@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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type { Observable } from \"../Misc/observable\";\r\nimport { PointerInfoPre, PointerInfo, PointerEventTypes } from \"../Events/pointerEvents\";\r\nimport type { Nullable } from \"../types\";\r\nimport { AbstractActionManager } from \"../Actions/abstractActionManager\";\r\nimport { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport { Vector2, Matrix } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { ActionEvent } from \"../Actions/actionEvent\";\r\nimport { KeyboardEventTypes, KeyboardInfoPre, KeyboardInfo } from \"../Events/keyboardEvents\";\r\nimport { DeviceType, PointerInput } from \"../DeviceInput/InputDevices/deviceEnums\";\r\nimport type { IKeyboardEvent, IMouseEvent, IPointerEvent } from \"../Events/deviceInputEvents\";\r\nimport { DeviceSourceManager } from \"../DeviceInput/InputDevices/deviceSourceManager\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\n\r\n/** @hidden */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nclass _ClickInfo {\r\n private _singleClick = false;\r\n private _doubleClick = false;\r\n private _hasSwiped = false;\r\n private _ignore = false;\r\n\r\n public get singleClick(): boolean {\r\n return this._singleClick;\r\n }\r\n public get doubleClick(): boolean {\r\n return this._doubleClick;\r\n }\r\n public get hasSwiped(): boolean {\r\n return this._hasSwiped;\r\n }\r\n public get ignore(): boolean {\r\n return this._ignore;\r\n }\r\n\r\n public set singleClick(b: boolean) {\r\n this._singleClick = b;\r\n }\r\n public set doubleClick(b: boolean) {\r\n this._doubleClick = b;\r\n }\r\n public set hasSwiped(b: boolean) {\r\n this._hasSwiped = b;\r\n }\r\n public set ignore(b: boolean) {\r\n this._ignore = b;\r\n }\r\n}\r\n\r\n/**\r\n * Class used to manage all inputs for the scene.\r\n */\r\nexport class InputManager {\r\n /** The distance in pixel that you have to move to prevent some events */\r\n public static DragMovementThreshold = 10; // in pixels\r\n /** Time in milliseconds to wait to raise long press events if button is still pressed */\r\n public static LongPressDelay = 500; // in milliseconds\r\n /** Time in milliseconds with two consecutive clicks will be considered as a double click */\r\n public static DoubleClickDelay = 300; // in milliseconds\r\n /** If you need to check double click without raising a single click at first click, enable this flag */\r\n public static ExclusiveDoubleClickMode = false;\r\n\r\n /** This is a defensive check to not allow control attachment prior to an already active one. If already attached, previous control is unattached before attaching the new one. */\r\n private _alreadyAttached = false;\r\n private _alreadyAttachedTo: Nullable<HTMLElement>;\r\n\r\n // Pointers\r\n private _onPointerMove: (evt: IMouseEvent) => void;\r\n private _onPointerDown: (evt: IPointerEvent) => void;\r\n private _onPointerUp: (evt: IPointerEvent) => void;\r\n\r\n private _initClickEvent: (\r\n obs1: Observable<PointerInfoPre>,\r\n obs2: Observable<PointerInfo>,\r\n evt: IPointerEvent,\r\n cb: (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => void\r\n ) => void;\r\n private _initActionManager: (act: Nullable<AbstractActionManager>, clickInfo: _ClickInfo) => Nullable<AbstractActionManager>;\r\n private _delayedSimpleClick: (btn: number, clickInfo: _ClickInfo, cb: (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => void) => void;\r\n private _delayedSimpleClickTimeout: number;\r\n private _previousDelayedSimpleClickTimeout: number;\r\n private _meshPickProceed = false;\r\n\r\n private _previousButtonPressed: number;\r\n private _currentPickResult: Nullable<PickingInfo> = null;\r\n private _previousPickResult: Nullable<PickingInfo> = null;\r\n private _totalPointersPressed = 0;\r\n private _doubleClickOccured = false;\r\n\r\n private _pointerOverMesh: Nullable<AbstractMesh>;\r\n\r\n private _pickedDownMesh: Nullable<AbstractMesh>;\r\n private _pickedUpMesh: Nullable<AbstractMesh>;\r\n\r\n private _pointerX: number = 0;\r\n private _pointerY: number = 0;\r\n private _unTranslatedPointerX: number;\r\n private _unTranslatedPointerY: number;\r\n private _startingPointerPosition = new Vector2(0, 0);\r\n private _previousStartingPointerPosition = new Vector2(0, 0);\r\n private _startingPointerTime = 0;\r\n private _previousStartingPointerTime = 0;\r\n private _pointerCaptures: { [pointerId: number]: boolean } = {};\r\n private _meshUnderPointerId: { [pointerId: number]: Nullable<AbstractMesh> } = {};\r\n\r\n // Keyboard\r\n private _onKeyDown: (evt: IKeyboardEvent) => void;\r\n private _onKeyUp: (evt: IKeyboardEvent) => void;\r\n\r\n private _scene: Scene;\r\n private _deviceSourceManager: Nullable<DeviceSourceManager> = null;\r\n\r\n /**\r\n * Creates a new InputManager\r\n * @param scene - defines the hosting scene\r\n */\r\n constructor(scene?: Scene) {\r\n this._scene = scene || <Scene>EngineStore.LastCreatedScene;\r\n if (!this._scene) {\r\n return;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the mesh that is currently under the pointer\r\n * @returns Mesh that the pointer is pointer is hovering over\r\n */\r\n public get meshUnderPointer(): Nullable<AbstractMesh> {\r\n return this._pointerOverMesh;\r\n }\r\n\r\n /**\r\n * When using more than one pointer (for example in XR) you can get the mesh under the specific pointer\r\n * @param pointerId - the pointer id to use\r\n * @returns The mesh under this pointer id or null if not found\r\n */\r\n public getMeshUnderPointerByPointerId(pointerId: number): Nullable<AbstractMesh> {\r\n return this._meshUnderPointerId[pointerId] || null;\r\n }\r\n\r\n /**\r\n * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)\r\n * @returns Vector with X/Y values directly from pointer event\r\n */\r\n public get unTranslatedPointer(): Vector2 {\r\n return new Vector2(this._unTranslatedPointerX, this._unTranslatedPointerY);\r\n }\r\n\r\n /**\r\n * Gets or sets the current on-screen X position of the pointer\r\n * @returns Translated X with respect to screen\r\n */\r\n public get pointerX(): number {\r\n return this._pointerX;\r\n }\r\n\r\n public set pointerX(value: number) {\r\n this._pointerX = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the current on-screen Y position of the pointer\r\n * @returns Translated Y with respect to screen\r\n */\r\n public get pointerY(): number {\r\n return this._pointerY;\r\n }\r\n\r\n public set pointerY(value: number) {\r\n this._pointerY = value;\r\n }\r\n\r\n private _updatePointerPosition(evt: IPointerEvent): void {\r\n const canvasRect = this._scene.getEngine().getInputElementClientRect();\r\n\r\n if (!canvasRect) {\r\n return;\r\n }\r\n\r\n this._pointerX = evt.clientX - canvasRect.left;\r\n this._pointerY = evt.clientY - canvasRect.top;\r\n\r\n this._unTranslatedPointerX = this._pointerX;\r\n this._unTranslatedPointerY = this._pointerY;\r\n }\r\n\r\n private _processPointerMove(pickResult: Nullable<PickingInfo>, evt: IPointerEvent) {\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n const canvas = engine.getInputElement();\r\n\r\n if (canvas) {\r\n canvas.tabIndex = engine.canvasTabIndex;\r\n\r\n // Restore pointer\r\n if (!scene.doNotHandleCursors) {\r\n canvas.style.cursor = scene.defaultCursor;\r\n }\r\n }\r\n\r\n const isMeshPicked = pickResult && pickResult.hit && pickResult.pickedMesh ? true : false;\r\n if (isMeshPicked) {\r\n scene.setPointerOverMesh(pickResult!.pickedMesh, evt.pointerId, pickResult);\r\n\r\n if (!scene.doNotHandleCursors && canvas && this._pointerOverMesh) {\r\n const actionManager = this._pointerOverMesh._getActionManagerForTrigger();\r\n if (actionManager && actionManager.hasPointerTriggers) {\r\n canvas.style.cursor = actionManager.hoverCursor || scene.hoverCursor;\r\n }\r\n }\r\n } else {\r\n scene.setPointerOverMesh(null, evt.pointerId, pickResult);\r\n }\r\n\r\n for (const step of scene._pointerMoveStage) {\r\n pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, isMeshPicked, canvas);\r\n }\r\n\r\n if (pickResult) {\r\n const type = evt.type === \"wheel\" || evt.type === \"mousewheel\" || evt.type === \"DOMMouseScroll\" ? PointerEventTypes.POINTERWHEEL : PointerEventTypes.POINTERMOVE;\r\n\r\n if (scene.onPointerMove) {\r\n scene.onPointerMove(evt, pickResult, type);\r\n }\r\n\r\n if (scene.onPointerObservable.hasObservers()) {\r\n const pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n }\r\n\r\n // Pointers handling\r\n private _setRayOnPointerInfo(pointerInfo: PointerInfo) {\r\n const scene = this._scene;\r\n if (pointerInfo.pickInfo && !pointerInfo.pickInfo._pickingUnavailable) {\r\n if (!pointerInfo.pickInfo.ray) {\r\n pointerInfo.pickInfo.ray = scene.createPickingRay(pointerInfo.event.offsetX, pointerInfo.event.offsetY, Matrix.Identity(), scene.activeCamera);\r\n }\r\n }\r\n }\r\n\r\n private _checkPrePointerObservable(pickResult: Nullable<PickingInfo>, evt: IPointerEvent, type: number) {\r\n const scene = this._scene;\r\n const pi = new PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);\r\n if (pickResult) {\r\n pi.ray = pickResult.ray;\r\n if (pickResult.originMesh) {\r\n