@babylonjs/core 5.23.0 → 5.25.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1828) hide show
  1. package/Actions/abstractActionManager.d.ts +6 -6
  2. package/Actions/abstractActionManager.js +1 -1
  3. package/Actions/abstractActionManager.js.map +1 -1
  4. package/Actions/action.d.ts +12 -21
  5. package/Actions/action.js +8 -17
  6. package/Actions/action.js.map +1 -1
  7. package/Actions/actionManager.d.ts +7 -10
  8. package/Actions/actionManager.js +7 -10
  9. package/Actions/actionManager.js.map +1 -1
  10. package/Actions/condition.d.ts +9 -50
  11. package/Actions/condition.js +3 -26
  12. package/Actions/condition.js.map +1 -1
  13. package/Actions/directActions.d.ts +7 -7
  14. package/Actions/directActions.js +7 -7
  15. package/Actions/directActions.js.map +1 -1
  16. package/Actions/directAudioActions.d.ts +2 -2
  17. package/Actions/directAudioActions.js +2 -2
  18. package/Actions/directAudioActions.js.map +1 -1
  19. package/Actions/interpolateValueAction.d.ts +1 -1
  20. package/Actions/interpolateValueAction.js +1 -1
  21. package/Actions/interpolateValueAction.js.map +1 -1
  22. package/Animations/animatable.d.ts +5 -6
  23. package/Animations/animatable.js +1 -2
  24. package/Animations/animatable.js.map +1 -1
  25. package/Animations/animation.d.ts +6 -20
  26. package/Animations/animation.js +6 -20
  27. package/Animations/animation.js.map +1 -1
  28. package/Animations/animationEvent.d.ts +1 -1
  29. package/Animations/animationEvent.js +1 -1
  30. package/Animations/animationEvent.js.map +1 -1
  31. package/Animations/animationGroup.d.ts +4 -4
  32. package/Animations/animationGroup.js +4 -4
  33. package/Animations/animationGroup.js.map +1 -1
  34. package/Animations/easing.d.ts +13 -26
  35. package/Animations/easing.js +13 -26
  36. package/Animations/easing.js.map +1 -1
  37. package/Animations/runtimeAnimation.d.ts +3 -4
  38. package/Animations/runtimeAnimation.js +1 -2
  39. package/Animations/runtimeAnimation.js.map +1 -1
  40. package/Audio/audioSceneComponent.d.ts +2 -2
  41. package/Audio/audioSceneComponent.js.map +1 -1
  42. package/Audio/sound.d.ts +3 -4
  43. package/Audio/sound.js +2 -3
  44. package/Audio/sound.js.map +1 -1
  45. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  46. package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
  47. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  48. package/Behaviors/Cameras/autoRotationBehavior.d.ts +1 -1
  49. package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
  50. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  51. package/Behaviors/Cameras/bouncingBehavior.d.ts +1 -1
  52. package/Behaviors/Cameras/bouncingBehavior.js +1 -1
  53. package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
  54. package/Behaviors/Cameras/framingBehavior.d.ts +1 -1
  55. package/Behaviors/Cameras/framingBehavior.js +1 -1
  56. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  57. package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
  58. package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
  59. package/Behaviors/Meshes/baseSixDofDragBehavior.js +5 -5
  60. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  61. package/Behaviors/Meshes/followBehavior.d.ts +1 -1
  62. package/Behaviors/Meshes/followBehavior.js +1 -1
  63. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  64. package/Behaviors/Meshes/pointerDragBehavior.d.ts +1 -1
  65. package/Behaviors/Meshes/pointerDragBehavior.js +1 -1
  66. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  67. package/Bones/bone.d.ts +8 -10
  68. package/Bones/bone.js +8 -10
  69. package/Bones/bone.js.map +1 -1
  70. package/Bones/skeleton.d.ts +8 -10
  71. package/Bones/skeleton.js +8 -10
  72. package/Bones/skeleton.js.map +1 -1
  73. package/Buffers/buffer.d.ts +6 -6
  74. package/Buffers/buffer.js +14 -16
  75. package/Buffers/buffer.js.map +1 -1
  76. package/Buffers/storageBuffer.d.ts +1 -1
  77. package/Buffers/storageBuffer.js +1 -1
  78. package/Buffers/storageBuffer.js.map +1 -1
  79. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +1 -2
  80. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +1 -2
  81. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js.map +1 -1
  82. package/Cameras/Inputs/flyCameraKeyboardInput.d.ts +1 -1
  83. package/Cameras/Inputs/flyCameraKeyboardInput.js +1 -1
  84. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  85. package/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +2 -2
  86. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +1 -1
  87. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
  88. package/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +1 -1
  89. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +1 -1
  90. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  91. package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -1
  92. package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
  93. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  94. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.d.ts +1 -2
  95. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +1 -2
  96. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
  97. package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -2
  98. package/Cameras/RigModes/stereoscopicRigMode.js +1 -2
  99. package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
  100. package/Cameras/RigModes/vrRigMode.d.ts +1 -3
  101. package/Cameras/RigModes/vrRigMode.js +1 -3
  102. package/Cameras/RigModes/vrRigMode.js.map +1 -1
  103. package/Cameras/RigModes/webVRRigMode.d.ts +1 -3
  104. package/Cameras/RigModes/webVRRigMode.js +1 -3
  105. package/Cameras/RigModes/webVRRigMode.js.map +1 -1
  106. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +2 -3
  107. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +2 -3
  108. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  109. package/Cameras/VR/vrCameraMetrics.d.ts +4 -4
  110. package/Cameras/VR/vrCameraMetrics.js +4 -4
  111. package/Cameras/VR/vrCameraMetrics.js.map +1 -1
  112. package/Cameras/VR/vrExperienceHelper.js +19 -24
  113. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  114. package/Cameras/VR/webVRCamera.d.ts +9 -9
  115. package/Cameras/VR/webVRCamera.js +9 -9
  116. package/Cameras/VR/webVRCamera.js.map +1 -1
  117. package/Cameras/arcRotateCamera.d.ts +12 -13
  118. package/Cameras/arcRotateCamera.js +9 -10
  119. package/Cameras/arcRotateCamera.js.map +1 -1
  120. package/Cameras/camera.d.ts +31 -40
  121. package/Cameras/camera.js +29 -38
  122. package/Cameras/camera.js.map +1 -1
  123. package/Cameras/deviceOrientationCamera.d.ts +1 -1
  124. package/Cameras/deviceOrientationCamera.js +1 -1
  125. package/Cameras/deviceOrientationCamera.js.map +1 -1
  126. package/Cameras/flyCamera.d.ts +8 -12
  127. package/Cameras/flyCamera.js +6 -10
  128. package/Cameras/flyCamera.js.map +1 -1
  129. package/Cameras/followCamera.d.ts +2 -2
  130. package/Cameras/followCamera.js +2 -2
  131. package/Cameras/followCamera.js.map +1 -1
  132. package/Cameras/freeCamera.d.ts +7 -8
  133. package/Cameras/freeCamera.js +5 -6
  134. package/Cameras/freeCamera.js.map +1 -1
  135. package/Cameras/freeCameraInputsManager.d.ts +2 -2
  136. package/Cameras/freeCameraInputsManager.js +2 -2
  137. package/Cameras/freeCameraInputsManager.js.map +1 -1
  138. package/Cameras/gamepadCamera.d.ts +1 -1
  139. package/Cameras/gamepadCamera.js +1 -1
  140. package/Cameras/gamepadCamera.js.map +1 -1
  141. package/Cameras/targetCamera.d.ts +22 -25
  142. package/Cameras/targetCamera.js +21 -24
  143. package/Cameras/targetCamera.js.map +1 -1
  144. package/Cameras/touchCamera.d.ts +2 -2
  145. package/Cameras/touchCamera.js +2 -2
  146. package/Cameras/touchCamera.js.map +1 -1
  147. package/Cameras/universalCamera.d.ts +1 -1
  148. package/Cameras/universalCamera.js +1 -1
  149. package/Cameras/universalCamera.js.map +1 -1
  150. package/Cameras/virtualJoysticksCamera.d.ts +1 -1
  151. package/Cameras/virtualJoysticksCamera.js +1 -1
  152. package/Cameras/virtualJoysticksCamera.js.map +1 -1
  153. package/Collisions/collider.d.ts +13 -44
  154. package/Collisions/collider.js +10 -41
  155. package/Collisions/collider.js.map +1 -1
  156. package/Collisions/collisionCoordinator.d.ts +2 -2
  157. package/Collisions/collisionCoordinator.js +1 -1
  158. package/Collisions/collisionCoordinator.js.map +1 -1
  159. package/Collisions/intersectionInfo.d.ts +1 -1
  160. package/Collisions/intersectionInfo.js +1 -1
  161. package/Collisions/intersectionInfo.js.map +1 -1
  162. package/Collisions/meshCollisionData.d.ts +1 -1
  163. package/Collisions/meshCollisionData.js +1 -1
  164. package/Collisions/meshCollisionData.js.map +1 -1
  165. package/Collisions/pickingInfo.d.ts +1 -1
  166. package/Collisions/pickingInfo.js +1 -1
  167. package/Collisions/pickingInfo.js.map +1 -1
  168. package/Compute/IComputeContext.d.ts +1 -1
  169. package/Compute/IComputeContext.js.map +1 -1
  170. package/Compute/IComputePipelineContext.d.ts +2 -2
  171. package/Compute/IComputePipelineContext.js.map +1 -1
  172. package/Compute/computeEffect.d.ts +5 -5
  173. package/Compute/computeEffect.js +5 -5
  174. package/Compute/computeEffect.js.map +1 -1
  175. package/Culling/Octrees/octreeBlock.d.ts +1 -9
  176. package/Culling/Octrees/octreeBlock.js +1 -9
  177. package/Culling/Octrees/octreeBlock.js.map +1 -1
  178. package/Culling/Octrees/octreeSceneComponent.d.ts +2 -2
  179. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  180. package/Culling/boundingBox.d.ts +6 -7
  181. package/Culling/boundingBox.js +5 -6
  182. package/Culling/boundingBox.js.map +1 -1
  183. package/Culling/boundingInfo.d.ts +1 -2
  184. package/Culling/boundingInfo.js +1 -2
  185. package/Culling/boundingInfo.js.map +1 -1
  186. package/Culling/boundingSphere.d.ts +1 -2
  187. package/Culling/boundingSphere.js +1 -2
  188. package/Culling/boundingSphere.js.map +1 -1
  189. package/Culling/ray.d.ts +7 -7
  190. package/Culling/ray.js +1 -1
  191. package/Culling/ray.js.map +1 -1
  192. package/Debug/debugLayer.d.ts +2 -2
  193. package/Debug/debugLayer.js +1 -1
  194. package/Debug/debugLayer.js.map +1 -1
  195. package/Debug/physicsViewer.d.ts +6 -6
  196. package/Debug/physicsViewer.js +4 -4
  197. package/Debug/physicsViewer.js.map +1 -1
  198. package/DeviceInput/InputDevices/deviceEnums.d.ts +1 -1
  199. package/DeviceInput/InputDevices/deviceEnums.js +1 -1
  200. package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
  201. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +3 -3
  202. package/DeviceInput/InputDevices/deviceSourceManager.js +3 -3
  203. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  204. package/DeviceInput/internalDeviceSourceManager.d.ts +3 -3
  205. package/DeviceInput/internalDeviceSourceManager.js +1 -1
  206. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  207. package/DeviceInput/nativeDeviceInputSystem.d.ts +1 -1
  208. package/DeviceInput/nativeDeviceInputSystem.js +1 -1
  209. package/DeviceInput/nativeDeviceInputSystem.js.map +1 -1
  210. package/DeviceInput/webDeviceInputSystem.d.ts +1 -1
  211. package/DeviceInput/webDeviceInputSystem.js +1 -1
  212. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  213. package/Engines/Extensions/engine.computeShader.d.ts +7 -7
  214. package/Engines/Extensions/engine.computeShader.js +1 -1
  215. package/Engines/Extensions/engine.computeShader.js.map +1 -1
  216. package/Engines/Extensions/engine.cubeTexture.d.ts +6 -6
  217. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  218. package/Engines/Extensions/engine.debugging.d.ts +4 -4
  219. package/Engines/Extensions/engine.debugging.js.map +1 -1
  220. package/Engines/Extensions/engine.multiRender.js +8 -10
  221. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  222. package/Engines/Extensions/engine.multiview.d.ts +9 -9
  223. package/Engines/Extensions/engine.multiview.js.map +1 -1
  224. package/Engines/Extensions/engine.query.d.ts +24 -24
  225. package/Engines/Extensions/engine.query.js +8 -8
  226. package/Engines/Extensions/engine.query.js.map +1 -1
  227. package/Engines/Extensions/engine.rawTexture.js +3 -7
  228. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  229. package/Engines/Extensions/engine.readTexture.d.ts +2 -2
  230. package/Engines/Extensions/engine.readTexture.js.map +1 -1
  231. package/Engines/Extensions/engine.renderTarget.d.ts +2 -2
  232. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  233. package/Engines/Extensions/engine.textureSelector.d.ts +2 -2
  234. package/Engines/Extensions/engine.textureSelector.js.map +1 -1
  235. package/Engines/Extensions/engine.transformFeedback.d.ts +1 -1
  236. package/Engines/Extensions/engine.transformFeedback.js +1 -1
