@babylonjs/core 5.23.0 → 5.25.0

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 (1828) 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/action.d.ts +12 -21
  5. package/Actions/action.js +8 -17
  6. package/Actions/action.js.map +1 -1
  7. package/Actions/actionManager.d.ts +7 -10
  8. package/Actions/actionManager.js +7 -10
  9. package/Actions/actionManager.js.map +1 -1
  10. package/Actions/condition.d.ts +9 -50
  11. package/Actions/condition.js +3 -26
  12. package/Actions/condition.js.map +1 -1
  13. package/Actions/directActions.d.ts +7 -7
  14. package/Actions/directActions.js +7 -7
  15. package/Actions/directActions.js.map +1 -1
  16. package/Actions/directAudioActions.d.ts +2 -2
  17. package/Actions/directAudioActions.js +2 -2
  18. package/Actions/directAudioActions.js.map +1 -1
  19. package/Actions/interpolateValueAction.d.ts +1 -1
  20. package/Actions/interpolateValueAction.js +1 -1
  21. package/Actions/interpolateValueAction.js.map +1 -1
  22. package/Animations/animatable.d.ts +5 -6
  23. package/Animations/animatable.js +1 -2
  24. package/Animations/animatable.js.map +1 -1
  25. package/Animations/animation.d.ts +6 -20
  26. package/Animations/animation.js +6 -20
  27. package/Animations/animation.js.map +1 -1
  28. package/Animations/animationEvent.d.ts +1 -1
  29. package/Animations/animationEvent.js +1 -1
  30. package/Animations/animationEvent.js.map +1 -1
  31. package/Animations/animationGroup.d.ts +4 -4
  32. package/Animations/animationGroup.js +4 -4
  33. package/Animations/animationGroup.js.map +1 -1
  34. package/Animations/easing.d.ts +13 -26
  35. package/Animations/easing.js +13 -26
  36. package/Animations/easing.js.map +1 -1
  37. package/Animations/runtimeAnimation.d.ts +3 -4
  38. package/Animations/runtimeAnimation.js +1 -2
  39. package/Animations/runtimeAnimation.js.map +1 -1
  40. package/Audio/audioSceneComponent.d.ts +2 -2
  41. package/Audio/audioSceneComponent.js.map +1 -1
  42. package/Audio/sound.d.ts +3 -4
  43. package/Audio/sound.js +2 -3
  44. package/Audio/sound.js.map +1 -1
  45. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  46. package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
  47. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  48. package/Behaviors/Cameras/autoRotationBehavior.d.ts +1 -1
  49. package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
  50. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  51. package/Behaviors/Cameras/bouncingBehavior.d.ts +1 -1
  52. package/Behaviors/Cameras/bouncingBehavior.js +1 -1
  53. package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
  54. package/Behaviors/Cameras/framingBehavior.d.ts +1 -1
  55. package/Behaviors/Cameras/framingBehavior.js +1 -1
  56. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  57. package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
  58. package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
  59. package/Behaviors/Meshes/baseSixDofDragBehavior.js +5 -5
  60. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  61. package/Behaviors/Meshes/followBehavior.d.ts +1 -1
  62. package/Behaviors/Meshes/followBehavior.js +1 -1
  63. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  64. package/Behaviors/Meshes/pointerDragBehavior.d.ts +1 -1
  65. package/Behaviors/Meshes/pointerDragBehavior.js +1 -1
  66. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  67. package/Bones/bone.d.ts +8 -10
  68. package/Bones/bone.js +8 -10
  69. package/Bones/bone.js.map +1 -1
  70. package/Bones/skeleton.d.ts +8 -10
  71. package/Bones/skeleton.js +8 -10
  72. package/Bones/skeleton.js.map +1 -1
  73. package/Buffers/buffer.d.ts +6 -6
  74. package/Buffers/buffer.js +14 -16
  75. package/Buffers/buffer.js.map +1 -1
  76. package/Buffers/storageBuffer.d.ts +1 -1
  77. package/Buffers/storageBuffer.js +1 -1
  78. package/Buffers/storageBuffer.js.map +1 -1
  79. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +1 -2
  80. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +1 -2
  81. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js.map +1 -1
  82. package/Cameras/Inputs/flyCameraKeyboardInput.d.ts +1 -1
  83. package/Cameras/Inputs/flyCameraKeyboardInput.js +1 -1
  84. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  85. package/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +2 -2
  86. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +1 -1
  87. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
  88. package/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +1 -1
  89. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +1 -1
  90. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  91. package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -1
  92. package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
  93. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  94. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.d.ts +1 -2
  95. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +1 -2
  96. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
  97. package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -2
  98. package/Cameras/RigModes/stereoscopicRigMode.js +1 -2
  99. package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
  100. package/Cameras/RigModes/vrRigMode.d.ts +1 -3
  101. package/Cameras/RigModes/vrRigMode.js +1 -3
  102. package/Cameras/RigModes/vrRigMode.js.map +1 -1
  103. package/Cameras/RigModes/webVRRigMode.d.ts +1 -3
  104. package/Cameras/RigModes/webVRRigMode.js +1 -3
  105. package/Cameras/RigModes/webVRRigMode.js.map +1 -1
  106. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +2 -3
  107. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +2 -3
  108. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  109. package/Cameras/VR/vrCameraMetrics.d.ts +4 -4
  110. package/Cameras/VR/vrCameraMetrics.js +4 -4
  111. package/Cameras/VR/vrCameraMetrics.js.map +1 -1
  112. package/Cameras/VR/vrExperienceHelper.js +19 -24
  113. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  114. package/Cameras/VR/webVRCamera.d.ts +9 -9
  115. package/Cameras/VR/webVRCamera.js +9 -9
  116. package/Cameras/VR/webVRCamera.js.map +1 -1
  117. package/Cameras/arcRotateCamera.d.ts +12 -13
  118. package/Cameras/arcRotateCamera.js +9 -10
  119. package/Cameras/arcRotateCamera.js.map +1 -1
  120. package/Cameras/camera.d.ts +31 -40
  121. package/Cameras/camera.js +29 -38
  122. package/Cameras/camera.js.map +1 -1
  123. package/Cameras/deviceOrientationCamera.d.ts +1 -1
  124. package/Cameras/deviceOrientationCamera.js +1 -1
  125. package/Cameras/deviceOrientationCamera.js.map +1 -1
  126. package/Cameras/flyCamera.d.ts +8 -12
  127. package/Cameras/flyCamera.js +6 -10
  128. package/Cameras/flyCamera.js.map +1 -1
  129. package/Cameras/followCamera.d.ts +2 -2
  130. package/Cameras/followCamera.js +2 -2
  131. package/Cameras/followCamera.js.map +1 -1
  132. package/Cameras/freeCamera.d.ts +7 -8
  133. package/Cameras/freeCamera.js +5 -6
  134. package/Cameras/freeCamera.js.map +1 -1
  135. package/Cameras/freeCameraInputsManager.d.ts +2 -2
  136. package/Cameras/freeCameraInputsManager.js +2 -2
  137. package/Cameras/freeCameraInputsManager.js.map +1 -1
  138. package/Cameras/gamepadCamera.d.ts +1 -1
  139. package/Cameras/gamepadCamera.js +1 -1
  140. package/Cameras/gamepadCamera.js.map +1 -1
  141. package/Cameras/targetCamera.d.ts +22 -25
  142. package/Cameras/targetCamera.js +21 -24
  143. package/Cameras/targetCamera.js.map +1 -1
  144. package/Cameras/touchCamera.d.ts +2 -2
  145. package/Cameras/touchCamera.js +2 -2
  146. package/Cameras/touchCamera.js.map +1 -1
  147. package/Cameras/universalCamera.d.ts +1 -1
  148. package/Cameras/universalCamera.js +1 -1
  149. package/Cameras/universalCamera.js.map +1 -1
  150. package/Cameras/virtualJoysticksCamera.d.ts +1 -1
  151. package/Cameras/virtualJoysticksCamera.js +1 -1
  152. package/Cameras/virtualJoysticksCamera.js.map +1 -1
  153. package/Collisions/collider.d.ts +13 -44
  154. package/Collisions/collider.js +10 -41
  155. package/Collisions/collider.js.map +1 -1
  156. package/Collisions/collisionCoordinator.d.ts +2 -2
  157. package/Collisions/collisionCoordinator.js +1 -1
  158. package/Collisions/collisionCoordinator.js.map +1 -1
  159. package/Collisions/intersectionInfo.d.ts +1 -1
  160. package/Collisions/intersectionInfo.js +1 -1
  161. package/Collisions/intersectionInfo.js.map +1 -1
  162. package/Collisions/meshCollisionData.d.ts +1 -1
  163. package/Collisions/meshCollisionData.js +1 -1
  164. package/Collisions/meshCollisionData.js.map +1 -1
  165. package/Collisions/pickingInfo.d.ts +1 -1
  166. package/Collisions/pickingInfo.js +1 -1
  167. package/Collisions/pickingInfo.js.map +1 -1
  168. package/Compute/IComputeContext.d.ts +1 -1
  169. package/Compute/IComputeContext.js.map +1 -1
  170. package/Compute/IComputePipelineContext.d.ts +2 -2
  171. package/Compute/IComputePipelineContext.js.map +1 -1
  172. package/Compute/computeEffect.d.ts +5 -5
  173. package/Compute/computeEffect.js +5 -5
  174. package/Compute/computeEffect.js.map +1 -1
  175. package/Culling/Octrees/octreeBlock.d.ts +1 -9
  176. package/Culling/Octrees/octreeBlock.js +1 -9
  177. package/Culling/Octrees/octreeBlock.js.map +1 -1
  178. package/Culling/Octrees/octreeSceneComponent.d.ts +2 -2
  179. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  180. package/Culling/boundingBox.d.ts +6 -7
  181. package/Culling/boundingBox.js +5 -6
  182. package/Culling/boundingBox.js.map +1 -1
  183. package/Culling/boundingInfo.d.ts +1 -2
  184. package/Culling/boundingInfo.js +1 -2
  185. package/Culling/boundingInfo.js.map +1 -1
  186. package/Culling/boundingSphere.d.ts +1 -2
  187. package/Culling/boundingSphere.js +1 -2
  188. package/Culling/boundingSphere.js.map +1 -1
  189. package/Culling/ray.d.ts +7 -7
  190. package/Culling/ray.js +1 -1
  191. package/Culling/ray.js.map +1 -1
  192. package/Debug/debugLayer.d.ts +2 -2
  193. package/Debug/debugLayer.js +1 -1
  194. package/Debug/debugLayer.js.map +1 -1
  195. package/Debug/physicsViewer.d.ts +6 -6
  196. package/Debug/physicsViewer.js +4 -4
  197. package/Debug/physicsViewer.js.map +1 -1
  198. package/DeviceInput/InputDevices/deviceEnums.d.ts +1 -1
  199. package/DeviceInput/InputDevices/deviceEnums.js +1 -1
  200. package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
  201. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +3 -3
  202. package/DeviceInput/InputDevices/deviceSourceManager.js +3 -3
  203. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  204. package/DeviceInput/internalDeviceSourceManager.d.ts +3 -3
  205. package/DeviceInput/internalDeviceSourceManager.js +1 -1
  206. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  207. package/DeviceInput/nativeDeviceInputSystem.d.ts +1 -1
  208. package/DeviceInput/nativeDeviceInputSystem.js +1 -1
  209. package/DeviceInput/nativeDeviceInputSystem.js.map +1 -1
  210. package/DeviceInput/webDeviceInputSystem.d.ts +1 -1
  211. package/DeviceInput/webDeviceInputSystem.js +1 -1
  212. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  213. package/Engines/Extensions/engine.computeShader.d.ts +7 -7
  214. package/Engines/Extensions/engine.computeShader.js +1 -1
  215. package/Engines/Extensions/engine.computeShader.js.map +1 -1
  216. package/Engines/Extensions/engine.cubeTexture.d.ts +6 -6
  217. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  218. package/Engines/Extensions/engine.debugging.d.ts +4 -4
  219. package/Engines/Extensions/engine.debugging.js.map +1 -1
  220. package/Engines/Extensions/engine.multiRender.js +8 -10
  221. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  222. package/Engines/Extensions/engine.multiview.d.ts +9 -9