pi.nearInteractionPickingInfo = pickResult;\r\n }\r\n }\r\n\r\n scene.onPrePointerObservable.notifyObservers(pi, type);\r\n if (pi.skipOnPointerObservable) {\r\n return true;\r\n } else {\r\n return false;\r\n }\r\n }\r\n\r\n /**\r\n * Use this method to simulate a pointer move on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult - pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit - pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n */\r\n public simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void {\r\n const evt = new PointerEvent(\"pointermove\", pointerEventInit);\r\n evt.inputIndex = PointerInput.Move;\r\n\r\n if (this._checkPrePointerObservable(pickResult, evt, PointerEventTypes.POINTERMOVE)) {\r\n return;\r\n }\r\n this._processPointerMove(pickResult, evt);\r\n }\r\n\r\n /**\r\n * Use this method to simulate a pointer down on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult - pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit - pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n */\r\n public simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void {\r\n const evt = new PointerEvent(\"pointerdown\", pointerEventInit);\r\n evt.inputIndex = evt.button + 2;\r\n\r\n if (this._checkPrePointerObservable(pickResult, evt, PointerEventTypes.POINTERDOWN)) {\r\n return;\r\n }\r\n\r\n this._processPointerDown(pickResult, evt);\r\n }\r\n\r\n private _processPointerDown(pickResult: Nullable<PickingInfo>, evt: IPointerEvent): void {\r\n const scene = this._scene;\r\n if (pickResult && pickResult.hit && pickResult.pickedMesh) {\r\n this._pickedDownMesh = pickResult.pickedMesh;\r\n const actionManager = pickResult.pickedMesh._getActionManagerForTrigger();\r\n if (actionManager) {\r\n if (actionManager.hasPickTriggers) {\r\n actionManager.processTrigger(Constants.ACTION_OnPickDownTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n switch (evt.button) {\r\n case 0:\r\n actionManager.processTrigger(Constants.ACTION_OnLeftPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n break;\r\n case 1:\r\n actionManager.processTrigger(Constants.ACTION_OnCenterPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n break;\r\n case 2:\r\n actionManager.processTrigger(Constants.ACTION_OnRightPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n break;\r\n }\r\n }\r\n\r\n if (actionManager.hasSpecificTrigger(Constants.ACTION_OnLongPressTrigger)) {\r\n window.setTimeout(() => {\r\n const pickResult = scene.pick(\r\n this._unTranslatedPointerX,\r\n this._unTranslatedPointerY,\r\n (mesh: AbstractMesh): boolean =>\r\n <boolean>(\r\n (mesh.isPickable &&\r\n mesh.isVisible &&\r\n mesh.isReady() &&\r\n mesh.actionManager &&\r\n mesh.actionManager.hasSpecificTrigger(Constants.ACTION_OnLongPressTrigger) &&\r\n mesh === this._pickedDownMesh)\r\n ),\r\n false,\r\n scene.cameraToUseForPointers\r\n );\r\n\r\n if (pickResult && pickResult.hit && pickResult.pickedMesh && actionManager) {\r\n if (this._totalPointersPressed !== 0 && Date.now() - this._startingPointerTime > InputManager.LongPressDelay && !this._isPointerSwiping()) {\r\n this._startingPointerTime = 0;\r\n actionManager.processTrigger(Constants.ACTION_OnLongPressTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n }\r\n }\r\n }, InputManager.LongPressDelay);\r\n }\r\n }\r\n } else {\r\n for (const step of scene._pointerDownStage) {\r\n pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);\r\n }\r\n }\r\n\r\n if (pickResult) {\r\n const type = PointerEventTypes.POINTERDOWN;\r\n\r\n if (scene.onPointerDown) {\r\n scene.onPointerDown(evt, pickResult, type);\r\n }\r\n\r\n if (scene.onPointerObservable.hasObservers()) {\r\n const pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @hidden\r\n * @returns Boolean if delta for pointer exceeds drag movement threshold\r\n */\r\n public _isPointerSwiping(): boolean {\r\n return (\r\n Math.abs(this._startingPointerPosition.x - this._pointerX) > InputManager.DragMovementThreshold ||\r\n Math.abs(this._startingPointerPosition.y - this._pointerY) > InputManager.DragMovementThreshold\r\n );\r\n }\r\n\r\n /**\r\n * Use this method to simulate a pointer up on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult - pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit - pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n * @param doubleTap - indicates that the pointer up event should be considered as part of a double click (false by default)\r\n */\r\n public simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void {\r\n const evt = new PointerEvent(\"pointerup\", pointerEventInit);\r\n evt.inputIndex = PointerInput.Move;\r\n const clickInfo = new _ClickInfo();\r\n\r\n if (doubleTap) {\r\n clickInfo.doubleClick = true;\r\n } else {\r\n clickInfo.singleClick = true;\r\n }\r\n\r\n if (this._checkPrePointerObservable(pickResult, evt, PointerEventTypes.POINTERUP)) {\r\n return;\r\n }\r\n\r\n this._processPointerUp(pickResult, evt, clickInfo);\r\n }\r\n\r\n private _processPointerUp(pickResult: Nullable<PickingInfo>, evt: IPointerEvent, clickInfo: _ClickInfo): void {\r\n const scene = this._scene;\r\n if (pickResult && pickResult.hit && pickResult.pickedMesh) {\r\n this._pickedUpMesh = pickResult.pickedMesh;\r\n if (this._pickedDownMesh === this._pickedUpMesh) {\r\n if (scene.onPointerPick) {\r\n scene.onPointerPick(evt, pickResult);\r\n }\r\n if (clickInfo.singleClick && !clickInfo.ignore && scene.onPointerObservable.hasObservers()) {\r\n const type = PointerEventTypes.POINTERPICK;\r\n const pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n const actionManager = pickResult.pickedMesh._getActionManagerForTrigger();\r\n if (actionManager && !clickInfo.ignore) {\r\n actionManager.processTrigger(Constants.ACTION_OnPickUpTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt, pickResult));\r\n\r\n if (!clickInfo.hasSwiped && clickInfo.singleClick) {\r\n actionManager.processTrigger(Constants.ACTION_OnPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt, pickResult));\r\n }\r\n\r\n const doubleClickActionManager = pickResult.pickedMesh._getActionManagerForTrigger(Constants.ACTION_OnDoublePickTrigger);\r\n if (clickInfo.doubleClick && doubleClickActionManager) {\r\n doubleClickActionManager.processTrigger(Constants.ACTION_OnDoublePickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt, pickResult));\r\n }\r\n }\r\n } else {\r\n if (!clickInfo.ignore) {\r\n for (const step of scene._pointerUpStage) {\r\n pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);\r\n }\r\n }\r\n }\r\n\r\n if (this._pickedDownMesh && this._pickedDownMesh !== this._pickedUpMesh) {\r\n const pickedDownActionManager = this._pickedDownMesh._getActionManagerForTrigger(Constants.ACTION_OnPickOutTrigger);\r\n if (pickedDownActionManager) {\r\n pickedDownActionManager.processTrigger(Constants.ACTION_OnPickOutTrigger, ActionEvent.CreateNew(this._pickedDownMesh, evt));\r\n }\r\n }\r\n\r\n let type = 0;\r\n if (scene.onPointerObservable.hasObservers()) {\r\n if (!clickInfo.ignore && !clickInfo.hasSwiped) {\r\n if (clickInfo.singleClick && scene.onPointerObservable.hasSpecificMask(PointerEventTypes.POINTERTAP)) {\r\n type = PointerEventTypes.POINTERTAP;\r\n } else if (clickInfo.doubleClick && scene.onPointerObservable.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP)) {\r\n type = PointerEventTypes.POINTERDOUBLETAP;\r\n }\r\n if (type) {\r\n const pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n\r\n if (!clickInfo.ignore) {\r\n type = PointerEventTypes.POINTERUP;\r\n const pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n\r\n if (scene.onPointerUp && !clickInfo.ignore) {\r\n scene.onPointerUp(evt, pickResult, type);\r\n }\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)\r\n * @param pointerId - defines the pointer id to use in a multi-touch scenario (0 by default)\r\n * @returns true if the pointer was captured\r\n */\r\n public isPointerCaptured(pointerId = 0): boolean {\r\n return this._pointerCaptures[pointerId];\r\n }\r\n\r\n /**\r\n * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp\r\n * @param attachUp - defines if you want to attach events to pointerup\r\n * @param attachDown - defines if you want to attach events to pointerdown\r\n * @param attachMove - defines if you want to attach events to pointermove\r\n * @param elementToAttachTo - defines the target DOM element to attach to (will use the canvas by default)\r\n */\r\n public attachControl(attachUp = true, attachDown = true, attachMove = true, elementToAttachTo: Nullable<HTMLElement> = null): void {\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n\r\n if (!elementToAttachTo) {\r\n elementToAttachTo = engine.getInputElement();\r\n }\r\n\r\n if (this._alreadyAttached) {\r\n this.detachControl();\r\n }\r\n\r\n if (elementToAttachTo) {\r\n this._alreadyAttachedTo = elementToAttachTo;\r\n }\r\n this._deviceSourceManager = new DeviceSourceManager(engine);\r\n\r\n // Because this is only called from _initClickEvent, which is called in _onPointerUp, we'll use the pointerUpPredicate for the pick call\r\n this._initActionManager = (act: Nullable<AbstractActionManager>): Nullable<AbstractActionManager> => {\r\n if (!this._meshPickProceed) {\r\n const pickResult = scene.skipPointerUpPicking\r\n ? null\r\n : scene.pick(this._unTranslatedPointerX, this._unTranslatedPointerY, scene.pointerUpPredicate, false, scene.cameraToUseForPointers);\r\n this._currentPickResult = pickResult;\r\n if (pickResult) {\r\n act = pickResult.hit && pickResult.pickedMesh ? pickResult.pickedMesh._getActionManagerForTrigger() : null;\r\n }\r\n this._meshPickProceed = true;\r\n }\r\n return act;\r\n };\r\n\r\n this._delayedSimpleClick = (btn: number, clickInfo: _ClickInfo, cb: (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => void) => {\r\n // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different\r\n if ((Date.now() - this._previousStartingPointerTime > InputManager.DoubleClickDelay && !this._doubleClickOccured) || btn !