  237. package/Engines/Extensions/engine.transformFeedback.js.map +1 -1
  238. package/Engines/Extensions/engine.views.d.ts +2 -2
  239. package/Engines/Extensions/engine.views.js.map +1 -1
  240. package/Engines/Extensions/engine.webVR.d.ts +13 -13
  241. package/Engines/Extensions/engine.webVR.js.map +1 -1
  242. package/Engines/ICanvas.d.ts +11 -0
  243. package/Engines/ICanvas.js.map +1 -1
  244. package/Engines/IDrawContext.d.ts +1 -1
  245. package/Engines/IDrawContext.js.map +1 -1
  246. package/Engines/IMaterialContext.d.ts +1 -1
  247. package/Engines/IMaterialContext.js.map +1 -1
  248. package/Engines/IPipelineContext.d.ts +5 -5
  249. package/Engines/IPipelineContext.js.map +1 -1
  250. package/Engines/Native/nativeDataStream.d.ts +2 -2
  251. package/Engines/Native/nativeDataStream.js +1 -1
  252. package/Engines/Native/nativeDataStream.js.map +1 -1
  253. package/Engines/Native/nativeInterfaces.d.ts +10 -10
  254. package/Engines/Native/nativeInterfaces.js.map +1 -1
  255. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.d.ts +1 -1
  256. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js +1 -1
  257. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js.map +1 -1
  258. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.d.ts +1 -1
  259. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +1 -1
  260. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
  261. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.d.ts +1 -1
  262. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js +1 -1
  263. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js.map +1 -1
  264. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.d.ts +1 -1
  265. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js +1 -1
  266. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js.map +1 -1
  267. package/Engines/Processors/Expressions/shaderDefineExpression.d.ts +1 -1
  268. package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
  269. package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
  270. package/Engines/Processors/iShaderProcessor.d.ts +1 -1
  271. package/Engines/Processors/iShaderProcessor.js.map +1 -1
  272. package/Engines/Processors/shaderCodeConditionNode.d.ts +1 -1
  273. package/Engines/Processors/shaderCodeConditionNode.js +1 -1
  274. package/Engines/Processors/shaderCodeConditionNode.js.map +1 -1
  275. package/Engines/Processors/shaderCodeCursor.d.ts +1 -1
  276. package/Engines/Processors/shaderCodeCursor.js +1 -1
  277. package/Engines/Processors/shaderCodeCursor.js.map +1 -1
  278. package/Engines/Processors/shaderCodeNode.d.ts +1 -1
  279. package/Engines/Processors/shaderCodeNode.js +1 -1
  280. package/Engines/Processors/shaderCodeNode.js.map +1 -1
  281. package/Engines/Processors/shaderCodeTestNode.d.ts +1 -1
  282. package/Engines/Processors/shaderCodeTestNode.js +1 -1
  283. package/Engines/Processors/shaderCodeTestNode.js.map +1 -1
  284. package/Engines/Processors/shaderProcessingOptions.d.ts +2 -2
  285. package/Engines/Processors/shaderProcessingOptions.js.map +1 -1
  286. package/Engines/Processors/shaderProcessor.d.ts +2 -2
  287. package/Engines/Processors/shaderProcessor.js +2 -2
  288. package/Engines/Processors/shaderProcessor.js.map +1 -1
  289. package/Engines/WebGL/webGL2ShaderProcessors.d.ts +1 -1
  290. package/Engines/WebGL/webGL2ShaderProcessors.js +1 -1
  291. package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
  292. package/Engines/WebGL/webGLHardwareTexture.d.ts +1 -1
  293. package/Engines/WebGL/webGLHardwareTexture.js +1 -1
  294. package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
  295. package/Engines/WebGL/webGLPipelineContext.d.ts +29 -38
  296. package/Engines/WebGL/webGLPipelineContext.js +95 -326
  297. package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
  298. package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +2 -2
  299. package/Engines/WebGL/webGLRenderTargetWrapper.js +3 -3
  300. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  301. package/Engines/WebGL/webGLShaderProcessors.d.ts +1 -1
  302. package/Engines/WebGL/webGLShaderProcessors.js +1 -1
  303. package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
  304. package/Engines/WebGPU/Extensions/engine.computeShader.d.ts +1 -1
  305. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  306. package/Engines/WebGPU/Extensions/engine.rawTexture.js +1 -5
  307. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  308. package/Engines/WebGPU/webgpuBufferManager.d.ts +1 -1
  309. package/Engines/WebGPU/webgpuBufferManager.js +1 -1
  310. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  311. package/Engines/WebGPU/webgpuBundleList.d.ts +8 -8
  312. package/Engines/WebGPU/webgpuBundleList.js +7 -7
  313. package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
  314. package/Engines/WebGPU/webgpuCacheBindGroups.d.ts +1 -1
  315. package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -1
  316. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  317. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
  318. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +1 -1
  319. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  320. package/Engines/WebGPU/webgpuCacheRenderPipelineString.d.ts +1 -1
  321. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js +1 -1
  322. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js.map +1 -1
  323. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +2 -2
  324. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +2 -2
  325. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  326. package/Engines/WebGPU/webgpuCacheSampler.d.ts +1 -1
  327. package/Engines/WebGPU/webgpuCacheSampler.js +1 -1
  328. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  329. package/Engines/WebGPU/webgpuClearQuad.d.ts +1 -1
  330. package/Engines/WebGPU/webgpuClearQuad.js +1 -1
  331. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  332. package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
  333. package/Engines/WebGPU/webgpuComputeContext.js +1 -1
  334. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  335. package/Engines/WebGPU/webgpuComputePipelineContext.d.ts +2 -2
  336. package/Engines/WebGPU/webgpuComputePipelineContext.js +1 -1
  337. package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
  338. package/Engines/WebGPU/webgpuConstants.d.ts +38 -38
  339. package/Engines/WebGPU/webgpuConstants.js +38 -38
  340. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  341. package/Engines/WebGPU/webgpuDepthCullingState.d.ts +1 -1
  342. package/Engines/WebGPU/webgpuDepthCullingState.js +1 -1
  343. package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
  344. package/Engines/WebGPU/webgpuDrawContext.d.ts +1 -1
  345. package/Engines/WebGPU/webgpuDrawContext.js +1 -1
  346. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  347. package/Engines/WebGPU/webgpuExternalTexture.d.ts +1 -1
  348. package/Engines/WebGPU/webgpuExternalTexture.js +1 -1
  349. package/Engines/WebGPU/webgpuExternalTexture.js.map +1 -1
  350. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +9 -9
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{ Logger } from \"../../Misc/logger\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Quaternion, Vector3 } from \"../../Maths/math.vector\";\r\nimport type { Node } from \"../../node\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { SceneLoader } from \"../../Loading/sceneLoader\";\r\nimport { WebVRController } from \"./webVRController\";\r\nimport { GenericController } from \"./genericController\";\r\nimport type { ExtendedGamepadButton } from \"./poseEnabledController\";\r\nimport { PoseEnabledController, PoseEnabledControllerType, PoseEnabledControllerHelper } from \"./poseEnabledController\";\r\nimport type { StickValues } from \"../../Gamepads/gamepad\";\r\n\r\n/**\r\n * Defines the LoadedMeshInfo object that describes information about the loaded webVR controller mesh\r\n */\r\nclass LoadedMeshInfo {\r\n /**\r\n * Root of the mesh\r\n */\r\n public rootNode: AbstractMesh;\r\n /**\r\n * Node of the mesh corresponding to the direction the ray should be cast from the controller\r\n */\r\n public pointingPoseNode: TransformNode;\r\n /**\r\n * Map of the button meshes contained in the controller\r\n */\r\n public buttonMeshes: { [id: string]: IButtonMeshInfo } = {};\r\n /**\r\n * Map of the axis meshes contained in the controller\r\n */\r\n public axisMeshes: { [id: number]: IAxisMeshInfo } = {};\r\n}\r\n\r\n/**\r\n * Defines the IMeshInfo object that describes information a webvr controller mesh\r\n */\r\ninterface IMeshInfo {\r\n /**\r\n * Index of the mesh inside the root mesh\r\n */\r\n index: number;\r\n /**\r\n * The mesh\r\n */\r\n value: TransformNode;\r\n}\r\n\r\n/**\r\n * Defines the IButtonMeshInfo object that describes a button mesh\r\n */\r\ninterface IButtonMeshInfo extends IMeshInfo {\r\n /**\r\n * The mesh that should be displayed when pressed\r\n */\r\n pressed: TransformNode;\r\n /**\r\n * The mesh that should be displayed when not pressed\r\n */\r\n unpressed: TransformNode;\r\n}\r\n\r\n/**\r\n * Defines the IAxisMeshInfo object that describes an axis mesh\r\n */\r\ninterface IAxisMeshInfo extends IMeshInfo {\r\n /**\r\n * The mesh that should be set when at its min\r\n */\r\n min: TransformNode;\r\n /**\r\n * The mesh that should be set when at its max\r\n */\r\n max: TransformNode;\r\n}\r\n\r\n/**\r\n * Defines the WindowsMotionController object that the state of the windows motion controller\r\n */\r\nexport class WindowsMotionController extends WebVRController {\r\n /**\r\n * The base url used to load the left and right controller models\r\n */\r\n public static MODEL_BASE_URL: string = \"https://controllers.babylonjs.com/microsoft/\";\r\n /**\r\n * The name of the left controller model file\r\n */\r\n public static MODEL_LEFT_FILENAME: string = \"left.glb\";\r\n /**\r\n * The name of the right controller model file\r\n */\r\n public static MODEL_RIGHT_FILENAME: string = \"right.glb\";\r\n\r\n /**\r\n * The controller name prefix for this controller type\r\n */\r\n public static readonly GAMEPAD_ID_PREFIX: string = \"Spatial Controller (Spatial Interaction Source) \";\r\n /**\r\n * The controller id pattern for this controller type\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n private static readonly GAMEPAD_ID_PATTERN = /([0-9a-zA-Z]+-[0-9a-zA-Z]+)$/;\r\n\r\n private _loadedMeshInfo: Nullable<LoadedMeshInfo>;\r\n protected readonly _mapping = {\r\n // Semantic button names\r\n buttons: [\"thumbstick\", \"trigger\", \"grip\", \"menu\", \"trackpad\"],\r\n // trigger, grip, trackpad, thumbstick, menu\r\n\r\n // A mapping of the button name to glTF model node name\r\n // that should be transformed by button value.\r\n buttonMeshNames: {\r\n trigger: \"SELECT\",\r\n menu: \"MENU\",\r\n grip: \"GRASP\",\r\n thumbstick: \"THUMBSTICK_PRESS\",\r\n trackpad: \"TOUCHPAD_PRESS\",\r\n },\r\n // This mapping is used to translate from the Motion Controller to Babylon semantics\r\n buttonObservableNames: {\r\n trigger: \"onTriggerStateChangedObservable\",\r\n menu: \"onSecondaryButtonStateChangedObservable\",\r\n grip: \"onMainButtonStateChangedObservable\",\r\n thumbstick: \"onPadStateChangedObservable\",\r\n trackpad: \"onTrackpadChangedObservable\",\r\n },\r\n // A mapping of the axis name to glTF model node name\r\n // that should be transformed by axis value.\r\n // This array mirrors the browserGamepad.axes array, such that\r\n // the mesh corresponding to axis 0 is in this array index 0.