrices.length !== 16 * (this.bones.length + 1)) {\r\n mesh._bonesTransformMatrices = new Float32Array(16 * (this.bones.length + 1));\r\n needsUpdate = true;\r\n }\r\n\r\n if (!needsUpdate) {\r\n continue;\r\n }\r\n\r\n if (this._synchronizedWithMesh !== mesh) {\r\n this._synchronizedWithMesh = mesh;\r\n\r\n // Prepare bones\r\n for (const bone of this.bones) {\r\n if (!bone.getParent()) {\r\n const matrix = bone.getBaseMatrix();\r\n matrix.multiplyToRef(poseMatrix, TmpVectors.Matrix[1]);\r\n bone._updateDifferenceMatrix(TmpVectors.Matrix[1]);\r\n }\r\n }\r\n\r\n if (this.isUsingTextureForMatrices) {\r\n const textureWidth = (this.bones.length + 1) * 4;\r\n if (!mesh._transformMatrixTexture || mesh._transformMatrixTexture.getSize().width !== textureWidth) {\r\n if (mesh._transformMatrixTexture) {\r\n mesh._transformMatrixTexture.dispose();\r\n }\r\n\r\n mesh._transformMatrixTexture = RawTexture.CreateRGBATexture(\r\n mesh._bonesTransformMatrices,\r\n (this.bones.length + 1) * 4,\r\n 1,\r\n this._scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n }\r\n }\r\n }\r\n\r\n this._computeTransformMatrices(mesh._bonesTransformMatrices, poseMatrix);\r\n\r\n if (this.isUsingTextureForMatrices && mesh._transformMatrixTexture) {\r\n mesh._transformMatrixTexture.update(mesh._bonesTransformMatrices);\r\n }\r\n }\r\n } else {\r\n if (!this._isDirty) {\r\n return;\r\n }\r\n\r\n if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {\r\n this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));\r\n\r\n if (this.isUsingTextureForMatrices) {\r\n if (this._transformMatrixTexture) {\r\n this._transformMatrixTexture.dispose();\r\n }\r\n\r\n this._transformMatrixTexture = RawTexture.CreateRGBATexture(\r\n this._transformMatrices,\r\n (this.bones.length + 1) * 4,\r\n 1,\r\n this._scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n }\r\n }\r\n\r\n this._computeTransformMatrices(this._transformMatrices, null);\r\n\r\n if (this.isUsingTextureForMatrices && this._transformMatrixTexture) {\r\n this._transformMatrixTexture.update(this._transformMatrices);\r\n }\r\n }\r\n\r\n this._isDirty = false;\r\n }\r\n\r\n /**\r\n * Gets the list of animatables currently running for this skeleton\r\n * @returns an array of animatables\r\n */\r\n public getAnimatables(): IAnimatable[] {\r\n if (!this._animatables || this._animatables.length !== this.bones.length) {\r\n this._animatables = [];\r\n\r\n for (let index = 0; index < this.bones.length; index++) {\r\n this._animatables.push(this.bones[index]);\r\n }\r\n }\r\n\r\n return this._animatables;\r\n }\r\n\r\n /**\r\n * Clone the current skeleton\r\n * @param name defines the name of the new skeleton\r\n * @param id defines the id of the new skeleton\r\n * @returns the new skeleton\r\n */\r\n public clone(name: string, id?: string): Skeleton {\r\n const result = new Skeleton(name, id || name, this._scene);\r\n\r\n result.needInitialSkinMatrix = this.needInitialSkinMatrix;\r\n\r\n for (let index = 0; index < this.bones.length; index++) {\r\n const source = this.bones[index];\r\n let parentBone = null;\r\n\r\n const parent = source.getParent();\r\n if (parent) {\r\n const parentIndex = this.bones.indexOf(parent);\r\n parentBone = result.bones[parentIndex];\r\n }\r\n\r\n const bone = new Bone(source.name, result, parentBone, source.getBaseMatrix().clone(), source.getRestPose().clone());\r\n bone._index = source._index;\r\n\r\n if (source._linkedTransformNode) {\r\n bone.linkTransformNode(source._linkedTransformNode);\r\n }\r\n\r\n DeepCopier.DeepCopy(source.animations, bone.animations);\r\n }\r\n\r\n if (this._ranges) {\r\n result._ranges = {};\r\n for (const rangeName in this._ranges) {\r\n const range = this._ranges[rangeName];\r\n\r\n if (range) {\r\n result._ranges[rangeName] = range.clone();\r\n }\r\n }\r\n }\r\n\r\n this._isDirty = true;\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Enable animation blending for this skeleton\r\n * @param blendingSpeed defines the blending speed to apply\r\n * @see https://doc.babylonjs.com/babylon101/animations#animation-blending\r\n */\r\n public enableBlending(blendingSpeed = 0.01) {\r\n this.bones.forEach((bone) => {\r\n bone.animations.forEach((animation: Animation) => {\r\n animation.enableBlending = true;\r\n animation.blendingSpeed = blendingSpeed;\r\n });\r\n });\r\n }\r\n\r\n /**\r\n * Releases all resources associated with the current skeleton\r\n */\r\n public dispose() {\r\n this._meshesWithPoseMatrix.length = 0;\r\n\r\n // Animations\r\n this.getScene().stopAnimation(this);\r\n\r\n // Remove from scene\r\n this.getScene().removeSkeleton(this);\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.skeletons.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.skeletons.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n\r\n if (this._transformMatrixTexture) {\r\n this._transformMatrixTexture.dispose();\r\n this._transformMatrixTexture = null;\r\n }\r\n }\r\n\r\n /**\r\n * Serialize the skeleton in a JSON object\r\n * @returns a JSON object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.id = this.id;\r\n\r\n if (this.dimensionsAtRest) {\r\n serializationObject.dimensionsAtRest = this.dimensionsAtRest.asArray();\r\n }\r\n\r\n serializationObject.bones = [];\r\n\r\n serializationObject.needInitialSkinMatrix = this.needInitialSkinMatrix;\r\n\r\n for (let index = 0; index < this.bones.length; index++) {\r\n const bone = this.bones[index];\r\n const parent = bone.getParent();\r\n\r\n const serializedBone: any = {\r\n parentBoneIndex: parent ? this.bones.indexOf(parent) : -1,\r\n index: bone.getIndex(),\r\n name: bone.name,\r\n id: bone.id,\r\n matrix: bone.getBaseMatrix().toArray(),\r\n rest: bone.getRestPose().toArray(),\r\n linkedTransformNodeId: bone.getTransformNode()?.id,\r\n };\r\n\r\n serializationObject.bones.push(serializedBone);\r\n\r\n if (bone.length) {\r\n serializedBone.length = bone.length;\r\n }\r\n\r\n if (bone.metadata) {\r\n serializedBone.metadata = bone.metadata;\r\n }\r\n\r\n if (bone.animations && bone.animations.length > 0) {\r\n serializedBone.animation = bone.animations[0].serialize();\r\n }\r\n\r\n serializationObject.ranges = [];\r\n