  223. package/Engines/Extensions/engine.multiview.js.map +1 -1
  224. package/Engines/Extensions/engine.query.d.ts +24 -24
  225. package/Engines/Extensions/engine.query.js +8 -8
  226. package/Engines/Extensions/engine.query.js.map +1 -1
  227. package/Engines/Extensions/engine.rawTexture.js +3 -7
  228. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  229. package/Engines/Extensions/engine.readTexture.d.ts +2 -2
  230. package/Engines/Extensions/engine.readTexture.js.map +1 -1
  231. package/Engines/Extensions/engine.renderTarget.d.ts +2 -2
  232. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  233. package/Engines/Extensions/engine.textureSelector.d.ts +2 -2
  234. package/Engines/Extensions/engine.textureSelector.js.map +1 -1
  235. package/Engines/Extensions/engine.transformFeedback.d.ts +1 -1
  236. package/Engines/Extensions/engine.transformFeedback.js +1 -1
  237. package/Engines/Extensions/engine.transformFeedback.js.map +1 -1
  238. package/Engines/Extensions/engine.views.d.ts +2 -2
  239. package/Engines/Extensions/engine.views.js.map +1 -1
  240. package/Engines/Extensions/engine.webVR.d.ts +13 -13
  241. package/Engines/Extensions/engine.webVR.js.map +1 -1
  242. package/Engines/ICanvas.d.ts +11 -0
  243. package/Engines/ICanvas.js.map +1 -1
  244. package/Engines/IDrawContext.d.ts +1 -1
  245. package/Engines/IDrawContext.js.map +1 -1
  246. package/Engines/IMaterialContext.d.ts +1 -1
  247. package/Engines/IMaterialContext.js.map +1 -1
  248. package/Engines/IPipelineContext.d.ts +5 -5
  249. package/Engines/IPipelineContext.js.map +1 -1
  250. package/Engines/Native/nativeDataStream.d.ts +2 -2
  251. package/Engines/Native/nativeDataStream.js +1 -1
  252. package/Engines/Native/nativeDataStream.js.map +1 -1
  253. package/Engines/Native/nativeInterfaces.d.ts +10 -10
  254. package/Engines/Native/nativeInterfaces.js.map +1 -1
  255. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.d.ts +1 -1
  256. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js +1 -1
  257. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js.map +1 -1
  258. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.d.ts +1 -1
  259. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +1 -1
  260. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
  261. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.d.ts +1 -1
  262. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js +1 -1
  263. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js.map +1 -1
  264. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.d.ts +1 -1
  265. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js +1 -1
  266. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js.map +1 -1
  267. package/Engines/Processors/Expressions/shaderDefineExpression.d.ts +1 -1
  268. package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
  269. package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
  270. package/Engines/Processors/iShaderProcessor.d.ts +1 -1
  271. package/Engines/Processors/iShaderProcessor.js.map +1 -1
  272. package/Engines/Processors/shaderCodeConditionNode.d.ts +1 -1
  273. package/Engines/Processors/shaderCodeConditionNode.js +1 -1
  274. package/Engines/Processors/shaderCodeConditionNode.js.map +1 -1
  275. package/Engines/Processors/shaderCodeCursor.d.ts +1 -1
  276. package/Engines/Processors/shaderCodeCursor.js +1 -1
  277. package/Engines/Processors/shaderCodeCursor.js.map +1 -1
  278. package/Engines/Processors/shaderCodeNode.d.ts +1 -1
  279. package/Engines/Processors/shaderCodeNode.js +1 -1
  280. package/Engines/Processors/shaderCodeNode.js.map +1 -1
  281. package/Engines/Processors/shaderCodeTestNode.d.ts +1 -1
  282. package/Engines/Processors/shaderCodeTestNode.js +1 -1
  283. package/Engines/Processors/shaderCodeTestNode.js.map +1 -1
  284. package/Engines/Processors/shaderProcessingOptions.d.ts +2 -2
  285. package/Engines/Processors/shaderProcessingOptions.js.map +1 -1
  286. package/Engines/Processors/shaderProcessor.d.ts +2 -2
  287. package/Engines/Processors/shaderProcessor.js +2 -2
  288. package/Engines/Processors/shaderProcessor.js.map +1 -1
  289. package/Engines/WebGL/webGL2ShaderProcessors.d.ts +1 -1
  290. package/Engines/WebGL/webGL2ShaderProcessors.js +1 -1
  291. package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
  292. package/Engines/WebGL/webGLHardwareTexture.d.ts +1 -1
  293. package/Engines/WebGL/webGLHardwareTexture.js +1 -1
  294. package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
  295. package/Engines/WebGL/webGLPipelineContext.d.ts +29 -38
  296. package/Engines/WebGL/webGLPipelineContext.js +95 -326
  297. package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
  298. package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +2 -2
  299. package/Engines/WebGL/webGLRenderTargetWrapper.js +3 -3
  300. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  301. package/Engines/WebGL/webGLShaderProcessors.d.ts +1 -1
  302. package/Engines/WebGL/webGLShaderProcessors.js +1 -1
  303. package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
  304. package/Engines/WebGPU/Extensions/engine.computeShader.d.ts +1 -1
  305. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  306. package/Engines/WebGPU/Extensions/engine.rawTexture.js +1 -5
  307. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  308. package/Engines/WebGPU/webgpuBufferManager.d.ts +1 -1
  309. package/Engines/WebGPU/webgpuBufferManager.js +1 -1
  310. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  311. package/Engines/WebGPU/webgpuBundleList.d.ts +8 -8
  312. package/Engines/WebGPU/webgpuBundleList.js +7 -7
  313. package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
  314. package/Engines/WebGPU/webgpuCacheBindGroups.d.ts +1 -1
  315. package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -1
  316. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  317. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
  318. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +1 -1
  319. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  320. package/Engines/WebGPU/webgpuCacheRenderPipelineString.d.ts +1 -1
  321. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js +1 -1
  322. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js.map +1 -1
  323. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +2 -2
  324. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +2 -2
  325. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  326. package/Engines/WebGPU/webgpuCacheSampler.d.ts +1 -1
  327. package/Engines/WebGPU/webgpuCacheSampler.js +1 -1
  328. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  329. package/Engines/WebGPU/webgpuClearQuad.d.ts +1 -1
  330. package/Engines/WebGPU/webgpuClearQuad.js +1 -1
  331. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  332. package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
  333. package/Engines/WebGPU/webgpuComputeContext.js +1 -1
  334. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  335. package/Engines/WebGPU/webgpuComputePipelineContext.d.ts +2 -2
  336. package/Engines/WebGPU/webgpuComputePipelineContext.js +1 -1
  337. package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
  338. package/Engines/WebGPU/webgpuConstants.d.ts +38 -38
  339. package/Engines/WebGPU/webgpuConstants.js +38 -38
  340. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  341. package/Engines/WebGPU/webgpuDepthCullingState.d.ts +1 -1
  342. package/Engines/WebGPU/webgpuDepthCullingState.js +1 -1
  343. package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
  344. package/Engines/WebGPU/webgpuDrawContext.d.ts +1 -1
  345. package/Engines/WebGPU/webgpuDrawContext.js +1 -1
  346. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  347. package/Engines/WebGPU/webgpuExternalTexture.d.ts +1 -1
  348. package/Engines/WebGPU/webgpuExternalTexture.js +1 -1
  349. package/Engines/WebGPU/webgpuExternalTexture.js.map +1 -1
  350. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +9 -9
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type { Behavior } from \"../behavior\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport { Matrix, Quaternion, Vector3 } from \"../../Maths/math.vector\";\r\nimport { Scalar } from \"../../Maths/math.scalar\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will follow a camera\r\n * @since 5.0.0\r\n */\r\nexport class FollowBehavior implements Behavior<TransformNode> {\r\n private _scene: Scene;\r\n\r\n // Memory cache to avoid GC usage\r\n private _tmpQuaternion: Quaternion = new Quaternion();\r\n private _tmpVectors: Vector3[] = [new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3()];\r\n private _tmpMatrix: Matrix = new Matrix();\r\n private _tmpInvertView: Matrix = new Matrix();\r\n private _tmpForward: Vector3 = new Vector3();\r\n private _tmpNodeForward: Vector3 = new Vector3();\r\n private _tmpPosition: Vector3 = new Vector3();\r\n\r\n private _followedCamera: Nullable<Camera>;\r\n private _onBeforeRender: Nullable<Observer<Scene>>;\r\n\r\n private _workingPosition: Vector3 = new Vector3();\r\n private _workingQuaternion: Quaternion = new Quaternion();\r\n private _lastTick: number = -1;\r\n private _recenterNextUpdate = true;\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public attachedNode: Nullable<TransformNode>;\r\n\r\n /**\r\n * Set to false if the node should strictly follow the camera without any interpolation time\r\n */\r\n public interpolatePose = true;\r\n\r\n /**\r\n * Rate of interpolation of position and rotation of the attached node.\r\n * Higher values will give a slower interpolation.\r\n */\r\n public lerpTime = 500;\r\n\r\n /**\r\n * If the behavior should ignore the pitch and roll of the camera.\r\n */\r\n public ignoreCameraPitchAndRoll = false;\r\n\r\n /**\r\n * Pitch offset from camera (relative to Max Distance)\r\n * Is only effective if `ignoreCameraPitchAndRoll` is set to `true`.\r\n */\r\n public pitchOffset = 15;\r\n\r\n /**\r\n * The vertical angle from the camera forward axis to the owner will not exceed this value\r\n */\r\n public maxViewVerticalDegrees = 30;\r\n\r\n /**\r\n * The horizontal angle from the camera forward axis to the owner will not exceed this value\r\n */\r\n public maxViewHorizontalDegrees = 30;\r\n /**\r\n * The attached node will not reorient until the angle between its forward vector and the vector to the camera is greater than this value\r\n */\r\n public orientToCameraDeadzoneDegrees = 60;\r\n /**\r\n * Option to ignore distance clamping\r\n */\r\n public ignoreDistanceClamp = false;\r\n /**\r\n * Option to ignore angle clamping\r\n */\r\n public ignoreAngleClamp = false;\r\n /**\r\n * Max vertical distance between the attachedNode and camera\r\n */\r\n public verticalMaxDistance = 0;\r\n /**\r\n * Default distance from eye to attached node, i.e. the sphere radius\r\n */\r\n public defaultDistance = 0.8;\r\n /**\r\n * Max distance from eye to attached node, i.e. the sphere radius\r\n */\r\n public maximumDistance = 2;\r\n /**\r\n * Min distance from eye to attached node, i.e. the sphere radius\r\n */\r\n public minimumDistance = 0.3;\r\n\r\n /**\r\n * Ignore vertical movement and lock the Y position of the object.\r\n */\r\n public useFixedVerticalOffset = false;\r\n\r\n /**\r\n * Fixed vertical position offset distance.