\r\n axisMeshNames: [\"THUMBSTICK_X\", \"THUMBSTICK_Y\", \"TOUCHPAD_TOUCH_X\", \"TOUCHPAD_TOUCH_Y\"],\r\n // upside down in webxr\r\n pointingPoseMeshName: PoseEnabledController.POINTING_POSE,\r\n };\r\n\r\n /**\r\n * Fired when the trackpad on this controller is clicked\r\n */\r\n public onTrackpadChangedObservable = new Observable<ExtendedGamepadButton>();\r\n /**\r\n * Fired when the trackpad on this controller is modified\r\n */\r\n public onTrackpadValuesChangedObservable = new Observable<StickValues>();\r\n /**\r\n * The current x and y values of this controller's trackpad\r\n */\r\n public trackpad: StickValues = { x: 0, y: 0 };\r\n\r\n /**\r\n * Creates a new WindowsMotionController from a gamepad\r\n * @param vrGamepad the gamepad that the controller should be created from\r\n */\r\n constructor(vrGamepad: any) {\r\n super(vrGamepad);\r\n this.controllerType = PoseEnabledControllerType.WINDOWS;\r\n this._loadedMeshInfo = null;\r\n }\r\n\r\n /**\r\n * Fired when the trigger on this controller is modified\r\n */\r\n public get onTriggerButtonStateChangedObservable(): Observable<ExtendedGamepadButton> {\r\n return this.onTriggerStateChangedObservable;\r\n }\r\n\r\n /**\r\n * Fired when the menu button on this controller is modified\r\n */\r\n public get onMenuButtonStateChangedObservable(): Observable<ExtendedGamepadButton> {\r\n return this.onSecondaryButtonStateChangedObservable;\r\n }\r\n\r\n /**\r\n * Fired when the grip button on this controller is modified\r\n */\r\n public get onGripButtonStateChangedObservable(): Observable<ExtendedGamepadButton> {\r\n return this.onMainButtonStateChangedObservable;\r\n }\r\n\r\n /**\r\n * Fired when the thumbstick button on this controller is modified\r\n */\r\n public get onThumbstickButtonStateChangedObservable(): Observable<ExtendedGamepadButton> {\r\n return this.onPadStateChangedObservable;\r\n }\r\n\r\n /**\r\n * Fired when the touchpad button on this controller is modified\r\n */\r\n public get onTouchpadButtonStateChangedObservable(): Observable<ExtendedGamepadButton> {\r\n return this.onTrackpadChangedObservable;\r\n }\r\n\r\n /**\r\n * Fired when the touchpad values on this controller are modified\r\n */\r\n public get onTouchpadValuesChangedObservable(): Observable<StickValues> {\r\n return this.onTrackpadValuesChangedObservable;\r\n }\r\n\r\n protected _updateTrackpad() {\r\n if (this.browserGamepad.axes && (this.browserGamepad.axes[2] != this.trackpad.x || this.browserGamepad.axes[3] != this.trackpad.y)) {\r\n this.trackpad.x = this.browserGamepad[\"axes\"][this._mapping.axisMeshNames.indexOf(\"TOUCHPAD_TOUCH_X\")];\r\n this.trackpad.y = this.browserGamepad[\"axes\"][this._mapping.axisMeshNames.indexOf(\"TOUCHPAD_TOUCH_Y\")];\r\n this.onTrackpadValuesChangedObservable.notifyObservers(this.trackpad);\r\n }\r\n }\r\n\r\n /**\r\n * Called once per frame by the engine.\r\n */\r\n public update() {\r\n super.update();\r\n if (this.browserGamepad.axes) {\r\n this._updateTrackpad();\r\n // Only need to animate axes if there is a loaded mesh\r\n if (this._loadedMeshInfo) {\r\n for (let axis = 0; axis < this._mapping.axisMeshNames.length; axis++) {\r\n this._lerpAxisTransform(axis, this.browserGamepad.axes[axis]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Called once for each button that changed state since the last frame\r\n * @param buttonIdx Which button index changed\r\n * @param state New state of the button\r\n */\r\n protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton) {\r\n const buttonName = this._mapping.buttons[buttonIdx];\r\n if (!buttonName) {\r\n return;\r\n }\r\n\r\n // Update the trackpad to ensure trackpad.x/y are accurate during button events between frames\r\n this._updateTrackpad();\r\n\r\n // Only emit events for buttons that we know how to map from index to name\r\n const observable = (<any>this)[(<any>this._mapping.buttonObservableNames)[buttonName]];\r\n if (observable) {\r\n observable.notifyObservers(state);\r\n }\r\n\r\n this._lerpButtonTransform(buttonName, state.value);\r\n }\r\n\r\n /**\r\n * Moves the buttons on the controller mesh based on their current state\r\n * @param buttonName the name of the button to move\r\n * @param buttonValue the value of the button which determines the buttons new position\r\n */\r\n protected _lerpButtonTransform(buttonName: string, buttonValue: number) {\r\n // If there is no loaded mesh, there is nothing to transform.\r\n if (!this._loadedMeshInfo) {\r\n return;\r\n }\r\n\r\n const meshInfo = this._loadedMeshInfo.buttonMeshes[buttonName];\r\n\r\n if (!meshInfo || !meshInfo.unpressed.rotationQuaternion || !meshInfo.pressed.rotationQuaternion || !meshInfo.value.rotationQuaternion) {\r\n return;\r\n }\r\n\r\n Quaternion.SlerpToRef(meshInfo.unpressed.rotationQuaternion, meshInfo.pressed.rotationQuaternion, buttonValue, meshInfo.value.rotationQuaternion);\r\n Vector3.LerpToRef(meshInfo.unpressed.position, meshInfo.pressed.position, buttonValue, meshInfo.value.position);\r\n }\r\n\r\n /**\r\n * Moves the axis on the controller mesh based on its current state\r\n * @param axis the index of the axis\r\n * @param axisValue the value of the axis which determines the meshes new position\r\n * @hidden\r\n */\r\n protected _lerpAxisTransform(axis: number, axisValue: number) {\r\n if (!this._loadedMeshInfo) {\r\n return;\r\n }\r\n\r\n const meshInfo = this._loadedMeshInfo.axisMeshes[axis];\r\n if (!meshInfo) {\r\n return;\r\n }\r\n\r\n if (!meshInfo.min.rotationQuaternion || !meshInfo.max.rotationQuaternion || !meshInfo.value.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 = axisValue * 0.5 + 0.5;\r\n Quaternion.SlerpToRef(meshInfo.min.rotationQuaternion, meshInfo.max.rotationQuaternion, lerpValue, meshInfo.value.rotationQuaternion);\r\n Vector3.LerpToRef(meshInfo.min.position, meshInfo.max.position, lerpValue, meshInfo.value.position);\r\n }\r\n\r\n /**\r\n * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.\r\n * @param scene scene in which to add meshes\r\n * @param meshLoaded optional callback function that will be called if the mesh loads successfully.\r\n * @param forceDefault\r\n */\r\n public initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault = false) {\r\n let path: string;\r\n let filename: string;\r\n\r\n // Checking if GLB loader is present\r\n if (SceneLoader.IsPluginForExtensionAvailable(\".glb\")) {\r\n // Determine the device specific folder based on the ID suffix\r\n let device = \"default\";\r\n if (this.id && !forceDefault) {\r\n const match = this.id.match(WindowsMotionController.GAMEPAD_ID_PATTERN);\r\n device = (match && match[0]) || device;\r\n }\r\n\r\n // Hand\r\n if (this.hand === \"left\") {\r\n filename = WindowsMotionController.MODEL_LEFT_FILENAME;\r\n } else {\r\n // Right is the default if no hand is specified\r\n filename = WindowsMotionController.MODEL_RIGHT_FILENAME;\r\n }\r\n\r\n path = WindowsMotionController.MODEL_BASE_URL + device + \"/\";\r\n } else {\r\n Logger.Warn(\"You need to reference GLTF loader to load Windows Motion Controllers model. Falling back to generic models\");\r\n path = GenericController.MODEL_BASE_URL;\r\n filename = GenericController.MODEL_FILENAME;\r\n }\r\n\r\n SceneLoader.ImportMesh(\r\n \"\",\r\n path,\r\n filename,\r\n scene,\r\n (meshes: AbstractMesh[]) => {\r\n // glTF files successfully loaded from the remote server, now process them to ensure they are in the right format.\r\n this._loadedMeshInfo = this._processModel(scene, meshes);\r\n\r\n if (!this._loadedMeshInfo) {\r\n return;\r\n }\r\n\r\n this._defaultModel = this._loadedMeshInfo.rootNode;\r\n this.attachToMesh(this._defaultModel);\r\n\r\n if (meshLoaded) {\r\n meshLoaded(this._defaultModel);\r\n }\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 from the remote server: \" + path + filename);\r\n if (!forceDefault) {\r\n this.initControllerMesh(scene, meshLoaded, true);\r\n }\r\n }\r\n );\r\n }\r\n\r\n /**\r\n * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that\r\n * can be transformed by button presses and axes values, based on this._mapping.\r\n *\r\n * @param scene scene in which the meshes exist\r\n * @param meshes list of meshes that make up the controller model to process\r\n * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.\r\n */\r\n private _processModel(scene: Scene, meshes: AbstractMesh[]): Nullable<LoadedMeshInfo> {\r\n let loadedMeshInfo = null;\r\n\r\n // Create a new mesh to contain the glTF hierarchy\r\n const parentMesh = new Mesh(this.id + \" \" + this.hand, scene);\r\n\r\n // Find the root node in the loaded glTF scene, and attach it as a child of 'parentMesh'\r\n let childMesh: Nullable<AbstractMesh> = null;\r\n for (let i = 0; i < meshes.length; i++) {\r\n const mesh = meshes[i];\r\n\r\n if (!mesh.parent) {\r\n // Exclude controller meshes from picking results\r\n mesh.isPickable = false;\r\n\r\n // Handle root node, attach to the new parentMesh\r\n childMesh = mesh;\r\n break;\r\n }\r\n }\r\n\r\n if (childMesh) {\r\n childMesh.setParent(parentMesh);\r\n\r\n // Create our mesh info. Note that this method will always return non-null.\r\n loadedMeshInfo = this._createMeshInfo(parentMesh);\r\n } else {\r\n Logger.Warn(\"Could not find root node in model file.\");\r\n }\r\n\r\n return loadedMeshInfo;\r\n }\r\n\r\n private _createMeshInfo(rootNode: AbstractMesh): LoadedMeshInfo {\r\n const loadedMeshInfo = new LoadedMeshInfo();\r\n let i;\r\n loadedMeshInfo.rootNode = rootNode;\r\n\r\n // Reset the caches\r\n loadedMeshInfo.buttonMeshes = {};\r\n loadedMeshInfo.axisMeshes = {};\r\n\r\n // Button Meshes\r\n for (i = 0; i < this._mapping.buttons.length; i++) {\r\n const buttonMeshName = (<any>this._mapping.buttonMeshNames)[this._mapping.buttons[i]];\r\n if (!buttonMeshName) {\r\n Logger.Log(\"Skipping unknown button at index: \" + i + \" with mapped name: \" + this._mapping.buttons[i]);\r\n continue;\r\n }\r\n\r\n const buttonMesh = getChildByName(rootNode, buttonMeshName);\r\n if (!buttonMesh) {\r\n Logger.Warn(\"Missing button mesh with name: \" + buttonMeshName);\r\n continue;\r\n }\r\n\r\n const buttonMeshInfo = {\r\n index: i,\r\n value: getImmediateChildByName(buttonMesh, \"VALUE\"),\r\n pressed: getImmediateChildByName(buttonMesh, \"PRESSED\"),\r\n unpressed: getImmediateChildByName(buttonMesh, \"UNPRESSED\"),\r\n };\r\n if (buttonMeshInfo.value && buttonMeshInfo.pressed && buttonMeshInfo.unpressed) {\r\n loadedMeshInfo.buttonMeshes[this._mapping.buttons[i]] = buttonMeshInfo;\r\n } else {\r\n // If we didn't find the mesh, it simply means this button won't have transforms applied as mapped button value changes.\r\n Logger.Warn(\r\n \"Missing button submesh under mesh with name: \" +\r\n buttonMeshName +\r\n \"(VALUE: \" +\r\n !!buttonMeshInfo.value +\r\n \", PRESSED: \" +\r\n !!buttonMeshInfo.pressed +\r\n \", UNPRESSED:\" +\r\n !!buttonMeshInfo.unpressed +\r\n \")\"\r\n );\r\n }\r\n }\r\n\r\n // Axis Meshes\r\n for (i = 0; i < this._mapping.axisMeshNames.length; i++) {\r\n const axisMeshName = this._mapping.axisMeshNames[i];\r\n if (!axisMeshName) {\r\n Logger.Log(\"Skipping unknown axis at index: \" + i);\r\n continue;\r\n }\r\n\r\n const axisMesh = getChildByName(rootNode, axisMeshName);\r\n if (!axisMesh) {\r\n Logger.Warn(\"Missing axis mesh with name: \" + axisMeshName);\r\n continue;\r\n }\r\n\r\n const axisMeshInfo = {\r\n index: i,\r\n value: getImmediateChildByName(axisMesh, \"VALUE\"),\r\n min: getImmediateChildByName(axisMesh, \"MIN\"),\r\n max: getImmediateChildByName(axisMesh, \"MAX\"),\r\n };\r\n if (axisMeshInfo.value && axisMeshInfo.min && axisMeshInfo.max) {\r\n loadedMeshInfo.axisMeshes[i] = axisMeshInfo;\r\n } else {\r\n // If we didn't find the mesh, it simply means thit axis won't have transforms applied as mapped axis values change.\r\n Logger.Warn(\r\n \"Missing axis submesh under mesh with name: \" +\r\n axisMeshName +\r\n \"(VALUE: \" +\r\n !!axisMeshInfo.value +\r\n \", MIN: \" +\r\n !!axisMeshInfo.min +\r\n \", MAX:\" +\r\n !!axisMeshInfo.max +\r\n \")\"\r\n );\r\n }\r\n }\r\n\r\n // Pointing Ray\r\n loadedMeshInfo.pointingPoseNode = getChildByName(rootNode, this._mapping.pointingPoseMeshName);\r\n if (!loadedMeshInfo.pointingPoseNode) {\r\n Logger.Warn(\"Missing pointing pose mesh with name: \" + this._mapping.pointingPoseMeshName);\r\n } else {\r\n this._pointingPoseNode = loadedMeshInfo.pointingPoseNode;\r\n }\r\n\r\n return loadedMeshInfo;\r\n\r\n // Look through all children recursively. This will return null if no mesh exists with the given name.\r\n function getChildByName(node: Node, name: string) {\r\n return <TransformNode>node.getChildren((n) => n.name === name, false)[0];\r\n }\r\n // Look through only immediate children. This will return null if no mesh exists with the given name.\r\n function getImmediateChildByName(node: Node, name: string): TransformNode {\r\n return <TransformNode>node.getChildren((n) => n.name == name, true)[0];\r\n }\r\n }\r\n\r\n /**\r\n * Gets the ray of the controller in the direction the controller is pointing\r\n * @param length the length the resulting ray should be\r\n * @returns a ray in the direction the controller is pointing\r\n */\r\n public getForwardRay(length = 100): Ray {\r\n if (!(this._loadedMeshInfo && this._loadedMeshInfo.pointingPoseNode)) {\r\n return super.getForwardRay(length);\r\n }\r\n\r\n const m = this._loadedMeshInfo.pointingPoseNode.getWorldMatrix();\r\n const origin = m.getTranslation();\r\n\r\n const forward = new Vector3(0, 0, -1);\r\n const forwardWorld = Vector3.TransformNormal(forward, m);\r\n\r\n const direction = Vector3.Normalize(forwardWorld);\r\n\r\n return new Ray(origin, direction, length);\r\n }\r\n\r\n /**\r\n * Disposes of the controller\r\n */\r\n public dispose(): void {\r\n super.dispose();\r\n\r\n this.onTrackpadChangedObservable.clear();\r\n this.onTrackpadValuesChangedObservable.clear();\r\n }\r\n}\r\n\r\n/**\r\n * This class represents a new windows motion controller in XR.