@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.
- package/Actions/abstractActionManager.d.ts +6 -6
- package/Actions/abstractActionManager.js +1 -1
- package/Actions/abstractActionManager.js.map +1 -1
- package/Actions/action.d.ts +12 -21
- package/Actions/action.js +8 -17
- package/Actions/action.js.map +1 -1
- package/Actions/actionManager.d.ts +7 -10
- package/Actions/actionManager.js +7 -10
- package/Actions/actionManager.js.map +1 -1
- package/Actions/condition.d.ts +9 -50
- package/Actions/condition.js +3 -26
- package/Actions/condition.js.map +1 -1
- package/Actions/directActions.d.ts +7 -7
- package/Actions/directActions.js +7 -7
- package/Actions/directActions.js.map +1 -1
- package/Actions/directAudioActions.d.ts +2 -2
- package/Actions/directAudioActions.js +2 -2
- package/Actions/directAudioActions.js.map +1 -1
- package/Actions/interpolateValueAction.d.ts +1 -1
- package/Actions/interpolateValueAction.js +1 -1
- package/Actions/interpolateValueAction.js.map +1 -1
- package/Animations/animatable.d.ts +5 -6
- package/Animations/animatable.js +1 -2
- package/Animations/animatable.js.map +1 -1
- package/Animations/animation.d.ts +6 -20
- package/Animations/animation.js +6 -20
- package/Animations/animation.js.map +1 -1
- package/Animations/animationEvent.d.ts +1 -1
- package/Animations/animationEvent.js +1 -1
- package/Animations/animationEvent.js.map +1 -1
- package/Animations/animationGroup.d.ts +4 -4
- package/Animations/animationGroup.js +4 -4
- package/Animations/animationGroup.js.map +1 -1
- package/Animations/easing.d.ts +13 -26
- package/Animations/easing.js +13 -26
- package/Animations/easing.js.map +1 -1
- package/Animations/runtimeAnimation.d.ts +3 -4
- package/Animations/runtimeAnimation.js +1 -2
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Audio/audioSceneComponent.d.ts +2 -2
- package/Audio/audioSceneComponent.js.map +1 -1
- package/Audio/sound.d.ts +3 -4
- package/Audio/sound.js +2 -3
- package/Audio/sound.js.map +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.d.ts +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
- package/Behaviors/Cameras/bouncingBehavior.d.ts +1 -1
- package/Behaviors/Cameras/bouncingBehavior.js +1 -1
- package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
- package/Behaviors/Cameras/framingBehavior.d.ts +1 -1
- package/Behaviors/Cameras/framingBehavior.js +1 -1
- package/Behaviors/Cameras/framingBehavior.js.map +1 -1
- package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
- package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
- package/Behaviors/Meshes/baseSixDofDragBehavior.js +5 -5
- package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/followBehavior.d.ts +1 -1
- package/Behaviors/Meshes/followBehavior.js +1 -1
- package/Behaviors/Meshes/followBehavior.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.d.ts +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.js +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Bones/bone.d.ts +8 -10
- package/Bones/bone.js +8 -10
- package/Bones/bone.js.map +1 -1
- package/Bones/skeleton.d.ts +8 -10
- package/Bones/skeleton.js +8 -10
- package/Bones/skeleton.js.map +1 -1
- package/Buffers/buffer.d.ts +6 -6
- package/Buffers/buffer.js +14 -16
- package/Buffers/buffer.js.map +1 -1
- package/Buffers/storageBuffer.d.ts +1 -1
- package/Buffers/storageBuffer.js +1 -1
- package/Buffers/storageBuffer.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +1 -2
- package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +1 -2
- package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.d.ts +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.js +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +2 -2
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +1 -1
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Cameras/RigModes/stereoscopicAnaglyphRigMode.d.ts +1 -2
- package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +1 -2
- package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
- package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -2
- package/Cameras/RigModes/stereoscopicRigMode.js +1 -2
- package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
- package/Cameras/RigModes/vrRigMode.d.ts +1 -3
- package/Cameras/RigModes/vrRigMode.js +1 -3
- package/Cameras/RigModes/vrRigMode.js.map +1 -1
- package/Cameras/RigModes/webVRRigMode.d.ts +1 -3
- package/Cameras/RigModes/webVRRigMode.js +1 -3
- package/Cameras/RigModes/webVRRigMode.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +2 -3
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +2 -3
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
- package/Cameras/VR/vrCameraMetrics.d.ts +4 -4
- package/Cameras/VR/vrCameraMetrics.js +4 -4
- package/Cameras/VR/vrCameraMetrics.js.map +1 -1
- package/Cameras/VR/vrExperienceHelper.js +19 -24
- package/Cameras/VR/vrExperienceHelper.js.map +1 -1
- package/Cameras/VR/webVRCamera.d.ts +9 -9
- package/Cameras/VR/webVRCamera.js +9 -9
- package/Cameras/VR/webVRCamera.js.map +1 -1
- package/Cameras/arcRotateCamera.d.ts +12 -13
- package/Cameras/arcRotateCamera.js +9 -10
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.d.ts +31 -40
- package/Cameras/camera.js +29 -38
- package/Cameras/camera.js.map +1 -1
- package/Cameras/deviceOrientationCamera.d.ts +1 -1
- package/Cameras/deviceOrientationCamera.js +1 -1
- package/Cameras/deviceOrientationCamera.js.map +1 -1
- package/Cameras/flyCamera.d.ts +8 -12
- package/Cameras/flyCamera.js +6 -10
- package/Cameras/flyCamera.js.map +1 -1
- package/Cameras/followCamera.d.ts +2 -2
- package/Cameras/followCamera.js +2 -2
- package/Cameras/followCamera.js.map +1 -1
- package/Cameras/freeCamera.d.ts +7 -8
- package/Cameras/freeCamera.js +5 -6
- package/Cameras/freeCamera.js.map +1 -1
- package/Cameras/freeCameraInputsManager.d.ts +2 -2
- package/Cameras/freeCameraInputsManager.js +2 -2
- package/Cameras/freeCameraInputsManager.js.map +1 -1
- package/Cameras/gamepadCamera.d.ts +1 -1
- package/Cameras/gamepadCamera.js +1 -1
- package/Cameras/gamepadCamera.js.map +1 -1
- package/Cameras/targetCamera.d.ts +22 -25
- package/Cameras/targetCamera.js +21 -24
- package/Cameras/targetCamera.js.map +1 -1
- package/Cameras/touchCamera.d.ts +2 -2
- package/Cameras/touchCamera.js +2 -2
- package/Cameras/touchCamera.js.map +1 -1
- package/Cameras/universalCamera.d.ts +1 -1
- package/Cameras/universalCamera.js +1 -1
- package/Cameras/universalCamera.js.map +1 -1
- package/Cameras/virtualJoysticksCamera.d.ts +1 -1
- package/Cameras/virtualJoysticksCamera.js +1 -1
- package/Cameras/virtualJoysticksCamera.js.map +1 -1
- package/Collisions/collider.d.ts +13 -44
- package/Collisions/collider.js +10 -41
- package/Collisions/collider.js.map +1 -1
- package/Collisions/collisionCoordinator.d.ts +2 -2
- package/Collisions/collisionCoordinator.js +1 -1
- package/Collisions/collisionCoordinator.js.map +1 -1
- package/Collisions/intersectionInfo.d.ts +1 -1
- package/Collisions/intersectionInfo.js +1 -1
- package/Collisions/intersectionInfo.js.map +1 -1
- package/Collisions/meshCollisionData.d.ts +1 -1
- package/Collisions/meshCollisionData.js +1 -1
- package/Collisions/meshCollisionData.js.map +1 -1
- package/Collisions/pickingInfo.d.ts +1 -1
- package/Collisions/pickingInfo.js +1 -1
- package/Collisions/pickingInfo.js.map +1 -1
- package/Compute/IComputeContext.d.ts +1 -1
- package/Compute/IComputeContext.js.map +1 -1
- package/Compute/IComputePipelineContext.d.ts +2 -2
- package/Compute/IComputePipelineContext.js.map +1 -1
- package/Compute/computeEffect.d.ts +5 -5
- package/Compute/computeEffect.js +5 -5
- package/Compute/computeEffect.js.map +1 -1
- package/Culling/Octrees/octreeBlock.d.ts +1 -9
- package/Culling/Octrees/octreeBlock.js +1 -9
- package/Culling/Octrees/octreeBlock.js.map +1 -1
- package/Culling/Octrees/octreeSceneComponent.d.ts +2 -2
- package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
- package/Culling/boundingBox.d.ts +6 -7
- package/Culling/boundingBox.js +5 -6
- package/Culling/boundingBox.js.map +1 -1
- package/Culling/boundingInfo.d.ts +1 -2
- package/Culling/boundingInfo.js +1 -2
- package/Culling/boundingInfo.js.map +1 -1
- package/Culling/boundingSphere.d.ts +1 -2
- package/Culling/boundingSphere.js +1 -2
- package/Culling/boundingSphere.js.map +1 -1
- package/Culling/ray.d.ts +7 -7
- package/Culling/ray.js +1 -1
- package/Culling/ray.js.map +1 -1
- package/Debug/debugLayer.d.ts +2 -2
- package/Debug/debugLayer.js +1 -1
- package/Debug/debugLayer.js.map +1 -1
- package/Debug/physicsViewer.d.ts +6 -6
- package/Debug/physicsViewer.js +4 -4
- package/Debug/physicsViewer.js.map +1 -1
- package/DeviceInput/InputDevices/deviceEnums.d.ts +1 -1
- package/DeviceInput/InputDevices/deviceEnums.js +1 -1
- package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
- package/DeviceInput/InputDevices/deviceSourceManager.d.ts +3 -3
- package/DeviceInput/InputDevices/deviceSourceManager.js +3 -3
- package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
- package/DeviceInput/internalDeviceSourceManager.d.ts +3 -3
- package/DeviceInput/internalDeviceSourceManager.js +1 -1
- package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
- package/DeviceInput/nativeDeviceInputSystem.d.ts +1 -1
- package/DeviceInput/nativeDeviceInputSystem.js +1 -1
- package/DeviceInput/nativeDeviceInputSystem.js.map +1 -1
- package/DeviceInput/webDeviceInputSystem.d.ts +1 -1
- package/DeviceInput/webDeviceInputSystem.js +1 -1
- package/DeviceInput/webDeviceInputSystem.js.map +1 -1
- package/Engines/Extensions/engine.computeShader.d.ts +7 -7
- package/Engines/Extensions/engine.computeShader.js +1 -1
- package/Engines/Extensions/engine.computeShader.js.map +1 -1
- package/Engines/Extensions/engine.cubeTexture.d.ts +6 -6
- package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/Extensions/engine.debugging.d.ts +4 -4
- package/Engines/Extensions/engine.debugging.js.map +1 -1
- package/Engines/Extensions/engine.multiRender.js +8 -10
- package/Engines/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/Extensions/engine.multiview.d.ts +9 -9
- package/Engines/Extensions/engine.multiview.js.map +1 -1
- package/Engines/Extensions/engine.query.d.ts +24 -24
- package/Engines/Extensions/engine.query.js +8 -8
- package/Engines/Extensions/engine.query.js.map +1 -1
- package/Engines/Extensions/engine.rawTexture.js +3 -7
- package/Engines/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/Extensions/engine.readTexture.d.ts +2 -2
- package/Engines/Extensions/engine.readTexture.js.map +1 -1
- package/Engines/Extensions/engine.renderTarget.d.ts +2 -2
- package/Engines/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/Extensions/engine.textureSelector.d.ts +2 -2
- package/Engines/Extensions/engine.textureSelector.js.map +1 -1
- package/Engines/Extensions/engine.transformFeedback.d.ts +1 -1
- package/Engines/Extensions/engine.transformFeedback.js +1 -1
- package/Engines/Extensions/engine.transformFeedback.js.map +1 -1
- package/Engines/Extensions/engine.views.d.ts +2 -2
- package/Engines/Extensions/engine.views.js.map +1 -1
- package/Engines/Extensions/engine.webVR.d.ts +13 -13
- package/Engines/Extensions/engine.webVR.js.map +1 -1
- package/Engines/ICanvas.d.ts +11 -0
- package/Engines/ICanvas.js.map +1 -1
- package/Engines/IDrawContext.d.ts +1 -1
- package/Engines/IDrawContext.js.map +1 -1
- package/Engines/IMaterialContext.d.ts +1 -1
- package/Engines/IMaterialContext.js.map +1 -1
- package/Engines/IPipelineContext.d.ts +5 -5
- package/Engines/IPipelineContext.js.map +1 -1
- package/Engines/Native/nativeDataStream.d.ts +2 -2
- package/Engines/Native/nativeDataStream.js +1 -1
- package/Engines/Native/nativeDataStream.js.map +1 -1
- package/Engines/Native/nativeInterfaces.d.ts +10 -10
- package/Engines/Native/nativeInterfaces.js.map +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.d.ts +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js.map +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.d.ts +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.d.ts +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js.map +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.d.ts +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js.map +1 -1
- package/Engines/Processors/Expressions/shaderDefineExpression.d.ts +1 -1
- package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
- package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
- package/Engines/Processors/iShaderProcessor.d.ts +1 -1
- package/Engines/Processors/iShaderProcessor.js.map +1 -1
- package/Engines/Processors/shaderCodeConditionNode.d.ts +1 -1
- package/Engines/Processors/shaderCodeConditionNode.js +1 -1
- package/Engines/Processors/shaderCodeConditionNode.js.map +1 -1
- package/Engines/Processors/shaderCodeCursor.d.ts +1 -1
- package/Engines/Processors/shaderCodeCursor.js +1 -1
- package/Engines/Processors/shaderCodeCursor.js.map +1 -1
- package/Engines/Processors/shaderCodeNode.d.ts +1 -1
- package/Engines/Processors/shaderCodeNode.js +1 -1
- package/Engines/Processors/shaderCodeNode.js.map +1 -1
- package/Engines/Processors/shaderCodeTestNode.d.ts +1 -1
- package/Engines/Processors/shaderCodeTestNode.js +1 -1
- package/Engines/Processors/shaderCodeTestNode.js.map +1 -1
- package/Engines/Processors/shaderProcessingOptions.d.ts +2 -2
- package/Engines/Processors/shaderProcessingOptions.js.map +1 -1
- package/Engines/Processors/shaderProcessor.d.ts +2 -2
- package/Engines/Processors/shaderProcessor.js +2 -2
- package/Engines/Processors/shaderProcessor.js.map +1 -1
- package/Engines/WebGL/webGL2ShaderProcessors.d.ts +1 -1
- package/Engines/WebGL/webGL2ShaderProcessors.js +1 -1
- package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
- package/Engines/WebGL/webGLHardwareTexture.d.ts +1 -1
- package/Engines/WebGL/webGLHardwareTexture.js +1 -1
- package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
- package/Engines/WebGL/webGLPipelineContext.d.ts +29 -38
- package/Engines/WebGL/webGLPipelineContext.js +95 -326
- package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
- package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +2 -2
- package/Engines/WebGL/webGLRenderTargetWrapper.js +3 -3
- package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
- package/Engines/WebGL/webGLShaderProcessors.d.ts +1 -1
- package/Engines/WebGL/webGLShaderProcessors.js +1 -1
- package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.computeShader.d.ts +1 -1
- package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.rawTexture.js +1 -5
- package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuBufferManager.d.ts +1 -1
- package/Engines/WebGPU/webgpuBufferManager.js +1 -1
- package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
- package/Engines/WebGPU/webgpuBundleList.d.ts +8 -8
- package/Engines/WebGPU/webgpuBundleList.js +7 -7
- package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.d.ts +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineString.d.ts +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineString.js +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineString.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +2 -2
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +2 -2
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.d.ts +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.js +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
- package/Engines/WebGPU/webgpuClearQuad.d.ts +1 -1
- package/Engines/WebGPU/webgpuClearQuad.js +1 -1
- package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
- package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
- package/Engines/WebGPU/webgpuComputeContext.js +1 -1
- package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
- package/Engines/WebGPU/webgpuComputePipelineContext.d.ts +2 -2
- package/Engines/WebGPU/webgpuComputePipelineContext.js +1 -1
- package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
- package/Engines/WebGPU/webgpuConstants.d.ts +38 -38
- package/Engines/WebGPU/webgpuConstants.js +38 -38
- package/Engines/WebGPU/webgpuConstants.js.map +1 -1
- package/Engines/WebGPU/webgpuDepthCullingState.d.ts +1 -1
- package/Engines/WebGPU/webgpuDepthCullingState.js +1 -1
- package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
- package/Engines/WebGPU/webgpuDrawContext.d.ts +1 -1
- package/Engines/WebGPU/webgpuDrawContext.js +1 -1
- package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
- package/Engines/WebGPU/webgpuExternalTexture.d.ts +1 -1
- package/Engines/WebGPU/webgpuExternalTexture.js +1 -1
- package/Engines/WebGPU/webgpuExternalTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.d.ts +9 -9