== this._previousButtonPressed) {\r\n this._doubleClickOccured = false;\r\n clickInfo.singleClick = true;\r\n clickInfo.ignore = false;\r\n cb(clickInfo, this._currentPickResult);\r\n }\r\n };\r\n\r\n this._initClickEvent = (\r\n obs1: Observable<PointerInfoPre>,\r\n obs2: Observable<PointerInfo>,\r\n evt: IPointerEvent,\r\n cb: (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => void\r\n ): void => {\r\n const clickInfo = new _ClickInfo();\r\n this._currentPickResult = null;\r\n let act: Nullable<AbstractActionManager> = null;\r\n\r\n let checkPicking =\r\n obs1.hasSpecificMask(PointerEventTypes.POINTERPICK) ||\r\n obs2.hasSpecificMask(PointerEventTypes.POINTERPICK) ||\r\n obs1.hasSpecificMask(PointerEventTypes.POINTERTAP) ||\r\n obs2.hasSpecificMask(PointerEventTypes.POINTERTAP) ||\r\n obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) ||\r\n obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);\r\n if (!checkPicking && AbstractActionManager) {\r\n act = this._initActionManager(act, clickInfo);\r\n if (act) {\r\n checkPicking = act.hasPickTriggers;\r\n }\r\n }\r\n\r\n let needToIgnoreNext = false;\r\n\r\n if (checkPicking) {\r\n const btn = evt.button;\r\n clickInfo.hasSwiped = this._isPointerSwiping();\r\n\r\n if (!clickInfo.hasSwiped) {\r\n let checkSingleClickImmediately = !InputManager.ExclusiveDoubleClickMode;\r\n\r\n if (!checkSingleClickImmediately) {\r\n checkSingleClickImmediately = !obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) && !obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);\r\n\r\n if (checkSingleClickImmediately && !AbstractActionManager.HasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger)) {\r\n act = this._initActionManager(act, clickInfo);\r\n if (act) {\r\n checkSingleClickImmediately = !act.hasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger);\r\n }\r\n }\r\n }\r\n\r\n if (checkSingleClickImmediately) {\r\n // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required\r\n if (Date.now() - this._previousStartingPointerTime > InputManager.DoubleClickDelay || btn !== this._previousButtonPressed) {\r\n clickInfo.singleClick = true;\r\n cb(clickInfo, this._currentPickResult);\r\n needToIgnoreNext = true;\r\n }\r\n }\r\n // at least one double click is required to be check and exclusive double click is enabled\r\n else {\r\n // wait that no double click has been raised during the double click delay\r\n this._previousDelayedSimpleClickTimeout = this._delayedSimpleClickTimeout;\r\n this._delayedSimpleClickTimeout = window.setTimeout(this._delayedSimpleClick.bind(this, btn, clickInfo, cb), InputManager.DoubleClickDelay);\r\n }\r\n\r\n let checkDoubleClick = obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);\r\n if (!checkDoubleClick && AbstractActionManager.HasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger)) {\r\n act = this._initActionManager(act, clickInfo);\r\n if (act) {\r\n checkDoubleClick = act.hasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger);\r\n }\r\n }\r\n if (checkDoubleClick) {\r\n // two successive keys pressed are equal, double click delay is not over and double click has not just occurred\r\n if (btn === this._previousButtonPressed && Date.now() - this._previousStartingPointerTime < InputManager.DoubleClickDelay && !this._doubleClickOccured) {\r\n // pointer has not moved for 2 clicks, it's a double click\r\n if (!clickInfo.hasSwiped && !this._isPointerSwiping()) {\r\n this._previousStartingPointerTime = 0;\r\n this._doubleClickOccured = true;\r\n clickInfo.doubleClick = true;\r\n clickInfo.ignore = false;\r\n if (InputManager.ExclusiveDoubleClickMode && this._previousDelayedSimpleClickTimeout) {\r\n clearTimeout(this._previousDelayedSimpleClickTimeout);\r\n }\r\n this._previousDelayedSimpleClickTimeout = this._delayedSimpleClickTimeout;\r\n cb(clickInfo, this._currentPickResult);\r\n }\r\n // if the two successive clicks are too far, it's just two simple clicks\r\n else {\r\n this._doubleClickOccured = false;\r\n this._previousStartingPointerTime = this._startingPointerTime;\r\n this._previousStartingPointerPosition.x = this._startingPointerPosition.x;\r\n this._previousStartingPointerPosition.y = this._startingPointerPosition.y;\r\n this._previousButtonPressed = btn;\r\n if (InputManager.ExclusiveDoubleClickMode) {\r\n if (this._previousDelayedSimpleClickTimeout) {\r\n clearTimeout(this._previousDelayedSimpleClickTimeout);\r\n }\r\n this._previousDelayedSimpleClickTimeout = this._delayedSimpleClickTimeout;\r\n\r\n cb(clickInfo, this._previousPickResult);\r\n } else {\r\n cb(clickInfo, this._currentPickResult);\r\n }\r\n }\r\n needToIgnoreNext = true;\r\n }\r\n // just the first click of the double has been raised\r\n else {\r\n this._doubleClickOccured = false;\r\n this._previousStartingPointerTime = this._startingPointerTime;\r\n this._previousStartingPointerPosition.x = this._startingPointerPosition.x;\r\n this._previousStartingPointerPosition.y = this._startingPointerPosition.y;\r\n this._previousButtonPressed = btn!;\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (!needToIgnoreNext) {\r\n cb(clickInfo, this._currentPickResult);\r\n }\r\n };\r\n\r\n this._onPointerMove = (evt: IMouseEvent) => {\r\n // preserve compatibility with Safari when pointerId is not present\r\n if ((evt as IPointerEvent).pointerId === undefined) {\r\n (evt as IPointerEvent as any).pointerId = 0;\r\n }\r\n\r\n this._updatePointerPosition(evt as IPointerEvent);\r\n\r\n // PreObservable support\r\n if (\r\n this._checkPrePointerObservable(\r\n null,\r\n evt as IPointerEvent,\r\n evt.type === \"wheel\" || evt.type === \"mousewheel\" || evt.type === \"DOMMouseScroll\" ? PointerEventTypes.POINTERWHEEL : PointerEventTypes.POINTERMOVE\r\n )\r\n ) {\r\n return;\r\n }\r\n\r\n if (!scene.cameraToUseForPointers && !scene.activeCamera) {\r\n return;\r\n }\r\n\r\n if (scene.skipPointerMovePicking) {\r\n this._processPointerMove(new PickingInfo(), evt as IPointerEvent);\r\n return;\r\n }\r\n\r\n if (!scene.pointerMovePredicate) {\r\n scene.pointerMovePredicate = (mesh: AbstractMesh): boolean =>\r\n mesh.isPickable &&\r\n mesh.isVisible &&\r\n mesh.isReady() &&\r\n mesh.isEnabled() &&\r\n (mesh.enablePointerMoveEvents || scene.constantlyUpdateMeshUnderPointer || mesh._getActionManagerForTrigger() !== null) &&\r\n (!scene.cameraToUseForPointers || (scene.cameraToUseForPointers.layerMask & mesh.layerMask) !== 0);\r\n }\r\n\r\n // Meshes\r\n const pickResult = scene.pick(\r\n this._unTranslatedPointerX,\r\n this._unTranslatedPointerY,\r\n scene.pointerMovePredicate,\r\n false,\r\n scene.cameraToUseForPointers,\r\n scene.pointerMoveTrianglePredicate\r\n );\r\n\r\n this._processPointerMove(pickResult, evt as IPointerEvent);\r\n };\r\n\r\n this._onPointerDown = (evt: IPointerEvent) => {\r\n this._totalPointersPressed++;\r\n this._pickedDownMesh = null;\r\n this._meshPickProceed = false;\r\n\r\n // preserve compatibility with Safari when pointerId is not present\r\n if (evt.pointerId === undefined) {\r\n (evt as any).pointerId = 0;\r\n }\r\n\r\n this._updatePointerPosition(evt);\r\n\r\n if (scene.preventDefaultOnPointerDown && elementToAttachTo) {\r\n evt.preventDefault();\r\n elementToAttachTo.focus();\r\n }\r\n\r\n this._startingPointerPosition.x = this._pointerX;\r\n this._startingPointerPosition.y = this._pointerY;\r\n this._startingPointerTime = Date.now();\r\n\r\n // PreObservable support\r\n if (this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERDOWN)) {\r\n return;\r\n }\r\n\r\n if (!scene.cameraToUseForPointers && !scene.activeCamera) {\r\n return;\r\n }\r\n\r\n this._pointerCaptures[evt.pointerId] = true;\r\n\r\n if (!scene.pointerDownPredicate) {\r\n scene.pointerDownPredicate = (mesh: AbstractMesh): boolean => {\r\n return (\r\n mesh.isPickable &&\r\n mesh.isVisible &&\r\n mesh.isReady() &&\r\n mesh.isEnabled() &&\r\n (!scene.cameraToUseForPointers || (scene.cameraToUseForPointers.layerMask & mesh.layerMask) !== 0)\r\n );\r\n };\r\n }\r\n\r\n // Meshes\r\n this._pickedDownMesh = null;\r\n let pickResult;\r\n if (scene.skipPointerDownPicking) {\r\n pickResult = new PickingInfo();\r\n } else {\r\n pickResult = scene.pick(this._unTranslatedPointerX, this._unTranslatedPointerY, scene.pointerDownPredicate, false, scene.cameraToUseForPointers);\r\n }\r\n\r\n this._processPointerDown(pickResult, evt);\r\n };\r\n\r\n this._onPointerUp = (evt: IPointerEvent) => {\r\n if (this._totalPointersPressed === 0) {\r\n // We are attaching the pointer up to windows because of a bug in FF\r\n return; // So we need to test it the pointer down was pressed before.