@babylonjs/core 5.16.0 → 5.18.0

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Files changed (175) 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/Bones/skeleton.js +1 -1
  9. package/Bones/skeleton.js.map +1 -1
  10. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +2 -2
  11. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
  12. package/Cameras/Inputs/flyCameraKeyboardInput.js +3 -3
  13. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  14. package/Cameras/Inputs/followCameraKeyboardMoveInput.js +2 -2
  15. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  16. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +3 -3
  17. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  18. package/Cameras/Inputs/freeCameraTouchInput.js +1 -1
  19. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  20. package/Cameras/VR/vrExperienceHelper.js +1 -1
  21. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  22. package/Cameras/VR/webVRCamera.js +1 -1
  23. package/Cameras/VR/webVRCamera.js.map +1 -1
  24. package/Cameras/camera.js +3 -3
  25. package/Cameras/camera.js.map +1 -1
  26. package/Engines/Extensions/engine.views.d.ts +13 -0
  27. package/Engines/Extensions/engine.views.js +16 -1
  28. package/Engines/Extensions/engine.views.js.map +1 -1
  29. package/Engines/Processors/shaderCodeCursor.js +2 -1
  30. package/Engines/Processors/shaderCodeCursor.js.map +1 -1
  31. package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -1
  32. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  33. package/Engines/engine.d.ts +2 -10
  34. package/Engines/engine.js +0 -14
  35. package/Engines/engine.js.map +1 -1
  36. package/Engines/engineFeatures.d.ts +2 -0
  37. package/Engines/engineFeatures.js.map +1 -1
  38. package/Engines/nativeEngine.d.ts +6 -2
  39. package/Engines/nativeEngine.js +13 -6
  40. package/Engines/nativeEngine.js.map +1 -1
  41. package/Engines/nullEngine.js +1 -0
  42. package/Engines/nullEngine.js.map +1 -1
  43. package/Engines/thinEngine.d.ts +10 -0
  44. package/Engines/thinEngine.js +26 -6
  45. package/Engines/thinEngine.js.map +1 -1
  46. package/Engines/webgpuEngine.js +1 -0
  47. package/Engines/webgpuEngine.js.map +1 -1
  48. package/Gizmos/axisDragGizmo.d.ts +11 -8
  49. package/Gizmos/axisDragGizmo.js.map +1 -1
  50. package/Gizmos/axisScaleGizmo.d.ts +20 -13
  51. package/Gizmos/axisScaleGizmo.js.map +1 -1
  52. package/Gizmos/boundingBoxGizmo.d.ts +27 -18
  53. package/Gizmos/boundingBoxGizmo.js +6 -0
  54. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  55. package/Gizmos/cameraGizmo.d.ts +8 -5
  56. package/Gizmos/cameraGizmo.js.map +1 -1
  57. package/Gizmos/gizmo.d.ts +48 -6
  58. package/Gizmos/gizmo.js.map +1 -1
  59. package/Gizmos/gizmoManager.d.ts +17 -9
  60. package/Gizmos/gizmoManager.js.map +1 -1
  61. package/Gizmos/lightGizmo.d.ts +12 -7
  62. package/Gizmos/lightGizmo.js.map +1 -1
  63. package/Gizmos/planeDragGizmo.d.ts +10 -8
  64. package/Gizmos/planeDragGizmo.js.map +1 -1
  65. package/Gizmos/planeRotationGizmo.d.ts +23 -14
  66. package/Gizmos/planeRotationGizmo.js.map +1 -1
  67. package/Gizmos/positionGizmo.d.ts +9 -7
  68. package/Gizmos/positionGizmo.js +1 -1
  69. package/Gizmos/positionGizmo.js.map +1 -1
  70. package/Gizmos/rotationGizmo.d.ts +6 -4
  71. package/Gizmos/rotationGizmo.js.map +1 -1
  72. package/Gizmos/scaleGizmo.d.ts +15 -12
  73. package/Gizmos/scaleGizmo.js.map +1 -1
  74. package/Inputs/scene.inputManager.js +0 -3
  75. package/Inputs/scene.inputManager.js.map +1 -1
  76. package/Loading/sceneLoader.js +5 -5
  77. package/Loading/sceneLoader.js.map +1 -1
  78. package/Materials/Node/Blocks/Fragment/TBNBlock.d.ts +12 -0
  79. package/Materials/Node/Blocks/Fragment/TBNBlock.js +50 -0
  80. package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
  81. package/Materials/Node/Blocks/Vertex/lightInformationBlock.d.ts +18 -0
  82. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +85 -1
  83. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
  84. package/Materials/Node/Blocks/gradientBlock.js +1 -1
  85. package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
  86. package/Materials/Node/nodeMaterial.d.ts +18 -2
  87. package/Materials/Node/nodeMaterial.js +56 -27
  88. package/Materials/Node/nodeMaterial.js.map +1 -1
  89. package/Materials/Textures/baseTexture.d.ts +2 -1
  90. package/Materials/Textures/baseTexture.js +4 -1
  91. package/Materials/Textures/baseTexture.js.map +1 -1
  92. package/Materials/Textures/prePassRenderTarget.js +1 -1
  93. package/Materials/Textures/prePassRenderTarget.js.map +1 -1
  94. package/Materials/Textures/renderTargetTexture.js +11 -3
  95. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  96. package/Materials/materialDefines.js +3 -1
  97. package/Materials/materialDefines.js.map +1 -1
  98. package/Materials/shaderMaterial.d.ts +10 -1
  99. package/Materials/shaderMaterial.js +10 -1
  100. package/Materials/shaderMaterial.js.map +1 -1
  101. package/Maths/math.color.d.ts +9 -1
  102. package/Maths/math.color.js +13 -1
  103. package/Maths/math.color.js.map +1 -1
  104. package/Maths/math.vector.d.ts +2 -2
  105. package/Maths/math.vector.js +18 -30
  106. package/Maths/math.vector.js.map +1 -1
  107. package/Meshes/Builders/icoSphereBuilder.js +2 -2
  108. package/Meshes/Builders/icoSphereBuilder.js.map +1 -1
  109. package/Meshes/Compression/dracoCompression.js +1 -1
  110. package/Meshes/Compression/dracoCompression.js.map +1 -1
  111. package/Meshes/abstractMesh.js +1 -1
  112. package/Meshes/abstractMesh.js.map +1 -1
  113. package/Meshes/geometry.js +1 -2
  114. package/Meshes/geometry.js.map +1 -1
  115. package/Meshes/thinInstanceMesh.js +5 -0
  116. package/Meshes/thinInstanceMesh.js.map +1 -1
