@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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type { Nullable } from \"../types\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector3, Vector4 } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport { Condition, ValueCondition } from \"./condition\";\r\nimport type { IAction } from \"./action\";\r\nimport { Action } from \"./action\";\r\nimport { DoNothingAction } from \"./directActions\";\r\n\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { IActionEvent } from \"../Actions/actionEvent\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport { GetClass } from \"../Misc/typeStore\";\r\nimport { AbstractActionManager } from \"./abstractActionManager\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\n/**\r\n * Action Manager manages all events to be triggered on a given mesh or the global scene.\r\n * A single scene can have many Action Managers to handle predefined actions on specific meshes.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions\r\n */\r\nexport class ActionManager extends AbstractActionManager {\r\n /**\r\n * Nothing\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly NothingTrigger = Constants.ACTION_NothingTrigger;\r\n\r\n /**\r\n * On pick\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnPickTrigger = Constants.ACTION_OnPickTrigger;\r\n\r\n /**\r\n * On left pick\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnLeftPickTrigger = Constants.ACTION_OnLeftPickTrigger;\r\n\r\n /**\r\n * On right pick\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnRightPickTrigger = Constants.ACTION_OnRightPickTrigger;\r\n\r\n /**\r\n * On center pick\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnCenterPickTrigger = Constants.ACTION_OnCenterPickTrigger;\r\n\r\n /**\r\n * On pick down\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnPickDownTrigger = Constants.ACTION_OnPickDownTrigger;\r\n\r\n /**\r\n * On double pick\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnDoublePickTrigger = Constants.ACTION_OnDoublePickTrigger;\r\n\r\n /**\r\n * On pick up\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnPickUpTrigger = Constants.ACTION_OnPickUpTrigger;\r\n /**\r\n * On pick out.\r\n * This trigger will only be raised if you also declared a OnPickDown\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnPickOutTrigger = Constants.ACTION_OnPickOutTrigger;\r\n\r\n /**\r\n * On long press\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnLongPressTrigger = Constants.ACTION_OnLongPressTrigger;\r\n\r\n /**\r\n * On pointer over\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnPointerOverTrigger = Constants.ACTION_OnPointerOverTrigger;\r\n\r\n /**\r\n * On pointer out\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnPointerOutTrigger = Constants.ACTION_OnPointerOutTrigger;\r\n\r\n /**\r\n * On every frame\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnEveryFrameTrigger = Constants.ACTION_OnEveryFrameTrigger;\r\n /**\r\n * On intersection enter\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnIntersectionEnterTrigger = Constants.ACTION_OnIntersectionEnterTrigger;\r\n\r\n /**\r\n * On intersection exit\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnIntersectionExitTrigger = Constants.ACTION_OnIntersectionExitTrigger;\r\n\r\n /**\r\n * On key down\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnKeyDownTrigger = Constants.ACTION_OnKeyDownTrigger;\r\n\r\n /**\r\n * On key up\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnKeyUpTrigger = 15;\r\n\r\n // Members\r\n private _scene: Scene;\r\n\r\n /**\r\n * Creates a new action manager\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(scene?: Nullable<Scene>) {\r\n super();\r\n scene = scene || EngineStore.LastCreatedScene;\r\n if (!scene) {\r\n return;\r\n }\r\n this._scene = scene;\r\n\r\n scene.actionManagers.push(this);\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose(): void {\r\n const index = this._scene.actionManagers.indexOf(this);\r\n\r\n for (let i = 0; i < this.actions.length; i++) {\r\n const action = this.actions[i];\r\n ActionManager.Triggers[action.trigger]--;\r\n if (ActionManager.Triggers[action.trigger] === 0) {\r\n delete ActionManager.Triggers[action.trigger];\r\n }\r\n }\r\n\r\n if (index > -1) {\r\n this._scene.actionManagers.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Gets hosting scene\r\n * @returns the hosting scene\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of any of the given triggers\r\n * @param triggers defines the triggers to be tested\r\n * @return a boolean indicating whether one (or more) of the triggers is handled\r\n */\r\n public hasSpecificTriggers(triggers: number[]): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (triggers.indexOf(action.trigger) > -1) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of any of the given triggers. This function takes two arguments for\r\n * speed.\r\n * @param triggerA defines the trigger to be tested\r\n * @param triggerB defines the trigger to be tested\r\n * @return a boolean indicating whether one (or more) of the triggers is handled\r\n */\r\n public hasSpecificTriggers2(triggerA: number, triggerB: number): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (triggerA == action.trigger || triggerB == action.trigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of a given trigger\r\n * @param trigger defines the trigger to be tested\r\n * @param parameterPredicate defines an optional predicate to filter triggers by parameter\r\n * @return whether the trigger is handled\r\n */\r\n public hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger === trigger) {\r\n if (parameterPredicate) {\r\n if (parameterPredicate(action.getTriggerParameter())) {\r\n return true;\r\n }\r\n } else {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager has pointer triggers\r\n */\r\n public get hasPointerTriggers(): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager has pick triggers\r\n */\r\n public get hasPickTriggers(): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Registers an action to this action manager\r\n * @param action defines the action to be registered\r\n * @return the action amended (prepared) after registration\r\n */\r\n public registerAction(action: IAction): Nullable<IAction> {\r\n if (action.trigger === ActionManager.OnEveryFrameTrigger) {\r\n if (this.getScene().actionManager !== this) {\r\n Logger.Warn(\"OnEveryFrameTrigger can only be used with scene.actionManager\");\r\n return null;\r\n }\r\n }\r\n\r\n this.actions.push(action);\r\n\r\n if (ActionManager.Triggers[action.trigger]) {\r\n ActionManager.Triggers[action.trigger]++;\r\n } else {\r\n ActionManager.Triggers[action.trigger] = 1;\r\n }\r\n\r\n action._actionManager = this;\r\n action._prepare();\r\n\r\n return action;\r\n }\r\n\r\n /**\r\n * Unregisters an action to this action manager\r\n * @param action defines the action to be unregistered\r\n * @return a boolean indicating whether the action has been unregistered\r\n */\r\n public unregisterAction(action: IAction): Boolean {\r\n const index = this.actions.indexOf(action);\r\n if (index !== -1) {\r\n this.actions.splice(index, 1);\r\n ActionManager.Triggers[action.trigger] -= 1;\r\n if (ActionManager.Triggers[action.trigger] === 0) {\r\n delete ActionManager.Triggers[action.trigger];\r\n }\r\n action._actionManager = null;\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Process a specific trigger\r\n * @param trigger defines the trigger to process\r\n * @param evt defines the event details to be processed\r\n */\r\n public processTrigger(trigger: number, evt?: IActionEvent): void {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger === trigger) {\r\n if (evt) {\r\n if (trigger === ActionManager.OnKeyUpTrigger || trigger === ActionManager.OnKeyDownTrigger) {\r\n const parameter = action.getTriggerParameter();\r\n\r\n if (parameter && parameter !