\r\n */\r\n public fixedVerticalOffset = 0;\r\n\r\n /**\r\n * Enables/disables the behavior\r\n * @hidden\r\n */\r\n public _enabled = true;\r\n\r\n /**\r\n * The camera that should be followed by this behavior\r\n */\r\n public get followedCamera(): Nullable<Camera> {\r\n return this._followedCamera || this._scene.activeCamera;\r\n }\r\n\r\n public set followedCamera(camera: Nullable<Camera>) {\r\n this._followedCamera = camera;\r\n }\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"Follow\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n /**\r\n * Attaches the follow behavior\r\n * @param ownerNode The mesh that will be following once attached\r\n * @param followedCamera The camera that should be followed by the node\r\n */\r\n public attach(ownerNode: TransformNode, followedCamera?: Camera): void {\r\n this._scene = ownerNode.getScene();\r\n this.attachedNode = ownerNode;\r\n\r\n if (followedCamera) {\r\n this.followedCamera = followedCamera;\r\n }\r\n\r\n this._addObservables();\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this.attachedNode = null;\r\n this._removeObservables();\r\n }\r\n\r\n /**\r\n * Recenters the attached node in front of the camera on the next update\r\n */\r\n public recenter() {\r\n this._recenterNextUpdate = true;\r\n }\r\n\r\n private _angleBetweenVectorAndPlane(vector: Vector3, normal: Vector3) {\r\n // Work on copies\r\n this._tmpVectors[0].copyFrom(vector);\r\n vector = this._tmpVectors[0];\r\n this._tmpVectors[1].copyFrom(normal);\r\n normal = this._tmpVectors[1];\r\n\r\n vector.normalize();\r\n normal.normalize();\r\n\r\n return Math.PI / 2 - Math.acos(Vector3.Dot(vector, normal));\r\n }\r\n\r\n private _length2D(vector: Vector3) {\r\n return Math.sqrt(vector.x * vector.x + vector.z * vector.z);\r\n }\r\n\r\n private _distanceClamp(currentToTarget: Vector3, moveToDefault: boolean = false) {\r\n let minDistance = this.minimumDistance;\r\n let maxDistance = this.maximumDistance;\r\n const defaultDistance = this.defaultDistance;\r\n\r\n const direction = this._tmpVectors[0];\r\n direction.copyFrom(currentToTarget);\r\n let currentDistance = direction.length();\r\n direction.normalizeFromLength(currentDistance);\r\n\r\n if (this.ignoreCameraPitchAndRoll) {\r\n // If we don't account for pitch offset, the casted object will float up/down as the reference\r\n // gets closer to it because we will still be casting in the direction of the pitched offset.\r\n // To fix this, only modify the XZ position of the object.\r\n minDistance = this._length2D(direction) * minDistance;\r\n maxDistance = this._length2D(direction) * maxDistance;\r\n\r\n const currentDistance2D = this._length2D(currentToTarget);\r\n direction.scaleInPlace(currentDistance / currentDistance2D);\r\n currentDistance = currentDistance2D;\r\n }\r\n\r\n let clampedDistance = currentDistance;\r\n\r\n if (moveToDefault) {\r\n clampedDistance = defaultDistance;\r\n } else {\r\n clampedDistance = Scalar.Clamp(currentDistance, minDistance, maxDistance);\r\n }\r\n\r\n currentToTarget.copyFrom(direction).scaleInPlace(clampedDistance);\r\n\r\n return currentDistance !== clampedDistance;\r\n }\r\n\r\n private _applyVerticalClamp(currentToTarget: Vector3) {\r\n if (this.verticalMaxDistance !== 0) {\r\n currentToTarget.y = Scalar.Clamp(currentToTarget.y, -this.verticalMaxDistance, this.verticalMaxDistance);\r\n }\r\n }\r\n\r\n private _toOrientationQuatToRef(vector: Vector3, quaternion: Quaternion) {\r\n Quaternion.RotationYawPitchRollToRef(Math.atan2(vector.x, vector.z), Math.atan2(vector.y, Math.sqrt(vector.z * vector.z + vector.x * vector.x)), 0, quaternion);\r\n }\r\n\r\n private _applyPitchOffset(invertView: Matrix) {\r\n const forward = this._tmpVectors[0];\r\n const right = this._tmpVectors[1];\r\n forward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n right.copyFromFloats(1, 0, 0);\r\n Vector3.TransformNormalToRef(forward, invertView, forward);\r\n forward.y = 0;\r\n forward.normalize();\r\n Vector3.TransformNormalToRef(right, invertView, right);\r\n\r\n Quaternion.RotationAxisToRef(right, (this.pitchOffset * Math.PI) / 180, this._tmpQuaternion);\r\n forward.rotateByQuaternionToRef(this._tmpQuaternion, forward);\r\n this._toOrientationQuatToRef(forward, this._tmpQuaternion);\r\n this._tmpQuaternion.toRotationMatrix(this._tmpMatrix);\r\n\r\n // Since we already extracted position from the invert view matrix, we can\r\n // disregard the position part of the matrix in the copy\r\n invertView.copyFrom(this._tmpMatrix);\r\n }\r\n\r\n private _angularClamp(invertView: Matrix, currentToTarget: Vector3): boolean {\r\n const forward = this._tmpVectors[5];\r\n forward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n const right = this._tmpVectors[6];\r\n right.copyFromFloats(1, 0, 0);\r\n\r\n // forward and right are related to camera frame of reference\r\n Vector3.TransformNormalToRef(forward, invertView, forward);\r\n Vector3.TransformNormalToRef(right, invertView, right);\r\n\r\n // Up is global Z\r\n const up = Vector3.UpReadOnly;\r\n\r\n const dist = currentToTarget.length();\r\n\r\n if (dist < Epsilon) {\r\n return false;\r\n }\r\n\r\n let angularClamped = false;\r\n const rotationQuat = this._tmpQuaternion;\r\n\r\n // X-axis leashing\r\n if (this.ignoreCameraPitchAndRoll) {\r\n const angle = Vector3.GetAngleBetweenVectorsOnPlane(currentToTarget, forward, right);\r\n Quaternion.RotationAxisToRef(right, angle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n } else {\r\n const angle = -Vector3.GetAngleBetweenVectorsOnPlane(currentToTarget, forward, right);\r\n const minMaxAngle = ((this.maxViewVerticalDegrees * Math.PI) / 180) * 0.5;\r\n if (angle < -minMaxAngle) {\r\n Quaternion.RotationAxisToRef(right, -angle - minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n } else if (angle > minMaxAngle) {\r\n Quaternion.RotationAxisToRef(right, -angle + minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n }\r\n }\r\n\r\n // Y-axis leashing\r\n const angle = this._angleBetweenVectorAndPlane(currentToTarget, right) * (this._scene.useRightHandedSystem ? -1 : 1);\r\n const minMaxAngle = ((this.maxViewHorizontalDegrees * Math.PI) / 180) * 0.5;\r\n if (angle < -minMaxAngle) {\r\n Quaternion.RotationAxisToRef(up, -angle - minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n } else if (angle > minMaxAngle) {\r\n Quaternion.RotationAxisToRef(up, -angle + minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n }\r\n\r\n return angularClamped;\r\n }\r\n\r\n private _orientationClamp(currentToTarget: Vector3, rotationQuaternion: Quaternion) {\r\n // Construct a rotation quat from up vector and target vector\r\n const toFollowed = this._tmpVectors[0];\r\n toFollowed.copyFrom(currentToTarget).scaleInPlace(-1).normalize();\r\n\r\n const up = this._tmpVectors[1];\r\n const right = this._tmpVectors[2];\r\n // We use global up vector to orient the following node (global +Y)\r\n up.copyFromFloats(0, 1, 0);\r\n\r\n // Gram-Schmidt to create an orthonormal frame\r\n Vector3.CrossToRef(toFollowed, up, right);\r\n const length = right.length();\r\n\r\n if (length < Epsilon) {\r\n return;\r\n }\r\n\r\n right.normalizeFromLength(length);\r\n\r\n Vector3.CrossToRef(right, toFollowed, up);\r\n if (this.attachedNode?.getScene().useRightHandedSystem) {\r\n Quaternion.FromLookDirectionRHToRef(toFollowed, up, rotationQuaternion);\r\n } else {\r\n Quaternion.FromLookDirectionLHToRef(toFollowed, up, rotationQuaternion);\r\n }\r\n }\r\n\r\n private _passedOrientationDeadzone(currentToTarget: Vector3, forward: Vector3) {\r\n const leashToFollow = this._tmpVectors[5];\r\n leashToFollow.copyFrom(currentToTarget);\r\n leashToFollow.normalize();\r\n\r\n const angle = Math.abs(Vector3.GetAngleBetweenVectorsOnPlane(forward, leashToFollow, Vector3.UpReadOnly));\r\n return (angle * 180) / Math.PI > this.orientToCameraDeadzoneDegrees;\r\n }\r\n\r\n private _updateLeashing(camera: Camera) {\r\n if (this.attachedNode && this._enabled) {\r\n const oldParent = this.attachedNode.parent;\r\n this.attachedNode.setParent(null);\r\n\r\n const worldMatrix = this.attachedNode.getWorldMatrix();\r\n const currentToTarget = this._workingPosition;\r\n const rotationQuaternion = this._workingQuaternion;\r\n const pivot = this.attachedNode.getPivotPoint();\r\n const invertView = this._tmpInvertView;\r\n invertView.copyFrom(camera.getViewMatrix());\r\n invertView.invert();\r\n\r\n Vector3.TransformCoordinatesToRef(pivot, worldMatrix, currentToTarget);\r\n const position = this._tmpPosition;\r\n position.copyFromFloats(0, 0, 0);\r\n Vector3.TransformCoordinatesToRef(position, worldMatrix, position);\r\n position.scaleInPlace(-1).subtractInPlace(pivot);\r\n currentToTarget.subtractInPlace(camera.globalPosition);\r\n\r\n if (this.ignoreCameraPitchAndRoll) {\r\n this._applyPitchOffset(invertView);\r\n }\r\n\r\n let angularClamped = false;\r\n const forward = this._tmpForward;\r\n forward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n Vector3.TransformNormalToRef(forward, invertView, forward);\r\n\r\n const nodeForward = this._tmpNodeForward;\r\n nodeForward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n Vector3.TransformNormalToRef(nodeForward, worldMatrix, nodeForward);\r\n\r\n if (this._recenterNextUpdate) {\r\n currentToTarget.copyFrom(forward).scaleInPlace(this.defaultDistance);\r\n } else {\r\n if (this.ignoreAngleClamp) {\r\n const currentDistance = currentToTarget.length();\r\n currentToTarget.copyFrom(forward).scaleInPlace(currentDistance);\r\n } else {\r\n angularClamped = this._angularClamp(invertView, currentToTarget);\r\n }\r\n }\r\n\r\n let distanceClamped = false;\r\n if (!this.ignoreDistanceClamp) {\r\n distanceClamped = this._distanceClamp(currentToTarget, angularClamped);\r\n this._applyVerticalClamp(currentToTarget);\r\n }\r\n\r\n if (this.useFixedVerticalOffset) {\r\n currentToTarget.y = position.y - camera.globalPosition.y + this.fixedVerticalOffset;\r\n }\r\n\r\n if (angularClamped || distanceClamped || this._passedOrientationDeadzone(currentToTarget, nodeForward) || this._recenterNextUpdate) {\r\n this._orientationClamp(currentToTarget, rotationQuaternion);\r\n }\r\n\r\n this._workingPosition.subtractInPlace(pivot);\r\n this._recenterNextUpdate = false;\r\n\r\n this.attachedNode.setParent(oldParent);\r\n }\r\n }\r\n\r\n private _updateTransformToGoal(elapsed: number) {\r\n if (!this.attachedNode || !this.followedCamera || !this._enabled) {\r\n return;\r\n }\r\n\r\n if (!this.attachedNode.rotationQuaternion) {\r\n this.attachedNode.rotationQuaternion = Quaternion.Identity();\r\n }\r\n\r\n const oldParent = this.attachedNode.parent;\r\n this.attachedNode.setParent(null);\r\n\r\n if (!this.interpolatePose) {\r\n this.attachedNode.position.copyFrom(this.followedCamera.globalPosition).addInPlace(this._workingPosition);\r\n this.attachedNode.rotationQuaternion.copyFrom(this._workingQuaternion);\r\n return;\r\n }\r\n\r\n // position\r\n const currentDirection = new Vector3();\r\n currentDirection.copyFrom(this.attachedNode.position).subtractInPlace(this.followedCamera.globalPosition);\r\n Vector3.SmoothToRef(currentDirection, this._workingPosition, elapsed, this.lerpTime, currentDirection);\r\n currentDirection.addInPlace(this.followedCamera.globalPosition);\r\n this.attachedNode.position.copyFrom(currentDirection);\r\n\r\n // rotation\r\n const currentRotation = new Quaternion();\r\n currentRotation.copyFrom(this.attachedNode.rotationQuaternion);\r\n Quaternion.SmoothToRef(currentRotation, this._workingQuaternion, elapsed, this.lerpTime, this.attachedNode.rotationQuaternion);\r\n\r\n this.attachedNode.setParent(oldParent);\r\n }\r\n\r\n private _addObservables() {\r\n this._lastTick = Date.now();\r\n this._onBeforeRender = this._scene.onBeforeRenderObservable.add(() => {\r\n if (!this.followedCamera) {\r\n return;\r\n }\r\n\r\n const tick = Date.now();\r\n this._updateLeashing(this.followedCamera);\r\n this._updateTransformToGoal(tick - this._lastTick);\r\n this._lastTick = tick;\r\n });\r\n }\r\n\r\n private _removeObservables() {\r\n if (this._onBeforeRender) {\r\n this._scene.onBeforeRenderObservable.remove(this._onBeforeRender);\r\n }\r\n }\r\n}\r\n"]}
1