  117. package/Misc/basis.js +3 -0
  118. package/Misc/basis.js.map +1 -1
  119. package/Misc/fileTools.js +2 -2
  120. package/Misc/fileTools.js.map +1 -1
  121. package/Misc/khronosTextureContainer2.js +1 -1
  122. package/Misc/khronosTextureContainer2.js.map +1 -1
  123. package/Misc/smartArray.js +0 -1
  124. package/Misc/smartArray.js.map +1 -1
  125. package/Misc/tools.d.ts +2 -2
  126. package/Misc/tools.js +4 -1
  127. package/Misc/tools.js.map +1 -1
  128. package/Offline/database.js +6 -8
  129. package/Offline/database.js.map +1 -1
  130. package/Particles/computeShaderParticleSystem.js +2 -2
  131. package/Particles/computeShaderParticleSystem.js.map +1 -1
  132. package/Particles/particleHelper.d.ts +12 -1
  133. package/Particles/particleHelper.js +12 -1
  134. package/Particles/particleHelper.js.map +1 -1
  135. package/Particles/particleSystem.js +2 -2
  136. package/Particles/particleSystem.js.map +1 -1
  137. package/Particles/particleSystemSet.js +1 -1
  138. package/Particles/particleSystemSet.js.map +1 -1
  139. package/Particles/solidParticleSystem.d.ts +3 -0
  140. package/Particles/solidParticleSystem.js +3 -0
  141. package/Particles/solidParticleSystem.js.map +1 -1
  142. package/Particles/webgl2ParticleSystem.js +2 -2
  143. package/Particles/webgl2ParticleSystem.js.map +1 -1
  144. package/Physics/Plugins/ammoJSPlugin.d.ts +2 -2
  145. package/Physics/Plugins/ammoJSPlugin.js +29 -29
  146. package/Physics/Plugins/ammoJSPlugin.js.map +1 -1
  147. package/Physics/Plugins/cannonJSPlugin.d.ts +2 -2
  148. package/Physics/Plugins/cannonJSPlugin.js +26 -26
  149. package/Physics/Plugins/cannonJSPlugin.js.map +1 -1
  150. package/Physics/Plugins/oimoJSPlugin.js +9 -11
  151. package/Physics/Plugins/oimoJSPlugin.js.map +1 -1
  152. package/Physics/physicsImpostor.d.ts +6 -6
  153. package/Physics/physicsImpostor.js +7 -6
  154. package/Physics/physicsImpostor.js.map +1 -1
  155. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js +3 -3
  156. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
  157. package/Rendering/utilityLayerRenderer.js +1 -1
  158. package/Rendering/utilityLayerRenderer.js.map +1 -1
  159. package/Shaders/sprites.fragment.js +1 -1
  160. package/Shaders/sprites.fragment.js.map +1 -1
  161. package/Sprites/spriteManager.d.ts +10 -1
  162. package/Sprites/spriteManager.js +10 -1
  163. package/Sprites/spriteManager.js.map +1 -1
  164. package/Sprites/spriteRenderer.js +1 -1
  165. package/Sprites/spriteRenderer.js.map +1 -1
  166. package/XR/features/WebXRLayers.js +1 -1
  167. package/XR/features/WebXRLayers.js.map +1 -1
  168. package/assetContainer.js +12 -12
  169. package/assetContainer.js.map +1 -1
  170. package/node.js +1 -1
  171. package/node.js.map +1 -1
  172. package/package.json +1 -1
  173. package/scene.d.ts +2 -0
  174. package/scene.js +15 -8
  175. package/scene.js.map +1 -1
@@ -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 { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { FlyCamera } from \"../../Cameras/flyCamera\";\r\nimport type { Engine } from \"../../Engines/engine\";\r\nimport type { KeyboardInfo } from \"../../Events/keyboardEvents\";\r\nimport { KeyboardEventTypes } from \"../../Events/keyboardEvents\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Tools } from \"../../Misc/tools\";\r\n\r\n/**\r\n * Listen to keyboard events to control the camera.\r\n * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FlyCamera;\r\n\r\n /**\r\n * The list of keyboard keys used to control the forward move of the camera.\r\n */\r\n @serialize()\r\n public keysForward = [87];\r\n\r\n /**\r\n * The list of keyboard keys used to control the backward move of the camera.\r\n */\r\n @serialize()\r\n public keysBackward = [83];\r\n\r\n /**\r\n * The list of keyboard keys used to control the forward move of the camera.\r\n */\r\n @serialize()\r\n public keysUp = [69];\r\n\r\n /**\r\n * The list of keyboard keys used to control the backward move of the camera.\r\n */\r\n @serialize()\r\n public keysDown = [81];\r\n\r\n /**\r\n * The list of keyboard keys used to control the right strafe move of the camera.\r\n */\r\n @serialize()\r\n public keysRight = [68];\r\n\r\n /**\r\n * The list of keyboard keys used to control the left strafe move of the camera.\r\n */\r\n @serialize()\r\n public keysLeft = [65];\r\n\r\n private _keys = new Array<number>();\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 // eslint-disable-next-line prefer-rest-params\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\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\r\n if (info.type === KeyboardEventTypes.KEYDOWN) {\r\n if (\r\n this.keysForward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysBackward.indexOf(evt.keyCode) !== -1 ||\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 ) {\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 if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n } else {\r\n if (\r\n this.keysForward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysBackward.indexOf(evt.keyCode) !== -1 ||\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 ) {\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 if (!noPreventDefault) {\r\n evt.preventDefault();\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\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 this._keys = [];\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 \"FlyCameraKeyboardInput\";\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _onLostFocus(): void {\r\n this._keys = [];\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 * 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 // Keyboard\r\n for (let index = 0; index < this._keys.length; index++) {\r\n const keyCode = this._keys[index];\r\n const speed = camera._computeLocalCameraSpeed();\r\n\r\n if (this.keysForward.