- package/Engines/WebGPU/webgpuHardwareTexture.js +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuMaterialContext.d.ts +3 -3
- package/Engines/WebGPU/webgpuMaterialContext.js +1 -1
- package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.d.ts +1 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
- package/Engines/WebGPU/webgpuPipelineContext.d.ts +4 -4
- package/Engines/WebGPU/webgpuPipelineContext.js +2 -2
- package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
- package/Engines/WebGPU/webgpuQuerySet.d.ts +1 -1
- package/Engines/WebGPU/webgpuQuerySet.js +1 -1
- package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
- package/Engines/WebGPU/webgpuRenderPassWrapper.d.ts +1 -1
- package/Engines/WebGPU/webgpuRenderPassWrapper.js +1 -1
- package/Engines/WebGPU/webgpuRenderPassWrapper.js.map +1 -1
- package/Engines/WebGPU/webgpuRenderTargetWrapper.d.ts +2 -2
- package/Engines/WebGPU/webgpuRenderTargetWrapper.js +1 -1
- package/Engines/WebGPU/webgpuRenderTargetWrapper.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessingContext.d.ts +7 -7
- package/Engines/WebGPU/webgpuShaderProcessingContext.js +2 -2
- package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.d.ts +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.d.ts +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +1 -1
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{ WebXRFeaturesManager, WebXRFeatureName } from \"../webXRFeaturesManager\";\r\nimport type { WebXRControllerPointerSelection } from \"./WebXRControllerPointerSelection\";\r\nimport type { WebXRSessionManager } from \"../webXRSessionManager\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { CreateSphere } from \"../../Meshes/Builders/sphereBuilder\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { WebXRInput } from \"../webXRInput\";\r\nimport type { WebXRInputSource } from \"../webXRInputSource\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { WebXRControllerComponent } from \"../motionController/webXRControllerComponent\";\r\nimport type { IndicesArray, Nullable } from \"../../types\";\r\nimport { Vector3, Quaternion, TmpVectors } from \"../../Maths/math.vector\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { PickingInfo } from \"../../Collisions/pickingInfo\";\r\nimport { WebXRAbstractFeature } from \"./WebXRAbstractFeature\";\r\nimport { UtilityLayerRenderer } from \"../../Rendering/utilityLayerRenderer\";\r\nimport type { WebXRAbstractMotionController } from \"../motionController/webXRAbstractMotionController\";\r\nimport { BoundingSphere } from \"../../Culling/boundingSphere\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { StandardMaterial } from \"../../Materials/standardMaterial\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport { NodeMaterial } from \"../../Materials/Node/nodeMaterial\";\r\nimport type { Material } from \"../../Materials/material\";\r\nimport { Animation } from \"../../Animations/animation\";\r\nimport { QuadraticEase, EasingFunction } from \"../../Animations/easing\";\r\n// side effects\r\nimport \"../../Meshes/subMesh.project\";\r\n\r\ntype ControllerData = {\r\n xrController?: WebXRInputSource;\r\n squeezeComponent?: WebXRControllerComponent;\r\n selectionComponent?: WebXRControllerComponent;\r\n onButtonChangedObserver?: Nullable<Observer<WebXRControllerComponent>>;\r\n onSqueezeButtonChangedObserver?: Nullable<Observer<WebXRControllerComponent>>;\r\n onFrameObserver?: Nullable<Observer<XRFrame>>;\r\n meshUnderPointer: Nullable<AbstractMesh>;\r\n nearInteractionTargetMesh: Nullable<AbstractMesh>;\r\n pick: Nullable<PickingInfo>;\r\n stalePick: Nullable<PickingInfo>;\r\n id: number;\r\n touchCollisionMesh: AbstractMesh;\r\n touchCollisionMeshFunction: (isTouch: boolean) => void;\r\n hydrateCollisionMeshFunction: (isHydration: boolean) => void;\r\n currentAnimationState: ControllerOrbAnimationState;\r\n grabRay: Ray;\r\n nearInteraction: boolean;\r\n hoverInteraction: boolean;\r\n grabInteraction: boolean;\r\n // event support\r\n eventListeners?: { [event in XREventType]?: (event: XRInputSourceEvent) => void };\r\n pickedPointVisualCue: AbstractMesh;\r\n};\r\n\r\n// Tracks the interaction animation state when using a motion controller with a near interaction orb\r\nenum ControllerOrbAnimationState {\r\n /**\r\n * Orb is invisible\r\n */\r\n DEHYDRATED,\r\n /**\r\n * Orb is visible and inside the hover range\r\n */\r\n HOVER,\r\n /**\r\n * Orb is visible and touching a near interaction target\r\n */\r\n TOUCH,\r\n}\r\n\r\n/**\r\n * Where should the near interaction mesh be attached to when using a motion controller for near interaction\r\n */\r\nexport enum WebXRNearControllerMode {\r\n /**\r\n * Motion controllers will not support near interaction\r\n */\r\n DISABLED = 0,\r\n /**\r\n * The interaction point for motion controllers will be inside of them\r\n */\r\n CENTERED_ON_CONTROLLER = 1,\r\n /**\r\n * The interaction point for motion controllers will be in front of the controller\r\n */\r\n CENTERED_IN_FRONT = 2,\r\n}\r\n\r\n/**\r\n * Options interface for the near interaction module\r\n */\r\nexport interface IWebXRNearInteractionOptions {\r\n /**\r\n * If provided, this scene will be used to render meshes.\r\n */\r\n customUtilityLayerScene?: Scene;\r\n /**\r\n * Should meshes created here be added to a utility layer or the main scene\r\n */\r\n useUtilityLayer?: boolean;\r\n /**\r\n * The xr input to use with this near interaction\r\n */\r\n xrInput: WebXRInput;\r\n /**\r\n * Enable near interaction on all controllers instead of switching between them\r\n */\r\n enableNearInteractionOnAllControllers?: boolean;\r\n /**\r\n * The preferred hand to give the near interaction to. This will be prioritized when the controller initialize.\r\n * If switch is enabled, it will still allow the user to switch between the different controllers\r\n */\r\n preferredHandedness?: XRHandedness;\r\n /**\r\n * Disable switching the near interaction from one controller to the other.\r\n * If the preferred hand is set it will be fixed on this hand, and if not it will be fixed on the first controller added to the scene\r\n */\r\n disableSwitchOnClick?: boolean;\r\n\r\n /**\r\n * Far interaction feature to toggle when near interaction takes precedence\r\n */\r\n farInteractionFeature?: WebXRControllerPointerSelection;\r\n\r\n /**\r\n * Near interaction mode for motion controllers\r\n */\r\n nearInteractionControllerMode?: WebXRNearControllerMode;\r\n\r\n /**\r\n * Optional material for the motion controller orb, if enabled\r\n */\r\n motionControllerOrbMaterial?: Material;\r\n}\r\n\r\n/**\r\n * A module that will enable near interaction near interaction for hands and motion controllers of XR Input Sources\r\n */\r\nexport class WebXRNearInteraction extends WebXRAbstractFeature {\r\n private static _IdCounter = 200;\r\n\r\n private _tmpRay: Ray = new Ray(new Vector3(), new Vector3());\r\n\r\n private _attachController = (xrController: WebXRInputSource) => {\r\n if (this._controllers[xrController.uniqueId]) {\r\n // already attached\r\n return;\r\n }\r\n // get two new meshes\r\n const { touchCollisionMesh, touchCollisionMeshFunction, hydrateCollisionMeshFunction } = this._generateNewTouchPointMesh();\r\n const selectionMesh = this._generateVisualCue();\r\n\r\n this._controllers[xrController.uniqueId] = {\r\n xrController,\r\n meshUnderPointer: null,\r\n nearInteractionTargetMesh: null,\r\n pick: null,\r\n stalePick: null,\r\n touchCollisionMesh,\r\n touchCollisionMeshFunction: touchCollisionMeshFunction,\r\n hydrateCollisionMeshFunction: hydrateCollisionMeshFunction,\r\n currentAnimationState: ControllerOrbAnimationState.DEHYDRATED,\r\n grabRay: new Ray(new Vector3(), new Vector3()),\r\n hoverInteraction: false,\r\n nearInteraction: false,\r\n grabInteraction: false,\r\n id: WebXRNearInteraction._IdCounter++,\r\n pickedPointVisualCue: selectionMesh,\r\n };\r\n\r\n if (this._attachedController) {\r\n if (\r\n !this._options.enableNearInteractionOnAllControllers &&\r\n this._options.preferredHandedness &&\r\n xrController.inputSource.handedness === this._options.preferredHandedness\r\n ) {\r\n this._attachedController = xrController.uniqueId;\r\n }\r\n } else {\r\n if (!this._options.enableNearInteractionOnAllControllers) {\r\n this._attachedController = xrController.uniqueId;\r\n }\r\n }\r\n switch (xrController.inputSource.targetRayMode) {\r\n case \"tracked-pointer\":\r\n return this._attachNearInteractionMode(xrController);\r\n case \"gaze\":\r\n return null;\r\n case \"screen\":\r\n return null;\r\n }\r\n };\r\n\r\n private _controllers: {\r\n [controllerUniqueId: string]: ControllerData;\r\n } = {};\r\n private _scene: Scene;\r\n\r\n private _attachedController: string;\r\n\r\n private _farInteractionFeature: Nullable<WebXRControllerPointerSelection> = null;\r\n\r\n /**\r\n * The module's name\r\n */\r\n public static readonly Name = WebXRFeatureName.NEAR_INTERACTION;\r\n /**\r\n * The (Babylon) version of this module.\r\n * This is an integer representing the implementation version.\r\n * This number does not correspond to the WebXR specs version\r\n */\r\n public static readonly Version = 1;\r\n\r\n /**\r\n * default color of the selection ring\r\n */\r\n public selectionMeshDefaultColor: Color3 = new Color3(0.8, 0.8, 0.8);\r\n /**\r\n * This color will be applied to the selection ring when selection is triggered\r\n */\r\n public selectionMeshPickedColor: Color3 = new Color3(0.3, 0.3, 1.0);\r\n\r\n /**\r\n * constructs a new background remover module\r\n * @param _xrSessionManager the session manager for this module\r\n * @param _options read-only options to be used in this module\r\n */\r\n constructor(_xrSessionManager: WebXRSessionManager, private readonly _options: IWebXRNearInteractionOptions) {\r\n super(_xrSessionManager);\r\n this._scene = this._xrSessionManager.scene;\r\n if (this._options.nearInteractionControllerMode === undefined) {\r\n this._options.nearInteractionControllerMode = WebXRNearControllerMode.CENTERED_IN_FRONT;\r\n }\r\n\r\n if (this._options.farInteractionFeature) {\r\n this._farInteractionFeature = this._options.farInteractionFeature;\r\n }\r\n }\r\n\r\n /**\r\n * Attach this feature\r\n * Will usually be called by the features manager\r\n *\r\n * @returns true if successful.\r\n */\r\n public attach(): boolean {\r\n if (!super.attach()) {\r\n return false;\r\n }\r\n\r\n this._options.xrInput.controllers.forEach(this._attachController);\r\n this._addNewAttachObserver(this._options.xrInput.onControllerAddedObservable, this._attachController);\r\n this._addNewAttachObserver(this._options.xrInput.onControllerRemovedObservable, (controller) => {\r\n // REMOVE the controller\r\n this._detachController(controller.uniqueId);\r\n });\r\n\r\n this._scene.constantlyUpdateMeshUnderPointer = true;\r\n return true;\r\n }\r\n\r\n /**\r\n * Detach this feature.\r\n * Will usually be called by the features manager\r\n *\r\n * @returns true if successful.\r\n */\r\n public detach(): boolean {\r\n if (!super.detach()) {\r\n return false;\r\n }\r\n\r\n Object.keys(this._controllers).forEach((controllerId) => {\r\n this._detachController(controllerId);\r\n });\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Will get the mesh under a specific pointer.\r\n * `scene.meshUnderPointer` will only return one mesh - either left or right.\r\n * @param controllerId the controllerId to check\r\n * @returns The mesh under pointer or null if no mesh is under the pointer\r\n */\r\n public getMeshUnderPointer(controllerId: string): Nullable<AbstractMesh> {\r\n if (this._controllers[controllerId]) {\r\n return this._controllers[controllerId].meshUnderPointer;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n /**\r\n * Get the xr controller that correlates to the pointer id in the pointer event\r\n *\r\n * @param id the pointer id to search for\r\n * @returns the controller that correlates to this id or null if not found\r\n */\r\n public getXRControllerByPointerId(id: number): Nullable<WebXRInputSource> {\r\n const keys = Object.keys(this._controllers);\r\n\r\n for (let i = 0; i < keys.length; ++i) {\r\n if (this._controllers[keys[i]].id === id) {\r\n return this._controllers[keys[i]].xrController || null;\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * This function sets webXRControllerPointerSelection feature that will be disabled when\r\n * the hover range is reached for a mesh and will be reattached when not in hover range.\r\n * This is used to remove the selection rays when moving.\r\n * @param farInteractionFeature the feature to disable when finger is in hover range for a mesh\r\n */\r\n public setFarInteractionFeature(farInteractionFeature: Nullable<WebXRControllerPointerSelection>) {\r\n this._farInteractionFeature = farInteractionFeature;\r\n }\r\n\r\n /**\r\n * Filter used for near interaction pick and hover\r\n * @param mesh\r\n */\r\n private _nearPickPredicate(mesh: AbstractMesh): boolean {\r\n return mesh.isEnabled() && mesh.isVisible && mesh.isPickable && mesh.isNearPickable;\r\n }\r\n\r\n /**\r\n * Filter used for near interaction grab\r\n * @param mesh\r\n */\r\n private _nearGrabPredicate(mesh: AbstractMesh): boolean {\r\n return mesh.isEnabled() && mesh.isVisible && mesh.isPickable && mesh.isNearGrabbable;\r\n }\r\n\r\n /**\r\n * Filter used for any near interaction\r\n * @param mesh\r\n */\r\n private _nearInteractionPredicate(mesh: AbstractMesh): boolean {\r\n return mesh.isEnabled() && mesh.isVisible && mesh.isPickable && (mesh.isNearPickable || mesh.isNearGrabbable);\r\n }\r\n\r\n private _controllerAvailablePredicate(mesh: AbstractMesh, controllerId: string): boolean {\r\n let parent: TransformNode = mesh;\r\n\r\n while (parent) {\r\n if (parent.reservedDataStore && parent.reservedDataStore.nearInteraction && parent.reservedDataStore.nearInteraction.excludedControllerId === controllerId) {\r\n return false;\r\n }\r\n parent = parent.parent as TransformNode;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _handleTransitionAnimation(controllerData: ControllerData, newState: ControllerOrbAnimationState) {\r\n if (\r\n controllerData.currentAnimationState === newState ||\r\n this._options.nearInteractionControllerMode !== WebXRNearControllerMode.CENTERED_IN_FRONT ||\r\n !!controllerData.xrController?.inputSource.hand\r\n ) {\r\n return;\r\n }\r\n\r\n // Don't always break to allow for animation fallthrough on rare cases of multi-transitions\r\n if (newState > controllerData.currentAnimationState) {\r\n switch (controllerData.currentAnimationState) {\r\n case ControllerOrbAnimationState.DEHYDRATED: {\r\n controllerData.hydrateCollisionMeshFunction(true);\r\n if (newState === ControllerOrbAnimationState.HOVER) {\r\n break;\r\n }\r\n }\r\n // eslint-disable-next-line no-fallthrough\r\n case ControllerOrbAnimationState.HOVER: {\r\n controllerData.touchCollisionMeshFunction(true);\r\n if (newState === ControllerOrbAnimationState.TOUCH) {\r\n break;\r\n }\r\n }\r\n }\r\n } else {\r\n switch (controllerData.currentAnimationState) {\r\n case ControllerOrbAnimationState.TOUCH: {\r\n controllerData.touchCollisionMeshFunction(false);\r\n if (newState === ControllerOrbAnimationState.HOVER) {\r\n break;\r\n }\r\n }\r\n // eslint-disable-next-line no-fallthrough\r\n case ControllerOrbAnimationState.HOVER: {\r\n controllerData.hydrateCollisionMeshFunction(false);\r\n if (newState === ControllerOrbAnimationState.DEHYDRATED) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n controllerData.currentAnimationState = newState;\r\n }\r\n\r\n private readonly _hoverRadius = 0.1;\r\n private readonly _pickRadius = 0.02;\r\n private readonly _controllerPickRadius = 0.03; // The radius is slightly larger here to make it easier to manipulate since it's not tied to the hand position\r\n private readonly _nearGrabLengthScale = 5;\r\n\r\n private _processTouchPoint(id: string, position: Vector3, orientation: Quaternion) {\r\n const controllerData = this._controllers[id];\r\n\r\n // Position and orientation could be temporary values, se we take care of them before calling any functions that use temporary vectors/quaternions\r\n controllerData.grabRay.origin.copyFrom(position);\r\n orientation.toEulerAnglesToRef(TmpVectors.Vector3[0]);\r\n controllerData.grabRay.direction.copyFrom(TmpVectors.Vector3[0]);\r\n\r\n if (this._options.nearInteractionControllerMode === WebXRNearControllerMode.CENTERED_IN_FRONT && !controllerData.xrController?.inputSource.hand) {\r\n // offset the touch point in the direction the transform is facing\r\n controllerData.xrController!.getWorldPointerRayToRef(this._tmpRay);\r\n controllerData.grabRay.origin.addInPlace(this._tmpRay.direction.scale(0.05));\r\n }\r\n\r\n controllerData.grabRay.length = this._nearGrabLengthScale * this._hoverRadius;\r\n controllerData.touchCollisionMesh.position.copyFrom(controllerData.grabRay.origin);\r\n }\r\n\r\n protected _onXRFrame(_xrFrame: XRFrame) {\r\n Object.keys(this._controllers).forEach((id) => {\r\n // only do this for the selected pointer\r\n const controllerData = this._controllers[id];\r\n const handData = controllerData.xrController?.inputSource.hand;\r\n // If near interaction is not enabled/available for this controller, return early\r\n if (\r\n (!this._options.enableNearInteractionOnAllControllers && id !