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type { Behavior } from \"../behavior\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport { Matrix, Quaternion, Vector3 } from \"../../Maths/math.vector\";\r\nimport { Scalar } from \"../../Maths/math.scalar\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will follow a camera\r\n * @since 5.0.0\r\n */\r\nexport class FollowBehavior implements Behavior<TransformNode> {\r\n private _scene: Scene;\r\n\r\n // Memory cache to avoid GC usage\r\n private _tmpQuaternion: Quaternion = new Quaternion();\r\n private _tmpVectors: Vector3[] = [new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3()];\r\n private _tmpMatrix: Matrix = new Matrix();\r\n private _tmpInvertView: Matrix = new Matrix();\r\n private _tmpForward: Vector3 = new Vector3();\r\n private _tmpNodeForward: Vector3 = new Vector3();\r\n private _tmpPosition: Vector3 = new Vector3();\r\n\r\n private _followedCamera: Nullable<Camera>;\r\n private _onBeforeRender: Nullable<Observer<Scene>>;\r\n\r\n private _workingPosition: Vector3 = new Vector3();\r\n private _workingQuaternion: Quaternion = new Quaternion();\r\n private _lastTick: number = -1;\r\n private _recenterNextUpdate = true;\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public attachedNode: Nullable<TransformNode>;\r\n\r\n /**\r\n * Set to false if the node should strictly follow the camera without any interpolation time\r\n */\r\n public interpolatePose = true;\r\n\r\n /**\r\n * Rate of interpolation of position and rotation of the attached node.\r\n * Higher values will give a slower interpolation.\r\n */\r\n public lerpTime = 500;\r\n\r\n /**\r\n * If the behavior should ignore the pitch and roll of the camera.\r\n */\r\n public ignoreCameraPitchAndRoll = false;\r\n\r\n /**\r\n * Pitch offset from camera (relative to Max Distance)\r\n * Is only effective if `ignoreCameraPitchAndRoll` is set to `true`.\r\n */\r\n public pitchOffset = 15;\r\n\r\n /**\r\n * The vertical angle from the camera forward axis to the owner will not exceed this value\r\n */\r\n public maxViewVerticalDegrees = 30;\r\n\r\n /**\r\n * The horizontal angle from the camera forward axis to the owner will not exceed this value\r\n */\r\n public maxViewHorizontalDegrees = 30;\r\n /**\r\n * The attached node will not reorient until the angle between its forward vector and the vector to the camera is greater than this value\r\n */\r\n public orientToCameraDeadzoneDegrees = 60;\r\n /**\r\n * Option to ignore distance clamping\r\n */\r\n public ignoreDistanceClamp = false;\r\n /**\r\n * Option to ignore angle clamping\r\n */\r\n public ignoreAngleClamp = false;\r\n /**\r\n * Max vertical distance between the attachedNode and camera\r\n */\r\n public verticalMaxDistance = 0;\r\n /**\r\n * Default distance from eye to attached node, i.e. the sphere radius\r\n */\r\n public defaultDistance = 0.8;\r\n /**\r\n * Max distance from eye to attached node, i.e. the sphere radius\r\n */\r\n public maximumDistance = 2;\r\n /**\r\n * Min distance from eye to attached node, i.e. the sphere radius\r\n */\r\n public minimumDistance = 0.3;\r\n\r\n /**\r\n * Ignore vertical movement and lock the Y position of the object.\r\n */\r\n public useFixedVerticalOffset = false;\r\n\r\n /**\r\n * Fixed vertical position offset distance.\r\n */\r\n public fixedVerticalOffset = 0;\r\n\r\n /**\r\n * Enables/disables the behavior\r\n * @internal\r\n */\r\n public _enabled = true;\r\n\r\n /**\r\n * The camera that should be followed by this behavior\r\n */\r\n public get followedCamera(): Nullable<Camera> {\r\n return this._followedCamera || this._scene.activeCamera;\r\n }\r\n\r\n public set followedCamera(camera: Nullable<Camera>) {\r\n this._followedCamera = camera;\r\n }\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"Follow\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n /**\r\n * Attaches the follow behavior\r\n * @param ownerNode The mesh that will be following once attached\r\n * @param followedCamera The camera that should be followed by the node\r\n */\r\n public attach(ownerNode: TransformNode, followedCamera?: Camera): void {\r\n this._scene = ownerNode.getScene();\r\n this.attachedNode = ownerNode;\r\n\r\n if (followedCamera) {\r\n this.followedCamera = followedCamera;\r\n }\r\n\r\n this._addObservables();\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this.attachedNode = null;\r\n this._removeObservables();\r\n }\r\n\r\n /**\r\n * Recenters the attached node in front of the camera on the next update\r\n */\r\n public recenter() {\r\n this._recenterNextUpdate = true;\r\n }\r\n\r\n private _angleBetweenVectorAndPlane(vector: Vector3, normal: Vector3) {\r\n // Work on copies\r\n this._tmpVectors[0].copyFrom(vector);\r\n vector = this._tmpVectors[0];\r\n this._tmpVectors[1].copyFrom(normal);\r\n normal = this._tmpVectors[1];\r\n\r\n vector.normalize();\r\n normal.normalize();\r\n\r\n return Math.PI / 2 - Math.acos(Vector3.Dot(vector, normal));\r\n }\r\n\r\n private _length2D(vector: Vector3) {\r\n return Math.sqrt(vector.x * vector.x + vector.z * vector.z);\r\n }\r\n\r\n private _distanceClamp(currentToTarget: Vector3, moveToDefault: boolean = false) {\r\n let minDistance = this.minimumDistance;\r\n let maxDistance = this.maximumDistance;\r\n const defaultDistance = this.defaultDistance;\r\n\r\n const direction = this._tmpVectors[0];\r\n direction.copyFrom(currentToTarget);\r\n let currentDistance = direction.length();\r\n direction.normalizeFromLength(currentDistance);\r\n\r\n if (this.ignoreCameraPitchAndRoll) {\r\n // If we don't account for pitch offset, the casted object will float up/down as the reference\r\n // gets closer to it because we will still be casting in the direction of the pitched offset.\r\n // To fix this, only modify the XZ position of the object.\r\n minDistance = this._length2D(direction) * minDistance;\r\n maxDistance = this._length2D(direction) * maxDistance;\r\n\r\n const currentDistance2D = this._length2D(currentToTarget);\r\n direction.scaleInPlace(currentDistance / currentDistance2D);\r\n currentDistance = currentDistance2D;\r\n }\r\n\r\n let clampedDistance = currentDistance;\r\n\r\n if (moveToDefault) {\r\n clampedDistance = defaultDistance;\r\n } else {\r\n clampedDistance = Scalar.Clamp(currentDistance, minDistance, maxDistance);\r\n }\r\n\r\n currentToTarget.copyFrom(direction).scaleInPlace(clampedDistance);\r\n\r\n return currentDistance !== clampedDistance;\r\n }\r\n\r\n private _applyVerticalClamp(currentToTarget: Vector3) {\r\n if (this.verticalMaxDistance !== 0) {\r\n currentToTarget.y = Scalar.Clamp(currentToTarget.y, -this.verticalMaxDistance, this.verticalMaxDistance);\r\n }\r\n }\r\n\r\n private _toOrientationQuatToRef(vector: Vector3, quaternion: Quaternion) {\r\n Quaternion.RotationYawPitchRollToRef(Math.atan2(vector.x, vector.z), Math.atan2(vector.y, Math.sqrt(vector.z * vector.z + vector.x * vector.x)), 0, quaternion);\r\n }\r\n\r\n private _applyPitchOffset(invertView: Matrix) {\r\n const forward = this._tmpVectors[0];\r\n const right = this._tmpVectors[1];\r\n forward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n right.copyFromFloats(1, 0, 0);\r\n Vector3.TransformNormalToRef(forward, invertView, forward);\r\n forward.y = 0;\r\n forward.normalize();\r\n Vector3.TransformNormalToRef(right, invertView, right);\r\n\r\n Quaternion.RotationAxisToRef(right, (this.pitchOffset * Math.PI) / 180, this._tmpQuaternion);\r\n forward.rotateByQuaternionToRef(this._tmpQuaternion, forward);\r\n this._toOrientationQuatToRef(forward, this._tmpQuaternion);\r\n this._tmpQuaternion.toRotationMatrix(this._tmpMatrix);\r\n\r\n // Since we already extracted position from the invert view matrix, we can\r\n // disregard the position part of the matrix in the copy\r\n invertView.copyFrom(this._tmpMatrix);\r\n }\r\n\r\n private _angularClamp(invertView: Matrix, currentToTarget: Vector3): boolean {\r\n const forward = this._tmpVectors[5];\r\n forward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n const right = this._tmpVectors[6];\r\n right.copyFromFloats(1, 0, 0);\r\n\r\n // forward and right are related to camera frame of reference\r\n Vector3.TransformNormalToRef(forward, invertView, forward);\r\n Vector3.TransformNormalToRef(right, invertView, right);\r\n\r\n // Up is global Z\r\n const up = Vector3.UpReadOnly;\r\n\r\n const dist = currentToTarget.length();\r\n\r\n if (dist < Epsilon) {\r\n return false;\r\n }\r\n\r\n let angularClamped = false;\r\n const rotationQuat = this._tmpQuaternion;\r\n\r\n // X-axis leashing\r\n if (this.ignoreCameraPitchAndRoll) {\r\n const angle = Vector3.GetAngleBetweenVectorsOnPlane(currentToTarget, forward, right);\r\n Quaternion.RotationAxisToRef(right, angle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n } else {\r\n const angle = -Vector3.GetAngleBetweenVectorsOnPlane(currentToTarget, forward, right);\r\n const minMaxAngle = ((this.maxViewVerticalDegrees * Math.PI) / 180) * 0.5;\r\n if (angle < -minMaxAngle) {\r\n Quaternion.RotationAxisToRef(right, -angle - minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n } else if (angle > minMaxAngle) {\r\n Quaternion.RotationAxisToRef(right, -angle + minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n }\r\n }\r\n\r\n // Y-axis leashing\r\n const angle = this._angleBetweenVectorAndPlane(currentToTarget, right) * (this._scene.useRightHandedSystem ? -1 : 1);\r\n const minMaxAngle = ((this.maxViewHorizontalDegrees * Math.PI) / 180) * 0.5;\r\n if (angle < -minMaxAngle) {\r\n Quaternion.RotationAxisToRef(up, -angle - minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n } else if (angle > minMaxAngle) {\r\n Quaternion.RotationAxisToRef(up, -angle + minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n }\r\n\r\n return angularClamped;\r\n }\r\n\r\n private _orientationClamp(currentToTarget: Vector3, rotationQuaternion: Quaternion) {\r\n // Construct a rotation quat from up vector and target vector\r\n const toFollowed = this._tmpVectors[0];\r\n toFollowed.copyFrom(currentToTarget).scaleInPlace(-1).normalize();\r\n\r\n const up = this._tmpVectors[1];\r\n const right = this._tmpVectors[2];\r\n // We use global up vector to orient the following node (global +Y)\r\n up.copyFromFloats(0, 1, 0);\r\n\r\n // Gram-Schmidt to create an orthonormal frame\r\n Vector3.CrossToRef(toFollowed, up, right);\r\n const length = right.length();\r\n\r\n if (length < Epsilon) {\r\n return;\r\n }\r\n\r\n right.normalizeFromLength(length);\r\n\r\n Vector3.CrossToRef(right, toFollowed, up);\r\n if (this.attachedNode?.getScene().useRightHandedSystem) {\r\n Quaternion.FromLookDirectionRHToRef(toFollowed, up, rotationQuaternion);\r\n } else {\r\n Quaternion.FromLookDirectionLHToRef(toFollowed, up, rotationQuaternion);\r\n }\r\n }\r\n\r\n private _passedOrientationDeadzone(currentToTarget: Vector3, forward: Vector3) {\r\n const leashToFollow = this._tmpVectors[5];\r\n leashToFollow.copyFrom(currentToTarget);\r\n leashToFollow.normalize();\r\n\r\n const angle = Math.abs(Vector3.GetAngleBetweenVectorsOnPlane(forward, leashToFollow, Vector3.UpReadOnly));\r\n return (angle * 180) / Math.PI > this.orientToCameraDeadzoneDegrees;\r\n }\r\n\r\n private _updateLeashing(camera: Camera) {\r\n if (this.attachedNode && this._enabled) {\r\n const oldParent = this.attachedNode.parent;\r\n this.attachedNode.setParent(null);\r\n\r\n const worldMatrix = this.attachedNode.getWorldMatrix();\r\n const currentToTarget = this._workingPosition;\r\n const rotationQuaternion = this._workingQuaternion;\r\n const pivot = this.attachedNode.getPivotPoint();\r\n const invertView = this._tmpInvertView;\r\n invertView.copyFrom(camera.getViewMatrix());\r\n invertView.invert();\r\n\r\n Vector3.TransformCoordinatesToRef(pivot, worldMatrix, currentToTarget);\r\n const position = this._tmpPosition;\r\n