@babylonjs/core 5.22.1 → 5.24.0

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 (351) hide show
  1. package/Actions/abstractActionManager.d.ts +6 -6
  2. package/Actions/abstractActionManager.js +1 -1
  3. package/Actions/abstractActionManager.js.map +1 -1
  4. package/Actions/actionManager.d.ts +5 -5
  5. package/Actions/actionManager.js +5 -5
  6. package/Actions/actionManager.js.map +1 -1
  7. package/Animations/animatable.js +2 -1
  8. package/Animations/animatable.js.map +1 -1
  9. package/Animations/animation.js +137 -139
  10. package/Animations/animation.js.map +1 -1
  11. package/Animations/animationGroup.d.ts +3 -3
  12. package/Animations/animationGroup.js +3 -3
  13. package/Animations/animationGroup.js.map +1 -1
  14. package/Animations/runtimeAnimation.js +6 -7
  15. package/Animations/runtimeAnimation.js.map +1 -1
  16. package/Audio/audioSceneComponent.d.ts +1 -1
  17. package/Audio/audioSceneComponent.js.map +1 -1
  18. package/Audio/sound.d.ts +2 -1
  19. package/Audio/sound.js +21 -9
  20. package/Audio/sound.js.map +1 -1
  21. package/Behaviors/Cameras/autoRotationBehavior.d.ts +1 -1
  22. package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
  23. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  24. package/Behaviors/Cameras/bouncingBehavior.d.ts +1 -1
  25. package/Behaviors/Cameras/bouncingBehavior.js +1 -1
  26. package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
  27. package/Behaviors/Cameras/framingBehavior.d.ts +1 -1
  28. package/Behaviors/Cameras/framingBehavior.js +1 -1
  29. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  30. package/Bones/bone.d.ts +1 -1
  31. package/Bones/bone.js +1 -1
  32. package/Bones/bone.js.map +1 -1
  33. package/Bones/skeleton.d.ts +2 -2
  34. package/Bones/skeleton.js +11 -5
  35. package/Bones/skeleton.js.map +1 -1
  36. package/Cameras/Inputs/BaseCameraMouseWheelInput.js +3 -22
  37. package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
  38. package/Cameras/Inputs/BaseCameraPointersInput.js +3 -3
  39. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  40. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +1 -11
  41. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  42. package/Cameras/Inputs/flyCameraMouseInput.js +3 -3
  43. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  44. package/Cameras/Inputs/followCameraMouseWheelInput.js +1 -4
  45. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  46. package/Cameras/Inputs/freeCameraMouseInput.js +3 -3
  47. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  48. package/Cameras/arcRotateCamera.d.ts +1 -1
  49. package/Cameras/arcRotateCamera.js +1 -1
  50. package/Cameras/arcRotateCamera.js.map +1 -1
  51. package/Cameras/camera.d.ts +2 -2
  52. package/Cameras/camera.js +2 -2
  53. package/Cameras/camera.js.map +1 -1
  54. package/Cameras/freeCamera.d.ts +1 -1
  55. package/Cameras/freeCamera.js +1 -1
  56. package/Cameras/freeCamera.js.map +1 -1
  57. package/Cameras/gamepadCamera.d.ts +1 -1
  58. package/Cameras/gamepadCamera.js +1 -1
  59. package/Cameras/gamepadCamera.js.map +1 -1
  60. package/Cameras/targetCamera.d.ts +1 -1
  61. package/Cameras/targetCamera.js +1 -1
  62. package/Cameras/targetCamera.js.map +1 -1
  63. package/Cameras/touchCamera.d.ts +1 -1
  64. package/Cameras/touchCamera.js +1 -1
  65. package/Cameras/touchCamera.js.map +1 -1
  66. package/Cameras/universalCamera.d.ts +1 -1
  67. package/Cameras/universalCamera.js +1 -1
  68. package/Cameras/universalCamera.js.map +1 -1
  69. package/Cameras/virtualJoysticksCamera.d.ts +1 -1
  70. package/Cameras/virtualJoysticksCamera.js +1 -1
  71. package/Cameras/virtualJoysticksCamera.js.map +1 -1
  72. package/Culling/boundingBox.d.ts +2 -2
  73. package/Culling/boundingBox.js +2 -2
  74. package/Culling/boundingBox.js.map +1 -1
  75. package/Culling/ray.d.ts +1 -1
  76. package/Culling/ray.js +1 -1
  77. package/Culling/ray.js.map +1 -1
  78. package/Debug/debugLayer.d.ts +1 -1
  79. package/Debug/debugLayer.js +1 -1
  80. package/Debug/debugLayer.js.map +1 -1
  81. package/DeviceInput/webDeviceInputSystem.js +20 -2
  82. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  83. package/Engines/Extensions/engine.multiRender.js +8 -10
  84. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  85. package/Engines/Extensions/engine.query.d.ts +2 -2
  86. package/Engines/Extensions/engine.query.js.map +1 -1
  87. package/Engines/ICanvas.d.ts +11 -0
  88. package/Engines/ICanvas.js.map +1 -1
  89. package/Engines/WebGL/webGLPipelineContext.d.ts +29 -19
  90. package/Engines/WebGL/webGLPipelineContext.js +99 -311
  91. package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
  92. package/Engines/WebGL/webGLRenderTargetWrapper.js +1 -1
  93. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  94. package/Engines/engine.d.ts +2 -2
  95. package/Engines/engine.js +2 -2
  96. package/Engines/engine.js.map +1 -1
  97. package/Engines/nativeEngine.d.ts +2 -2
  98. package/Engines/nativeEngine.js +2 -2
  99. package/Engines/nativeEngine.js.map +1 -1
  100. package/Engines/renderTargetWrapper.d.ts +1 -0
  101. package/Engines/renderTargetWrapper.js +5 -2
  102. package/Engines/renderTargetWrapper.js.map +1 -1
  103. package/Engines/thinEngine.d.ts +6 -5
  104. package/Engines/thinEngine.js +11 -7
  105. package/Engines/thinEngine.js.map +1 -1
  106. package/Engines/webgpuEngine.js +4 -1
  107. package/Engines/webgpuEngine.js.map +1 -1
  108. package/Events/clipboardEvents.d.ts +1 -1
  109. package/Events/clipboardEvents.js +1 -1
  110. package/Events/clipboardEvents.js.map +1 -1
  111. package/Events/deviceInputEvents.d.ts +11 -4
  112. package/Events/deviceInputEvents.js.map +1 -1
  113. package/Gamepads/Controllers/windowsMotionController.d.ts +1 -1
  114. package/Gamepads/Controllers/windowsMotionController.js +1 -1
  115. package/Gamepads/Controllers/windowsMotionController.js.map +1 -1
  116. package/Gizmos/boundingBoxGizmo.d.ts +4 -0
  117. package/Gizmos/boundingBoxGizmo.js +6 -0
  118. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  119. package/Inputs/scene.inputManager.js +4 -4
  120. package/Inputs/scene.inputManager.js.map +1 -1
  121. package/Layers/effectLayer.d.ts +3 -3
  122. package/Layers/effectLayer.js +1 -1
  123. package/Layers/effectLayer.js.map +1 -1
  124. package/Layers/glowLayer.d.ts +3 -3
  125. package/Layers/glowLayer.js +2 -2
  126. package/Layers/glowLayer.js.map +1 -1
  127. package/Layers/highlightLayer.d.ts +3 -3
  128. package/Layers/highlightLayer.js +2 -2
  129. package/Layers/highlightLayer.js.map +1 -1
  130. package/Lights/directionalLight.d.ts +2 -2
  131. package/Lights/directionalLight.js +2 -2
  132. package/Lights/directionalLight.js.map +1 -1
  133. package/Lights/hemisphericLight.d.ts +3 -3
  134. package/Lights/hemisphericLight.js +3 -3
  135. package/Lights/hemisphericLight.js.map +1 -1
  136. package/Lights/light.d.ts +2 -2
  137. package/Lights/light.js +2 -2
  138. package/Lights/light.js.map +1 -1
  139. package/Lights/lightConstants.d.ts +1 -1
  140. package/Lights/lightConstants.js +1 -1
  141. package/Lights/lightConstants.js.map +1 -1
  142. package/Loading/Plugins/babylonFileLoader.js +3 -0
  143. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  144. package/Loading/sceneLoader.d.ts +1 -1
  145. package/Loading/sceneLoader.js.map +1 -1
  146. package/Materials/Background/backgroundMaterial.js +4 -0
  147. package/Materials/Background/backgroundMaterial.js.map +1 -1
  148. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +4 -1
  149. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  150. package/Materials/Node/nodeMaterial.d.ts +1 -1
  151. package/Materials/Node/nodeMaterial.js +5 -1
  152. package/Materials/Node/nodeMaterial.js.map +1 -1
  153. package/Materials/PBR/pbrBaseMaterial.js +4 -1
  154. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  155. package/Materials/Textures/Filtering/hdrFiltering.d.ts +1 -1
  156. package/Materials/Textures/Filtering/hdrFiltering.js +1 -1
  157. package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
  158. package/Materials/Textures/Procedurals/customProceduralTexture.d.ts +2 -1
  159. package/Materials/Textures/Procedurals/customProceduralTexture.js +9 -3
  160. package/Materials/Textures/Procedurals/customProceduralTexture.js.map +1 -1
  161. package/Materials/Textures/Procedurals/proceduralTexture.d.ts +9 -9
  162. package/Materials/Textures/Procedurals/proceduralTexture.js +9 -9
  163. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  164. package/Materials/Textures/colorGradingTexture.d.ts +1 -1
  165. package/Materials/Textures/colorGradingTexture.js +1 -1
  166. package/Materials/Textures/colorGradingTexture.js.map +1 -1
  167. package/Materials/Textures/cubeTexture.d.ts +2 -2
  168. package/Materials/Textures/cubeTexture.js +2 -2
  169. package/Materials/Textures/cubeTexture.js.map +1 -1
  170. package/Materials/Textures/rawCubeTexture.d.ts +1 -1
  171. package/Materials/Textures/rawCubeTexture.js +1 -1
  172. package/Materials/Textures/rawCubeTexture.js.map +1 -1
  173. package/Materials/Textures/renderTargetTexture.d.ts +3 -5
  174. package/Materials/Textures/renderTargetTexture.js +19 -19
  175. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  176. package/Materials/colorCurves.d.ts +3 -3
  177. package/Materials/colorCurves.js +3 -3
  178. package/Materials/colorCurves.js.map +1 -1
  179. package/Materials/effect.d.ts +27 -27
  180. package/Materials/effect.js +22 -288
  181. package/Materials/effect.js.map +1 -1
  182. package/Materials/fresnelParameters.d.ts +1 -1
  183. package/Materials/fresnelParameters.js +1 -1
  184. package/Materials/fresnelParameters.js.map +1 -1
  185. package/Materials/imageProcessingConfiguration.d.ts +4 -4
  186. package/Materials/imageProcessingConfiguration.js +4 -4
  187. package/Materials/imageProcessingConfiguration.js.map +1 -1
  188. package/Materials/shaderMaterial.d.ts +25 -25
  189. package/Materials/shaderMaterial.js +25 -25
  190. package/Materials/shaderMaterial.js.map +1 -1
  191. package/Materials/standardMaterial.js +4 -1
  192. package/Materials/standardMaterial.js.map +1 -1
  193. package/Maths/index.d.ts +1 -0
  194. package/Maths/index.js +1 -0
  195. package/Maths/index.js.map +1 -1
  196. package/Maths/math.functions.d.ts +2 -2
  197. package/Maths/math.functions.js +2 -2
  198. package/Maths/math.functions.js.map +1 -1
  199. package/Maths/math.polar.d.ts +77 -0
  200. package/Maths/math.polar.js +114 -0
  201. package/Maths/math.polar.js.map +1 -0
  202. package/Maths/math.scalar.d.ts +2 -2
  203. package/Maths/math.scalar.js +2 -2
  204. package/Maths/math.scalar.js.map +1 -1
  205. package/Maths/math.vector.d.ts +13 -12
  206. package/Maths/math.vector.js +13 -12
  207. package/Maths/math.vector.js.map +1 -1
  208. package/Meshes/abstractMesh.d.ts +1 -1
  209. package/Meshes/abstractMesh.js +13 -2
  210. package/Meshes/abstractMesh.js.map +1 -1
  211. package/Meshes/geometry.d.ts +3 -3
  212. package/Meshes/geometry.js +3 -3
  213. package/Meshes/geometry.js.map +1 -1
  214. package/Meshes/groundMesh.d.ts +5 -4
  215. package/Meshes/groundMesh.js +5 -4
  216. package/Meshes/groundMesh.js.map +1 -1
  217. package/Meshes/instancedMesh.d.ts +1 -1
  218. package/Meshes/instancedMesh.js +1 -1
  219. package/Meshes/instancedMesh.js.map +1 -1
  220. package/Meshes/mesh.d.ts +3 -3
  221. package/Meshes/mesh.js +7 -3
  222. package/Meshes/mesh.js.map +1 -1
  223. package/Meshes/subMesh.d.ts +1 -1
  224. package/Meshes/subMesh.js +1 -1
  225. package/Meshes/subMesh.js.map +1 -1
  226. package/Meshes/thinInstanceMesh.d.ts +1 -1
  227. package/Meshes/thinInstanceMesh.js.map +1 -1
  228. package/Meshes/transformNode.js +6 -0
  229. package/Meshes/transformNode.js.map +1 -1
  230. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.d.ts +2 -2
  231. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js +2 -2
  232. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js.map +1 -1
  233. package/Misc/HighDynamicRange/hdr.d.ts +3 -3
  234. package/Misc/HighDynamicRange/hdr.js +3 -3
  235. package/Misc/HighDynamicRange/hdr.js.map +1 -1
  236. package/Misc/HighDynamicRange/panoramaToCubemap.d.ts +1 -1
  237. package/Misc/HighDynamicRange/panoramaToCubemap.js +1 -1
  238. package/Misc/HighDynamicRange/panoramaToCubemap.js.map +1 -1
  239. package/Misc/arrayTools.d.ts +13 -12
  240. package/Misc/arrayTools.js +70 -39
  241. package/Misc/arrayTools.js.map +1 -1
  242. package/Misc/assetsManager.d.ts +3 -3
  243. package/Misc/assetsManager.js +3 -3
  244. package/Misc/assetsManager.js.map +1 -1
  245. package/Misc/basis.js +17 -3
  246. package/Misc/basis.js.map +1 -1
  247. package/Misc/environmentTextureTools.d.ts +4 -4
  248. package/Misc/environmentTextureTools.js +5 -5
  249. package/Misc/environmentTextureTools.js.map +1 -1
  250. package/Misc/fileTools.d.ts +3 -3
  251. package/Misc/fileTools.js +19 -12
  252. package/Misc/fileTools.js.map +1 -1
  253. package/Misc/logger.js +1 -1
  254. package/Misc/logger.js.map +1 -1
  255. package/Misc/observable.d.ts +1 -1
  256. package/Misc/observable.js +1 -1
  257. package/Misc/observable.js.map +1 -1
  258. package/Misc/performanceMonitor.d.ts +3 -3
  259. package/Misc/performanceMonitor.js +3 -3
  260. package/Misc/performanceMonitor.js.map +1 -1
  261. package/Misc/rgbdTextureTools.d.ts +1 -1
  262. package/Misc/rgbdTextureTools.js +1 -1
  263. package/Misc/rgbdTextureTools.js.map +1 -1
  264. package/Misc/sceneOptimizer.d.ts +7 -7
  265. package/Misc/sceneOptimizer.js +7 -7
  266. package/Misc/sceneOptimizer.js.map +1 -1
  267. package/Misc/stringDictionary.d.ts +6 -6
  268. package/Misc/stringDictionary.js +6 -6