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, speed);\r\n } else if (this.keysBackward.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, -speed);\r\n } else if (this.keysUp.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, speed, 0);\r\n } else if (this.keysDown.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, -speed, 0);\r\n } else if (this.keysRight.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(speed, 0, 0);\r\n } else if (this.keysLeft.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(-speed, 0, 0);\r\n }\r\n\r\n if (camera.getScene().useRightHandedSystem) {\r\n camera._localDirection.z *= -1;\r\n }\r\n\r\n camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);\r\n Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);\r\n camera.cameraDirection.addInPlace(camera._transformedDirection);\r\n }\r\n }\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FlyCameraKeyboardInput\"] = FlyCameraKeyboardInput;\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 { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { FlyCamera } from \"../../Cameras/flyCamera\";\r\nimport type { Engine } from \"../../Engines/engine\";\r\nimport type { KeyboardInfo } from \"../../Events/keyboardEvents\";\r\nimport { KeyboardEventTypes } from \"../../Events/keyboardEvents\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Tools } from \"../../Misc/tools\";\r\n\r\n/**\r\n * Listen to keyboard events to control the camera.\r\n * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FlyCamera;\r\n\r\n /**\r\n * The list of keyboard keys used to control the forward move of the camera.\r\n */\r\n @serialize()\r\n public keysForward = [87];\r\n\r\n /**\r\n * The list of keyboard keys used to control the backward move of the camera.\r\n */\r\n @serialize()\r\n public keysBackward = [83];\r\n\r\n /**\r\n * The list of keyboard keys used to control the forward move of the camera.\r\n */\r\n @serialize()\r\n public keysUp = [69];\r\n\r\n /**\r\n * The list of keyboard keys used to control the backward move of the camera.\r\n */\r\n @serialize()\r\n public keysDown = [81];\r\n\r\n /**\r\n * The list of keyboard keys used to control the right strafe move of the camera.\r\n */\r\n @serialize()\r\n public keysRight = [68];\r\n\r\n /**\r\n * The list of keyboard keys used to control the left strafe move of the camera.\r\n */\r\n @serialize()\r\n public keysLeft = [65];\r\n\r\n private _keys = new Array<number>();\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 // eslint-disable-next-line prefer-rest-params\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\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\r\n if (info.type === KeyboardEventTypes.KEYDOWN) {\r\n if (\r\n this.keysForward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysBackward.indexOf(evt.keyCode) !== -1 ||\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 ) {\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 if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n } else {\r\n if (\r\n this.keysForward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysBackward.indexOf(evt.keyCode) !== -1 ||\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 ) {\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 if (!noPreventDefault) {\r\n evt.preventDefault();\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\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 this._keys.length = 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 \"FlyCameraKeyboardInput\";\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _onLostFocus(): void {\r\n this._keys.length = 0;\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 * 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 // Keyboard\r\n for (let index = 0; index < this._keys.length; index++) {\r\n const keyCode = this._keys[index];\r\n const speed = camera._computeLocalCameraSpeed();\r\n\r\n if (this.keysForward.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, speed);\r\n } else if (this.keysBackward.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, -speed);\r\n } else if (this.keysUp.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, speed, 0);\r\n } else if (this.keysDown.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, -speed, 0);\r\n } else if (this.keysRight.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(speed, 0, 0);\r\n } else if (this.keysLeft.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(-speed, 0, 0);\r\n }\r\n\r\n if (camera.getScene().useRightHandedSystem) {\r\n camera._localDirection.z *= -1;\r\n }\r\n\r\n camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);\r\n Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);\r\n camera.cameraDirection.addInPlace(camera._transformedDirection);\r\n }\r\n }\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FlyCameraKeyboardInput\"] = FlyCameraKeyboardInput;\r\n"]}
@@ -97,7 +97,7 @@ var FollowCameraKeyboardMoveInput = /** @class */ (function () {
97
97
  this._scene = this.camera.getScene();
98
98
  this._engine = this._scene.getEngine();
99
99
  this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
100
- _this._keys = [];
100
+ _this._keys.length = 0;
101
101
  });
102
102
  this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
103
103
  var evt = info.event;
@@ -158,7 +158,7 @@ var FollowCameraKeyboardMoveInput = /** @class */ (function () {
158
158
  this._onKeyboardObserver = null;
159
159
  this._onCanvasBlurObserver = null;
160
160
  }
161
- this._keys = [];
161
+ this._keys.length = 0;
162
162
  };
163
163
  /**
164
164
  * Update the current camera state depending on the inputs that have been used this frame.