for (const name in this._ranges) {\r\n const source = this._ranges[name];\r\n\r\n if (!source) {\r\n continue;\r\n }\r\n\r\n const range: any = {};\r\n range.name = name;\r\n range.from = source.from;\r\n range.to = source.to;\r\n serializationObject.ranges.push(range);\r\n }\r\n }\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a new skeleton from serialized data\r\n * @param parsedSkeleton defines the serialized data\r\n * @param scene defines the hosting scene\r\n * @returns a new skeleton\r\n */\r\n public static Parse(parsedSkeleton: any, scene: Scene): Skeleton {\r\n const skeleton = new Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);\r\n if (parsedSkeleton.dimensionsAtRest) {\r\n skeleton.dimensionsAtRest = Vector3.FromArray(parsedSkeleton.dimensionsAtRest);\r\n }\r\n\r\n skeleton.needInitialSkinMatrix = parsedSkeleton.needInitialSkinMatrix;\r\n\r\n let index: number;\r\n for (index = 0; index < parsedSkeleton.bones.length; index++) {\r\n const parsedBone = parsedSkeleton.bones[index];\r\n const parsedBoneIndex = parsedSkeleton.bones[index].index;\r\n let parentBone = null;\r\n if (parsedBone.parentBoneIndex > -1) {\r\n parentBone = skeleton.bones[parsedBone.parentBoneIndex];\r\n }\r\n\r\n const rest: Nullable<Matrix> = parsedBone.rest ? Matrix.FromArray(parsedBone.rest) : null;\r\n const bone = new Bone(parsedBone.name, skeleton, parentBone, Matrix.FromArray(parsedBone.matrix), rest, null, parsedBoneIndex);\r\n\r\n if (parsedBone.id !== undefined && parsedBone.id !== null) {\r\n bone.id = parsedBone.id;\r\n }\r\n\r\n if (parsedBone.length) {\r\n bone.length = parsedBone.length;\r\n }\r\n\r\n if (parsedBone.metadata) {\r\n bone.metadata = parsedBone.metadata;\r\n }\r\n\r\n if (parsedBone.animation) {\r\n bone.animations.push(Animation.Parse(parsedBone.animation));\r\n }\r\n\r\n if (parsedBone.linkedTransformNodeId !== undefined && parsedBone.linkedTransformNodeId !== null) {\r\n skeleton._hasWaitingData = true;\r\n bone._waitingTransformNodeId = parsedBone.linkedTransformNodeId;\r\n }\r\n }\r\n\r\n // placed after bones, so createAnimationRange can cascade down\r\n if (parsedSkeleton.ranges) {\r\n for (index = 0; index < parsedSkeleton.ranges.length; index++) {\r\n const data = parsedSkeleton.ranges[index];\r\n skeleton.createAnimationRange(data.name, data.from, data.to);\r\n }\r\n }\r\n return skeleton;\r\n }\r\n\r\n /**\r\n * Compute all node absolute transforms\r\n * @param forceUpdate defines if computation must be done even if cache is up to date\r\n */\r\n public computeAbsoluteTransforms(forceUpdate = false): void {\r\n if (this._absoluteTransformIsDirty || forceUpdate) {\r\n this.bones[0].computeAbsoluteTransforms();\r\n this._absoluteTransformIsDirty = false;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the root pose matrix\r\n * @returns a matrix\r\n */\r\n public getPoseMatrix(): Nullable<Matrix> {\r\n let poseMatrix: Nullable<Matrix> = null;\r\n\r\n if (this._meshesWithPoseMatrix.length > 0) {\r\n poseMatrix = this._meshesWithPoseMatrix[0].getPoseMatrix();\r\n }\r\n\r\n return poseMatrix;\r\n }\r\n\r\n /**\r\n * Sorts bones per internal index\r\n */\r\n public sortBones(): void {\r\n const bones = new Array<Bone>();\r\n const visited = new Array<boolean>(this.bones.length);\r\n for (let index = 0; index < this.bones.length; index++) {\r\n this._sortBones(index, bones, visited);\r\n }\r\n\r\n this.bones = bones;\r\n }\r\n\r\n private _sortBones(index: number, bones: Bone[], visited: boolean[]): void {\r\n if (visited[index]) {\r\n return;\r\n }\r\n\r\n visited[index] = true;\r\n\r\n const bone = this.bones[index];\r\n if (!bone) return;\r\n\r\n if (bone._index === undefined) {\r\n bone._index = index;\r\n }\r\n\r\n const parentBone = bone.getParent();\r\n if (parentBone) {\r\n this._sortBones(this.bones.indexOf(parentBone), bones, visited);\r\n }\r\n\r\n bones.push(bone);\r\n }\r\n\r\n /**\r\n * Set the current local matrix as the restPose for all bones in the skeleton.\r\n */\r\n public setCurrentPoseAsRest(): void {\r\n this.bones.forEach((b) => {\r\n b.setCurrentPoseAsRest();\r\n });\r\n }\r\n}\r\n"]}
@@ -39,7 +39,7 @@ export declare abstract class BaseCameraMouseWheelInput implements ICameraInput<
39
39
  /**
40
40
  * Attach the input controls to a specific dom element to get the input from.
41
41
  * @param noPreventDefault Defines whether event caught by the controls
42
- * should call preventdefault(). This param is no longer used because wheel events should be treated as passive.
42
+ * should call preventdefault().
43
43
  * (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
44
44
  */
45
45
  attachControl(noPreventDefault?: boolean): void;
@@ -3,6 +3,7 @@ import { serialize } from "../../Misc/decorators.js";
3
3
  import { Observable } from "../../Misc/observable.js";
4
4
  import { PointerEventTypes } from "../../Events/pointerEvents.js";
5
5
  import { EventConstants } from "../../Events/deviceInputEvents.js";
6
+ import { Tools } from "../../Misc/tools.js";
6
7
  /**
7
8
  * Base class for mouse wheel input..
8
9
  * See FollowCameraMouseWheelInput in src/Cameras/Inputs/freeCameraMouseWheelInput.ts
@@ -62,12 +63,12 @@ var BaseCameraMouseWheelInput = /** @class */ (function () {
62
63
  /**
63
64
  * Attach the input controls to a specific dom element to get the input from.
64
65
  * @param noPreventDefault Defines whether event caught by the controls
65
- * should call preventdefault(). This param is no longer used because wheel events should be treated as passive.
66
+ * should call preventdefault().
66
67
  * (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
67
68
  */
68
- // eslint-disable-next-line @typescript-eslint/no-unused-vars
69
69
  BaseCameraMouseWheelInput.prototype.attachControl = function (noPreventDefault) {
70
70
  var _this = this;
71
+ noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);
71
72
  this._wheel = function (pointer) {
72
73
  // sanity check - this should be a PointerWheel event.
73
74
  if (pointer.type !== PointerEventTypes.POINTERWHEEL) {
@@ -97,6 +98,11 @@ var BaseCameraMouseWheelInput = /** @class */ (function () {
97
98
  // Maybe others?