  269. package/Misc/stringDictionary.js.map +1 -1
  270. package/Misc/textureTools.d.ts +4 -4
  271. package/Misc/textureTools.js +4 -4
  272. package/Misc/textureTools.js.map +1 -1
  273. package/Misc/tools.d.ts +6 -6
  274. package/Misc/tools.js +6 -6
  275. package/Misc/tools.js.map +1 -1
  276. package/Misc/videoRecorder.d.ts +1 -1
  277. package/Misc/videoRecorder.js +1 -1
  278. package/Misc/videoRecorder.js.map +1 -1
  279. package/Offline/database.js +3 -3
  280. package/Offline/database.js.map +1 -1
  281. package/Particles/IParticleSystem.d.ts +1 -1
  282. package/Particles/IParticleSystem.js.map +1 -1
  283. package/Particles/gpuParticleSystem.d.ts +1 -1
  284. package/Particles/gpuParticleSystem.js +1 -1
  285. package/Particles/gpuParticleSystem.js.map +1 -1
  286. package/Particles/particleSystem.d.ts +1 -1
  287. package/Particles/particleSystem.js +1 -1
  288. package/Particles/particleSystem.js.map +1 -1
  289. package/Particles/solidParticleSystem.d.ts +4 -0
  290. package/Particles/solidParticleSystem.js +25 -3
  291. package/Particles/solidParticleSystem.js.map +1 -1
  292. package/Physics/Plugins/ammoJSPlugin.d.ts +1 -1
  293. package/Physics/Plugins/ammoJSPlugin.js +1 -1
  294. package/Physics/Plugins/ammoJSPlugin.js.map +1 -1
  295. package/Physics/Plugins/oimoJSPlugin.js +1 -1
  296. package/Physics/Plugins/oimoJSPlugin.js.map +1 -1
  297. package/Physics/physicsEngineComponent.d.ts +1 -1
  298. package/Physics/physicsEngineComponent.js +1 -1
  299. package/Physics/physicsEngineComponent.js.map +1 -1
  300. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +3 -3
  301. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
  302. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js +1 -2
  303. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
  304. package/PostProcesses/blurPostProcess.d.ts +3 -3
  305. package/PostProcesses/blurPostProcess.js +3 -3
  306. package/PostProcesses/blurPostProcess.js.map +1 -1
  307. package/PostProcesses/volumetricLightScatteringPostProcess.d.ts +3 -3
  308. package/PostProcesses/volumetricLightScatteringPostProcess.js +3 -3
  309. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  310. package/Rendering/depthPeelingRenderer.d.ts +1 -0
  311. package/Rendering/depthPeelingRenderer.js +32 -5
  312. package/Rendering/depthPeelingRenderer.js.map +1 -1
  313. package/Rendering/edgesRenderer.d.ts +2 -2
  314. package/Rendering/edgesRenderer.js +1 -1
  315. package/Rendering/edgesRenderer.js.map +1 -1
  316. package/Rendering/geometryBufferRenderer.d.ts +4 -2
  317. package/Rendering/geometryBufferRenderer.js +5 -3
  318. package/Rendering/geometryBufferRenderer.js.map +1 -1
  319. package/Rendering/geometryBufferRendererSceneComponent.d.ts +2 -1
  320. package/Rendering/geometryBufferRendererSceneComponent.js +3 -2
  321. package/Rendering/geometryBufferRendererSceneComponent.js.map +1 -1
  322. package/Rendering/prePassRenderer.d.ts +11 -3
  323. package/Rendering/prePassRenderer.js +18 -3
  324. package/Rendering/prePassRenderer.js.map +1 -1
  325. package/Rendering/subSurfaceConfiguration.d.ts +2 -2
  326. package/Rendering/subSurfaceConfiguration.js +2 -2
  327. package/Rendering/subSurfaceConfiguration.js.map +1 -1
  328. package/Sprites/spriteSceneComponent.js +4 -1
  329. package/Sprites/spriteSceneComponent.js.map +1 -1
  330. package/XR/features/WebXRControllerTeleportation.d.ts +4 -0
  331. package/XR/features/WebXRControllerTeleportation.js +24 -19
  332. package/XR/features/WebXRControllerTeleportation.js.map +1 -1
  333. package/XR/motionController/webXRAbstractMotionController.d.ts +2 -2
  334. package/XR/motionController/webXRAbstractMotionController.js +2 -2
  335. package/XR/motionController/webXRAbstractMotionController.js.map +1 -1
  336. package/XR/motionController/webXRControllerComponent.d.ts +1 -1
  337. package/XR/motionController/webXRControllerComponent.js +1 -1
  338. package/XR/motionController/webXRControllerComponent.js.map +1 -1
  339. package/XR/motionController/webXRMotionControllerManager.d.ts +3 -3
  340. package/XR/motionController/webXRMotionControllerManager.js +3 -3
  341. package/XR/motionController/webXRMotionControllerManager.js.map +1 -1
  342. package/node.d.ts +4 -4
  343. package/node.js +3 -3
  344. package/node.js.map +1 -1
  345. package/package.json +1 -1
  346. package/readme.md +0 -4
  347. package/scene.d.ts +80 -63
  348. package/scene.js +92 -46
  349. package/scene.js.map +1 -1
  350. package/sceneComponent.d.ts +1 -1
  351. package/sceneComponent.js.map +1 -1
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{ serialize, serializeAsVector3, serializeAsMeshReference } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Camera } from \"./camera\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Quaternion, Matrix, Vector3, Vector2, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\nimport { Axis } from \"../Maths/math.axis\";\r\n/**\r\n * A target camera takes a mesh or position as a target and continues to look at it while it moves.\r\n * This is the base of the follow, arc rotate cameras and Free camera\r\n * @see https://doc.babylonjs.com/features/cameras\r\n */\r\nexport class TargetCamera extends Camera {\r\n private static _RigCamTransformMatrix = new Matrix();\r\n private static _TargetTransformMatrix = new Matrix();\r\n private static _TargetFocalPoint = new Vector3();\r\n\r\n private _tmpUpVector = Vector3.Zero();\r\n private _tmpTargetVector = Vector3.Zero();\r\n\r\n /**\r\n * Define the current direction the camera is moving to\r\n */\r\n public cameraDirection = new Vector3(0, 0, 0);\r\n /**\r\n * Define the current rotation the camera is rotating to\r\n */\r\n public cameraRotation = new Vector2(0, 0);\r\n\r\n /** Gets or sets a boolean indicating that the scaling of the parent hierarchy will not be taken in account by the camera */\r\n public ignoreParentScaling = false;\r\n\r\n /**\r\n * When set, the up vector of the camera will be updated by the rotation of the camera\r\n */\r\n public updateUpVectorFromRotation = false;\r\n private _tmpQuaternion = new Quaternion();\r\n\r\n /**\r\n * Define the current rotation of the camera\r\n */\r\n @serializeAsVector3()\r\n public rotation = new Vector3(0, 0, 0);\r\n\r\n /**\r\n * Define the current rotation of the camera as a quaternion to prevent Gimbal lock\r\n */\r\n public rotationQuaternion: Quaternion;\r\n\r\n /**\r\n * Define the current speed of the camera\r\n */\r\n @serialize()\r\n public speed = 2.0;\r\n\r\n /**\r\n * Add constraint to the camera to prevent it to move freely in all directions and\r\n * around all axis.\r\n */\r\n public noRotationConstraint = false;\r\n\r\n /**\r\n * Reverses mouselook direction to 'natural' panning as opposed to traditional direct\r\n * panning\r\n */\r\n public invertRotation = false;\r\n\r\n /**\r\n * Speed multiplier for inverse camera panning\r\n */\r\n public inverseRotationSpeed = 0.2;\r\n\r\n /**\r\n * Define the current target of the camera as an object or a position.\r\n * Please note that locking a target will disable panning.\r\n */\r\n @serializeAsMeshReference(\"lockedTargetId\")\r\n public lockedTarget: any = null;\r\n\r\n /** @hidden */\r\n public _currentTarget = Vector3.Zero();\r\n /** @hidden */\r\n public _initialFocalDistance = 1;\r\n /** @hidden */\r\n public _viewMatrix = Matrix.Zero();\r\n /** @hidden */\r\n public _camMatrix = Matrix.Zero();\r\n /** @hidden */\r\n public _cameraTransformMatrix = Matrix.Zero();\r\n /** @hidden */\r\n public _cameraRotationMatrix = Matrix.Zero();\r\n\r\n /** @hidden */\r\n public _referencePoint = new Vector3(0, 0, 1);\r\n /** @hidden */\r\n public _transformedReferencePoint = Vector3.Zero();\r\n\r\n /** @hidden */\r\n public _reset: () => void;\r\n\r\n private _defaultUp = Vector3.Up();\r\n\r\n /**\r\n * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.\r\n * This is the base of the follow, arc rotate cameras and Free camera\r\n * @see https://doc.babylonjs.com/features/cameras\r\n * @param name Defines the name of the camera in the scene\r\n * @param position Defines the start position of the camera in the scene\r\n * @param scene Defines the scene the camera belongs to\r\n * @param setActiveOnSceneIfNoneActive Defines whether the camera should be marked as active if not other active cameras have been defined\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, setActiveOnSceneIfNoneActive = true) {\r\n super(name, position, scene, setActiveOnSceneIfNoneActive);\r\n }\r\n\r\n /**\r\n * Gets the position in front of the camera at a given distance.\r\n * @param distance The distance from the camera we want the position to be\r\n * @returns the position\r\n */\r\n public getFrontPosition(distance: number): Vector3 {\r\n this.getWorldMatrix();\r\n const direction = this.getTarget().subtract(this.position);\r\n direction.normalize();\r\n direction.scaleInPlace(distance);\r\n return this.globalPosition.add(direction);\r\n }\r\n\r\n /** @hidden */\r\n public _getLockedTargetPosition(): Nullable<Vector3> {\r\n if (!this.lockedTarget) {\r\n return null;\r\n }\r\n\r\n if (this.lockedTarget.absolutePosition) {\r\n this.lockedTarget.computeWorldMatrix();\r\n }\r\n\r\n return this.lockedTarget.absolutePosition || this.lockedTarget;\r\n }\r\n\r\n private _storedPosition: Vector3;\r\n private _storedRotation: Vector3;\r\n private _storedRotationQuaternion: Quaternion;\r\n\r\n /**\r\n * Store current camera state of the camera (fov, position, rotation, etc..)\r\n * @returns the camera\r\n */\r\n public storeState(): Camera {\r\n this._storedPosition = this.position.clone();\r\n this._storedRotation = this.rotation.clone();\r\n if (this.rotationQuaternion) {\r\n this._storedRotationQuaternion = this.rotationQuaternion.clone();\r\n }\r\n\r\n return super.storeState();\r\n }\r\n\r\n /**\r\n * Restored camera state. You must call storeState() first\r\n * @returns whether it was successful or not\r\n * @hidden\r\n */\r\n public _restoreStateValues(): boolean {\r\n if (!super._restoreStateValues()) {\r\n return false;\r\n }\r\n\r\n this.position = this._storedPosition.clone();\r\n this.rotation = this._storedRotation.clone();\r\n\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion = this._storedRotationQuaternion.clone();\r\n }\r\n\r\n this.cameraDirection.copyFromFloats(0, 0, 0);\r\n this.cameraRotation.copyFromFloats(0, 0);\r\n\r\n return true;\r\n }\r\n\r\n /** @hidden */\r\n public _initCache() {\r\n super._initCache();\r\n this._cache.lockedTarget = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.rotation = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.rotationQuaternion = new Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n }\r\n\r\n /**\r\n * @param ignoreParentClass\r\n * @hidden\r\n */\r\n public _updateCache(ignoreParentClass?: boolean): void {\r\n if (!ignoreParentClass) {\r\n super._updateCache();\r\n }\r\n\r\n const lockedTargetPosition = this._getLockedTargetPosition();\r\n if (!lockedTargetPosition) {\r\n this._cache.lockedTarget = null;\r\n } else {\r\n if (!this._cache.lockedTarget) {\r\n this._cache.lockedTarget = lockedTargetPosition.clone();\r\n } else {\r\n this._cache.lockedTarget.copyFrom(lockedTargetPosition);\r\n }\r\n }\r\n\r\n this._cache.rotation.copyFrom(this.rotation);\r\n if (this.rotationQuaternion) {\r\n this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n }\r\n }\r\n\r\n // Synchronized\r\n /** @hidden */\r\n public _isSynchronizedViewMatrix(): boolean {\r\n if (!super._isSynchronizedViewMatrix()) {\r\n return false;\r\n }\r\n\r\n const lockedTargetPosition = this._getLockedTargetPosition();\r\n\r\n return (\r\n (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition) &&\r\n (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation))\r\n );\r\n }\r\n\r\n // Methods\r\n /** @hidden */\r\n public _computeLocalCameraSpeed(): number {\r\n const engine = this.getEngine();\r\n return this.speed * Math.sqrt(engine.getDeltaTime() / (engine.getFps() * 100.0));\r\n }\r\n\r\n // Target\r\n\r\n /**\r\n * Defines the target the camera should look at.\r\n * @param target Defines the new target as a Vector\r\n */\r\n public setTarget(target: Vector3): void {\r\n this.upVector.normalize();\r\n\r\n this._initialFocalDistance = target.subtract(this.position).length();\r\n\r\n if (this.position.z === target.z) {\r\n this.position.z += Epsilon;\r\n }\r\n\r\n this._referencePoint.normalize().scaleInPlace(this._initialFocalDistance);\r\n\r\n Matrix.LookAtLHToRef(this.position, target, this._defaultUp, this._camMatrix);\r\n this._camMatrix.invert();\r\n\r\n this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);\r\n\r\n const vDir = target.subtract(this.position);\r\n\r\n if (vDir.x >= 0.0) {\r\n this.rotation.y = -Math.atan(vDir.z / vDir.x) + Math.PI / 2.0;\r\n } else {\r\n this.rotation.y = -Math.atan(vDir.z / vDir.x) - Math.PI / 2.0;\r\n }\r\n\r\n this.rotation.z = 0;\r\n\r\n if (isNaN(this.rotation.x)) {\r\n this.rotation.x = 0;\r\n }\r\n\r\n if (isNaN(this.rotation.y)) {\r\n this.rotation.y = 0;\r\n }\r\n\r\n if (isNaN(this.rotation.z)) {\r\n this.rotation.z = 0;\r\n }\r\n\r\n if (this.rotationQuaternion) {\r\n Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);\r\n }\r\n }\r\n\r\n /**\r\n * Defines the target point of the camera.\r\n * The camera looks towards it form the radius distance.\r\n */\r\n public get target(): Vector3 {\r\n return this.getTarget();\r\n }\r\n public set target(value: Vector3) {\r\n this.setTarget(value);\r\n }\r\n\r\n /**\r\n * Return the current target position of the camera. This value is expressed in local space.