== this._attachedController) ||\r\n !controllerData.xrController ||\r\n (!handData && (!this._options.nearInteractionControllerMode || !controllerData.xrController.inputSource.gamepad))\r\n ) {\r\n controllerData.pick = null;\r\n return;\r\n }\r\n controllerData.hoverInteraction = false;\r\n controllerData.nearInteraction = false;\r\n\r\n // Every frame check collisions/input\r\n if (controllerData.xrController) {\r\n if (handData) {\r\n const xrIndexTip = handData.get(\"index-finger-tip\");\r\n if (xrIndexTip) {\r\n const indexTipPose = _xrFrame.getJointPose!(xrIndexTip, this._xrSessionManager.referenceSpace);\r\n if (indexTipPose && indexTipPose.transform) {\r\n const axisRHSMultiplier = this._scene.useRightHandedSystem ? 1 : -1;\r\n TmpVectors.Vector3[0].set(indexTipPose.transform.position.x, indexTipPose.transform.position.y, indexTipPose.transform.position.z * axisRHSMultiplier);\r\n TmpVectors.Quaternion[0].set(\r\n indexTipPose.transform.orientation.x,\r\n indexTipPose.transform.orientation.y,\r\n indexTipPose.transform.orientation.z * axisRHSMultiplier,\r\n indexTipPose.transform.orientation.w * axisRHSMultiplier\r\n );\r\n\r\n this._processTouchPoint(id, TmpVectors.Vector3[0], TmpVectors.Quaternion[0]);\r\n }\r\n }\r\n } else if (controllerData.xrController.inputSource.gamepad && this._options.nearInteractionControllerMode !== WebXRNearControllerMode.DISABLED) {\r\n let controllerPose = controllerData.xrController.pointer;\r\n if (controllerData.xrController.grip && this._options.nearInteractionControllerMode === WebXRNearControllerMode.CENTERED_ON_CONTROLLER) {\r\n controllerPose = controllerData.xrController.grip;\r\n }\r\n\r\n this._processTouchPoint(id, controllerPose.position, controllerPose.rotationQuaternion!);\r\n }\r\n } else {\r\n return;\r\n }\r\n\r\n const accuratePickInfo = (originalScenePick: Nullable<PickingInfo>, utilityScenePick: Nullable<PickingInfo>): Nullable<PickingInfo> => {\r\n let pick = null;\r\n if (!utilityScenePick || !utilityScenePick.hit) {\r\n // No hit in utility scene\r\n pick = originalScenePick;\r\n } else if (!originalScenePick || !originalScenePick.hit) {\r\n // No hit in original scene\r\n pick = utilityScenePick;\r\n } else if (utilityScenePick.distance < originalScenePick.distance) {\r\n // Hit is closer in utility scene\r\n pick = utilityScenePick;\r\n } else {\r\n // Hit is closer in original scene\r\n pick = originalScenePick;\r\n }\r\n return pick;\r\n };\r\n const populateNearInteractionInfo = (nearInteractionInfo: Nullable<PickingInfo>): PickingInfo => {\r\n let result = new PickingInfo();\r\n\r\n let nearInteractionAtOrigin = false;\r\n const nearInteraction = nearInteractionInfo && nearInteractionInfo.pickedPoint && nearInteractionInfo.hit;\r\n if (nearInteractionInfo?.pickedPoint) {\r\n nearInteractionAtOrigin = nearInteractionInfo.pickedPoint.x === 0 && nearInteractionInfo.pickedPoint.y === 0 && nearInteractionInfo.pickedPoint.z === 0;\r\n }\r\n if (nearInteraction && !nearInteractionAtOrigin) {\r\n result = nearInteractionInfo!;\r\n }\r\n return result;\r\n };\r\n\r\n // Don't perform touch logic while grabbing, to prevent triggering touch interactions while in the middle of a grab interaction\r\n // Dont update cursor logic either - the cursor should already be visible for the grab to be in range,\r\n // and in order to maintain its position on the target mesh it is parented for the duration of the grab.\r\n if (!controllerData.grabInteraction) {\r\n let pick = null;\r\n\r\n // near interaction hover\r\n let utilitySceneHoverPick = null;\r\n if (this._options.useUtilityLayer && this._utilityLayerScene) {\r\n utilitySceneHoverPick = this._pickWithSphere(controllerData, this._hoverRadius, this._utilityLayerScene, (mesh: AbstractMesh) =>\r\n this._nearInteractionPredicate(mesh)\r\n );\r\n }\r\n const originalSceneHoverPick = this._pickWithSphere(controllerData, this._hoverRadius, this._scene, (mesh: AbstractMesh) => this._nearInteractionPredicate(mesh));\r\n\r\n const hoverPickInfo = accuratePickInfo(originalSceneHoverPick, utilitySceneHoverPick);\r\n if (hoverPickInfo && hoverPickInfo.hit) {\r\n pick = populateNearInteractionInfo(hoverPickInfo);\r\n if (pick.hit) {\r\n controllerData.hoverInteraction = true;\r\n }\r\n }\r\n\r\n // near interaction pick\r\n if (controllerData.hoverInteraction) {\r\n let utilitySceneNearPick = null;\r\n const radius = handData ? this._pickRadius : this._controllerPickRadius;\r\n if (this._options.useUtilityLayer && this._utilityLayerScene) {\r\n utilitySceneNearPick = this._pickWithSphere(controllerData, radius, this._utilityLayerScene, (mesh: AbstractMesh) => this._nearPickPredicate(mesh));\r\n }\r\n const originalSceneNearPick = this._pickWithSphere(controllerData, radius, this._scene, (mesh: AbstractMesh) => this._nearPickPredicate(mesh));\r\n const pickInfo = accuratePickInfo(originalSceneNearPick, utilitySceneNearPick);\r\n const nearPick = populateNearInteractionInfo(pickInfo);\r\n if (nearPick.hit) {\r\n // Near pick takes precedence over hover interaction\r\n pick = nearPick;\r\n controllerData.nearInteraction = true;\r\n }\r\n }\r\n\r\n controllerData.stalePick = controllerData.pick;\r\n controllerData.pick = pick;\r\n\r\n // Update mesh under pointer\r\n if (controllerData.pick && controllerData.pick.pickedPoint && controllerData.pick.hit) {\r\n controllerData.meshUnderPointer = controllerData.pick.pickedMesh;\r\n controllerData.pickedPointVisualCue.position.copyFrom(controllerData.pick.pickedPoint);\r\n controllerData.pickedPointVisualCue.isVisible = true;\r\n\r\n if (this._farInteractionFeature && this._farInteractionFeature.attached) {\r\n this._farInteractionFeature._setPointerSelectionDisabledByPointerId(controllerData.id, true);\r\n }\r\n } else {\r\n controllerData.meshUnderPointer = null;\r\n controllerData.pickedPointVisualCue.isVisible = false;\r\n\r\n if (this._farInteractionFeature && this._farInteractionFeature.attached) {\r\n this._farInteractionFeature._setPointerSelectionDisabledByPointerId(controllerData.id, false);\r\n }\r\n }\r\n }\r\n\r\n // Update the interaction animation. Only updates if the visible touch mesh is active\r\n let state = ControllerOrbAnimationState.DEHYDRATED;\r\n if (controllerData.grabInteraction || controllerData.nearInteraction) {\r\n state = ControllerOrbAnimationState.TOUCH;\r\n } else if (controllerData.hoverInteraction) {\r\n state = ControllerOrbAnimationState.HOVER;\r\n }\r\n this._handleTransitionAnimation(controllerData, state);\r\n });\r\n }\r\n\r\n private get _utilityLayerScene() {\r\n return this._options.customUtilityLayerScene || UtilityLayerRenderer.DefaultUtilityLayer.utilityLayerScene;\r\n }\r\n\r\n private _generateVisualCue() {\r\n const sceneToRenderTo = this._options.useUtilityLayer ? this._options.customUtilityLayerScene || UtilityLayerRenderer.DefaultUtilityLayer.utilityLayerScene : this._scene;\r\n const selectionMesh = CreateSphere(\r\n \"nearInteraction\",\r\n {\r\n diameter: 0.0035 * 3,\r\n },\r\n sceneToRenderTo\r\n );\r\n selectionMesh.bakeCurrentTransformIntoVertices();\r\n selectionMesh.isPickable = false;\r\n selectionMesh.isVisible = false;\r\n selectionMesh.rotationQuaternion = Quaternion.Identity();\r\n const targetMat = new StandardMaterial(\"targetMat\", sceneToRenderTo);\r\n targetMat.specularColor = Color3.Black();\r\n targetMat.emissiveColor = this.selectionMeshDefaultColor;\r\n targetMat.backFaceCulling = false;\r\n selectionMesh.material = targetMat;\r\n\r\n return selectionMesh;\r\n }\r\n\r\n private _isControllerReadyForNearInteraction(id: number) {\r\n if (this._farInteractionFeature) {\r\n return this._farInteractionFeature._getPointerSelectionDisabledByPointerId(id);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _attachNearInteractionMode(xrController: WebXRInputSource) {\r\n const controllerData = this._controllers[xrController.uniqueId];\r\n const pointerEventInit: PointerEventInit = {\r\n pointerId: controllerData.id,\r\n pointerType: \"xr\",\r\n };\r\n controllerData.onFrameObserver = this._xrSessionManager.onXRFrameObservable.add(() => {\r\n if (\r\n (!this._options.enableNearInteractionOnAllControllers && xrController.uniqueId !== this._attachedController) ||\r\n !controllerData.xrController ||\r\n (!controllerData.xrController.inputSource.hand && (!this._options.nearInteractionControllerMode || !controllerData.xrController.inputSource.gamepad))\r\n ) {\r\n return;\r\n }\r\n if (controllerData.pick) {\r\n controllerData.pick.ray = controllerData.grabRay;\r\n }\r\n\r\n if (controllerData.pick && this._isControllerReadyForNearInteraction(controllerData.id)) {\r\n this._scene.simulatePointerMove(controllerData.pick, pointerEventInit);\r\n }\r\n\r\n // Near pick pointer event\r\n if (controllerData.nearInteraction && controllerData.pick && controllerData.pick.hit) {\r\n if (!controllerData.nearInteractionTargetMesh) {\r\n this._scene.simulatePointerDown(controllerData.pick, pointerEventInit);\r\n controllerData.nearInteractionTargetMesh = controllerData.meshUnderPointer;\r\n }\r\n } else if (controllerData.nearInteractionTargetMesh && controllerData.stalePick) {\r\n this._scene.simulatePointerUp(controllerData.stalePick, pointerEventInit);\r\n controllerData.nearInteractionTargetMesh = null;\r\n }\r\n });\r\n\r\n const grabCheck = (pressed: boolean) => {\r\n if (\r\n this._options.enableNearInteractionOnAllControllers ||\r\n (xrController.uniqueId === this._attachedController && this._isControllerReadyForNearInteraction(controllerData.id))\r\n ) {\r\n if (controllerData.pick) {\r\n controllerData.pick.ray = controllerData.grabRay;\r\n }\r\n if (pressed && controllerData.pick && controllerData.meshUnderPointer && this._nearGrabPredicate(controllerData.meshUnderPointer)) {\r\n controllerData.grabInteraction = true;\r\n controllerData.pickedPointVisualCue.isVisible = false;\r\n this._scene.simulatePointerDown(controllerData.pick, pointerEventInit);\r\n } else if (!pressed && controllerData.pick && controllerData.grabInteraction) {\r\n this._scene.simulatePointerUp(controllerData.pick, pointerEventInit);\r\n controllerData.grabInteraction = false;\r\n controllerData.pickedPointVisualCue.isVisible = true;\r\n }\r\n } else {\r\n if (pressed && !this._options.enableNearInteractionOnAllControllers && !this._options.disableSwitchOnClick) {\r\n this._attachedController = xrController.uniqueId;\r\n }\r\n }\r\n };\r\n\r\n if (xrController.inputSource.gamepad) {\r\n const init = (motionController: WebXRAbstractMotionController) => {\r\n controllerData.squeezeComponent = motionController.getComponent(\"grasp\");\r\n if (controllerData.squeezeComponent) {\r\n controllerData.onSqueezeButtonChangedObserver = controllerData.squeezeComponent.onButtonStateChangedObservable.add((component) => {\r\n if (component.changes.pressed) {\r\n const pressed = component.changes.pressed.current;\r\n grabCheck(pressed);\r\n }\r\n });\r\n } else {\r\n controllerData.selectionComponent = motionController.getMainComponent();\r\n controllerData.onButtonChangedObserver = controllerData.selectionComponent.onButtonStateChangedObservable.add((component) => {\r\n if (component.changes.pressed) {\r\n const pressed = component.changes.pressed.current;\r\n grabCheck(pressed);\r\n }\r\n });\r\n }\r\n };\r\n if (xrController.motionController) {\r\n init(xrController.motionController);\r\n } else {\r\n xrController.onMotionControllerInitObservable.add(init);\r\n }\r\n } else {\r\n // use the select and squeeze events\r\n const selectStartListener = (event: XRInputSourceEvent) => {\r\n if (\r\n controllerData.xrController &&\r\n event.inputSource === controllerData.xrController.inputSource &&\r\n controllerData.pick &&\r\n this._isControllerReadyForNearInteraction(controllerData.id) &&\r\n controllerData.meshUnderPointer &&\r\n this._nearGrabPredicate(controllerData.meshUnderPointer)\r\n ) {\r\n controllerData.grabInteraction = true;\r\n controllerData.pickedPointVisualCue.isVisible = false;\r\n this._scene.simulatePointerDown(controllerData.pick, pointerEventInit);\r\n }\r\n };\r\n\r\n const selectEndListener = (event: XRInputSourceEvent) => {\r\n if (\r\n controllerData.xrController &&\r\n event.inputSource === controllerData.xrController.inputSource &&\r\n controllerData.pick &&\r\n this._isControllerReadyForNearInteraction(controllerData.id)\r\n ) {\r\n this._scene.simulatePointerUp(controllerData.pick, pointerEventInit);\r\n controllerData.grabInteraction = false;\r\n controllerData.pickedPointVisualCue.isVisible = true;\r\n }\r\n };\r\n\r\n controllerData.eventListeners = {\r\n selectend: selectEndListener,\r\n selectstart: selectStartListener,\r\n };\r\n\r\n this._xrSessionManager.session.addEventListener(\"selectstart\", selectStartListener);\r\n this._xrSessionManager.session.addEventListener(\"selectend\", selectEndListener);\r\n }\r\n }\r\n\r\n private _detachController(xrControllerUniqueId: string) {\r\n const controllerData = this._controllers[xrControllerUniqueId];\r\n if (!controllerData) {\r\n return;\r\n }\r\n if (controllerData.squeezeComponent) {\r\n if (controllerData.onSqueezeButtonChangedObserver) {\r\n controllerData.squeezeComponent.onButtonStateChangedObservable.remove(controllerData.onSqueezeButtonChangedObserver);\r\n }\r\n }\r\n if (controllerData.selectionComponent) {\r\n if (controllerData.onButtonChangedObserver) {\r\n controllerData.selectionComponent.onButtonStateChangedObservable.remove(controllerData.onButtonChangedObserver);\r\n }\r\n }\r\n if (controllerData.onFrameObserver) {\r\n this._xrSessionManager.onXRFrameObservable.remove(controllerData.onFrameObserver);\r\n }\r\n if (controllerData.eventListeners) {\r\n Object.keys(controllerData.eventListeners).forEach((eventName: string) => {\r\n const func = controllerData.eventListeners && controllerData.eventListeners[eventName as XREventType];\r\n if (func) {\r\n this._xrSessionManager.session.removeEventListener(eventName as XREventType, func);\r\n }\r\n });\r\n }\r\n controllerData.touchCollisionMesh.dispose();\r\n controllerData.pickedPointVisualCue.dispose();\r\n\r\n this._xrSessionManager.runInXRFrame(() => {\r\n // Fire a pointerup\r\n const pointerEventInit: PointerEventInit = {\r\n pointerId: controllerData.id,\r\n pointerType: \"xr\",\r\n };\r\n this._scene.simulatePointerUp(new PickingInfo(), pointerEventInit);\r\n });\r\n\r\n // remove from the map\r\n delete this._controllers[xrControllerUniqueId];\r\n if (this._attachedController === xrControllerUniqueId) {\r\n // check for other controllers\r\n const keys = Object.keys(this._controllers);\r\n if (keys.length) {\r\n this._attachedController = keys[0];\r\n } else {\r\n this._attachedController = \"\";\r\n }\r\n }\r\n }\r\n\r\n private _generateNewTouchPointMesh() {\r\n // populate information for near hover, pick and pinch\r\n const meshCreationScene = this._options.useUtilityLayer ? this._options.customUtilityLayerScene || UtilityLayerRenderer.DefaultUtilityLayer.utilityLayerScene : this._scene;\r\n\r\n const touchCollisionMesh = CreateSphere(\"PickSphere\", { diameter: 1 }, meshCreationScene);\r\n touchCollisionMesh.isVisible = false;\r\n\r\n // Generate the material for the touch mesh visuals\r\n if (this._options.motionControllerOrbMaterial) {\r\n touchCollisionMesh.material = this._options.motionControllerOrbMaterial;\r\n } else {\r\n NodeMaterial.ParseFromSnippetAsync(\"8RUNKL#3\", meshCreationScene).then((nodeMaterial) => {\r\n touchCollisionMesh.material = nodeMaterial;\r\n });\r\n }\r\n\r\n const easingFunction = new QuadraticEase();\r\n easingFunction.setEasingMode(EasingFunction.EASINGMODE_EASEINOUT);\r\n\r\n // Adjust the visual size based off of the size of the touch collision orb.