\r\n }\r\n\r\n this._totalPointersPressed--;\r\n this._pickedUpMesh = null;\r\n this._meshPickProceed = false;\r\n\r\n // preserve compatibility with Safari when pointerId is not present\r\n if (evt.pointerId === undefined) {\r\n (evt as any).pointerId = 0;\r\n }\r\n\r\n this._updatePointerPosition(evt);\r\n\r\n if (scene.preventDefaultOnPointerUp && elementToAttachTo) {\r\n evt.preventDefault();\r\n elementToAttachTo.focus();\r\n }\r\n\r\n this._initClickEvent(scene.onPrePointerObservable, scene.onPointerObservable, evt, (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => {\r\n // PreObservable support\r\n if (scene.onPrePointerObservable.hasObservers()) {\r\n if (!clickInfo.ignore) {\r\n if (!clickInfo.hasSwiped) {\r\n if (clickInfo.singleClick && scene.onPrePointerObservable.hasSpecificMask(PointerEventTypes.POINTERTAP)) {\r\n if (this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERTAP)) {\r\n return;\r\n }\r\n }\r\n if (clickInfo.doubleClick && scene.onPrePointerObservable.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP)) {\r\n if (this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERDOUBLETAP)) {\r\n return;\r\n }\r\n }\r\n }\r\n if (this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERUP)) {\r\n return;\r\n }\r\n }\r\n }\r\n\r\n this._pointerCaptures[evt.pointerId] = false;\r\n if (!scene.cameraToUseForPointers && !scene.activeCamera) {\r\n return;\r\n }\r\n\r\n if (!scene.pointerUpPredicate) {\r\n scene.pointerUpPredicate = (mesh: AbstractMesh): boolean => {\r\n return (\r\n mesh.isPickable &&\r\n mesh.isVisible &&\r\n mesh.isReady() &&\r\n mesh.isEnabled() &&\r\n (!scene.cameraToUseForPointers || (scene.cameraToUseForPointers.layerMask & mesh.layerMask) !== 0)\r\n );\r\n };\r\n }\r\n\r\n // Meshes\r\n if (!this._meshPickProceed && ((AbstractActionManager && AbstractActionManager.HasTriggers) || scene.onPointerObservable.hasObservers())) {\r\n this._initActionManager(null, clickInfo);\r\n }\r\n if (!pickResult) {\r\n pickResult = this._currentPickResult;\r\n }\r\n\r\n this._processPointerUp(pickResult, evt, clickInfo);\r\n\r\n this._previousPickResult = this._currentPickResult;\r\n });\r\n };\r\n\r\n this._onKeyDown = (evt: IKeyboardEvent) => {\r\n const type = KeyboardEventTypes.KEYDOWN;\r\n if (scene.onPreKeyboardObservable.hasObservers()) {\r\n const pi = new KeyboardInfoPre(type, evt);\r\n scene.onPreKeyboardObservable.notifyObservers(pi, type);\r\n if (pi.skipOnKeyboardObservable) {\r\n return;\r\n }\r\n }\r\n\r\n if (scene.onKeyboardObservable.hasObservers()) {\r\n const pi = new KeyboardInfo(type, evt);\r\n scene.onKeyboardObservable.notifyObservers(pi, type);\r\n }\r\n\r\n if (scene.actionManager) {\r\n scene.actionManager.processTrigger(Constants.ACTION_OnKeyDownTrigger, ActionEvent.CreateNewFromScene(scene, evt));\r\n }\r\n };\r\n\r\n this._onKeyUp = (evt: IKeyboardEvent) => {\r\n const type = KeyboardEventTypes.KEYUP;\r\n if (scene.onPreKeyboardObservable.hasObservers()) {\r\n const pi = new KeyboardInfoPre(type, evt);\r\n scene.onPreKeyboardObservable.notifyObservers(pi, type);\r\n if (pi.skipOnKeyboardObservable) {\r\n return;\r\n }\r\n }\r\n\r\n if (scene.onKeyboardObservable.hasObservers()) {\r\n const pi = new KeyboardInfo(type, evt);\r\n scene.onKeyboardObservable.notifyObservers(pi, type);\r\n }\r\n\r\n if (scene.actionManager) {\r\n scene.actionManager.processTrigger(Constants.ACTION_OnKeyUpTrigger, ActionEvent.CreateNewFromScene(scene, evt));\r\n }\r\n };\r\n\r\n // If a device connects that we can handle, wire up the observable\r\n this._deviceSourceManager.onDeviceConnectedObservable.add((deviceSource) => {\r\n if (deviceSource.deviceType === DeviceType.Mouse) {\r\n deviceSource.onInputChangedObservable.add((eventData) => {\r\n if (\r\n eventData.inputIndex === PointerInput.LeftClick ||\r\n eventData.inputIndex === PointerInput.MiddleClick ||\r\n eventData.inputIndex === PointerInput.RightClick ||\r\n eventData.inputIndex === PointerInput.BrowserBack ||\r\n eventData.inputIndex === PointerInput.BrowserForward\r\n ) {\r\n if (attachDown && deviceSource.getInput(eventData.inputIndex) === 1) {\r\n this._onPointerDown(eventData);\r\n } else if (attachUp && deviceSource.getInput(eventData.inputIndex) === 0) {\r\n this._onPointerUp(eventData);\r\n }\r\n } else if (attachMove) {\r\n if (eventData.inputIndex === PointerInput.Move) {\r\n this._onPointerMove(eventData);\r\n } else if (\r\n eventData.inputIndex === PointerInput.MouseWheelX ||\r\n eventData.inputIndex === PointerInput.MouseWheelY ||\r\n eventData.inputIndex === PointerInput.MouseWheelZ\r\n ) {\r\n this._onPointerMove(eventData);\r\n }\r\n }\r\n });\r\n } else if (deviceSource.deviceType === DeviceType.Touch) {\r\n deviceSource.onInputChangedObservable.add((eventData) => {\r\n if (eventData.inputIndex === PointerInput.LeftClick) {\r\n if (attachDown && deviceSource.getInput(eventData.inputIndex) === 1) {\r\n this._onPointerDown(eventData);\r\n } else if (attachUp && deviceSource.getInput(eventData.inputIndex) === 0) {\r\n this._onPointerUp(eventData);\r\n }\r\n }\r\n\r\n if (attachMove && eventData.inputIndex === PointerInput.Move) {\r\n this._onPointerMove(eventData);\r\n }\r\n });\r\n } else if (deviceSource.deviceType === DeviceType.Keyboard) {\r\n deviceSource.onInputChangedObservable.add((eventData) => {\r\n if (eventData.type === \"keydown\") {\r\n this._onKeyDown(eventData);\r\n } else if (eventData.type === \"keyup\") {\r\n this._onKeyUp(eventData);\r\n }\r\n });\r\n }\r\n });\r\n\r\n this._alreadyAttached = true;\r\n }\r\n\r\n /**\r\n * Detaches all event handlers\r\n */\r\n public detachControl() {\r\n if (this._alreadyAttached) {\r\n this._deviceSourceManager!.dispose();\r\n this._deviceSourceManager = null;\r\n\r\n // Cursor\r\n if (this._alreadyAttachedTo && !this._scene.doNotHandleCursors) {\r\n this._alreadyAttachedTo.style.cursor = this._scene.defaultCursor;\r\n }\r\n\r\n this._alreadyAttached = false;\r\n this._alreadyAttachedTo = null;\r\n }\r\n }\r\n\r\n /**\r\n * Force the value of meshUnderPointer\r\n * @param mesh - defines the mesh to use\r\n * @param pointerId - optional pointer id when using more than one pointer. Defaults to 0\r\n * @param pickResult - optional pickingInfo data used to find mesh\r\n */\r\n public setPointerOverMesh(mesh: Nullable<AbstractMesh>, pointerId: number = 0, pickResult?: Nullable<PickingInfo>): void {\r\n if (this._meshUnderPointerId[pointerId] === mesh) {\r\n return;\r\n }\r\n\r\n const underPointerMesh = this._meshUnderPointerId[pointerId];\r\n\r\n let actionManager: Nullable<AbstractActionManager>;\r\n if (underPointerMesh) {\r\n actionManager = underPointerMesh._getActionManagerForTrigger(Constants.ACTION_OnPointerOutTrigger);\r\n if (actionManager) {\r\n actionManager.processTrigger(Constants.ACTION_OnPointerOutTrigger, ActionEvent.CreateNew(underPointerMesh, undefined, { pointerId }));\r\n }\r\n }\r\n\r\n if (mesh) {\r\n this._meshUnderPointerId[pointerId] = mesh;\r\n this._pointerOverMesh = mesh;\r\n\r\n actionManager = mesh._getActionManagerForTrigger(Constants.ACTION_OnPointerOverTrigger);\r\n if (actionManager) {\r\n actionManager.processTrigger(Constants.ACTION_OnPointerOverTrigger, ActionEvent.CreateNew(mesh, undefined, { pointerId, pickResult }));\r\n }\r\n } else {\r\n delete this._meshUnderPointerId[pointerId];\r\n this._pointerOverMesh = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the mesh under the pointer\r\n * @returns a Mesh or null if no mesh is under the pointer\r\n */\r\n public getPointerOverMesh(): Nullable<AbstractMesh> {\r\n return this._pointerOverMesh;\r\n }\r\n\r\n /**\r\n * @param mesh - Mesh to invalidate\r\n * @hidden\r\n */\r\n public _invalidateMesh(mesh: AbstractMesh) {\r\n if (this._pointerOverMesh === mesh) {\r\n this._pointerOverMesh = null;\r\n }\r\n if (this._pickedDownMesh === mesh) {\r\n this._pickedDownMesh = null;\r\n }\r\n if (this._pickedUpMesh === mesh) {\r\n this._pickedUpMesh = null;\r\n }\r\n for (const pointerId in this._meshUnderPointerId) {\r\n if (this._meshUnderPointerId[pointerId] === mesh) {\r\n delete this._meshUnderPointerId[pointerId];\r\n }\r\n }\r\n }\r\n}\r\n"]}
1