\r\n * @returns the target position\r\n */\r\n public getTarget(): Vector3 {\r\n return this._currentTarget;\r\n }\r\n\r\n /** @hidden */\r\n public _decideIfNeedsToMove(): boolean {\r\n return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;\r\n }\r\n\r\n /** @hidden */\r\n public _updatePosition(): void {\r\n if (this.parent) {\r\n this.parent.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);\r\n Vector3.TransformNormalToRef(this.cameraDirection, TmpVectors.Matrix[0], TmpVectors.Vector3[0]);\r\n this.position.addInPlace(TmpVectors.Vector3[0]);\r\n return;\r\n }\r\n this.position.addInPlace(this.cameraDirection);\r\n }\r\n\r\n /** @hidden */\r\n public _checkInputs(): void {\r\n const directionMultiplier = this.invertRotation ? -this.inverseRotationSpeed : 1.0;\r\n const needToMove = this._decideIfNeedsToMove();\r\n const needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;\r\n\r\n // Move\r\n if (needToMove) {\r\n this._updatePosition();\r\n }\r\n\r\n // Rotate\r\n if (needToRotate) {\r\n //rotate, if quaternion is set and rotation was used\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion.toEulerAnglesToRef(this.rotation);\r\n }\r\n\r\n this.rotation.x += this.cameraRotation.x * directionMultiplier;\r\n this.rotation.y += this.cameraRotation.y * directionMultiplier;\r\n\r\n // Apply constraints\r\n if (!this.noRotationConstraint) {\r\n const limit = 1.570796;\r\n\r\n if (this.rotation.x > limit) {\r\n this.rotation.x = limit;\r\n }\r\n if (this.rotation.x < -limit) {\r\n this.rotation.x = -limit;\r\n }\r\n }\r\n\r\n //rotate, if quaternion is set and rotation was used\r\n if (this.rotationQuaternion) {\r\n const len = this.rotation.lengthSquared();\r\n if (len) {\r\n Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);\r\n }\r\n }\r\n }\r\n\r\n // Inertia\r\n if (needToMove) {\r\n if (Math.abs(this.cameraDirection.x) < this.speed * Epsilon) {\r\n this.cameraDirection.x = 0;\r\n }\r\n\r\n if (Math.abs(this.cameraDirection.y) < this.speed * Epsilon) {\r\n this.cameraDirection.y = 0;\r\n }\r\n\r\n if (Math.abs(this.cameraDirection.z) < this.speed * Epsilon) {\r\n this.cameraDirection.z = 0;\r\n }\r\n\r\n this.cameraDirection.scaleInPlace(this.inertia);\r\n }\r\n if (needToRotate) {\r\n if (Math.abs(this.cameraRotation.x) < this.speed * Epsilon) {\r\n this.cameraRotation.x = 0;\r\n }\r\n\r\n if (Math.abs(this.cameraRotation.y) < this.speed * Epsilon) {\r\n this.cameraRotation.y = 0;\r\n }\r\n this.cameraRotation.scaleInPlace(this.inertia);\r\n }\r\n\r\n super._checkInputs();\r\n }\r\n\r\n protected _updateCameraRotationMatrix() {\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);\r\n } else {\r\n Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);\r\n }\r\n }\r\n\r\n /**\r\n * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)\r\n * @returns the current camera\r\n */\r\n private _rotateUpVectorWithCameraRotationMatrix(): TargetCamera {\r\n Vector3.TransformNormalToRef(this._defaultUp, this._cameraRotationMatrix, this.upVector);\r\n return this;\r\n }\r\n\r\n private _cachedRotationZ = 0;\r\n private _cachedQuaternionRotationZ = 0;\r\n /** @hidden */\r\n public _getViewMatrix(): Matrix {\r\n if (this.lockedTarget) {\r\n this.setTarget(this._getLockedTargetPosition()!);\r\n }\r\n\r\n // Compute\r\n this._updateCameraRotationMatrix();\r\n\r\n // Apply the changed rotation to the upVector\r\n if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {\r\n this._rotateUpVectorWithCameraRotationMatrix();\r\n this._cachedQuaternionRotationZ = this.rotationQuaternion.z;\r\n } else if (this._cachedRotationZ !== this.rotation.z) {\r\n this._rotateUpVectorWithCameraRotationMatrix();\r\n this._cachedRotationZ = this.rotation.z;\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);\r\n\r\n // Computing target and final matrix\r\n this.position.addToRef(this._transformedReferencePoint, this._currentTarget);\r\n if (this.updateUpVectorFromRotation) {\r\n if (this.rotationQuaternion) {\r\n Axis.Y.rotateByQuaternionToRef(this.rotationQuaternion, this.upVector);\r\n } else {\r\n Quaternion.FromEulerVectorToRef(this.rotation, this._tmpQuaternion);\r\n Axis.Y.rotateByQuaternionToRef(this._tmpQuaternion, this.upVector);\r\n }\r\n }\r\n this._computeViewMatrix(this.position, this._currentTarget, this.upVector);\r\n return this._viewMatrix;\r\n }\r\n\r\n protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void {\r\n if (this.ignoreParentScaling) {\r\n if (this.parent) {\r\n const parentWorldMatrix = this.parent.getWorldMatrix();\r\n Vector3.TransformCoordinatesToRef(position, parentWorldMatrix, this._globalPosition);\r\n Vector3.TransformCoordinatesToRef(target, parentWorldMatrix, this._tmpTargetVector);\r\n Vector3.TransformNormalToRef(up, parentWorldMatrix, this._tmpUpVector);\r\n this._markSyncedWithParent();\r\n } else {\r\n this._globalPosition.copyFrom(position);\r\n this._tmpTargetVector.copyFrom(target);\r\n this._tmpUpVector.copyFrom(up);\r\n }\r\n\r\n if (this.getScene().useRightHandedSystem) {\r\n Matrix.LookAtRHToRef(this._globalPosition, this._tmpTargetVector, this._tmpUpVector, this._viewMatrix);\r\n } else {\r\n Matrix.LookAtLHToRef(this._globalPosition, this._tmpTargetVector, this._tmpUpVector, this._viewMatrix);\r\n }\r\n return;\r\n }\r\n\r\n if (this.getScene().useRightHandedSystem) {\r\n Matrix.LookAtRHToRef(position, target, up, this._viewMatrix);\r\n } else {\r\n Matrix.LookAtLHToRef(position, target, up, this._viewMatrix);\r\n }\r\n\r\n if (this.parent) {\r\n const parentWorldMatrix = this.parent.getWorldMatrix();\r\n this._viewMatrix.invert();\r\n this._viewMatrix.multiplyToRef(parentWorldMatrix, this._viewMatrix);\r\n this._viewMatrix.getTranslationToRef(this._globalPosition);\r\n this._viewMatrix.invert();\r\n this._markSyncedWithParent();\r\n } else {\r\n this._globalPosition.copyFrom(position);\r\n }\r\n }\r\n\r\n /**\r\n * @param name\r\n * @param cameraIndex\r\n * @hidden\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public createRigCamera(name: string, cameraIndex: number): Nullable<Camera> {\r\n if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {\r\n const rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());\r\n rigCamera.isRigCamera = true;\r\n rigCamera.rigParent = this;\r\n if (this.cameraRigMode === Camera.RIG_MODE_VR || this.cameraRigMode === Camera.RIG_MODE_WEBVR) {\r\n if (!this.rotationQuaternion) {\r\n this.rotationQuaternion = new Quaternion();\r\n }\r\n rigCamera._cameraRigParams = {};\r\n rigCamera.rotationQuaternion = new Quaternion();\r\n }\r\n\r\n rigCamera.mode = this.mode;\r\n rigCamera.orthoLeft = this.orthoLeft;\r\n rigCamera.orthoRight = this.orthoRight;\r\n rigCamera.orthoTop = this.orthoTop;\r\n rigCamera.orthoBottom = this.orthoBottom;\r\n\r\n return rigCamera;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _updateRigCameras() {\r\n const camLeft = <TargetCamera>this._rigCameras[0];\r\n const camRight = <TargetCamera>this._rigCameras[1];\r\n\r\n this.computeWorldMatrix();\r\n\r\n switch (this.cameraRigMode) {\r\n case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:\r\n case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:\r\n case Camera.RIG_MODE_STEREOSCOPIC_INTERLACED: {\r\n //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:\r\n const leftSign = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED ? 1 : -1;\r\n const rightSign = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED ? -1 : 1;\r\n this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft);\r\n this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * rightSign, camRight);\r\n break;\r\n }\r\n case Camera.RIG_MODE_VR:\r\n if (camLeft.rotationQuaternion) {\r\n camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n } else {\r\n camLeft.rotation.copyFrom(this.rotation);\r\n camRight.rotation.copyFrom(this.rotation);\r\n }\r\n camLeft.position.copyFrom(this.position);\r\n camRight.position.copyFrom(this.position);\r\n\r\n break;\r\n }\r\n super._updateRigCameras();\r\n }\r\n\r\n private _getRigCamPositionAndTarget(halfSpace: number, rigCamera: TargetCamera) {\r\n const target = this.getTarget();\r\n target.subtractToRef(this.position, TargetCamera._TargetFocalPoint);\r\n\r\n TargetCamera._TargetFocalPoint.normalize().scaleInPlace(this._initialFocalDistance);\r\n const newFocalTarget = TargetCamera._TargetFocalPoint.addInPlace(this.position);\r\n\r\n Matrix.TranslationToRef(-newFocalTarget.x, -newFocalTarget.y, -newFocalTarget.z, TargetCamera._TargetTransformMatrix);\r\n TargetCamera._TargetTransformMatrix.multiplyToRef(Matrix.RotationAxis(rigCamera.upVector, halfSpace), TargetCamera._RigCamTransformMatrix);\r\n Matrix.TranslationToRef(newFocalTarget.x, newFocalTarget.y, newFocalTarget.z, TargetCamera._TargetTransformMatrix);\r\n\r\n TargetCamera._RigCamTransformMatrix.multiplyToRef(TargetCamera._TargetTransformMatrix, TargetCamera._RigCamTransformMatrix);\r\n\r\n Vector3.TransformCoordinatesToRef(this.position, TargetCamera._RigCamTransformMatrix, rigCamera.position);\r\n rigCamera.setTarget(newFocalTarget);\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 \"TargetCamera\";\r\n }\r\n}\r\n"]}
1
+ 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{ serialize, serializeAsVector3, serializeAsMeshReference } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Camera } from \"./camera\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Quaternion, Matrix, Vector3, Vector2, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\nimport { Axis } from \"../Maths/math.axis\";\r\n/**\r\n * A target camera takes a mesh or position as a target and continues to look at it while it moves.\r\n * This is the base of the follow, arc rotate cameras and Free camera\r\n * @see https://doc.babylonjs.com/features/cameras\r\n */\r\nexport class TargetCamera extends Camera {\r\n private static _RigCamTransformMatrix = new Matrix();\r\n private static _TargetTransformMatrix = new Matrix();\r\n private static _TargetFocalPoint = new Vector3();\r\n\r\n private _tmpUpVector = Vector3.Zero();\r\n private _tmpTargetVector = Vector3.Zero();\r\n\r\n /**\r\n * Define the current direction the camera is moving to\r\n */\r\n public cameraDirection = new Vector3(0, 0, 0);\r\n /**\r\n * Define the current rotation the camera is rotating to\r\n */\r\n public cameraRotation = new Vector2(0, 0);\r\n\r\n /** Gets or sets a boolean indicating that the scaling of the parent hierarchy will not be taken in account by the camera */\r\n public ignoreParentScaling = false;\r\n\r\n /**\r\n * When set, the up vector of the camera will be updated by the rotation of the camera\r\n */\r\n public updateUpVectorFromRotation = false;\r\n private _tmpQuaternion = new Quaternion();\r\n\r\n /**\r\n * Define the current rotation of the camera\r\n */\r\n @serializeAsVector3()\r\n public rotation = new Vector3(0, 0, 0);\r\n\r\n /**\r\n * Define the current rotation of the camera as a quaternion to prevent Gimbal lock\r\n */\r\n public rotationQuaternion: Quaternion;\r\n\r\n /**\r\n * Define the current speed of the camera\r\n */\r\n @serialize()\r\n public speed = 2.0;\r\n\r\n /**\r\n * Add constraint to the camera to prevent it to move freely in all directions and\r\n * around all axis.\r\n */\r\n public noRotationConstraint = false;\r\n\r\n /**\r\n * Reverses mouselook direction to 'natural' panning as opposed to traditional direct\r\n * panning\r\n */\r\n public invertRotation = false;\r\n\r\n /**\r\n * Speed multiplier for inverse camera panning\r\n */\r\n public inverseRotationSpeed = 0.2;\r\n\r\n /**\r\n * Define the current target of the camera as an object or a position.\r\n * Please note that locking a target will disable panning.\r\n */\r\n @serializeAsMeshReference(\"lockedTargetId\")\r\n public lockedTarget: any = null;\r\n\r\n /** @hidden */\r\n public _currentTarget = Vector3.Zero();\r\n /** @hidden */\r\n public _initialFocalDistance = 1;\r\n /** @hidden */\r\n public _viewMatrix = Matrix.Zero();\r\n /** @hidden */\r\n public _camMatrix = Matrix.Zero();\r\n /** @hidden */\r\n public _cameraTransformMatrix = Matrix.Zero();\r\n /** @hidden */\r\n public _cameraRotationMatrix = Matrix.Zero();\r\n\r\n /** @hidden */\r\n public _referencePoint = new Vector3(0, 0, 1);\r\n /** @hidden */\r\n public _transformedReferencePoint = Vector3.Zero();\r\n\r\n /** @hidden */\r\n public _reset: () => void;\r\n\r\n private _defaultUp = Vector3.Up();\r\n\r\n /**\r\n * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.\r\n * This is the base of the follow, arc rotate cameras and Free camera\r\n * @see https://doc.babylonjs.com/features/cameras\r\n * @param name Defines the name of the camera in the scene\r\n * @param position Defines the start position of the camera in the scene\r\n * @param scene Defines the scene the camera belongs to\r\n * @param setActiveOnSceneIfNoneActive Defines whether the camera should be marked as active if not other active cameras have been defined\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, setActiveOnSceneIfNoneActive = true) {\r\n super(name, position, scene, setActiveOnSceneIfNoneActive);\r\n }\r\n\r\n /**\r\n * Gets the position in front of the camera at a given distance.\r\n * @param distance The distance from the camera we want the position to be\r\n * @returns the position\r\n */\r\n public getFrontPosition(distance: number): Vector3 {\r\n this.getWorldMatrix();\r\n const direction = this.getTarget().subtract(this.position);\r\n direction.normalize();\r\n direction.scaleInPlace(distance);\r\n return this.globalPosition.add(direction);\r\n }\r\n\r\n /** @hidden */\r\n public _getLockedTargetPosition(): Nullable<Vector3> {\r\n if (!this.lockedTarget) {\r\n return null;\r\n }\r\n\r\n if (this.lockedTarget.absolutePosition) {\r\n this.lockedTarget.computeWorldMatrix();\r\n }\r\n\r\n return this.lockedTarget.absolutePosition || this.lockedTarget;\r\n }\r\n\r\n private _storedPosition: Vector3;\r\n private _storedRotation: Vector3;\r\n private _storedRotationQuaternion: Quaternion;\r\n\r\n /**\r\n * Store current camera state of the camera (fov, position, rotation, etc..)