\r\n // Having the size perfectly match for hover gives a more accurate tell for when the user will start interacting with the target\r\n // Sizes for other states are somewhat arbitrary, as they are based on what feels nice during an interaction\r\n const hoverSizeVec = new Vector3(this._controllerPickRadius, this._controllerPickRadius, this._controllerPickRadius);\r\n const touchSize = this._controllerPickRadius * (4 / 3);\r\n const touchSizeVec = new Vector3(touchSize, touchSize, touchSize);\r\n const hydrateTransitionSize = this._controllerPickRadius * (7 / 6);\r\n const hydrateTransitionSizeVec = new Vector3(hydrateTransitionSize, hydrateTransitionSize, hydrateTransitionSize);\r\n const touchHoverTransitionSize = this._controllerPickRadius * (4 / 5);\r\n const touchHoverTransitionSizeVec = new Vector3(touchHoverTransitionSize, touchHoverTransitionSize, touchHoverTransitionSize);\r\n const hoverTouchTransitionSize = this._controllerPickRadius * (3 / 2);\r\n const hoverTouchTransitionSizeVec = new Vector3(hoverTouchTransitionSize, hoverTouchTransitionSize, hoverTouchTransitionSize);\r\n\r\n const touchKeys = [\r\n { frame: 0, value: hoverSizeVec },\r\n { frame: 10, value: hoverTouchTransitionSizeVec },\r\n { frame: 18, value: touchSizeVec },\r\n ];\r\n const releaseKeys = [\r\n { frame: 0, value: touchSizeVec },\r\n { frame: 10, value: touchHoverTransitionSizeVec },\r\n { frame: 18, value: hoverSizeVec },\r\n ];\r\n const hydrateKeys = [\r\n { frame: 0, value: Vector3.ZeroReadOnly },\r\n { frame: 12, value: hydrateTransitionSizeVec },\r\n { frame: 15, value: hoverSizeVec },\r\n ];\r\n const dehydrateKeys = [\r\n { frame: 0, value: hoverSizeVec },\r\n { frame: 10, value: Vector3.ZeroReadOnly },\r\n { frame: 15, value: Vector3.ZeroReadOnly },\r\n ];\r\n\r\n const touchAction = new Animation(\"touch\", \"scaling\", 60, Animation.ANIMATIONTYPE_VECTOR3, Animation.ANIMATIONLOOPMODE_CONSTANT);\r\n const releaseAction = new Animation(\"release\", \"scaling\", 60, Animation.ANIMATIONTYPE_VECTOR3, Animation.ANIMATIONLOOPMODE_CONSTANT);\r\n const hydrateAction = new Animation(\"hydrate\", \"scaling\", 60, Animation.ANIMATIONTYPE_VECTOR3, Animation.ANIMATIONLOOPMODE_CONSTANT);\r\n const dehydrateAction = new Animation(\"dehydrate\", \"scaling\", 60, Animation.ANIMATIONTYPE_VECTOR3, Animation.ANIMATIONLOOPMODE_CONSTANT);\r\n\r\n touchAction.setEasingFunction(easingFunction);\r\n releaseAction.setEasingFunction(easingFunction);\r\n hydrateAction.setEasingFunction(easingFunction);\r\n dehydrateAction.setEasingFunction(easingFunction);\r\n\r\n touchAction.setKeys(touchKeys);\r\n releaseAction.setKeys(releaseKeys);\r\n hydrateAction.setKeys(hydrateKeys);\r\n dehydrateAction.setKeys(dehydrateKeys);\r\n\r\n const touchCollisionMeshFunction = (isTouch: boolean) => {\r\n const action = isTouch ? touchAction : releaseAction;\r\n meshCreationScene.beginDirectAnimation(touchCollisionMesh, [action], 0, 18, false, 1);\r\n };\r\n\r\n const hydrateCollisionMeshFunction = (isHydration: boolean) => {\r\n const action = isHydration ? hydrateAction : dehydrateAction;\r\n if (isHydration) {\r\n touchCollisionMesh.isVisible = true;\r\n }\r\n meshCreationScene.beginDirectAnimation(touchCollisionMesh, [action], 0, 15, false, 1, () => {\r\n if (!isHydration) {\r\n touchCollisionMesh.isVisible = false;\r\n }\r\n });\r\n };\r\n\r\n return { touchCollisionMesh, touchCollisionMeshFunction, hydrateCollisionMeshFunction };\r\n }\r\n\r\n private _pickWithSphere(controllerData: ControllerData, radius: number, sceneToUse: Scene, predicate: (mesh: AbstractMesh) => boolean): Nullable<PickingInfo> {\r\n const pickingInfo = new PickingInfo();\r\n pickingInfo.distance = +Infinity;\r\n\r\n if (controllerData.touchCollisionMesh && controllerData.xrController) {\r\n const position = controllerData.touchCollisionMesh.position;\r\n const sphere = BoundingSphere.CreateFromCenterAndRadius(position, radius);\r\n\r\n for (let meshIndex = 0; meshIndex < sceneToUse.meshes.length; meshIndex++) {\r\n const mesh = sceneToUse.meshes[meshIndex];\r\n if (!predicate(mesh) || !this._controllerAvailablePredicate(mesh, controllerData.xrController.uniqueId)) {\r\n continue;\r\n }\r\n const result = WebXRNearInteraction.PickMeshWithSphere(mesh, sphere);\r\n\r\n if (result && result.hit && result.distance < pickingInfo.distance) {\r\n pickingInfo.hit = result.hit;\r\n pickingInfo.pickedMesh = mesh;\r\n pickingInfo.pickedPoint = result.pickedPoint;\r\n pickingInfo.aimTransform = controllerData.xrController.pointer;\r\n pickingInfo.gripTransform = controllerData.xrController.grip || null;\r\n pickingInfo.originMesh = controllerData.touchCollisionMesh;\r\n pickingInfo.distance = result.distance;\r\n }\r\n }\r\n }\r\n return pickingInfo;\r\n }\r\n\r\n /**\r\n * Picks a mesh with a sphere\r\n * @param mesh the mesh to pick\r\n * @param sphere picking sphere in world coordinates\r\n * @param skipBoundingInfo a boolean indicating if we should skip the bounding info check\r\n * @returns the picking info\r\n */\r\n public static PickMeshWithSphere(mesh: AbstractMesh, sphere: BoundingSphere, skipBoundingInfo = false): PickingInfo {\r\n const subMeshes = mesh.subMeshes;\r\n const pi = new PickingInfo();\r\n const boundingInfo = mesh.getBoundingInfo();\r\n\r\n if (!mesh._generatePointsArray()) {\r\n return pi;\r\n }\r\n\r\n if (!mesh.subMeshes || !boundingInfo) {\r\n return pi;\r\n }\r\n\r\n if (!skipBoundingInfo && !BoundingSphere.Intersects(boundingInfo.boundingSphere, sphere)) {\r\n return pi;\r\n }\r\n\r\n const result = TmpVectors.Vector3[0];\r\n const tmpVec = TmpVectors.Vector3[1];\r\n\r\n let distance = +Infinity;\r\n let tmp, tmpDistanceSphereToCenter, tmpDistanceSurfaceToCenter;\r\n const center = TmpVectors.Vector3[2];\r\n const worldToMesh = TmpVectors.Matrix[0];\r\n worldToMesh.copyFrom(mesh.getWorldMatrix());\r\n worldToMesh.invert();\r\n Vector3.TransformCoordinatesToRef(sphere.center, worldToMesh, center);\r\n\r\n for (let index = 0; index < subMeshes.length; index++) {\r\n const subMesh = subMeshes[index];\r\n\r\n subMesh.projectToRef(center, <Vector3[]>mesh._positions, <IndicesArray>mesh.getIndices(), tmpVec);\r\n\r\n Vector3.TransformCoordinatesToRef(tmpVec, mesh.getWorldMatrix(), tmpVec);\r\n tmp = Vector3.Distance(tmpVec, sphere.center);\r\n\r\n // Check for finger inside of mesh\r\n tmpDistanceSurfaceToCenter = Vector3.Distance(tmpVec, mesh.getAbsolutePosition());\r\n tmpDistanceSphereToCenter = Vector3.Distance(sphere.center, mesh.getAbsolutePosition());\r\n if (tmpDistanceSphereToCenter !== -1 && tmpDistanceSurfaceToCenter !== -1 && tmpDistanceSurfaceToCenter > tmpDistanceSphereToCenter) {\r\n tmp = 0;\r\n tmpVec.copyFrom(sphere.center);\r\n }\r\n\r\n if (tmp !== -1 && tmp < distance) {\r\n distance = tmp;\r\n result.copyFrom(tmpVec);\r\n }\r\n }\r\n\r\n if (distance < sphere.radius) {\r\n pi.hit = true;\r\n pi.distance = distance;\r\n pi.pickedMesh = mesh;\r\n pi.pickedPoint = result.clone();\r\n }\r\n\r\n return pi;\r\n }\r\n}\r\n\r\n//Register the plugin\r\nWebXRFeaturesManager.AddWebXRFeature(\r\n WebXRNearInteraction.Name,\r\n (xrSessionManager, options) => {\r\n return () => new WebXRNearInteraction(xrSessionManager, options);\r\n },\r\n WebXRNearInteraction.Version,\r\n true\r\n);\r\n"]}
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1
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{ WebXRFeaturesManager, WebXRFeatureName } from \"../webXRFeaturesManager\";\r\nimport type { WebXRControllerPointerSelection } from \"./WebXRControllerPointerSelection\";\r\nimport type { WebXRSessionManager } from \"../webXRSessionManager\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { CreateSphere } from \"../../Meshes/Builders/sphereBuilder\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { WebXRInput } from \"../webXRInput\";\r\nimport type { WebXRInputSource } from \"../webXRInputSource\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { WebXRControllerComponent } from \"../motionController/webXRControllerComponent\";\r\nimport type { IndicesArray, Nullable } from \"../../types\";\r\nimport { Vector3, Quaternion, TmpVectors } from \"../../Maths/math.vector\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { PickingInfo } from \"../../Collisions/pickingInfo\";\r\nimport { WebXRAbstractFeature } from \"./WebXRAbstractFeature\";\r\nimport { UtilityLayerRenderer } from \"../../Rendering/utilityLayerRenderer\";\r\nimport type { WebXRAbstractMotionController } from \"../motionController/webXRAbstractMotionController\";\r\nimport { BoundingSphere } from \"../../Culling/boundingSphere\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { StandardMaterial } from \"../../Materials/standardMaterial\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport { NodeMaterial } from \"../../Materials/Node/nodeMaterial\";\r\nimport type { Material } from \"../../Materials/material\";\r\nimport { Animation } from \"../../Animations/animation\";\r\nimport { QuadraticEase, EasingFunction } from \"../../Animations/easing\";\r\n// side effects\r\nimport \"../../Meshes/subMesh.project\";\r\n\r\ntype ControllerData = {\r\n xrController?: WebXRInputSource;\r\n squeezeComponent?: WebXRControllerComponent;\r\n selectionComponent?: WebXRControllerComponent;\r\n onButtonChangedObserver?: Nullable<Observer<WebXRControllerComponent>>;\r\n onSqueezeButtonChangedObserver?: Nullable<Observer<WebXRControllerComponent>>;\r\n onFrameObserver?: Nullable<Observer<XRFrame>>;\r\n meshUnderPointer: Nullable<AbstractMesh>;\r\n nearInteractionTargetMesh: Nullable<AbstractMesh>;\r\n pick: Nullable<PickingInfo>;\r\n stalePick: Nullable<PickingInfo>;\r\n id: number;\r\n touchCollisionMesh: AbstractMesh;\r\n touchCollisionMeshFunction: (isTouch: boolean) => void;\r\n hydrateCollisionMeshFunction: (isHydration: boolean) => void;\r\n currentAnimationState: ControllerOrbAnimationState;\r\n grabRay: Ray;\r\n nearInteraction: boolean;\r\n hoverInteraction: boolean;\r\n grabInteraction: boolean;\r\n // event support\r\n eventListeners?: { [event in XREventType]?: (event: XRInputSourceEvent) => void };\r\n pickedPointVisualCue: AbstractMesh;\r\n};\r\n\r\n// Tracks the interaction animation state when using a motion controller with a near interaction orb\r\nenum ControllerOrbAnimationState {\r\n /**\r\n * Orb is invisible\r\n */\r\n DEHYDRATED,\r\n /**\r\n * Orb is visible and inside the hover range\r\n */\r\n HOVER,\r\n /**\r\n * Orb is visible and touching a near interaction target\r\n */\r\n TOUCH,\r\n}\r\n\r\n/**\r\n * Where should the near interaction mesh be attached to when using a motion controller for near interaction\r\n */\r\nexport enum WebXRNearControllerMode {\r\n /**\r\n * Motion controllers will not support near interaction\r\n */\r\n DISABLED = 0,\r\n /**\r\n * The interaction point for motion controllers will be inside of them\r\n */\r\n CENTERED_ON_CONTROLLER = 1,\r\n /**\r\n * The interaction point for motion controllers will be in front of the controller\r\n */\r\n CENTERED_IN_FRONT = 2,\r\n}\r\n\r\n/**\r\n * Options interface for the near interaction module\r\n */\r\nexport interface IWebXRNearInteractionOptions {\r\n /**\r\n * If provided, this scene will be used to render meshes.\r\n */\r\n customUtilityLayerScene?: Scene;\r\n /**\r\n * Should meshes created here be added to a utility layer or the main scene\r\n */\r\n useUtilityLayer?: boolean;\r\n /**\r\n * The xr input to use with this near interaction\r\n */\r\n xrInput: WebXRInput;\r\n /**\r\n * Enable near interaction on all controllers instead of switching between them\r\n */\r\n enableNearInteractionOnAllControllers?: boolean;\r\n /**\r\n * The preferred hand to give the near interaction to. This will be prioritized when the controller initialize.\r\n * If switch is enabled, it will still allow the user to switch between the different controllers\r\n */\r\n preferredHandedness?: XRHandedness;\r\n /**\r\n * Disable switching the near interaction from one controller to the other.\r\n * If the preferred hand is set it will be fixed on this hand, and if not it will be fixed on the first controller added to the scene\r\n */\r\n disableSwitchOnClick?: boolean;\r\n\r\n /**\r\n * Far interaction feature to toggle when near interaction takes precedence\r\n */\r\n farInteractionFeature?: WebXRControllerPointerSelection;\r\n\r\n /**\r\n * Near interaction mode for motion controllers\r\n */\r\n nearInteractionControllerMode?: WebXRNearControllerMode;\r\n\r\n /**\r\n * Optional material for the motion controller orb, if enabled\r\n */\r\n motionControllerOrbMaterial?: Material;\r\n}\r\n\r\n/**\r\n * A module that will enable near interaction near interaction for hands and motion controllers of XR Input Sources\r\n */\r\nexport class WebXRNearInteraction extends WebXRAbstractFeature {\r\n private static _IdCounter = 200;\r\n\r\n private _tmpRay: Ray = new Ray(new Vector3(), new Vector3());\r\n\r\n private _attachController = (xrController: WebXRInputSource) => {\r\n if (this._controllers[xrController.uniqueId]) {\r\n // already attached\r\n return;\r\n }\r\n // get two new meshes\r\n const { touchCollisionMesh, touchCollisionMeshFunction, hydrateCollisionMeshFunction } = this._generateNewTouchPointMesh();\r\n const selectionMesh = this._generateVisualCue();\r\n\r\n this._controllers[xrController.uniqueId] = {\r\n xrController,\r\n meshUnderPointer: null,\r\n nearInteractionTargetMesh: null,\r\n pick: null,\r\n stalePick: null,\r\n touchCollisionMesh,\r\n touchCollisionMeshFunction: touchCollisionMeshFunction,\r\n hydrateCollisionMeshFunction: hydrateCollisionMeshFunction,\r\n currentAnimationState: ControllerOrbAnimationState.DEHYDRATED,\r\n grabRay: new Ray(new Vector3(), new Vector3()),\r\n hoverInteraction: false,\r\n nearInteraction: false,\r\n grabInteraction: false,\r\n id: WebXRNearInteraction._IdCounter++,\r\n pickedPointVisualCue: selectionMesh,\r\n };\r\n\r\n if (this._attachedController) {\r\n if (\r\n !this._options.enableNearInteractionOnAllControllers &&\r\n this._options.preferredHandedness &&\r\n xrController.inputSource.handedness === this._options.preferredHandedness\r\n ) {\r\n this._attachedController = xrController.uniqueId;\r\n }\r\n } else {\r\n if (!this._options.enableNearInteractionOnAllControllers) {\r\n this._attachedController = xrController.uniqueId;\r\n }\r\n }\r\n switch (xrController.inputSource.targetRayMode) {\r\n case \"tracked-pointer\":\r\n return this._attachNearInteractionMode(xrController);\r\n case \"gaze\":\r\n return null;\r\n case \"screen\":\r\n return null;\r\n }\r\n };\r\n\r\n private _controllers: {\r\n [controllerUniqueId: string]: ControllerData;\r\n } = {};\r\n private _scene: Scene;\r\n\r\n private _attachedController: string;\r\n\r\n private _farInteractionFeature: Nullable<WebXRControllerPointerSelection> = null;\r\n\r\n /**\r\n * The module's name\r\n */\r\n public static readonly Name = WebXRFeatureName.NEAR_INTERACTION;\r\n /**\r\n * The (Babylon) version of this module.\r\n * This is an integer representing the implementation version.\r\n * This number does not correspond to the WebXR specs version\r\n */\r\n public static readonly Version = 1;\r\n\r\n /**\r\n * default color of the selection ring\r\n */\r\n public selectionMeshDefaultColor: Color3 = new Color3(0.8, 0.8, 0.8);\r\n /**\r\n * This color will be applied to the selection ring when selection is triggered\r\n */\r\n public selectionMeshPickedColor: Color3 = new Color3(0.3, 0.3, 1.0);\r\n\r\n /**\r\n * constructs a new background remover module\r\n * @param _xrSessionManager the session manager for this module\r\n * @param _options read-only options to be used in this module\r\n */\r\n constructor(_xrSessionManager: WebXRSessionManager, private readonly _options: IWebXRNearInteractionOptions) {\r\n super(_xrSessionManager);\r\n this._scene = this._xrSessionManager.scene;\r\n if (this._options.nearInteractionControllerMode === undefined) {\r\n this._options.nearInteractionControllerMode = WebXRNearControllerMode.CENTERED_IN_FRONT;\r\n }\r\n\r\n if (this._options.farInteractionFeature) {\r\n this._farInteractionFeature = this._options.farInteractionFeature;\r\n }\r\n }\r\n\r\n /**\r\n * Attach this feature\r\n * Will usually be called by the features manager\r\n *\r\n * @returns true if successful.\r\n */\r\n public attach(): boolean {\r\n if (!super.attach()) {\r\n return false;\r\n }\r\n\r\n this._options.xrInput.controllers.forEach(this._attachController);\r\n this._addNewAttachObserver(this._options.xrInput.onControllerAddedObservable, this._attachController);\r\n this._addNewAttachObserver(this._options.xrInput.onControllerRemovedObservable, (controller) => {\r\n // REMOVE the controller\r\n this._detachController(controller.uniqueId);\r\n });\r\n\r\n this._scene.constantlyUpdateMeshUnderPointer = true;\r\n return true;\r\n }\r\n\r\n /**\r\n * Detach this feature.\r\n * Will usually be called by the features manager\r\n *\r\n * @returns true if successful.