== evt.sourceEvent.keyCode) {\r\n if (!parameter.toLowerCase) {\r\n continue;\r\n }\r\n const lowerCase = parameter.toLowerCase();\r\n\r\n if (lowerCase !== evt.sourceEvent.key) {\r\n const unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;\r\n const actualkey = String.fromCharCode(unicode).toLowerCase();\r\n if (actualkey !== lowerCase) {\r\n continue;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n action._executeCurrent(evt);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @param target\r\n * @param propertyPath\r\n * @hidden\r\n */\r\n public _getEffectiveTarget(target: any, propertyPath: string): any {\r\n const properties = propertyPath.split(\".\");\r\n\r\n for (let index = 0; index < properties.length - 1; index++) {\r\n target = target[properties[index]];\r\n }\r\n\r\n return target;\r\n }\r\n\r\n /**\r\n * @param propertyPath\r\n * @hidden\r\n */\r\n public _getProperty(propertyPath: string): string {\r\n const properties = propertyPath.split(\".\");\r\n\r\n return properties[properties.length - 1];\r\n }\r\n\r\n /**\r\n * Serialize this manager to a JSON object\r\n * @param name defines the property name to store this manager\r\n * @returns a JSON representation of this manager\r\n */\r\n public serialize(name: string): any {\r\n const root = {\r\n children: new Array(),\r\n name: name,\r\n type: 3, // Root node\r\n properties: new Array(), // Empty for root but required\r\n };\r\n\r\n for (let i = 0; i < this.actions.length; i++) {\r\n const triggerObject = {\r\n type: 0, // Trigger\r\n children: new Array(),\r\n name: ActionManager.GetTriggerName(this.actions[i].trigger),\r\n properties: new Array(),\r\n };\r\n\r\n const triggerOptions = this.actions[i].triggerOptions;\r\n\r\n if (triggerOptions && typeof triggerOptions !== \"number\") {\r\n if (triggerOptions.parameter instanceof Node) {\r\n triggerObject.properties.push(Action._GetTargetProperty(triggerOptions.parameter));\r\n } else {\r\n const parameter = <any>{};\r\n DeepCopier.DeepCopy(triggerOptions.parameter, parameter, [\"mesh\"]);\r\n\r\n if (triggerOptions.parameter && triggerOptions.parameter.mesh) {\r\n parameter._meshId = triggerOptions.parameter.mesh.id;\r\n }\r\n\r\n triggerObject.properties.push({ name: \"parameter\", targetType: null, value: parameter });\r\n }\r\n }\r\n\r\n // Serialize child action, recursively\r\n this.actions[i].serialize(triggerObject);\r\n\r\n // Add serialized trigger\r\n root.children.push(triggerObject);\r\n }\r\n\r\n return root;\r\n }\r\n\r\n /**\r\n * Creates a new ActionManager from a JSON data\r\n * @param parsedActions defines the JSON data to read from\r\n * @param object defines the hosting mesh\r\n * @param scene defines the hosting scene\r\n */\r\n public static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void {\r\n const actionManager = new ActionManager(scene);\r\n if (object === null) {\r\n scene.actionManager = actionManager;\r\n } else {\r\n object.actionManager = actionManager;\r\n }\r\n\r\n // instanciate a new object\r\n const instanciate = (name: string, params: Array<any>): any => {\r\n const internalClassType = GetClass(\"BABYLON.\" + name);\r\n if (internalClassType) {\r\n const newInstance: Object = Object.create(internalClassType.prototype);\r\n // eslint-disable-next-line prefer-spread\r\n newInstance.constructor.apply(newInstance, params);\r\n return newInstance;\r\n }\r\n };\r\n\r\n const parseParameter = (name: string, value: string, target: any, propertyPath: Nullable<string>): any => {\r\n if (propertyPath === null) {\r\n // String, boolean or float\r\n const floatValue = parseFloat(value);\r\n\r\n if (value === \"true\" || value === \"false\") {\r\n return value === \"true\";\r\n } else {\r\n return isNaN(floatValue) ? value : floatValue;\r\n }\r\n }\r\n\r\n const effectiveTarget = propertyPath.split(\".\");\r\n const values = value.split(\",\");\r\n\r\n // Get effective Target\r\n for (let i = 0; i < effectiveTarget.length; i++) {\r\n target = target[effectiveTarget[i]];\r\n }\r\n\r\n // Return appropriate value with its type\r\n if (typeof target === \"boolean\") {\r\n return values[0] === \"true\";\r\n }\r\n\r\n if (typeof target === \"string\") {\r\n return values[0];\r\n }\r\n\r\n // Parameters with multiple values such as Vector3 etc.\r\n const split = new Array<number>();\r\n for (let i = 0; i < values.length; i++) {\r\n split.push(parseFloat(values[i]));\r\n }\r\n\r\n if (target instanceof Vector3) {\r\n return Vector3.FromArray(split);\r\n }\r\n\r\n if (target instanceof Vector4) {\r\n return Vector4.FromArray(split);\r\n }\r\n\r\n if (target instanceof Color3) {\r\n return Color3.FromArray(split);\r\n }\r\n\r\n if (target instanceof Color4) {\r\n return Color4.FromArray(split);\r\n }\r\n\r\n return parseFloat(values[0]);\r\n };\r\n\r\n // traverse graph per trigger\r\n const traverse = (parsedAction: any, trigger: any, condition: Nullable<Condition>, action: Nullable<Action>, combineArray: Nullable<Array<Action>> = null) => {\r\n if (parsedAction.detached) {\r\n return;\r\n }\r\n\r\n const parameters = new Array<any>();\r\n let target: any = null;\r\n let propertyPath: Nullable<string> = null;\r\n const combine = parsedAction.combine && parsedAction.combine.length > 0;\r\n\r\n // Parameters\r\n if (parsedAction.type === 2) {\r\n parameters.push(actionManager);\r\n } else {\r\n parameters.push(trigger);\r\n }\r\n\r\n if (combine) {\r\n const actions = new Array<Action>();\r\n for (let j = 0; j < parsedAction.combine.length; j++) {\r\n traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);\r\n }\r\n parameters.push(actions);\r\n } else {\r\n for (let i = 0; i < parsedAction.properties.length; i++) {\r\n let value = parsedAction.properties[i].value;\r\n const name = parsedAction.properties[i].name;\r\n const targetType = parsedAction.properties[i].targetType;\r\n\r\n if (name === \"target\") {\r\n if (targetType !== null && targetType === \"SceneProperties\") {\r\n value = target = scene;\r\n } else {\r\n value = target = scene.getNodeByName(value);\r\n }\r\n } else if (name === \"parent\") {\r\n value = scene.getNodeByName(value);\r\n } else if (name === \"sound\") {\r\n // Can not externalize to component, so only checks for the presence off the API.\r\n if (scene.getSoundByName) {\r\n value = scene.getSoundByName(value);\r\n }\r\n } else if (name !== \"propertyPath\") {\r\n if (parsedAction.type === 2 && name === \"operator\") {\r\n value = (<any>ValueCondition)[value];\r\n } else {\r\n value = parseParameter(name, value, target, name === \"value\" ? propertyPath : null);\r\n }\r\n } else {\r\n propertyPath = value;\r\n }\r\n\r\n parameters.push(value);\r\n }\r\n }\r\n\r\n if (combineArray === null) {\r\n parameters.push(condition);\r\n } else {\r\n parameters.push(null);\r\n }\r\n\r\n // If interpolate value action\r\n if (parsedAction.name === \"InterpolateValueAction\") {\r\n const param = parameters[parameters.length - 2];\r\n parameters[parameters.length - 1] = param;\r\n parameters[parameters.length - 2] = condition;\r\n }\r\n\r\n // Action or condition(s) and not CombineAction\r\n let newAction = instanciate(parsedAction.name, parameters);\r\n\r\n if (newAction instanceof Condition && condition !