\r\n * @returns the camera\r\n */\r\n public storeState(): Camera {\r\n this._storedPosition = this.position.clone();\r\n this._storedRotation = this.rotation.clone();\r\n if (this.rotationQuaternion) {\r\n this._storedRotationQuaternion = this.rotationQuaternion.clone();\r\n }\r\n\r\n return super.storeState();\r\n }\r\n\r\n /**\r\n * Restored camera state. You must call storeState() first\r\n * @returns whether it was successful or not\r\n * @hidden\r\n */\r\n public _restoreStateValues(): boolean {\r\n if (!super._restoreStateValues()) {\r\n return false;\r\n }\r\n\r\n this.position = this._storedPosition.clone();\r\n this.rotation = this._storedRotation.clone();\r\n\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion = this._storedRotationQuaternion.clone();\r\n }\r\n\r\n this.cameraDirection.copyFromFloats(0, 0, 0);\r\n this.cameraRotation.copyFromFloats(0, 0);\r\n\r\n return true;\r\n }\r\n\r\n /** @hidden */\r\n public _initCache() {\r\n super._initCache();\r\n this._cache.lockedTarget = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.rotation = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.rotationQuaternion = new Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n }\r\n\r\n /**\r\n * @param ignoreParentClass\r\n * @hidden\r\n */\r\n public _updateCache(ignoreParentClass?: boolean): void {\r\n if (!ignoreParentClass) {\r\n super._updateCache();\r\n }\r\n\r\n const lockedTargetPosition = this._getLockedTargetPosition();\r\n if (!lockedTargetPosition) {\r\n this._cache.lockedTarget = null;\r\n } else {\r\n if (!this._cache.lockedTarget) {\r\n this._cache.lockedTarget = lockedTargetPosition.clone();\r\n } else {\r\n this._cache.lockedTarget.copyFrom(lockedTargetPosition);\r\n }\r\n }\r\n\r\n this._cache.rotation.copyFrom(this.rotation);\r\n if (this.rotationQuaternion) {\r\n this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n }\r\n }\r\n\r\n // Synchronized\r\n /** @hidden */\r\n public _isSynchronizedViewMatrix(): boolean {\r\n if (!super._isSynchronizedViewMatrix()) {\r\n return false;\r\n }\r\n\r\n const lockedTargetPosition = this._getLockedTargetPosition();\r\n\r\n return (\r\n (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition) &&\r\n (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation))\r\n );\r\n }\r\n\r\n // Methods\r\n /** @hidden */\r\n public _computeLocalCameraSpeed(): number {\r\n const engine = this.getEngine();\r\n return this.speed * Math.sqrt(engine.getDeltaTime() / (engine.getFps() * 100.0));\r\n }\r\n\r\n // Target\r\n\r\n /**\r\n * Defines the target the camera should look at.\r\n * @param target Defines the new target as a Vector\r\n */\r\n public setTarget(target: Vector3): void {\r\n this.upVector.normalize();\r\n\r\n this._initialFocalDistance = target.subtract(this.position).length();\r\n\r\n if (this.position.z === target.z) {\r\n this.position.z += Epsilon;\r\n }\r\n\r\n this._referencePoint.normalize().scaleInPlace(this._initialFocalDistance);\r\n\r\n Matrix.LookAtLHToRef(this.position, target, this._defaultUp, this._camMatrix);\r\n this._camMatrix.invert();\r\n\r\n this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);\r\n\r\n const vDir = target.subtract(this.position);\r\n\r\n if (vDir.x >= 0.0) {\r\n this.rotation.y = -Math.atan(vDir.z / vDir.x) + Math.PI / 2.0;\r\n } else {\r\n this.rotation.y = -Math.atan(vDir.z / vDir.x) - Math.PI / 2.0;\r\n }\r\n\r\n this.rotation.z = 0;\r\n\r\n if (isNaN(this.rotation.x)) {\r\n this.rotation.x = 0;\r\n }\r\n\r\n if (isNaN(this.rotation.y)) {\r\n this.rotation.y = 0;\r\n }\r\n\r\n if (isNaN(this.rotation.z)) {\r\n this.rotation.z = 0;\r\n }\r\n\r\n if (this.rotationQuaternion) {\r\n Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);\r\n }\r\n }\r\n\r\n /**\r\n * Defines the target point of the camera.\r\n * The camera looks towards it form the radius distance.\r\n */\r\n public get target(): Vector3 {\r\n return this.getTarget();\r\n }\r\n public set target(value: Vector3) {\r\n this.setTarget(value);\r\n }\r\n\r\n /**\r\n * Return the current target position of the camera. This value is expressed in local space.\r\n * @returns the target position\r\n */\r\n public getTarget(): Vector3 {\r\n return this._currentTarget;\r\n }\r\n\r\n /** @hidden */\r\n public _decideIfNeedsToMove(): boolean {\r\n return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;\r\n }\r\n\r\n /** @hidden */\r\n public _updatePosition(): void {\r\n if (this.parent) {\r\n this.parent.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);\r\n Vector3.TransformNormalToRef(this.cameraDirection, TmpVectors.Matrix[0], TmpVectors.Vector3[0]);\r\n this.position.addInPlace(TmpVectors.Vector3[0]);\r\n return;\r\n }\r\n this.position.addInPlace(this.cameraDirection);\r\n }\r\n\r\n /** @hidden */\r\n public _checkInputs(): void {\r\n const directionMultiplier = this.invertRotation ? -this.inverseRotationSpeed : 1.0;\r\n const needToMove = this._decideIfNeedsToMove();\r\n const needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;\r\n\r\n // Move\r\n if (needToMove) {\r\n this._updatePosition();\r\n }\r\n\r\n // Rotate\r\n if (needToRotate) {\r\n //rotate, if quaternion is set and rotation was used\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion.toEulerAnglesToRef(this.rotation);\r\n }\r\n\r\n this.rotation.x += this.cameraRotation.x * directionMultiplier;\r\n this.rotation.y += this.cameraRotation.y * directionMultiplier;\r\n\r\n // Apply constraints\r\n if (!this.noRotationConstraint) {\r\n const limit = 1.570796;\r\n\r\n if (this.rotation.x > limit) {\r\n this.rotation.x = limit;\r\n }\r\n if (this.rotation.x < -limit) {\r\n this.rotation.x = -limit;\r\n }\r\n }\r\n\r\n //rotate, if quaternion is set and rotation was used\r\n if (this.rotationQuaternion) {\r\n const len = this.rotation.lengthSquared();\r\n if (len) {\r\n Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);\r\n }\r\n }\r\n }\r\n\r\n // Inertia\r\n if (needToMove) {\r\n if (Math.abs(this.cameraDirection.x) < this.speed * Epsilon) {\r\n this.cameraDirection.x = 0;\r\n }\r\n\r\n if (Math.abs(this.cameraDirection.y) < this.speed * Epsilon) {\r\n this.cameraDirection.y = 0;\r\n }\r\n\r\n if (Math.abs(this.cameraDirection.z) < this.speed * Epsilon) {\r\n this.cameraDirection.z = 0;\r\n }\r\n\r\n this.cameraDirection.scaleInPlace(this.inertia);\r\n }\r\n if (needToRotate) {\r\n if (Math.abs(this.cameraRotation.x) < this.speed * Epsilon) {\r\n this.cameraRotation.x = 0;\r\n }\r\n\r\n if (Math.abs(this.cameraRotation.y) < this.speed * Epsilon) {\r\n this.cameraRotation.y = 0;\r\n }\r\n this.cameraRotation.scaleInPlace(this.inertia);\r\n }\r\n\r\n super._checkInputs();\r\n }\r\n\r\n protected _updateCameraRotationMatrix() {\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);\r\n } else {\r\n Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);\r\n }\r\n }\r\n\r\n /**\r\n * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)\r\n * @returns the current camera\r\n */\r\n private _rotateUpVectorWithCameraRotationMatrix(): TargetCamera {\r\n Vector3.TransformNormalToRef(this._defaultUp, this._cameraRotationMatrix, this.upVector);\r\n return this;\r\n }\r\n\r\n private _cachedRotationZ = 0;\r\n private _cachedQuaternionRotationZ = 0;\r\n /** @hidden */\r\n public _getViewMatrix(): Matrix {\r\n if (this.lockedTarget) {\r\n this.setTarget(this._getLockedTargetPosition()!);\r\n }\r\n\r\n // Compute\r\n this._updateCameraRotationMatrix();\r\n\r\n // Apply the changed rotation to the upVector\r\n if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {\r\n this._rotateUpVectorWithCameraRotationMatrix();\r\n this._cachedQuaternionRotationZ = this.rotationQuaternion.z;\r\n } else if (this._cachedRotationZ !== this.rotation.z) {\r\n this._rotateUpVectorWithCameraRotationMatrix();\r\n this._cachedRotationZ = this.rotation.z;\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);\r\n\r\n // Computing target and final matrix\r\n this.position.addToRef(this._transformedReferencePoint, this._currentTarget);\r\n if (this.updateUpVectorFromRotation) {\r\n if (this.rotationQuaternion) {\r\n Axis.Y.rotateByQuaternionToRef(this.rotationQuaternion, this.upVector);\r\n } else {\r\n Quaternion.FromEulerVectorToRef(this.rotation, this._tmpQuaternion);\r\n Axis.Y.rotateByQuaternionToRef(this._tmpQuaternion, this.upVector);\r\n }\r\n }\r\n this._computeViewMatrix(this.position, this._currentTarget, this.upVector);\r\n return this._viewMatrix;\r\n }\r\n\r\n protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void {\r\n if (this.ignoreParentScaling) {\r\n if (this.parent) {\r\n const parentWorldMatrix = this.parent.getWorldMatrix();\r\n Vector3.TransformCoordinatesToRef(position, parentWorldMatrix, this._globalPosition);\r\n Vector3.TransformCoordinatesToRef(target, parentWorldMatrix, this._tmpTargetVector);\r\n Vector3.TransformNormalToRef(up, parentWorldMatrix, this._tmpUpVector);\r\n this._markSyncedWithParent();\r\n } else {\r\n this._globalPosition.copyFrom(position);\r\n this._tmpTargetVector.copyFrom(target);\r\n this._tmpUpVector.copyFrom(up);\r\n }\r\n\r\n if (this.getScene().useRightHandedSystem) {\r\n Matrix.LookAtRHToRef(this._globalPosition, this._tmpTargetVector, this._tmpUpVector, this._viewMatrix);\r\n } else {\r\n Matrix.LookAtLHToRef(this._globalPosition, this._tmpTargetVector, this._tmpUpVector, this._viewMatrix);\r\n }\r\n return;\r\n }\r\n\r\n if (this.getScene().useRightHandedSystem) {\r\n Matrix.LookAtRHToRef(position, target, up, this._viewMatrix);\r\n } else {\r\n Matrix.LookAtLHToRef(position, target, up, this._viewMatrix);\r\n }\r\n\r\n if (this.parent) {\r\n const parentWorldMatrix = this.parent.getWorldMatrix();\r\n this._viewMatrix.invert();\r\n this._viewMatrix.multiplyToRef(parentWorldMatrix, this._viewMatrix);\r\n this._viewMatrix.getTranslationToRef(this._globalPosition);\r\n this._viewMatrix.invert();\r\n this._markSyncedWithParent();\r\n } else {\r\n this._globalPosition.copyFrom(position);\r\n }\r\n }\r\n\r\n /**\r\n * @param name\r\n * @param cameraIndex\r\n * @hidden\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public createRigCamera(name: string, cameraIndex: number): Nullable<Camera> {\r\n if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {\r\n const rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());\r\n rigCamera.isRigCamera = true;\r\n rigCamera.rigParent = this;\r\n if (this.cameraRigMode === Camera.RIG_MODE_VR || this.cameraRigMode === Camera.RIG_MODE_WEBVR) {\r\n if (!this.rotationQuaternion) {\r\n this.rotationQuaternion = new Quaternion();\r\n }\r\n rigCamera._cameraRigParams = {};\r\n rigCamera.rotationQuaternion = new Quaternion();\r\n }\r\n\r\n rigCamera.mode = this.mode;\r\n rigCamera.orthoLeft = this.orthoLeft;\r\n rigCamera.orthoRight = this.orthoRight;\r\n rigCamera.orthoTop = this.orthoTop;\r\n rigCamera.orthoBottom = this.orthoBottom;\r\n\r\n return rigCamera;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _updateRigCameras() {\r\n const camLeft = <TargetCamera>this._rigCameras[0];\r\n const camRight = <TargetCamera>this._rigCameras[1];\r\n\r\n this.computeWorldMatrix();\r\n\r\n switch (this.cameraRigMode) {\r\n case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:\r\n case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:\r\n case Camera.RIG_MODE_STEREOSCOPIC_INTERLACED: {\r\n //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:\r\n const leftSign = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED ? 1 : -1;\r\n const rightSign = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED ? -1 : 1;\r\n this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft);\r\n this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * rightSign, camRight);\r\n break;\r\n }\r\n case Camera.RIG_MODE_VR:\r\n if (camLeft.rotationQuaternion) {\r\n camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n } else {\r\n camLeft.rotation.copyFrom(this.rotation);\r\n camRight.rotation.copyFrom(this.rotation);\r\n }\r\n camLeft.position.copyFrom(this.position);\r\n camRight.position.copyFrom(this.position);\r\n\r\n break;\r\n }\r\n super._updateRigCameras();\r\n }\r\n\r\n private _getRigCamPositionAndTarget(halfSpace: number, rigCamera: TargetCamera) {\r\n const target = this.getTarget();\r\n target.subtractToRef(this.position, TargetCamera._TargetFocalPoint);\r\n\r\n TargetCamera._TargetFocalPoint.normalize().scaleInPlace(this._initialFocalDistance);\r\n const newFocalTarget = TargetCamera._TargetFocalPoint.addInPlace(this.position);\r\n\r\n Matrix.TranslationToRef(-newFocalTarget.x, -newFocalTarget.y, -newFocalTarget.z, TargetCamera._TargetTransformMatrix);\r\n TargetCamera._TargetTransformMatrix.multiplyToRef(Matrix.RotationAxis(rigCamera.upVector, halfSpace), TargetCamera._RigCamTransformMatrix);\r\n Matrix.TranslationToRef(newFocalTarget.x, newFocalTarget.y, newFocalTarget.z, TargetCamera._TargetTransformMatrix);\r\n\r\n TargetCamera._RigCamTransformMatrix.multiplyToRef(TargetCamera._TargetTransformMatrix, TargetCamera._RigCamTransformMatrix);\r\n\r\n Vector3.TransformCoordinatesToRef(this.position, TargetCamera._RigCamTransformMatrix, rigCamera.position);\r\n rigCamera.setTarget(newFocalTarget);\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"TargetCamera\";\r\n }\r\n}\r\n"]}
@@ -31,7 +31,7 @@ export declare class TouchCamera extends FreeCamera {
31
31
  constructor(name: string, position: Vector3, scene?: Scene);
32
32
  /**
33
33
  * Gets the current object class name.