\r\n */\r\n public detach(): boolean {\r\n if (!super.detach()) {\r\n return false;\r\n }\r\n\r\n Object.keys(this._controllers).forEach((controllerId) => {\r\n this._detachController(controllerId);\r\n });\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Will get the mesh under a specific pointer.\r\n * `scene.meshUnderPointer` will only return one mesh - either left or right.\r\n * @param controllerId the controllerId to check\r\n * @returns The mesh under pointer or null if no mesh is under the pointer\r\n */\r\n public getMeshUnderPointer(controllerId: string): Nullable<AbstractMesh> {\r\n if (this._controllers[controllerId]) {\r\n return this._controllers[controllerId].meshUnderPointer;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n /**\r\n * Get the xr controller that correlates to the pointer id in the pointer event\r\n *\r\n * @param id the pointer id to search for\r\n * @returns the controller that correlates to this id or null if not found\r\n */\r\n public getXRControllerByPointerId(id: number): Nullable<WebXRInputSource> {\r\n const keys = Object.keys(this._controllers);\r\n\r\n for (let i = 0; i < keys.length; ++i) {\r\n if (this._controllers[keys[i]].id === id) {\r\n return this._controllers[keys[i]].xrController || null;\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * This function sets webXRControllerPointerSelection feature that will be disabled when\r\n * the hover range is reached for a mesh and will be reattached when not in hover range.\r\n * This is used to remove the selection rays when moving.\r\n * @param farInteractionFeature the feature to disable when finger is in hover range for a mesh\r\n */\r\n public setFarInteractionFeature(farInteractionFeature: Nullable<WebXRControllerPointerSelection>) {\r\n this._farInteractionFeature = farInteractionFeature;\r\n }\r\n\r\n /**\r\n * Filter used for near interaction pick and hover\r\n * @param mesh\r\n */\r\n private _nearPickPredicate(mesh: AbstractMesh): boolean {\r\n return mesh.isEnabled() && mesh.isVisible && mesh.isPickable && mesh.isNearPickable;\r\n }\r\n\r\n /**\r\n * Filter used for near interaction grab\r\n * @param mesh\r\n */\r\n private _nearGrabPredicate(mesh: AbstractMesh): boolean {\r\n return mesh.isEnabled() && mesh.isVisible && mesh.isPickable && mesh.isNearGrabbable;\r\n }\r\n\r\n /**\r\n * Filter used for any near interaction\r\n * @param mesh\r\n */\r\n private _nearInteractionPredicate(mesh: AbstractMesh): boolean {\r\n return mesh.isEnabled() && mesh.isVisible && mesh.isPickable && (mesh.isNearPickable || mesh.isNearGrabbable);\r\n }\r\n\r\n private _controllerAvailablePredicate(mesh: AbstractMesh, controllerId: string): boolean {\r\n let parent: TransformNode = mesh;\r\n\r\n while (parent) {\r\n if (parent.reservedDataStore && parent.reservedDataStore.nearInteraction && parent.reservedDataStore.nearInteraction.excludedControllerId === controllerId) {\r\n return false;\r\n }\r\n parent = parent.parent as TransformNode;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _handleTransitionAnimation(controllerData: ControllerData, newState: ControllerOrbAnimationState) {\r\n if (\r\n controllerData.currentAnimationState === newState ||\r\n this._options.nearInteractionControllerMode !== WebXRNearControllerMode.CENTERED_IN_FRONT ||\r\n !!controllerData.xrController?.inputSource.hand\r\n ) {\r\n return;\r\n }\r\n\r\n // Don't always break to allow for animation fallthrough on rare cases of multi-transitions\r\n if (newState > controllerData.currentAnimationState) {\r\n switch (controllerData.currentAnimationState) {\r\n case ControllerOrbAnimationState.DEHYDRATED: {\r\n controllerData.hydrateCollisionMeshFunction(true);\r\n if (newState === ControllerOrbAnimationState.HOVER) {\r\n break;\r\n }\r\n }\r\n // eslint-disable-next-line no-fallthrough\r\n case ControllerOrbAnimationState.HOVER: {\r\n controllerData.touchCollisionMeshFunction(true);\r\n if (newState === ControllerOrbAnimationState.TOUCH) {\r\n break;\r\n }\r\n }\r\n }\r\n } else {\r\n switch (controllerData.currentAnimationState) {\r\n case ControllerOrbAnimationState.TOUCH: {\r\n controllerData.touchCollisionMeshFunction(false);\r\n if (newState === ControllerOrbAnimationState.HOVER) {\r\n break;\r\n }\r\n }\r\n // eslint-disable-next-line no-fallthrough\r\n case ControllerOrbAnimationState.HOVER: {\r\n controllerData.hydrateCollisionMeshFunction(false);\r\n if (newState === ControllerOrbAnimationState.DEHYDRATED) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n controllerData.currentAnimationState = newState;\r\n }\r\n\r\n private readonly _hoverRadius = 0.1;\r\n private readonly _pickRadius = 0.02;\r\n private readonly _controllerPickRadius = 0.03; // The radius is slightly larger here to make it easier to manipulate since it's not tied to the hand position\r\n private readonly _nearGrabLengthScale = 5;\r\n\r\n private _processTouchPoint(id: string, position: Vector3, orientation: Quaternion) {\r\n const controllerData = this._controllers[id];\r\n\r\n // Position and orientation could be temporary values, se we take care of them before calling any functions that use temporary vectors/quaternions\r\n controllerData.grabRay.origin.copyFrom(position);\r\n orientation.toEulerAnglesToRef(TmpVectors.Vector3[0]);\r\n controllerData.grabRay.direction.copyFrom(TmpVectors.Vector3[0]);\r\n\r\n if (this._options.nearInteractionControllerMode === WebXRNearControllerMode.CENTERED_IN_FRONT && !controllerData.xrController?.inputSource.hand) {\r\n // offset the touch point in the direction the transform is facing\r\n controllerData.xrController!.getWorldPointerRayToRef(this._tmpRay);\r\n controllerData.grabRay.origin.addInPlace(this._tmpRay.direction.scale(0.05));\r\n }\r\n\r\n controllerData.grabRay.length = this._nearGrabLengthScale * this._hoverRadius;\r\n controllerData.touchCollisionMesh.position.copyFrom(controllerData.grabRay.origin);\r\n }\r\n\r\n protected _onXRFrame(_xrFrame: XRFrame) {\r\n Object.keys(this._controllers).forEach((id) => {\r\n // only do this for the selected pointer\r\n const controllerData = this._controllers[id];\r\n const handData = controllerData.xrController?.inputSource.hand;\r\n // If near interaction is not enabled/available for this controller, return early\r\n if (\r\n (!this._options.enableNearInteractionOnAllControllers && id !== this._attachedController) ||\r\n !controllerData.xrController ||\r\n (!handData && (!this._options.nearInteractionControllerMode || !controllerData.xrController.inputSource.gamepad))\r\n ) {\r\n controllerData.pick = null;\r\n return;\r\n }\r\n controllerData.hoverInteraction = false;\r\n controllerData.nearInteraction = false;\r\n\r\n // Every frame check collisions/input\r\n if (controllerData.xrController) {\r\n if (handData) {\r\n const xrIndexTip = handData.get(\"index-finger-tip\");\r\n if (xrIndexTip) {\r\n const indexTipPose = _xrFrame.getJointPose!(xrIndexTip, this._xrSessionManager.referenceSpace);\r\n if (indexTipPose && indexTipPose.transform) {\r\n const axisRHSMultiplier = this._scene.useRightHandedSystem ? 1 : -1;\r\n TmpVectors.Vector3[0].set(indexTipPose.transform.position.x, indexTipPose.transform.position.y, indexTipPose.transform.position.z * axisRHSMultiplier);\r\n TmpVectors.Quaternion[0].set(\r\n indexTipPose.transform.orientation.x,\r\n indexTipPose.transform.orientation.y,\r\n indexTipPose.transform.orientation.z * axisRHSMultiplier,\r\n indexTipPose.transform.orientation.w * axisRHSMultiplier\r\n );\r\n\r\n this._processTouchPoint(id, TmpVectors.Vector3[0], TmpVectors.Quaternion[0]);\r\n }\r\n }\r\n } else if (controllerData.xrController.inputSource.gamepad && this._options.nearInteractionControllerMode !== WebXRNearControllerMode.DISABLED) {\r\n let controllerPose = controllerData.xrController.pointer;\r\n if (controllerData.xrController.grip && this._options.nearInteractionControllerMode === WebXRNearControllerMode.CENTERED_ON_CONTROLLER) {\r\n controllerPose = controllerData.xrController.grip;\r\n }\r\n\r\n this._processTouchPoint(id, controllerPose.position, controllerPose.rotationQuaternion!);\r\n }\r\n } else {\r\n return;\r\n }\r\n\r\n const accuratePickInfo = (originalScenePick: Nullable<PickingInfo>, utilityScenePick: Nullable<PickingInfo>): Nullable<PickingInfo> => {\r\n let pick = null;\r\n if (!utilityScenePick || !utilityScenePick.hit) {\r\n // No hit in utility scene\r\n pick = originalScenePick;\r\n } else if (!originalScenePick || !originalScenePick.hit) {\r\n // No hit in original scene\r\n pick = utilityScenePick;\r\n } else if (utilityScenePick.distance < originalScenePick.distance) {\r\n // Hit is closer in utility scene\r\n pick = utilityScenePick;\r\n } else {\r\n // Hit is closer in original scene\r\n pick = originalScenePick;\r\n }\r\n return pick;\r\n };\r\n const populateNearInteractionInfo = (nearInteractionInfo: Nullable<PickingInfo>): PickingInfo => {\r\n let result = new PickingInfo();\r\n\r\n let nearInteractionAtOrigin = false;\r\n const nearInteraction = nearInteractionInfo && nearInteractionInfo.pickedPoint && nearInteractionInfo.hit;\r\n if (nearInteractionInfo?.pickedPoint) {\r\n nearInteractionAtOrigin = nearInteractionInfo.pickedPoint.x === 0 && nearInteractionInfo.pickedPoint.y === 0 && nearInteractionInfo.pickedPoint.z === 0;\r\n }\r\n if (nearInteraction && !nearInteractionAtOrigin) {\r\n result = nearInteractionInfo!;\r\n }\r\n return result;\r\n };\r\n\r\n // Don't perform touch logic while grabbing, to prevent triggering touch interactions while in the middle of a grab interaction\r\n // Dont update cursor logic either - the cursor should already be visible for the grab to be in range,\r\n // and in order to maintain its position on the target mesh it is parented for the duration of the grab.\r\n if (!controllerData.grabInteraction) {\r\n let pick = null;\r\n\r\n // near interaction hover\r\n let utilitySceneHoverPick = null;\r\n if (this._options.useUtilityLayer && this._utilityLayerScene) {\r\n utilitySceneHoverPick = this._pickWithSphere(controllerData, this._hoverRadius, this._utilityLayerScene, (mesh: AbstractMesh) =>\r\n this._nearInteractionPredicate(mesh)\r\n );\r\n }\r\n const originalSceneHoverPick = this._pickWithSphere(controllerData, this._hoverRadius, this._scene, (mesh: AbstractMesh) => this._nearInteractionPredicate(mesh));\r\n\r\n const hoverPickInfo = accuratePickInfo(originalSceneHoverPick, utilitySceneHoverPick);\r\n if (hoverPickInfo && hoverPickInfo.hit) {\r\n pick = populateNearInteractionInfo(hoverPickInfo);\r\n if (pick.hit) {\r\n controllerData.hoverInteraction = true;\r\n }\r\n }\r\n\r\n // near interaction pick\r\n if (controllerData.hoverInteraction) {\r\n let utilitySceneNearPick = null;\r\n const radius = handData ? this._pickRadius : this._controllerPickRadius;\r\n if (this._options.useUtilityLayer && this._utilityLayerScene) {\r\n utilitySceneNearPick = this._pickWithSphere(controllerData, radius, this._utilityLayerScene, (mesh: AbstractMesh) => this._nearPickPredicate(mesh));\r\n }\r\n const originalSceneNearPick = this._pickWithSphere(controllerData, radius, this._scene, (mesh: AbstractMesh) => this._nearPickPredicate(mesh));\r\n const pickInfo = accuratePickInfo(originalSceneNearPick, utilitySceneNearPick);\r\n const nearPick = populateNearInteractionInfo(pickInfo);\r\n if (nearPick.hit) {\r\n // Near pick takes precedence over hover interaction\r\n pick = nearPick;\r\n controllerData.nearInteraction = true;\r\n }\r\n }\r\n\r\n controllerData.stalePick = controllerData.pick;\r\n controllerData.pick = pick;\r\n\r\n // Update mesh under pointer\r\n if (controllerData.pick && controllerData.pick.pickedPoint && controllerData.pick.hit) {\r\n controllerData.meshUnderPointer = controllerData.pick.pickedMesh;\r\n controllerData.pickedPointVisualCue.position.copyFrom(controllerData.pick.pickedPoint);\r\n controllerData.pickedPointVisualCue.isVisible = true;\r\n\r\n if (this._farInteractionFeature && this._farInteractionFeature.attached) {\r\n this._farInteractionFeature._setPointerSelectionDisabledByPointerId(controllerData.id, true);\r\n }\r\n } else {\r\n controllerData.meshUnderPointer = null;\r\n controllerData.pickedPointVisualCue.isVisible = false;\r\n\r\n if (this._farInteractionFeature && this._farInteractionFeature.attached) {\r\n this._farInteractionFeature._setPointerSelectionDisabledByPointerId(controllerData.id, false);\r\n }\r\n }\r\n }\r\n\r\n // Update the interaction animation. Only updates if the visible touch mesh is active\r\n let state = ControllerOrbAnimationState.DEHYDRATED;\r\n if (controllerData.grabInteraction || controllerData.nearInteraction) {\r\n state = ControllerOrbAnimationState.TOUCH;\r\n } else if (controllerData.hoverInteraction) {\r\n state = ControllerOrbAnimationState.HOVER;\r\n }\r\n this._handleTransitionAnimation(controllerData, state);\r\n });\r\n }\r\n\r\n private get _utilityLayerScene() {\r\n return this._options.customUtilityLayerScene || UtilityLayerRenderer.DefaultUtilityLayer.utilityLayerScene;\r\n }\r\n\r\n private _generateVisualCue() {\r\n const sceneToRenderTo = this._options.useUtilityLayer ? this._options.customUtilityLayerScene || UtilityLayerRenderer.DefaultUtilityLayer.utilityLayerScene : this._scene;\r\n const selectionMesh = CreateSphere(\r\n \"nearInteraction\",\r\n {\r\n diameter: 0.0035 * 3,\r\n },\r\n sceneToRenderTo\r\n );\r\n selectionMesh.bakeCurrentTransformIntoVertices();\r\n selectionMesh.isPickable = false;\r\n selectionMesh.isVisible = false;\r\n selectionMesh.rotationQuaternion = Quaternion.Identity();\r\n const targetMat = new StandardMaterial(\"targetMat\", sceneToRenderTo);\r\n targetMat.specularColor = Color3.Black();\r\n targetMat.emissiveColor = this.selectionMeshDefaultColor;\r\n targetMat.backFaceCulling = false;\r\n selectionMesh.material = targetMat;\r\n\r\n return selectionMesh;\r\n }\r\n\r\n private _isControllerReadyForNearInteraction(id: number) {\r\n if (this._farInteractionFeature) {\r\n return this._farInteractionFeature._getPointerSelectionDisabledByPointerId(id);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _attachNearInteractionMode(xrController: WebXRInputSource) {\r\n const controllerData = this._controllers[xrController.uniqueId];\r\n const pointerEventInit: PointerEventInit = {\r\n pointerId: controllerData.id,\r\n pointerType: \"xr-near\",\r\n };\r\n controllerData.onFrameObserver = this._xrSessionManager.onXRFrameObservable.add(() => {\r\n if (\r\n (!this._options.enableNearInteractionOnAllControllers && xrController.uniqueId !