98
99
  _this._wheelDeltaY -= (_this.wheelPrecisionY * event.wheelDelta) / _this._normalize;
99
100
  }
101
+ if (event.preventDefault) {
102
+ if (!noPreventDefault) {
103
+ event.preventDefault();
104
+ }
105
+ }
100
106
  };
101
107
  this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, PointerEventTypes.POINTERWHEEL);
102
108
  };
@@ -1 +1 @@
1
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wheelDeltaY: number; wheelDeltaZ: number }>();\r\n\r\n private _wheel: Nullable<(pointer: PointerInfo) => void>;\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls\r\n * should call preventdefault(). This param is no longer used because wheel events should be treated as passive.\r\n * (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public attachControl(noPreventDefault?: boolean): void {\r\n this._wheel = (pointer) => {\r\n // sanity check - this should be a PointerWheel event.\r\n if (pointer.type !== PointerEventTypes.POINTERWHEEL) {\r\n return;\r\n }\r\n\r\n const event = <IWheelEvent>pointer.event;\r\n\r\n const platformScale = event.deltaMode === EventConstants.DOM_DELTA_LINE ? this._ffMultiplier : 1; // If this happens to be set to DOM_DELTA_LINE, adjust accordingly\r\n\r\n if (event.deltaY !== undefined) {\r\n // Most recent browsers versions have delta properties.\r\n // Firefox >= v17 (Has WebGL >= v4)\r\n // Chrome >= v31 (Has WebGL >= v8)\r\n // Edge >= v12 (Has WebGl >= v12)\r\n // https://developer.mozilla.org/en-US/docs/Web/API/WheelEvent\r\n this._wheelDeltaX += (this.wheelPrecisionX * platformScale * event.deltaX) / this._normalize;\r\n this._wheelDeltaY -= (this.wheelPrecisionY * platformScale * event.deltaY) / this._normalize;\r\n this._wheelDeltaZ += (this.wheelPrecisionZ * platformScale * event.deltaZ) / this._normalize;\r\n } else if ((<any>event).wheelDeltaY !== undefined) {\r\n // Unsure whether these catch anything more. Documentation\r\n // online is contradictory.\r\n this._wheelDeltaX += (this.wheelPrecisionX * platformScale * (<any>event).wheelDeltaX) / this._normalize;\r\n this._wheelDeltaY -= (this.wheelPrecisionY * platformScale * (<any>event).wheelDeltaY) / this._normalize;\r\n this._wheelDeltaZ += (this.wheelPrecisionZ * platformScale * (<any>event).wheelDeltaZ) / this._normalize;\r\n } else if ((<any>event).wheelDelta) {\r\n // IE >= v9 (Has WebGL >= v11)\r\n // Maybe others?\r\n this._wheelDeltaY -= (this.wheelPrecisionY * (<any>event).wheelDelta) / this._normalize;\r\n }\r\n };\r\n\r\n this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, PointerEventTypes.POINTERWHEEL);\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._observer) {\r\n this.camera.getScene().onPointerObservable.remove(this._observer);\r\n this._observer = null;\r\n this._wheel = null;\r\n }\r\n if (this.onChangedObservable) {\r\n this.onChangedObservable.clear();\r\n }\r\n }\r\n\r\n /**\r\n * Called for each rendered frame.\r\n */\r\n public checkInputs(): void {\r\n this.onChangedObservable.notifyObservers({\r\n wheelDeltaX: this._wheelDeltaX,\r\n wheelDeltaY: this._wheelDeltaY,\r\n wheelDeltaZ: this._wheelDeltaZ,\r\n });\r\n\r\n // Clear deltas.\r\n this._wheelDeltaX = 0;\r\n this._wheelDeltaY = 0;\r\n this._wheelDeltaZ = 0;\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"BaseCameraMouseWheelInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"mousewheel\";\r\n }\r\n\r\n /**\r\n * Incremental value of multiple mouse wheel movements of the X axis.\r\n * Should be zero-ed when read.\r\n */\r\n protected _wheelDeltaX: number = 0;\r\n\r\n /**\r\n * Incremental value of multiple mouse wheel movements of the Y axis.\r\n * Should be zero-ed when read.\r\n */\r\n protected _wheelDeltaY: number = 0;\r\n\r\n /**\r\n * Incremental value of multiple mouse wheel movements of the Z axis.\r\n * Should be zero-ed when read.\r\n */\r\n protected _wheelDeltaZ: number = 0;\r\n\r\n /**\r\n * Firefox uses a different scheme to report scroll distances to other\r\n * browsers. Rather than use complicated methods to calculate the exact\r\n * multiple we need to apply, let's just cheat and use a constant.\r\n * https://developer.mozilla.org/en-US/docs/Web/API/WheelEvent/deltaMode\r\n * https://stackoverflow.com/questions/20110224/what-is-the-height-of-a-line-in-a-wheel-event-deltamode-dom-delta-line\r\n */\r\n private readonly _ffMultiplier = 12;\r\n\r\n /**\r\n * Different event attributes for wheel data fall into a few set ranges.\r\n * Some relevant but dated date here:\r\n * https://stackoverflow.com/questions/5527601/normalizing-mousewheel-speed-across-browsers\r\n */\r\n private readonly _normalize = 120;\r\n}\r\n"]}
1
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type { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport type { IWheelEvent } from \"../../Events/deviceInputEvents\";\r\nimport { EventConstants } from \"../../Events/deviceInputEvents\";\r\nimport { Tools } from \"../../Misc/tools\";\r\n\r\n/**\r\n * Base class for mouse wheel input..\r\n * See FollowCameraMouseWheelInput in src/Cameras/Inputs/freeCameraMouseWheelInput.ts\r\n * for example usage.\r\n */\r\nexport abstract class BaseCameraMouseWheelInput implements ICameraInput<Camera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public abstract camera: Camera;\r\n\r\n /**\r\n * How fast is the camera moves in relation to X axis mouseWheel events.\r\n * Use negative value to reverse direction.\r\n */\r\n @serialize()\r\n public wheelPrecisionX = 3.0;\r\n\r\n /**\r\n * How fast is the camera moves in relation to Y axis mouseWheel events.\r\n * Use negative value to reverse direction.\r\n */\r\n @serialize()\r\n public wheelPrecisionY = 3.0;\r\n\r\n /**\r\n * How fast is the camera moves in relation to Z axis mouseWheel events.\r\n * Use negative value to reverse direction.\r\n */\r\n @serialize()\r\n public wheelPrecisionZ = 3.0;\r\n\r\n /**\r\n * Observable for when a mouse wheel move event occurs.\r\n */\r\n public onChangedObservable = new Observable<{ wheelDeltaX: number; wheelDeltaY: number; wheelDeltaZ: number }>();\r\n\r\n private _wheel: Nullable<(pointer: PointerInfo) => void>;\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls\r\n * should call preventdefault().\r\n * (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n\r\n this._wheel = (pointer) => {\r\n // sanity check - this should be a PointerWheel event.\r\n if (pointer.type !== PointerEventTypes.POINTERWHEEL) {\r\n return;\r\n }\r\n\r\n const event = <IWheelEvent>pointer.event;\r\n\r\n const platformScale = event.deltaMode === EventConstants.DOM_DELTA_LINE ? this._ffMultiplier : 1; // If this happens to be set to DOM_DELTA_LINE, adjust accordingly\r\n\r\n if (event.deltaY !== undefined) {\r\n // Most recent browsers versions have delta properties.\r\n // Firefox >= v17 (Has WebGL >= v4)\r\n // Chrome >= v31 (Has WebGL >= v8)\r\n // Edge >= v12 (Has WebGl >= v12)\r\n // https://developer.mozilla.org/en-US/docs/Web/API/WheelEvent\r\n this._wheelDeltaX += (this.wheelPrecisionX * platformScale * event.deltaX) / this._normalize;\r\n this._wheelDeltaY -= (this.wheelPrecisionY * platformScale * event.deltaY) / this._normalize;\r\n this._wheelDeltaZ += (this.wheelPrecisionZ * platformScale * event.deltaZ) / this._normalize;\r\n } else if ((<any>event).wheelDeltaY !== undefined) {\r\n // Unsure whether these catch anything more. Documentation\r\n // online is contradictory.