== null) {\r\n const nothing = new DoNothingAction(trigger, condition);\r\n\r\n if (action) {\r\n action.then(nothing);\r\n } else {\r\n actionManager.registerAction(nothing);\r\n }\r\n\r\n action = nothing;\r\n }\r\n\r\n if (combineArray === null) {\r\n if (newAction instanceof Condition) {\r\n condition = newAction;\r\n newAction = action;\r\n } else {\r\n condition = null;\r\n if (action) {\r\n action.then(newAction);\r\n } else {\r\n actionManager.registerAction(newAction);\r\n }\r\n }\r\n } else {\r\n combineArray.push(newAction);\r\n }\r\n\r\n for (let i = 0; i < parsedAction.children.length; i++) {\r\n traverse(parsedAction.children[i], trigger, condition, newAction, null);\r\n }\r\n };\r\n\r\n // triggers\r\n for (let i = 0; i < parsedActions.children.length; i++) {\r\n let triggerParams: any;\r\n const trigger = parsedActions.children[i];\r\n\r\n if (trigger.properties.length > 0) {\r\n const param = trigger.properties[0].value;\r\n const value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);\r\n\r\n if (value._meshId) {\r\n value.mesh = scene.getMeshById(value._meshId);\r\n }\r\n\r\n triggerParams = { trigger: (<any>ActionManager)[trigger.name], parameter: value };\r\n } else {\r\n triggerParams = (<any>ActionManager)[trigger.name];\r\n }\r\n\r\n for (let j = 0; j < trigger.children.length; j++) {\r\n if (!trigger.detached) {\r\n traverse(trigger.children[j], triggerParams, null, null);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Get a trigger name by index\r\n * @param trigger defines the trigger index\r\n * @returns a trigger name\r\n */\r\n public static GetTriggerName(trigger: number): string {\r\n switch (trigger) {\r\n case 0:\r\n return \"NothingTrigger\";\r\n case 1:\r\n return \"OnPickTrigger\";\r\n case 2:\r\n return \"OnLeftPickTrigger\";\r\n case 3:\r\n return \"OnRightPickTrigger\";\r\n case 4:\r\n return \"OnCenterPickTrigger\";\r\n case 5:\r\n return \"OnPickDownTrigger\";\r\n case 6:\r\n return \"OnPickUpTrigger\";\r\n case 7:\r\n return \"OnLongPressTrigger\";\r\n case 8:\r\n return \"OnPointerOverTrigger\";\r\n case 9:\r\n return \"OnPointerOutTrigger\";\r\n case 10:\r\n return \"OnEveryFrameTrigger\";\r\n case 11:\r\n return \"OnIntersectionEnterTrigger\";\r\n case 12:\r\n return \"OnIntersectionExitTrigger\";\r\n case 13:\r\n return \"OnKeyDownTrigger\";\r\n case 14:\r\n return \"OnKeyUpTrigger\";\r\n case 15:\r\n return \"OnPickOutTrigger\";\r\n default:\r\n return \"\";\r\n }\r\n }\r\n}\r\n"]}
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1
|
+
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type { Nullable } from \"../types\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector3, Vector4 } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport { Condition, ValueCondition } from \"./condition\";\r\nimport type { IAction } from \"./action\";\r\nimport { Action } from \"./action\";\r\nimport { DoNothingAction } from \"./directActions\";\r\n\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { IActionEvent } from \"../Actions/actionEvent\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport { GetClass } from \"../Misc/typeStore\";\r\nimport { AbstractActionManager } from \"./abstractActionManager\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\n/**\r\n * Action Manager manages all events to be triggered on a given mesh or the global scene.\r\n * A single scene can have many Action Managers to handle predefined actions on specific meshes.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions\r\n */\r\nexport class ActionManager extends AbstractActionManager {\r\n /**\r\n * Nothing\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly NothingTrigger = Constants.ACTION_NothingTrigger;\r\n\r\n /**\r\n * On pick\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnPickTrigger = Constants.ACTION_OnPickTrigger;\r\n\r\n /**\r\n * On left pick\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnLeftPickTrigger = Constants.ACTION_OnLeftPickTrigger;\r\n\r\n /**\r\n * On right pick\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnRightPickTrigger = Constants.ACTION_OnRightPickTrigger;\r\n\r\n /**\r\n * On center pick\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnCenterPickTrigger = Constants.ACTION_OnCenterPickTrigger;\r\n\r\n /**\r\n * On pick down\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnPickDownTrigger = Constants.ACTION_OnPickDownTrigger;\r\n\r\n /**\r\n * On double pick\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnDoublePickTrigger = Constants.ACTION_OnDoublePickTrigger;\r\n\r\n /**\r\n * On pick up\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnPickUpTrigger = Constants.ACTION_OnPickUpTrigger;\r\n /**\r\n * On pick out.\r\n * This trigger will only be raised if you also declared a OnPickDown\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnPickOutTrigger = Constants.ACTION_OnPickOutTrigger;\r\n\r\n /**\r\n * On long press\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnLongPressTrigger = Constants.ACTION_OnLongPressTrigger;\r\n\r\n /**\r\n * On pointer over\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnPointerOverTrigger = Constants.ACTION_OnPointerOverTrigger;\r\n\r\n /**\r\n * On pointer out\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnPointerOutTrigger = Constants.ACTION_OnPointerOutTrigger;\r\n\r\n /**\r\n * On every frame\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnEveryFrameTrigger = Constants.ACTION_OnEveryFrameTrigger;\r\n /**\r\n * On intersection enter\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnIntersectionEnterTrigger = Constants.ACTION_OnIntersectionEnterTrigger;\r\n\r\n /**\r\n * On intersection exit\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnIntersectionExitTrigger = Constants.ACTION_OnIntersectionExitTrigger;\r\n\r\n /**\r\n * On key down\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnKeyDownTrigger = Constants.ACTION_OnKeyDownTrigger;\r\n\r\n /**\r\n * On key up\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnKeyUpTrigger = 15;\r\n\r\n // Members\r\n private _scene: Scene;\r\n\r\n /**\r\n * Creates a new action manager\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(scene?: Nullable<Scene>) {\r\n super();\r\n scene = scene || EngineStore.LastCreatedScene;\r\n if (!scene) {\r\n return;\r\n }\r\n this._scene = scene;\r\n\r\n scene.actionManagers.push(this);\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose(): void {\r\n const index = this._scene.actionManagers.indexOf(this);\r\n\r\n for (let i = 0; i < this.actions.length; i++) {\r\n const action = this.actions[i];\r\n ActionManager.Triggers[action.trigger]--;\r\n if (ActionManager.Triggers[action.trigger] === 0) {\r\n delete ActionManager.Triggers[action.trigger];\r\n }\r\n }\r\n\r\n if (index > -1) {\r\n this._scene.actionManagers.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Gets hosting scene\r\n * @returns the hosting scene\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of any of the given triggers\r\n * @param triggers defines the triggers to be tested\r\n * @returns a boolean indicating whether one (or more) of the triggers is handled\r\n */\r\n public hasSpecificTriggers(triggers: number[]): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (triggers.indexOf(action.trigger) > -1) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of any of the given triggers. This function takes two arguments for\r\n * speed.\r\n * @param triggerA defines the trigger to be tested\r\n * @param triggerB defines the trigger to be tested\r\n * @returns a boolean indicating whether one (or more) of the triggers is handled\r\n */\r\n public hasSpecificTriggers2(triggerA: number, triggerB: number): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (triggerA == action.trigger || triggerB == action.trigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of a given trigger\r\n * @param trigger defines the trigger to be tested\r\n * @param parameterPredicate defines an optional predicate to filter triggers by parameter\r\n * @returns whether the trigger is handled\r\n */\r\n public hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger === trigger) {\r\n if (parameterPredicate) {\r\n if (parameterPredicate(action.getTriggerParameter())) {\r\n return true;\r\n }\r\n } else {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager has pointer triggers\r\n */\r\n public get hasPointerTriggers(): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager has pick triggers\r\n */\r\n public get hasPickTriggers(): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Registers an action to this action manager\r\n * @param action defines the action to be registered\r\n * @returns the action amended (prepared) after registration\r\n */\r\n public registerAction(action: IAction): Nullable<IAction> {\r\n if (action.trigger === ActionManager.OnEveryFrameTrigger) {\r\n if (this.getScene().actionManager !