+ 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type { Observable } from \"../Misc/observable\";\r\nimport { PointerInfoPre, PointerInfo, PointerEventTypes } from \"../Events/pointerEvents\";\r\nimport type { Nullable } from \"../types\";\r\nimport { AbstractActionManager } from \"../Actions/abstractActionManager\";\r\nimport { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport { Vector2, Matrix } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { ActionEvent } from \"../Actions/actionEvent\";\r\nimport { KeyboardEventTypes, KeyboardInfoPre, KeyboardInfo } from \"../Events/keyboardEvents\";\r\nimport { DeviceType, PointerInput } from \"../DeviceInput/InputDevices/deviceEnums\";\r\nimport type { IKeyboardEvent, IMouseEvent, IPointerEvent } from \"../Events/deviceInputEvents\";\r\nimport { DeviceSourceManager } from \"../DeviceInput/InputDevices/deviceSourceManager\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\n\r\n/** @hidden */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nclass _ClickInfo {\r\n private _singleClick = false;\r\n private _doubleClick = false;\r\n private _hasSwiped = false;\r\n private _ignore = false;\r\n\r\n public get singleClick(): boolean {\r\n return this._singleClick;\r\n }\r\n public get doubleClick(): boolean {\r\n return this._doubleClick;\r\n }\r\n public get hasSwiped(): boolean {\r\n return this._hasSwiped;\r\n }\r\n public get ignore(): boolean {\r\n return this._ignore;\r\n }\r\n\r\n public set singleClick(b: boolean) {\r\n this._singleClick = b;\r\n }\r\n public set doubleClick(b: boolean) {\r\n this._doubleClick = b;\r\n }\r\n public set hasSwiped(b: boolean) {\r\n this._hasSwiped = b;\r\n }\r\n public set ignore(b: boolean) {\r\n this._ignore = b;\r\n }\r\n}\r\n\r\n/**\r\n * Class used to manage all inputs for the scene.\r\n */\r\nexport class InputManager {\r\n /** The distance in pixel that you have to move to prevent some events */\r\n public static DragMovementThreshold = 10; // in pixels\r\n /** Time in milliseconds to wait to raise long press events if button is still pressed */\r\n public static LongPressDelay = 500; // in milliseconds\r\n /** Time in milliseconds with two consecutive clicks will be considered as a double click */\r\n public static DoubleClickDelay = 300; // in milliseconds\r\n /** If you need to check double click without raising a single click at first click, enable this flag */\r\n public static ExclusiveDoubleClickMode = false;\r\n\r\n /** This is a defensive check to not allow control attachment prior to an already active one. If already attached, previous control is unattached before attaching the new one. */\r\n private _alreadyAttached = false;\r\n private _alreadyAttachedTo: Nullable<HTMLElement>;\r\n\r\n // Pointers\r\n private _onPointerMove: (evt: IMouseEvent) => void;\r\n private _onPointerDown: (evt: IPointerEvent) => void;\r\n private _onPointerUp: (evt: IPointerEvent) => void;\r\n\r\n private _initClickEvent: (\r\n obs1: Observable<PointerInfoPre>,\r\n obs2: Observable<PointerInfo>,\r\n evt: IPointerEvent,\r\n cb: (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => void\r\n ) => void;\r\n private _initActionManager: (act: Nullable<AbstractActionManager>, clickInfo: _ClickInfo) => Nullable<AbstractActionManager>;\r\n private _delayedSimpleClick: (btn: number, clickInfo: _ClickInfo, cb: (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => void) => void;\r\n private _delayedSimpleClickTimeout: number;\r\n private _previousDelayedSimpleClickTimeout: number;\r\n private _meshPickProceed = false;\r\n\r\n private _previousButtonPressed: number;\r\n private _currentPickResult: Nullable<PickingInfo> = null;\r\n private _previousPickResult: Nullable<PickingInfo> = null;\r\n private _totalPointersPressed = 0;\r\n private _doubleClickOccured = false;\r\n\r\n private _pointerOverMesh: Nullable<AbstractMesh>;\r\n\r\n private _pickedDownMesh: Nullable<AbstractMesh>;\r\n private _pickedUpMesh: Nullable<AbstractMesh>;\r\n\r\n private _pointerX: number = 0;\r\n private _pointerY: number = 0;\r\n private _unTranslatedPointerX: number;\r\n private _unTranslatedPointerY: number;\r\n private _startingPointerPosition = new Vector2(0, 0);\r\n private _previousStartingPointerPosition = new Vector2(0, 0);\r\n private _startingPointerTime = 0;\r\n private _previousStartingPointerTime = 0;\r\n private _pointerCaptures: { [pointerId: number]: boolean } = {};\r\n private _meshUnderPointerId: { [pointerId: number]: Nullable<AbstractMesh> } = {};\r\n\r\n // Keyboard\r\n private _onKeyDown: (evt: IKeyboardEvent) => void;\r\n private _onKeyUp: (evt: IKeyboardEvent) => void;\r\n\r\n private _scene: Scene;\r\n private _deviceSourceManager: Nullable<DeviceSourceManager> = null;\r\n\r\n /**\r\n * Creates a new InputManager\r\n * @param scene - defines the hosting scene\r\n */\r\n constructor(scene?: Scene) {\r\n this._scene = scene || <Scene>EngineStore.LastCreatedScene;\r\n if (!this._scene) {\r\n return;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the mesh that is currently under the pointer\r\n * @returns Mesh that the pointer is pointer is hovering over\r\n */\r\n public get meshUnderPointer(): Nullable<AbstractMesh> {\r\n return this._pointerOverMesh;\r\n }\r\n\r\n /**\r\n * When using more than one pointer (for example in XR) you can get the mesh under the specific pointer\r\n * @param pointerId - the pointer id to use\r\n * @returns The mesh under this pointer id or null if not found\r\n */\r\n public getMeshUnderPointerByPointerId(pointerId: number): Nullable<AbstractMesh> {\r\n return this._meshUnderPointerId[pointerId] || null;\r\n }\r\n\r\n /**\r\n * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)\r\n * @returns Vector with X/Y values directly from pointer event\r\n */\r\n public get unTranslatedPointer(): Vector2 {\r\n return new Vector2(this._unTranslatedPointerX, this._unTranslatedPointerY);\r\n }\r\n\r\n /**\r\n * Gets or sets the current on-screen X position of the pointer\r\n * @returns Translated X with respect to screen\r\n */\r\n public get pointerX(): number {\r\n return this._pointerX;\r\n }\r\n\r\n public set pointerX(value: number) {\r\n this._pointerX = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the current on-screen Y position of the pointer\r\n * @returns Translated Y with respect to screen\r\n */\r\n public get pointerY(): number {\r\n return this._pointerY;\r\n }\r\n\r\n public set pointerY(value: number) {\r\n this._pointerY = value;\r\n }\r\n\r\n private _updatePointerPosition(evt: IPointerEvent): void {\r\n const canvasRect = this._scene.getEngine().getInputElementClientRect();\r\n\r\n if (!canvasRect) {\r\n return;\r\n }\r\n\r\n this._pointerX = evt.clientX - canvasRect.left;\r\n this._pointerY = evt.clientY - canvasRect.top;\r\n\r\n this._unTranslatedPointerX = this._pointerX;\r\n this._unTranslatedPointerY = this._pointerY;\r\n }\r\n\r\n private _processPointerMove(pickResult: Nullable<PickingInfo>, evt: IPointerEvent) {\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n const canvas = engine.getInputElement();\r\n\r\n if (canvas) {\r\n canvas.tabIndex = engine.canvasTabIndex;\r\n\r\n // Restore pointer\r\n if (!scene.doNotHandleCursors) {\r\n canvas.style.cursor = scene.defaultCursor;\r\n }\r\n }\r\n\r\n const isMeshPicked = pickResult && pickResult.hit && pickResult.pickedMesh ? true : false;\r\n if (isMeshPicked) {\r\n scene.setPointerOverMesh(pickResult!.pickedMesh, evt.pointerId, pickResult);\r\n\r\n if (!scene.doNotHandleCursors && canvas && this._pointerOverMesh) {\r\n const actionManager = this._pointerOverMesh._getActionManagerForTrigger();\r\n if (actionManager && actionManager.hasPointerTriggers) {\r\n canvas.style.cursor = actionManager.hoverCursor || scene.hoverCursor;\r\n }\r\n }\r\n } else {\r\n scene.setPointerOverMesh(null, evt.pointerId, pickResult);\r\n }\r\n\r\n for (const step of scene._pointerMoveStage) {\r\n pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, isMeshPicked, canvas);\r\n }\r\n\r\n if (pickResult) {\r\n const type = evt.inputIndex >= PointerInput.MouseWheelX && evt.inputIndex <= PointerInput.MouseWheelZ ? PointerEventTypes.POINTERWHEEL : PointerEventTypes.POINTERMOVE;\r\n\r\n if (scene.onPointerMove) {\r\n scene.onPointerMove(evt, pickResult, type);\r\n }\r\n\r\n if (scene.onPointerObservable.hasObservers()) {\r\n const pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n }\r\n\r\n // Pointers handling\r\n private _setRayOnPointerInfo(pointerInfo: PointerInfo) {\r\n const scene = this._scene;\r\n if (pointerInfo.pickInfo && !pointerInfo.pickInfo._pickingUnavailable) {\r\n if (!pointerInfo.pickInfo.ray) {\r\n pointerInfo.pickInfo.ray = scene.createPickingRay(pointerInfo.event.offsetX, pointerInfo.event.offsetY, Matrix.Identity(), scene.activeCamera);\r\n }\r\n }\r\n }\r\n\r\n private _checkPrePointerObservable(pickResult: Nullable<PickingInfo>, evt: IPointerEvent, type: number) {\r\n const scene = this._scene;\r\n const pi = new PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);\r\n if (pickResult) {\r\n pi.ray = pickResult.ray;\r\n if (pickResult.originMesh) {\r\n pi.nearInteractionPickingInfo = pickResult;\r\n }\r\n }\r\n\r\n scene.onPrePointerObservable.notifyObservers(pi, type);\r\n if (pi.skipOnPointerObservable) {\r\n return true;\r\n } else {\r\n return false;\r\n }\r\n }\r\n\r\n /**\r\n * Use this method to simulate a pointer move on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult - pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit - pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n */\r\n public simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void {\r\n const evt = new PointerEvent(\"pointermove\", pointerEventInit);\r\n evt.inputIndex = PointerInput.Move;\r\n\r\n if (this._checkPrePointerObservable(pickResult, evt, PointerEventTypes.POINTERMOVE)) {\r\n return;\r\n }\r\n this._processPointerMove(pickResult, evt);\r\n }\r\n\r\n /**\r\n * Use this method to simulate a pointer down