\r\n */\r\nexport class XRWindowsMotionController extends WindowsMotionController {\r\n /**\r\n * Changing the original WIndowsMotionController mapping to fir the new mapping\r\n */\r\n protected readonly _mapping = {\r\n // Semantic button names\r\n buttons: [\"trigger\", \"grip\", \"trackpad\", \"thumbstick\", \"menu\"],\r\n // trigger, grip, trackpad, thumbstick, menu\r\n\r\n // A mapping of the button name to glTF model node name\r\n // that should be transformed by button value.\r\n buttonMeshNames: {\r\n trigger: \"SELECT\",\r\n menu: \"MENU\",\r\n grip: \"GRASP\",\r\n thumbstick: \"THUMBSTICK_PRESS\",\r\n trackpad: \"TOUCHPAD_PRESS\",\r\n },\r\n // This mapping is used to translate from the Motion Controller to Babylon semantics\r\n buttonObservableNames: {\r\n trigger: \"onTriggerStateChangedObservable\",\r\n menu: \"onSecondaryButtonStateChangedObservable\",\r\n grip: \"onMainButtonStateChangedObservable\",\r\n thumbstick: \"onThumbstickStateChangedObservable\",\r\n trackpad: \"onTrackpadChangedObservable\",\r\n },\r\n // A mapping of the axis name to glTF model node name\r\n // that should be transformed by axis value.\r\n // This array mirrors the browserGamepad.axes array, such that\r\n // the mesh corresponding to axis 0 is in this array index 0.\r\n axisMeshNames: [\"TOUCHPAD_TOUCH_X\", \"TOUCHPAD_TOUCH_Y\", \"THUMBSTICK_X\", \"THUMBSTICK_Y\"],\r\n // upside down in webxr\r\n pointingPoseMeshName: PoseEnabledController.POINTING_POSE,\r\n };\r\n\r\n /**\r\n * Construct a new XR-Based windows motion controller\r\n *\r\n * @param gamepadInfo the gamepad object from the browser\r\n */\r\n constructor(gamepadInfo: any) {\r\n super(gamepadInfo);\r\n }\r\n\r\n /**\r\n * holds the thumbstick values (X,Y)\r\n */\r\n public thumbstickValues: StickValues = { x: 0, y: 0 };\r\n\r\n /**\r\n * Fired when the thumbstick on this controller is clicked\r\n */\r\n public onThumbstickStateChangedObservable = new Observable<ExtendedGamepadButton>();\r\n /**\r\n * Fired when the thumbstick on this controller is modified\r\n */\r\n public onThumbstickValuesChangedObservable = new Observable<StickValues>();\r\n\r\n /**\r\n * Fired when the touchpad button on this controller is modified\r\n */\r\n public onTrackpadChangedObservable = this.onPadStateChangedObservable;\r\n\r\n /**\r\n * Fired when the touchpad values on this controller are modified\r\n */\r\n public onTrackpadValuesChangedObservable = this.onPadValuesChangedObservable;\r\n\r\n /**\r\n * Fired when the thumbstick button on this controller is modified\r\n * here to prevent breaking changes\r\n */\r\n public get onThumbstickButtonStateChangedObservable(): Observable<ExtendedGamepadButton> {\r\n return this.onThumbstickStateChangedObservable;\r\n }\r\n\r\n /**\r\n * updating the thumbstick(!) and not the trackpad.\r\n * This is named this way due to the difference between WebVR and XR and to avoid\r\n * changing the parent class.\r\n */\r\n protected _updateTrackpad() {\r\n if (this.browserGamepad.axes && (this.browserGamepad.axes[2] != this.thumbstickValues.x || this.browserGamepad.axes[3] != this.thumbstickValues.y)) {\r\n this.trackpad.x = this.browserGamepad[\"axes\"][2];\r\n this.trackpad.y = this.browserGamepad[\"axes\"][3];\r\n this.onThumbstickValuesChangedObservable.notifyObservers(this.trackpad);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the class with joy\r\n */\r\n public dispose() {\r\n super.dispose();\r\n this.onThumbstickStateChangedObservable.clear();\r\n this.onThumbstickValuesChangedObservable.clear();\r\n }\r\n}\r\n\r\nPoseEnabledControllerHelper._ControllerFactories.push({\r\n canCreate: (gamepadInfo) => {\r\n return gamepadInfo.id.indexOf(WindowsMotionController.GAMEPAD_ID_PREFIX) === 0;\r\n },\r\n create: (gamepadInfo) => {\r\n return new WindowsMotionController(gamepadInfo);\r\n },\r\n});\r\n"]}
1
+ 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{ Logger } from \"../../Misc/logger\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Quaternion, Vector3 } from \"../../Maths/math.vector\";\r\nimport type { Node } from \"../../node\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { SceneLoader } from \"../../Loading/sceneLoader\";\r\nimport { WebVRController } from \"./webVRController\";\r\nimport { GenericController } from \"./genericController\";\r\nimport type { ExtendedGamepadButton } from \"./poseEnabledController\";\r\nimport { PoseEnabledController, PoseEnabledControllerType, PoseEnabledControllerHelper } from \"./poseEnabledController\";\r\nimport type { StickValues } from \"../../Gamepads/gamepad\";\r\n\r\n/**\r\n * Defines the LoadedMeshInfo object that describes information about the loaded webVR controller mesh\r\n */\r\nclass LoadedMeshInfo {\r\n /**\r\n * Root of the mesh\r\n */\r\n public rootNode: AbstractMesh;\r\n /**\r\n * Node of the mesh corresponding to the direction the ray should be cast from the controller\r\n */\r\n public pointingPoseNode: TransformNode;\r\n /**\r\n * Map of the button meshes contained in the controller\r\n */\r\n public buttonMeshes: { [id: string]: IButtonMeshInfo } = {};\r\n /**\r\n * Map of the axis meshes contained in the controller\r\n */\r\n public axisMeshes: { [id: number]: IAxisMeshInfo } = {};\r\n}\r\n\r\n/**\r\n * Defines the IMeshInfo object that describes information a webvr controller mesh\r\n */\r\ninterface IMeshInfo {\r\n /**\r\n * Index of the mesh inside the root mesh\r\n */\r\n index: number;\r\n /**\r\n * The mesh\r\n */\r\n value: TransformNode;\r\n}\r\n\r\n/**\r\n * Defines the IButtonMeshInfo object that describes a button mesh\r\n */\r\ninterface IButtonMeshInfo extends IMeshInfo {\r\n /**\r\n * The mesh that should be displayed when pressed\r\n */\r\n pressed: TransformNode;\r\n /**\r\n * The mesh that should be displayed when not pressed\r\n */\r\n unpressed: TransformNode;\r\n}\r\n\r\n/**\r\n * Defines the IAxisMeshInfo object that describes an axis mesh\r\n */\r\ninterface IAxisMeshInfo extends IMeshInfo {\r\n /**\r\n * The mesh that should be set when at its min\r\n */\r\n min: TransformNode;\r\n /**\r\n * The mesh that should be set when at its max\r\n */\r\n max: TransformNode;\r\n}\r\n\r\n/**\r\n * Defines the WindowsMotionController object that the state of the windows motion controller\r\n */\r\nexport class WindowsMotionController extends WebVRController {\r\n /**\r\n * The base url used to load the left and right controller models\r\n */\r\n public static MODEL_BASE_URL: string = \"https://controllers.babylonjs.com/microsoft/\";\r\n /**\r\n * The name of the left controller model file\r\n */\r\n public static MODEL_LEFT_FILENAME: string = \"left.glb\";\r\n /**\r\n * The name of the right controller model file\r\n */\r\n public static MODEL_RIGHT_FILENAME: string = \"right.glb\";\r\n\r\n /**\r\n * The controller name prefix for this controller type\r\n */\r\n public static readonly GAMEPAD_ID_PREFIX: string = \"Spatial Controller (Spatial Interaction Source) \";\r\n /**\r\n * The controller id pattern for this controller type\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n private static readonly GAMEPAD_ID_PATTERN = /([0-9a-zA-Z]+-[0-9a-zA-Z]+)$/;\r\n\r\n private _loadedMeshInfo: Nullable<LoadedMeshInfo>;\r\n protected readonly _mapping = {\r\n // Semantic button names\r\n buttons: [\"thumbstick\", \"trigger\", \"grip\", \"menu\", \"trackpad\"],\r\n // trigger, grip, trackpad, thumbstick, menu\r\n\r\n // A mapping of the button name to glTF model node name\r\n // that should be transformed by button value.\r\n buttonMeshNames: {\r\n trigger: \"SELECT\",\r\n menu: \"MENU\",\r\n grip: \"GRASP\",\r\n thumbstick: \"THUMBSTICK_PRESS\",\r\n trackpad: \"TOUCHPAD_PRESS\",\r\n },\r\n // This mapping is used to translate from the Motion Controller to Babylon semantics\r\n buttonObservableNames: {\r\n trigger: \"onTriggerStateChangedObservable\",\r\n menu: \"onSecondaryButtonStateChangedObservable\",\r\n grip: \"onMainButtonStateChangedObservable\",\r\n thumbstick: \"onPadStateChangedObservable\",\r\n trackpad: \"onTrackpadChangedObservable\",\r\n },\r\n // A mapping of the axis name to glTF model node name\r\n // that should be transformed by axis value.\r\n // This array mirrors the browserGamepad.axes array, such that\r\n // the mesh corresponding to axis 0 is in this array index 0.\r\n axisMeshNames: [\"THUMBSTICK_X\", \"THUMBSTICK_Y\", \"TOUCHPAD_TOUCH_X\", \"TOUCHPAD_TOUCH_Y\"],\r\n // upside down in webxr\r\n pointingPoseMeshName: PoseEnabledController.POINTING_POSE,\r\n };\r\n\r\n /**\r\n * Fired when the trackpad on this controller is clicked\r\n */\r\n public onTrackpadChangedObservable = new Observable<ExtendedGamepadButton>();\r\n /**\r\n * Fired when the trackpad on this controller is modified\r\n */\r\n public onTrackpadValuesChangedObservable = new Observable<StickValues>();\r\n /**\r\n * The current x and y values of this controller's trackpad\r\n */\r\n public trackpad: StickValues = { x: 0, y: 0 };\r\n\r\n /**\r\n * Creates a new WindowsMotionController from a gamepad\r\n * @param vrGamepad the gamepad that the controller should be created from\r\n */\r\n constructor(vrGamepad: any) {\r\n super(vrGamepad);\r\n this.controllerType = PoseEnabledControllerType.WINDOWS;\r\n this._loadedMeshInfo = null;\r\n }\r\n\r\n /**\r\n * Fired when the trigger on this controller is modified\r\n */\r\n public get onTriggerButtonStateChangedObservable(): Observable<ExtendedGamepadButton> {\r\n return this.onTriggerStateChangedObservable;\r\n }\r\n\r\n /**\r\n * Fired when the menu button on this controller is modified\r\n */\r\n public get onMenuButtonStateChangedObservable(): Observable<ExtendedGamepadButton> {\r\n return this.onSecondaryButtonStateChangedObservable;\r\n }\r\n\r\n /**\r\n * Fired when the grip button on this controller is modified\r\n */\r\n public get onGripButtonStateChangedObservable(): Observable<ExtendedGamepadButton> {\r\n return this.onMainButtonStateChangedObservable;\r\n }\r\n\r\n /**\r\n * Fired when the thumbstick button on this controller is modified\r\n */\r\n public get onThumbstickButtonStateChangedObservable(): Observable<ExtendedGamepadButton> {\r\n return this.onPadStateChangedObservable;\r\n }\r\n\r\n /**\r\n * Fired when the touchpad button on this controller is modified\r\n */\r\n public get onTouchpadButtonStateChangedObservable(): Observable<ExtendedGamepadButton> {\r\n return this.onTrackpadChangedObservable;\r\n }\r\n\r\n /**\r\n * Fired when the touchpad values on this controller are modified\r\n */\r\n public get onTouchpadValuesChangedObservable(): Observable<StickValues> {\r\n return this.onTrackpadValuesChangedObservable;\r\n }\r\n\r\n protected _updateTrackpad() {\r\n if (this.browserGamepad.axes && (this.browserGamepad.axes[2] != this.trackpad.x || this.browserGamepad.axes[3] != this.trackpad.y)) {\r\n this.trackpad.x = this.browserGamepad[\"axes\"][this._mapping.axisMeshNames.indexOf(\"TOUCHPAD_TOUCH_X\")];\r\n this.trackpad.y = this.browserGamepad[\"axes\"][this._mapping.axisMeshNames.indexOf(\"TOUCHPAD_TOUCH_Y\")];\r\n this.onTrackpadValuesChangedObservable.notifyObservers(this.trackpad);\r\n }\r\n }\r\n\r\n /**\r\n * Called once per frame by the engine.\r\n */\r\n public update() {\r\n super.update();\r\n if (this.browserGamepad.axes) {\r\n this._updateTrackpad();\r\n // Only need to animate axes if there is a loaded mesh\r\n if (this._loadedMeshInfo) {\r\n for (let axis = 0; axis < this._mapping.axisMeshNames.length; axis++) {\r\n this._lerpAxisTransform(axis, this.browserGamepad.axes[axis]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Called once for each button that changed state since the last frame\r\n * @param buttonIdx Which button index changed\r\n * @param state New state of the button\r\n */\r\n protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton) {\r\n const buttonName = this._mapping.buttons[buttonIdx];\r\n if (!buttonName) {\r\n return;\r\n }\r\n\r\n // Update the trackpad to ensure trackpad.x/y are accurate during button events between frames\r\n this._updateTrackpad();\r\n\r\n // Only emit events for buttons that we know how to map from index to name\r\n const observable = (<any>this)[(<any>this._mapping.buttonObservableNames)[buttonName]];\r\n if (observable) {\r\n observable.notifyObservers(state);\r\n }\r\n\r\n this._lerpButtonTransform(buttonName, state.value);\r\n }\r\n\r\n /**\r\n * Moves the buttons on the controller mesh based on their current state\r\n * @param buttonName the name of the button to move\r\n * @param buttonValue the value of the button which determines the buttons new position\r\n */\r\n protected _lerpButtonTransform(buttonName: string, buttonValue: number) {\r\n // If there is no loaded mesh, there is nothing to transform.