@@ -1 +1 @@
1
- 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type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { FollowCamera } from \"../../Cameras/followCamera\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { Engine } from \"../../Engines/engine\";\r\nimport type { KeyboardInfo } from \"../../Events/keyboardEvents\";\r\nimport { KeyboardEventTypes } from \"../../Events/keyboardEvents\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Tools } from \"../../Misc/tools\";\r\n\r\n/**\r\n * Manage the keyboard inputs to control the movement of a follow camera.\r\n * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FollowCamera;\r\n\r\n /**\r\n * Defines the list of key codes associated with the up action (increase heightOffset)\r\n */\r\n @serialize()\r\n public keysHeightOffsetIncr = [38];\r\n\r\n /**\r\n * Defines the list of key codes associated with the down action (decrease heightOffset)\r\n */\r\n @serialize()\r\n public keysHeightOffsetDecr = [40];\r\n\r\n /**\r\n * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)\r\n */\r\n @serialize()\r\n public keysHeightOffsetModifierAlt: boolean = false;\r\n\r\n /**\r\n * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)\r\n */\r\n @serialize()\r\n public keysHeightOffsetModifierCtrl: boolean = false;\r\n\r\n /**\r\n * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)\r\n */\r\n @serialize()\r\n public keysHeightOffsetModifierShift: boolean = false;\r\n\r\n /**\r\n * Defines the list of key codes associated with the left action (increase rotationOffset)\r\n */\r\n @serialize()\r\n public keysRotationOffsetIncr = [37];\r\n\r\n /**\r\n * Defines the list of key codes associated with the right action (decrease rotationOffset)\r\n */\r\n @serialize()\r\n public keysRotationOffsetDecr = [39];\r\n\r\n /**\r\n * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)\r\n */\r\n @serialize()\r\n public keysRotationOffsetModifierAlt: boolean = false;\r\n\r\n /**\r\n * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)\r\n */\r\n @serialize()\r\n public keysRotationOffsetModifierCtrl: boolean = false;\r\n\r\n /**\r\n * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)\r\n */\r\n @serialize()\r\n public keysRotationOffsetModifierShift: boolean = false;\r\n\r\n /**\r\n * Defines the list of key codes associated with the zoom-in action (decrease radius)\r\n */\r\n @serialize()\r\n public keysRadiusIncr = [40];\r\n\r\n /**\r\n * Defines the list of key codes associated with the zoom-out action (increase radius)\r\n */\r\n @serialize()\r\n public keysRadiusDecr = [38];\r\n\r\n /**\r\n * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)\r\n */\r\n @serialize()\r\n public keysRadiusModifierAlt: boolean = true;\r\n\r\n /**\r\n * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)\r\n */\r\n @serialize()\r\n public keysRadiusModifierCtrl: boolean = false;\r\n\r\n /**\r\n * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)\r\n */\r\n @serialize()\r\n public keysRadiusModifierShift: boolean = false;\r\n\r\n /**\r\n * Defines the rate of change of heightOffset.\r\n */\r\n @serialize()\r\n public heightSensibility: number = 1;\r\n\r\n /**\r\n * Defines the rate of change of rotationOffset.\r\n */\r\n @serialize()\r\n public rotationSensibility: number = 1;\r\n\r\n /**\r\n * Defines the rate of change of radius.\r\n */\r\n @serialize()\r\n public radiusSensibility: number = 1;\r\n\r\n private _keys = new Array<number>();\r\n private _ctrlPressed: boolean;\r\n private _altPressed: boolean;\r\n private _shiftPressed: 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 // eslint-disable-next-line prefer-rest-params\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\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 this._shiftPressed = evt.shiftKey;\r\n\r\n if (\r\n this.keysHeightOffsetIncr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysHeightOffsetDecr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotationOffsetIncr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotationOffsetDecr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRadiusIncr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRadiusDecr.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.keysHeightOffsetIncr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysHeightOffsetDecr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotationOffsetIncr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotationOffsetDecr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRadiusIncr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRadiusDecr.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 this._keys.forEach((keyCode) => {\r\n if (this.keysHeightOffsetIncr.indexOf(keyCode) !== -1 && this._modifierHeightOffset()) {\r\n this.camera.heightOffset += this.heightSensibility;\r\n } else if (this.keysHeightOffsetDecr.indexOf(keyCode) !== -1 && this._modifierHeightOffset()) {\r\n this.camera.heightOffset -= this.heightSensibility;\r\n } else if (this.keysRotationOffsetIncr.indexOf(keyCode) !== -1 && this._modifierRotationOffset()) {\r\n this.camera.rotationOffset += this.rotationSensibility;\r\n this.camera.rotationOffset %= 360;\r\n } else if (this.keysRotationOffsetDecr.indexOf(keyCode) !== -1 && this._modifierRotationOffset()) {\r\n this.camera.rotationOffset -= this.rotationSensibility;\r\n this.camera.rotationOffset %= 360;\r\n } else if (this.keysRadiusIncr.indexOf(keyCode) !== -1 && this._modifierRadius()) {\r\n this.camera.radius += this.radiusSensibility;\r\n } else if (this.keysRadiusDecr.indexOf(keyCode) !== -1 && this._modifierRadius()) {\r\n this.camera.radius -= this.radiusSensibility;\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 \"FollowCameraKeyboardMoveInput\";\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 * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to\r\n * allow modification of the heightOffset value.\r\n */\r\n private _modifierHeightOffset(): boolean {\r\n return (\r\n this.keysHeightOffsetModifierAlt === this._altPressed &&\r\n this.keysHeightOffsetModifierCtrl === this._ctrlPressed &&\r\n this.keysHeightOffsetModifierShift === this._shiftPressed\r\n );\r\n }\r\n\r\n /**\r\n * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to\r\n * allow modification of the rotationOffset value.\r\n */\r\n private _modifierRotationOffset(): boolean {\r\n return (\r\n this.keysRotationOffsetModifierAlt === this._altPressed &&\r\n this.keysRotationOffsetModifierCtrl === this._ctrlPressed &&\r\n this.keysRotationOffsetModifierShift === this._shiftPressed\r\n );\r\n }\r\n\r\n /**\r\n * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to\r\n * allow modification of the radius value.\r\n */\r\n private _modifierRadius(): boolean {\r\n return this.keysRadiusModifierAlt === this._altPressed && this.keysRadiusModifierCtrl === this._ctrlPressed && this.keysRadiusModifierShift === this._shiftPressed;\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FollowCameraKeyboardMoveInput\"] = FollowCameraKeyboardMoveInput;\r\n"]}
1