on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult - pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit - pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n */\r\n public simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void {\r\n const evt = new PointerEvent(\"pointerdown\", pointerEventInit);\r\n evt.inputIndex = evt.button + 2;\r\n\r\n if (this._checkPrePointerObservable(pickResult, evt, PointerEventTypes.POINTERDOWN)) {\r\n return;\r\n }\r\n\r\n this._processPointerDown(pickResult, evt);\r\n }\r\n\r\n private _processPointerDown(pickResult: Nullable<PickingInfo>, evt: IPointerEvent): void {\r\n const scene = this._scene;\r\n if (pickResult && pickResult.hit && pickResult.pickedMesh) {\r\n this._pickedDownMesh = pickResult.pickedMesh;\r\n const actionManager = pickResult.pickedMesh._getActionManagerForTrigger();\r\n if (actionManager) {\r\n if (actionManager.hasPickTriggers) {\r\n actionManager.processTrigger(Constants.ACTION_OnPickDownTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n switch (evt.button) {\r\n case 0:\r\n actionManager.processTrigger(Constants.ACTION_OnLeftPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n break;\r\n case 1:\r\n actionManager.processTrigger(Constants.ACTION_OnCenterPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n break;\r\n case 2:\r\n actionManager.processTrigger(Constants.ACTION_OnRightPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n break;\r\n }\r\n }\r\n\r\n if (actionManager.hasSpecificTrigger(Constants.ACTION_OnLongPressTrigger)) {\r\n window.setTimeout(() => {\r\n const pickResult = scene.pick(\r\n this._unTranslatedPointerX,\r\n this._unTranslatedPointerY,\r\n (mesh: AbstractMesh): boolean =>\r\n <boolean>(\r\n (mesh.isPickable &&\r\n mesh.isVisible &&\r\n mesh.isReady() &&\r\n mesh.actionManager &&\r\n mesh.actionManager.hasSpecificTrigger(Constants.ACTION_OnLongPressTrigger) &&\r\n mesh === this._pickedDownMesh)\r\n ),\r\n false,\r\n scene.cameraToUseForPointers\r\n );\r\n\r\n if (pickResult && pickResult.hit && pickResult.pickedMesh && actionManager) {\r\n if (this._totalPointersPressed !== 0 && Date.now() - this._startingPointerTime > InputManager.LongPressDelay && !this._isPointerSwiping()) {\r\n this._startingPointerTime = 0;\r\n actionManager.processTrigger(Constants.ACTION_OnLongPressTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n }\r\n }\r\n }, InputManager.LongPressDelay);\r\n }\r\n }\r\n } else {\r\n for (const step of scene._pointerDownStage) {\r\n pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt, false);\r\n }\r\n }\r\n\r\n if (pickResult) {\r\n const type = PointerEventTypes.POINTERDOWN;\r\n\r\n if (scene.onPointerDown) {\r\n scene.onPointerDown(evt, pickResult, type);\r\n }\r\n\r\n if (scene.onPointerObservable.hasObservers()) {\r\n const pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @hidden\r\n * @returns Boolean if delta for pointer exceeds drag movement threshold\r\n */\r\n public _isPointerSwiping(): boolean {\r\n return (\r\n Math.abs(this._startingPointerPosition.x - this._pointerX) > InputManager.DragMovementThreshold ||\r\n Math.abs(this._startingPointerPosition.y - this._pointerY) > InputManager.DragMovementThreshold\r\n );\r\n }\r\n\r\n /**\r\n * Use this method to simulate a pointer up on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult - pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit - pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n * @param doubleTap - indicates that the pointer up event should be considered as part of a double click (false by default)\r\n */\r\n public simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void {\r\n const evt = new PointerEvent(\"pointerup\", pointerEventInit);\r\n evt.inputIndex = PointerInput.Move;\r\n const clickInfo = new _ClickInfo();\r\n\r\n if (doubleTap) {\r\n clickInfo.doubleClick = true;\r\n } else {\r\n clickInfo.singleClick = true;\r\n }\r\n\r\n if (this._checkPrePointerObservable(pickResult, evt, PointerEventTypes.POINTERUP)) {\r\n return;\r\n }\r\n\r\n this._processPointerUp(pickResult, evt, clickInfo);\r\n }\r\n\r\n private _processPointerUp(pickResult: Nullable<PickingInfo>, evt: IPointerEvent, clickInfo: _ClickInfo): void {\r\n const scene = this._scene;\r\n if (pickResult && pickResult.hit && pickResult.pickedMesh) {\r\n this._pickedUpMesh = pickResult.pickedMesh;\r\n if (this._pickedDownMesh === this._pickedUpMesh) {\r\n if (scene.onPointerPick) {\r\n scene.onPointerPick(evt, pickResult);\r\n }\r\n if (clickInfo.singleClick && !clickInfo.ignore && scene.onPointerObservable.hasObservers()) {\r\n const type = PointerEventTypes.POINTERPICK;\r\n const pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n const actionManager = pickResult.pickedMesh._getActionManagerForTrigger();\r\n if (actionManager && !clickInfo.ignore) {\r\n actionManager.processTrigger(Constants.ACTION_OnPickUpTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt, pickResult));\r\n\r\n if (!clickInfo.hasSwiped && clickInfo.singleClick) {\r\n actionManager.processTrigger(Constants.ACTION_OnPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt, pickResult));\r\n }\r\n\r\n const doubleClickActionManager = pickResult.pickedMesh._getActionManagerForTrigger(Constants.ACTION_OnDoublePickTrigger);\r\n if (clickInfo.doubleClick && doubleClickActionManager) {\r\n doubleClickActionManager.processTrigger(Constants.ACTION_OnDoublePickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt, pickResult));\r\n }\r\n }\r\n } else {\r\n if (!clickInfo.ignore) {\r\n for (const step of scene._pointerUpStage) {\r\n pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt, clickInfo.doubleClick);\r\n }\r\n }\r\n }\r\n\r\n if (this._pickedDownMesh && this._pickedDownMesh !== this._pickedUpMesh) {\r\n const pickedDownActionManager = this._pickedDownMesh._getActionManagerForTrigger(Constants.ACTION_OnPickOutTrigger);\r\n if (pickedDownActionManager) {\r\n pickedDownActionManager.processTrigger(Constants.ACTION_OnPickOutTrigger, ActionEvent.CreateNew(this._pickedDownMesh, evt));\r\n }\r\n }\r\n\r\n let type = 0;\r\n if (scene.onPointerObservable.hasObservers()) {\r\n if (!clickInfo.ignore && !clickInfo.hasSwiped) {\r\n if (clickInfo.singleClick && scene.onPointerObservable.hasSpecificMask(PointerEventTypes.POINTERTAP)) {\r\n type = PointerEventTypes.POINTERTAP;\r\n } else if (clickInfo.doubleClick && scene.onPointerObservable.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP)) {\r\n type = PointerEventTypes.POINTERDOUBLETAP;\r\n }\r\n if (type) {\r\n const pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n\r\n if (!clickInfo.ignore) {\r\n type = PointerEventTypes.POINTERUP;\r\n const pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n\r\n if (scene.onPointerUp && !clickInfo.ignore) {\r\n scene.onPointerUp(evt, pickResult, type);\r\n }\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)\r\n * @param pointerId - defines the pointer id to use in a multi-touch scenario (0 by default)\r\n * @returns true if the pointer was captured\r\n */\r\n public isPointerCaptured(pointerId = 0): boolean {\r\n return this._pointerCaptures[pointerId];\r\n }\r\n\r\n /**\r\n * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp\r\n * @param attachUp - defines if you want to attach events to pointerup\r\n * @param attachDown - defines if you want to attach events to pointerdown\r\n * @param attachMove - defines if you want to attach events to pointermove\r\n * @param elementToAttachTo - defines the target DOM element to attach to (will use the canvas by default)\r\n */\r\n public attachControl(attachUp = true, attachDown = true, attachMove = true, elementToAttachTo: Nullable<HTMLElement> = null): void {\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n\r\n if (!elementToAttachTo) {\r\n elementToAttachTo = engine.getInputElement();\r\n }\r\n\r\n if (this._alreadyAttached) {\r\n this.detachControl();\r\n }\r\n\r\n if (elementToAttachTo) {\r\n this._alreadyAttachedTo = elementToAttachTo;\r\n }\r\n this._deviceSourceManager = new DeviceSourceManager(engine);\r\n\r\n // Because this is only called from _initClickEvent, which is called in _onPointerUp, we'll use the pointerUpPredicate for the pick call\r\n this._initActionManager = (act: Nullable<AbstractActionManager>): Nullable<AbstractActionManager> => {\r\n if (!this._meshPickProceed) {\r\n const pickResult = scene.skipPointerUpPicking\r\n ? null\r\n : scene.pick(this._unTranslatedPointerX, this._unTranslatedPointerY, scene.pointerUpPredicate, false, scene.cameraToUseForPointers);\r\n this._currentPickResult = pickResult;\r\n if (pickResult) {\r\n act = pickResult.hit && pickResult.pickedMesh ? pickResult.pickedMesh._getActionManagerForTrigger() : null;\r\n }\r\n this._meshPickProceed = true;\r\n }\r\n return act;\r\n };\r\n\r\n this._delayedSimpleClick = (btn: number, clickInfo: _ClickInfo, cb: (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => void) => {\r\n // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different\r\n if ((Date.now() - this._previousStartingPointerTime > InputManager.DoubleClickDelay && !this._doubleClickOccured) || btn !