\r\n if (!this._loadedMeshInfo) {\r\n return;\r\n }\r\n\r\n const meshInfo = this._loadedMeshInfo.buttonMeshes[buttonName];\r\n\r\n if (!meshInfo || !meshInfo.unpressed.rotationQuaternion || !meshInfo.pressed.rotationQuaternion || !meshInfo.value.rotationQuaternion) {\r\n return;\r\n }\r\n\r\n Quaternion.SlerpToRef(meshInfo.unpressed.rotationQuaternion, meshInfo.pressed.rotationQuaternion, buttonValue, meshInfo.value.rotationQuaternion);\r\n Vector3.LerpToRef(meshInfo.unpressed.position, meshInfo.pressed.position, buttonValue, meshInfo.value.position);\r\n }\r\n\r\n /**\r\n * Moves the axis on the controller mesh based on its current state\r\n * @param axis the index of the axis\r\n * @param axisValue the value of the axis which determines the meshes new position\r\n * @internal\r\n */\r\n protected _lerpAxisTransform(axis: number, axisValue: number) {\r\n if (!this._loadedMeshInfo) {\r\n return;\r\n }\r\n\r\n const meshInfo = this._loadedMeshInfo.axisMeshes[axis];\r\n if (!meshInfo) {\r\n return;\r\n }\r\n\r\n if (!meshInfo.min.rotationQuaternion || !meshInfo.max.rotationQuaternion || !meshInfo.value.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 = axisValue * 0.5 + 0.5;\r\n Quaternion.SlerpToRef(meshInfo.min.rotationQuaternion, meshInfo.max.rotationQuaternion, lerpValue, meshInfo.value.rotationQuaternion);\r\n Vector3.LerpToRef(meshInfo.min.position, meshInfo.max.position, lerpValue, meshInfo.value.position);\r\n }\r\n\r\n /**\r\n * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.\r\n * @param scene scene in which to add meshes\r\n * @param meshLoaded optional callback function that will be called if the mesh loads successfully.\r\n * @param forceDefault\r\n */\r\n public initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault = false) {\r\n let path: string;\r\n let filename: string;\r\n\r\n // Checking if GLB loader is present\r\n if (SceneLoader.IsPluginForExtensionAvailable(\".glb\")) {\r\n // Determine the device specific folder based on the ID suffix\r\n let device = \"default\";\r\n if (this.id && !forceDefault) {\r\n const match = this.id.match(WindowsMotionController.GAMEPAD_ID_PATTERN);\r\n device = (match && match[0]) || device;\r\n }\r\n\r\n // Hand\r\n if (this.hand === \"left\") {\r\n filename = WindowsMotionController.MODEL_LEFT_FILENAME;\r\n } else {\r\n // Right is the default if no hand is specified\r\n filename = WindowsMotionController.MODEL_RIGHT_FILENAME;\r\n }\r\n\r\n path = WindowsMotionController.MODEL_BASE_URL + device + \"/\";\r\n } else {\r\n Logger.Warn(\"You need to reference GLTF loader to load Windows Motion Controllers model. Falling back to generic models\");\r\n path = GenericController.MODEL_BASE_URL;\r\n filename = GenericController.MODEL_FILENAME;\r\n }\r\n\r\n SceneLoader.ImportMesh(\r\n \"\",\r\n path,\r\n filename,\r\n scene,\r\n (meshes: AbstractMesh[]) => {\r\n // glTF files successfully loaded from the remote server, now process them to ensure they are in the right format.\r\n this._loadedMeshInfo = this._processModel(scene, meshes);\r\n\r\n if (!this._loadedMeshInfo) {\r\n return;\r\n }\r\n\r\n this._defaultModel = this._loadedMeshInfo.rootNode;\r\n this.attachToMesh(this._defaultModel);\r\n\r\n if (meshLoaded) {\r\n meshLoaded(this._defaultModel);\r\n }\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 from the remote server: \" + path + filename);\r\n if (!forceDefault) {\r\n this.initControllerMesh(scene, meshLoaded, true);\r\n }\r\n }\r\n );\r\n }\r\n\r\n /**\r\n * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that\r\n * can be transformed by button presses and axes values, based on this._mapping.\r\n *\r\n * @param scene scene in which the meshes exist\r\n * @param meshes list of meshes that make up the controller model to process\r\n * @returns structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.\r\n */\r\n private _processModel(scene: Scene, meshes: AbstractMesh[]): Nullable<LoadedMeshInfo> {\r\n let loadedMeshInfo = null;\r\n\r\n // Create a new mesh to contain the glTF hierarchy\r\n const parentMesh = new Mesh(this.id + \" \" + this.hand, scene);\r\n\r\n // Find the root node in the loaded glTF scene, and attach it as a child of 'parentMesh'\r\n let childMesh: Nullable<AbstractMesh> = null;\r\n for (let i = 0; i < meshes.length; i++) {\r\n const mesh = meshes[i];\r\n\r\n if (!mesh.parent) {\r\n // Exclude controller meshes from picking results\r\n mesh.isPickable = false;\r\n\r\n // Handle root node, attach to the new parentMesh\r\n childMesh = mesh;\r\n break;\r\n }\r\n }\r\n\r\n if (childMesh) {\r\n childMesh.setParent(parentMesh);\r\n\r\n // Create our mesh info. Note that this method will always return non-null.\r\n loadedMeshInfo = this._createMeshInfo(parentMesh);\r\n } else {\r\n Logger.Warn(\"Could not find root node in model file.\");\r\n }\r\n\r\n return loadedMeshInfo;\r\n }\r\n\r\n private _createMeshInfo(rootNode: AbstractMesh): LoadedMeshInfo {\r\n const loadedMeshInfo = new LoadedMeshInfo();\r\n let i;\r\n loadedMeshInfo.rootNode = rootNode;\r\n\r\n // Reset the caches\r\n loadedMeshInfo.buttonMeshes = {};\r\n loadedMeshInfo.axisMeshes = {};\r\n\r\n // Button Meshes\r\n for (i = 0; i < this._mapping.buttons.length; i++) {\r\n const buttonMeshName = (<any>this._mapping.buttonMeshNames)[this._mapping.buttons[i]];\r\n if (!buttonMeshName) {\r\n Logger.Log(\"Skipping unknown button at index: \" + i + \" with mapped name: \" + this._mapping.buttons[i]);\r\n continue;\r\n }\r\n\r\n const buttonMesh = getChildByName(rootNode, buttonMeshName);\r\n if (!buttonMesh) {\r\n Logger.Warn(\"Missing button mesh with name: \" + buttonMeshName);\r\n continue;\r\n }\r\n\r\n const buttonMeshInfo = {\r\n index: i,\r\n value: getImmediateChildByName(buttonMesh, \"VALUE\"),\r\n pressed: getImmediateChildByName(buttonMesh, \"PRESSED\"),\r\n unpressed: getImmediateChildByName(buttonMesh, \"UNPRESSED\"),\r\n };\r\n if (buttonMeshInfo.value && buttonMeshInfo.pressed && buttonMeshInfo.unpressed) {\r\n loadedMeshInfo.buttonMeshes[this._mapping.buttons[i]] = buttonMeshInfo;\r\n } else {\r\n // If we didn't find the mesh, it simply means this button won't have transforms applied as mapped button value changes.\r\n Logger.Warn(\r\n \"Missing button submesh under mesh with name: \" +\r\n buttonMeshName +\r\n \"(VALUE: \" +\r\n !!buttonMeshInfo.value +\r\n \", PRESSED: \" +\r\n !!buttonMeshInfo.pressed +\r\n \", UNPRESSED:\" +\r\n !!buttonMeshInfo.unpressed +\r\n \")\"\r\n );\r\n }\r\n }\r\n\r\n // Axis Meshes\r\n for (i = 0; i < this._mapping.axisMeshNames.length; i++) {\r\n const axisMeshName = this._mapping.axisMeshNames[i];\r\n if (!axisMeshName) {\r\n Logger.Log(\"Skipping unknown axis at index: \" + i);\r\n continue;\r\n }\r\n\r\n const axisMesh = getChildByName(rootNode, axisMeshName);\r\n if (!axisMesh) {\r\n Logger.Warn(\"Missing axis mesh with name: \" + axisMeshName);\r\n continue;\r\n }\r\n\r\n const axisMeshInfo = {\r\n index: i,\r\n value: getImmediateChildByName(axisMesh, \"VALUE\"),\r\n min: getImmediateChildByName(axisMesh, \"MIN\"),\r\n max: getImmediateChildByName(axisMesh, \"MAX\"),\r\n };\r\n if (axisMeshInfo.value && axisMeshInfo.min && axisMeshInfo.max) {\r\n loadedMeshInfo.axisMeshes[i] = axisMeshInfo;\r\n } else {\r\n // If we didn't find the mesh, it simply means thit axis won't have transforms applied as mapped axis values change.\r\n Logger.Warn(\r\n \"Missing axis submesh under mesh with name: \" +\r\n axisMeshName +\r\n \"(VALUE: \" +\r\n !!axisMeshInfo.value +\r\n \", MIN: \" +\r\n !!axisMeshInfo.min +\r\n \", MAX:\" +\r\n !!axisMeshInfo.max +\r\n \")\"\r\n );\r\n }\r\n }\r\n\r\n // Pointing Ray\r\n loadedMeshInfo.pointingPoseNode = getChildByName(rootNode, this._mapping.pointingPoseMeshName);\r\n if (!loadedMeshInfo.pointingPoseNode) {\r\n Logger.Warn(\"Missing pointing pose mesh with name: \" + this._mapping.pointingPoseMeshName);\r\n } else {\r\n this._pointingPoseNode = loadedMeshInfo.pointingPoseNode;\r\n }\r\n\r\n return loadedMeshInfo;\r\n\r\n // Look through all children recursively. This will return null if no mesh exists with the given name.\r\n function getChildByName(node: Node, name: string) {\r\n return <TransformNode>node.getChildren((n) => n.name === name, false)[0];\r\n }\r\n // Look through only immediate children. This will return null if no mesh exists with the given name.\r\n function getImmediateChildByName(node: Node, name: string): TransformNode {\r\n return <TransformNode>node.getChildren((n) => n.name == name, true)[0];\r\n }\r\n }\r\n\r\n /**\r\n * Gets the ray of the controller in the direction the controller is pointing\r\n * @param length the length the resulting ray should be\r\n * @returns a ray in the direction the controller is pointing\r\n */\r\n public getForwardRay(length = 100): Ray {\r\n if (!(this._loadedMeshInfo && this._loadedMeshInfo.pointingPoseNode)) {\r\n return super.getForwardRay(length);\r\n }\r\n\r\n const m = this._loadedMeshInfo.pointingPoseNode.getWorldMatrix();\r\n const origin = m.getTranslation();\r\n\r\n const forward = new Vector3(0, 0, -1);\r\n const forwardWorld = Vector3.TransformNormal(forward, m);\r\n\r\n const direction = Vector3.Normalize(forwardWorld);\r\n\r\n return new Ray(origin, direction, length);\r\n }\r\n\r\n /**\r\n * Disposes of the controller\r\n */\r\n public dispose(): void {\r\n super.dispose();\r\n\r\n this.onTrackpadChangedObservable.clear();\r\n this.onTrackpadValuesChangedObservable.clear();\r\n }\r\n}\r\n\r\n/**\r\n * This class represents a new windows motion controller in XR.\r\n */\r\nexport class XRWindowsMotionController extends WindowsMotionController {\r\n /**\r\n * Changing the original WIndowsMotionController mapping to fir the new mapping\r\n */\r\n protected readonly _mapping = {\r\n // Semantic button names\r\n buttons: [\"trigger\", \"grip\", \"trackpad\", \"thumbstick\", \"menu\"],\r\n // trigger, grip, trackpad, thumbstick, menu\r\n\r\n // A mapping of the button name to glTF model node name\r\n // that should be transformed by button value.\r\n buttonMeshNames: {\r\n trigger: \"SELECT\",\r\n menu: \"MENU\",\r\n grip: \"GRASP\",\r\n thumbstick: \"THUMBSTICK_PRESS\",\r\n trackpad: \"TOUCHPAD_PRESS\",\r\n },\r\n // This mapping is used to translate from the Motion Controller to Babylon semantics\r\n buttonObservableNames: {\r\n trigger: \"onTriggerStateChangedObservable\",\r\n menu: \"onSecondaryButtonStateChangedObservable\",\r\n grip: \"onMainButtonStateChangedObservable\",\r\n thumbstick: \"onThumbstickStateChangedObservable\",\r\n trackpad: \"onTrackpadChangedObservable\",\r\n },\r\n // A mapping of the axis name to glTF model node name\r\n // that should be transformed by axis value.\r\n // This array mirrors the browserGamepad.axes array, such that\r\n // the mesh corresponding to axis 0 is in this array index 0.\r\n axisMeshNames: [\"TOUCHPAD_TOUCH_X\", \"TOUCHPAD_TOUCH_Y\", \"THUMBSTICK_X\", \"THUMBSTICK_Y\"],\r\n // upside down in webxr\r\n pointingPoseMeshName: PoseEnabledController.POINTING_POSE,\r\n };\r\n\r\n /**\r\n * Construct a new XR-Based windows motion controller\r\n *\r\n * @param gamepadInfo the gamepad object from the browser\r\n */\r\n constructor(gamepadInfo: any) {\r\n super(gamepadInfo);\r\n }\r\n\r\n /**\r\n * holds the thumbstick values (X,Y)\r\n */\r\n public thumbstickValues: StickValues = { x: 0, y: 0 };\r\n\r\n /**\r\n * Fired when the thumbstick on this controller is clicked\r\n */\r\n public onThumbstickStateChangedObservable = new Observable<ExtendedGamepadButton>();\r\n /**\r\n * Fired when the thumbstick on this controller is modified\r\n */\r\n public onThumbstickValuesChangedObservable = new Observable<StickValues>();\r\n\r\n /**\r\n * Fired when the touchpad button on this controller is modified\r\n */\r\n public onTrackpadChangedObservable = this.onPadStateChangedObservable;\r\n\r\n /**\r\n * Fired when the touchpad values on this controller are modified\r\n */\r\n public onTrackpadValuesChangedObservable = this.onPadValuesChangedObservable;\r\n\r\n /**\r\n * Fired when the thumbstick button on this controller is modified\r\n * here to prevent breaking changes\r\n */\r\n public get onThumbstickButtonStateChangedObservable(): Observable<ExtendedGamepadButton> {\r\n return this.onThumbstickStateChangedObservable;\r\n }\r\n\r\n /**\r\n * updating the thumbstick(!) and not the trackpad.\r\n * This is named this way due to the difference between WebVR and XR and to avoid\r\n * changing the parent class.\r\n */\r\n protected _updateTrackpad() {\r\n if (this.browserGamepad.axes && (this.browserGamepad.axes[2] != this.thumbstickValues.x || this.browserGamepad.axes[3] != this.thumbstickValues.y)) {\r\n this.trackpad.x = this.browserGamepad[\"axes\"][2];\r\n this.trackpad.y = this.browserGamepad[\"axes\"][3];\r\n this.onThumbstickValuesChangedObservable.notifyObservers(this.trackpad);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the class with joy\r\n */\r\n public dispose() {\r\n super.dispose();\r\n this.onThumbstickStateChangedObservable.clear();\r\n this.onThumbstickValuesChangedObservable.clear();\r\n }\r\n}\r\n\r\nPoseEnabledControllerHelper._ControllerFactories.push({\r\n canCreate: (gamepadInfo) => {\r\n return gamepadInfo.id.indexOf(WindowsMotionController.GAMEPAD_ID_PREFIX) === 0;\r\n },\r\n create: (gamepadInfo) => {\r\n return new WindowsMotionController(gamepadInfo);\r\n },\r\n});\r\n"]}