== this) {\r\n Logger.Warn(\"OnEveryFrameTrigger can only be used with scene.actionManager\");\r\n return null;\r\n }\r\n }\r\n\r\n this.actions.push(action);\r\n\r\n if (ActionManager.Triggers[action.trigger]) {\r\n ActionManager.Triggers[action.trigger]++;\r\n } else {\r\n ActionManager.Triggers[action.trigger] = 1;\r\n }\r\n\r\n action._actionManager = this;\r\n action._prepare();\r\n\r\n return action;\r\n }\r\n\r\n /**\r\n * Unregisters an action to this action manager\r\n * @param action defines the action to be unregistered\r\n * @returns a boolean indicating whether the action has been unregistered\r\n */\r\n public unregisterAction(action: IAction): Boolean {\r\n const index = this.actions.indexOf(action);\r\n if (index !== -1) {\r\n this.actions.splice(index, 1);\r\n ActionManager.Triggers[action.trigger] -= 1;\r\n if (ActionManager.Triggers[action.trigger] === 0) {\r\n delete ActionManager.Triggers[action.trigger];\r\n }\r\n action._actionManager = null;\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Process a specific trigger\r\n * @param trigger defines the trigger to process\r\n * @param evt defines the event details to be processed\r\n */\r\n public processTrigger(trigger: number, evt?: IActionEvent): void {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger === trigger) {\r\n if (evt) {\r\n if (trigger === ActionManager.OnKeyUpTrigger || trigger === ActionManager.OnKeyDownTrigger) {\r\n const parameter = action.getTriggerParameter();\r\n\r\n if (parameter && parameter !== evt.sourceEvent.keyCode) {\r\n if (!parameter.toLowerCase) {\r\n continue;\r\n }\r\n const lowerCase = parameter.toLowerCase();\r\n\r\n if (lowerCase !== evt.sourceEvent.key) {\r\n const unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;\r\n const actualkey = String.fromCharCode(unicode).toLowerCase();\r\n if (actualkey !== lowerCase) {\r\n continue;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n action._executeCurrent(evt);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getEffectiveTarget(target: any, propertyPath: string): any {\r\n const properties = propertyPath.split(\".\");\r\n\r\n for (let index = 0; index < properties.length - 1; index++) {\r\n target = target[properties[index]];\r\n }\r\n\r\n return target;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getProperty(propertyPath: string): string {\r\n const properties = propertyPath.split(\".\");\r\n\r\n return properties[properties.length - 1];\r\n }\r\n\r\n /**\r\n * Serialize this manager to a JSON object\r\n * @param name defines the property name to store this manager\r\n * @returns a JSON representation of this manager\r\n */\r\n public serialize(name: string): any {\r\n const root = {\r\n children: new Array(),\r\n name: name,\r\n type: 3, // Root node\r\n properties: new Array(), // Empty for root but required\r\n };\r\n\r\n for (let i = 0; i < this.actions.length; i++) {\r\n const triggerObject = {\r\n type: 0, // Trigger\r\n children: new Array(),\r\n name: ActionManager.GetTriggerName(this.actions[i].trigger),\r\n properties: new Array(),\r\n };\r\n\r\n const triggerOptions = this.actions[i].triggerOptions;\r\n\r\n if (triggerOptions && typeof triggerOptions !== \"number\") {\r\n if (triggerOptions.parameter instanceof Node) {\r\n triggerObject.properties.push(Action._GetTargetProperty(triggerOptions.parameter));\r\n } else {\r\n const parameter = <any>{};\r\n DeepCopier.DeepCopy(triggerOptions.parameter, parameter, [\"mesh\"]);\r\n\r\n if (triggerOptions.parameter && triggerOptions.parameter.mesh) {\r\n parameter._meshId = triggerOptions.parameter.mesh.id;\r\n }\r\n\r\n triggerObject.properties.push({ name: \"parameter\", targetType: null, value: parameter });\r\n }\r\n }\r\n\r\n // Serialize child action, recursively\r\n this.actions[i].serialize(triggerObject);\r\n\r\n // Add serialized trigger\r\n root.children.push(triggerObject);\r\n }\r\n\r\n return root;\r\n }\r\n\r\n /**\r\n * Creates a new ActionManager from a JSON data\r\n * @param parsedActions defines the JSON data to read from\r\n * @param object defines the hosting mesh\r\n * @param scene defines the hosting scene\r\n */\r\n public static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void {\r\n const actionManager = new ActionManager(scene);\r\n if (object === null) {\r\n scene.actionManager = actionManager;\r\n } else {\r\n object.actionManager = actionManager;\r\n }\r\n\r\n // instanciate a new object\r\n const instanciate = (name: string, params: Array<any>): any => {\r\n const internalClassType = GetClass(\"BABYLON.\" + name);\r\n if (internalClassType) {\r\n const newInstance: Object = Object.create(internalClassType.prototype);\r\n // eslint-disable-next-line prefer-spread\r\n newInstance.constructor.apply(newInstance, params);\r\n return newInstance;\r\n }\r\n };\r\n\r\n const parseParameter = (name: string, value: string, target: any, propertyPath: Nullable<string>): any => {\r\n if (propertyPath === null) {\r\n // String, boolean or float\r\n const floatValue = parseFloat(value);\r\n\r\n if (value === \"true\" || value === \"false\") {\r\n return value === \"true\";\r\n } else {\r\n return isNaN(floatValue) ? value : floatValue;\r\n }\r\n }\r\n\r\n const effectiveTarget = propertyPath.split(\".\");\r\n const values = value.split(\",\");\r\n\r\n // Get effective Target\r\n for (let i = 0; i < effectiveTarget.length; i++) {\r\n target = target[effectiveTarget[i]];\r\n }\r\n\r\n // Return appropriate value with its type\r\n if (typeof target === \"boolean\") {\r\n return values[0] === \"true\";\r\n }\r\n\r\n if (typeof target === \"string\") {\r\n return values[0];\r\n }\r\n\r\n // Parameters with multiple values such as Vector3 etc.\r\n const split = new Array<number>();\r\n for (let i = 0; i < values.length; i++) {\r\n split.push(parseFloat(values[i]));\r\n }\r\n\r\n if (target instanceof Vector3) {\r\n return Vector3.FromArray(split);\r\n }\r\n\r\n if (target instanceof Vector4) {\r\n return Vector4.FromArray(split);\r\n }\r\n\r\n if (target instanceof Color3) {\r\n return Color3.FromArray(split);\r\n }\r\n\r\n if (target instanceof Color4) {\r\n return Color4.FromArray(split);\r\n }\r\n\r\n return parseFloat(values[0]);\r\n };\r\n\r\n // traverse graph per trigger\r\n const traverse = (parsedAction: any, trigger: any, condition: Nullable<Condition>, action: Nullable<Action>, combineArray: Nullable<Array<Action>> = null) => {\r\n if (parsedAction.detached) {\r\n return;\r\n }\r\n\r\n const parameters = new Array<any>();\r\n let target: any = null;\r\n let propertyPath: Nullable<string> = null;\r\n const combine = parsedAction.combine && parsedAction.combine.length > 0;\r\n\r\n // Parameters\r\n if (parsedAction.type === 2) {\r\n parameters.push(actionManager);\r\n } else {\r\n parameters.push(trigger);\r\n }\r\n\r\n if (combine) {\r\n const actions = new Array<Action>();\r\n for (let j = 0; j < parsedAction.combine.length; j++) {\r\n traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);\r\n }\r\n parameters.push(actions);\r\n } else {\r\n for (let i = 0; i < parsedAction.properties.length; i++) {\r\n let value = parsedAction.properties[i].value;\r\n const name = parsedAction.properties[i].name;\r\n const targetType = parsedAction.properties[i].targetType;\r\n\r\n if (name === \"target\") {\r\n if (targetType !== null && targetType === \"SceneProperties\") {\r\n value = target = scene;\r\n } else {\r\n value = target = scene.getNodeByName(value);\r\n }\r\n } else if (name === \"parent\") {\r\n value = scene.getNodeByName(value);\r\n } else if (name === \"sound\") {\r\n // Can not externalize to component, so only checks for the presence off the API.\r\n if (scene.getSoundByName) {\r\n value = scene.getSoundByName(value);\r\n }\r\n } else if (name !