== this._previousButtonPressed) {\r\n this._doubleClickOccured = false;\r\n clickInfo.singleClick = true;\r\n clickInfo.ignore = false;\r\n cb(clickInfo, this._currentPickResult);\r\n }\r\n };\r\n\r\n this._initClickEvent = (\r\n obs1: Observable<PointerInfoPre>,\r\n obs2: Observable<PointerInfo>,\r\n evt: IPointerEvent,\r\n cb: (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => void\r\n ): void => {\r\n const clickInfo = new _ClickInfo();\r\n this._currentPickResult = null;\r\n let act: Nullable<AbstractActionManager> = null;\r\n\r\n let checkPicking =\r\n obs1.hasSpecificMask(PointerEventTypes.POINTERPICK) ||\r\n obs2.hasSpecificMask(PointerEventTypes.POINTERPICK) ||\r\n obs1.hasSpecificMask(PointerEventTypes.POINTERTAP) ||\r\n obs2.hasSpecificMask(PointerEventTypes.POINTERTAP) ||\r\n obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) ||\r\n obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);\r\n if (!checkPicking && AbstractActionManager) {\r\n act = this._initActionManager(act, clickInfo);\r\n if (act) {\r\n checkPicking = act.hasPickTriggers;\r\n }\r\n }\r\n\r\n let needToIgnoreNext = false;\r\n\r\n if (checkPicking) {\r\n const btn = evt.button;\r\n clickInfo.hasSwiped = this._isPointerSwiping();\r\n\r\n if (!clickInfo.hasSwiped) {\r\n let checkSingleClickImmediately = !InputManager.ExclusiveDoubleClickMode;\r\n\r\n if (!checkSingleClickImmediately) {\r\n checkSingleClickImmediately = !obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) && !obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);\r\n\r\n if (checkSingleClickImmediately && !AbstractActionManager.HasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger)) {\r\n act = this._initActionManager(act, clickInfo);\r\n if (act) {\r\n checkSingleClickImmediately = !act.hasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger);\r\n }\r\n }\r\n }\r\n\r\n if (checkSingleClickImmediately) {\r\n // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required\r\n if (Date.now() - this._previousStartingPointerTime > InputManager.DoubleClickDelay || btn !== this._previousButtonPressed) {\r\n clickInfo.singleClick = true;\r\n cb(clickInfo, this._currentPickResult);\r\n needToIgnoreNext = true;\r\n }\r\n }\r\n // at least one double click is required to be check and exclusive double click is enabled\r\n else {\r\n // wait that no double click has been raised during the double click delay\r\n this._previousDelayedSimpleClickTimeout = this._delayedSimpleClickTimeout;\r\n this._delayedSimpleClickTimeout = window.setTimeout(this._delayedSimpleClick.bind(this, btn, clickInfo, cb), InputManager.DoubleClickDelay);\r\n }\r\n\r\n let checkDoubleClick = obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);\r\n if (!checkDoubleClick && AbstractActionManager.HasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger)) {\r\n act = this._initActionManager(act, clickInfo);\r\n if (act) {\r\n checkDoubleClick = act.hasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger);\r\n }\r\n }\r\n if (checkDoubleClick) {\r\n // two successive keys pressed are equal, double click delay is not over and double click has not just occurred\r\n if (btn === this._previousButtonPressed && Date.now() - this._previousStartingPointerTime < InputManager.DoubleClickDelay && !this._doubleClickOccured) {\r\n // pointer has not moved for 2 clicks, it's a double click\r\n if (!clickInfo.hasSwiped && !this._isPointerSwiping()) {\r\n this._previousStartingPointerTime = 0;\r\n this._doubleClickOccured = true;\r\n clickInfo.doubleClick = true;\r\n clickInfo.ignore = false;\r\n if (InputManager.ExclusiveDoubleClickMode && this._previousDelayedSimpleClickTimeout) {\r\n clearTimeout(this._previousDelayedSimpleClickTimeout);\r\n }\r\n this._previousDelayedSimpleClickTimeout = this._delayedSimpleClickTimeout;\r\n cb(clickInfo, this._currentPickResult);\r\n }\r\n // if the two successive clicks are too far, it's just two simple clicks\r\n else {\r\n this._doubleClickOccured = false;\r\n this._previousStartingPointerTime = this._startingPointerTime;\r\n this._previousStartingPointerPosition.x = this._startingPointerPosition.x;\r\n this._previousStartingPointerPosition.y = this._startingPointerPosition.y;\r\n this._previousButtonPressed = btn;\r\n if (InputManager.ExclusiveDoubleClickMode) {\r\n if (this._previousDelayedSimpleClickTimeout) {\r\n clearTimeout(this._previousDelayedSimpleClickTimeout);\r\n }\r\n this._previousDelayedSimpleClickTimeout = this._delayedSimpleClickTimeout;\r\n\r\n cb(clickInfo, this._previousPickResult);\r\n } else {\r\n cb(clickInfo, this._currentPickResult);\r\n }\r\n }\r\n needToIgnoreNext = true;\r\n }\r\n // just the first click of the double has been raised\r\n else {\r\n this._doubleClickOccured = false;\r\n this._previousStartingPointerTime = this._startingPointerTime;\r\n this._previousStartingPointerPosition.x = this._startingPointerPosition.x;\r\n this._previousStartingPointerPosition.y = this._startingPointerPosition.y;\r\n this._previousButtonPressed = btn!;\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (!needToIgnoreNext) {\r\n cb(clickInfo, this._currentPickResult);\r\n }\r\n };\r\n\r\n this._onPointerMove = (evt: IMouseEvent) => {\r\n // preserve compatibility with Safari when pointerId is not present\r\n if ((evt as IPointerEvent).pointerId === undefined) {\r\n (evt as IPointerEvent as any).pointerId = 0;\r\n }\r\n\r\n this._updatePointerPosition(evt as IPointerEvent);\r\n\r\n // PreObservable support\r\n if (\r\n this._checkPrePointerObservable(\r\n null,\r\n evt as IPointerEvent,\r\n evt.inputIndex >= PointerInput.MouseWheelX && evt.inputIndex <= PointerInput.MouseWheelZ ? PointerEventTypes.POINTERWHEEL : PointerEventTypes.POINTERMOVE\r\n )\r\n ) {\r\n return;\r\n }\r\n\r\n if (!scene.cameraToUseForPointers && !scene.activeCamera) {\r\n return;\r\n }\r\n\r\n if (scene.skipPointerMovePicking) {\r\n this._processPointerMove(new PickingInfo(), evt as IPointerEvent);\r\n return;\r\n }\r\n\r\n if (!scene.pointerMovePredicate) {\r\n scene.pointerMovePredicate = (mesh: AbstractMesh): boolean =>\r\n mesh.isPickable &&\r\n mesh.isVisible &&\r\n mesh.isReady() &&\r\n mesh.isEnabled() &&\r\n (mesh.enablePointerMoveEvents || scene.constantlyUpdateMeshUnderPointer || mesh._getActionManagerForTrigger() !== null) &&\r\n (!scene.cameraToUseForPointers || (scene.cameraToUseForPointers.layerMask & mesh.layerMask) !== 0);\r\n }\r\n\r\n // Meshes\r\n const pickResult = scene.pick(\r\n this._unTranslatedPointerX,\r\n this._unTranslatedPointerY,\r\n scene.pointerMovePredicate,\r\n false,\r\n scene.cameraToUseForPointers,\r\n scene.pointerMoveTrianglePredicate\r\n );\r\n\r\n this._processPointerMove(pickResult, evt as IPointerEvent);\r\n };\r\n\r\n this._onPointerDown = (evt: IPointerEvent) => {\r\n this._totalPointersPressed++;\r\n this._pickedDownMesh = null;\r\n this._meshPickProceed = false;\r\n\r\n // preserve compatibility with Safari when pointerId is not present\r\n if (evt.pointerId === undefined) {\r\n (evt as any).pointerId = 0;\r\n }\r\n\r\n this._updatePointerPosition(evt);\r\n\r\n if (scene.preventDefaultOnPointerDown && elementToAttachTo) {\r\n evt.preventDefault();\r\n elementToAttachTo.focus();\r\n }\r\n\r\n this._startingPointerPosition.x = this._pointerX;\r\n this._startingPointerPosition.y = this._pointerY;\r\n this._startingPointerTime = Date.now();\r\n\r\n // PreObservable support\r\n if (this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERDOWN)) {\r\n return;\r\n }\r\n\r\n if (!scene.cameraToUseForPointers && !scene.activeCamera) {\r\n return;\r\n }\r\n\r\n this._pointerCaptures[evt.pointerId] = true;\r\n\r\n if (!scene.pointerDownPredicate) {\r\n scene.pointerDownPredicate = (mesh: AbstractMesh): boolean => {\r\n return (\r\n mesh.isPickable &&\r\n mesh.isVisible &&\r\n mesh.isReady() &&\r\n mesh.isEnabled() &&\r\n (!scene.cameraToUseForPointers || (scene.cameraToUseForPointers.layerMask & mesh.layerMask) !== 0)\r\n );\r\n };\r\n }\r\n\r\n // Meshes\r\n this._pickedDownMesh = null;\r\n let pickResult;\r\n if (scene.skipPointerDownPicking) {\r\n pickResult = new PickingInfo();\r\n } else {\r\n pickResult = scene.pick(this._unTranslatedPointerX, this._unTranslatedPointerY, scene.pointerDownPredicate, false, scene.cameraToUseForPointers);\r\n }\r\n\r\n this._processPointerDown(pickResult, evt);\r\n };\r\n\r\n this._onPointerUp = (evt: IPointerEvent) => {\r\n if (this._totalPointersPressed === 0) {\r\n // We are attaching the pointer up to windows because of a bug in FF\r\n return; // So we need to test it the pointer down was pressed before.\r\n }\r\n\r\n this._totalPointersPressed--;\r\n this._pickedUpMesh = null;\r\n this._meshPickProceed = false;\r\n\r\n // preserve compatibility with Safari when pointerId is not present\r\n if (evt.pointerId === undefined) {\r\n (evt as any).pointerId = 0;\r\n }\r\n\r\n this._updatePointerPosition(evt);\r\n\r\n if (scene.preventDefaultOnPointerUp && elementToAttachTo) {\r\n evt.preventDefault();\r\n elementToAttachTo.focus();\r\n }\r\n\r\n this._initClickEvent(scene.onPrePointerObservable, scene.onPointerObservable, evt, (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => {\r\n // PreObservable support\r\n if (scene.onPrePointerObservable.hasObservers()) {\r\n if (!clickInfo.ignore) {\r\n if (!clickInfo.hasSwiped) {\r\n if (clickInfo.singleClick && scene.onPrePointerObservable.hasSpecificMask(PointerEventTypes.POINTERTAP)) {\r\n if (this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERTAP)) {\r\n return;\r\n }\r\n }\r\n if (clickInfo.doubleClick && scene.onPrePointerObservable.