@@ -69,7 +69,7 @@ export declare class Gamepad {
69
69
  type: number;
70
70
  private _leftStick;
71
71
  private _rightStick;
72
- /** @hidden */
72
+ /** @internal */
73
73
  _isConnected: boolean;
74
74
  private _leftStickAxisX;
75
75
  private _leftStickAxisY;
@@ -53,7 +53,7 @@ export class Gamepad {
53
53
  this.browserGamepad = browserGamepad;
54
54
  this._leftStick = { x: 0, y: 0 };
55
55
  this._rightStick = { x: 0, y: 0 };
56
- /** @hidden */
56
+ /** @internal */
57
57
  this._isConnected = true;
58
58
  /**
59
59
  * Specifies whether the left control stick should be Y-inverted
@@ -1 +1 @@
1
- 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{ Observable } from \"../Misc/observable\";\r\n\r\n/**\r\n * Represents a gamepad control stick position\r\n */\r\nexport class StickValues {\r\n /**\r\n * Initializes the gamepad x and y control stick values\r\n * @param x The x component of the gamepad control stick value\r\n * @param y The y component of the gamepad control stick value\r\n */\r\n constructor(\r\n /**\r\n * The x component of the control stick\r\n */\r\n public x: number,\r\n /**\r\n * The y component of the control stick\r\n */\r\n public y: number\r\n ) {}\r\n}\r\n\r\n/**\r\n * An interface which manages callbacks for gamepad button changes\r\n */\r\nexport interface GamepadButtonChanges {\r\n /**\r\n * Called when a gamepad has been changed\r\n */\r\n changed: boolean;\r\n /**\r\n * Called when a gamepad press event has been triggered\r\n */\r\n pressChanged: boolean;\r\n /**\r\n * Called when a touch event has been triggered\r\n */\r\n touchChanged: boolean;\r\n /**\r\n * Called when a value has changed\r\n */\r\n valueChanged: boolean;\r\n}\r\n\r\n/**\r\n * Represents a gamepad\r\n */\r\nexport class Gamepad {\r\n /**\r\n * Specifies what type of gamepad this represents\r\n */\r\n public type: number;\r\n\r\n private _leftStick: StickValues = { x: 0, y: 0 };\r\n private _rightStick: StickValues = { x: 0, y: 0 };\r\n\r\n /** @hidden */\r\n public _isConnected = true;\r\n\r\n private _leftStickAxisX: number;\r\n private _leftStickAxisY: number;\r\n private _rightStickAxisX: number;\r\n private _rightStickAxisY: number;\r\n\r\n /**\r\n * Triggered when the left control stick has been changed\r\n */\r\n private _onleftstickchanged: (values: StickValues) => void;\r\n\r\n /**\r\n * Triggered when the right control stick has been changed\r\n */\r\n private _onrightstickchanged: (values: StickValues) => void;\r\n\r\n /**\r\n * Represents a gamepad controller\r\n */\r\n public static GAMEPAD = 0;\r\n /**\r\n * Represents a generic controller\r\n */\r\n public static GENERIC = 1;\r\n /**\r\n * Represents an XBox controller\r\n */\r\n public static XBOX = 2;\r\n /**\r\n * Represents a pose-enabled controller\r\n */\r\n public static POSE_ENABLED = 3;\r\n /**\r\n * Represents an Dual Shock controller\r\n */\r\n public static DUALSHOCK = 4;\r\n\r\n /**\r\n * Specifies whether the left control stick should be Y-inverted\r\n */\r\n protected _invertLeftStickY: boolean = false;\r\n\r\n /**\r\n * Specifies if the gamepad has been connected\r\n */\r\n public get isConnected(): boolean {\r\n return this._isConnected;\r\n }\r\n\r\n /**\r\n * Initializes the gamepad\r\n * @param id The id of the gamepad\r\n * @param index The index of the gamepad\r\n * @param browserGamepad The browser gamepad\r\n * @param leftStickX The x component of the left joystick\r\n * @param leftStickY The y component of the left joystick\r\n * @param rightStickX The x component of the right joystick\r\n * @param rightStickY The y component of the right joystick\r\n */\r\n constructor(\r\n /**\r\n * The id of the gamepad\r\n */\r\n public id: string,\r\n /**\r\n * The index of the gamepad\r\n */\r\n public index: number,\r\n /**\r\n * The browser gamepad\r\n */\r\n public browserGamepad: any,\r\n leftStickX: number = 0,\r\n leftStickY: number = 1,\r\n rightStickX: number = 2,\r\n rightStickY: number = 3\r\n ) {\r\n this.type = Gamepad.GAMEPAD;\r\n this._leftStickAxisX = leftStickX;\r\n this._leftStickAxisY = leftStickY;\r\n this._rightStickAxisX = rightStickX;\r\n this._rightStickAxisY = rightStickY;\r\n if (this.browserGamepad.axes.length >= 2) {\r\n this._leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };\r\n }\r\n if (this.browserGamepad.axes.length >= 4) {\r\n this._rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };\r\n }\r\n }\r\n\r\n /**\r\n * Callback triggered when the left joystick has changed\r\n * @param callback\r\n */\r\n public onleftstickchanged(callback: (values: StickValues) => void) {\r\n this._onleftstickchanged = callback;\r\n }\r\n\r\n /**\r\n * Callback triggered when the right joystick has changed\r\n * @param callback\r\n */\r\n public onrightstickchanged(callback: (values: StickValues) => void) {\r\n this._onrightstickchanged = callback;\r\n }\r\n\r\n /**\r\n * Gets the left joystick\r\n */\r\n public get leftStick(): StickValues {\r\n return this._leftStick;\r\n }\r\n /**\r\n * Sets the left joystick values\r\n */\r\n public set leftStick(newValues: StickValues) {\r\n if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {\r\n this._onleftstickchanged(newValues);\r\n }\r\n this._leftStick = newValues;\r\n }\r\n /**\r\n * Gets the right joystick\r\n */\r\n public get rightStick(): StickValues {\r\n return this._rightStick;\r\n }\r\n /**\r\n * Sets the right joystick value\r\n */\r\n public set rightStick(newValues: StickValues) {\r\n if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {\r\n this._onrightstickchanged(newValues);\r\n }\r\n this._rightStick = newValues;\r\n }\r\n\r\n /**\r\n * Updates the gamepad joystick positions\r\n */\r\n\r\n public update() {\r\n if (this._leftStick) {\r\n this.leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };\r\n if (this._invertLeftStickY) {\r\n this.leftStick.y *= -1;\r\n }\r\n }\r\n if (this._rightStick) {\r\n this.rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the gamepad\r\n */\r\n public dispose() {}\r\n}\r\n\r\n/**\r\n * Represents a generic gamepad\r\n */\r\nexport class GenericPad extends Gamepad {\r\n private _buttons: Array<number>;\r\n private _onbuttondown: (buttonPressed: number) => void;\r\n private _onbuttonup: (buttonReleased: number) => void;\r\n\r\n /**\r\n * Observable triggered when a button has been pressed\r\n */\r\n public onButtonDownObservable = new Observable<number>();\r\n /**\r\n * Observable triggered when a button has been released\r\n */\r\n public onButtonUpObservable = new Observable<number>();\r\n\r\n /**\r\n * Callback triggered when a button has been pressed\r\n * @param callback Called when a button has been pressed\r\n */\r\n public onbuttondown(callback: (buttonPressed: number) => void) {\r\n this._onbuttondown = callback;\r\n }\r\n /**\r\n * Callback triggered when a button has been released\r\n * @param callback Called when a button has been released\r\n */\r\n public onbuttonup(callback: (buttonReleased: number) => void) {\r\n this._onbuttonup = callback;\r\n }\r\n\r\n /**\r\n * Initializes the generic gamepad\r\n * @param id The id of the generic gamepad\r\n * @param index The index of the generic gamepad\r\n * @param browserGamepad The browser gamepad\r\n */\r\n constructor(id: string, index: number, browserGamepad: any) {\r\n super(id, index, browserGamepad);\r\n this.type = Gamepad.GENERIC;\r\n this._buttons = new Array(browserGamepad.buttons.length);\r\n }\r\n\r\n private _setButtonValue(newValue: number, currentValue: number, buttonIndex: number): number {\r\n if (newValue !== currentValue) {\r\n if (newValue === 1) {\r\n if (this._onbuttondown) {\r\n this._onbuttondown(buttonIndex);\r\n }\r\n\r\n this.onButtonDownObservable.notifyObservers(buttonIndex);\r\n }\r\n if (newValue === 0) {\r\n if (this._onbuttonup) {\r\n this._onbuttonup(buttonIndex);\r\n }\r\n\r\n this.onButtonUpObservable.notifyObservers(buttonIndex);\r\n }\r\n }\r\n return newValue;\r\n }\r\n\r\n /**\r\n * Updates the generic gamepad\r\n */\r\n public update() {\r\n super.update();\r\n for (let index = 0; index < this._buttons.length; index++) {\r\n this._buttons[index] = this._setButtonValue(this.browserGamepad.buttons[index].value, this._buttons[index], index);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the generic gamepad\r\n */\r\n public dispose() {\r\n super.dispose();\r\n this.onButtonDownObservable.clear();\r\n this.onButtonUpObservable.clear();\r\n }\r\n}\r\n"]}
1
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{ Observable } from \"../Misc/observable\";\r\n\r\n/**\r\n * Represents a gamepad control stick position\r\n */\r\nexport class StickValues {\r\n /**\r\n * Initializes the gamepad x and y control stick values\r\n * @param x The x component of the gamepad control stick value\r\n * @param y The y component of the gamepad control stick value\r\n */\r\n constructor(\r\n /**\r\n * The x component of the control stick\r\n */\r\n public x: number,\r\n /**\r\n * The y component of the control stick\r\n */\r\n public y: number\r\n ) {}\r\n}\r\n\r\n/**\r\n * An interface which manages callbacks for gamepad button changes\r\n */\r\nexport interface GamepadButtonChanges {\r\n /**\r\n * Called when a gamepad has been changed\r\n */\r\n changed: boolean;\r\n /**\r\n * Called when a gamepad press event has been triggered\r\n */\r\n pressChanged: boolean;\r\n /**\r\n * Called when a touch event has been triggered\r\n */\r\n touchChanged: boolean;\r\n /**\r\n * Called when a value has changed\r\n */\r\n valueChanged: boolean;\r\n}\r\n\r\n/**\r\n * Represents a gamepad\r\n */\r\nexport class Gamepad {\r\n /**\r\n * Specifies what type of gamepad this represents\r\n */\r\n public type: number;\r\n\r\n private _leftStick: StickValues = { x: 0, y: 0 };\r\n private _rightStick: StickValues = { x: 0, y: 0 };\r\n\r\n /** @internal */\r\n public _isConnected = true;\r\n\r\n private _leftStickAxisX: number;\r\n private _leftStickAxisY: number;\r\n private _rightStickAxisX: number;\r\n private _rightStickAxisY: number;\r\n\r\n /**\r\n * Triggered when the left control stick has been changed\r\n */\r\n private _onleftstickchanged: (values: StickValues) => void;\r\n\r\n /**\r\n * Triggered when the right control stick has been changed\r\n */\r\n private _onrightstickchanged: (values: StickValues) => void;\r\n\r\n /**\r\n * Represents a gamepad controller\r\n */\r\n public static GAMEPAD = 0;\r\n /**\r\n * Represents a generic controller\r\n */\r\n public static GENERIC = 1;\r\n /**\r\n * Represents an XBox controller\r\n */\r\n public static XBOX = 2;\r\n /**\r\n * Represents a pose-enabled controller\r\n */\r\n public static POSE_ENABLED = 3;\r\n /**\r\n * Represents an Dual Shock controller\r\n */\r\n public static DUALSHOCK = 4;\r\n\r\n /**\r\n * Specifies whether the left control stick should be Y-inverted\r\n */\r\n protected _invertLeftStickY: boolean = false;\r\n\r\n /**\r\n * Specifies if the gamepad has been connected\r\n */\r\n public get isConnected(): boolean {\r\n return this._isConnected;\r\n }\r\n\r\n /**\r\n * Initializes the gamepad\r\n * @param id The id of the gamepad\r\n * @param index The index of the gamepad\r\n * @param browserGamepad The browser gamepad\r\n * @param leftStickX The x component of the left joystick\r\n * @param leftStickY The y component of the left joystick\r\n * @param rightStickX The x component of the right joystick\r\n * @param rightStickY The y component of the right joystick\r\n */\r\n constructor(\r\n /**\r\n * The id of the gamepad\r\n */\r\n public id: string,\r\n /**\r\n * The index of the gamepad\r\n */\r\n public index: number,\r\n /**\r\n * The browser gamepad\r\n */\r\n public browserGamepad: any,\r\n leftStickX: number = 0,\r\n leftStickY: number = 1,\r\n rightStickX: number = 2,\r\n rightStickY: number = 3\r\n ) {\r\n this.type = Gamepad.GAMEPAD;\r\n this._leftStickAxisX = leftStickX;\r\n this._leftStickAxisY = leftStickY;\r\n this._rightStickAxisX = rightStickX;\r\n this._rightStickAxisY = rightStickY;\r\n if (this.browserGamepad.axes.length >= 2) {\r\n this._leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };\r\n }\r\n if (this.browserGamepad.axes.length >= 4) {\r\n this._rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };\r\n }\r\n }\r\n\r\n /**\r\n * Callback triggered when the left joystick has changed\r\n * @param callback\r\n */\r\n public onleftstickchanged(callback: (values: StickValues) => void) {\r\n this._onleftstickchanged = callback;\r\n }\r\n\r\n /**\r\n * Callback triggered when the right joystick has changed\r\n * @param callback\r\n */\r\n public onrightstickchanged(callback: (values: StickValues) => void) {\r\n this._onrightstickchanged = callback;\r\n }\r\n\r\n /**\r\n * Gets the left joystick\r\n */\r\n public get leftStick(): StickValues {\r\n return this._leftStick;\r\n }\r\n /**\r\n * Sets the left joystick values\r\n */\r\n public set leftStick(newValues: StickValues) {\r\n if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {\r\n this._onleftstickchanged(newValues);\r\n }\r\n this._leftStick = newValues;\r\n }\r\n /**\r\n * Gets the right joystick\r\n */\r\n public get rightStick(): StickValues {\r\n return this._rightStick;\r\n }\r\n /**\r\n * Sets the right joystick value\r\n */\r\n public set rightStick(newValues: StickValues) {\r\n if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {\r\n this._onrightstickchanged(newValues);\r\n }\r\n this._rightStick = newValues;\r\n }\r\n\r\n /**\r\n * Updates the gamepad joystick positions\r\n */\r\n\r\n public update() {\r\n if (this._leftStick) {\r\n this.leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };\r\n if (this._invertLeftStickY) {\r\n this.leftStick.y *= -1;\r\n }\r\n }\r\n if (this._rightStick) {\r\n this.rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the gamepad\r\n */\r\n public dispose() {}\r\n}\r\n\r\n/**\r\n * Represents a generic gamepad\r\n */\r\nexport class GenericPad extends Gamepad {\r\n private _buttons: Array<number>;\r\n private _onbuttondown: (buttonPressed: number) => void;\r\n private _onbuttonup: (buttonReleased: number) => void;\r\n\r\n /**\r\n * Observable triggered when a button has been pressed\r\n */\r\n public onButtonDownObservable = new Observable<number>();\r\n /**\r\n * Observable triggered when a button has been released\r\n */\r\n public onButtonUpObservable = new Observable<number>();\r\n\r\n /**\r\n * Callback triggered when a button has been pressed\r\n * @param callback Called when a button has been pressed\r\n */\r\n public onbuttondown(callback: (buttonPressed: number) => void) {\r\n this._onbuttondown = callback;\r\n }\r\n /**\r\n * Callback triggered when a button has been released\r\n * @param callback Called when a button has been released\r\n */\r\n public onbuttonup(callback: (buttonReleased: number) => void) {\r\n this._onbuttonup = callback;\r\n }\r\n\r\n /**\r\n * Initializes the generic gamepad\r\n * @param id The id of the generic gamepad\r\n * @param index The index of the generic gamepad\r\n * @param browserGamepad The browser gamepad\r\n */\r\n constructor(id: string, index: number, browserGamepad: any) {\r\n super(id, index, browserGamepad);\r\n this.type = Gamepad.GENERIC;\r\n this._buttons = new Array(browserGamepad.buttons.length);\r\n }\r\n\r\n private _setButtonValue(newValue: number, currentValue: number, buttonIndex: number): number {\r\n if (newValue !== currentValue) {\r\n if (newValue === 1) {\r\n if (this._onbuttondown) {\r\n this._onbuttondown(buttonIndex);\r\n }\r\n\r\n this.onButtonDownObservable.notifyObservers(buttonIndex);\r\n }\r\n if (newValue === 0) {\r\n if (this._onbuttonup) {\r\n this._onbuttonup(buttonIndex);\r\n }\r\n\r\n this.onButtonUpObservable.notifyObservers(buttonIndex);\r\n }\r\n }\r\n return newValue;\r\n }\r\n\r\n /**\r\n * Updates the generic gamepad\r\n */\r\n public update() {\r\n super.update();\r\n for (let index = 0; index < this._buttons.length; index++) {\r\n this._buttons[index] = this._setButtonValue(this.browserGamepad.buttons[index].value, this._buttons[index], index);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the generic gamepad\r\n */\r\n public dispose() {\r\n super.dispose();\r\n this.onButtonDownObservable.clear();\r\n this.onButtonUpObservable.clear();\r\n }\r\n}\r\n"]}
@@ -9,7 +9,7 @@ export declare class GamepadManager {
9
9
  private _scene?;
10
10
  private _babylonGamepads;
11
11
  private _oneGamepadConnected;
12
- /** @hidden */
12
+ /** @internal */
13
13
  _isMonitoring: boolean;
14
14
  private _gamepadEventSupported;
15
15
  private _gamepadSupport?;
@@ -46,7 +46,7 @@ export declare class GamepadManager {
46
46
  private _startMonitoringGamepads;
47
47
  private _stopMonitoringGamepads;
48
48
  private _loggedErrors;
49
- /** @hidden */
49
+ /** @internal */
50
50
  _checkGamepadsStatus(): void;
51
51
  private _updateGamepadObjects;
52
52
  }
@@ -18,7 +18,7 @@ export class GamepadManager {
18
18
  this._scene = _scene;
19
19
  this._babylonGamepads = [];
20
20
  this._oneGamepadConnected = false;
21
- /** @hidden */
21
+ /** @internal */
22
22
  this._isMonitoring = false;
23
23
  /**
24
24
  * observable to be triggered when the gamepad controller has been disconnected
@@ -172,7 +172,7 @@ export class GamepadManager {
172
172
  _stopMonitoringGamepads() {
173
173
  this._isMonitoring = false;
174
174
  }
175
- /** @hidden */
175
+ /** @internal */
176
176
  _checkGamepadsStatus() {
177
177
  // Hack to be compatible Chrome
178
178
  this._updateGamepadObjects();
@@ -1 +1 @@
1
- {"version":3,"file":"gamepadManager.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Gamepads/gamepadManager.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAChD,OAAO,EAAE,mBAAmB,EAAE,MAAM,uBAAuB,CAAC;AAG5D,OAAO,EAAE,2BAA2B,EAAE,MAAM,+CAA+C,CAAC;AAC5F,OAAO,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AAC3C,OAAO,EAAE,OAAO,EAAE,UAAU,EAAE,MAAM,WAAW,CAAC;AAChD,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAClD,OAAO,EAAE,KAAK,EAAE,MAAM,eAAe,CAAC;AACtC;;GAEG;AACH,MAAM,OAAO,cAAc;IAsBvB;;;OAGG;IACH,YAAoB,MAAc;QAAd,WAAM,GAAN,MAAM,CAAQ;QAzB1B,qBAAgB,GAAmB,EAAE,CAAC;QACtC,yBAAoB,GAAY,KAAK,CAAC;QAE9C,cAAc;QACP,kBAAa,GAAY,KAAK,CAAC;QAStC;;WAEG;QACI,oCAA+B,GAAG,IAAI,UAAU,EAAW,CAAC;QAU/D,IAAI,CAAC,mBAAmB,EAAE,EAAE;YACxB,IAAI,CAAC,sBAAsB,GAAG,KAAK,CAAC;SACvC;aAAM;YACH,IAAI,CAAC,sBAAsB,GAAG,cAAc,IAAI,MAAM,CAAC;YACvD,IAAI,CAAC,eAAe,GAAG,SAAS,IAAI,CAAC,SAAS,CAAC,WAAW,IAAI,SAAS,CAAC,iBAAiB,IAAI,SAAS,CAAC,aAAa,IAAI,SAAS,CAAC,cAAc,CAAC,CAAC;SACrJ;QAED,IAAI,CAAC,4BAA4B,GAAG,IAAI,UAAU,CAAU,CAAC,QAAQ,EAAE,EAAE;YACrE,uFAAuF;YACvF,KAAK,MAAM,CAAC,IAAI,IAAI,CAAC,gBAAgB,EAAE;gBACnC,MAAM,OAAO,GAAG,IAAI,CAAC,gBAAgB,CAAC,CAAC,CAAC,CAAC;gBACzC,IAAI,OAAO,IAAI,OAAO,CAAC,YAAY,EAAE;oBACjC,IAAI,CAAC,4BAA4B,CAAC,cAAc,CAAC,QAAQ,EAAE,OAAO,CAAC,CAAC;iBACvE;aACJ;QACL,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,wBAAwB,GAAG,CAAC,GAAG,EAAE,EAAE;YACpC,MAAM,OAAO,GAAG,GAAG,CAAC,OAAO,CAAC;YAE5B,IAAI,OAAO,CAAC,KAAK,IAAI,IAAI,CAAC,gBAAgB,EAAE;gBACxC,IAAI,IAAI,CAAC,gBAAgB,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC,WAAW,EAAE;oBAClD,OAAO;iBACV;aACJ;YAED,IAAI,UAAmB,CAAC;YAExB,IAAI,IAAI,CAAC,gBAAgB,CAAC,OAAO,CAAC,KAAK,CAAC,EAAE;gBACtC,UAAU,GAAG,IAAI,CAAC,gBAAgB,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC;gBAClD,UAAU,CAAC,cAAc,GAAG,OAAO,CAAC;gBACpC,UAAU,CAAC,YAAY,GAAG,IAAI,CAAC;aAClC;iBAAM;gBACH,UAAU,GAAG,IAAI,CAAC,cAAc,CAAC,OAAO,CAAC,CAAC;aAC7C;YACD,IAAI,CAAC,4BAA4B,CAAC,eAAe,CAAC,UAAU,CAAC,CAAC;YAC9D,IAAI,CAAC,wBAAwB,EAAE,CAAC;QACpC,CAAC,CAAC;QAEF,IAAI,CAAC,2BAA2B,GAAG,CAAC,GAAG,EAAE,EAAE;YACvC,MAAM,OAAO,GAAG,GAAG,CAAC,OAAO,CAAC;YAE5B,2DAA2D;YAC3D,KAAK,MAAM,CAAC,IAAI,IAAI,CAAC,gBAAgB,EAAE;gBACnC,IAAI,IAAI,CAAC,gBAAgB,CAAC,CAAC,CAAC,CAAC,KAAK,KAAK,OAAO,CAAC,KAAK,EAAE;oBAClD,MAAM,mBAAmB,GAAG,IAAI,CAAC,gBAAgB,CAAC,CAAC,CAAC,CAAC;oBACrD,mBAAmB,CAAC,YAAY,GAAG,KAAK,CAAC;oBAEzC,IAAI,CAAC,+BAA+B,CAAC,eAAe,CAAC,mBAAmB,CAAC,CAAC;oBAC1E,mBAAmB,CAAC,OAAO,IAAI,mBAAmB,CAAC,OAAO,EAAE,CAAC;oBAC7D,MAAM;iBACT;aACJ;QACL,CAAC,CAAC;QAEF,IAAI,IAAI,CAAC,eAAe,EAAE;YACtB,sCAAsC;YACtC,IAAI,CAAC,qBAAqB,EAAE,CAAC;YAC7B,IAAI,IAAI,CAAC,gBAAgB,CAAC,MAAM,EAAE;gBAC9B,IAAI,CAAC,wBAAwB,EAAE,CAAC;aACnC;YACD,yEAAyE;YACzE,IAAI,IAAI,CAAC,sBAAsB,EAAE;gBAC7B,MAAM,UAAU,GAAG,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,aAAa,EAAE,CAAC,CAAC,CAAC,MAAM,CAAC;gBAElF,IAAI,UAAU,EAAE;oBACZ,UAAU,CAAC,gBAAgB,CAAC,kBAAkB,EAAE,IAAI,CAAC,wBAAwB,EAAE,KAAK,CAAC,CAAC;oBACtF,UAAU,CAAC,gBAAgB,CAAC,qBAAqB,EAAE,IAAI,CAAC,2BAA2B,EAAE,KAAK,CAAC,CAAC;iBAC/F;aACJ;iBAAM;gBACH,IAAI,CAAC,wBAAwB,EAAE,CAAC;aACnC;SACJ;IACL,CAAC;IAED;;OAEG;IACH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,gBAAgB,CAAC;IACjC,CAAC;IAED;;;;OAIG;IACI,gBAAgB,CAAC,OAAe,OAAO,CAAC,IAAI;QAC/C,KAAK,MAAM,OAAO,IAAI,IAAI,CAAC,gBAAgB,EAAE;YACzC,IAAI,OAAO,IAAI,OAAO,CAAC,IAAI,KAAK,IAAI,EAAE;gBAClC,OAAO,OAAO,CAAC;aAClB;SACJ;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,IAAI,CAAC,sBAAsB,EAAE;YAC7B,IAAI,IAAI,CAAC,wBAAwB,EAAE;gBAC/B,MAAM,CAAC,mBAAmB,CAAC,kBAAkB,EAAE,IAAI,CAAC,wBAAwB,CAAC,CAAC;aACjF;YAED,IAAI,IAAI,CAAC,2BAA2B,EAAE;gBAClC,MAAM,CAAC,mBAAmB,CAAC,qBAAqB,EAAE,IAAI,CAAC,2BAA2B,CAAC,CAAC;aACvF;YACD,IAAI,CAAC,wBAAwB,GAAG,IAAI,CAAC;YACrC,IAAI,CAAC,2BAA2B,GAAG,IAAI,CAAC;SAC3C;QAED,IAAI,CAAC,gBAAgB,CAAC,OAAO,CAAC,CAAC,OAAO,EAAE,EAAE;YACtC,OAAO,CAAC,OAAO,EAAE,CAAC;QACtB,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,4BAA4B,CAAC,KAAK,EAAE,CAAC;QAC1C,IAAI,CAAC,+BAA+B,CAAC,KAAK,EAAE,CAAC;QAE7C,IAAI,CAAC,oBAAoB,GAAG,KAAK,CAAC;QAClC,IAAI,CAAC,uBAAuB,EAAE,CAAC;QAC/B,IAAI,CAAC,gBAAgB,GAAG,EAAE,CAAC;IAC/B,CAAC;IAEO,cAAc,CAAC,OAAY;QAC/B,IAAI,CAAC,IAAI,CAAC,oBAAoB,EAAE;YAC5B,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC;SACpC;QAED,IAAI,UAAU,CAAC;QACf,MAAM,SAAS,GAAqB,OAAO,CAAC,EAAG,CAAC,MAAM,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC,IAAa,OAAO,CAAC,EAAG,CAAC,MAAM,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC;QACpH,MAAM,OAAO,GAAqB,OAAO,CAAC,EAAG,CAAC,MAAM,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC,CAAC;QACxE,IACI,OAAO;YACE,OAAO,CAAC,EAAG,CAAC,MAAM,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC;YACrC,OAAO,CAAC,EAAG,CAAC,MAAM,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;YAC5C,CAAU,OAAO,CAAC,EAAG,CAAC,MAAM,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC,IAAa,OAAO,CAAC,EAAG,CAAC,MAAM,CAAC,cAAc,CAAC,KAAK,CAAC,CAAC,CAAC,EACpG;YACE,4EAA4E;YAC5E,UAAU,GAAG,IAAI,UAAU,CAAC,OAAO,CAAC,EAAE,EAAE,OAAO,CAAC,KAAK,EAAE,OAAO,EAAE,OAAO,CAAC,CAAC;SAC5E;aAAM,IAAI,SAAS,EAAE;YAClB,UAAU,GAAG,IAAI,YAAY,CAAC,OAAO,CAAC,EAAE,EAAE,OAAO,CAAC,KAAK,EAAE,OAAO,CAAC,CAAC;SACrE;QACD,gEAAgE;aAC3D,IAAI,OAAO,CAAC,IAAI,EAAE;YACnB,UAAU,GAAG,2BAA2B,CAAC,kBAAkB,CAAC,OAAO,CAAC,CAAC;SACxE;aAAM;YACH,UAAU,GAAG,IAAI,UAAU,CAAC,OAAO,CAAC,EAAE,EAAE,OAAO,CAAC,KAAK,EAAE,OAAO,CAAC,CAAC;SACnE;QACD,IAAI,CAAC,gBAAg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{ Observable } from \"../Misc/observable\";\r\nimport { IsWindowObjectExist } from \"../Misc/domManagement\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { PoseEnabledControllerHelper } from \"../Gamepads/Controllers/poseEnabledController\";\r\nimport { Xbox360Pad } from \"./xboxGamepad\";\r\nimport { Gamepad, GenericPad } from \"./gamepad\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { DualShockPad } from \"./dualShockGamepad\";\r\nimport { Tools } from \"../Misc/tools\";\r\n/**\r\n * Manager for handling gamepads\r\n */\r\nexport class GamepadManager {\r\n private _babylonGamepads: Array<Gamepad> = [];\r\n private _oneGamepadConnected: boolean = false;\r\n\r\n /** @hidden */\r\n public _isMonitoring: boolean = false;\r\n private _gamepadEventSupported: boolean;\r\n private _gamepadSupport?: () => Array<any>;\r\n\r\n /**\r\n * observable to be triggered when the gamepad controller has been connected\r\n */\r\n public onGamepadConnectedObservable: Observable<Gamepad>;\r\n\r\n /**\r\n * observable to be triggered when the gamepad controller has been disconnected\r\n */\r\n public onGamepadDisconnectedObservable = new Observable<Gamepad>();\r\n\r\n private _onGamepadConnectedEvent: Nullable<(evt: any) => void>;\r\n private _onGamepadDisconnectedEvent: Nullable<(evt: any) => void>;\r\n\r\n /**\r\n * Initializes the gamepad manager\r\n * @param _scene BabylonJS scene\r\n */\r\n constructor(private _scene?: Scene) {\r\n if (!IsWindowObjectExist()) {\r\n this._gamepadEventSupported = false;\r\n } else {\r\n this._gamepadEventSupported = \"GamepadEvent\" in window;\r\n this._gamepadSupport = navigator && (navigator.getGamepads || navigator.webkitGetGamepads || navigator.msGetGamepads || navigator.webkitGamepads);\r\n }\r\n\r\n this.onGamepadConnectedObservable = new Observable<Gamepad>((observer) => {\r\n // This will be used to raise the onGamepadConnected for all gamepads ALREADY connected\r\n for (const i in this._babylonGamepads) {\r\n const gamepad = this._babylonGamepads[i];\r\n if (gamepad && gamepad._isConnected) {\r\n this.onGamepadConnectedObservable.notifyObserver(observer, gamepad);\r\n }\r\n }\r\n });\r\n\r\n this._onGamepadConnectedEvent = (evt) => {\r\n const gamepad = evt.gamepad;\r\n\r\n if (gamepad.index in this._babylonGamepads) {\r\n if (this._babylonGamepads[gamepad.index].isConnected) {\r\n return;\r\n }\r\n }\r\n\r\n let newGamepad: Gamepad;\r\n\r\n if (this._babylonGamepads[gamepad.index]) {\r\n newGamepad = this._babylonGamepads[gamepad.index];\r\n newGamepad.browserGamepad = gamepad;\r\n newGamepad._isConnected = true;\r\n } else {\r\n newGamepad = this._addNewGamepad(gamepad);\r\n }\r\n this.onGamepadConnectedObservable.notifyObservers(newGamepad);\r\n this._startMonitoringGamepads();\r\n };\r\n\r\n this._onGamepadDisconnectedEvent = (evt) => {\r\n const gamepad = evt.gamepad;\r\n\r\n // Remove the gamepad from the list of gamepads to monitor.