position.copyFromFloats(0, 0, 0);\r\n Vector3.TransformCoordinatesToRef(position, worldMatrix, position);\r\n position.scaleInPlace(-1).subtractInPlace(pivot);\r\n currentToTarget.subtractInPlace(camera.globalPosition);\r\n\r\n if (this.ignoreCameraPitchAndRoll) {\r\n this._applyPitchOffset(invertView);\r\n }\r\n\r\n let angularClamped = false;\r\n const forward = this._tmpForward;\r\n forward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n Vector3.TransformNormalToRef(forward, invertView, forward);\r\n\r\n const nodeForward = this._tmpNodeForward;\r\n nodeForward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n Vector3.TransformNormalToRef(nodeForward, worldMatrix, nodeForward);\r\n\r\n if (this._recenterNextUpdate) {\r\n currentToTarget.copyFrom(forward).scaleInPlace(this.defaultDistance);\r\n } else {\r\n if (this.ignoreAngleClamp) {\r\n const currentDistance = currentToTarget.length();\r\n currentToTarget.copyFrom(forward).scaleInPlace(currentDistance);\r\n } else {\r\n angularClamped = this._angularClamp(invertView, currentToTarget);\r\n }\r\n }\r\n\r\n let distanceClamped = false;\r\n if (!this.ignoreDistanceClamp) {\r\n distanceClamped = this._distanceClamp(currentToTarget, angularClamped);\r\n this._applyVerticalClamp(currentToTarget);\r\n }\r\n\r\n if (this.useFixedVerticalOffset) {\r\n currentToTarget.y = position.y - camera.globalPosition.y + this.fixedVerticalOffset;\r\n }\r\n\r\n if (angularClamped || distanceClamped || this._passedOrientationDeadzone(currentToTarget, nodeForward) || this._recenterNextUpdate) {\r\n this._orientationClamp(currentToTarget, rotationQuaternion);\r\n }\r\n\r\n this._workingPosition.subtractInPlace(pivot);\r\n this._recenterNextUpdate = false;\r\n\r\n this.attachedNode.setParent(oldParent);\r\n }\r\n }\r\n\r\n private _updateTransformToGoal(elapsed: number) {\r\n if (!this.attachedNode || !this.followedCamera || !this._enabled) {\r\n return;\r\n }\r\n\r\n if (!this.attachedNode.rotationQuaternion) {\r\n this.attachedNode.rotationQuaternion = Quaternion.Identity();\r\n }\r\n\r\n const oldParent = this.attachedNode.parent;\r\n this.attachedNode.setParent(null);\r\n\r\n if (!this.interpolatePose) {\r\n this.attachedNode.position.copyFrom(this.followedCamera.globalPosition).addInPlace(this._workingPosition);\r\n this.attachedNode.rotationQuaternion.copyFrom(this._workingQuaternion);\r\n return;\r\n }\r\n\r\n // position\r\n const currentDirection = new Vector3();\r\n currentDirection.copyFrom(this.attachedNode.position).subtractInPlace(this.followedCamera.globalPosition);\r\n Vector3.SmoothToRef(currentDirection, this._workingPosition, elapsed, this.lerpTime, currentDirection);\r\n currentDirection.addInPlace(this.followedCamera.globalPosition);\r\n this.attachedNode.position.copyFrom(currentDirection);\r\n\r\n // rotation\r\n const currentRotation = new Quaternion();\r\n currentRotation.copyFrom(this.attachedNode.rotationQuaternion);\r\n Quaternion.SmoothToRef(currentRotation, this._workingQuaternion, elapsed, this.lerpTime, this.attachedNode.rotationQuaternion);\r\n\r\n this.attachedNode.setParent(oldParent);\r\n }\r\n\r\n private _addObservables() {\r\n this._lastTick = Date.now();\r\n this._onBeforeRender = this._scene.onBeforeRenderObservable.add(() => {\r\n if (!this.followedCamera) {\r\n return;\r\n }\r\n\r\n const tick = Date.now();\r\n this._updateLeashing(this.followedCamera);\r\n this._updateTransformToGoal(tick - this._lastTick);\r\n this._lastTick = tick;\r\n });\r\n }\r\n\r\n private _removeObservables() {\r\n if (this._onBeforeRender) {\r\n this._scene.onBeforeRenderObservable.remove(this._onBeforeRender);\r\n }\r\n }\r\n}\r\n"]}
@@ -28,7 +28,7 @@ export declare class PointerDragBehavior implements Behavior<AbstractMesh> {
28
28
  */
29
29
  dragButtons: number[];
30
30
  /**
31
- * @hidden
31
+ * @internal
32
32
  */
33
33
  _useAlternatePickedPointAboveMaxDragAngle: boolean;
34
34
  /**
@@ -28,7 +28,7 @@ export class PointerDragBehavior {
28
28
  */
29
29
  this.dragButtons = [0, 1, 2];
30
30
  /**
31
- * @hidden
31
+ * @internal
32
32
  */
33
33
  this._useAlternatePickedPointAboveMaxDragAngle = false;
34
34
  /**
@@ -1 +1 @@
1
- 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type { Behavior } from \"../../Behaviors/behavior\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { PivotTools } from \"../../Misc/pivotTools\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { CreatePlane } from \"../../Meshes/Builders/planeBuilder\";\r\n\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events\r\n */\r\nexport class PointerDragBehavior implements Behavior<AbstractMesh> {\r\n private static _AnyMouseId = -2;\r\n /**\r\n * Abstract mesh the behavior is set on\r\n */\r\n public attachedNode: AbstractMesh;\r\n private _dragPlane: Mesh;\r\n private _scene: Scene;\r\n private _pointerObserver: Nullable<Observer<PointerInfo>>;\r\n private _beforeRenderObserver: Nullable<Observer<Scene>>;\r\n private static _PlaneScene: Scene;\r\n private _useAlternatePickedPointAboveMaxDragAngleDragSpeed = -1.1;\r\n private _activeDragButton: number = -1;\r\n /**\r\n * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)\r\n */\r\n public maxDragAngle = 0;\r\n /**\r\n * Butttons that can be used to initiate a drag\r\n */\r\n public dragButtons = [0, 1, 2];\r\n /**\r\n * @hidden\r\n */\r\n public _useAlternatePickedPointAboveMaxDragAngle = false;\r\n /**\r\n * Get or set the currentDraggingPointerId\r\n * @deprecated Please use currentDraggingPointerId instead\r\n */\r\n public get currentDraggingPointerID(): number {\r\n return this.currentDraggingPointerId;\r\n }\r\n public set currentDraggingPointerID(currentDraggingPointerID: number) {\r\n this.currentDraggingPointerId = currentDraggingPointerID;\r\n }\r\n /**\r\n * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)\r\n */\r\n public currentDraggingPointerId = -1;\r\n /**\r\n * The last position where the pointer hit the drag plane in world space\r\n */\r\n public lastDragPosition: Vector3;\r\n /**\r\n * If the behavior is currently in a dragging state\r\n */\r\n public dragging = false;\r\n /**\r\n * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)\r\n */\r\n public dragDeltaRatio = 0.2;\r\n /**\r\n * If the drag plane orientation should be updated during the dragging (Default: true)\r\n */\r\n public updateDragPlane = true;\r\n // Debug mode will display drag planes to help visualize behavior\r\n private _debugMode = false;\r\n private _moving = false;\r\n /**\r\n * Fires each time the attached mesh is dragged with the pointer\r\n * * delta between last drag position and current drag position in world space\r\n * * dragDistance along the drag axis\r\n * * dragPlaneNormal normal of the current drag plane used during the drag\r\n * * dragPlanePoint in world space where the drag intersects the drag plane\r\n */\r\n public onDragObservable = new Observable<{ delta: Vector3; dragPlanePoint: Vector3; dragPlaneNormal: Vector3; dragDistance: number; pointerId: number }>();\r\n /**\r\n * Fires each time a drag begins (eg. mouse down on mesh)\r\n */\r\n public onDragStartObservable = new Observable<{ dragPlanePoint: Vector3; pointerId: number }>();\r\n /**\r\n * Fires each time a drag ends (eg. mouse release after drag)\r\n */\r\n public onDragEndObservable = new Observable<{ dragPlanePoint: Vector3; pointerId: number }>();\r\n /**\r\n * Fires each time behavior enabled state changes\r\n */\r\n public onEnabledObservable = new Observable<boolean>();\r\n\r\n /**\r\n * If the attached mesh should be moved when dragged\r\n */\r\n public moveAttached = true;\r\n\r\n /**\r\n * If the drag behavior will react to drag events (Default: true)\r\n */\r\n public set enabled(value: boolean) {\r\n if (value != this._enabled) {\r\n this.onEnabledObservable.notifyObservers(value);\r\n }\r\n this._enabled = value;\r\n }\r\n\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n private _enabled = true;\r\n\r\n /**\r\n * If pointer events should start and release the drag (Default: true)\r\n */\r\n public startAndReleaseDragOnPointerEvents = true;\r\n /**\r\n * If camera controls should be detached during the drag\r\n */\r\n public detachCameraControls = true;\r\n\r\n /**\r\n * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)\r\n */\r\n public useObjectOrientationForDragging = true;\r\n\r\n private _options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 };\r\n\r\n /**\r\n * Gets the options used by the behavior\r\n */\r\n public get options(): { dragAxis?: Vector3; dragPlaneNormal?: Vector3 } {\r\n return this._options;\r\n }\r\n\r\n /**\r\n * Sets the options used by the behavior\r\n */\r\n public set options(options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options;\r\n }\r\n\r\n /**\r\n * Creates a pointer drag behavior that can be attached to a mesh\r\n * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)\r\n * @param options.dragAxis\r\n * @param options.dragPlaneNormal\r\n */\r\n constructor(options?: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options ? options : {};\r\n\r\n let optionCount = 0;\r\n if (this._options.dragAxis) {\r\n optionCount++;\r\n }\r\n if (this._options.dragPlaneNormal) {\r\n optionCount++;\r\n }\r\n if (optionCount > 1) {\r\n throw \"Multiple drag modes specified in dragBehavior options. Only one expected\";\r\n }\r\n }\r\n\r\n /**\r\n * Predicate to determine if it is valid to move the object to a new position when it is moved\r\n * @param targetPosition\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public validateDrag = (targetPosition: Vector3) => {\r\n return true;\r\n };\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"PointerDrag\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n private _tmpVector = new Vector3(0, 0, 0);\r\n private _alternatePickedPoint = new Vector3(0, 0, 0);\r\n private _worldDragAxis = new Vector3(0, 0, 0);\r\n private _targetPosition = new Vector3(0, 0, 0);\r\n private _attachedToElement: boolean = false;\r\n /**\r\n * Attaches the drag behavior the passed in mesh\r\n * @param ownerNode The mesh that will be dragged around once attached\r\n * @param predicate Predicate to use for pick filtering\r\n */\r\n public attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void {\r\n this._scene = ownerNode.getScene();\r\n ownerNode.isNearGrabbable = true;\r\n this.attachedNode = ownerNode;\r\n\r\n // Initialize drag plane to not interfere with existing scene\r\n if (!PointerDragBehavior._PlaneScene) {\r\n if (this._debugMode) {\r\n PointerDragBehavior._PlaneScene = this._scene;\r\n } else {\r\n PointerDragBehavior._PlaneScene = new Scene(this._scene.getEngine(), { virtual: true });\r\n PointerDragBehavior._PlaneScene.detachControl();\r\n this._scene.onDisposeObservable.addOnce(() => {\r\n PointerDragBehavior._PlaneScene.dispose();\r\n (<any>PointerDragBehavior._PlaneScene) = null;\r\n });\r\n }\r\n }\r\n this._dragPlane = CreatePlane(\r\n \"pointerDragPlane\",\r\n { size: this._debugMode ? 1 : 10000, updatable: false, sideOrientation: Mesh.DOUBLESIDE },\r\n PointerDragBehavior._PlaneScene\r\n );\r\n\r\n // State of the drag\r\n this.lastDragPosition = new Vector3(0, 0, 0);\r\n\r\n const pickPredicate = predicate\r\n ? predicate\r\n : (m: AbstractMesh) => {\r\n return this.attachedNode == m || m.isDescendantOf(this.attachedNode);\r\n };\r\n\r\n this._pointerObserver = this._scene.onPointerObservable.add((pointerInfo) => {\r\n if (!this.enabled) {\r\n // If behavior is disabled before releaseDrag is ever called, call it now.