\r\n this._wheelDeltaX += (this.wheelPrecisionX * platformScale * (<any>event).wheelDeltaX) / this._normalize;\r\n this._wheelDeltaY -= (this.wheelPrecisionY * platformScale * (<any>event).wheelDeltaY) / this._normalize;\r\n this._wheelDeltaZ += (this.wheelPrecisionZ * platformScale * (<any>event).wheelDeltaZ) / this._normalize;\r\n } else if ((<any>event).wheelDelta) {\r\n // IE >= v9 (Has WebGL >= v11)\r\n // Maybe others?\r\n this._wheelDeltaY -= (this.wheelPrecisionY * (<any>event).wheelDelta) / this._normalize;\r\n }\r\n\r\n if (event.preventDefault) {\r\n if (!noPreventDefault) {\r\n event.preventDefault();\r\n }\r\n }\r\n };\r\n\r\n this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, PointerEventTypes.POINTERWHEEL);\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._observer) {\r\n this.camera.getScene().onPointerObservable.remove(this._observer);\r\n this._observer = null;\r\n this._wheel = null;\r\n }\r\n if (this.onChangedObservable) {\r\n this.onChangedObservable.clear();\r\n }\r\n }\r\n\r\n /**\r\n * Called for each rendered frame.\r\n */\r\n public checkInputs(): void {\r\n this.onChangedObservable.notifyObservers({\r\n wheelDeltaX: this._wheelDeltaX,\r\n wheelDeltaY: this._wheelDeltaY,\r\n wheelDeltaZ: this._wheelDeltaZ,\r\n });\r\n\r\n // Clear deltas.\r\n this._wheelDeltaX = 0;\r\n this._wheelDeltaY = 0;\r\n this._wheelDeltaZ = 0;\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"BaseCameraMouseWheelInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"mousewheel\";\r\n }\r\n\r\n /**\r\n * Incremental value of multiple mouse wheel movements of the X axis.\r\n * Should be zero-ed when read.\r\n */\r\n protected _wheelDeltaX: number = 0;\r\n\r\n /**\r\n * Incremental value of multiple mouse wheel movements of the Y axis.\r\n * Should be zero-ed when read.\r\n */\r\n protected _wheelDeltaY: number = 0;\r\n\r\n /**\r\n * Incremental value of multiple mouse wheel movements of the Z axis.\r\n * Should be zero-ed when read.\r\n */\r\n protected _wheelDeltaZ: number = 0;\r\n\r\n /**\r\n * Firefox uses a different scheme to report scroll distances to other\r\n * browsers. Rather than use complicated methods to calculate the exact\r\n * multiple we need to apply, let's just cheat and use a constant.\r\n * https://developer.mozilla.org/en-US/docs/Web/API/WheelEvent/deltaMode\r\n * https://stackoverflow.com/questions/20110224/what-is-the-height-of-a-line-in-a-wheel-event-deltamode-dom-delta-line\r\n */\r\n private readonly _ffMultiplier = 12;\r\n\r\n /**\r\n * Different event attributes for wheel data fall into a few set ranges.\r\n * Some relevant but dated date here:\r\n * https://stackoverflow.com/questions/5527601/normalizing-mousewheel-speed-across-browsers\r\n */\r\n private readonly _normalize = 120;\r\n}\r\n"]}
@@ -66,7 +66,7 @@ var ArcRotateCameraKeyboardMoveInput = /** @class */ (function () {
66
66
  this._scene = this.camera.getScene();
67
67
  this._engine = this._scene.getEngine();
68
68
  this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
69
- _this._keys = [];
69
+ _this._keys.length = 0;
70
70
  });
71
71
  this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
72
72
  var evt = info.event;
@@ -124,7 +124,7 @@ var ArcRotateCameraKeyboardMoveInput = /** @class */ (function () {
124
124
  this._onKeyboardObserver = null;
125
125
  this._onCanvasBlurObserver = null;
126
126
  }
127
- this._keys = [];
127
+ this._keys.length = 0;
128
128
  };
129
129
  /**
130
130
  * Update the current camera state depending on the inputs that have been used this frame.
@@ -1 +1 @@
1
- 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type { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { Engine } from \"../../Engines/engine\";\r\nimport type { KeyboardInfo } from \"../../Events/keyboardEvents\";\r\nimport { KeyboardEventTypes } from \"../../Events/keyboardEvents\";\r\nimport { Tools } from \"../../Misc/tools\";\r\n\r\n/**\r\n * Manage the keyboard inputs to control the movement of an arc rotate camera.\r\n * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: ArcRotateCamera;\r\n\r\n /**\r\n * Defines the list of key codes associated with the up action (increase alpha)\r\n */\r\n @serialize()\r\n public keysUp = [38];\r\n\r\n /**\r\n * Defines the list of key codes associated with the down action (decrease alpha)\r\n */\r\n @serialize()\r\n public keysDown = [40];\r\n\r\n /**\r\n * Defines the list of key codes associated with the left action (increase beta)\r\n */\r\n @serialize()\r\n public keysLeft = [37];\r\n\r\n /**\r\n * Defines the list of key codes associated with the right action (decrease beta)\r\n */\r\n @serialize()\r\n public keysRight = [39];\r\n\r\n /**\r\n * Defines the list of key codes associated with the reset action.\r\n * Those keys reset the camera to its last stored state (with the method camera.storeState())\r\n */\r\n @serialize()\r\n public keysReset = [220];\r\n\r\n /**\r\n * Defines the panning sensibility of the inputs.\r\n * (How fast is the camera panning)\r\n */\r\n @serialize()\r\n public panningSensibility: number = 50.0;\r\n\r\n /**\r\n * Defines the zooming sensibility of the inputs.\r\n * (How fast is the camera zooming)\r\n */\r\n @serialize()\r\n public zoomingSensibility: number = 25.0;\r\n\r\n /**\r\n * Defines whether maintaining the alt key down switch the movement mode from\r\n * orientation to zoom.\r\n */\r\n @serialize()\r\n public useAltToZoom: boolean = true;\r\n\r\n /**\r\n * Rotation speed of the camera\r\n */\r\n @serialize()\r\n public angularSpeed = 0.01;\r\n\r\n private _keys = new Array<number>();\r\n private _ctrlPressed: boolean;\r\n private _altPressed: boolean;\r\n private _onCanvasBlurObserver: Nullable<Observer<Engine>>;\r\n private _onKeyboardObserver: Nullable<Observer<KeyboardInfo>>;\r\n private _engine: Engine;\r\n private _scene: Scene;\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n // was there a second variable defined?\r\n // eslint-disable-next-line prefer-rest-params\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n\r\n if (this._onCanvasBlurObserver) {\r\n return;\r\n }\r\n\r\n this._scene = this.camera.getScene();\r\n this._engine = this._scene.getEngine();\r\n\r\n this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(() => {\r\n this._keys = [];\r\n });\r\n\r\n this._onKeyboardObserver = this._scene.onKeyboardObservable.add((info) => {\r\n const evt = info.event;\r\n if (!evt.metaKey) {\r\n if (info.type === KeyboardEventTypes.KEYDOWN) {\r\n this._ctrlPressed = evt.ctrlKey;\r\n this._altPressed = evt.altKey;\r\n\r\n if (\r\n this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1 ||\r\n this.keysReset.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index === -1) {\r\n this._keys.push(evt.keyCode);\r\n }\r\n\r\n if (evt.preventDefault) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n } else {\r\n if (\r\n this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1 ||\r\n this.keysReset.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index >= 0) {\r\n this._keys.splice(index, 1);\r\n }\r\n\r\n if (evt.preventDefault) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._scene) {\r\n if (this._onKeyboardObserver) {\r\n this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);\r\n }\r\n if (this._onCanvasBlurObserver) {\r\n this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);\r\n }\r\n this._onKeyboardObserver = null;\r\n this._onCanvasBlurObserver = null;\r\n }\r\n\r\n this._keys = [];\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (this._onKeyboardObserver) {\r\n const camera = this.camera;\r\n\r\n for (let index = 0; index < this._keys.length; index++) {\r\n const keyCode = this._keys[index];\r\n if (this.keysLeft.indexOf(keyCode) !