== this._attachedController) ||\r\n !controllerData.xrController ||\r\n (!controllerData.xrController.inputSource.hand && (!this._options.nearInteractionControllerMode || !controllerData.xrController.inputSource.gamepad))\r\n ) {\r\n return;\r\n }\r\n if (controllerData.pick) {\r\n controllerData.pick.ray = controllerData.grabRay;\r\n }\r\n\r\n if (controllerData.pick && this._isControllerReadyForNearInteraction(controllerData.id)) {\r\n this._scene.simulatePointerMove(controllerData.pick, pointerEventInit);\r\n }\r\n\r\n // Near pick pointer event\r\n if (controllerData.nearInteraction && controllerData.pick && controllerData.pick.hit) {\r\n if (!controllerData.nearInteractionTargetMesh) {\r\n this._scene.simulatePointerDown(controllerData.pick, pointerEventInit);\r\n controllerData.nearInteractionTargetMesh = controllerData.meshUnderPointer;\r\n }\r\n } else if (controllerData.nearInteractionTargetMesh && controllerData.stalePick) {\r\n this._scene.simulatePointerUp(controllerData.stalePick, pointerEventInit);\r\n controllerData.nearInteractionTargetMesh = null;\r\n }\r\n });\r\n\r\n const grabCheck = (pressed: boolean) => {\r\n if (\r\n this._options.enableNearInteractionOnAllControllers ||\r\n (xrController.uniqueId === this._attachedController && this._isControllerReadyForNearInteraction(controllerData.id))\r\n ) {\r\n if (controllerData.pick) {\r\n controllerData.pick.ray = controllerData.grabRay;\r\n }\r\n if (pressed && controllerData.pick && controllerData.meshUnderPointer && this._nearGrabPredicate(controllerData.meshUnderPointer)) {\r\n controllerData.grabInteraction = true;\r\n controllerData.pickedPointVisualCue.isVisible = false;\r\n this._scene.simulatePointerDown(controllerData.pick, pointerEventInit);\r\n } else if (!pressed && controllerData.pick && controllerData.grabInteraction) {\r\n this._scene.simulatePointerUp(controllerData.pick, pointerEventInit);\r\n controllerData.grabInteraction = false;\r\n controllerData.pickedPointVisualCue.isVisible = true;\r\n }\r\n } else {\r\n if (pressed && !this._options.enableNearInteractionOnAllControllers && !this._options.disableSwitchOnClick) {\r\n this._attachedController = xrController.uniqueId;\r\n }\r\n }\r\n };\r\n\r\n if (xrController.inputSource.gamepad) {\r\n const init = (motionController: WebXRAbstractMotionController) => {\r\n controllerData.squeezeComponent = motionController.getComponent(\"grasp\");\r\n if (controllerData.squeezeComponent) {\r\n controllerData.onSqueezeButtonChangedObserver = controllerData.squeezeComponent.onButtonStateChangedObservable.add((component) => {\r\n if (component.changes.pressed) {\r\n const pressed = component.changes.pressed.current;\r\n grabCheck(pressed);\r\n }\r\n });\r\n } else {\r\n controllerData.selectionComponent = motionController.getMainComponent();\r\n controllerData.onButtonChangedObserver = controllerData.selectionComponent.onButtonStateChangedObservable.add((component) => {\r\n if (component.changes.pressed) {\r\n const pressed = component.changes.pressed.current;\r\n grabCheck(pressed);\r\n }\r\n });\r\n }\r\n };\r\n if (xrController.motionController) {\r\n init(xrController.motionController);\r\n } else {\r\n xrController.onMotionControllerInitObservable.add(init);\r\n }\r\n } else {\r\n // use the select and squeeze events\r\n const selectStartListener = (event: XRInputSourceEvent) => {\r\n if (\r\n controllerData.xrController &&\r\n event.inputSource === controllerData.xrController.inputSource &&\r\n controllerData.pick &&\r\n this._isControllerReadyForNearInteraction(controllerData.id) &&\r\n controllerData.meshUnderPointer &&\r\n this._nearGrabPredicate(controllerData.meshUnderPointer)\r\n ) {\r\n controllerData.grabInteraction = true;\r\n controllerData.pickedPointVisualCue.isVisible = false;\r\n this._scene.simulatePointerDown(controllerData.pick, pointerEventInit);\r\n }\r\n };\r\n\r\n const selectEndListener = (event: XRInputSourceEvent) => {\r\n if (\r\n controllerData.xrController &&\r\n event.inputSource === controllerData.xrController.inputSource &&\r\n controllerData.pick &&\r\n this._isControllerReadyForNearInteraction(controllerData.id)\r\n ) {\r\n this._scene.simulatePointerUp(controllerData.pick, pointerEventInit);\r\n controllerData.grabInteraction = false;\r\n controllerData.pickedPointVisualCue.isVisible = true;\r\n }\r\n };\r\n\r\n controllerData.eventListeners = {\r\n selectend: selectEndListener,\r\n selectstart: selectStartListener,\r\n };\r\n\r\n this._xrSessionManager.session.addEventListener(\"selectstart\", selectStartListener);\r\n this._xrSessionManager.session.addEventListener(\"selectend\", selectEndListener);\r\n }\r\n }\r\n\r\n private _detachController(xrControllerUniqueId: string) {\r\n const controllerData = this._controllers[xrControllerUniqueId];\r\n if (!controllerData) {\r\n return;\r\n }\r\n if (controllerData.squeezeComponent) {\r\n if (controllerData.onSqueezeButtonChangedObserver) {\r\n controllerData.squeezeComponent.onButtonStateChangedObservable.remove(controllerData.onSqueezeButtonChangedObserver);\r\n }\r\n }\r\n if (controllerData.selectionComponent) {\r\n if (controllerData.onButtonChangedObserver) {\r\n controllerData.selectionComponent.onButtonStateChangedObservable.remove(controllerData.onButtonChangedObserver);\r\n }\r\n }\r\n if (controllerData.onFrameObserver) {\r\n this._xrSessionManager.onXRFrameObservable.remove(controllerData.onFrameObserver);\r\n }\r\n if (controllerData.eventListeners) {\r\n Object.keys(controllerData.eventListeners).forEach((eventName: string) => {\r\n const func = controllerData.eventListeners && controllerData.eventListeners[eventName as XREventType];\r\n if (func) {\r\n this._xrSessionManager.session.removeEventListener(eventName as XREventType, func);\r\n }\r\n });\r\n }\r\n controllerData.touchCollisionMesh.dispose();\r\n controllerData.pickedPointVisualCue.dispose();\r\n\r\n this._xrSessionManager.runInXRFrame(() => {\r\n // Fire a pointerup\r\n const pointerEventInit: PointerEventInit = {\r\n pointerId: controllerData.id,\r\n pointerType: \"xr-near\",\r\n };\r\n this._scene.simulatePointerUp(new PickingInfo(), pointerEventInit);\r\n });\r\n\r\n // remove from the map\r\n delete this._controllers[xrControllerUniqueId];\r\n if (this._attachedController === xrControllerUniqueId) {\r\n // check for other controllers\r\n const keys = Object.keys(this._controllers);\r\n if (keys.length) {\r\n this._attachedController = keys[0];\r\n } else {\r\n this._attachedController = \"\";\r\n }\r\n }\r\n }\r\n\r\n private _generateNewTouchPointMesh() {\r\n // populate information for near hover, pick and pinch\r\n const meshCreationScene = this._options.useUtilityLayer ? this._options.customUtilityLayerScene || UtilityLayerRenderer.DefaultUtilityLayer.utilityLayerScene : this._scene;\r\n\r\n const touchCollisionMesh = CreateSphere(\"PickSphere\", { diameter: 1 }, meshCreationScene);\r\n touchCollisionMesh.isVisible = false;\r\n\r\n // Generate the material for the touch mesh visuals\r\n if (this._options.motionControllerOrbMaterial) {\r\n touchCollisionMesh.material = this._options.motionControllerOrbMaterial;\r\n } else {\r\n NodeMaterial.ParseFromSnippetAsync(\"8RUNKL#3\", meshCreationScene).then((nodeMaterial) => {\r\n touchCollisionMesh.material = nodeMaterial;\r\n });\r\n }\r\n\r\n const easingFunction = new QuadraticEase();\r\n easingFunction.setEasingMode(EasingFunction.EASINGMODE_EASEINOUT);\r\n\r\n // Adjust the visual size based off of the size of the touch collision orb.\r\n // Having the size perfectly match for hover gives a more accurate tell for when the user will start interacting with the target\r\n // Sizes for other states are somewhat arbitrary, as they are based on what feels nice during an interaction\r\n const hoverSizeVec = new Vector3(this._controllerPickRadius, this._controllerPickRadius, this._controllerPickRadius);\r\n const touchSize = this._controllerPickRadius * (4 / 3);\r\n const touchSizeVec = new Vector3(touchSize, touchSize, touchSize);\r\n const hydrateTransitionSize = this._controllerPickRadius * (7 / 6);\r\n const hydrateTransitionSizeVec = new Vector3(hydrateTransitionSize, hydrateTransitionSize, hydrateTransitionSize);\r\n const touchHoverTransitionSize = this._controllerPickRadius * (4 / 5);\r\n const touchHoverTransitionSizeVec = new Vector3(touchHoverTransitionSize, touchHoverTransitionSize, touchHoverTransitionSize);\r\n const hoverTouchTransitionSize = this._controllerPickRadius * (3 / 2);\r\n const hoverTouchTransitionSizeVec = new Vector3(hoverTouchTransitionSize, hoverTouchTransitionSize, hoverTouchTransitionSize);\r\n\r\n const touchKeys = [\r\n { frame: 0, value: hoverSizeVec },\r\n { frame: 10, value: hoverTouchTransitionSizeVec },\r\n { frame: 18, value: touchSizeVec },\r\n ];\r\n const releaseKeys = [\r\n { frame: 0, value: touchSizeVec },\r\n { frame: 10, value: touchHoverTransitionSizeVec },\r\n { frame: 18, value: hoverSizeVec },\r\n ];\r\n const hydrateKeys = [\r\n { frame: 0, value: Vector3.ZeroReadOnly },\r\n { frame: 12, value: hydrateTransitionSizeVec },\r\n { frame: 15, value: hoverSizeVec },\r\n ];\r\n const dehydrateKeys = [\r\n { frame: 0, value: hoverSizeVec },\r\n { frame: 10, value: Vector3.ZeroReadOnly },\r\n { frame: 15, value: Vector3.ZeroReadOnly },\r\n ];\r\n\r\n const touchAction = new Animation(\"touch\", \"scaling\", 60, Animation.ANIMATIONTYPE_VECTOR3, Animation.ANIMATIONLOOPMODE_CONSTANT);\r\n const releaseAction = new Animation(\"release\", \"scaling\", 60, Animation.ANIMATIONTYPE_VECTOR3, Animation.ANIMATIONLOOPMODE_CONSTANT);\r\n const hydrateAction = new Animation(\"hydrate\", \"scaling\", 60, Animation.ANIMATIONTYPE_VECTOR3, Animation.ANIMATIONLOOPMODE_CONSTANT);\r\n const dehydrateAction = new Animation(\"dehydrate\", \"scaling\", 60, Animation.ANIMATIONTYPE_VECTOR3, Animation.ANIMATIONLOOPMODE_CONSTANT);\r\n\r\n touchAction.setEasingFunction(easingFunction);\r\n releaseAction.setEasingFunction(easingFunction);\r\n hydrateAction.setEasingFunction(easingFunction);\r\n dehydrateAction.setEasingFunction(easingFunction);\r\n\r\n touchAction.setKeys(touchKeys);\r\n releaseAction.setKeys(releaseKeys);\r\n hydrateAction.setKeys(hydrateKeys);\r\n dehydrateAction.setKeys(dehydrateKeys);\r\n\r\n const touchCollisionMeshFunction = (isTouch: boolean) => {\r\n const action = isTouch ? touchAction : releaseAction;\r\n meshCreationScene.beginDirectAnimation(touchCollisionMesh, [action], 0, 18, false, 1);\r\n };\r\n\r\n const hydrateCollisionMeshFunction = (isHydration: boolean) => {\r\n const action = isHydration ? hydrateAction : dehydrateAction;\r\n if (isHydration) {\r\n touchCollisionMesh.isVisible = true;\r\n }\r\n meshCreationScene.beginDirectAnimation(touchCollisionMesh, [action], 0, 15, false, 1, () => {\r\n if (!isHydration) {\r\n touchCollisionMesh.isVisible = false;\r\n }\r\n });\r\n };\r\n\r\n return { touchCollisionMesh, touchCollisionMeshFunction, hydrateCollisionMeshFunction };\r\n }\r\n\r\n private _pickWithSphere(controllerData: ControllerData, radius: number, sceneToUse: Scene, predicate: (mesh: AbstractMesh) => boolean): Nullable<PickingInfo> {\r\n const pickingInfo = new PickingInfo();\r\n pickingInfo.distance = +Infinity;\r\n\r\n if (controllerData.touchCollisionMesh && controllerData.xrController) {\r\n const position = controllerData.touchCollisionMesh.position;\r\n const sphere = BoundingSphere.CreateFromCenterAndRadius(position, radius);\r\n\r\n for (let meshIndex = 0; meshIndex < sceneToUse.meshes.length; meshIndex++) {\r\n const mesh = sceneToUse.meshes[meshIndex];\r\n if (!predicate(mesh) || !this._controllerAvailablePredicate(mesh, controllerData.xrController.uniqueId)) {\r\n continue;\r\n }\r\n const result = WebXRNearInteraction.PickMeshWithSphere(mesh, sphere);\r\n\r\n if (result && result.hit && result.distance < pickingInfo.distance) {\r\n pickingInfo.hit = result.hit;\r\n pickingInfo.pickedMesh = mesh;\r\n pickingInfo.pickedPoint = result.pickedPoint;\r\n pickingInfo.aimTransform = controllerData.xrController.pointer;\r\n pickingInfo.gripTransform = controllerData.xrController.grip || null;\r\n pickingInfo.originMesh = controllerData.touchCollisionMesh;\r\n pickingInfo.distance = result.distance;\r\n }\r\n }\r\n }\r\n return pickingInfo;\r\n }\r\n\r\n /**\r\n * Picks a mesh with a sphere\r\n * @param mesh the mesh to pick\r\n * @param sphere picking sphere in world coordinates\r\n * @param skipBoundingInfo a boolean indicating if we should skip the bounding info check\r\n * @returns the picking info\r\n */\r\n public static PickMeshWithSphere(mesh: AbstractMesh, sphere: BoundingSphere, skipBoundingInfo = false): PickingInfo {\r\n const subMeshes = mesh.subMeshes;\r\n const pi = new PickingInfo();\r\n const boundingInfo = mesh.getBoundingInfo();\r\n\r\n if (!mesh._generatePointsArray()) {\r\n return pi;\r\n }\r\n\r\n if (!mesh.subMeshes || !boundingInfo) {\r\n return pi;\r\n }\r\n\r\n if (!skipBoundingInfo && !BoundingSphere.Intersects(boundingInfo.boundingSphere, sphere)) {\r\n return pi;\r\n }\r\n\r\n const result = TmpVectors.Vector3[0];\r\n const tmpVec = TmpVectors.Vector3[1];\r\n\r\n let distance = +Infinity;\r\n let tmp, tmpDistanceSphereToCenter, tmpDistanceSurfaceToCenter;\r\n const center = TmpVectors.Vector3[2];\r\n const worldToMesh = TmpVectors.Matrix[0];\r\n worldToMesh.copyFrom(mesh.getWorldMatrix());\r\n worldToMesh.invert();\r\n Vector3.TransformCoordinatesToRef(sphere.center, worldToMesh, center);\r\n\r\n for (let index = 0; index < subMeshes.length; index++) {\r\n const subMesh = subMeshes[index];\r\n\r\n subMesh.projectToRef(center, <Vector3[]>mesh._positions, <IndicesArray>mesh.getIndices(), tmpVec);\r\n\r\n Vector3.TransformCoordinatesToRef(tmpVec, mesh.getWorldMatrix(), tmpVec);\r\n tmp = Vector3.Distance(tmpVec, sphere.center);\r\n\r\n // Check for finger inside of mesh\r\n tmpDistanceSurfaceToCenter = Vector3.Distance(tmpVec, mesh.getAbsolutePosition());\r\n tmpDistanceSphereToCenter = Vector3.Distance(sphere.center, mesh.getAbsolutePosition());\r\n if (tmpDistanceSphereToCenter !== -1 && tmpDistanceSurfaceToCenter !== -1 && tmpDistanceSurfaceToCenter > tmpDistanceSphereToCenter) {\r\n tmp = 0;\r\n tmpVec.copyFrom(sphere.center);\r\n }\r\n\r\n if (tmp !== -1 && tmp < distance) {\r\n distance = tmp;\r\n result.copyFrom(tmpVec);\r\n }\r\n }\r\n\r\n if (distance < sphere.radius) {\r\n pi.hit = true;\r\n pi.distance = distance;\r\n pi.pickedMesh = mesh;\r\n pi.pickedPoint = result.clone();\r\n }\r\n\r\n return pi;\r\n }\r\n}\r\n\r\n//Register the plugin\r\nWebXRFeaturesManager.AddWebXRFeature(\r\n WebXRNearInteraction.Name,\r\n (xrSessionManager, options) => {\r\n return () => new WebXRNearInteraction(xrSessionManager, options);\r\n },\r\n WebXRNearInteraction.Version,\r\n true\r\n);\r\n"]}
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-
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type { IDisposable, Scene } from \"../../scene\";\r\nimport { WebXRControllerComponent } from \"./webXRControllerComponent\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { SceneLoader } from \"../../Loading/sceneLoader\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Quaternion, Vector3 } from \"../../Maths/math.vector\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\n\r\n/**\r\n * Handedness type in xrInput profiles. These can be used to define layouts in the Layout Map.\r\n */\r\nexport type MotionControllerHandedness = \"none\" | \"left\" | \"right\";\r\n/**\r\n * The type of components available in motion controllers.\r\n * This is not the name of the component.\r\n */\r\nexport type MotionControllerComponentType = \"trigger\" | \"squeeze\" | \"touchpad\" | \"thumbstick\" | \"button\";\r\n\r\n/**\r\n * The state of a controller component\r\n */\r\nexport type MotionControllerComponentStateType = \"default\" | \"touched\" | \"pressed\";\r\n\r\n/**\r\n * The schema of motion controller layout.\r\n * No object will be initialized using this interface\r\n * This is used just to define the profile.\r\n */\r\nexport interface IMotionControllerLayout {\r\n /**\r\n * Path to load the assets. Usually relative to the base path\r\n */\r\n assetPath: string;\r\n /**\r\n * Available components (unsorted)\r\n */\r\n components: {\r\n /**\r\n * A map of component Ids\r\n */\r\n [componentId: string]: {\r\n /**\r\n * The type of input the component outputs\r\n */\r\n type: MotionControllerComponentType;\r\n /**\r\n * The indices of this component in the gamepad object\r\n */\r\n gamepadIndices: {\r\n /**\r\n * Index of button\r\n */\r\n button?: number;\r\n /**\r\n * If available, index of x-axis\r\n */\r\n xAxis?: number;\r\n /**\r\n * If available, index of y-axis\r\n */\r\n yAxis?: number;\r\n };\r\n /**\r\n * The mesh's root node name\r\n */\r\n rootNodeName: string;\r\n /**\r\n * Animation definitions for this model\r\n */\r\n visualResponses: {\r\n [stateKey: string]: {\r\n /**\r\n * What property will be animated\r\n */\r\n componentProperty: \"xAxis\" | \"yAxis\" | \"button\" | \"state\";\r\n /**\r\n * What states influence this visual response\r\n */\r\n states: MotionControllerComponentStateType[];\r\n /**\r\n * Type of animation - movement or visibility\r\n */\r\n valueNodeProperty: \"transform\" | \"visibility\";\r\n /**\r\n * Base node name to move. Its position will be calculated according to the min and max nodes\r\n */\r\n valueNodeName?: string;\r\n /**\r\n * Minimum movement node\r\n */\r\n minNodeName?: string;\r\n /**\r\n * Max movement node\r\n */\r\n maxNodeName?: string;\r\n };\r\n };\r\n /**\r\n * If touch enabled, what is the name of node to display user feedback\r\n */\r\n touchPointNodeName?: string;\r\n };\r\n };\r\n /**\r\n * Is it xr standard mapping or not\r\n */\r\n gamepadMapping: \"\" | \"xr-standard\";\r\n /**\r\n * Base root node of this entire model\r\n */\r\n rootNodeName: string;\r\n /**\r\n * Defines the main button component id\r\n */\r\n selectComponentId: string;\r\n}\r\n\r\n/**\r\n * A definition for the layout map in the input profile\r\n */\r\nexport interface IMotionControllerLayoutMap {\r\n /**\r\n * Layouts with handedness type as a key\r\n */\r\n [handedness: string /* handedness */]: IMotionControllerLayout;\r\n}\r\n\r\n/**\r\n * The XR Input profile schema\r\n * Profiles can be found here:\r\n * https://github.com/immersive-web/webxr-input-profiles/tree/master/packages/registry/profiles\r\n */\r\nexport interface IMotionControllerProfile {\r\n /**\r\n * fallback profiles for this profileId\r\n */\r\n fallbackProfileIds: string[];\r\n /**\r\n * The layout map, with handedness as key\r\n */\r\n layouts: IMotionControllerLayoutMap;\r\n /**\r\n * The id of this profile\r\n * correlates to the profile(s) in the xrInput.profiles array\r\n */\r\n profileId: string;\r\n}\r\n\r\n/**\r\n * A helper-interface for the 3 meshes needed for controller button animation\r\n * The meshes are provided to the _lerpButtonTransform function to calculate the current position of the value mesh\r\n */\r\nexport interface IMotionControllerButtonMeshMap {\r\n /**\r\n * the mesh that defines the pressed value mesh position.