34
- * @return the class name
34
+ * @returns the class name
35
35
  */
36
36
  getClassName(): string;
37
37
  /** @hidden */
@@ -60,7 +60,7 @@ export class TouchCamera extends FreeCamera {
60
60
  }
61
61
  /**
62
62
  * Gets the current object class name.
63
- * @return the class name
63
+ * @returns the class name
64
64
  */
65
65
  getClassName() {
66
66
  return "TouchCamera";
@@ -1 +1 @@
1
- {"version":3,"file":"touchCamera.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Cameras/touchCamera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAI1C,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC/C,OAAO,EAAE,IAAI,EAAE,MAAM,SAAS,CAAC;AAE/B,IAAI,CAAC,kBAAkB,CAAC,aAAa,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE;IACnD,OAAO,GAAG,EAAE,CAAC,IAAI,WAAW,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,KAAK,CAAC,CAAC;AAC9D,CAAC,CAAC,CAAC;AAEH;;;;GAIG;AACH,MAAM,OAAO,WAAY,SAAQ,UAAU;IACvC;;;OAGG;IACH,IAAW,uBAAuB;QAC9B,MAAM,KAAK,GAAyB,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAC;QAClE,IAAI,KAAK,EAAE;YACP,OAAO,KAAK,CAAC,uBAAuB,CAAC;SACxC;QAED,OAAO,CAAC,CAAC;IACb,CAAC;IAED,IAAW,uBAAuB,CAAC,KAAa;QAC5C,MAAM,KAAK,GAAyB,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAC;QAClE,IAAI,KAAK,EAAE;YACP,KAAK,CAAC,uBAAuB,GAAG,KAAK,CAAC;SACzC;IACL,CAAC;IAED;;;OAGG;IACH,IAAW,oBAAoB;QAC3B,MAAM,KAAK,GAAyB,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAC;QAClE,IAAI,KAAK,EAAE;YACP,OAAO,KAAK,CAAC,oBAAoB,CAAC;SACrC;QAED,OAAO,CAAC,CAAC;IACb,CAAC;IAED,IAAW,oBAAoB,CAAC,KAAa;QACzC,MAAM,KAAK,GAAyB,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAC;QAClE,IAAI,KAAK,EAAE;YACP,KAAK,CAAC,oBAAoB,GAAG,KAAK,CAAC;SACtC;IACL,CAAC;IAED;;;;;;;;OAQG;IACH,YAAY,IAAY,EAAE,QAAiB,EAAE,KAAa;QACtD,KAAK,CAAC,IAAI,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;QAC7B,IAAI,CAAC,MAAM,CAAC,QAAQ,EAAE,CAAC;QAEvB,IAAI,CAAC,YAAY,EAAE,CAAC;IACxB,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,aAAa,CAAC;IACzB,CAAC;IAED,cAAc;IACP,YAAY;QACf,MAAM,KAAK,GAAyB,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAC;QAClE,MAAM,KAAK,GAAyB,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAC;QAClE,IAAI,KAAK,EAAE;YACP,KAAK,CAAC,YAAY,GAAG,KAAK,CAAC;SAC9B;aAAM;YACH,KAAK,CAAC,UAAU,GAAG,IAAI,CAAC;SAC3B;IACL,CAAC;CACJ","sourcesContent":["import { FreeCamera } from \"./freeCamera\";\r\nimport type { FreeCameraTouchInput } from \"../Cameras/Inputs/freeCameraTouchInput\";\r\nimport type { FreeCameraMouseInput } from \"../Cameras/Inputs/freeCameraMouseInput\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\n\r\nNode.AddNodeConstructor(\"TouchCamera\", (name, scene) => {\r\n return () => new TouchCamera(name, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * This represents a FPS type of camera controlled by touch.\r\n * This is like a universal camera minus the Gamepad controls.\r\n * @see https://doc.babylonjs.com/features/cameras#universal-camera\r\n */\r\nexport class TouchCamera extends FreeCamera {\r\n /**\r\n * Defines the touch sensibility for rotation.\r\n * The higher the faster.\r\n */\r\n public get touchAngularSensibility(): number {\r\n const touch = <FreeCameraTouchInput>this.inputs.attached[\"touch\"];\r\n if (touch) {\r\n return touch.touchAngularSensibility;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n public set touchAngularSensibility(value: number) {\r\n const touch = <FreeCameraTouchInput>this.inputs.attached[\"touch\"];\r\n if (touch) {\r\n touch.touchAngularSensibility = value;\r\n }\r\n }\r\n\r\n /**\r\n * Defines the touch sensibility for move.\r\n * The higher the faster.\r\n */\r\n public get touchMoveSensibility(): number {\r\n const touch = <FreeCameraTouchInput>this.inputs.attached[\"touch\"];\r\n if (touch) {\r\n return touch.touchMoveSensibility;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n public set touchMoveSensibility(value: number) {\r\n const touch = <FreeCameraTouchInput>this.inputs.attached[\"touch\"];\r\n if (touch) {\r\n touch.touchMoveSensibility = value;\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates a new touch camera.\r\n * This represents a FPS type of camera controlled by touch.\r\n * This is like a universal camera minus the Gamepad controls.\r\n * @see https://doc.babylonjs.com/features/cameras#universal-camera\r\n * @param name Define the name of the camera in the scene\r\n * @param position Define the start position of the camera in the scene\r\n * @param scene Define the scene the camera belongs to\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene) {\r\n super(name, position, scene);\r\n this.inputs.addTouch();\r\n\r\n this._setupInputs();\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 \"TouchCamera\";\r\n }\r\n\r\n /** @hidden */\r\n public _setupInputs() {\r\n const touch = <FreeCameraTouchInput>this.inputs.attached[\"touch\"];\r\n const mouse = <FreeCameraMouseInput>this.inputs.attached[\"mouse\"];\r\n if (mouse) {\r\n mouse.touchEnabled = false;\r\n } else {\r\n touch.allowMouse = true;\r\n }\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"touchCamera.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Cameras/touchCamera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAI1C,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC/C,OAAO,EAAE,IAAI,EAAE,MAAM,SAAS,CAAC;AAE/B,IAAI,CAAC,kBAAkB,CAAC,aAAa,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE;IACnD,OAAO,GAAG,EAAE,CAAC,IAAI,WAAW,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,KAAK,CAAC,CAAC;AAC9D,CAAC,CAAC,CAAC;AAEH;;;;GAIG;AACH,MAAM,OAAO,WAAY,SAAQ,UAAU;IACvC;;;OAGG;IACH,IAAW,uBAAuB;QAC9B,MAAM,KAAK,GAAyB,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAC;QAClE,IAAI,KAAK,EAAE;YACP,OAAO,KAAK,CAAC,uBAAuB,CAAC;SACxC;QAED,OAAO,CAAC,CAAC;IACb,CAAC;IAED,IAAW,uBAAuB,CAAC,KAAa;QAC5C,MAAM,KAAK,GAAyB,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAC;QAClE,IAAI,KAAK,EAAE;YACP,KAAK,CAAC,uBAAuB,GAAG,KAAK,CAAC;SACzC;IACL,CAAC;IAED;;;OAGG;IACH,IAAW,oBAAoB;QAC3B,MAAM,KAAK,GAAyB,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAC;QAClE,IAAI,KAAK,EAAE;YACP,OAAO,KAAK,CAAC,oBAAoB,CAAC;SACrC;QAED,OAAO,CAAC,CAAC;IACb,CAAC;IAED,IAAW,oBAAoB,CAAC,KAAa;QACzC,MAAM,KAAK,GAAyB,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAC;QAClE,IAAI,KAAK,EAAE;YACP,KAAK,CAAC,oBAAoB,GAAG,KAAK,CAAC;SACtC;IACL,CAAC;IAED;;;;;;;;OAQG;IACH,YAAY,IAAY,EAAE,QAAiB,EAAE,KAAa;QACtD,KAAK,CAAC,IAAI,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;QAC7B,IAAI,CAAC,MAAM,CAAC,QAAQ,EAAE,CAAC;QAEvB,IAAI,CAAC,YAAY,EAAE,CAAC;IACxB,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,aAAa,CAAC;IACzB,CAAC;IAED,cAAc;IACP,YAAY;QACf,MAAM,KAAK,GAAyB,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAC;QAClE,MAAM,KAAK,GAAyB,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAC;QAClE,IAAI,KAAK,EAAE;YACP,KAAK,CAAC,YAAY,GAAG,KAAK,CAAC;SAC9B;aAAM;YACH,KAAK,CAAC,UAAU,GAAG,IAAI,CAAC;SAC3B;IACL,CAAC;CACJ","sourcesContent":["import { FreeCamera } from \"./freeCamera\";\r\nimport type { FreeCameraTouchInput } from \"../Cameras/Inputs/freeCameraTouchInput\";\r\nimport type { FreeCameraMouseInput } from \"../Cameras/Inputs/freeCameraMouseInput\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\n\r\nNode.AddNodeConstructor(\"TouchCamera\", (name, scene) => {\r\n return () => new TouchCamera(name, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * This represents a FPS type of camera controlled by touch.\r\n * This is like a universal camera minus the Gamepad controls.\r\n * @see https://doc.babylonjs.com/features/cameras#universal-camera\r\n */\r\nexport class TouchCamera extends FreeCamera {\r\n /**\r\n * Defines the touch sensibility for rotation.\r\n * The higher the faster.\r\n */\r\n public get touchAngularSensibility(): number {\r\n const touch = <FreeCameraTouchInput>this.inputs.attached[\"touch\"];\r\n if (touch) {\r\n return touch.touchAngularSensibility;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n public set touchAngularSensibility(value: number) {\r\n const touch = <FreeCameraTouchInput>this.inputs.attached[\"touch\"];\r\n if (touch) {\r\n touch.touchAngularSensibility = value;\r\n }\r\n }\r\n\r\n /**\r\n * Defines the touch sensibility for move.\r\n * The higher the faster.\r\n */\r\n public get touchMoveSensibility(): number {\r\n const touch = <FreeCameraTouchInput>this.inputs.attached[\"touch\"];\r\n if (touch) {\r\n return touch.touchMoveSensibility;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n public set touchMoveSensibility(value: number) {\r\n const touch = <FreeCameraTouchInput>this.inputs.attached[\"touch\"];\r\n if (touch) {\r\n touch.touchMoveSensibility = value;\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates a new touch camera.\r\n * This represents a FPS type of camera controlled by touch.\r\n * This is like a universal camera minus the Gamepad controls.\r\n * @see https://doc.babylonjs.com/features/cameras#universal-camera\r\n * @param name Define the name of the camera in the scene\r\n * @param position Define the start position of the camera in the scene\r\n * @param scene Define the scene the camera belongs to\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene) {\r\n super(name, position, scene);\r\n this.inputs.addTouch();\r\n\r\n this._setupInputs();\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"TouchCamera\";\r\n }\r\n\r\n /** @hidden */\r\n public _setupInputs() {\r\n const touch = <FreeCameraTouchInput>this.inputs.attached[\"touch\"];\r\n const mouse = <FreeCameraMouseInput>this.inputs.attached[\"mouse\"];\r\n if (mouse) {\r\n mouse.touchEnabled = false;\r\n } else {\r\n touch.allowMouse = true;\r\n }\r\n }\r\n}\r\n"]}
@@ -31,7 +31,7 @@ export declare class UniversalCamera extends TouchCamera {
31
31
  constructor(name: string, position: Vector3, scene?: Scene);
32
32
  /**
33
33
  * Gets the current object class name.