== -1) {\r\n if (this._ctrlPressed && this.camera._useCtrlForPanning) {\r\n camera.inertialPanningX -= 1 / this.panningSensibility;\r\n } else {\r\n camera.inertialAlphaOffset -= this.angularSpeed;\r\n }\r\n } else if (this.keysUp.indexOf(keyCode) !== -1) {\r\n if (this._ctrlPressed && this.camera._useCtrlForPanning) {\r\n camera.inertialPanningY += 1 / this.panningSensibility;\r\n } else if (this._altPressed && this.useAltToZoom) {\r\n camera.inertialRadiusOffset += 1 / this.zoomingSensibility;\r\n } else {\r\n camera.inertialBetaOffset -= this.angularSpeed;\r\n }\r\n } else if (this.keysRight.indexOf(keyCode) !== -1) {\r\n if (this._ctrlPressed && this.camera._useCtrlForPanning) {\r\n camera.inertialPanningX += 1 / this.panningSensibility;\r\n } else {\r\n camera.inertialAlphaOffset += this.angularSpeed;\r\n }\r\n } else if (this.keysDown.indexOf(keyCode) !== -1) {\r\n if (this._ctrlPressed && this.camera._useCtrlForPanning) {\r\n camera.inertialPanningY -= 1 / this.panningSensibility;\r\n } else if (this._altPressed && this.useAltToZoom) {\r\n camera.inertialRadiusOffset -= 1 / this.zoomingSensibility;\r\n } else {\r\n camera.inertialBetaOffset += this.angularSpeed;\r\n }\r\n } else if (this.keysReset.indexOf(keyCode) !== -1) {\r\n if (camera.useInputToRestoreState) {\r\n camera.restoreState();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"ArcRotateCameraKeyboardMoveInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"keyboard\";\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"ArcRotateCameraKeyboardMoveInput\"] = ArcRotateCameraKeyboardMoveInput;\r\n"]}
1
+ 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type { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { Engine } from \"../../Engines/engine\";\r\nimport type { KeyboardInfo } from \"../../Events/keyboardEvents\";\r\nimport { KeyboardEventTypes } from \"../../Events/keyboardEvents\";\r\nimport { Tools } from \"../../Misc/tools\";\r\n\r\n/**\r\n * Manage the keyboard inputs to control the movement of an arc rotate camera.\r\n * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: ArcRotateCamera;\r\n\r\n /**\r\n * Defines the list of key codes associated with the up action (increase alpha)\r\n */\r\n @serialize()\r\n public keysUp = [38];\r\n\r\n /**\r\n * Defines the list of key codes associated with the down action (decrease alpha)\r\n */\r\n @serialize()\r\n public keysDown = [40];\r\n\r\n /**\r\n * Defines the list of key codes associated with the left action (increase beta)\r\n */\r\n @serialize()\r\n public keysLeft = [37];\r\n\r\n /**\r\n * Defines the list of key codes associated with the right action (decrease beta)\r\n */\r\n @serialize()\r\n public keysRight = [39];\r\n\r\n /**\r\n * Defines the list of key codes associated with the reset action.\r\n * Those keys reset the camera to its last stored state (with the method camera.storeState())\r\n */\r\n @serialize()\r\n public keysReset = [220];\r\n\r\n /**\r\n * Defines the panning sensibility of the inputs.\r\n * (How fast is the camera panning)\r\n */\r\n @serialize()\r\n public panningSensibility: number = 50.0;\r\n\r\n /**\r\n * Defines the zooming sensibility of the inputs.\r\n * (How fast is the camera zooming)\r\n */\r\n @serialize()\r\n public zoomingSensibility: number = 25.0;\r\n\r\n /**\r\n * Defines whether maintaining the alt key down switch the movement mode from\r\n * orientation to zoom.\r\n */\r\n @serialize()\r\n public useAltToZoom: boolean = true;\r\n\r\n /**\r\n * Rotation speed of the camera\r\n */\r\n @serialize()\r\n public angularSpeed = 0.01;\r\n\r\n private _keys = new Array<number>();\r\n private _ctrlPressed: boolean;\r\n private _altPressed: boolean;\r\n private _onCanvasBlurObserver: Nullable<Observer<Engine>>;\r\n private _onKeyboardObserver: Nullable<Observer<KeyboardInfo>>;\r\n private _engine: Engine;\r\n private _scene: Scene;\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n // was there a second variable defined?\r\n // eslint-disable-next-line prefer-rest-params\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n\r\n if (this._onCanvasBlurObserver) {\r\n return;\r\n }\r\n\r\n this._scene = this.camera.getScene();\r\n this._engine = this._scene.getEngine();\r\n\r\n this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(() => {\r\n this._keys.length = 0;\r\n });\r\n\r\n this._onKeyboardObserver = this._scene.onKeyboardObservable.add((info) => {\r\n const evt = info.event;\r\n if (!evt.metaKey) {\r\n if (info.type === KeyboardEventTypes.KEYDOWN) {\r\n this._ctrlPressed = evt.ctrlKey;\r\n this._altPressed = evt.altKey;\r\n\r\n if (\r\n this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1 ||\r\n this.keysReset.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index === -1) {\r\n this._keys.push(evt.keyCode);\r\n }\r\n\r\n if (evt.preventDefault) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n } else {\r\n if (\r\n this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1 ||\r\n this.keysReset.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index >= 0) {\r\n this._keys.splice(index, 1);\r\n }\r\n\r\n if (evt.preventDefault) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._scene) {\r\n if (this._onKeyboardObserver) {\r\n this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);\r\n }\r\n if (this._onCanvasBlurObserver) {\r\n this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);\r\n }\r\n this._onKeyboardObserver = null;\r\n this._onCanvasBlurObserver = null;\r\n }\r\n\r\n this._keys.length = 0;\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (this._onKeyboardObserver) {\r\n const camera = this.camera;\r\n\r\n for (let index = 0; index < this._keys.length; index++) {\r\n const keyCode = this._keys[index];\r\n if (this.keysLeft.indexOf(keyCode) !== -1) {\r\n if (this._ctrlPressed && this.camera._useCtrlForPanning) {\r\n camera.inertialPanningX -= 1 / this.panningSensibility;\r\n } else {\r\n camera.inertialAlphaOffset -= this.angularSpeed;\r\n }\r\n } else if (this.keysUp.indexOf(keyCode) !== -1) {\r\n if (this._ctrlPressed && this.camera._useCtrlForPanning) {\r\n camera.inertialPanningY += 1 / this.panningSensibility;\r\n } else if (this._altPressed && this.useAltToZoom) {\r\n camera.inertialRadiusOffset += 1 / this.zoomingSensibility;\r\n } else {\r\n camera.inertialBetaOffset -= this.angularSpeed;\r\n }\r\n } else if (this.keysRight.indexOf(keyCode) !== -1) {\r\n if (this._ctrlPressed && this.camera._useCtrlForPanning) {\r\n camera.inertialPanningX += 1 / this.panningSensibility;\r\n } else {\r\n camera.inertialAlphaOffset += this.angularSpeed;\r\n }\r\n } else if (this.keysDown.indexOf(keyCode) !== -1) {\r\n if (this._ctrlPressed && this.camera._useCtrlForPanning) {\r\n camera.inertialPanningY -= 1 / this.panningSensibility;\r\n } else if (this._altPressed && this.useAltToZoom) {\r\n camera.inertialRadiusOffset -= 1 / this.zoomingSensibility;\r\n } else {\r\n camera.inertialBetaOffset += this.angularSpeed;\r\n }\r\n } else if (this.keysReset.indexOf(keyCode) !== -1) {\r\n if (camera.useInputToRestoreState) {\r\n camera.restoreState();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"ArcRotateCameraKeyboardMoveInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"keyboard\";\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"ArcRotateCameraKeyboardMoveInput\"] = ArcRotateCameraKeyboardMoveInput;\r\n"]}
@@ -36,7 +36,6 @@ export declare class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcR
36
36
  /**
37
37
  * Attach the input controls to a specific dom element to get the input from.