\r\n * This is used to find the max-position of this button\r\n */\r\n pressedMesh: AbstractMesh;\r\n /**\r\n * the mesh that defines the unpressed value mesh position.\r\n * This is used to find the min (or initial) position of this button\r\n */\r\n unpressedMesh: AbstractMesh;\r\n /**\r\n * The mesh that will be changed when value changes\r\n */\r\n valueMesh: AbstractMesh;\r\n}\r\n\r\n/**\r\n * A helper-interface for the 3 meshes needed for controller axis animation.\r\n * This will be expanded when touchpad animations are fully supported\r\n * The meshes are provided to the _lerpAxisTransform function to calculate the current position of the value mesh\r\n */\r\nexport interface IMotionControllerMeshMap {\r\n /**\r\n * the mesh that defines the maximum value mesh position.\r\n */\r\n maxMesh?: AbstractMesh;\r\n /**\r\n * the mesh that defines the minimum value mesh position.\r\n */\r\n minMesh?: AbstractMesh;\r\n /**\r\n * The mesh that will be changed when axis value changes\r\n */\r\n valueMesh?: AbstractMesh;\r\n}\r\n\r\n/**\r\n * The elements needed for change-detection of the gamepad objects in motion controllers\r\n */\r\nexport interface IMinimalMotionControllerObject {\r\n /**\r\n * Available axes of this controller\r\n */\r\n axes: number[];\r\n /**\r\n * An array of available buttons\r\n */\r\n buttons: Array<{\r\n /**\r\n * Value of the button/trigger\r\n */\r\n value: number;\r\n /**\r\n * If the button/trigger is currently touched\r\n */\r\n touched: boolean;\r\n /**\r\n * If the button/trigger is currently pressed\r\n */\r\n pressed: boolean;\r\n }>;\r\n\r\n /**\r\n * EXPERIMENTAL haptic support.\r\n */\r\n hapticActuators?: Array<{\r\n pulse: (value: number, duration: number) => Promise<boolean>;\r\n }>;\r\n}\r\n\r\n/**\r\n * An Abstract Motion controller\r\n * This class receives an xrInput and a profile layout and uses those to initialize the components\r\n * Each component has an observable to check for changes in value and state\r\n */\r\nexport abstract class WebXRAbstractMotionController implements IDisposable {\r\n private _initComponent = (id: string) => {\r\n if (!id) {\r\n return;\r\n }\r\n const componentDef = this.layout.components[id];\r\n const type = componentDef.type;\r\n const buttonIndex = componentDef.gamepadIndices.button;\r\n // search for axes\r\n const axes: number[] = [];\r\n if (componentDef.gamepadIndices.xAxis !== undefined && componentDef.gamepadIndices.yAxis !== undefined) {\r\n axes.push(componentDef.gamepadIndices.xAxis, componentDef.gamepadIndices.yAxis);\r\n }\r\n\r\n this.components[id] = new WebXRControllerComponent(id, type, buttonIndex, axes);\r\n };\r\n\r\n private _modelReady: boolean = false;\r\n\r\n /**\r\n * A map of components (WebXRControllerComponent) in this motion controller\r\n * Components have a ComponentType and can also have both button and axis definitions\r\n */\r\n public readonly components: {\r\n [id: string]: WebXRControllerComponent;\r\n } = {};\r\n\r\n /**\r\n * Disable the model's animation. Can be set at any time.\r\n */\r\n public disableAnimation: boolean = false;\r\n /**\r\n * Observers registered here will be triggered when the model of this controller is done loading\r\n */\r\n public onModelLoadedObservable: Observable<WebXRAbstractMotionController> = new Observable();\r\n /**\r\n * The profile id of this motion controller\r\n */\r\n public abstract profileId: string;\r\n /**\r\n * The root mesh of the model. It is null if the model was not yet initialized\r\n */\r\n public rootMesh: Nullable<AbstractMesh>;\r\n\r\n /**\r\n * constructs a new abstract motion controller\r\n * @param scene the scene to which the model of the controller will be added\r\n * @param layout The profile layout to load\r\n * @param gamepadObject The gamepad object correlating to this controller\r\n * @param handedness handedness (left/right/none) of this controller\r\n * @param _doNotLoadControllerMesh set this flag to ignore the mesh loading\r\n * @param _controllerCache a cache holding controller models already loaded in this session\r\n */\r\n constructor(\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected scene: Scene,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected layout: IMotionControllerLayout,\r\n /**\r\n * The gamepad object correlating to this controller\r\n */\r\n public gamepadObject: IMinimalMotionControllerObject,\r\n /**\r\n * handedness (left/right/none) of this controller\r\n */\r\n public handedness: MotionControllerHandedness,\r\n /**\r\n * @hidden\r\n */\r\n public _doNotLoadControllerMesh: boolean = false,\r\n private _controllerCache?: Array<{\r\n filename: string;\r\n path: string;\r\n meshes: AbstractMesh[];\r\n }>\r\n ) {\r\n // initialize the components\r\n if (layout.components) {\r\n Object.keys(layout.components).forEach(this._initComponent);\r\n }\r\n // Model is loaded in WebXRInput\r\n }\r\n\r\n /**\r\n * Dispose this controller, the model mesh and all its components\r\n */\r\n public dispose(): void {\r\n this.getComponentIds().forEach((id) => this.getComponent(id).dispose());\r\n if (this.rootMesh) {\r\n this.rootMesh.getChildren(undefined, true).forEach((node) => {\r\n node.setEnabled(false);\r\n });\r\n this.rootMesh.dispose(!!this._controllerCache, !this._controllerCache);\r\n }\r\n }\r\n\r\n /**\r\n * Returns all components of specific type\r\n * @param type the type to search for\r\n * @return an array of components with this type\r\n */\r\n public getAllComponentsOfType(type: MotionControllerComponentType): WebXRControllerComponent[] {\r\n return this.getComponentIds()\r\n .map((id) => this.components[id])\r\n .filter((component) => component.type === type);\r\n }\r\n\r\n /**\r\n * get a component based an its component id as defined in layout.components\r\n * @param id the id of the component\r\n * @returns the component correlates to the id or undefined if not found\r\n */\r\n public getComponent(id: string): WebXRControllerComponent {\r\n return this.components[id];\r\n }\r\n\r\n /**\r\n * Get the list of components available in this motion controller\r\n * @returns an array of strings correlating to available components\r\n */\r\n public getComponentIds(): string[] {\r\n return Object.keys(this.components);\r\n }\r\n\r\n /**\r\n * Get the first component of specific type\r\n * @param type type of component to find\r\n * @return a controller component or null if not found\r\n */\r\n public getComponentOfType(type: MotionControllerComponentType): Nullable<WebXRControllerComponent> {\r\n return this.getAllComponentsOfType(type)[0] || null;\r\n }\r\n\r\n /**\r\n * Get the main (Select) component of this controller as defined in the layout\r\n * @returns the main component of this controller\r\n */\r\n public getMainComponent(): WebXRControllerComponent {\r\n return this.getComponent(this.layout.selectComponentId);\r\n }\r\n\r\n /**\r\n * Loads the model correlating to this controller\r\n * When the mesh is loaded, the onModelLoadedObservable will be triggered\r\n * @returns A promise fulfilled with the result of the model loading\r\n */\r\n public async loadModel(): Promise<boolean> {\r\n const useGeneric = !this._getModelLoadingConstraints();\r\n let loadingParams = this._getGenericFilenameAndPath();\r\n // Checking if GLB loader is present\r\n if (useGeneric) {\r\n Logger.Warn(\"Falling back to generic models\");\r\n } else {\r\n loadingParams = this._getFilenameAndPath();\r\n }\r\n return new Promise((resolve, reject) => {\r\n const meshesLoaded = (meshes: AbstractMesh[]) => {\r\n if (useGeneric) {\r\n this._getGenericParentMesh(meshes);\r\n } else {\r\n this._setRootMesh(meshes);\r\n }\r\n this._processLoadedModel(meshes);\r\n this._modelReady = true;\r\n this.onModelLoadedObservable.notifyObservers(this);\r\n resolve(true);\r\n };\r\n if (this._controllerCache) {\r\n // look for it in the cache\r\n const found = this._controllerCache.filter((c) => {\r\n return c.filename === loadingParams.filename && c.path === loadingParams.path;\r\n });\r\n if (found[0]) {\r\n found[0].meshes.forEach((mesh) => mesh.setEnabled(true));\r\n meshesLoaded(found[0].meshes);\r\n return;\r\n // found, don't continue to load\r\n }\r\n }\r\n SceneLoader.ImportMesh(\r\n \"\",\r\n loadingParams.path,\r\n loadingParams.filename,\r\n this.scene,\r\n (meshes) => {\r\n if (this._controllerCache) {\r\n this._controllerCache.push({\r\n ...loadingParams,\r\n meshes,\r\n });\r\n }\r\n meshesLoaded(meshes);\r\n },\r\n null,\r\n (_scene: Scene, message: string) => {\r\n Logger.Log(message);\r\n Logger.Warn(`Failed to retrieve controller model of type ${this.profileId} from the remote server: ${loadingParams.path}${loadingParams.filename}`);\r\n reject(message);\r\n }\r\n );\r\n });\r\n }\r\n\r\n /**\r\n * Update this model using the current XRFrame\r\n * @param xrFrame the current xr frame to use and update the model\r\n */\r\n public updateFromXRFrame(xrFrame: XRFrame): void {\r\n this.getComponentIds().forEach((id) => this.getComponent(id).update(this.gamepadObject));\r\n this.updateModel(xrFrame);\r\n }\r\n\r\n /**\r\n * Backwards compatibility due to a deeply-integrated typo\r\n */\r\n public get handness() {\r\n return this.handedness;\r\n }\r\n\r\n /**\r\n * Pulse (vibrate) this controller\r\n * If the controller does not support pulses, this function will fail silently and return Promise<false> directly after called\r\n * Consecutive calls to this function will cancel the last pulse call\r\n *\r\n * @param value the strength of the pulse in 0.0...1.0 range\r\n * @param duration Duration of the pulse in milliseconds\r\n * @param hapticActuatorIndex optional index of actuator (will usually be 0)\r\n * @returns a promise that will send true when the pulse has ended and false if the device doesn't support pulse or an error accrued\r\n */\r\n public pulse(value: number, duration: number, hapticActuatorIndex: number = 0): Promise<boolean> {\r\n if (this.gamepadObject.hapticActuators && this.gamepadObject.hapticActuators[hapticActuatorIndex]) {\r\n return this.gamepadObject.hapticActuators[hapticActuatorIndex].pulse(value, duration);\r\n } else {\r\n return Promise.resolve(false);\r\n }\r\n }\r\n\r\n // Look through all children recursively. This will return null if no mesh exists with the given name.\r\n protected _getChildByName(node: AbstractMesh, name: string): AbstractMesh | undefined {\r\n return <AbstractMesh | undefined>node.getChildren((n) => n.name === name, false)[0];\r\n }\r\n\r\n // Look through only immediate children. This will return null if no mesh exists with the given name.\r\n protected _getImmediateChildByName(node: AbstractMesh, name: string): AbstractMesh | undefined {\r\n return <AbstractMesh | undefined>node.getChildren((n) => n.name == name, true)[0];\r\n }\r\n\r\n /**\r\n * Moves the axis on the controller mesh based on its current state\r\n * @param axisMap\r\n * @param axisValue the value of the axis which determines the meshes new position\r\n * @param fixValueCoordinates\r\n * @hidden\r\n */\r\n protected _lerpTransform(axisMap: IMotionControllerMeshMap, axisValue: number, fixValueCoordinates?: boolean): void {\r\n if (!axisMap.minMesh || !axisMap.maxMesh || !axisMap.valueMesh) {\r\n return;\r\n }\r\n\r\n if (!axisMap.minMesh.rotationQuaternion || !axisMap.maxMesh.rotationQuaternion || !axisMap.valueMesh.rotationQuaternion) {\r\n return;\r\n }\r\n\r\n // Convert from gamepad value range (-1 to +1) to lerp range (0 to 1)\r\n const lerpValue = fixValueCoordinates ? axisValue * 0.5 + 0.5 : axisValue;\r\n Quaternion.SlerpToRef(axisMap.minMesh.rotationQuaternion, axisMap.maxMesh.rotationQuaternion, lerpValue, axisMap.valueMesh.rotationQuaternion);\r\n Vector3.LerpToRef(axisMap.minMesh.position, axisMap.maxMesh.position, lerpValue, axisMap.valueMesh.position);\r\n }\r\n\r\n /**\r\n * Update the model itself with the current frame data\r\n * @param xrFrame the frame to use for updating the model mesh\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected updateModel(xrFrame: XRFrame): void {\r\n if (!this._modelReady) {\r\n return;\r\n }\r\n this._updateModel(xrFrame);\r\n }\r\n\r\n /**\r\n * Get the filename and path for this controller's model\r\n * @returns a map of filename and path\r\n */\r\n protected abstract _getFilenameAndPath(): { filename: string; path: string };\r\n /**\r\n * This function is called before the mesh is loaded. It checks for loading constraints.\r\n * For example, this function can check if the GLB loader is available\r\n * If this function returns false, the generic controller will be loaded instead\r\n * @returns Is the client ready to load the mesh\r\n */\r\n protected abstract _getModelLoadingConstraints(): boolean;\r\n /**\r\n * This function will be called after the model was successfully loaded and can be used\r\n * for mesh transformations before it is available for the user\r\n * @param meshes the loaded meshes\r\n */\r\n protected abstract _processLoadedModel(meshes: AbstractMesh[]): void;\r\n /**\r\n * Set the root mesh for this controller. Important for the WebXR controller class\r\n * @param meshes the loaded meshes\r\n */\r\n protected abstract _setRootMesh(meshes: AbstractMesh[]): void;\r\n /**\r\n * A function executed each frame that updates the mesh (if needed)\r\n * @param xrFrame the current xrFrame\r\n */\r\n protected abstract _updateModel(xrFrame: XRFrame): void;\r\n\r\n private _getGenericFilenameAndPath(): { filename: string; path: string } {\r\n return {\r\n filename: \"generic.babylon\",\r\n path: \"https://controllers.babylonjs.com/generic/\",\r\n };\r\n }\r\n\r\n private _getGenericParentMesh(meshes: AbstractMesh[]): void {\r\n this.rootMesh = new Mesh(this.profileId + \" \" + this.handedness, this.scene);\r\n\r\n meshes.forEach((mesh) => {\r\n if (!mesh.parent) {\r\n mesh.isPickable = false;\r\n mesh.setParent(this.rootMesh);\r\n }\r\n });\r\n\r\n this.rootMesh.rotationQuaternion = Quaternion.FromEulerAngles(0, Math.PI, 0);\r\n }\r\n}\r\n"]}
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1
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+