\r\n if (this._attachedToElement) {\r\n this.releaseDrag();\r\n this._activeDragButton = -1;\r\n }\r\n\r\n return;\r\n }\r\n\r\n if (pointerInfo.type == PointerEventTypes.POINTERDOWN) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n !this.dragging &&\r\n pointerInfo.pickInfo &&\r\n pointerInfo.pickInfo.hit &&\r\n pointerInfo.pickInfo.pickedMesh &&\r\n pointerInfo.pickInfo.pickedPoint &&\r\n pointerInfo.pickInfo.ray &&\r\n pickPredicate(pointerInfo.pickInfo.pickedMesh)\r\n ) {\r\n if (this._activeDragButton === -1 && this.dragButtons.indexOf(pointerInfo.event.button) !== -1) {\r\n this._activeDragButton = pointerInfo.event.button;\r\n this._startDrag((<IPointerEvent>pointerInfo.event).pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);\r\n }\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERUP) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n this.currentDraggingPointerId == (<IPointerEvent>pointerInfo.event).pointerId &&\r\n this._activeDragButton === pointerInfo.event.button\r\n ) {\r\n this.releaseDrag();\r\n this._activeDragButton = -1;\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERMOVE) {\r\n const pointerId = (<IPointerEvent>pointerInfo.event).pointerId;\r\n\r\n // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved\r\n if (this.currentDraggingPointerId === PointerDragBehavior._AnyMouseId && pointerId !== PointerDragBehavior._AnyMouseId) {\r\n const evt = <IPointerEvent>pointerInfo.event;\r\n const isMouseEvent = evt.pointerType === \"mouse\" || (!this._scene.getEngine().hostInformation.isMobile && evt instanceof MouseEvent);\r\n if (isMouseEvent) {\r\n if (this._lastPointerRay[this.currentDraggingPointerId]) {\r\n this._lastPointerRay[pointerId] = this._lastPointerRay[this.currentDraggingPointerId];\r\n delete this._lastPointerRay[this.currentDraggingPointerId];\r\n }\r\n this.currentDraggingPointerId = pointerId;\r\n }\r\n }\r\n\r\n // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()\r\n if (!this._lastPointerRay[pointerId]) {\r\n this._lastPointerRay[pointerId] = new Ray(new Vector3(), new Vector3());\r\n }\r\n if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {\r\n this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);\r\n this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);\r\n\r\n if (this.currentDraggingPointerId == pointerId && this.dragging) {\r\n this._moveDrag(pointerInfo.pickInfo.ray);\r\n }\r\n }\r\n }\r\n });\r\n\r\n this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n if (this._moving && this.moveAttached) {\r\n let needMatrixUpdate = false;\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Slowly move mesh to avoid jitter\r\n this._targetPosition.subtractToRef(this.attachedNode.absolutePosition, this._tmpVector);\r\n this._tmpVector.scaleInPlace(this.dragDeltaRatio);\r\n this.attachedNode.getAbsolutePosition().addToRef(this._tmpVector, this._tmpVector);\r\n if (this.validateDrag(this._tmpVector)) {\r\n this.attachedNode.setAbsolutePosition(this._tmpVector);\r\n needMatrixUpdate = true;\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n if (needMatrixUpdate) {\r\n this.attachedNode.computeWorldMatrix();\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Force release the drag action by code.\r\n */\r\n public releaseDrag() {\r\n if (this.dragging) {\r\n this.dragging = false;\r\n this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerId });\r\n }\r\n\r\n this.currentDraggingPointerId = -1;\r\n this._moving = false;\r\n\r\n // Reattach camera controls\r\n if (this.detachCameraControls && this._attachedToElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.getClassName() === \"ArcRotateCamera\") {\r\n const arcRotateCamera = this._scene.activeCamera as ArcRotateCamera;\r\n arcRotateCamera.attachControl(\r\n arcRotateCamera.inputs ? arcRotateCamera.inputs.noPreventDefault : true,\r\n arcRotateCamera._useCtrlForPanning,\r\n arcRotateCamera._panningMouseButton\r\n );\r\n } else {\r\n this._scene.activeCamera.attachControl(this._scene.activeCamera.inputs ? this._scene.activeCamera.inputs.noPreventDefault : true);\r\n }\r\n this._attachedToElement = false;\r\n }\r\n }\r\n\r\n private _startDragRay = new Ray(new Vector3(), new Vector3());\r\n private _lastPointerRay: { [key: number]: Ray } = {};\r\n /**\r\n * Simulates the start of a pointer drag event on the behavior\r\n * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)\r\n * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)\r\n * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)\r\n */\r\n public startDrag(pointerId: number = PointerDragBehavior._AnyMouseId, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n this._startDrag(pointerId, fromRay, startPickedPoint);\r\n\r\n let lastRay = this._lastPointerRay[pointerId];\r\n if (pointerId === PointerDragBehavior._AnyMouseId) {\r\n lastRay = this._lastPointerRay[<any>Object.keys(this._lastPointerRay)[0]];\r\n }\r\n\r\n if (lastRay) {\r\n // if there was a last pointer ray drag the object there\r\n this._moveDrag(lastRay);\r\n }\r\n }\r\n\r\n protected _startDrag(pointerId: number, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n if (!this._scene.activeCamera || this.dragging || !this.attachedNode) {\r\n return;\r\n }\r\n\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Create start ray from the camera to the object\r\n if (fromRay) {\r\n this._startDragRay.direction.copyFrom(fromRay.direction);\r\n this._startDragRay.origin.copyFrom(fromRay.origin);\r\n } else {\r\n this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);\r\n this.attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);\r\n this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);\r\n }\r\n\r\n this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);\r\n\r\n const pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);\r\n if (pickedPoint) {\r\n this.dragging = true;\r\n this.currentDraggingPointerId = pointerId;\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerId });\r\n this._targetPosition.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n // Detatch camera controls\r\n if (this.detachCameraControls && this._scene.activeCamera && this._scene.activeCamera.inputs && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.inputs.attachedToElement) {\r\n this._scene.activeCamera.detachControl();\r\n this._attachedToElement = true;\r\n } else {\r\n this._attachedToElement = false;\r\n }\r\n }\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n\r\n private _dragDelta = new Vector3();\r\n protected _moveDrag(ray: Ray) {\r\n this._moving = true;\r\n const pickedPoint = this._pickWithRayOnDragPlane(ray);\r\n\r\n if (pickedPoint) {\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n\r\n if (this.updateDragPlane) {\r\n this._updateDragPlanePosition(ray, pickedPoint);\r\n }\r\n let dragLength = 0;\r\n // depending on the drag mode option drag accordingly\r\n if (this._options.dragAxis) {\r\n // Convert local drag axis to world if useObjectOrientationForDragging\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis)\r\n : this._worldDragAxis.copyFrom(this._options.dragAxis);\r\n\r\n // Project delta drag from the drag plane onto the drag axis\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);\r\n dragLength = Vector3.Dot(this._tmpVector, this._worldDragAxis);\r\n this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);\r\n } else {\r\n dragLength = this._dragDelta.length();\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);\r\n }\r\n this._targetPosition.addInPlace(this._dragDelta);\r\n this.onDragObservable.notifyObservers({\r\n dragDistance: dragLength,\r\n delta: this._dragDelta,\r\n dragPlanePoint: pickedPoint,\r\n dragPlaneNormal: this._dragPlane.forward,\r\n pointerId: this.currentDraggingPointerId,\r\n });\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n }\r\n\r\n private _pickWithRayOnDragPlane(ray: Nullable<Ray>) {\r\n if (!ray) {\r\n return null;\r\n }\r\n\r\n // Calculate angle between plane normal and ray\r\n let angle = Math.acos(Vector3.Dot(this._dragPlane.forward, ray.direction));\r\n // Correct if ray is casted from oposite side\r\n if (angle > Math.PI / 2) {\r\n angle = Math.PI - angle;\r\n }\r\n\r\n // If the angle is too perpendicular to the plane pick another point on the plane where it is looking\r\n if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {\r\n if (this._useAlternatePickedPointAboveMaxDragAngle) {\r\n // Invert ray direction along the towards object axis\r\n this._tmpVector.copyFrom(ray.direction);\r\n this.attachedNode.absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);\r\n this._alternatePickedPoint.normalize();\r\n this._alternatePickedPoint.scaleInPlace(this._useAlternatePickedPointAboveMaxDragAngleDragSpeed * Vector3.Dot(this._alternatePickedPoint, this._tmpVector));\r\n this._tmpVector.addInPlace(this._alternatePickedPoint);\r\n\r\n // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point\r\n const dot = Vector3.Dot(this._dragPlane.forward, this._tmpVector);\r\n this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);\r\n this._alternatePickedPoint.addInPlace(this._tmpVector);\r\n this._alternatePickedPoint.addInPlace(this.attachedNode.absolutePosition);\r\n return this._alternatePickedPoint;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n const pickResult = PointerDragBehavior._PlaneScene.pickWithRay(ray, (m) => {\r\n return m == this._dragPlane;\r\n });\r\n if (pickResult && pickResult.hit && pickResult.pickedMesh && pickResult.pickedPoint) {\r\n return pickResult.pickedPoint;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n // Variables to avoid instantiation in the below method\r\n private _pointA = new Vector3(0, 0, 0);\r\n private _pointC = new Vector3(0, 0, 0);\r\n private _localAxis = new Vector3(0, 0, 0);\r\n private _lookAt = new Vector3(0, 0, 0);\r\n // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera\r\n private _updateDragPlanePosition(ray: Ray, dragPlanePosition: Vector3) {\r\n this._pointA.copyFrom(dragPlanePosition);\r\n if (this._options.dragAxis) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragAxis);\r\n\r\n // Calculate plane normal that is the cross product of local axis and (eye-dragPlanePosition)\r\n ray.origin.subtractToRef(this._pointA, this._pointC);\r\n this._pointC.normalize();\r\n if (Math.abs(Vector3.Dot(this._localAxis, this._pointC)) > 0.999) {\r\n // the drag axis is colinear with the (eye to position) ray. The cross product will give jittered values.\r\n // A new axis vector need to be computed\r\n if (Math.abs(Vector3.Dot(Vector3.UpReadOnly, this._pointC)) > 0.999) {\r\n this._lookAt.copyFrom(Vector3.Right());\r\n } else {\r\n this._lookAt.copyFrom(Vector3.UpReadOnly);\r\n }\r\n } else {\r\n Vector3.CrossToRef(this._localAxis, this._pointC, this._lookAt);\r\n // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendicular to camera\r\n Vector3.CrossToRef(this._localAxis, this._lookAt, this._lookAt);\r\n this._lookAt.normalize();\r\n }\r\n\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._lookAt, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else if (this._options.dragPlaneNormal) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragPlaneNormal);\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._localAxis, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else {\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._dragPlane.lookAt(ray.origin);\r\n }\r\n // Update the position of the drag plane so it doesn't get out of sync with the node (eg. when moving back and forth quickly)\r\n this._dragPlane.position.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n this._dragPlane.computeWorldMatrix(true);\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this._lastPointerRay = {};\r\n if (this.attachedNode) {\r\n this.attachedNode.isNearGrabbable = false;\r\n }\r\n if (this._pointerObserver) {\r\n this._scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n if (this._beforeRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n }\r\n if (this._dragPlane) {\r\n this._dragPlane.dispose();\r\n }\r\n this.releaseDrag();\r\n this._activeDragButton = -1;\r\n }\r\n}\r\n"]}