38
38
  * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
39
- * This param is no longer used because wheel events should be treated as passive.
40
39
  */
41
40
  attachControl(noPreventDefault?: boolean): void;
42
41
  /**
@@ -7,6 +7,7 @@ import { Vector3, Matrix, TmpVectors } from "../../Maths/math.vector.js";
7
7
  import { Epsilon } from "../../Maths/math.constants.js";
8
8
  import { EventConstants } from "../../Events/deviceInputEvents.js";
9
9
  import { Scalar } from "../../Maths/math.scalar.js";
10
+ import { Tools } from "../../Misc/tools.js";
10
11
  /**
11
12
  * Firefox uses a different scheme to report scroll distances to other
12
13
  * browsers. Rather than use complicated methods to calculate the exact
@@ -55,11 +56,10 @@ var ArcRotateCameraMouseWheelInput = /** @class */ (function () {
55
56
  /**
56
57
  * Attach the input controls to a specific dom element to get the input from.
57
58
  * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
58
- * This param is no longer used because wheel events should be treated as passive.
59
59
  */
60
- // eslint-disable-next-line @typescript-eslint/no-unused-vars
61
60
  ArcRotateCameraMouseWheelInput.prototype.attachControl = function (noPreventDefault) {
62
61
  var _this = this;
62
+ noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);
63
63
  this._wheel = function (p) {
64
64
  //sanity check - this should be a PointerWheel event.
65
65
  if (p.type !== PointerEventTypes.POINTERWHEEL) {
@@ -110,6 +110,11 @@ var ArcRotateCameraMouseWheelInput = /** @class */ (function () {
110
110
  _this.camera.inertialRadiusOffset += delta;
111
111
  }
112
112
  }
113
+ if (event.preventDefault) {
114
+ if (!noPreventDefault) {
115
+ event.preventDefault();
116
+ }
117
+ }
113
118
  };
114
119
  this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, PointerEventTypes.POINTERWHEEL);
115
120
  if (this.zoomToMouseLocation) {
@@ -1 +1 @@
1
- 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type { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { EventState, Observer } from \"../../Misc/observable\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Plane } from \"../../Maths/math.plane\";\r\nimport { Vector3, Matrix, TmpVectors } from \"../../Maths/math.vector\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\nimport type { IWheelEvent } from \"../../Events/deviceInputEvents\";\r\nimport { EventConstants } from \"../../Events/deviceInputEvents\";\r\nimport { Scalar } from \"../../Maths/math.scalar\";\r\n\r\n/**\r\n * Firefox uses a different scheme to report scroll distances to other\r\n * browsers. Rather than use complicated methods to calculate the exact\r\n * multiple we need to apply, let's just cheat and use a constant.\r\n * https://developer.mozilla.org/en-US/docs/Web/API/WheelEvent/deltaMode\r\n * https://stackoverflow.com/questions/20110224/what-is-the-height-of-a-line-in-a-wheel-event-deltamode-dom-delta-line\r\n */\r\nconst ffMultiplier = 40;\r\n\r\n/**\r\n * Manage the mouse wheel inputs to control an arc rotate camera.\r\n * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: ArcRotateCamera;\r\n\r\n /**\r\n * Gets or Set the mouse wheel precision or how fast is the camera zooming.\r\n */\r\n @serialize()\r\n public wheelPrecision = 3.0;\r\n\r\n /**\r\n * Gets or Set the boolean value that controls whether or not the mouse wheel\r\n * zooms to the location of the mouse pointer or not. The default is false.\r\n */\r\n @serialize()\r\n public zoomToMouseLocation = false;\r\n\r\n /**\r\n * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.\r\n * It defines the percentage of current camera.radius to use as delta when wheel is used.\r\n */\r\n @serialize()\r\n public wheelDeltaPercentage = 0;\r\n\r\n /**\r\n * If set, this function will be used to set the radius delta that will be added to the current camera radius\r\n */\r\n public customComputeDeltaFromMouseWheel: Nullable<(wheelDelta: number, input: ArcRotateCameraMouseWheelInput, event: IWheelEvent) => number> = null;\r\n\r\n private _wheel: Nullable<(p: PointerInfo, s: EventState) => void>;\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _hitPlane: Nullable<Plane>;\r\n\r\n protected _computeDeltaFromMouseWheelLegacyEvent(mouseWheelDelta: number, radius: number) {\r\n let delta = 0;\r\n const wheelDelta = mouseWheelDelta * 0.01 * this.wheelDeltaPercentage * radius;\r\n if (mouseWheelDelta > 0) {\r\n delta = wheelDelta / (1.0 + this.wheelDeltaPercentage);\r\n } else {\r\n delta = wheelDelta * (1.0 + this.wheelDeltaPercentage);\r\n }\r\n return delta;\r\n }\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n * This param is no longer used because wheel events should be treated as passive.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public attachControl(noPreventDefault?: boolean): void {\r\n this._wheel = (p) => {\r\n //sanity check - this should be a PointerWheel event.\r\n if (p.type !== PointerEventTypes.POINTERWHEEL) {\r\n return;\r\n }\r\n const event = <IWheelEvent>p.event;\r\n let delta = 0;\r\n\r\n const mouseWheelLegacyEvent = event as any;\r\n let wheelDelta = 0;\r\n\r\n const platformScale = event.deltaMode === EventConstants.DOM_DELTA_LINE ? ffMultiplier : 1; // If this happens to be set to DOM_DELTA_LINE, adjust accordingly\r\n if (event.deltaY !== undefined) {\r\n wheelDelta = -(event.deltaY * platformScale);\r\n } else if ((<any>event).wheelDeltaY !== undefined) {\r\n wheelDelta = -((<any>event).wheelDeltaY * platformScale);\r\n } else {\r\n wheelDelta = mouseWheelLegacyEvent.wheelDelta;\r\n }\r\n\r\n if (this.customComputeDeltaFromMouseWheel) {\r\n delta = this.customComputeDeltaFromMouseWheel(wheelDelta, this, event);\r\n } else {\r\n if (this.wheelDeltaPercentage) {\r\n delta = this._computeDeltaFromMouseWheelLegacyEvent(wheelDelta, this.camera.radius);\r\n\r\n // If zooming in, estimate the target radius and use that to compute the delta for inertia\r\n // this will stop multiple scroll events zooming in from adding too much inertia\r\n if (delta > 0) {\r\n let estimatedTargetRadius = this.camera.radius;\r\n let targetInertia = this.camera.inertialRadiusOffset + delta;\r\n for (let i = 0; i < 20 && Math.abs(targetInertia) > 0.001; i++) {\r\n estimatedTargetRadius -= targetInertia;\r\n targetInertia *= this.camera.inertia;\r\n }\r\n estimatedTargetRadius = Scalar.Clamp(estimatedTargetRadius, 0, Number.MAX_VALUE);\r\n delta = this._computeDeltaFromMouseWheelLegacyEvent(wheelDelta, estimatedTargetRadius);\r\n }\r\n } else {\r\n delta = wheelDelta / (this.wheelPrecision * 40);\r\n }\r\n }\r\n\r\n if (delta) {\r\n if (this.zoomToMouseLocation && this._hitPlane) {\r\n this._zoomToMouse(delta);\r\n } else {\r\n this.camera.inertialRadiusOffset += delta;\r\n }\r\n }\r\n };\r\n\r\n this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, PointerEventTypes.POINTERWHEEL);\r\n\r\n if (this.zoomToMouseLocation) {\r\n this._inertialPanning.setAll(0);\r\n }\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._observer) {\r\n this.camera.getScene().onPointerObservable.remove(this._observer);\r\n this._observer = null;\r\n this._wheel = null;\r\n }\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (!this.zoomToMouseLocation) {\r\n return;\r\n }\r\n\r\n const camera = this.camera;\r\n const motion = 0.0 + camera.inertialAlphaOffset + camera.inertialBetaOffset + camera.inertialRadiusOffset;\r\n if (motion) {\r\n // if zooming is still happening as a result of inertia, then we also need to update\r\n // the hit plane.