34
- * @return the class name
34
+ * @returns the class name
35
35
  */
36
36
  getClassName(): string;
37
37
  }
@@ -61,7 +61,7 @@ export class UniversalCamera extends TouchCamera {
61
61
  }
62
62
  /**
63
63
  * Gets the current object class name.
64
- * @return the class name
64
+ * @returns the class name
65
65
  */
66
66
  getClassName() {
67
67
  return "UniversalCamera";
@@ -1 +1 @@
1
- {"version":3,"file":"universalCamera.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Cameras/universalCamera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,IAAI,EAAE,MAAM,SAAS,CAAC;AAG/B,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC/C,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAElC,OAAO,mCAAmC,CAAC;AAE3C,IAAI,CAAC,kBAAkB,CAAC,YAAY,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE;IAClD,sCAAsC;IACtC,OAAO,GAAG,EAAE,CAAC,IAAI,eAAe,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,KAAK,CAAC,CAAC;AAClE,CAAC,CAAC,CAAC;AAEH;;;;GAIG;AACH,MAAM,OAAO,eAAgB,SAAQ,WAAW;IAC5C;;;OAGG;IACH,IAAW,yBAAyB;QAChC,MAAM,OAAO,GAA2B,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAC;QACxE,IAAI,OAAO,EAAE;YACT,OAAO,OAAO,CAAC,yBAAyB,CAAC;SAC5C;QAED,OAAO,CAAC,CAAC;IACb,CAAC;IAED,IAAW,yBAAyB,CAAC,KAAa;QAC9C,MAAM,OAAO,GAA2B,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAC;QACxE,IAAI,OAAO,EAAE;YACT,OAAO,CAAC,yBAAyB,GAAG,KAAK,CAAC;SAC7C;IACL,CAAC;IAED;;;OAGG;IACH,IAAW,sBAAsB;QAC7B,MAAM,OAAO,GAA2B,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAC;QACxE,IAAI,OAAO,EAAE;YACT,OAAO,OAAO,CAAC,sBAAsB,CAAC;SACzC;QAED,OAAO,CAAC,CAAC;IACb,CAAC;IAED,IAAW,sBAAsB,CAAC,KAAa;QAC3C,MAAM,OAAO,GAA2B,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAC;QACxE,IAAI,OAAO,EAAE;YACT,OAAO,CAAC,sBAAsB,GAAG,KAAK,CAAC;SAC1C;IACL,CAAC;IAED;;;;;;;OAOG;IACH,YAAY,IAAY,EAAE,QAAiB,EAAE,KAAa;QACtD,KAAK,CAAC,IAAI,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;QAC7B,IAAI,CAAC,MAAM,CAAC,UAAU,EAAE,CAAC;IAC7B,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,iBAAiB,CAAC;IAC7B,CAAC;CACJ;AAED,MAAM,CAAC,0BAA0B,GAAG,CAAC,IAAY,EAAE,KAAY,EAAE,EAAE;IAC/D,OAAO,IAAI,eAAe,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,KAAK,CAAC,CAAC;AAC5D,CAAC,CAAC","sourcesContent":["import { TouchCamera } from \"./touchCamera\";\r\nimport { Node } from \"../node\";\r\nimport type { FreeCameraGamepadInput } from \"../Cameras/Inputs/freeCameraGamepadInput\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Camera } from \"./camera\";\r\n\r\nimport \"../Gamepads/gamepadSceneComponent\";\r\n\r\nNode.AddNodeConstructor(\"FreeCamera\", (name, scene) => {\r\n // Forcing to use the Universal camera\r\n return () => new UniversalCamera(name, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,\r\n * which still works and will still be found in many Playgrounds.\r\n * @see https://doc.babylonjs.com/features/cameras#universal-camera\r\n */\r\nexport class UniversalCamera extends TouchCamera {\r\n /**\r\n * Defines the gamepad rotation sensibility.\r\n * This is the threshold from when rotation starts to be accounted for to prevent jittering.\r\n */\r\n public get gamepadAngularSensibility(): number {\r\n const gamepad = <FreeCameraGamepadInput>this.inputs.attached[\"gamepad\"];\r\n if (gamepad) {\r\n return gamepad.gamepadAngularSensibility;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n public set gamepadAngularSensibility(value: number) {\r\n const gamepad = <FreeCameraGamepadInput>this.inputs.attached[\"gamepad\"];\r\n if (gamepad) {\r\n gamepad.gamepadAngularSensibility = value;\r\n }\r\n }\r\n\r\n /**\r\n * Defines the gamepad move sensibility.\r\n * This is the threshold from when moving starts to be accounted for to prevent jittering.\r\n */\r\n public get gamepadMoveSensibility(): number {\r\n const gamepad = <FreeCameraGamepadInput>this.inputs.attached[\"gamepad\"];\r\n if (gamepad) {\r\n return gamepad.gamepadMoveSensibility;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n public set gamepadMoveSensibility(value: number) {\r\n const gamepad = <FreeCameraGamepadInput>this.inputs.attached[\"gamepad\"];\r\n if (gamepad) {\r\n gamepad.gamepadMoveSensibility = value;\r\n }\r\n }\r\n\r\n /**\r\n * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,\r\n * which still works and will still be found in many Playgrounds.\r\n * @see https://doc.babylonjs.com/features/cameras#universal-camera\r\n * @param name Define the name of the camera in the scene\r\n * @param position Define the start position of the camera in the scene\r\n * @param scene Define the scene the camera belongs to\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene) {\r\n super(name, position, scene);\r\n this.inputs.addGamepad();\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 \"UniversalCamera\";\r\n }\r\n}\r\n\r\nCamera._CreateDefaultParsedCamera = (name: string, scene: Scene) => {\r\n return new UniversalCamera(name, Vector3.Zero(), scene);\r\n};\r\n"]}
1
+ {"version":3,"file":"universalCamera.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Cameras/universalCamera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,IAAI,EAAE,MAAM,SAAS,CAAC;AAG/B,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC/C,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAElC,OAAO,mCAAmC,CAAC;AAE3C,IAAI,CAAC,kBAAkB,CAAC,YAAY,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE;IAClD,sCAAsC;IACtC,OAAO,GAAG,EAAE,CAAC,IAAI,eAAe,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,KAAK,CAAC,CAAC;AAClE,CAAC,CAAC,CAAC;AAEH;;;;GAIG;AACH,MAAM,OAAO,eAAgB,SAAQ,WAAW;IAC5C;;;OAGG;IACH,IAAW,yBAAyB;QAChC,MAAM,OAAO,GAA2B,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAC;QACxE,IAAI,OAAO,EAAE;YACT,OAAO,OAAO,CAAC,yBAAyB,CAAC;SAC5C;QAED,OAAO,CAAC,CAAC;IACb,CAAC;IAED,IAAW,yBAAyB,CAAC,KAAa;QAC9C,MAAM,OAAO,GAA2B,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAC;QACxE,IAAI,OAAO,EAAE;YACT,OAAO,CAAC,yBAAyB,GAAG,KAAK,CAAC;SAC7C;IACL,CAAC;IAED;;;OAGG;IACH,IAAW,sBAAsB;QAC7B,MAAM,OAAO,GAA2B,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAC;QACxE,IAAI,OAAO,EAAE;YACT,OAAO,OAAO,CAAC,sBAAsB,CAAC;SACzC;QAED,OAAO,CAAC,CAAC;IACb,CAAC;IAED,IAAW,sBAAsB,CAAC,KAAa;QAC3C,MAAM,OAAO,GAA2B,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAC;QACxE,IAAI,OAAO,EAAE;YACT,OAAO,CAAC,sBAAsB,GAAG,KAAK,CAAC;SAC1C;IACL,CAAC;IAED;;;;;;;OAOG;IACH,YAAY,IAAY,EAAE,QAAiB,EAAE,KAAa;QACtD,KAAK,CAAC,IAAI,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;QAC7B,IAAI,CAAC,MAAM,CAAC,UAAU,EAAE,CAAC;IAC7B,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,iBAAiB,CAAC;IAC7B,CAAC;CACJ;AAED,MAAM,CAAC,0BAA0B,GAAG,CAAC,IAAY,EAAE,KAAY,EAAE,EAAE;IAC/D,OAAO,IAAI,eAAe,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,KAAK,CAAC,CAAC;AAC5D,CAAC,CAAC","sourcesContent":["import { TouchCamera } from \"./touchCamera\";\r\nimport { Node } from \"../node\";\r\nimport type { FreeCameraGamepadInput } from \"../Cameras/Inputs/freeCameraGamepadInput\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Camera } from \"./camera\";\r\n\r\nimport \"../Gamepads/gamepadSceneComponent\";\r\n\r\nNode.AddNodeConstructor(\"FreeCamera\", (name, scene) => {\r\n // Forcing to use the Universal camera\r\n return () => new UniversalCamera(name, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,\r\n * which still works and will still be found in many Playgrounds.\r\n * @see https://doc.babylonjs.com/features/cameras#universal-camera\r\n */\r\nexport class UniversalCamera extends TouchCamera {\r\n /**\r\n * Defines the gamepad rotation sensibility.\r\n * This is the threshold from when rotation starts to be accounted for to prevent jittering.\r\n */\r\n public get gamepadAngularSensibility(): number {\r\n const gamepad = <FreeCameraGamepadInput>this.inputs.attached[\"gamepad\"];\r\n if (gamepad) {\r\n return gamepad.gamepadAngularSensibility;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n public set gamepadAngularSensibility(value: number) {\r\n const gamepad = <FreeCameraGamepadInput>this.inputs.attached[\"gamepad\"];\r\n if (gamepad) {\r\n gamepad.gamepadAngularSensibility = value;\r\n }\r\n }\r\n\r\n /**\r\n * Defines the gamepad move sensibility.\r\n * This is the threshold from when moving starts to be accounted for to prevent jittering.\r\n */\r\n public get gamepadMoveSensibility(): number {\r\n const gamepad = <FreeCameraGamepadInput>this.inputs.attached[\"gamepad\"];\r\n if (gamepad) {\r\n return gamepad.gamepadMoveSensibility;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n public set gamepadMoveSensibility(value: number) {\r\n const gamepad = <FreeCameraGamepadInput>this.inputs.attached[\"gamepad\"];\r\n if (gamepad) {\r\n gamepad.gamepadMoveSensibility = value;\r\n }\r\n }\r\n\r\n /**\r\n * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,\r\n * which still works and will still be found in many Playgrounds.\r\n * @see https://doc.babylonjs.com/features/cameras#universal-camera\r\n * @param name Define the name of the camera in the scene\r\n * @param position Define the start position of the camera in the scene\r\n * @param scene Define the scene the camera belongs to\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene) {\r\n super(name, position, scene);\r\n this.inputs.addGamepad();\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"UniversalCamera\";\r\n }\r\n}\r\n\r\nCamera._CreateDefaultParsedCamera = (name: string, scene: Scene) => {\r\n return new UniversalCamera(name, Vector3.Zero(), scene);\r\n};\r\n"]}
@@ -21,7 +21,7 @@ export declare class VirtualJoysticksCamera extends FreeCamera {
21
21
  constructor(name: string, position: Vector3, scene?: Scene);
22
22
  /**
23
23
  * Gets the current object class name.
24
- * @return the class name
24
+ * @returns the class name
25
25
  */
26
26
  getClassName(): string;
27
27
  }
@@ -27,7 +27,7 @@ export class VirtualJoysticksCamera extends FreeCamera {
27
27
  }
28
28
  /**
29
29
  * Gets the current object class name.