== \"propertyPath\") {\r\n if (parsedAction.type === 2 && name === \"operator\") {\r\n value = (<any>ValueCondition)[value];\r\n } else {\r\n value = parseParameter(name, value, target, name === \"value\" ? propertyPath : null);\r\n }\r\n } else {\r\n propertyPath = value;\r\n }\r\n\r\n parameters.push(value);\r\n }\r\n }\r\n\r\n if (combineArray === null) {\r\n parameters.push(condition);\r\n } else {\r\n parameters.push(null);\r\n }\r\n\r\n // If interpolate value action\r\n if (parsedAction.name === \"InterpolateValueAction\") {\r\n const param = parameters[parameters.length - 2];\r\n parameters[parameters.length - 1] = param;\r\n parameters[parameters.length - 2] = condition;\r\n }\r\n\r\n // Action or condition(s) and not CombineAction\r\n let newAction = instanciate(parsedAction.name, parameters);\r\n\r\n if (newAction instanceof Condition && condition !== null) {\r\n const nothing = new DoNothingAction(trigger, condition);\r\n\r\n if (action) {\r\n action.then(nothing);\r\n } else {\r\n actionManager.registerAction(nothing);\r\n }\r\n\r\n action = nothing;\r\n }\r\n\r\n if (combineArray === null) {\r\n if (newAction instanceof Condition) {\r\n condition = newAction;\r\n newAction = action;\r\n } else {\r\n condition = null;\r\n if (action) {\r\n action.then(newAction);\r\n } else {\r\n actionManager.registerAction(newAction);\r\n }\r\n }\r\n } else {\r\n combineArray.push(newAction);\r\n }\r\n\r\n for (let i = 0; i < parsedAction.children.length; i++) {\r\n traverse(parsedAction.children[i], trigger, condition, newAction, null);\r\n }\r\n };\r\n\r\n // triggers\r\n for (let i = 0; i < parsedActions.children.length; i++) {\r\n let triggerParams: any;\r\n const trigger = parsedActions.children[i];\r\n\r\n if (trigger.properties.length > 0) {\r\n const param = trigger.properties[0].value;\r\n const value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);\r\n\r\n if (value._meshId) {\r\n value.mesh = scene.getMeshById(value._meshId);\r\n }\r\n\r\n triggerParams = { trigger: (<any>ActionManager)[trigger.name], parameter: value };\r\n } else {\r\n triggerParams = (<any>ActionManager)[trigger.name];\r\n }\r\n\r\n for (let j = 0; j < trigger.children.length; j++) {\r\n if (!trigger.detached) {\r\n traverse(trigger.children[j], triggerParams, null, null);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Get a trigger name by index\r\n * @param trigger defines the trigger index\r\n * @returns a trigger name\r\n */\r\n public static GetTriggerName(trigger: number): string {\r\n switch (trigger) {\r\n case 0:\r\n return \"NothingTrigger\";\r\n case 1:\r\n return \"OnPickTrigger\";\r\n case 2:\r\n return \"OnLeftPickTrigger\";\r\n case 3:\r\n return \"OnRightPickTrigger\";\r\n case 4:\r\n return \"OnCenterPickTrigger\";\r\n case 5:\r\n return \"OnPickDownTrigger\";\r\n case 6:\r\n return \"OnPickUpTrigger\";\r\n case 7:\r\n return \"OnLongPressTrigger\";\r\n case 8:\r\n return \"OnPointerOverTrigger\";\r\n case 9:\r\n return \"OnPointerOutTrigger\";\r\n case 10:\r\n return \"OnEveryFrameTrigger\";\r\n case 11:\r\n return \"OnIntersectionEnterTrigger\";\r\n case 12:\r\n return \"OnIntersectionExitTrigger\";\r\n case 13:\r\n return \"OnKeyDownTrigger\";\r\n case 14:\r\n return \"OnKeyUpTrigger\";\r\n case 15:\r\n return \"OnPickOutTrigger\";\r\n default:\r\n return \"\";\r\n }\r\n }\r\n}\r\n"]}
|
package/Actions/condition.d.ts
CHANGED
|
@@ -5,17 +5,15 @@ declare type ActionManager = import("./actionManager").ActionManager;
|
|
|
5
5
|
export declare class Condition {
|
|
6
6
|
/**
|
|
7
7
|
* Internal only - manager for action
|
|
8
|
-
* @
|
|
8
|
+
* @internal
|
|
9
9
|
*/
|
|
10
10
|
_actionManager: ActionManager;
|
|
11
11
|
/**
|
|
12
|
-
*
|
|
13
|
-
* @hidden
|
|
12
|
+
* @internal
|
|
14
13
|
*/
|
|
15
14
|
_evaluationId: number;
|
|
16
15
|
/**
|
|
17
|
-
*
|
|
18
|
-
* @hidden
|
|
16
|
+
* @internal
|
|
19
17
|
*/
|
|
20
18
|
_currentResult: boolean;
|
|
21
19
|
/**
|
|
@@ -29,16 +27,11 @@ export declare class Condition {
|
|
|
29
27
|
*/
|
|
30
28
|
isValid(): boolean;
|
|
31
29
|
/**
|
|
32
|
-
*
|
|
33
|
-
* @param propertyPath
|
|
34
|
-
* @hidden
|
|
30
|
+
* @internal
|
|
35
31
|
*/
|
|
36
32
|
_getProperty(propertyPath: string): string;
|
|
37
33
|
/**
|
|
38
|
-
*
|
|
39
|
-
* @param target
|
|
40
|
-
* @param propertyPath
|
|
41
|
-
* @hidden
|
|
34
|
+
* @internal
|
|
42
35
|
*/
|
|
43
36
|
_getEffectiveTarget(target: any, propertyPath: string): any;
|
|
44
37
|
/**
|
|
@@ -47,9 +40,7 @@ export declare class Condition {
|
|
|
47
40
|
*/
|
|
48
41
|
serialize(): any;
|
|
49
42
|
/**
|
|
50
|
-
*
|
|
51
|
-
* @param serializedCondition
|
|
52
|
-
* @hidden
|
|
43
|
+
* @internal
|
|
53
44
|
*/
|
|
54
45
|
protected _serialize(serializedCondition: any): any;
|
|
55
46
|
}
|
|
@@ -63,25 +54,9 @@ export declare class ValueCondition extends Condition {
|
|
|
63
54
|
value: any;
|
|
64
55
|
/** the conditional operator, default ValueCondition.IsEqual */
|
|
65
56
|
operator: number;
|
|
66
|
-
/**
|
|
67
|
-
* Internal only
|
|
68
|
-
* @hidden
|
|
69
|
-
*/
|
|
70
57
|
private static _IsEqual;
|
|
71
|
-
/**
|
|
72
|
-
* Internal only
|
|
73
|
-
* @hidden
|
|
74
|
-
*/
|
|
75
58
|
private static _IsDifferent;
|
|
76
|
-
/**
|
|
77
|
-
* Internal only
|
|
78
|
-
* @hidden
|
|
79
|
-
*/
|
|
80
59
|
private static _IsGreater;
|
|
81
|
-
/**
|
|
82
|
-
* Internal only
|
|
83
|
-
* @hidden
|
|
84
|
-
*/
|
|
85
60
|
private static _IsLesser;
|
|
86
61
|
/**
|
|
87
62
|
* returns the number for IsEqual
|
|
@@ -101,23 +76,11 @@ export declare class ValueCondition extends Condition {
|
|
|
101
76
|
static get IsLesser(): number;
|
|
102
77
|
/**
|
|
103
78
|
* Internal only The action manager for the condition
|
|
104
|
-
* @
|
|
79
|
+
* @internal
|
|
105
80
|
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|
|
106
81
|
_actionManager: ActionManager;
|
|
107
|
-
/**
|
|
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|
-
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|
|
109
|
-
* @hidden
|
|
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|
-
*/
|
|
111
82
|
private _target;
|
|
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|
-
/**
|
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-
* @hidden
|
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|
-
*/
|
|
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83
|
private _effectiveTarget;
|
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117
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-
/**
|
|
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|
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|
|
119
|
-
* @hidden
|
|
120
|
-
*/
|
|
121
84
|
private _property;
|
|
122
85
|
/**
|
|
123
86
|
* Creates a new ValueCondition
|
|
@@ -159,7 +122,7 @@ export declare class PredicateCondition extends Condition {
|
|
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159
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|
predicate: () => boolean;
|
|
160
123
|
/**
|
|
161
124
|
* Internal only - manager for action
|
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162
|
-
* @
|
|
125
|
+
* @internal
|
|
163
126
|
*/
|
|
164
127
|
_actionManager: ActionManager;
|
|
165
128
|
/**
|
|
@@ -183,13 +146,9 @@ export declare class StateCondition extends Condition {
|
|
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183
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|
value: string;
|
|
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147
|
/**
|
|
185
148
|
* Internal only - manager for action
|
|
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|
-
* @
|
|
149
|
+
* @internal
|
|
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|
*/
|
|
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151
|
_actionManager: ActionManager;
|
|
189
|
-
/**
|
|
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|
-
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|