+ 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type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { FollowCamera } from \"../../Cameras/followCamera\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { Engine } from \"../../Engines/engine\";\r\nimport type { KeyboardInfo } from \"../../Events/keyboardEvents\";\r\nimport { KeyboardEventTypes } from \"../../Events/keyboardEvents\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Tools } from \"../../Misc/tools\";\r\n\r\n/**\r\n * Manage the keyboard inputs to control the movement of a follow camera.\r\n * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FollowCamera;\r\n\r\n /**\r\n * Defines the list of key codes associated with the up action (increase heightOffset)\r\n */\r\n @serialize()\r\n public keysHeightOffsetIncr = [38];\r\n\r\n /**\r\n * Defines the list of key codes associated with the down action (decrease heightOffset)\r\n */\r\n @serialize()\r\n public keysHeightOffsetDecr = [40];\r\n\r\n /**\r\n * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)\r\n */\r\n @serialize()\r\n public keysHeightOffsetModifierAlt: boolean = false;\r\n\r\n /**\r\n * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)\r\n */\r\n @serialize()\r\n public keysHeightOffsetModifierCtrl: boolean = false;\r\n\r\n /**\r\n * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)\r\n */\r\n @serialize()\r\n public keysHeightOffsetModifierShift: boolean = false;\r\n\r\n /**\r\n * Defines the list of key codes associated with the left action (increase rotationOffset)\r\n */\r\n @serialize()\r\n public keysRotationOffsetIncr = [37];\r\n\r\n /**\r\n * Defines the list of key codes associated with the right action (decrease rotationOffset)\r\n */\r\n @serialize()\r\n public keysRotationOffsetDecr = [39];\r\n\r\n /**\r\n * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)\r\n */\r\n @serialize()\r\n public keysRotationOffsetModifierAlt: boolean = false;\r\n\r\n /**\r\n * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)\r\n */\r\n @serialize()\r\n public keysRotationOffsetModifierCtrl: boolean = false;\r\n\r\n /**\r\n * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)\r\n */\r\n @serialize()\r\n public keysRotationOffsetModifierShift: boolean = false;\r\n\r\n /**\r\n * Defines the list of key codes associated with the zoom-in action (decrease radius)\r\n */\r\n @serialize()\r\n public keysRadiusIncr = [40];\r\n\r\n /**\r\n * Defines the list of key codes associated with the zoom-out action (increase radius)\r\n */\r\n @serialize()\r\n public keysRadiusDecr = [38];\r\n\r\n /**\r\n * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)\r\n */\r\n @serialize()\r\n public keysRadiusModifierAlt: boolean = true;\r\n\r\n /**\r\n * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)\r\n */\r\n @serialize()\r\n public keysRadiusModifierCtrl: boolean = false;\r\n\r\n /**\r\n * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)\r\n */\r\n @serialize()\r\n public keysRadiusModifierShift: boolean = false;\r\n\r\n /**\r\n * Defines the rate of change of heightOffset.\r\n */\r\n @serialize()\r\n public heightSensibility: number = 1;\r\n\r\n /**\r\n * Defines the rate of change of rotationOffset.\r\n */\r\n @serialize()\r\n public rotationSensibility: number = 1;\r\n\r\n /**\r\n * Defines the rate of change of radius.\r\n */\r\n @serialize()\r\n public radiusSensibility: number = 1;\r\n\r\n private _keys = new Array<number>();\r\n private _ctrlPressed: boolean;\r\n private _altPressed: boolean;\r\n private _shiftPressed: 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 // eslint-disable-next-line prefer-rest-params\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\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 this._shiftPressed = evt.shiftKey;\r\n\r\n if (\r\n this.keysHeightOffsetIncr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysHeightOffsetDecr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotationOffsetIncr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotationOffsetDecr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRadiusIncr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRadiusDecr.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.keysHeightOffsetIncr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysHeightOffsetDecr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotationOffsetIncr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotationOffsetDecr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRadiusIncr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRadiusDecr.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 this._keys.forEach((keyCode) => {\r\n if (this.keysHeightOffsetIncr.indexOf(keyCode) !== -1 && this._modifierHeightOffset()) {\r\n this.camera.heightOffset += this.heightSensibility;\r\n } else if (this.keysHeightOffsetDecr.indexOf(keyCode) !== -1 && this._modifierHeightOffset()) {\r\n this.camera.heightOffset -= this.heightSensibility;\r\n } else if (this.keysRotationOffsetIncr.indexOf(keyCode) !== -1 && this._modifierRotationOffset()) {\r\n this.camera.rotationOffset += this.rotationSensibility;\r\n this.camera.rotationOffset %= 360;\r\n } else if (this.keysRotationOffsetDecr.indexOf(keyCode) !== -1 && this._modifierRotationOffset()) {\r\n this.camera.rotationOffset -= this.rotationSensibility;\r\n this.camera.rotationOffset %= 360;\r\n } else if (this.keysRadiusIncr.indexOf(keyCode) !== -1 && this._modifierRadius()) {\r\n this.camera.radius += this.radiusSensibility;\r\n } else if (this.keysRadiusDecr.indexOf(keyCode) !== -1 && this._modifierRadius()) {\r\n this.camera.radius -= this.radiusSensibility;\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 \"FollowCameraKeyboardMoveInput\";\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 * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to\r\n * allow modification of the heightOffset value.\r\n */\r\n private _modifierHeightOffset(): boolean {\r\n return (\r\n this.keysHeightOffsetModifierAlt === this._altPressed &&\r\n this.keysHeightOffsetModifierCtrl === this._ctrlPressed &&\r\n this.keysHeightOffsetModifierShift === this._shiftPressed\r\n );\r\n }\r\n\r\n /**\r\n * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to\r\n * allow modification of the rotationOffset value.\r\n */\r\n private _modifierRotationOffset(): boolean {\r\n return (\r\n this.keysRotationOffsetModifierAlt === this._altPressed &&\r\n this.keysRotationOffsetModifierCtrl === this._ctrlPressed &&\r\n this.keysRotationOffsetModifierShift === this._shiftPressed\r\n );\r\n }\r\n\r\n /**\r\n * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to\r\n * allow modification of the radius value.\r\n */\r\n private _modifierRadius(): boolean {\r\n return this.keysRadiusModifierAlt === this._altPressed && this.keysRadiusModifierCtrl === this._ctrlPressed && this.keysRadiusModifierShift === this._shiftPressed;\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FollowCameraKeyboardMoveInput\"] = FollowCameraKeyboardMoveInput;\r\n"]}
@@ -62,7 +62,7 @@ var FreeCameraKeyboardMoveInput = /** @class */ (function () {
62
62
  this._scene = this.camera.getScene();
63
63
  this._engine = this._scene.getEngine();
64
64
  this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
65
- _this._keys = [];
65
+ _this._keys.length = 0;
66
66
  });
67
67
  this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
68
68
  var evt = info.event;
@@ -120,7 +120,7 @@ var FreeCameraKeyboardMoveInput = /** @class */ (function () {
120
120
  this._onKeyboardObserver = null;
121
121
  this._onCanvasBlurObserver = null;
122
122
  }
123
- this._keys = [];
123
+ this._keys.length = 0;
124
124
  };
125
125
  /**
126
126
  * Update the current camera state depending on the inputs that have been used this frame.
@@ -177,7 +177,7 @@ var FreeCameraKeyboardMoveInput = /** @class */ (function () {
177
177
  };
178
178
  /** @hidden */
179
179
  FreeCameraKeyboardMoveInput.prototype._onLostFocus = function () {
180
- this._keys = [];
180
+ this._keys.length = 0;
181
181
  };
182
182
  /**
183
183
  * Get the friendly name associated with the input class.