30
- * @return the class name
30
+ * @returns the class name
31
31
  */
32
32
  getClassName() {
33
33
  return "VirtualJoysticksCamera";
@@ -1 +1 @@
1
- {"version":3,"file":"virtualJoysticksCamera.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Cameras/virtualJoysticksCamera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAE1C,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC/C,OAAO,EAAE,IAAI,EAAE,MAAM,SAAS,CAAC;AAE/B,OAAO,yCAAyC,CAAC;AAEjD,IAAI,CAAC,kBAAkB,CAAC,wBAAwB,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE;IAC9D,OAAO,GAAG,EAAE,CAAC,IAAI,sBAAsB,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,KAAK,CAAC,CAAC;AACzE,CAAC,CAAC,CAAC;AAEH;;;;;GAKG;AACH,MAAM,OAAO,sBAAuB,SAAQ,UAAU;IAClD;;;;;;;;OAQG;IACH,YAAY,IAAY,EAAE,QAAiB,EAAE,KAAa;QACtD,KAAK,CAAC,IAAI,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;QAC7B,IAAI,CAAC,MAAM,CAAC,kBAAkB,EAAE,CAAC;IACrC,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,wBAAwB,CAAC;IACpC,CAAC;CACJ","sourcesContent":["import { FreeCamera } from \"./freeCamera\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\n\r\nimport \"./Inputs/freeCameraVirtualJoystickInput\";\r\n\r\nNode.AddNodeConstructor(\"VirtualJoysticksCamera\", (name, scene) => {\r\n return () => new VirtualJoysticksCamera(name, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * This represents a free type of camera. It can be useful in First Person Shooter game for instance.\r\n * It is identical to the Free Camera and simply adds by default a virtual joystick.\r\n * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.\r\n * @see https://doc.babylonjs.com/features/cameras#virtual-joysticks-camera\r\n */\r\nexport class VirtualJoysticksCamera extends FreeCamera {\r\n /**\r\n * Instantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.\r\n * It is identical to the Free Camera and simply adds by default a virtual joystick.\r\n * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.\r\n * @see https://doc.babylonjs.com/features/cameras#virtual-joysticks-camera\r\n * @param name Define the name of the camera in the scene\r\n * @param position Define the start position of the camera in the scene\r\n * @param scene Define the scene the camera belongs to\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene) {\r\n super(name, position, scene);\r\n this.inputs.addVirtualJoystick();\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 \"VirtualJoysticksCamera\";\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"virtualJoysticksCamera.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Cameras/virtualJoysticksCamera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAE1C,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC/C,OAAO,EAAE,IAAI,EAAE,MAAM,SAAS,CAAC;AAE/B,OAAO,yCAAyC,CAAC;AAEjD,IAAI,CAAC,kBAAkB,CAAC,wBAAwB,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE;IAC9D,OAAO,GAAG,EAAE,CAAC,IAAI,sBAAsB,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,KAAK,CAAC,CAAC;AACzE,CAAC,CAAC,CAAC;AAEH;;;;;GAKG;AACH,MAAM,OAAO,sBAAuB,SAAQ,UAAU;IAClD;;;;;;;;OAQG;IACH,YAAY,IAAY,EAAE,QAAiB,EAAE,KAAa;QACtD,KAAK,CAAC,IAAI,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;QAC7B,IAAI,CAAC,MAAM,CAAC,kBAAkB,EAAE,CAAC;IACrC,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,wBAAwB,CAAC;IACpC,CAAC;CACJ","sourcesContent":["import { FreeCamera } from \"./freeCamera\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\n\r\nimport \"./Inputs/freeCameraVirtualJoystickInput\";\r\n\r\nNode.AddNodeConstructor(\"VirtualJoysticksCamera\", (name, scene) => {\r\n return () => new VirtualJoysticksCamera(name, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * This represents a free type of camera. It can be useful in First Person Shooter game for instance.\r\n * It is identical to the Free Camera and simply adds by default a virtual joystick.\r\n * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.\r\n * @see https://doc.babylonjs.com/features/cameras#virtual-joysticks-camera\r\n */\r\nexport class VirtualJoysticksCamera extends FreeCamera {\r\n /**\r\n * Instantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.\r\n * It is identical to the Free Camera and simply adds by default a virtual joystick.\r\n * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.\r\n * @see https://doc.babylonjs.com/features/cameras#virtual-joysticks-camera\r\n * @param name Define the name of the camera in the scene\r\n * @param position Define the start position of the camera in the scene\r\n * @param scene Define the scene the camera belongs to\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene) {\r\n super(name, position, scene);\r\n this.inputs.addVirtualJoystick();\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"VirtualJoysticksCamera\";\r\n }\r\n}\r\n"]}
@@ -147,14 +147,14 @@ export declare class BoundingBox implements ICullable {
147
147
  * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
148
148
  * @param boundingVectors defines an array of 8 vectors representing a bounding box
149
149
  * @param frustumPlanes defines the frustum planes to test
150
- * @return true if there is an inclusion
150
+ * @returns true if there is an inclusion
151
151
  */
152
152
  static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
153
153
  /**
154
154
  * Tests if a bounding box defined with 8 vectors intersects frustum planes
155
155
  * @param boundingVectors defines an array of 8 vectors representing a bounding box
156
156
  * @param frustumPlanes defines the frustum planes to test
157
- * @return true if there is an intersection
157
+ * @returns true if there is an intersection
158
158
  */
159
159
  static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
160
160
  }
@@ -253,7 +253,7 @@ export class BoundingBox {
253
253
  * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
254
254
  * @param boundingVectors defines an array of 8 vectors representing a bounding box
255
255
  * @param frustumPlanes defines the frustum planes to test
256
- * @return true if there is an inclusion
256
+ * @returns true if there is an inclusion
257
257
  */
258
258
  static IsCompletelyInFrustum(boundingVectors, frustumPlanes) {
259
259
  for (let p = 0; p < 6; ++p) {
@@ -270,7 +270,7 @@ export class BoundingBox {
270
270
  * Tests if a bounding box defined with 8 vectors intersects frustum planes
271
271
  * @param boundingVectors defines an array of 8 vectors representing a bounding box
272
272
  * @param frustumPlanes defines the frustum planes to test
273
- * @return true if there is an intersection
273
+ * @returns true if there is an intersection
274
274
  */
275
275
  static IsInFrustum(boundingVectors, frustumPlanes) {
276
276
  for (let p = 0; p < 6; ++p) {
@@ -1 +1 @@
1
- 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type { DeepImmutable, Nullable } from \"../types\";\r\nimport { ArrayTools } from \"../Misc/arrayTools\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport type { BoundingSphere } from \"../Culling/boundingSphere\";\r\n\r\nimport type { ICullable } from \"./boundingInfo\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\nimport type { Plane } from \"../Maths/math.plane\";\r\n\r\ndeclare type DrawWrapper = import(\"../Materials/drawWrapper\").DrawWrapper;\r\n\r\n/**\r\n * Class used to store bounding box information\r\n */\r\nexport class BoundingBox implements ICullable {\r\n /**\r\n * Gets the 8 vectors representing the bounding box in local space\r\n */\r\n public readonly vectors: Vector3[] = ArrayTools.BuildArray(8, Vector3.Zero);\r\n /**\r\n * Gets the center of the bounding box in local space\r\n */\r\n public readonly center: Vector3 = Vector3.Zero();\r\n /**\r\n * Gets the center of the bounding box in world space\r\n */\r\n public readonly centerWorld: Vector3 = Vector3.Zero();\r\n /**\r\n * Gets the extend size in local space\r\n */\r\n public readonly extendSize: Vector3 = Vector3.Zero();\r\n /**\r\n * Gets the extend size in world space\r\n */\r\n public readonly extendSizeWorld: Vector3 = Vector3.Zero();\r\n /**\r\n * Gets the OBB (object bounding box) directions\r\n */\r\n public readonly directions: Vector3[] = ArrayTools.BuildArray(3, Vector3.Zero);\r\n /**\r\n * Gets the 8 vectors representing the bounding box in world space\r\n */\r\n public readonly vectorsWorld: Vector3[] = ArrayTools.BuildArray(8, Vector3.Zero);\r\n /**\r\n * Gets the minimum vector in world space\r\n */\r\n public readonly minimumWorld: Vector3 = Vector3.Zero();\r\n /**\r\n * Gets the maximum vector in world space\r\n */\r\n public readonly maximumWorld: Vector3 = Vector3.Zero();\r\n /**\r\n * Gets the minimum vector in local space\r\n */\r\n public readonly minimum: Vector3 = Vector3.Zero();\r\n /**\r\n * Gets the maximum vector in local space\r\n */\r\n public readonly maximum: Vector3 = Vector3.Zero();\r\n\r\n private _worldMatrix: DeepImmutable<Matrix>;\r\n private static readonly _TmpVector3 = ArrayTools.BuildArray(3, Vector3.Zero);\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _tag: number;\r\n\r\n /** @hidden */\r\n public _drawWrapperFront: Nullable<DrawWrapper> = null;\r\n /** @hidden */\r\n public _drawWrapperBack: Nullable<DrawWrapper> = null;\r\n\r\n /**\r\n * Creates a new bounding box\r\n * @param min defines the minimum vector (in local space)\r\n * @param max defines the maximum vector (in local space)\r\n * @param worldMatrix defines the new world matrix\r\n */\r\n constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>) {\r\n this.reConstruct(min, max, worldMatrix);\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Recreates the entire bounding box from scratch as if we call the constructor in place\r\n * @param min defines the new minimum vector (in local space)\r\n * @param max defines the new maximum vector (in local space)\r\n * @param worldMatrix defines the new world matrix\r\n */\r\n public reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>) {\r\n const minX = min.x,\r\n minY = min.y,\r\n minZ = min.z,\r\n maxX = max.x,\r\n maxY = max.y,\r\n maxZ = max.z;\r\n const vectors = this.vectors;\r\n\r\n this.minimum.copyFromFloats(minX, minY, minZ);\r\n this.maximum.copyFromFloats(maxX, maxY, maxZ);\r\n vectors[0].copyFromFloats(minX, minY, minZ);\r\n vectors[1].copyFromFloats(maxX, maxY, maxZ);\r\n vectors[2].copyFromFloats(maxX, minY, minZ);\r\n vectors[3].copyFromFloats(minX, maxY, minZ);\r\n vectors[4].copyFromFloats(minX, minY, maxZ);\r\n vectors[5].copyFromFloats(maxX, maxY, minZ);\r\n vectors[6].copyFromFloats(minX, maxY, maxZ);\r\n vectors[7].copyFromFloats(maxX, minY, maxZ);\r\n\r\n // OBB\r\n max.addToRef(min, this.center).scaleInPlace(0.5);\r\n max.subtractToRef(min, this.extendSize).scaleInPlace(0.5);\r\n\r\n this._worldMatrix = worldMatrix || Matrix.IdentityReadOnly;\r\n\r\n this._update(this._worldMatrix);\r\n }\r\n\r\n /**\r\n * Scale the current bounding box by applying a scale factor\r\n * @param factor defines the scale factor to apply\r\n * @returns the current bounding box\r\n */\r\n public scale(factor: number): BoundingBox {\r\n const tmpVectors = BoundingBox._TmpVector3;\r\n const diff = this.maximum.subtractToRef(this.minimum, tmpVectors[0]);\r\n const len = diff.length();\r\n diff.normalizeFromLength(len);\r\n const distance = len * factor;\r\n const newRadius = diff.scaleInPlace(distance * 0.5);\r\n\r\n const min = this.center.subtractToRef(newRadius, tmpVectors[1]);\r\n const max = this.center.addToRef(newRadius, tmpVectors[2]);\r\n\r\n this.reConstruct(min, max, this._worldMatrix);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets the world matrix of the bounding box\r\n * @returns a matrix\r\n */\r\n public getWorldMatrix(): DeepImmutable<Matrix> {\r\n return this._worldMatrix;\r\n }\r\n\r\n /**\r\n * @param world\r\n * @hidden\r\n */\r\n public _update(world: DeepImmutable<Matrix>): void {\r\n const minWorld = this.minimumWorld;\r\n const maxWorld = this.maximumWorld;\r\n const directions = this.directions;\r\n const vectorsWorld = this.vectorsWorld;\r\n const vectors = this.vectors;\r\n\r\n if (!world.isIdentity()) {\r\n minWorld.setAll(Number.MAX_VALUE);\r\n maxWorld.setAll(-Number.MAX_VALUE);\r\n\r\n for (let index = 0; index < 8; ++index) {\r\n const v = vectorsWorld[index];\r\n Vector3.TransformCoordinatesToRef(vectors[index], world, v);\r\n minWorld.minimizeInPlace(v);\r\n maxWorld.maximizeInPlace(v);\r\n }\r\n\r\n // Extend\r\n maxWorld.subtractToRef(minWorld, this.extendSizeWorld).scaleInPlace(0.5);\r\n maxWorld.addToRef(minWorld, this.centerWorld).scaleInPlace(0.5);\r\n } else {\r\n minWorld.copyFrom(this.minimum);\r\n maxWorld.copyFrom(this.maximum);\r\n for (let index = 0; index < 8; ++index) {\r\n vectorsWorld[index].copyFrom(vectors[index]);\r\n }\r\n\r\n // Extend\r\n this.extendSizeWorld.copyFrom(this.extendSize);\r\n this.centerWorld.copyFrom(this.center);\r\n }\r\n\r\n Vector3.FromArrayToRef(world.m, 0, directions[0]);\r\n Vector3.FromArrayToRef(world.m, 4, directions[1]);\r\n Vector3.FromArrayToRef(world.m, 8, directions[2]);\r\n\r\n this._worldMatrix = world;\r\n }\r\n\r\n /**\r\n * Tests if the bounding box is intersecting the frustum planes\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @returns true if there is an intersection\r\n */\r\n public isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean {\r\n return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);\r\n }\r\n\r\n /**\r\n * Tests if the bounding box is entirely inside the frustum planes\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @returns true if there is an inclusion\r\n */\r\n public isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean {\r\n return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);\r\n }\r\n\r\n /**\r\n * Tests if a point is inside the bounding box\r\n * @param point defines the point to test\r\n * @returns true if the point is inside the bounding box\r\n */\r\n public intersectsPoint(point: DeepImmutable<Vector3>): boolean {\r\n const min = this.minimumWorld;\r\n const max = this.maximumWorld;\r\n const minX = min.x,\r\n minY = min.y,\r\n minZ = min.z,\r\n maxX = max.x,\r\n maxY = max.y,\r\n maxZ = max.z;\r\n const pointX = point.x,\r\n pointY = point.y,\r\n pointZ = point.z;\r\n const delta = -Epsilon;\r\n\r\n if (maxX - pointX < delta || delta > pointX - minX) {\r\n return false;\r\n }\r\n\r\n if (maxY - pointY < delta || delta > pointY - minY) {\r\n return false;\r\n }\r\n\r\n if (maxZ - pointZ < delta || delta > pointZ - minZ) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Tests if the bounding box intersects with a bounding sphere\r\n * @param sphere defines the sphere to test\r\n * @returns true if there is an intersection\r\n */\r\n public intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean {\r\n return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);\r\n }\r\n\r\n /**\r\n * Tests if the bounding box intersects with a box defined by a min and max vectors\r\n * @param min defines the min vector to use\r\n * @param max defines the max vector to use\r\n * @returns true if there is an intersection\r\n */\r\n public intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean {\r\n const myMin = this.minimumWorld;\r\n const myMax = this.maximumWorld;\r\n const myMinX = myMin.x,\r\n myMinY = myMin.y,\r\n myMinZ = myMin.z,\r\n myMaxX = myMax.x,\r\n myMaxY = myMax.y,\r\n myMaxZ = myMax.z;\r\n const minX = min.x,\r\n minY = min.y,\r\n minZ = min.z,\r\n maxX = max.x,\r\n maxY = max.y,\r\n maxZ = max.z;\r\n if (myMaxX < minX || myMinX > maxX) {\r\n return false;\r\n }\r\n\r\n if (myMaxY < minY || myMinY > maxY) {\r\n return false;\r\n }\r\n\r\n if (myMaxZ < minZ || myMinZ > maxZ) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Disposes the resources of the class\r\n */\r\n public dispose(): void {\r\n this._drawWrapperFront?.dispose();\r\n this._drawWrapperBack?.dispose();\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * Tests if two bounding boxes are intersections\r\n * @param box0 defines the first box to test\r\n * @param box1 defines the second box to test\r\n * @returns true if there is an intersection\r\n */\r\n public static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean {\r\n return box0.intersectsMinMax(box1.minimumWorld, box1.maximumWorld);\r\n }\r\n\r\n /**\r\n * Tests if a bounding box defines by a min/max vectors intersects a sphere\r\n * @param minPoint defines the minimum vector of the bounding box\r\n * @param maxPoint defines the maximum vector of the bounding box\r\n * @param sphereCenter defines the sphere center\r\n * @param sphereRadius defines the sphere radius\r\n * @returns true if there is an intersection\r\n */\r\n public static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean {\r\n const vector = BoundingBox._TmpVector3[0];\r\n Vector3.ClampToRef(sphereCenter, minPoint, maxPoint, vector);\r\n const num = Vector3.DistanceSquared(sphereCenter, vector);\r\n return num <= sphereRadius * sphereRadius;\r\n }\r\n\r\n /**\r\n * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes\r\n * @param boundingVectors defines an array of 8 vectors representing a bounding box\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @return true if there is an inclusion\r\n */\r\n public static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean {\r\n for (let p = 0; p < 6; ++p) {\r\n const frustumPlane = frustumPlanes[p];\r\n for (let i = 0; i < 8; ++i) {\r\n if (frustumPlane.dotCoordinate(boundingVectors[i]) < 0) {\r\n return false;\r\n }\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Tests if a bounding box defined with 8 vectors intersects frustum planes\r\n * @param boundingVectors defines an array of 8 vectors representing a bounding box\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @return true if there is an intersection\r\n */\r\n public static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean {\r\n for (let p = 0; p < 6; ++p) {\r\n let canReturnFalse = true;\r\n const frustumPlane = frustumPlanes[p];\r\n for (let i = 0; i < 8; ++i) {\r\n if (frustumPlane.dotCoordinate(boundingVectors[i]) >= 0) {\r\n canReturnFalse = false;\r\n break;\r\n }\r\n }\r\n if (canReturnFalse) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n}\r\n"]}
1
+ 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type { DeepImmutable, Nullable } from \"../types\";\r\nimport { ArrayTools } from \"../Misc/arrayTools\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport type { BoundingSphere } from \"../Culling/boundingSphere\";\r\n\r\nimport type { ICullable } from \"./boundingInfo\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\nimport type { Plane } from \"../Maths/math.plane\";\r\n\r\ndeclare type DrawWrapper = import(\"../Materials/drawWrapper\").DrawWrapper;\r\n\r\n/**\r\n * Class used to store bounding box information\r\n */\r\nexport class BoundingBox implements ICullable {\r\n /**\r\n * Gets the 8 vectors representing the bounding box in local space\r\n */\r\n public readonly vectors: Vector3[] = ArrayTools.BuildArray(8, Vector3.Zero);\r\n /**\r\n * Gets the center of the bounding box in local space\r\n */\r\n public readonly center: Vector3 = Vector3.Zero();\r\n /**\r\n * Gets the center of the bounding box in world space\r\n */\r\n public readonly centerWorld: Vector3 = Vector3.Zero();\r\n /**\r\n * Gets the extend size in local space\r\n */\r\n public readonly extendSize: Vector3 = Vector3.Zero();\r\n /**\r\n * Gets the extend size in world space\r\n */\r\n public readonly extendSizeWorld: Vector3 = Vector3.Zero();\r\n /**\r\n * Gets the OBB (object bounding box) directions\r\n */\r\n public readonly directions: Vector3[] = ArrayTools.BuildArray(3, Vector3.Zero);\r\n /**\r\n * Gets the 8 vectors representing the bounding box in world space\r\n */\r\n public readonly vectorsWorld: Vector3[] = ArrayTools.BuildArray(8, Vector3.Zero);\r\n /**\r\n * Gets the minimum vector in world space\r\n */\r\n public readonly minimumWorld: Vector3 = Vector3.Zero();\r\n /**\r\n * Gets the maximum vector in world space\r\n */\r\n public readonly maximumWorld: Vector3 = Vector3.Zero();\r\n /**\r\n * Gets the minimum vector in local space\r\n */\r\n public readonly minimum: Vector3 = Vector3.Zero();\r\n /**\r\n * Gets the maximum vector in local space\r\n */\r\n public readonly maximum: Vector3 = Vector3.Zero();\r\n\r\n private _worldMatrix: DeepImmutable<Matrix>;\r\n private static readonly _TmpVector3 = ArrayTools.BuildArray(3, Vector3.Zero);\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _tag: number;\r\n\r\n /** @hidden */\r\n public _drawWrapperFront: Nullable<DrawWrapper> = null;\r\n /** @hidden */\r\n public _drawWrapperBack: Nullable<DrawWrapper> = null;\r\n\r\n /**\r\n * Creates a new bounding box\r\n * @param min defines the minimum vector (in local space)\r\n * @param max defines the maximum vector (in local space)\r\n * @param worldMatrix defines the new world matrix\r\n */\r\n constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>) {\r\n this.reConstruct(min, max, worldMatrix);\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Recreates the entire bounding box from scratch as if we call the constructor in place\r\n * @param min defines the new minimum vector (in local space)\r\n * @param max defines the new maximum vector (in local space)\r\n * @param worldMatrix defines the new world matrix\r\n */\r\n public reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>) {\r\n const minX = min.x,\r\n minY = min.y,\r\n minZ = min.z,\r\n maxX = max.x,\r\n maxY = max.y,\r\n maxZ = max.z;\r\n const vectors = this.vectors;\r\n\r\n this.minimum.copyFromFloats(minX, minY, minZ);\r\n this.maximum.copyFromFloats(maxX, maxY, maxZ);\r\n vectors[0].copyFromFloats(minX, minY, minZ);\r\n vectors[1].copyFromFloats(maxX, maxY, maxZ);\r\n vectors[2].copyFromFloats(maxX, minY, minZ);\r\n vectors[3].copyFromFloats(minX, maxY, minZ);\r\n vectors[4].copyFromFloats(minX, minY, maxZ);\r\n vectors[5].copyFromFloats(maxX, maxY, minZ);\r\n vectors[6].copyFromFloats(minX, maxY, maxZ);\r\n vectors[7].copyFromFloats(maxX, minY, maxZ);\r\n\r\n // OBB\r\n max.addToRef(min, this.center).scaleInPlace(0.5);\r\n max.subtractToRef(min, this.extendSize).scaleInPlace(0.5);\r\n\r\n this._worldMatrix = worldMatrix || Matrix.IdentityReadOnly;\r\n\r\n this._update(this._worldMatrix);\r\n }\r\n\r\n /**\r\n * Scale the current bounding box by applying a scale factor\r\n * @param factor defines the scale factor to apply\r\n * @returns the current bounding box\r\n */\r\n public scale(factor: number): BoundingBox {\r\n const tmpVectors = BoundingBox._TmpVector3;\r\n const diff = this.maximum.subtractToRef(this.minimum, tmpVectors[0]);\r\n const len = diff.length();\r\n diff.normalizeFromLength(len);\r\n const distance = len * factor;\r\n const newRadius = diff.scaleInPlace(distance * 0.5);\r\n\r\n const min = this.center.subtractToRef(newRadius, tmpVectors[1]);\r\n const max = this.center.addToRef(newRadius, tmpVectors[2]);\r\n\r\n this.reConstruct(min, max, this._worldMatrix);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets the world matrix of the bounding box\r\n * @returns a matrix\r\n */\r\n public getWorldMatrix(): DeepImmutable<Matrix> {\r\n return this._worldMatrix;\r\n }\r\n\r\n /**\r\n * @param world\r\n * @hidden\r\n */\r\n public _update(world: DeepImmutable<Matrix>): void {\r\n const minWorld = this.minimumWorld;\r\n const maxWorld = this.maximumWorld;\r\n const directions = this.directions;\r\n const vectorsWorld = this.vectorsWorld;\r\n const vectors = this.vectors;\r\n\r\n if (!world.isIdentity()) {\r\n minWorld.setAll(Number.MAX_VALUE);\r\n maxWorld.setAll(-Number.MAX_VALUE);\r\n\r\n for (let index = 0; index < 8; ++index) {\r\n const v = vectorsWorld[index];\r\n Vector3.TransformCoordinatesToRef(vectors[index], world, v);\r\n minWorld.minimizeInPlace(v);\r\n maxWorld.maximizeInPlace(v);\r\n }\r\n\r\n // Extend\r\n maxWorld.subtractToRef(minWorld, this.extendSizeWorld).scaleInPlace(0.5);\r\n maxWorld.addToRef(minWorld, this.centerWorld).scaleInPlace(0.5);\r\n } else {\r\n minWorld.copyFrom(this.minimum);\r\n maxWorld.copyFrom(this.maximum);\r\n for (let index = 0; index < 8; ++index) {\r\n vectorsWorld[index].copyFrom(vectors[index]);\r\n }\r\n\r\n // Extend\r\n this.extendSizeWorld.copyFrom(this.extendSize);\r\n this.centerWorld.copyFrom(this.center);\r\n }\r\n\r\n Vector3.FromArrayToRef(world.m, 0, directions[0]);\r\n Vector3.FromArrayToRef(world.m, 4, directions[1]);\r\n Vector3.FromArrayToRef(world.m, 8, directions[2]);\r\n\r\n this._worldMatrix = world;\r\n }\r\n\r\n /**\r\n * Tests if the bounding box is intersecting the frustum planes\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @returns true if there is an intersection\r\n */\r\n public isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean {\r\n return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);\r\n }\r\n\r\n /**\r\n * Tests if the bounding box is entirely inside the frustum planes\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @returns true if there is an inclusion\r\n */\r\n public isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean {\r\n return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);\r\n }\r\n\r\n /**\r\n * Tests if a point is inside the bounding box\r\n * @param point defines the point to test\r\n * @returns true if the point is inside the bounding box\r\n */\r\n public intersectsPoint(point: DeepImmutable<Vector3>): boolean {\r\n const min = this.minimumWorld;\r\n const max = this.maximumWorld;\r\n const minX = min.x,\r\n minY = min.y,\r\n minZ = min.z,\r\n maxX = max.x,\r\n maxY = max.y,\r\n maxZ = max.z;\r\n const pointX = point.x,\r\n pointY = point.y,\r\n pointZ = point.z;\r\n const delta = -Epsilon;\r\n\r\n if (maxX - pointX < delta || delta > pointX - minX) {\r\n return false;\r\n }\r\n\r\n if (maxY - pointY < delta || delta > pointY - minY) {\r\n return false;\r\n }\r\n\r\n if (maxZ - pointZ < delta || delta > pointZ - minZ) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Tests if the bounding box intersects with a bounding sphere\r\n * @param sphere defines the sphere to test\r\n * @returns true if there is an intersection\r\n */\r\n public intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean {\r\n return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);\r\n }\r\n\r\n /**\r\n * Tests if the bounding box intersects with a box defined by a min and max vectors\r\n * @param min defines the min vector to use\r\n * @param max defines the max vector to use\r\n * @returns true if there is an intersection\r\n */\r\n public intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean {\r\n const myMin = this.minimumWorld;\r\n const myMax = this.maximumWorld;\r\n const myMinX = myMin.x,\r\n myMinY = myMin.y,\r\n myMinZ = myMin.z,\r\n myMaxX = myMax.x,\r\n myMaxY = myMax.y,\r\n myMaxZ = myMax.z;\r\n const minX = min.x,\r\n minY = min.y,\r\n minZ = min.z,\r\n maxX = max.x,\r\n maxY = max.y,\r\n maxZ = max.z;\r\n if (myMaxX < minX || myMinX > maxX) {\r\n return false;\r\n }\r\n\r\n if (myMaxY < minY || myMinY > maxY) {\r\n return false;\r\n }\r\n\r\n if (myMaxZ < minZ || myMinZ > maxZ) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Disposes the resources of the class\r\n */\r\n public dispose(): void {\r\n this._drawWrapperFront?.dispose();\r\n this._drawWrapperBack?.dispose();\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * Tests if two bounding boxes are intersections\r\n * @param box0 defines the first box to test\r\n * @param box1 defines the second box to test\r\n * @returns true if there is an intersection\r\n */\r\n public static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean {\r\n return box0.intersectsMinMax(box1.minimumWorld, box1.maximumWorld);\r\n }\r\n\r\n /**\r\n * Tests if a bounding box defines by a min/max vectors intersects a sphere\r\n * @param minPoint defines the minimum vector of the bounding box\r\n * @param maxPoint defines the maximum vector of the bounding box\r\n * @param sphereCenter defines the sphere center\r\n * @param sphereRadius defines the sphere radius\r\n * @returns true if there is an intersection\r\n */\r\n public static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean {\r\n const vector = BoundingBox._TmpVector3[0];\r\n Vector3.ClampToRef(sphereCenter, minPoint, maxPoint, vector);\r\n const num = Vector3.DistanceSquared(sphereCenter, vector);\r\n return num <= sphereRadius * sphereRadius;\r\n }\r\n\r\n /**\r\n * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes\r\n * @param boundingVectors defines an array of 8 vectors representing a bounding box\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @returns true if there is an inclusion\r\n */\r\n public static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean {\r\n for (let p = 0; p < 6; ++p) {\r\n const frustumPlane = frustumPlanes[p];\r\n for (let i = 0; i < 8; ++i) {\r\n if (frustumPlane.dotCoordinate(boundingVectors[i]) < 0) {\r\n return false;\r\n }\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Tests if a bounding box defined with 8 vectors intersects frustum planes\r\n * @param boundingVectors defines an array of 8 vectors representing a bounding box\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @returns true if there is an intersection\r\n */\r\n public static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean {\r\n for (let p = 0; p < 6; ++p) {\r\n let canReturnFalse = true;\r\n const frustumPlane = frustumPlanes[p];\r\n for (let i = 0; i < 8; ++i) {\r\n if (frustumPlane.dotCoordinate(boundingVectors[i]) >= 0) {\r\n canReturnFalse = false;\r\n break;\r\n }\r\n }\r\n if (canReturnFalse) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n}\r\n"]}
package/Culling/ray.d.ts CHANGED
@@ -105,7 +105,7 @@ export declare class Ray {
105
105
  * @param sega the first point of the segment to test the intersection against
106
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  * @param segb the second point of the segment to test the intersection against
107
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  * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
108
- * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
108
+ * @returns the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
109
109
  */
110
110
  intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
111
111
  /**
package/Culling/ray.js CHANGED
@@ -307,7 +307,7 @@ export class Ray {
307
307
  * @param sega the first point of the segment to test the intersection against
308
308
  * @param segb the second point of the segment to test the intersection against
309
309
  * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
310
- * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
310
+ * @returns the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
311
311
  */
312
312
  intersectionSegment(sega, segb, threshold) {
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313
  const o = this.origin;