\r\n this._updateHitPlane();\r\n\r\n // Note we cannot use arcRotateCamera.inertialPlanning here because arcRotateCamera panning\r\n // uses a different panningInertia which could cause this panning to get out of sync with\r\n // the zooming, and for this to work they must be exactly in sync.\r\n camera.target.addInPlace(this._inertialPanning);\r\n this._inertialPanning.scaleInPlace(camera.inertia);\r\n this._zeroIfClose(this._inertialPanning);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"ArcRotateCameraMouseWheelInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"mousewheel\";\r\n }\r\n\r\n private _updateHitPlane() {\r\n const camera = this.camera;\r\n const direction = camera.target.subtract(camera.position);\r\n this._hitPlane = Plane.FromPositionAndNormal(camera.target, direction);\r\n }\r\n\r\n // Get position on the hit plane\r\n private _getPosition(): Vector3 {\r\n const camera = this.camera;\r\n const scene = camera.getScene();\r\n\r\n // since the _hitPlane is always updated to be orthogonal to the camera position vector\r\n // we don't have to worry about this ray shooting off to infinity. This ray creates\r\n // a vector defining where we want to zoom to.\r\n const ray = scene.createPickingRay(scene.pointerX, scene.pointerY, Matrix.Identity(), camera, false);\r\n let distance = 0;\r\n if (this._hitPlane) {\r\n distance = ray.intersectsPlane(this._hitPlane) ?? 0;\r\n }\r\n\r\n // not using this ray again, so modifying its vectors here is fine\r\n return ray.origin.addInPlace(ray.direction.scaleInPlace(distance));\r\n }\r\n\r\n private _inertialPanning: Vector3 = Vector3.Zero();\r\n\r\n private _zoomToMouse(delta: number) {\r\n const camera = this.camera;\r\n const inertiaComp = 1 - camera.inertia;\r\n if (camera.lowerRadiusLimit) {\r\n const lowerLimit = camera.lowerRadiusLimit ?? 0;\r\n if (camera.radius - (camera.inertialRadiusOffset + delta) / inertiaComp < lowerLimit) {\r\n delta = (camera.radius - lowerLimit) * inertiaComp - camera.inertialRadiusOffset;\r\n }\r\n }\r\n if (camera.upperRadiusLimit) {\r\n const upperLimit = camera.upperRadiusLimit ?? 0;\r\n if (camera.radius - (camera.inertialRadiusOffset + delta) / inertiaComp > upperLimit) {\r\n delta = (camera.radius - upperLimit) * inertiaComp - camera.inertialRadiusOffset;\r\n }\r\n }\r\n\r\n const zoomDistance = delta / inertiaComp;\r\n const ratio = zoomDistance / camera.radius;\r\n const vec = this._getPosition();\r\n\r\n // Now this vector tells us how much we also need to pan the camera\r\n // so the targeted mouse location becomes the center of zooming.\r\n\r\n const directionToZoomLocation = TmpVectors.Vector3[6];\r\n vec.subtractToRef(camera.target, directionToZoomLocation);\r\n directionToZoomLocation.scaleInPlace(ratio);\r\n directionToZoomLocation.scaleInPlace(inertiaComp);\r\n this._inertialPanning.addInPlace(directionToZoomLocation);\r\n\r\n camera.inertialRadiusOffset += delta;\r\n }\r\n\r\n // Sets x y or z of passed in vector to zero if less than Epsilon.\r\n private _zeroIfClose(vec: Vector3) {\r\n if (Math.abs(vec.x) < Epsilon) {\r\n vec.x = 0;\r\n }\r\n if (Math.abs(vec.y) < Epsilon) {\r\n vec.y = 0;\r\n }\r\n if (Math.abs(vec.z) < Epsilon) {\r\n vec.z = 0;\r\n }\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"ArcRotateCameraMouseWheelInput\"] = ArcRotateCameraMouseWheelInput;\r\n"]}
1
+ 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type { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { EventState, Observer } from \"../../Misc/observable\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Plane } from \"../../Maths/math.plane\";\r\nimport { Vector3, Matrix, TmpVectors } from \"../../Maths/math.vector\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\nimport type { IWheelEvent } from \"../../Events/deviceInputEvents\";\r\nimport { EventConstants } from \"../../Events/deviceInputEvents\";\r\nimport { Scalar } from \"../../Maths/math.scalar\";\r\nimport { Tools } from \"../../Misc/tools\";\r\n\r\n/**\r\n * Firefox uses a different scheme to report scroll distances to other\r\n * browsers. Rather than use complicated methods to calculate the exact\r\n * multiple we need to apply, let's just cheat and use a constant.\r\n * https://developer.mozilla.org/en-US/docs/Web/API/WheelEvent/deltaMode\r\n * https://stackoverflow.com/questions/20110224/what-is-the-height-of-a-line-in-a-wheel-event-deltamode-dom-delta-line\r\n */\r\nconst ffMultiplier = 40;\r\n\r\n/**\r\n * Manage the mouse wheel inputs to control an arc rotate camera.\r\n * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: ArcRotateCamera;\r\n\r\n /**\r\n * Gets or Set the mouse wheel precision or how fast is the camera zooming.\r\n */\r\n @serialize()\r\n public wheelPrecision = 3.0;\r\n\r\n /**\r\n * Gets or Set the boolean value that controls whether or not the mouse wheel\r\n * zooms to the location of the mouse pointer or not. The default is false.\r\n */\r\n @serialize()\r\n public zoomToMouseLocation = false;\r\n\r\n /**\r\n * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.\r\n * It defines the percentage of current camera.radius to use as delta when wheel is used.