@@ -1 +1 @@
1
- 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{ serialize } from \"../../Misc/decorators\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport type { KeyboardInfo } from \"../../Events/keyboardEvents\";\r\nimport { KeyboardEventTypes } from \"../../Events/keyboardEvents\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport type { Engine } from \"../../Engines/engine\";\r\nimport { Tools } from \"../../Misc/tools\";\r\n/**\r\n * Manage the keyboard inputs to control the movement of a free camera.\r\n * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FreeCamera;\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the forward move of the camera.\r\n */\r\n @serialize()\r\n public keysUp = [38];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the upward move of the camera.\r\n */\r\n @serialize()\r\n public keysUpward = [33];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the backward move of the camera.\r\n */\r\n @serialize()\r\n public keysDown = [40];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the downward move of the camera.\r\n */\r\n @serialize()\r\n public keysDownward = [34];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.\r\n */\r\n @serialize()\r\n public keysLeft = [37];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.\r\n */\r\n @serialize()\r\n public keysRight = [39];\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.\r\n */\r\n @serialize()\r\n public rotationSpeed = 0.5;\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the left rotation move of the camera.\r\n */\r\n @serialize()\r\n public keysRotateLeft: number[] = [];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the right rotation move of the camera.\r\n */\r\n @serialize()\r\n public keysRotateRight: number[] = [];\r\n\r\n private _keys = new Array<number>();\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 // eslint-disable-next-line prefer-rest-params\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\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 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.keysUpward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDownward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateRight.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 if (!noPreventDefault) {\r\n evt.preventDefault();\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.keysUpward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDownward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateRight.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 if (!noPreventDefault) {\r\n evt.preventDefault();\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\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 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 // Keyboard\r\n for (let index = 0; index < this._keys.length; index++) {\r\n const keyCode = this._keys[index];\r\n const speed = camera._computeLocalCameraSpeed();\r\n\r\n if (this.keysLeft.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(-speed, 0, 0);\r\n } else if (this.keysUp.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, speed);\r\n } else if (this.keysRight.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(speed, 0, 0);\r\n } else if (this.keysDown.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, -speed);\r\n } else if (this.keysUpward.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, speed, 0);\r\n } else if (this.keysDownward.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, -speed, 0);\r\n } else if (this.keysRotateLeft.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, 0);\r\n camera.cameraRotation.y -= this._getLocalRotation();\r\n } else if (this.keysRotateRight.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, 0);\r\n camera.cameraRotation.y += this._getLocalRotation();\r\n }\r\n\r\n if (camera.getScene().useRightHandedSystem) {\r\n camera._localDirection.z *= -1;\r\n }\r\n\r\n camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);\r\n Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);\r\n camera.cameraDirection.addInPlace(camera._transformedDirection);\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 \"FreeCameraKeyboardMoveInput\";\r\n }\r\n\r\n /** @hidden */\r\n public _onLostFocus(): void {\r\n this._keys = [];\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 private _getLocalRotation(): number {\r\n let rotation = (this.rotationSpeed * this._engine.getDeltaTime()) / 1000;\r\n if (this.camera.getScene().useRightHandedSystem) {\r\n rotation *= -1;\r\n }\r\n if (this.camera.parent && this.camera.parent._getWorldMatrixDeterminant() < 0) {\r\n rotation *= -1;\r\n }\r\n return rotation;\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FreeCameraKeyboardMoveInput\"] = FreeCameraKeyboardMoveInput;\r\n"]}
1
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{ serialize } from \"../../Misc/decorators\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport type { KeyboardInfo } from \"../../Events/keyboardEvents\";\r\nimport { KeyboardEventTypes } from \"../../Events/keyboardEvents\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport type { Engine } from \"../../Engines/engine\";\r\nimport { Tools } from \"../../Misc/tools\";\r\n/**\r\n * Manage the keyboard inputs to control the movement of a free camera.\r\n * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FreeCamera;\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the forward move of the camera.\r\n */\r\n @serialize()\r\n public keysUp = [38];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the upward move of the camera.\r\n */\r\n @serialize()\r\n public keysUpward = [33];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the backward move of the camera.\r\n */\r\n @serialize()\r\n public keysDown = [40];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the downward move of the camera.\r\n */\r\n @serialize()\r\n public keysDownward = [34];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.\r\n */\r\n @serialize()\r\n public keysLeft = [37];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.\r\n */\r\n @serialize()\r\n public keysRight = [39];\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.\r\n */\r\n @serialize()\r\n public rotationSpeed = 0.5;\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the left rotation move of the camera.\r\n */\r\n @serialize()\r\n public keysRotateLeft: number[] = [];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the right rotation move of the camera.\r\n */\r\n @serialize()\r\n public keysRotateRight: number[] = [];\r\n\r\n private _keys = new Array<number>();\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 // eslint-disable-next-line prefer-rest-params\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\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 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.keysUpward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDownward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateRight.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 if (!noPreventDefault) {\r\n evt.preventDefault();\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.keysUpward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDownward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateRight.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 if (!noPreventDefault) {\r\n evt.preventDefault();\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\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 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 // Keyboard\r\n for (let index = 0; index < this._keys.length; index++) {\r\n const keyCode = this._keys[index];\r\n const speed = camera._computeLocalCameraSpeed();\r\n\r\n if (this.keysLeft.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(-speed, 0, 0);\r\n } else if (this.keysUp.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, speed);\r\n } else if (this.keysRight.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(speed, 0, 0);\r\n } else if (this.keysDown.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, -speed);\r\n } else if (this.keysUpward.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, speed, 0);\r\n } else if (this.keysDownward.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, -speed, 0);\r\n } else if (this.keysRotateLeft.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, 0);\r\n camera.cameraRotation.y -= this._getLocalRotation();\r\n } else if (this.keysRotateRight.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, 0);\r\n camera.cameraRotation.y += this._getLocalRotation();\r\n }\r\n\r\n if (camera.getScene().useRightHandedSystem) {\r\n camera._localDirection.z *= -1;\r\n }\r\n\r\n camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);\r\n Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);\r\n camera.cameraDirection.addInPlace(camera._transformedDirection);\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 \"FreeCameraKeyboardMoveInput\";\r\n }\r\n\r\n /** @hidden */\r\n public _onLostFocus(): void {\r\n this._keys.length = 0;\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 private _getLocalRotation(): number {\r\n let rotation = (this.rotationSpeed * this._engine.getDeltaTime()) / 1000;\r\n if (this.camera.getScene().useRightHandedSystem) {\r\n rotation *= -1;\r\n }\r\n if (this.camera.parent && this.camera.parent._getWorldMatrixDeterminant() < 0) {\r\n rotation *= -1;\r\n }\r\n return rotation;\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FreeCameraKeyboardMoveInput\"] = FreeCameraKeyboardMoveInput;\r\n"]}
@@ -129,7 +129,7 @@ var FreeCameraTouchInput = /** @class */ (function () {
129
129
  element && element.removeEventListener("blur", this._onLostFocus);
130
130
  this._onLostFocus = null;
131
131
  }
132
- this._pointerPressed = [];
132
+ this._pointerPressed.length = 0;
133
133
  this._offsetX = null;
134
134
  this._offsetY = null;
135
135
  }
@@ -1 +1 @@
1
- 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tent":["import { serialize } from \"../../Misc/decorators\";\r\nimport type { Observer, EventState } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Matrix, Vector3 } from \"../../Maths/math.vector\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n/**\r\n * Manage the touch inputs to control the movement of a free camera.\r\n * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class FreeCameraTouchInput implements ICameraInput<FreeCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FreeCamera;\r\n\r\n /**\r\n * Defines the touch sensibility for rotation.\r\n * The lower the faster.\r\n */\r\n @serialize()\r\n public touchAngularSensibility: number = 200000.0;\r\n\r\n /**\r\n * Defines the touch sensibility for move.\r\n * The lower the faster.\r\n */\r\n @serialize()\r\n public touchMoveSensibility: number = 250.0;\r\n\r\n /**\r\n * Swap touch actions so that one touch is used for rotation and multiple for movement\r\n */\r\n public singleFingerRotate: boolean = false;\r\n\r\n private _offsetX: Nullable<number> = null;\r\n private _offsetY: Nullable<number> = null;\r\n\r\n private _pointerPressed = new Array<number>();\r\n private _pointerInput?: (p: PointerInfo, s: EventState) => void;\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _onLostFocus: Nullable<(e: FocusEvent) => any>;\r\n private _isSafari: boolean;\r\n\r\n /**\r\n * Manage the touch inputs to control the movement of a free camera.\r\n * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n * @param allowMouse Defines if mouse events can be treated as touch events\r\n */\r\n constructor(\r\n /**\r\n * Define if mouse events can be treated as touch events\r\n */\r\n public allowMouse = false\r\n ) {\r\n this._isSafari = Tools.IsSafari();\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 // eslint-disable-next-line prefer-rest-params\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n let previousPosition: Nullable<{ x: number; y: number }> = null;\r\n\r\n if (this._pointerInput === undefined) {\r\n this._onLostFocus = () => {\r\n this._offsetX = null;\r\n this._offsetY = null;\r\n };\r\n\r\n this._pointerInput = (p) => {\r\n const evt = <IPointerEvent>p.event;\r\n\r\n const isMouseEvent = evt.pointerType === \"mouse\" || (this._isSafari && typeof evt.pointerType === \"undefined\");\r\n\r\n if (!this.allowMouse && isMouseEvent) {\r\n return;\r\n }\r\n\r\n if (p.type === PointerEventTypes.POINTERDOWN) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n\r\n this._pointerPressed.push(evt.pointerId);\r\n\r\n if (this._pointerPressed.length !== 1) {\r\n return;\r\n }\r\n\r\n previousPosition = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n };\r\n } else if (p.type === PointerEventTypes.POINTERUP) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n\r\n const index: number = this._pointerPressed.indexOf(evt.pointerId);\r\n\r\n if (index === -1) {\r\n return;\r\n }\r\n this._pointerPressed.splice(index, 1);\r\n\r\n if (index != 0) {\r\n return;\r\n }\r\n previousPosition = null;\r\n this._offsetX = null;\r\n this._offsetY = null;\r\n } else if (p.type === PointerEventTypes.POINTERMOVE) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n\r\n if (!previousPosition) {\r\n return;\r\n }\r\n\r\n const index: number = this._pointerPressed.indexOf(evt.pointerId);\r\n\r\n if (index != 0) {\r\n return;\r\n }\r\n\r\n this._offsetX = evt.clientX - previousPosition.x;\r\n this._offsetY = -(evt.clientY - previousPosition.y);\r\n }\r\n };\r\n }\r\n\r\n this._observer = this.camera\r\n .getScene()\r\n .onPointerObservable.add(this._pointerInput, PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE);\r\n\r\n if (this._onLostFocus) {\r\n const engine = this.camera.getEngine();\r\n const element = engine.getInputElement();\r\n element && element.addEventListener(\"blur\", this._onLostFocus);\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._pointerInput) {\r\n if (this._observer) {\r\n this.camera.getScene().onPointerObservable.remove(this._observer);\r\n this._observer = null;\r\n }\r\n\r\n if (this._onLostFocus) {\r\n const engine = this.camera.getEngine();\r\n const element = engine.getInputElement();\r\n element && element.removeEventListener(\"blur\", this._onLostFocus);\r\n this._onLostFocus = null;\r\n }\r\n this._pointerPressed = [];\r\n this._offsetX = null;\r\n this._offsetY = 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._offsetX === null || this._offsetY === null) {\r\n return;\r\n }\r\n if (this._offsetX === 0 && this._offsetY === 0) {\r\n return;\r\n }\r\n\r\n const camera = this.camera;\r\n camera.cameraRotation.y = this._offsetX / this.touchAngularSensibility;\r\n\r\n const rotateCamera = (this.singleFingerRotate && this._pointerPressed.length === 1) || (!this.singleFingerRotate && this._pointerPressed.length > 1);\r\n\r\n if (rotateCamera) {\r\n camera.cameraRotation.x = -this._offsetY / this.touchAngularSensibility;\r\n } else {\r\n const speed = camera._computeLocalCameraSpeed();\r\n const direction = new Vector3(0, 0, this.touchMoveSensibility !