|
191
|
-
* @hidden
|
|
192
|
-
*/
|
|
193
152
|
private _target;
|
|
194
153
|
/**
|
|
195
154
|
* Creates a new StateCondition
|
package/Actions/condition.js
CHANGED
|
@@ -19,18 +19,13 @@ export class Condition {
|
|
|
19
19
|
return true;
|
|
20
20
|
}
|
|
21
21
|
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|
|
22
|
-
*
|
|
23
|
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* @param propertyPath
|
|
24
|
-
* @hidden
|
|
22
|
+
* @internal
|
|
25
23
|
*/
|
|
26
24
|
_getProperty(propertyPath) {
|
|
27
25
|
return this._actionManager._getProperty(propertyPath);
|
|
28
26
|
}
|
|
29
27
|
/**
|
|
30
|
-
*
|
|
31
|
-
* @param target
|
|
32
|
-
* @param propertyPath
|
|
33
|
-
* @hidden
|
|
28
|
+
* @internal
|
|
34
29
|
*/
|
|
35
30
|
_getEffectiveTarget(target, propertyPath) {
|
|
36
31
|
return this._actionManager._getEffectiveTarget(target, propertyPath);
|
|
@@ -41,9 +36,7 @@ export class Condition {
|
|
|
41
36
|
*/
|
|
42
37
|
serialize() { }
|
|
43
38
|
/**
|
|
44
|
-
*
|
|
45
|
-
* @param serializedCondition
|
|
46
|
-
* @hidden
|
|
39
|
+
* @internal
|
|
47
40
|
*/
|
|
48
41
|
_serialize(serializedCondition) {
|
|
49
42
|
return {
|
|
@@ -164,25 +157,9 @@ export class ValueCondition extends Condition {
|
|
|
164
157
|
}
|
|
165
158
|
}
|
|
166
159
|
}
|
|
167
|
-
/**
|
|
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|
-
* Internal only
|
|
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|
-
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|
|
170
|
-
*/
|
|
171
160
|
ValueCondition._IsEqual = 0;
|
|
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|
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|
|
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|
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|
|
174
|
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* @hidden
|
|
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|
-
*/
|
|
176
161
|
ValueCondition._IsDifferent = 1;
|
|
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|
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/**
|
|
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|
-
* Internal only
|
|
179
|
-
* @hidden
|
|
180
|
-
*/
|
|
181
162
|
ValueCondition._IsGreater = 2;
|
|
182
|
-
/**
|
|
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|
-
* Internal only
|
|
184
|
-
* @hidden
|
|
185
|
-
*/
|
|
186
163
|
ValueCondition._IsLesser = 3;
|
|
187
164
|
/**
|
|
188
165
|
* Defines a predicate condition as an extension of Condition
|
package/Actions/condition.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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{ Action } from \"./action\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\ndeclare type ActionManager = import(\"./actionManager\").ActionManager;\r\n\r\n/**\r\n * A Condition applied to an Action\r\n */\r\nexport class Condition {\r\n /**\r\n * Internal only - manager for action\r\n * @hidden\r\n */\r\n public _actionManager: ActionManager;\r\n\r\n /**\r\n * Internal only\r\n * @hidden\r\n */\r\n public _evaluationId: number;\r\n\r\n /**\r\n * Internal only\r\n * @hidden\r\n */\r\n public _currentResult: boolean;\r\n\r\n /**\r\n * Creates a new Condition\r\n * @param actionManager the manager of the action the condition is applied to\r\n */\r\n constructor(actionManager: ActionManager) {\r\n this._actionManager = actionManager;\r\n }\r\n\r\n /**\r\n * Check if the current condition is valid\r\n * @returns a boolean\r\n */\r\n public isValid(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Internal only\r\n * @param propertyPath\r\n * @hidden\r\n */\r\n public _getProperty(propertyPath: string): string {\r\n return this._actionManager._getProperty(propertyPath);\r\n }\r\n\r\n /**\r\n * Internal only\r\n * @param target\r\n * @param propertyPath\r\n * @hidden\r\n */\r\n public _getEffectiveTarget(target: any, propertyPath: string): any {\r\n return this._actionManager._getEffectiveTarget(target, propertyPath);\r\n }\r\n\r\n /**\r\n * Serialize placeholder for child classes\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {}\r\n\r\n /**\r\n * Internal only\r\n * @param serializedCondition\r\n * @hidden\r\n */\r\n protected _serialize(serializedCondition: any): any {\r\n return {\r\n type: 2, // Condition\r\n children: [],\r\n name: serializedCondition.name,\r\n properties: serializedCondition.properties,\r\n };\r\n }\r\n}\r\n\r\n/**\r\n * Defines specific conditional operators as extensions of Condition\r\n */\r\nexport class ValueCondition extends Condition {\r\n /**\r\n * Internal only\r\n * @hidden\r\n */\r\n private static _IsEqual = 0;\r\n\r\n /**\r\n * Internal only\r\n * @hidden\r\n */\r\n private static _IsDifferent = 1;\r\n\r\n /**\r\n * Internal only\r\n * @hidden\r\n */\r\n private static _IsGreater = 2;\r\n\r\n /**\r\n * Internal only\r\n * @hidden\r\n */\r\n private static _IsLesser = 3;\r\n\r\n /**\r\n * returns the number for IsEqual\r\n */\r\n public static get IsEqual(): number {\r\n return ValueCondition._IsEqual;\r\n }\r\n\r\n /**\r\n * Returns the number for IsDifferent\r\n */\r\n public static get IsDifferent(): number {\r\n return ValueCondition._IsDifferent;\r\n }\r\n\r\n /**\r\n * Returns the number for IsGreater\r\n */\r\n public static get IsGreater(): number {\r\n return ValueCondition._IsGreater;\r\n }\r\n\r\n /**\r\n * Returns the number for IsLesser\r\n */\r\n public static get IsLesser(): number {\r\n return ValueCondition._IsLesser;\r\n }\r\n\r\n /**\r\n * Internal only The action manager for the condition\r\n * @hidden\r\n */\r\n public _actionManager: ActionManager;\r\n\r\n /**\r\n * Internal only\r\n * @hidden\r\n */\r\n private _target: any;\r\n\r\n /**\r\n * Internal only\r\n * @hidden\r\n */\r\n private _effectiveTarget: any;\r\n\r\n /**\r\n * Internal only\r\n * @hidden\r\n */\r\n private _property: string;\r\n\r\n /**\r\n * Creates a new ValueCondition\r\n * @param actionManager manager for the action the condition applies to\r\n * @param target for the action\r\n * @param propertyPath path to specify the property of the target the conditional operator uses\r\n * @param value the value compared by the conditional operator against the current value of the property\r\n * @param operator the conditional operator, default ValueCondition.IsEqual\r\n */\r\n constructor(\r\n actionManager: ActionManager,\r\n target: any,\r\n /** path to specify the property of the target the conditional operator uses */\r\n public propertyPath: string,\r\n /** the value compared by the conditional operator against the current value of the property */\r\n public value: any,\r\n /** the conditional operator, default ValueCondition.IsEqual */\r\n public operator: number = ValueCondition.IsEqual\r\n ) {\r\n super(actionManager);\r\n\r\n this._target = target;\r\n this._effectiveTarget = this._getEffectiveTarget(target, this.propertyPath);\r\n this._property = this._getProperty(this.propertyPath);\r\n }\r\n\r\n /**\r\n * Compares the given value with the property value for the specified conditional operator\r\n * @returns the result of the comparison\r\n */\r\n public isValid(): boolean {\r\n switch (this.operator) {\r\n case ValueCondition.IsGreater:\r\n return this._effectiveTarget[this._property] > this.value;\r\n case ValueCondition.IsLesser:\r\n return this._effectiveTarget[this._property] < this.value;\r\n case ValueCondition.IsEqual:\r\n case ValueCondition.IsDifferent: {\r\n let check: boolean;\r\n\r\n if (this.value.equals) {\r\n check = this.value.equals(this._effectiveTarget[this._property]);\r\n } else {\r\n check = this.value === this._effectiveTarget[this._property];\r\n }\r\n return this.operator === ValueCondition.IsEqual ? check : !check;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Serialize the ValueCondition into a JSON compatible object\r\n * @returns serialization object\r\n */\r\n public serialize(): any {\r\n return this._serialize({\r\n name: \"ValueCondition\",\r\n properties: [\r\n Action._GetTargetProperty(this._target),\r\n { name: \"propertyPath\", value: this.propertyPath },\r\n { name: \"value\", value: Action._SerializeValueAsString(this.value) },\r\n { name: \"operator\", value: ValueCondition.GetOperatorName(this.operator) },\r\n ],\r\n });\r\n }\r\n\r\n /**\r\n * Gets the name of the conditional operator for the ValueCondition\r\n * @param operator the conditional operator\r\n * @returns the name\r\n */\r\n public static GetOperatorName(operator: number): string {\r\n switch (operator) {\r\n case ValueCondition._IsEqual:\r\n return \"IsEqual\";\r\n case ValueCondition._IsDifferent:\r\n return \"IsDifferent\";\r\n case ValueCondition._IsGreater:\r\n return \"IsGreater\";\r\n case ValueCondition._IsLesser:\r\n return \"IsLesser\";\r\n default:\r\n return \"\";\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Defines a predicate condition as an extension of Condition\r\n */\r\nexport class PredicateCondition extends Condition {\r\n /**\r\n * Internal only - manager for action\r\n * @hidden\r\n */\r\n public _actionManager: ActionManager;\r\n\r\n /**\r\n * Creates a new PredicateCondition\r\n * @param actionManager manager for the action the condition applies to\r\n * @param predicate defines the predicate function used to validate the condition\r\n */\r\n constructor(\r\n actionManager: ActionManager,\r\n /** defines the predicate function used to validate the condition */\r\n public predicate: () => boolean\r\n ) {\r\n super(actionManager);\r\n }\r\n\r\n /**\r\n * @returns the validity of the predicate condition\r\n */\r\n public isValid(): boolean {\r\n return this.predicate();\r\n }\r\n}\r\n\r\n/**\r\n * Defines a state condition as an extension of Condition\r\n */\r\nexport class StateCondition extends Condition {\r\n /**\r\n * Internal only - manager for action\r\n * @hidden\r\n */\r\n public _actionManager: ActionManager;\r\n\r\n /**\r\n * Internal only\r\n * @hidden\r\n */\r\n private _target: any;\r\n\r\n /**\r\n * Creates a new StateCondition\r\n * @param actionManager manager for the action the condition applies to\r\n * @param target of the condition\r\n * @param value to compare with target state\r\n */\r\n constructor(\r\n actionManager: ActionManager,\r\n target: any,\r\n /** Value to compare with target state */\r\n public value: string\r\n ) {\r\n super(actionManager);\r\n\r\n this._target = target;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the current condition is met\r\n * @returns the validity of the state\r\n */\r\n public isValid(): boolean {\r\n return this._target.state === this.value;\r\n }\r\n\r\n /**\r\n * Serialize the StateCondition into a JSON compatible object\r\n * @returns serialization object\r\n */\r\n public serialize(): any {\r\n return this._serialize({\r\n name: \"StateCondition\",\r\n properties: [Action._GetTargetProperty(this._target), { name: \"value\", value: this.value }],\r\n });\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ValueCondition\", ValueCondition);\r\nRegisterClass(\"BABYLON.PredicateCondition\", PredicateCondition);\r\nRegisterClass(\"BABYLON.StateCondition\", StateCondition);\r\n"]}
|
|
1
|
+
{"version":3,"file":"condition.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Actions/condition.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAIlD;;GAEG;AACH,MAAM,OAAO,SAAS;IAiBlB;;;OAGG;IACH,YAAY,aAA4B;QACpC,IAAI,CAAC,cAAc,GAAG,aAAa,CAAC;IACxC,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;OAEG;IACI,YAAY,CAAC,YAAoB;QACpC,OAAO,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;IAC1D,CAAC;IAED;;OAEG;IACI,mBAAmB,CAAC,MAAW,EAAE,YAAoB;QACxD,OAAO,IAAI,CAAC,cAAc,CAAC,mBAAmB,CAAC,MAAM,EAAE,YAAY,CAAC,CAAC;IACzE,CAAC;IAED;;;OAGG;IACI,SAAS,KAAS,CAAC;IAE1B;;OAEG;IACO,UAAU,CAAC,mBAAwB;QACzC,OAAO;YACH,IAAI,EAAE,CAAC;YACP,QAAQ,EAAE,EAAE;YACZ,IAAI,EAAE,mBAAmB,CAAC,IAAI;YAC9B,UAAU,EAAE,mBAAmB,CAAC,UAAU;SAC7C,CAAC;IACN,CAAC;CACJ;AAED;;GAEG;AACH,MAAM,OAAO,cAAe,SAAQ,SAAS;IA4CzC;;;;;;;OAOG;IACH,YACI,aAA4B,EAC5B,MAAW;IACX,gFAAgF;IACzE,YAAoB;IAC3B,+FAA+F;IACxF,KAAU;IACjB,+DAA+D;IACxD,WAAmB,cAAc,CAAC,OAAO;QAEhD,KAAK,CAAC,aAAa,CAAC,CAAC;QANd,iBAAY,GAAZ,YAAY,CAAQ;QAEpB,UAAK,GAAL,KAAK,CAAK;QAEV,aAAQ,GAAR,QAAQ,CAAiC;QAIhD,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,mBAAmB,CAAC,MAAM,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;QAC5E,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;IAC1D,CAAC;IA7DD;;OAEG;IACI,MAAM,KAAK,OAAO;QACrB,OAAO,cAAc,CAAC,QAAQ,CAAC;IACnC,CAAC;IAED;;OAEG;IACI,MAAM,KAAK,WAAW;QACzB,OAAO,cAAc,CAAC,YAAY,CAAC;IACvC,CAAC;IAED;;OAEG;IACI,MAAM,KAAK,SAAS;QACvB,OAAO,cAAc,CAAC,UAAU,CAAC;IACrC,CAAC;IAED;;OAEG;IACI,MAAM,KAAK,QAAQ;QACtB,OAAO,cAAc,CAAC,SAAS,CAAC;IACpC,CAAC;IAqCD;;;OAGG;IACI,OAAO;QACV,QAAQ,IAAI,CAAC,QAAQ,EAAE;YACnB,KAAK,cAAc,CAAC,SAAS;gBACzB,OAAO,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,SAAS,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC;YAC9D,KAAK,cAAc,CAAC,QAAQ;gBACxB,OAAO,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,SAAS,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC;YAC9D,KAAK,cAAc,CAAC,OAAO,CAAC;YAC5B,KAAK,cAAc,CAAC,WAAW,CAAC,CAAC;gBAC7B,IAAI,KAAc,CAAC;gBAEnB,IAAI,IAAI,CAAC,KAAK,CAAC,MAAM,EAAE;oBACnB,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC;iBACpE;qBAAM;oBACH,KAAK,GAAG,IAAI,CAAC,KAAK,KAAK,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;iBAChE;gBACD,OAAO,IAAI,CAAC,QAAQ,KAAK,cAAc,CAAC,OAAO,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC;aACpE;SACJ;QAED,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;OAGG;IACI,SAAS;QACZ,OAAO,IAAI,CAAC,UAAU,CAAC;YACnB,IAAI,EAAE,gBAAgB;YACtB,UAAU,EAAE;gBACR,MAAM,CAAC,kBAAkB,CAAC,IAAI,CAAC,OAAO,CAAC;gBACvC,EAAE,IAAI,EAAE,cAAc,EAAE,KAAK,EAAE,IAAI,CAAC,YAAY,EAAE;gBAClD,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,MAAM,CAAC,uBAAuB,CAAC,IAAI,CAAC,KAAK,CAAC,EAAE;gBACpE,EAAE,IAAI,EAAE,UAAU,EAAE,KAAK,EAAE,cAAc,CAAC,eAAe,CAAC,IAAI,CAAC,QAAQ,CAAC,EAAE;aAC7E;SACJ,CAAC,CAAC;IACP,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,eAAe,CAAC,QAAgB;QAC1C,QAAQ,QAAQ,EAAE;YACd,KAAK,cAAc,CAAC,QAAQ;gBACxB,OAAO,SAAS,CAAC;YACrB,KAAK,cAAc,CAAC,YAAY;gBAC5B,OAAO,aAAa,CAAC;YACzB,KAAK,cAAc,CAAC,UAAU;gBAC1B,OAAO,WAAW,CAAC;YACvB,KAAK,cAAc,CAAC,SAAS;gBACzB,OAAO,UAAU,CAAC;YACtB;gBACI,OAAO,EAAE,CAAC;SACjB;IACL,CAAC;;AAhIc,uBAAQ,GAAG,CAAC,CAAC;AACb,2BAAY,GAAG,CAAC,CAAC;AACjB,yBAAU,GAAG,CAAC,CAAC;AACf,wBAAS,GAAG,CAAC,CAAC;AAgIjC;;GAEG;AACH,MAAM,OAAO,kBAAmB,SAAQ,SAAS;IAO7C;;;;OAIG;IACH,YACI,aAA4B;IAC5B,oEAAoE;IAC7D,SAAwB;QAE/B,KAAK,CAAC,aAAa,CAAC,CAAC;QAFd,cAAS,GAAT,SAAS,CAAe;IAGnC,CAAC;IAED;;OAEG;IACI,OAAO;QACV,OAAO,IAAI,CAAC,SAAS,EAAE,CAAC;IAC5B,CAAC;CACJ;AAED;;GAEG;AACH,MAAM,OAAO,cAAe,SAAQ,SAAS;IASzC;;;;;OAKG;IACH,YACI,aAA4B,EAC5B,MAAW;IACX,0CAA0C;IACnC,KAAa;QAEpB,KAAK,CAAC,aAAa,CAAC,CAAC;QAFd,UAAK,GAAL,KAAK,CAAQ;QAIpB,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;IAC1B,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,OAAO,IAAI,CAAC,OAAO,CAAC,KAAK,KAAK,IAAI,CAAC,KAAK,CAAC;IAC7C,CAAC;IAED;;;OAGG;IACI,SAAS;QACZ,OAAO,IAAI,CAAC,UAAU,CAAC;YACnB,IAAI,EAAE,gBAAgB;YACtB,UAAU,EAAE,CAAC,MAAM,CAAC,kBAAkB,CAAC,IAAI,CAAC,OAAO,CAAC,EAAE,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,IAAI,CAAC,KAAK,EAAE,CAAC;SAC9F,CAAC,CAAC;IACP,CAAC;CACJ;AAED,aAAa,CAAC,wBAAwB,EAAE,cAAc,CAAC,CAAC;AACxD,aAAa,CAAC,4BAA4B,EAAE,kBAAkB,CAAC,CAAC;AAChE,aAAa,CAAC,wBAAwB,EAAE,cAAc,CAAC,CAAC","sourcesContent":["import { Action } from \"./action\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\ndeclare type ActionManager = import(\"./actionManager\").ActionManager;\r\n\r\n/**\r\n * A Condition applied to an Action\r\n */\r\nexport class Condition {\r\n /**\r\n * Internal only - manager for action\r\n * @internal\r\n */\r\n public _actionManager: ActionManager;\r\n\r\n /**\r\n * @internal\r\n */\r\n public _evaluationId: number;\r\n\r\n /**\r\n * @internal\r\n */\r\n public _currentResult: boolean;\r\n\r\n /**\r\n * Creates a new Condition\r\n * @param actionManager the