1
+ 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type { Behavior } from \"../../Behaviors/behavior\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { PivotTools } from \"../../Misc/pivotTools\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { CreatePlane } from \"../../Meshes/Builders/planeBuilder\";\r\n\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events\r\n */\r\nexport class PointerDragBehavior implements Behavior<AbstractMesh> {\r\n private static _AnyMouseId = -2;\r\n /**\r\n * Abstract mesh the behavior is set on\r\n */\r\n public attachedNode: AbstractMesh;\r\n private _dragPlane: Mesh;\r\n private _scene: Scene;\r\n private _pointerObserver: Nullable<Observer<PointerInfo>>;\r\n private _beforeRenderObserver: Nullable<Observer<Scene>>;\r\n private static _PlaneScene: Scene;\r\n private _useAlternatePickedPointAboveMaxDragAngleDragSpeed = -1.1;\r\n private _activeDragButton: number = -1;\r\n /**\r\n * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)\r\n */\r\n public maxDragAngle = 0;\r\n /**\r\n * Butttons that can be used to initiate a drag\r\n */\r\n public dragButtons = [0, 1, 2];\r\n /**\r\n * @internal\r\n */\r\n public _useAlternatePickedPointAboveMaxDragAngle = false;\r\n /**\r\n * Get or set the currentDraggingPointerId\r\n * @deprecated Please use currentDraggingPointerId instead\r\n */\r\n public get currentDraggingPointerID(): number {\r\n return this.currentDraggingPointerId;\r\n }\r\n public set currentDraggingPointerID(currentDraggingPointerID: number) {\r\n this.currentDraggingPointerId = currentDraggingPointerID;\r\n }\r\n /**\r\n * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)\r\n */\r\n public currentDraggingPointerId = -1;\r\n /**\r\n * The last position where the pointer hit the drag plane in world space\r\n */\r\n public lastDragPosition: Vector3;\r\n /**\r\n * If the behavior is currently in a dragging state\r\n */\r\n public dragging = false;\r\n /**\r\n * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)\r\n */\r\n public dragDeltaRatio = 0.2;\r\n /**\r\n * If the drag plane orientation should be updated during the dragging (Default: true)\r\n */\r\n public updateDragPlane = true;\r\n // Debug mode will display drag planes to help visualize behavior\r\n private _debugMode = false;\r\n private _moving = false;\r\n /**\r\n * Fires each time the attached mesh is dragged with the pointer\r\n * * delta between last drag position and current drag position in world space\r\n * * dragDistance along the drag axis\r\n * * dragPlaneNormal normal of the current drag plane used during the drag\r\n * * dragPlanePoint in world space where the drag intersects the drag plane\r\n */\r\n public onDragObservable = new Observable<{ delta: Vector3; dragPlanePoint: Vector3; dragPlaneNormal: Vector3; dragDistance: number; pointerId: number }>();\r\n /**\r\n * Fires each time a drag begins (eg. mouse down on mesh)\r\n */\r\n public onDragStartObservable = new Observable<{ dragPlanePoint: Vector3; pointerId: number }>();\r\n /**\r\n * Fires each time a drag ends (eg. mouse release after drag)\r\n */\r\n public onDragEndObservable = new Observable<{ dragPlanePoint: Vector3; pointerId: number }>();\r\n /**\r\n * Fires each time behavior enabled state changes\r\n */\r\n public onEnabledObservable = new Observable<boolean>();\r\n\r\n /**\r\n * If the attached mesh should be moved when dragged\r\n */\r\n public moveAttached = true;\r\n\r\n /**\r\n * If the drag behavior will react to drag events (Default: true)\r\n */\r\n public set enabled(value: boolean) {\r\n if (value != this._enabled) {\r\n this.onEnabledObservable.notifyObservers(value);\r\n }\r\n this._enabled = value;\r\n }\r\n\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n private _enabled = true;\r\n\r\n /**\r\n * If pointer events should start and release the drag (Default: true)\r\n */\r\n public startAndReleaseDragOnPointerEvents = true;\r\n /**\r\n * If camera controls should be detached during the drag\r\n */\r\n public detachCameraControls = true;\r\n\r\n /**\r\n * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)\r\n */\r\n public useObjectOrientationForDragging = true;\r\n\r\n private _options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 };\r\n\r\n /**\r\n * Gets the options used by the behavior\r\n */\r\n public get options(): { dragAxis?: Vector3; dragPlaneNormal?: Vector3 } {\r\n return this._options;\r\n }\r\n\r\n /**\r\n * Sets the options used by the behavior\r\n */\r\n public set options(options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options;\r\n }\r\n\r\n /**\r\n * Creates a pointer drag behavior that can be attached to a mesh\r\n * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)\r\n * @param options.dragAxis\r\n * @param options.dragPlaneNormal\r\n */\r\n constructor(options?: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options ? options : {};\r\n\r\n let optionCount = 0;\r\n if (this._options.dragAxis) {\r\n optionCount++;\r\n }\r\n if (this._options.dragPlaneNormal) {\r\n optionCount++;\r\n }\r\n if (optionCount > 1) {\r\n throw \"Multiple drag modes specified in dragBehavior options. Only one expected\";\r\n }\r\n }\r\n\r\n /**\r\n * Predicate to determine if it is valid to move the object to a new position when it is moved\r\n * @param targetPosition\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public validateDrag = (targetPosition: Vector3) => {\r\n return true;\r\n };\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"PointerDrag\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n private _tmpVector = new Vector3(0, 0, 0);\r\n private _alternatePickedPoint = new Vector3(0, 0, 0);\r\n private _worldDragAxis = new Vector3(0, 0, 0);\r\n private _targetPosition = new Vector3(0, 0, 0);\r\n private _attachedToElement: boolean = false;\r\n /**\r\n * Attaches the drag behavior the passed in mesh\r\n * @param ownerNode The mesh that will be dragged around once attached\r\n * @param predicate Predicate to use for pick filtering\r\n */\r\n public attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void {\r\n this._scene = ownerNode.getScene();\r\n ownerNode.isNearGrabbable = true;\r\n this.attachedNode = ownerNode;\r\n\r\n // Initialize drag plane to not interfere with existing scene\r\n if (!PointerDragBehavior._PlaneScene) {\r\n if (this._debugMode) {\r\n PointerDragBehavior._PlaneScene = this._scene;\r\n } else {\r\n PointerDragBehavior._PlaneScene = new Scene(this._scene.getEngine(), { virtual: true });\r\n PointerDragBehavior._PlaneScene.detachControl();\r\n this._scene.onDisposeObservable.addOnce(() => {\r\n PointerDragBehavior._PlaneScene.dispose();\r\n (<any>PointerDragBehavior._PlaneScene) = null;\r\n });\r\n }\r\n }\r\n this._dragPlane = CreatePlane(\r\n \"pointerDragPlane\",\r\n { size: this._debugMode ? 1 : 10000, updatable: false, sideOrientation: Mesh.DOUBLESIDE },\r\n PointerDragBehavior._PlaneScene\r\n );\r\n\r\n // State of the drag\r\n this.lastDragPosition = new Vector3(0, 0, 0);\r\n\r\n const pickPredicate = predicate\r\n ? predicate\r\n : (m: AbstractMesh) => {\r\n return this.attachedNode == m || m.isDescendantOf(this.attachedNode);\r\n };\r\n\r\n this._pointerObserver = this._scene.onPointerObservable.add((pointerInfo) => {\r\n if (!this.enabled) {\r\n // If behavior is disabled before releaseDrag is ever called, call it now.\r\n if (this._attachedToElement) {\r\n this.releaseDrag();\r\n this._activeDragButton = -1;\r\n }\r\n\r\n return;\r\n }\r\n\r\n if (pointerInfo.type == PointerEventTypes.POINTERDOWN) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n !this.dragging &&\r\n pointerInfo.pickInfo &&\r\n pointerInfo.pickInfo.hit &&\r\n pointerInfo.pickInfo.pickedMesh &&\r\n pointerInfo.pickInfo.pickedPoint &&\r\n pointerInfo.pickInfo.ray &&\r\n pickPredicate(pointerInfo.pickInfo.pickedMesh)\r\n ) {\r\n if (this._activeDragButton === -1 && this.dragButtons.indexOf(pointerInfo.event.button) !== -1) {\r\n this._activeDragButton = pointerInfo.event.button;\r\n this._startDrag((<IPointerEvent>pointerInfo.event).pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);\r\n }\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERUP) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n this.currentDraggingPointerId == (<IPointerEvent>pointerInfo.event).pointerId &&\r\n this._activeDragButton === pointerInfo.event.button\r\n ) {\r\n this.releaseDrag();\r\n this._activeDragButton = -1;\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERMOVE) {\r\n const pointerId = (<IPointerEvent>pointerInfo.event).pointerId;\r\n\r\n // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved\r\n if (this.currentDraggingPointerId === PointerDragBehavior._AnyMouseId && pointerId !== PointerDragBehavior._AnyMouseId) {\r\n const evt = <IPointerEvent>pointerInfo.event;\r\n const isMouseEvent = evt.pointerType === \"mouse\" || (!this._scene.getEngine().hostInformation.isMobile && evt instanceof MouseEvent);\r\n if (isMouseEvent) {\r\n if (this._lastPointerRay[this.currentDraggingPointerId]) {\r\n this._lastPointerRay[pointerId] = this._lastPointerRay[this.currentDraggingPointerId];\r\n delete this._lastPointerRay[this.currentDraggingPointerId];\r\n }\r\n this.currentDraggingPointerId = pointerId;\r\n }\r\n }\r\n\r\n // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()\r\n if (!this._lastPointerRay[pointerId]) {\r\n this._lastPointerRay[pointerId] = new Ray(new Vector3(), new Vector3());\r\n }\r\n if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {\r\n this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);\r\n this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);\r\n\r\n if (this.currentDraggingPointerId == pointerId && this.dragging) {\r\n this._moveDrag(pointerInfo.pickInfo.ray);\r\n }\r\n }\r\n }\r\n });\r\n\r\n this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n if (this._moving && this.moveAttached) {\r\n let needMatrixUpdate = false;\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Slowly move mesh to avoid jitter\r\n this._targetPosition.subtractToRef(this.attachedNode.absolutePosition, this._tmpVector);\r\n this._tmpVector.scaleInPlace(this.dragDeltaRatio);\r\n this.attachedNode.getAbsolutePosition().addToRef(this._tmpVector, this._tmpVector);\r\n if (this.validateDrag(this._tmpVector)) {\r\n this.attachedNode.setAbsolutePosition(this._tmpVector);\r\n needMatrixUpdate = true;\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n if (needMatrixUpdate) {\r\n this.attachedNode.computeWorldMatrix();\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Force release the drag action by code.