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP)) {\r\n if (this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERDOUBLETAP)) {\r\n return;\r\n }\r\n }\r\n }\r\n if (this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERUP)) {\r\n return;\r\n }\r\n }\r\n }\r\n\r\n this._pointerCaptures[evt.pointerId] = false;\r\n if (!scene.cameraToUseForPointers && !scene.activeCamera) {\r\n return;\r\n }\r\n\r\n if (!scene.pointerUpPredicate) {\r\n scene.pointerUpPredicate = (mesh: AbstractMesh): boolean => {\r\n return (\r\n mesh.isPickable &&\r\n mesh.isVisible &&\r\n mesh.isReady() &&\r\n mesh.isEnabled() &&\r\n (!scene.cameraToUseForPointers || (scene.cameraToUseForPointers.layerMask & mesh.layerMask) !== 0)\r\n );\r\n };\r\n }\r\n\r\n // Meshes\r\n if (!this._meshPickProceed && ((AbstractActionManager && AbstractActionManager.HasTriggers) || scene.onPointerObservable.hasObservers())) {\r\n this._initActionManager(null, clickInfo);\r\n }\r\n if (!pickResult) {\r\n pickResult = this._currentPickResult;\r\n }\r\n\r\n this._processPointerUp(pickResult, evt, clickInfo);\r\n\r\n this._previousPickResult = this._currentPickResult;\r\n });\r\n };\r\n\r\n this._onKeyDown = (evt: IKeyboardEvent) => {\r\n const type = KeyboardEventTypes.KEYDOWN;\r\n if (scene.onPreKeyboardObservable.hasObservers()) {\r\n const pi = new KeyboardInfoPre(type, evt);\r\n scene.onPreKeyboardObservable.notifyObservers(pi, type);\r\n if (pi.skipOnKeyboardObservable) {\r\n return;\r\n }\r\n }\r\n\r\n if (scene.onKeyboardObservable.hasObservers()) {\r\n const pi = new KeyboardInfo(type, evt);\r\n scene.onKeyboardObservable.notifyObservers(pi, type);\r\n }\r\n\r\n if (scene.actionManager) {\r\n scene.actionManager.processTrigger(Constants.ACTION_OnKeyDownTrigger, ActionEvent.CreateNewFromScene(scene, evt));\r\n }\r\n };\r\n\r\n this._onKeyUp = (evt: IKeyboardEvent) => {\r\n const type = KeyboardEventTypes.KEYUP;\r\n if (scene.onPreKeyboardObservable.hasObservers()) {\r\n const pi = new KeyboardInfoPre(type, evt);\r\n scene.onPreKeyboardObservable.notifyObservers(pi, type);\r\n if (pi.skipOnKeyboardObservable) {\r\n return;\r\n }\r\n }\r\n\r\n if (scene.onKeyboardObservable.hasObservers()) {\r\n const pi = new KeyboardInfo(type, evt);\r\n scene.onKeyboardObservable.notifyObservers(pi, type);\r\n }\r\n\r\n if (scene.actionManager) {\r\n scene.actionManager.processTrigger(Constants.ACTION_OnKeyUpTrigger, ActionEvent.CreateNewFromScene(scene, evt));\r\n }\r\n };\r\n\r\n // If a device connects that we can handle, wire up the observable\r\n this._deviceSourceManager.onDeviceConnectedObservable.add((deviceSource) => {\r\n if (deviceSource.deviceType === DeviceType.Mouse) {\r\n deviceSource.onInputChangedObservable.add((eventData) => {\r\n if (\r\n eventData.inputIndex === PointerInput.LeftClick ||\r\n eventData.inputIndex === PointerInput.MiddleClick ||\r\n eventData.inputIndex === PointerInput.RightClick ||\r\n eventData.inputIndex === PointerInput.BrowserBack ||\r\n eventData.inputIndex === PointerInput.BrowserForward\r\n ) {\r\n if (attachDown && deviceSource.getInput(eventData.inputIndex) === 1) {\r\n this._onPointerDown(eventData);\r\n } else if (attachUp && deviceSource.getInput(eventData.inputIndex) === 0) {\r\n this._onPointerUp(eventData);\r\n }\r\n } else if (attachMove) {\r\n if (eventData.inputIndex === PointerInput.Move) {\r\n this._onPointerMove(eventData);\r\n } else if (\r\n eventData.inputIndex === PointerInput.MouseWheelX ||\r\n eventData.inputIndex === PointerInput.MouseWheelY ||\r\n eventData.inputIndex === PointerInput.MouseWheelZ\r\n ) {\r\n this._onPointerMove(eventData);\r\n }\r\n }\r\n });\r\n } else if (deviceSource.deviceType === DeviceType.Touch) {\r\n deviceSource.onInputChangedObservable.add((eventData) => {\r\n if (eventData.inputIndex === PointerInput.LeftClick) {\r\n if (attachDown && deviceSource.getInput(eventData.inputIndex) === 1) {\r\n this._onPointerDown(eventData);\r\n } else if (attachUp && deviceSource.getInput(eventData.inputIndex) === 0) {\r\n this._onPointerUp(eventData);\r\n }\r\n }\r\n\r\n if (attachMove && eventData.inputIndex === PointerInput.Move) {\r\n this._onPointerMove(eventData);\r\n }\r\n });\r\n } else if (deviceSource.deviceType === DeviceType.Keyboard) {\r\n deviceSource.onInputChangedObservable.add((eventData) => {\r\n if (eventData.type === \"keydown\") {\r\n this._onKeyDown(eventData);\r\n } else if (eventData.type === \"keyup\") {\r\n this._onKeyUp(eventData);\r\n }\r\n });\r\n }\r\n });\r\n\r\n this._alreadyAttached = true;\r\n }\r\n\r\n /**\r\n * Detaches all event handlers\r\n */\r\n public detachControl() {\r\n if (this._alreadyAttached) {\r\n this._deviceSourceManager!.dispose();\r\n this._deviceSourceManager = null;\r\n\r\n // Cursor\r\n if (this._alreadyAttachedTo && !this._scene.doNotHandleCursors) {\r\n this._alreadyAttachedTo.style.cursor = this._scene.defaultCursor;\r\n }\r\n\r\n this._alreadyAttached = false;\r\n this._alreadyAttachedTo = null;\r\n }\r\n }\r\n\r\n /**\r\n * Force the value of meshUnderPointer\r\n * @param mesh - defines the mesh to use\r\n * @param pointerId - optional pointer id when using more than one pointer. Defaults to 0\r\n * @param pickResult - optional pickingInfo data used to find mesh\r\n */\r\n public setPointerOverMesh(mesh: Nullable<AbstractMesh>, pointerId: number = 0, pickResult?: Nullable<PickingInfo>): void {\r\n if (this._meshUnderPointerId[pointerId] === mesh) {\r\n return;\r\n }\r\n\r\n const underPointerMesh = this._meshUnderPointerId[pointerId];\r\n\r\n let actionManager: Nullable<AbstractActionManager>;\r\n if (underPointerMesh) {\r\n actionManager = underPointerMesh._getActionManagerForTrigger(Constants.ACTION_OnPointerOutTrigger);\r\n if (actionManager) {\r\n actionManager.processTrigger(Constants.ACTION_OnPointerOutTrigger, ActionEvent.CreateNew(underPointerMesh, undefined, { pointerId }));\r\n }\r\n }\r\n\r\n if (mesh) {\r\n this._meshUnderPointerId[pointerId] = mesh;\r\n this._pointerOverMesh = mesh;\r\n\r\n actionManager = mesh._getActionManagerForTrigger(Constants.ACTION_OnPointerOverTrigger);\r\n if (actionManager) {\r\n actionManager.processTrigger(Constants.ACTION_OnPointerOverTrigger, ActionEvent.CreateNew(mesh, undefined, { pointerId, pickResult }));\r\n }\r\n } else {\r\n delete this._meshUnderPointerId[pointerId];\r\n this._pointerOverMesh = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the mesh under the pointer\r\n * @returns a Mesh or null if no mesh is under the pointer\r\n */\r\n public getPointerOverMesh(): Nullable<AbstractMesh> {\r\n return this._pointerOverMesh;\r\n }\r\n\r\n /**\r\n * @param mesh - Mesh to invalidate\r\n * @hidden\r\n */\r\n public _invalidateMesh(mesh: AbstractMesh) {\r\n if (this._pointerOverMesh === mesh) {\r\n this._pointerOverMesh = null;\r\n }\r\n if (this._pickedDownMesh === mesh) {\r\n this._pickedDownMesh = null;\r\n }\r\n if (this._pickedUpMesh === mesh) {\r\n this._pickedUpMesh = null;\r\n }\r\n for (const pointerId in this._meshUnderPointerId) {\r\n if (this._meshUnderPointerId[pointerId] === mesh) {\r\n delete this._meshUnderPointerId[pointerId];\r\n }\r\n }\r\n }\r\n}\r\n"]}
@@ -146,14 +146,14 @@ export declare abstract class EffectLayer {
146
146
  name: string, scene?: Scene);
147
147
  /**
148
148
  * Get the effect name of the layer.
149
- * @return The effect name
149
+ * @returns The effect name
150
150
  */
151
151
  abstract getEffectName(): string;
152
152
  /**
153
153
  * Checks for the readiness of the element composing the layer.
154
154
  * @param subMesh the mesh to check for
155
155
  * @param useInstances specify whether or not to use instances to render the mesh
156
- * @return true if ready otherwise, false
156
+ * @returns true if ready otherwise, false
157
157
  */
158
158
  abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
159
159
  /**
@@ -229,7 +229,7 @@ export declare abstract class EffectLayer {
229
229
  * @param subMesh the mesh to check for
230
230
  * @param useInstances specify whether or not to use instances to render the mesh
231
231
  * @param emissiveTexture the associated emissive texture used to generate the glow
232
- * @return true if ready otherwise, false
232
+ * @returns true if ready otherwise, false
233
233
  */
234
234
  protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
235
235
  /**
@@ -307,7 +307,7 @@ export class EffectLayer {
307
307
  * @param subMesh the mesh to check for
308
308
  * @param useInstances specify whether or not to use instances to render the mesh
309
309
  * @param emissiveTexture the associated emissive texture used to generate the glow
310
- * @return true if ready otherwise, false
310
+ * @returns true if ready otherwise, false
311
311
  */
312
312
  _isReady(subMesh, useInstances, emissiveTexture) {
313
313
  const engine = this._scene.getEngine();