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type { IDisposable, Scene } from \"../../scene\";\r\nimport { WebXRControllerComponent } from \"./webXRControllerComponent\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { SceneLoader } from \"../../Loading/sceneLoader\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Quaternion, Vector3 } from \"../../Maths/math.vector\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\n\r\n/**\r\n * Handedness type in xrInput profiles. These can be used to define layouts in the Layout Map.\r\n */\r\nexport type MotionControllerHandedness = \"none\" | \"left\" | \"right\";\r\n/**\r\n * The type of components available in motion controllers.\r\n * This is not the name of the component.\r\n */\r\nexport type MotionControllerComponentType = \"trigger\" | \"squeeze\" | \"touchpad\" | \"thumbstick\" | \"button\";\r\n\r\n/**\r\n * The state of a controller component\r\n */\r\nexport type MotionControllerComponentStateType = \"default\" | \"touched\" | \"pressed\";\r\n\r\n/**\r\n * The schema of motion controller layout.\r\n * No object will be initialized using this interface\r\n * This is used just to define the profile.\r\n */\r\nexport interface IMotionControllerLayout {\r\n /**\r\n * Path to load the assets. Usually relative to the base path\r\n */\r\n assetPath: string;\r\n /**\r\n * Available components (unsorted)\r\n */\r\n components: {\r\n /**\r\n * A map of component Ids\r\n */\r\n [componentId: string]: {\r\n /**\r\n * The type of input the component outputs\r\n */\r\n type: MotionControllerComponentType;\r\n /**\r\n * The indices of this component in the gamepad object\r\n */\r\n gamepadIndices: {\r\n /**\r\n * Index of button\r\n */\r\n button?: number;\r\n /**\r\n * If available, index of x-axis\r\n */\r\n xAxis?: number;\r\n /**\r\n * If available, index of y-axis\r\n */\r\n yAxis?: number;\r\n };\r\n /**\r\n * The mesh's root node name\r\n */\r\n rootNodeName: string;\r\n /**\r\n * Animation definitions for this model\r\n */\r\n visualResponses: {\r\n [stateKey: string]: {\r\n /**\r\n * What property will be animated\r\n */\r\n componentProperty: \"xAxis\" | \"yAxis\" | \"button\" | \"state\";\r\n /**\r\n * What states influence this visual response\r\n */\r\n states: MotionControllerComponentStateType[];\r\n /**\r\n * Type of animation - movement or visibility\r\n */\r\n valueNodeProperty: \"transform\" | \"visibility\";\r\n /**\r\n * Base node name to move. Its position will be calculated according to the min and max nodes\r\n */\r\n valueNodeName?: string;\r\n /**\r\n * Minimum movement node\r\n */\r\n minNodeName?: string;\r\n /**\r\n * Max movement node\r\n */\r\n maxNodeName?: string;\r\n };\r\n };\r\n /**\r\n * If touch enabled, what is the name of node to display user feedback\r\n */\r\n touchPointNodeName?: string;\r\n };\r\n };\r\n /**\r\n * Is it xr standard mapping or not\r\n */\r\n gamepadMapping: \"\" | \"xr-standard\";\r\n /**\r\n * Base root node of this entire model\r\n */\r\n rootNodeName: string;\r\n /**\r\n * Defines the main button component id\r\n */\r\n selectComponentId: string;\r\n}\r\n\r\n/**\r\n * A definition for the layout map in the input profile\r\n */\r\nexport interface IMotionControllerLayoutMap {\r\n /**\r\n * Layouts with handedness type as a key\r\n */\r\n [handedness: string /* handedness */]: IMotionControllerLayout;\r\n}\r\n\r\n/**\r\n * The XR Input profile schema\r\n * Profiles can be found here:\r\n * https://github.com/immersive-web/webxr-input-profiles/tree/master/packages/registry/profiles\r\n */\r\nexport interface IMotionControllerProfile {\r\n /**\r\n * fallback profiles for this profileId\r\n */\r\n fallbackProfileIds: string[];\r\n /**\r\n * The layout map, with handedness as key\r\n */\r\n layouts: IMotionControllerLayoutMap;\r\n /**\r\n * The id of this profile\r\n * correlates to the profile(s) in the xrInput.profiles array\r\n */\r\n profileId: string;\r\n}\r\n\r\n/**\r\n * A helper-interface for the 3 meshes needed for controller button animation\r\n * The meshes are provided to the _lerpButtonTransform function to calculate the current position of the value mesh\r\n */\r\nexport interface IMotionControllerButtonMeshMap {\r\n /**\r\n * the mesh that defines the pressed value mesh position.\r\n * This is used to find the max-position of this button\r\n */\r\n pressedMesh: AbstractMesh;\r\n /**\r\n * the mesh that defines the unpressed value mesh position.\r\n * This is used to find the min (or initial) position of this button\r\n */\r\n unpressedMesh: AbstractMesh;\r\n /**\r\n * The mesh that will be changed when value changes\r\n */\r\n valueMesh: AbstractMesh;\r\n}\r\n\r\n/**\r\n * A helper-interface for the 3 meshes needed for controller axis animation.\r\n * This will be expanded when touchpad animations are fully supported\r\n * The meshes are provided to the _lerpAxisTransform function to calculate the current position of the value mesh\r\n */\r\nexport interface IMotionControllerMeshMap {\r\n /**\r\n * the mesh that defines the maximum value mesh position.\r\n */\r\n maxMesh?: AbstractMesh;\r\n /**\r\n * the mesh that defines the minimum value mesh position.\r\n */\r\n minMesh?: AbstractMesh;\r\n /**\r\n * The mesh that will be changed when axis value changes\r\n */\r\n valueMesh?: AbstractMesh;\r\n}\r\n\r\n/**\r\n * The elements needed for change-detection of the gamepad objects in motion controllers\r\n */\r\nexport interface IMinimalMotionControllerObject {\r\n /**\r\n * Available axes of this controller\r\n */\r\n axes: number[];\r\n /**\r\n * An array of available buttons\r\n */\r\n buttons: Array<{\r\n /**\r\n * Value of the button/trigger\r\n */\r\n value: number;\r\n /**\r\n * If the button/trigger is currently touched\r\n */\r\n touched: boolean;\r\n /**\r\n * If the button/trigger is currently pressed\r\n */\r\n pressed: boolean;\r\n }>;\r\n\r\n /**\r\n * EXPERIMENTAL haptic support.\r\n */\r\n hapticActuators?: Array<{\r\n pulse: (value: number, duration: number) => Promise<boolean>;\r\n }>;\r\n}\r\n\r\n/**\r\n * An Abstract Motion controller\r\n * This class receives an xrInput and a profile layout and uses those to initialize the components\r\n * Each component has an observable to check for changes in value and state\r\n */\r\nexport abstract class WebXRAbstractMotionController implements IDisposable {\r\n private _initComponent = (id: string) => {\r\n if (!id) {\r\n return;\r\n }\r\n const componentDef = this.layout.components[id];\r\n const type = componentDef.type;\r\n const buttonIndex = componentDef.gamepadIndices.button;\r\n // search for axes\r\n const axes: number[] = [];\r\n if (componentDef.gamepadIndices.xAxis !== undefined && componentDef.gamepadIndices.yAxis !== undefined) {\r\n axes.push(componentDef.gamepadIndices.xAxis, componentDef.gamepadIndices.yAxis);\r\n }\r\n\r\n this.components[id] = new WebXRControllerComponent(id, type, buttonIndex, axes);\r\n };\r\n\r\n private _modelReady: boolean = false;\r\n\r\n /**\r\n * A map of components (WebXRControllerComponent) in this motion controller\r\n * Components have a ComponentType and can also have both button and axis definitions\r\n */\r\n public readonly components: {\r\n [id: string]: WebXRControllerComponent;\r\n } = {};\r\n\r\n /**\r\n * Disable the model's animation. Can be set at any time.\r\n */\r\n public disableAnimation: boolean = false;\r\n /**\r\n * Observers registered here will be triggered when the model of this controller is done loading\r\n */\r\n public onModelLoadedObservable: Observable<WebXRAbstractMotionController> = new Observable();\r\n /**\r\n * The profile id of this motion controller\r\n */\r\n public abstract profileId: string;\r\n /**\r\n * The root mesh of the model. It is null if the model was not yet initialized\r\n */\r\n public rootMesh: Nullable<AbstractMesh>;\r\n\r\n /**\r\n * constructs a new abstract motion controller\r\n * @param scene the scene to which the model of the controller will be added\r\n * @param layout The profile layout to load\r\n * @param gamepadObject The gamepad object correlating to this controller\r\n * @param handedness handedness (left/right/none) of this controller\r\n * @param _doNotLoadControllerMesh set this flag to ignore the mesh loading\r\n * @param _controllerCache a cache holding controller models already loaded in this session\r\n */\r\n constructor(\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected scene: Scene,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected layout: IMotionControllerLayout,\r\n /**\r\n * The gamepad object correlating to this controller\r\n */\r\n public gamepadObject: IMinimalMotionControllerObject,\r\n /**\r\n * handedness (left/right/none) of this controller\r\n */\r\n public handedness: MotionControllerHandedness,\r\n /**\r\n * @internal\r\n */\r\n public _doNotLoadControllerMesh: boolean = false,\r\n private _controllerCache?: Array<{\r\n filename: string;\r\n path: string;\r\n meshes: AbstractMesh[];\r\n }>\r\n ) {\r\n // initialize the components\r\n if (layout.components) {\r\n Object.keys(layout.components).forEach(this._initComponent);\r\n }\r\n // Model is loaded in WebXRInput\r\n }\r\n\r\n /**\r\n * Dispose this controller, the model mesh and all its components\r\n */\r\n public dispose(): void {\r\n this.getComponentIds().forEach((id) => this.getComponent(id).dispose());\r\n if (this.rootMesh) {\r\n this.rootMesh.getChildren(undefined, true).forEach((node) => {\r\n node.setEnabled(false);\r\n });\r\n this.rootMesh.dispose(!!this._controllerCache, !this._controllerCache);\r\n }\r\n }\r\n\r\n /**\r\n * Returns all components of specific type\r\n * @param type the type to search for\r\n * @returns an array of components with this type\r\n */\r\n public getAllComponentsOfType(type: MotionControllerComponentType): WebXRControllerComponent[] {\r\n return this.getComponentIds()\r\n .map((id) => this.components[id])\r\n .filter((component) => component.type === type);\r\n }\r\n\r\n /**\r\n * get a component based an its component id as defined in layout.components\r\n * @param id the id of the component\r\n * @returns the component correlates to the id or undefined if not found\r\n */\r\n public getComponent(id: string): WebXRControllerComponent {\r\n return this.components[id];\r\n }\r\n\r\n /**\r\n * Get the list of components available in this motion controller\r\n * @returns an array of strings correlating to available components\r\n */\r\n public getComponentIds(): string[] {\r\n return Object.keys(this.components);\r\n }\r\n\r\n /**\r\n * Get the first component of specific type\r\n * @param type type of component to find\r\n * @returns a controller component or null if not found\r\n */\r\n public getComponentOfType(type: MotionControllerComponentType): Nullable<WebXRControllerComponent> {\r\n return this.getAllComponentsOfType(type)[0] || null;\r\n }\r\n\r\n /**\r\n * Get the main (Select) component of this controller as defined in the layout\r\n * @returns the main component of this controller\r\n */\r\n public getMainComponent(): WebXRControllerComponent {\r\n return this.getComponent(this.layout.selectComponentId);\r\n }\r\n\r\n /**\r\n * Loads the model correlating to this controller\r\n * When the mesh is loaded, the onModelLoadedObservable will be triggered\r\n * @returns A promise fulfilled with the result of the model loading\r\n */\r\n public async loadModel(): Promise<boolean> {\r\n const useGeneric = !this._getModelLoadingConstraints();\r\n let loadingParams = this._getGenericFilenameAndPath();\r\n // Checking if GLB loader is present\r\n if (useGeneric) {\r\n Logger.Warn(\"Falling back to generic models\");\r\n } else {\r\n loadingParams = this._getFilenameAndPath();\r\n }\r\n return new Promise((resolve, reject) => {\r\n const meshesLoaded = (meshes: AbstractMesh[]) => {\r\n if (useGeneric) {\r\n this._getGenericParentMesh(meshes);\r\n } else {\r\n this._setRootMesh(meshes);\r\n }\r\n this._processLoadedModel(meshes);\r\n this._modelReady = true;\r\n this.onModelLoadedObservable.notifyObservers(this);\r\n resolve(true);\r\n };\r\n if (this._controllerCache) {\r\n // look for it in the cache\r\n const found = this._controllerCache.filter((c) => {\r\n return c.filename === loadingParams.filename && c.path === loadingParams.path;\r\n });\r\n if (found[0]) {\r\n found[0].meshes.forEach((mesh) => mesh.setEnabled(true));\r\n meshesLoaded(found[0].meshes);\r\n return;\r\n // found, don't continue to load\r\n }\r\n }\r\n SceneLoader.ImportMesh(\r\n \"\",\r\n loadingParams.path,\r\n loadingParams.filename,\r\n this.scene,\r\n (meshes) => {\r\n if (this._controllerCache) {\r\n this._controllerCache.push({\r\n ...loadingParams,\r\n meshes,\r\n });\r\n }\r\n meshesLoaded(meshes);\r\n },\r\n null,\r\n (_scene: Scene, message: string) => {\r\n Logger.Log(message);\r\n Logger.Warn(`Failed to retrieve controller model of type ${this.profileId} from the remote server: ${loadingParams.path}${loadingParams.filename}`);\r\n reject(message);\r\n }\r\n );\r\n });\r\n }\r\n\r\n /**\r\n * Update this model using the current XRFrame\r\n * @param xrFrame the current xr frame to use and update the model\r\n */\r\n public updateFromXRFrame(xrFrame: XRFrame): void {\r\n this.getComponentIds().forEach((id) => this.getComponent(id).update(this.gamepadObject));\r\n this.updateModel(xrFrame);\r\n }\r\n\r\n /**\r\n * Backwards compatibility due to a deeply-integrated typo\r\n */\r\n public get handness() {\r\n return this.handedness;\r\n }\r\n\r\n /**\r\n * Pulse (vibrate) this controller\r\n * If the controller does not support pulses, this function will fail silently and return Promise<false> directly after called\r\n * Consecutive calls to this function will cancel the last pulse call\r\n *\r\n * @param value the strength of the pulse in 0.0...1.0 range\r\n * @param duration Duration of the pulse in milliseconds\r\n * @param hapticActuatorIndex optional index of actuator (will usually be 0)\r\n * @returns a promise that will send true when the pulse has ended and false if the device doesn't support pulse or an error accrued\r\n */\r\n public pulse(value: number, duration: number, hapticActuatorIndex: number = 0): Promise<boolean> {\r\n if (this.gamepadObject.hapticActuators && this.gamepadObject.hapticActuators[hapticActuatorIndex]) {\r\n return this.gamepadObject.hapticActuators[hapticActuatorIndex].pulse(value, duration);\r\n } else {\r\n return Promise.resolve(false);\r\n }\r\n }\r\n\r\n // Look through all children recursively. This will return null if no mesh exists with the given name.\r\n protected _getChildByName(node: AbstractMesh, name: string): AbstractMesh | undefined {\r\n return <AbstractMesh | undefined>node.getChildren((n) => n.name === name, false)[0];\r\n }\r\n\r\n // Look through only immediate children. This will return null if no mesh exists with the given name.\r\n protected _getImmediateChildByName(node: AbstractMesh, name: string): AbstractMesh | undefined {\r\n return <AbstractMesh | undefined>node.getChildren((n) => n.name == name, true)[0];\r\n }\r\n\r\n /**\r\n * Moves the axis on the controller mesh based on its current state\r\n * @param axisMap\r\n * @param axisValue the value of the axis which determines the meshes new position\r\n * @internal\r\n */\r\n protected _lerpTransform(axisMap: IMotionControllerMeshMap, axisValue: number, fixValueCoordinates?: boolean): void {\r\n if (!axisMap.minMesh || !axisMap.maxMesh || !axisMap.valueMesh) {\r\n return;\r\n }\r\n\r\n if (!axisMap.minMesh.rotationQuaternion || !axisMap.maxMesh.rotationQuaternion || !axisMap.valueMesh.rotationQuaternion) {\r\n return;\r\n }\r\n\r\n // Convert from gamepad value range (-1 to +1) to lerp range (0 to 1)\r\n const lerpValue = fixValueCoordinates ? axisValue * 0.5 + 0.5 : axisValue;\r\n Quaternion.SlerpToRef(axisMap.minMesh.rotationQuaternion, axisMap.maxMesh.rotationQuaternion, lerpValue, axisMap.valueMesh.rotationQuaternion);\r\n Vector3.LerpToRef(axisMap.minMesh.position, axisMap.maxMesh.position, lerpValue, axisMap.valueMesh.position);\r\n }\r\n\r\n /**\r\n * Update the model itself with the current frame data\r\n * @param xrFrame the frame to use for updating the model mesh\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected updateModel(xrFrame: XRFrame): void {\r\n if (!this._modelReady) {\r\n return;\r\n }\r\n this._updateModel(xrFrame);\r\n }\r\n\r\n /**\r\n * Get the filename and path for this controller's model\r\n * @returns a map of filename and path\r\n */\r\n protected abstract _getFilenameAndPath(): { filename: string; path: string };\r\n /**\r\n * This function is called before the mesh is loaded. It checks for loading constraints.\r\n * For example, this function can check if the GLB loader is available\r\n * If this function returns false, the generic controller will be loaded instead\r\n * @returns Is the client ready to load the mesh\r\n */\r\n protected abstract _getModelLoadingConstraints(): boolean;\r\n /**\r\n * This function will be called after the model was successfully loaded and can be used\r\n * for mesh transformations before it is available for the user\r\n * @param meshes the loaded meshes\r\n */\r\n protected abstract _processLoadedModel(meshes: AbstractMesh[]): void;\r\n /**\r\n * Set the root mesh for this controller. Important for the WebXR controller class\r\n * @param meshes the loaded meshes\r\n */\r\n protected abstract _setRootMesh(meshes: AbstractMesh[]): void;\r\n /**\r\n * A function executed each frame that updates the mesh (if needed)\r\n * @param xrFrame the current xrFrame\r\n */\r\n protected abstract _updateModel(xrFrame: XRFrame): void;\r\n\r\n private _getGenericFilenameAndPath(): { filename: string; path: string } {\r\n return {\r\n filename: \"generic.babylon\",\r\n path: \"https://controllers.babylonjs.com/generic/\",\r\n };\r\n }\r\n\r\n private _getGenericParentMesh(meshes: AbstractMesh[]): void {\r\n this.rootMesh = new Mesh(this.profileId + \" \" + this.handedness, this.scene);\r\n\r\n meshes.forEach((mesh) => {\r\n if (!mesh.parent) {\r\n mesh.isPickable = false;\r\n mesh.setParent(this.rootMesh);\r\n }\r\n });\r\n\r\n this.rootMesh.rotationQuaternion = Quaternion.FromEulerAngles(0, Math.PI, 0);\r\n }\r\n}\r\n"]}
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@@ -149,7 +149,7 @@ export declare class WebXRControllerComponent implements IDisposable {
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dispose(): void;
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/**
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* Are there axes correlating to this component
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* @
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* @returns true is axes data is available
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*/
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isAxes(): boolean;
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/**
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