\r\n */\r\n public releaseDrag() {\r\n if (this.dragging) {\r\n this.dragging = false;\r\n this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerId });\r\n }\r\n\r\n this.currentDraggingPointerId = -1;\r\n this._moving = false;\r\n\r\n // Reattach camera controls\r\n if (this.detachCameraControls && this._attachedToElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.getClassName() === \"ArcRotateCamera\") {\r\n const arcRotateCamera = this._scene.activeCamera as ArcRotateCamera;\r\n arcRotateCamera.attachControl(\r\n arcRotateCamera.inputs ? arcRotateCamera.inputs.noPreventDefault : true,\r\n arcRotateCamera._useCtrlForPanning,\r\n arcRotateCamera._panningMouseButton\r\n );\r\n } else {\r\n this._scene.activeCamera.attachControl(this._scene.activeCamera.inputs ? this._scene.activeCamera.inputs.noPreventDefault : true);\r\n }\r\n this._attachedToElement = false;\r\n }\r\n }\r\n\r\n private _startDragRay = new Ray(new Vector3(), new Vector3());\r\n private _lastPointerRay: { [key: number]: Ray } = {};\r\n /**\r\n * Simulates the start of a pointer drag event on the behavior\r\n * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)\r\n * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)\r\n * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)\r\n */\r\n public startDrag(pointerId: number = PointerDragBehavior._AnyMouseId, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n this._startDrag(pointerId, fromRay, startPickedPoint);\r\n\r\n let lastRay = this._lastPointerRay[pointerId];\r\n if (pointerId === PointerDragBehavior._AnyMouseId) {\r\n lastRay = this._lastPointerRay[<any>Object.keys(this._lastPointerRay)[0]];\r\n }\r\n\r\n if (lastRay) {\r\n // if there was a last pointer ray drag the object there\r\n this._moveDrag(lastRay);\r\n }\r\n }\r\n\r\n protected _startDrag(pointerId: number, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n if (!this._scene.activeCamera || this.dragging || !this.attachedNode) {\r\n return;\r\n }\r\n\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Create start ray from the camera to the object\r\n if (fromRay) {\r\n this._startDragRay.direction.copyFrom(fromRay.direction);\r\n this._startDragRay.origin.copyFrom(fromRay.origin);\r\n } else {\r\n this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);\r\n this.attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);\r\n this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);\r\n }\r\n\r\n this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);\r\n\r\n const pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);\r\n if (pickedPoint) {\r\n this.dragging = true;\r\n this.currentDraggingPointerId = pointerId;\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerId });\r\n this._targetPosition.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n // Detatch camera controls\r\n if (this.detachCameraControls && this._scene.activeCamera && this._scene.activeCamera.inputs && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.inputs.attachedToElement) {\r\n this._scene.activeCamera.detachControl();\r\n this._attachedToElement = true;\r\n } else {\r\n this._attachedToElement = false;\r\n }\r\n }\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n\r\n private _dragDelta = new Vector3();\r\n protected _moveDrag(ray: Ray) {\r\n this._moving = true;\r\n const pickedPoint = this._pickWithRayOnDragPlane(ray);\r\n\r\n if (pickedPoint) {\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n\r\n if (this.updateDragPlane) {\r\n this._updateDragPlanePosition(ray, pickedPoint);\r\n }\r\n let dragLength = 0;\r\n // depending on the drag mode option drag accordingly\r\n if (this._options.dragAxis) {\r\n // Convert local drag axis to world if useObjectOrientationForDragging\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis)\r\n : this._worldDragAxis.copyFrom(this._options.dragAxis);\r\n\r\n // Project delta drag from the drag plane onto the drag axis\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);\r\n dragLength = Vector3.Dot(this._tmpVector, this._worldDragAxis);\r\n this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);\r\n } else {\r\n dragLength = this._dragDelta.length();\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);\r\n }\r\n this._targetPosition.addInPlace(this._dragDelta);\r\n this.onDragObservable.notifyObservers({\r\n dragDistance: dragLength,\r\n delta: this._dragDelta,\r\n dragPlanePoint: pickedPoint,\r\n dragPlaneNormal: this._dragPlane.forward,\r\n pointerId: this.currentDraggingPointerId,\r\n });\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n }\r\n\r\n private _pickWithRayOnDragPlane(ray: Nullable<Ray>) {\r\n if (!ray) {\r\n return null;\r\n }\r\n\r\n // Calculate angle between plane normal and ray\r\n let angle = Math.acos(Vector3.Dot(this._dragPlane.forward, ray.direction));\r\n // Correct if ray is casted from oposite side\r\n if (angle > Math.PI / 2) {\r\n angle = Math.PI - angle;\r\n }\r\n\r\n // If the angle is too perpendicular to the plane pick another point on the plane where it is looking\r\n if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {\r\n if (this._useAlternatePickedPointAboveMaxDragAngle) {\r\n // Invert ray direction along the towards object axis\r\n this._tmpVector.copyFrom(ray.direction);\r\n this.attachedNode.absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);\r\n this._alternatePickedPoint.normalize();\r\n this._alternatePickedPoint.scaleInPlace(this._useAlternatePickedPointAboveMaxDragAngleDragSpeed * Vector3.Dot(this._alternatePickedPoint, this._tmpVector));\r\n this._tmpVector.addInPlace(this._alternatePickedPoint);\r\n\r\n // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point\r\n const dot = Vector3.Dot(this._dragPlane.forward, this._tmpVector);\r\n this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);\r\n this._alternatePickedPoint.addInPlace(this._tmpVector);\r\n this._alternatePickedPoint.addInPlace(this.attachedNode.absolutePosition);\r\n return this._alternatePickedPoint;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n const pickResult = PointerDragBehavior._PlaneScene.pickWithRay(ray, (m) => {\r\n return m == this._dragPlane;\r\n });\r\n if (pickResult && pickResult.hit && pickResult.pickedMesh && pickResult.pickedPoint) {\r\n return pickResult.pickedPoint;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n // Variables to avoid instantiation in the below method\r\n private _pointA = new Vector3(0, 0, 0);\r\n private _pointC = new Vector3(0, 0, 0);\r\n private _localAxis = new Vector3(0, 0, 0);\r\n private _lookAt = new Vector3(0, 0, 0);\r\n // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera\r\n private _updateDragPlanePosition(ray: Ray, dragPlanePosition: Vector3) {\r\n this._pointA.copyFrom(dragPlanePosition);\r\n if (this._options.dragAxis) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragAxis);\r\n\r\n // Calculate plane normal that is the cross product of local axis and (eye-dragPlanePosition)\r\n ray.origin.subtractToRef(this._pointA, this._pointC);\r\n this._pointC.normalize();\r\n if (Math.abs(Vector3.Dot(this._localAxis, this._pointC)) > 0.999) {\r\n // the drag axis is colinear with the (eye to position) ray. The cross product will give jittered values.\r\n // A new axis vector need to be computed\r\n if (Math.abs(Vector3.Dot(Vector3.UpReadOnly, this._pointC)) > 0.999) {\r\n this._lookAt.copyFrom(Vector3.Right());\r\n } else {\r\n this._lookAt.copyFrom(Vector3.UpReadOnly);\r\n }\r\n } else {\r\n Vector3.CrossToRef(this._localAxis, this._pointC, this._lookAt);\r\n // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendicular to camera\r\n Vector3.CrossToRef(this._localAxis, this._lookAt, this._lookAt);\r\n this._lookAt.normalize();\r\n }\r\n\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._lookAt, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else if (this._options.dragPlaneNormal) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragPlaneNormal);\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._localAxis, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else {\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._dragPlane.lookAt(ray.origin);\r\n }\r\n // Update the position of the drag plane so it doesn't get out of sync with the node (eg. when moving back and forth quickly)\r\n this._dragPlane.position.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n this._dragPlane.computeWorldMatrix(true);\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this._lastPointerRay = {};\r\n if (this.attachedNode) {\r\n this.attachedNode.isNearGrabbable = false;\r\n }\r\n if (this._pointerObserver) {\r\n this._scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n if (this._beforeRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n }\r\n if (this._dragPlane) {\r\n this._dragPlane.dispose();\r\n }\r\n this.releaseDrag();\r\n this._activeDragButton = -1;\r\n }\r\n}\r\n"]}
package/Bones/bone.d.ts CHANGED
@@ -28,7 +28,7 @@ export declare class Bone extends Node {
28
28
  */
29
29
  length: number;
30
30
  /**
31
- * @hidden Internal only
31
+ * @internal Internal only
32
32
  * Set this value to map this bone to a different index in the transform matrices
33
33
  * Set this value to -1 to exclude the bone from the transform matrices
34
34
  */
@@ -46,13 +46,13 @@ export declare class Bone extends Node {
46
46
  private _localPosition;
47
47
  private _needToDecompose;
48
48
  private _needToCompose;
49
- /** @hidden */
49
+ /** @internal */
50
50
  _linkedTransformNode: Nullable<TransformNode>;
51
- /** @hidden */
51
+ /** @internal */
52
52
  _waitingTransformNodeId: Nullable<string>;
53
- /** @hidden */
53
+ /** @internal */
54
54
  get _matrix(): Matrix;
55
- /** @hidden */
55
+ /** @internal */
56
56
  set _matrix(value: Matrix);
57
57
  /**
58
58
  * Create a new bone
@@ -71,7 +71,7 @@ export declare class Bone extends Node {
71
71
  name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
72
72
  /**
73
73
  * Gets the current object class name.
74
- * @return the class name
74
+ * @returns the class name
75
75
  */
76
76
  getClassName(): string;
77
77
  /**
@@ -190,9 +190,7 @@ export declare class Bone extends Node {
190
190
  */
191
191
  updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
192
192
  /**
193
- * @param rootMatrix
194
- * @param updateChildren
195
- * @hidden
193
+ * @internal
196
194
  */
197
195
  _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
198
196
  /**
@@ -200,7 +198,7 @@ export declare class Bone extends Node {
200
198
  * @returns this bone
201
199
  */
202
200
  markAsDirty(): Bone;
203
- /** @hidden */
201
+ /** @internal */
204
202
  _markAsDirtyAndCompose(): void;
205
203
  private _markAsDirtyAndDecompose;
206
204
  /**
package/Bones/bone.js CHANGED
@@ -31,7 +31,7 @@ export class Bone extends Node {
31
31
  /** Gets the animations associated with this bone */
32
32
  this.animations = new Array();
33
33
  /**
34
- * @hidden Internal only
34
+ * @internal Internal only
35
35
  * Set this value to map this bone to a different index in the transform matrices
36
36
  * Set this value to -1 to exclude the bone from the transform matrices
37
37
  */
@@ -42,9 +42,9 @@ export class Bone extends Node {
42
42
  this._worldTransform = new Matrix();
43
43
  this._needToDecompose = true;
44
44
  this._needToCompose = false;
45
- /** @hidden */
45
+ /** @internal */
46
46
  this._linkedTransformNode = null;
47
- /** @hidden */
47
+ /** @internal */
48
48
  this._waitingTransformNodeId = null;
49
49
  this._skeleton = skeleton;
50
50
  this._localMatrix = localMatrix ? localMatrix.clone() : Matrix.Identity();
@@ -57,12 +57,12 @@ export class Bone extends Node {
57
57
  this._updateDifferenceMatrix();
58
58
  }
59
59
  }
60
- /** @hidden */
60
+ /** @internal */
61
61
  get _matrix() {
62
62
  this._compose();
63
63
  return this._localMatrix;
64
64
  }
65
- /** @hidden */
65
+ /** @internal */
66
66
  set _matrix(value) {
67
67
  this._needToCompose = false; // in case there was a pending compose
68
68
  // skip if the matrices are the same
@@ -74,7 +74,7 @@ export class Bone extends Node {
74
74
  }
75
75
  /**
76
76
  * Gets the current object class name.
77
- * @return the class name
77
+ * @returns the class name
78
78
  */
79
79
  getClassName() {
80
80
  return "Bone";
@@ -325,9 +325,7 @@ export class Bone extends Node {
325
325
  }
326
326
  }
327
327
  /**
328
- * @param rootMatrix
329
- * @param updateChildren
330
- * @hidden
328
+ * @internal
331
329
  */
332
330
  _updateDifferenceMatrix(rootMatrix, updateChildren = true) {
333
331
  if (!rootMatrix) {
@@ -357,7 +355,7 @@ export class Bone extends Node {
357
355
  this._skeleton._markAsDirty();
358
356
  return this;
359
357
  }
360
- /** @hidden */
358
+ /** @internal */
361
359
  _markAsDirtyAndCompose() {
362
360
  this.markAsDirty();
363
361
  this._needToCompose = true;