manager of the action the condition is applied to\r\n */\r\n constructor(actionManager: ActionManager) {\r\n this._actionManager = actionManager;\r\n }\r\n\r\n /**\r\n * Check if the current condition is valid\r\n * @returns a boolean\r\n */\r\n public isValid(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getProperty(propertyPath: string): string {\r\n return this._actionManager._getProperty(propertyPath);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getEffectiveTarget(target: any, propertyPath: string): any {\r\n return this._actionManager._getEffectiveTarget(target, propertyPath);\r\n }\r\n\r\n /**\r\n * Serialize placeholder for child classes\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {}\r\n\r\n /**\r\n * @internal\r\n */\r\n protected _serialize(serializedCondition: any): any {\r\n return {\r\n type: 2, // Condition\r\n children: [],\r\n name: serializedCondition.name,\r\n properties: serializedCondition.properties,\r\n };\r\n }\r\n}\r\n\r\n/**\r\n * Defines specific conditional operators as extensions of Condition\r\n */\r\nexport class ValueCondition extends Condition {\r\n private static _IsEqual = 0;\r\n private static _IsDifferent = 1;\r\n private static _IsGreater = 2;\r\n private static _IsLesser = 3;\r\n\r\n /**\r\n * returns the number for IsEqual\r\n */\r\n public static get IsEqual(): number {\r\n return ValueCondition._IsEqual;\r\n }\r\n\r\n /**\r\n * Returns the number for IsDifferent\r\n */\r\n public static get IsDifferent(): number {\r\n return ValueCondition._IsDifferent;\r\n }\r\n\r\n /**\r\n * Returns the number for IsGreater\r\n */\r\n public static get IsGreater(): number {\r\n return ValueCondition._IsGreater;\r\n }\r\n\r\n /**\r\n * Returns the number for IsLesser\r\n */\r\n public static get IsLesser(): number {\r\n return ValueCondition._IsLesser;\r\n }\r\n\r\n /**\r\n * Internal only The action manager for the condition\r\n * @internal\r\n */\r\n public _actionManager: ActionManager;\r\n\r\n private _target: any;\r\n private _effectiveTarget: any;\r\n private _property: string;\r\n\r\n /**\r\n * Creates a new ValueCondition\r\n * @param actionManager manager for the action the condition applies to\r\n * @param target for the action\r\n * @param propertyPath path to specify the property of the target the conditional operator uses\r\n * @param value the value compared by the conditional operator against the current value of the property\r\n * @param operator the conditional operator, default ValueCondition.IsEqual\r\n */\r\n constructor(\r\n actionManager: ActionManager,\r\n target: any,\r\n /** path to specify the property of the target the conditional operator uses */\r\n public propertyPath: string,\r\n /** the value compared by the conditional operator against the current value of the property */\r\n public value: any,\r\n /** the conditional operator, default ValueCondition.IsEqual */\r\n public operator: number = ValueCondition.IsEqual\r\n ) {\r\n super(actionManager);\r\n\r\n this._target = target;\r\n this._effectiveTarget = this._getEffectiveTarget(target, this.propertyPath);\r\n this._property = this._getProperty(this.propertyPath);\r\n }\r\n\r\n /**\r\n * Compares the given value with the property value for the specified conditional operator\r\n * @returns the result of the comparison\r\n */\r\n public isValid(): boolean {\r\n switch (this.operator) {\r\n case ValueCondition.IsGreater:\r\n return this._effectiveTarget[this._property] > this.value;\r\n case ValueCondition.IsLesser:\r\n return this._effectiveTarget[this._property] < this.value;\r\n case ValueCondition.IsEqual:\r\n case ValueCondition.IsDifferent: {\r\n let check: boolean;\r\n\r\n if (this.value.equals) {\r\n check = this.value.equals(this._effectiveTarget[this._property]);\r\n } else {\r\n check = this.value === this._effectiveTarget[this._property];\r\n }\r\n return this.operator === ValueCondition.IsEqual ? check : !check;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Serialize the ValueCondition into a JSON compatible object\r\n * @returns serialization object\r\n */\r\n public serialize(): any {\r\n return this._serialize({\r\n name: \"ValueCondition\",\r\n properties: [\r\n Action._GetTargetProperty(this._target),\r\n { name: \"propertyPath\", value: this.propertyPath },\r\n { name: \"value\", value: Action._SerializeValueAsString(this.value) },\r\n { name: \"operator\", value: ValueCondition.GetOperatorName(this.operator) },\r\n ],\r\n });\r\n }\r\n\r\n /**\r\n * Gets the name of the conditional operator for the ValueCondition\r\n * @param operator the conditional operator\r\n * @returns the name\r\n */\r\n public static GetOperatorName(operator: number): string {\r\n switch (operator) {\r\n case ValueCondition._IsEqual:\r\n return \"IsEqual\";\r\n case ValueCondition._IsDifferent:\r\n return \"IsDifferent\";\r\n case ValueCondition._IsGreater:\r\n return \"IsGreater\";\r\n case ValueCondition._IsLesser:\r\n return \"IsLesser\";\r\n default:\r\n return \"\";\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Defines a predicate condition as an extension of Condition\r\n */\r\nexport class PredicateCondition extends Condition {\r\n /**\r\n * Internal only - manager for action\r\n * @internal\r\n */\r\n public _actionManager: ActionManager;\r\n\r\n /**\r\n * Creates a new PredicateCondition\r\n * @param actionManager manager for the action the condition applies to\r\n * @param predicate defines the predicate function used to validate the condition\r\n */\r\n constructor(\r\n actionManager: ActionManager,\r\n /** defines the predicate function used to validate the condition */\r\n public predicate: () => boolean\r\n ) {\r\n super(actionManager);\r\n }\r\n\r\n /**\r\n * @returns the validity of the predicate condition\r\n */\r\n public isValid(): boolean {\r\n return this.predicate();\r\n }\r\n}\r\n\r\n/**\r\n * Defines a state condition as an extension of Condition\r\n */\r\nexport class StateCondition extends Condition {\r\n /**\r\n * Internal only - manager for action\r\n * @internal\r\n */\r\n public _actionManager: ActionManager;\r\n\r\n private _target: any;\r\n\r\n /**\r\n * Creates a new StateCondition\r\n * @param actionManager manager for the action the condition applies to\r\n * @param target of the condition\r\n * @param value to compare with target state\r\n */\r\n constructor(\r\n actionManager: ActionManager,\r\n target: any,\r\n /** Value to compare with target state */\r\n public value: string\r\n ) {\r\n super(actionManager);\r\n\r\n this._target = target;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the current condition is met\r\n * @returns the validity of the state\r\n */\r\n public isValid(): boolean {\r\n return this._target.state === this.value;\r\n }\r\n\r\n /**\r\n * Serialize the StateCondition into a JSON compatible object\r\n * @returns serialization object\r\n */\r\n public serialize(): any {\r\n return this._serialize({\r\n name: \"StateCondition\",\r\n properties: [Action._GetTargetProperty(this._target), { name: \"value\", value: this.value }],\r\n });\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ValueCondition\", ValueCondition);\r\nRegisterClass(\"BABYLON.PredicateCondition\", PredicateCondition);\r\nRegisterClass(\"BABYLON.StateCondition\", StateCondition);\r\n"]}
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CHANGED
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313
|
}
|
|
314
|
-
/** @
|
|
314
|
+
/** @internal */
|
|
315
315
|
_prepare() {
|
|
316
316
|
for (let index = 0; index < this.children.length; index++) {
|
|
317
317
|
this.children[index]._actionManager = this._actionManager;
|
|
@@ -386,7 +386,7 @@ export class SetParentAction extends Action {
|
|
|
386
386
|
this._target = target;
|
|
387
387
|
this._parent = parent;
|
|
388
388
|
}
|
|
389
|
-
/** @
|
|
389
|
+
/** @internal */
|
|
390
390
|
_prepare() { }
|
|
391
391
|
/**
|
|
392
392
|
* Execute the action and set the parent property.
|