\r\n */\r\n @serialize()\r\n public wheelDeltaPercentage = 0;\r\n\r\n /**\r\n * If set, this function will be used to set the radius delta that will be added to the current camera radius\r\n */\r\n public customComputeDeltaFromMouseWheel: Nullable<(wheelDelta: number, input: ArcRotateCameraMouseWheelInput, event: IWheelEvent) => number> = null;\r\n\r\n private _wheel: Nullable<(p: PointerInfo, s: EventState) => void>;\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _hitPlane: Nullable<Plane>;\r\n\r\n protected _computeDeltaFromMouseWheelLegacyEvent(mouseWheelDelta: number, radius: number) {\r\n let delta = 0;\r\n const wheelDelta = mouseWheelDelta * 0.01 * this.wheelDeltaPercentage * radius;\r\n if (mouseWheelDelta > 0) {\r\n delta = wheelDelta / (1.0 + this.wheelDeltaPercentage);\r\n } else {\r\n delta = wheelDelta * (1.0 + this.wheelDeltaPercentage);\r\n }\r\n return delta;\r\n }\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n this._wheel = (p) => {\r\n //sanity check - this should be a PointerWheel event.\r\n if (p.type !== PointerEventTypes.POINTERWHEEL) {\r\n return;\r\n }\r\n const event = <IWheelEvent>p.event;\r\n let delta = 0;\r\n\r\n const mouseWheelLegacyEvent = event as any;\r\n let wheelDelta = 0;\r\n\r\n const platformScale = event.deltaMode === EventConstants.DOM_DELTA_LINE ? ffMultiplier : 1; // If this happens to be set to DOM_DELTA_LINE, adjust accordingly\r\n if (event.deltaY !== undefined) {\r\n wheelDelta = -(event.deltaY * platformScale);\r\n } else if ((<any>event).wheelDeltaY !== undefined) {\r\n wheelDelta = -((<any>event).wheelDeltaY * platformScale);\r\n } else {\r\n wheelDelta = mouseWheelLegacyEvent.wheelDelta;\r\n }\r\n\r\n if (this.customComputeDeltaFromMouseWheel) {\r\n delta = this.customComputeDeltaFromMouseWheel(wheelDelta, this, event);\r\n } else {\r\n if (this.wheelDeltaPercentage) {\r\n delta = this._computeDeltaFromMouseWheelLegacyEvent(wheelDelta, this.camera.radius);\r\n\r\n // If zooming in, estimate the target radius and use that to compute the delta for inertia\r\n // this will stop multiple scroll events zooming in from adding too much inertia\r\n if (delta > 0) {\r\n let estimatedTargetRadius = this.camera.radius;\r\n let targetInertia = this.camera.inertialRadiusOffset + delta;\r\n for (let i = 0; i < 20 && Math.abs(targetInertia) > 0.001; i++) {\r\n estimatedTargetRadius -= targetInertia;\r\n targetInertia *= this.camera.inertia;\r\n }\r\n estimatedTargetRadius = Scalar.Clamp(estimatedTargetRadius, 0, Number.MAX_VALUE);\r\n delta = this._computeDeltaFromMouseWheelLegacyEvent(wheelDelta, estimatedTargetRadius);\r\n }\r\n } else {\r\n delta = wheelDelta / (this.wheelPrecision * 40);\r\n }\r\n }\r\n\r\n if (delta) {\r\n if (this.zoomToMouseLocation && this._hitPlane) {\r\n this._zoomToMouse(delta);\r\n } else {\r\n this.camera.inertialRadiusOffset += delta;\r\n }\r\n }\r\n\r\n if (event.preventDefault) {\r\n if (!noPreventDefault) {\r\n event.preventDefault();\r\n }\r\n }\r\n };\r\n\r\n this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, PointerEventTypes.POINTERWHEEL);\r\n\r\n if (this.zoomToMouseLocation) {\r\n this._inertialPanning.setAll(0);\r\n }\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._observer) {\r\n this.camera.getScene().onPointerObservable.remove(this._observer);\r\n this._observer = null;\r\n this._wheel = null;\r\n }\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (!this.zoomToMouseLocation) {\r\n return;\r\n }\r\n\r\n const camera = this.camera;\r\n const motion = 0.0 + camera.inertialAlphaOffset + camera.inertialBetaOffset + camera.inertialRadiusOffset;\r\n if (motion) {\r\n // if zooming is still happening as a result of inertia, then we also need to update\r\n // the hit plane.\r\n this._updateHitPlane();\r\n\r\n // Note we cannot use arcRotateCamera.inertialPlanning here because arcRotateCamera panning\r\n // uses a different panningInertia which could cause this panning to get out of sync with\r\n // the zooming, and for this to work they must be exactly in sync.\r\n camera.target.addInPlace(this._inertialPanning);\r\n this._inertialPanning.scaleInPlace(camera.inertia);\r\n this._zeroIfClose(this._inertialPanning);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"ArcRotateCameraMouseWheelInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"mousewheel\";\r\n }\r\n\r\n private _updateHitPlane() {\r\n const camera = this.camera;\r\n const direction = camera.target.subtract(camera.position);\r\n this._hitPlane = Plane.FromPositionAndNormal(camera.target, direction);\r\n }\r\n\r\n // Get position on the hit plane\r\n private _getPosition(): Vector3 {\r\n const camera = this.camera;\r\n const scene = camera.getScene();\r\n\r\n // since the _hitPlane is always updated to be orthogonal to the camera position vector\r\n // we don't have to worry about this ray shooting off to infinity. This ray creates\r\n // a vector defining where we want to zoom to.\r\n const ray = scene.createPickingRay(scene.pointerX, scene.pointerY, Matrix.Identity(), camera, false);\r\n let distance = 0;\r\n if (this._hitPlane) {\r\n distance = ray.intersectsPlane(this._hitPlane) ?? 0;\r\n }\r\n\r\n // not using this ray again, so modifying its vectors here is fine\r\n return ray.origin.addInPlace(ray.direction.scaleInPlace(distance));\r\n }\r\n\r\n private _inertialPanning: Vector3 = Vector3.Zero();\r\n\r\n private _zoomToMouse(delta: number) {\r\n const camera = this.camera;\r\n const inertiaComp = 1 - camera.inertia;\r\n if (camera.lowerRadiusLimit) {\r\n const lowerLimit = camera.lowerRadiusLimit ?? 0;\r\n if (camera.radius - (camera.inertialRadiusOffset + delta) / inertiaComp < lowerLimit) {\r\n delta = (camera.radius - lowerLimit) * inertiaComp - camera.inertialRadiusOffset;\r\n }\r\n }\r\n if (camera.upperRadiusLimit) {\r\n const upperLimit = camera.upperRadiusLimit ?? 0;\r\n if (camera.radius - (camera.inertialRadiusOffset + delta) / inertiaComp > upperLimit) {\r\n delta = (camera.radius - upperLimit) * inertiaComp - camera.inertialRadiusOffset;\r\n }\r\n }\r\n\r\n const zoomDistance = delta / inertiaComp;\r\n const ratio = zoomDistance / camera.radius;\r\n const vec = this._getPosition();\r\n\r\n // Now this vector tells us how much we also need to pan the camera\r\n // so the targeted mouse location becomes the center of zooming.\r\n\r\n const directionToZoomLocation = TmpVectors.Vector3[6];\r\n vec.subtractToRef(camera.target, directionToZoomLocation);\r\n directionToZoomLocation.scaleInPlace(ratio);\r\n directionToZoomLocation.scaleInPlace(inertiaComp);\r\n this._inertialPanning.addInPlace(directionToZoomLocation);\r\n\r\n camera.inertialRadiusOffset += delta;\r\n }\r\n\r\n // Sets x y or z of passed in vector to zero if less than Epsilon.\r\n private _zeroIfClose(vec: Vector3) {\r\n if (Math.abs(vec.x) < Epsilon) {\r\n vec.x = 0;\r\n }\r\n if (Math.abs(vec.y) < Epsilon) {\r\n vec.y = 0;\r\n }\r\n if (Math.abs(vec.z) < Epsilon) {\r\n vec.z = 0;\r\n }\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"ArcRotateCameraMouseWheelInput\"] = ArcRotateCameraMouseWheelInput;\r\n"]}