== 0 ? (speed * this._offsetY) / this.touchMoveSensibility : 0);\r\n\r\n Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, camera._cameraRotationMatrix);\r\n camera.cameraDirection.addInPlace(Vector3.TransformCoordinates(direction, camera._cameraRotationMatrix));\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 \"FreeCameraTouchInput\";\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 \"touch\";\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FreeCameraTouchInput\"] = FreeCameraTouchInput;\r\n"]}
1
+ 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sourcesContent":["import { serialize } from \"../../Misc/decorators\";\r\nimport type { Observer, EventState } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Matrix, Vector3 } from \"../../Maths/math.vector\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n/**\r\n * Manage the touch inputs to control the movement of a free camera.\r\n * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class FreeCameraTouchInput implements ICameraInput<FreeCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FreeCamera;\r\n\r\n /**\r\n * Defines the touch sensibility for rotation.\r\n * The lower the faster.\r\n */\r\n @serialize()\r\n public touchAngularSensibility: number = 200000.0;\r\n\r\n /**\r\n * Defines the touch sensibility for move.\r\n * The lower the faster.\r\n */\r\n @serialize()\r\n public touchMoveSensibility: number = 250.0;\r\n\r\n /**\r\n * Swap touch actions so that one touch is used for rotation and multiple for movement\r\n */\r\n public singleFingerRotate: boolean = false;\r\n\r\n private _offsetX: Nullable<number> = null;\r\n private _offsetY: Nullable<number> = null;\r\n\r\n private _pointerPressed = new Array<number>();\r\n private _pointerInput?: (p: PointerInfo, s: EventState) => void;\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _onLostFocus: Nullable<(e: FocusEvent) => any>;\r\n private _isSafari: boolean;\r\n\r\n /**\r\n * Manage the touch inputs to control the movement of a free camera.\r\n * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n * @param allowMouse Defines if mouse events can be treated as touch events\r\n */\r\n constructor(\r\n /**\r\n * Define if mouse events can be treated as touch events\r\n */\r\n public allowMouse = false\r\n ) {\r\n this._isSafari = Tools.IsSafari();\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 // eslint-disable-next-line prefer-rest-params\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n let previousPosition: Nullable<{ x: number; y: number }> = null;\r\n\r\n if (this._pointerInput === undefined) {\r\n this._onLostFocus = () => {\r\n this._offsetX = null;\r\n this._offsetY = null;\r\n };\r\n\r\n this._pointerInput = (p) => {\r\n const evt = <IPointerEvent>p.event;\r\n\r\n const isMouseEvent = evt.pointerType === \"mouse\" || (this._isSafari && typeof evt.pointerType === \"undefined\");\r\n\r\n if (!this.allowMouse && isMouseEvent) {\r\n return;\r\n }\r\n\r\n if (p.type === PointerEventTypes.POINTERDOWN) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n\r\n this._pointerPressed.push(evt.pointerId);\r\n\r\n if (this._pointerPressed.length !== 1) {\r\n return;\r\n }\r\n\r\n previousPosition = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n };\r\n } else if (p.type === PointerEventTypes.POINTERUP) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n\r\n const index: number = this._pointerPressed.indexOf(evt.pointerId);\r\n\r\n if (index === -1) {\r\n return;\r\n }\r\n this._pointerPressed.splice(index, 1);\r\n\r\n if (index != 0) {\r\n return;\r\n }\r\n previousPosition = null;\r\n this._offsetX = null;\r\n this._offsetY = null;\r\n } else if (p.type === PointerEventTypes.POINTERMOVE) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n\r\n if (!previousPosition) {\r\n return;\r\n }\r\n\r\n const index: number = this._pointerPressed.indexOf(evt.pointerId);\r\n\r\n if (index != 0) {\r\n return;\r\n }\r\n\r\n this._offsetX = evt.clientX - previousPosition.x;\r\n this._offsetY = -(evt.clientY - previousPosition.y);\r\n }\r\n };\r\n }\r\n\r\n this._observer = this.camera\r\n .getScene()\r\n .onPointerObservable.add(this._pointerInput, PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE);\r\n\r\n if (this._onLostFocus) {\r\n const engine = this.camera.getEngine();\r\n const element = engine.getInputElement();\r\n element && element.addEventListener(\"blur\", this._onLostFocus);\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._pointerInput) {\r\n if (this._observer) {\r\n this.camera.getScene().onPointerObservable.remove(this._observer);\r\n this._observer = null;\r\n }\r\n\r\n if (this._onLostFocus) {\r\n const engine = this.camera.getEngine();\r\n const element = engine.getInputElement();\r\n element && element.removeEventListener(\"blur\", this._onLostFocus);\r\n this._onLostFocus = null;\r\n }\r\n this._pointerPressed.length = 0;\r\n this._offsetX = null;\r\n this._offsetY = 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._offsetX === null || this._offsetY === null) {\r\n return;\r\n }\r\n if (this._offsetX === 0 && this._offsetY === 0) {\r\n return;\r\n }\r\n\r\n const camera = this.camera;\r\n camera.cameraRotation.y = this._offsetX / this.touchAngularSensibility;\r\n\r\n const rotateCamera = (this.singleFingerRotate && this._pointerPressed.length === 1) || (!this.singleFingerRotate && this._pointerPressed.length > 1);\r\n\r\n if (rotateCamera) {\r\n camera.cameraRotation.x = -this._offsetY / this.touchAngularSensibility;\r\n } else {\r\n const speed = camera._computeLocalCameraSpeed();\r\n const direction = new Vector3(0, 0, this.touchMoveSensibility !== 0 ? (speed * this._offsetY) / this.touchMoveSensibility : 0);\r\n\r\n Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, camera._cameraRotationMatrix);\r\n camera.cameraDirection.addInPlace(Vector3.TransformCoordinates(direction, camera._cameraRotationMatrix));\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 \"FreeCameraTouchInput\";\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 \"touch\";\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FreeCameraTouchInput\"] = FreeCameraTouchInput;\r\n"]}
@@ -2086,7 +2086,7 @@ var VRExperienceHelper = /** @class */ (function () {
2086
2086
  if (this.xr) {
2087
2087
  this.xr.dispose();
2088
2088
  }
2089
- this._floorMeshesCollection = [];
2089
+ this._floorMeshesCollection.length = 0;
2090
2090
  document.removeEventListener("keydown", this._onKeyDown);
2091
2091
  window.removeEventListener("vrdisplaypresentchange", this._onVrDisplayPresentChangeBind);
2092
2092
  window.removeEventListener("resize", this._onResize);