\r\n for (const i in this._babylonGamepads) {\r\n if (this._babylonGamepads[i].index === gamepad.index) {\r\n const disconnectedGamepad = this._babylonGamepads[i];\r\n disconnectedGamepad._isConnected = false;\r\n\r\n this.onGamepadDisconnectedObservable.notifyObservers(disconnectedGamepad);\r\n disconnectedGamepad.dispose && disconnectedGamepad.dispose();\r\n break;\r\n }\r\n }\r\n };\r\n\r\n if (this._gamepadSupport) {\r\n //first add already-connected gamepads\r\n this._updateGamepadObjects();\r\n if (this._babylonGamepads.length) {\r\n this._startMonitoringGamepads();\r\n }\r\n // Checking if the gamepad connected event is supported (like in Firefox)\r\n if (this._gamepadEventSupported) {\r\n const hostWindow = this._scene ? this._scene.getEngine().getHostWindow() : window;\r\n\r\n if (hostWindow) {\r\n hostWindow.addEventListener(\"gamepadconnected\", this._onGamepadConnectedEvent, false);\r\n hostWindow.addEventListener(\"gamepaddisconnected\", this._onGamepadDisconnectedEvent, false);\r\n }\r\n } else {\r\n this._startMonitoringGamepads();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * The gamepads in the game pad manager\r\n */\r\n public get gamepads(): Gamepad[] {\r\n return this._babylonGamepads;\r\n }\r\n\r\n /**\r\n * Get the gamepad controllers based on type\r\n * @param type The type of gamepad controller\r\n * @returns Nullable gamepad\r\n */\r\n public getGamepadByType(type: number = Gamepad.XBOX): Nullable<Gamepad> {\r\n for (const gamepad of this._babylonGamepads) {\r\n if (gamepad && gamepad.type === type) {\r\n return gamepad;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Disposes the gamepad manager\r\n */\r\n public dispose() {\r\n if (this._gamepadEventSupported) {\r\n if (this._onGamepadConnectedEvent) {\r\n window.removeEventListener(\"gamepadconnected\", this._onGamepadConnectedEvent);\r\n }\r\n\r\n if (this._onGamepadDisconnectedEvent) {\r\n window.removeEventListener(\"gamepaddisconnected\", this._onGamepadDisconnectedEvent);\r\n }\r\n this._onGamepadConnectedEvent = null;\r\n this._onGamepadDisconnectedEvent = null;\r\n }\r\n\r\n this._babylonGamepads.forEach((gamepad) => {\r\n gamepad.dispose();\r\n });\r\n\r\n this.onGamepadConnectedObservable.clear();\r\n this.onGamepadDisconnectedObservable.clear();\r\n\r\n this._oneGamepadConnected = false;\r\n this._stopMonitoringGamepads();\r\n this._babylonGamepads = [];\r\n }\r\n\r\n private _addNewGamepad(gamepad: any): Gamepad {\r\n if (!this._oneGamepadConnected) {\r\n this._oneGamepadConnected = true;\r\n }\r\n\r\n let newGamepad;\r\n const dualShock: boolean = (<string>gamepad.id).search(\"054c\") !== -1 && (<string>gamepad.id).search(\"0ce6\") === -1;\r\n const xboxOne: boolean = (<string>gamepad.id).search(\"Xbox One\") !== -1;\r\n if (\r\n xboxOne ||\r\n (<string>gamepad.id).search(\"Xbox 360\") !== -1 ||\r\n (<string>gamepad.id).search(\"xinput\") !== -1 ||\r\n ((<string>gamepad.id).search(\"045e\") !== -1 && (<string>gamepad.id).search(\"Surface Dock\") === -1)\r\n ) {\r\n // make sure the Surface Dock Extender is not detected as an xbox controller\r\n newGamepad = new Xbox360Pad(gamepad.id, gamepad.index, gamepad, xboxOne);\r\n } else if (dualShock) {\r\n newGamepad = new DualShockPad(gamepad.id, gamepad.index, gamepad);\r\n }\r\n // if pose is supported, use the (WebVR) pose enabled controller\r\n else if (gamepad.pose) {\r\n newGamepad = PoseEnabledControllerHelper.InitiateController(gamepad);\r\n } else {\r\n newGamepad = new GenericPad(gamepad.id, gamepad.index, gamepad);\r\n }\r\n this._babylonGamepads[newGamepad.index] = newGamepad;\r\n return newGamepad;\r\n }\r\n\r\n private _startMonitoringGamepads() {\r\n if (!this._isMonitoring) {\r\n this._isMonitoring = true;\r\n //back-comp\r\n if (!this._scene) {\r\n this._checkGamepadsStatus();\r\n }\r\n }\r\n }\r\n\r\n private _stopMonitoringGamepads() {\r\n this._isMonitoring = false;\r\n }\r\n\r\n private _loggedErrors: number[];\r\n\r\n /** @hidden */\r\n public _checkGamepadsStatus() {\r\n // Hack to be compatible Chrome\r\n this._updateGamepadObjects();\r\n\r\n for (const i in this._babylonGamepads) {\r\n const gamepad = this._babylonGamepads[i];\r\n if (!gamepad || !gamepad.isConnected) {\r\n continue;\r\n }\r\n try {\r\n gamepad.update();\r\n } catch {\r\n if (this._loggedErrors.indexOf(gamepad.index) === -1) {\r\n Tools.Warn(`Error updating gamepad ${gamepad.id}`);\r\n this._loggedErrors.push(gamepad.index);\r\n }\r\n }\r\n }\r\n\r\n if (this._isMonitoring && !this._scene) {\r\n Engine.QueueNewFrame(() => {\r\n this._checkGamepadsStatus();\r\n });\r\n }\r\n }\r\n\r\n // This function is called only on Chrome, which does not properly support\r\n // connection/disconnection events and forces you to recopy again the gamepad object\r\n private _updateGamepadObjects() {\r\n const gamepads = navigator.getGamepads ? navigator.getGamepads() : navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : [];\r\n for (let i = 0; i < gamepads.length; i++) {\r\n const gamepad = gamepads[i];\r\n if (gamepad) {\r\n if (!this._babylonGamepads[gamepad.index]) {\r\n const newGamepad = this._addNewGamepad(gamepad);\r\n this.onGamepadConnectedObservable.notifyObservers(newGamepad);\r\n } else {\r\n // Forced to copy again this object for Chrome for unknown reason\r\n this._babylonGamepads[i].browserGamepad = gamepad;\r\n\r\n if (!this._babylonGamepads[i].isConnected) {\r\n this._babylonGamepads[i]._isConnected = true;\r\n this.onGamepadConnectedObservable.notifyObservers(this._babylonGamepads[i]);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"gamepadManager.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Gamepads/gamepadManager.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAChD,OAAO,EAAE,mBAAmB,EAAE,MAAM,uBAAuB,CAAC;AAG5D,OAAO,EAAE,2BAA2B,EAAE,MAAM,+CAA+C,CAAC;AAC5F,OAAO,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AAC3C,OAAO,EAAE,OAAO,EAAE,UAAU,EAAE,MAAM,WAAW,CAAC;AAChD,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAClD,OAAO,EAAE,KAAK,EAAE,MAAM,eAAe,CAAC;AACtC;;GAEG;AACH,MAAM,OAAO,cAAc;IAsBvB;;;OAGG;IACH,YAAoB,MAAc;QAAd,WAAM,GAAN,MAAM,CAAQ;QAzB1B,qBAAgB,GAAmB,EAAE,CAAC;QACtC,yBAAoB,GAAY,KAAK,CAAC;QAE9C,gBAAgB;QACT,kBAAa,GAAY,KAAK,CAAC;QAStC;;WAEG;QACI,oCAA+B,GAAG,IAAI,UAAU,EAAW,CAAC;QAU/D,IAAI,CAAC,mBAAmB,EAAE,EAAE;YACxB,IAAI,CAAC,sBAAsB,GAAG,KAAK,CAAC;SACvC;aAAM;YACH,IAAI,CAAC,sBAAsB,GAAG,cAAc,IAAI,MAAM,CAAC;YACvD,IAAI,CAAC,eAAe,GAAG,SAAS,IAAI,CAAC,SAAS,CAAC,WAAW,IAAI,SAAS,CAAC,iBAAiB,IAAI,SAAS,CAAC,aAAa,IAAI,SAAS,CAAC,cAAc,CAAC,CAAC;SACrJ;QAED,IAAI,CAAC,4BAA4B,GAAG,IAAI,UAAU,CAAU,CAAC,QAAQ,EAAE,EAAE;YACrE,uFAAuF;YACvF,KAAK,MAAM,CAAC,IAAI,IAAI,CAAC,gBAAgB,EAAE;gBACnC,MAAM,OAAO,GAAG,IAAI,CAAC,gBAAgB,CAAC,CAAC,CAAC,CAAC;gBACzC,IAAI,OAAO,IAAI,OAAO,CAAC,YAAY,EAAE;oBACjC,IAAI,CAAC,4BAA4B,CAAC,cAAc,CAAC,QAAQ,EAAE,OAAO,CAAC,CAAC;iBACvE;aACJ;QACL,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,wBAAwB,GAAG,CAAC,GAAG,EAAE,EAAE;YACpC,MAAM,OAAO,GAAG,GAAG,CAAC,OAAO,CAAC;YAE5B,IAAI,OAAO,CAAC,KAAK,IAAI,IAAI,CAAC,gBAAgB,EAAE;gBACxC,IAAI,IAAI,CAAC,gBAAgB,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC,WAAW,EAAE;oBAClD,OAAO;iBACV;aACJ;YAED,IAAI,UAAmB,CAAC;YAExB,IAAI,IAAI,CAAC,gBAAgB,CAAC,OAAO,CAAC,KAAK,CAAC,EAAE;gBACtC,UAAU,GAAG,IAAI,CAAC,gBAAgB,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC;gBAClD,UAAU,CAAC,cAAc,GAAG,OAAO,CAAC;gBACpC,UAAU,CAAC,YAAY,GAAG,IAAI,CAAC;aAClC;iBAAM;gBACH,UAAU,GAAG,IAAI,CAAC,cAAc,CAAC,OAAO,CAAC,CAAC;aAC7C;YACD,IAAI,CAAC,4BAA4B,CAAC,eAAe,CAAC,UAAU,CAAC,CAAC;YAC9D,IAAI,CAAC,wBAAwB,EAAE,CAAC;QACpC,CAAC,CAAC;QAEF,IAAI,CAAC,2BAA2B,GAAG,CAAC,GAAG,EAAE,EAAE;YACvC,MAAM,OAAO,GAAG,GAAG,CAAC,OAAO,CAAC;YAE5B,2DAA2D;YAC3D,KAAK,MAAM,CAAC,IAAI,IAAI,CAAC,gBAAgB,EAAE;gBACnC,IAAI,IAAI,CAAC,gBAAgB,CAAC,CAAC,CAAC,CAAC,KAAK,KAAK,OAAO,CAAC,KAAK,EAAE;oBAClD,MAAM,mBAAmB,GAAG,IAAI,CAAC,gBAAgB,CAAC,CAAC,CAAC,CAAC;oBACrD,mBAAmB,CAAC,YAAY,GAAG,KAAK,CAAC;oBAEzC,IAAI,CAAC,+BAA+B,CAAC,eAAe,CAAC,mBAAmB,CAAC,CAAC;oBAC1E,mBAAmB,CAAC,OAAO,IAAI,mBAAmB,CAAC,OAAO,EAAE,CAAC;oBAC7D,MAAM;iBACT;aACJ;QACL,CAAC,CAAC;QAEF,IAAI,IAAI,CAAC,eAAe,EAAE;YACtB,sCAAsC;YACtC,IAAI,CAAC,qBAAqB,EAAE,CAAC;YAC7B,IAAI,IAAI,CAAC,gBAAgB,CAAC,MAAM,EAAE;gBAC9B,IAAI,CAAC,wBAAwB,EAAE,CAAC;aACnC;YACD,yEAAyE;YACzE,IAAI,IAAI,CAAC,sBAAsB,EAAE;gBAC7B,MAAM,UAAU,GAAG,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,aAAa,EAAE,CAAC,CAAC,CAAC,MAAM,CAAC;gBAElF,IAAI,UAAU,EAAE;oBACZ,UAAU,CAAC,gBAAgB,CAAC,kBAAkB,EAAE,IAAI,CAAC,wBAAwB,EAAE,KAAK,CAAC,CAAC;oBACtF,UAAU,CAAC,gBAAgB,CAAC,qBAAqB,EAAE,IAAI,CAAC,2BAA2B,EAAE,KAAK,CAAC,CAAC;iBAC/F;aACJ;iBAAM;gBACH,IAAI,CAAC,wBAAwB,EAAE,CAAC;aACnC;SACJ;IACL,CAAC;IAED;;OAEG;IACH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,gBAAgB,CAAC;IACjC,CAAC;IAED;;;;OAIG;IACI,gBAAgB,CAAC,OAAe,OAAO,CAAC,IAAI;QAC/C,KAAK,MAAM,OAAO,IAAI,IAAI,CAAC,gBAAgB,EAAE;YACzC,IAAI,OAAO,IAAI,OAAO,CAAC,IAAI,KAAK,IAAI,EAAE;gBAClC,OAAO,OAAO,CAAC;aAClB;SACJ;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,IAAI,CAAC,sBAAsB,EAAE;YAC7B,IAAI,IAAI,CAAC,wBAAwB,EAAE;gBAC/B,MAAM,CAAC,mBAAmB,CAAC,kBAAkB,EAAE,IAAI,CAAC,wBAAwB,CAAC,CAAC;aACjF;YAED,IAAI,IAAI,CAAC,2BAA2B,EAAE;gBAClC,MAAM,CAAC,mBAAmB,CAAC,qBAAqB,EAAE,IAAI,CAAC,2BAA2B,CAAC,CAAC;aACvF;YACD,IAAI,CAAC,wBAAwB,GAAG,IAAI,CAAC;YACrC,IAAI,CAAC,2BAA2B,GAAG,IAAI,CAAC;SAC3C;QAED,IAAI,CAAC,gBAAgB,CAAC,OAAO,CAAC,CAAC,OAAO,EAAE,EAAE;YACtC,OAAO,CAAC,OAAO,EAAE,CAAC;QACtB,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,4BAA4B,CAAC,KAAK,EAAE,CAAC;QAC1C,IAAI,CAAC,+BAA+B,CAAC,KAAK,EAAE,CAAC;QAE7C,IAAI,CAAC,oBAAoB,GAAG,KAAK,CAAC;QAClC,IAAI,CAAC,uBAAuB,EAAE,CAAC;QAC/B,IAAI,CAAC,gBAAgB,GAAG,EAAE,CAAC;IAC/B,CAAC;IAEO,cAAc,CAAC,OAAY;QAC/B,IAAI,CAAC,IAAI,CAAC,oBAAoB,EAAE;YAC5B,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC;SACpC;QAED,IAAI,UAAU,CAAC;QACf,MAAM,SAAS,GAAqB,OAAO,CAAC,EAAG,CAAC,MAAM,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC,IAAa,OAAO,CAAC,EAAG,CAAC,MAAM,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC;QACpH,MAAM,OAAO,GAAqB,OAAO,CAAC,EAAG,CAAC,MAAM,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC,CAAC;QACxE,IACI,OAAO;YACE,OAAO,CAAC,EAAG,CAAC,MAAM,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC;YACrC,OAAO,CAAC,EAAG,CAAC,MAAM,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;YAC5C,CAAU,OAAO,CAAC,EAAG,CAAC,MAAM,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC,IAAa,OAAO,CAAC,EAAG,CAAC,MAAM,CAAC,cAAc,CAAC,KAAK,CAAC,CAAC,CAAC,EACpG;YACE,4EAA4E;YAC5E,UAAU,GAAG,IAAI,UAAU,CAAC,OAAO,CAAC,EAAE,EAAE,OAAO,CAAC,KAAK,EAAE,OAAO,EAAE,OAAO,CAAC,CAAC;SAC5E;aAAM,IAAI,SAAS,EAAE;YAClB,UAAU,GAAG,IAAI,YAAY,CAAC,OAAO,CAAC,EAAE,EAAE,OAAO,CAAC,KAAK,EAAE,OAAO,CAAC,CAAC;SACrE;QACD,gEAAgE;aAC3D,IAAI,OAAO,CAAC,IAAI,EAAE;YACnB,UAAU,GAAG,2BAA2B,CAAC,kBAAkB,CAAC,OAAO,CAAC,CAAC;SACxE;aAAM;YACH,UAAU,GAAG,IAAI,UAAU,CAAC,OAAO,CAAC,EAAE,EAAE,OAAO,CAAC,KAAK,EAAE,OAAO,CAAC,CAAC;SACnE;QACD,IAAI,CAAC,gBA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{ Observable } from \"../Misc/observable\";\r\nimport { IsWindowObjectExist } from \"../Misc/domManagement\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { PoseEnabledControllerHelper } from \"../Gamepads/Controllers/poseEnabledController\";\r\nimport { Xbox360Pad } from \"./xboxGamepad\";\r\nimport { Gamepad, GenericPad } from \"./gamepad\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { DualShockPad } from \"./dualShockGamepad\";\r\nimport { Tools } from \"../Misc/tools\";\r\n/**\r\n * Manager for handling gamepads\r\n */\r\nexport class GamepadManager {\r\n private _babylonGamepads: Array<Gamepad> = [];\r\n private _oneGamepadConnected: boolean = false;\r\n\r\n /** @internal */\r\n public _isMonitoring: boolean = false;\r\n private _gamepadEventSupported: boolean;\r\n private _gamepadSupport?: () => Array<any>;\r\n\r\n /**\r\n * observable to be triggered when the gamepad controller has been connected\r\n */\r\n public onGamepadConnectedObservable: Observable<Gamepad>;\r\n\r\n /**\r\n * observable to be triggered when the gamepad controller has been disconnected\r\n */\r\n public onGamepadDisconnectedObservable = new Observable<Gamepad>();\r\n\r\n private _onGamepadConnectedEvent: Nullable<(evt: any) => void>;\r\n private _onGamepadDisconnectedEvent: Nullable<(evt: any) => void>;\r\n\r\n /**\r\n * Initializes the gamepad manager\r\n * @param _scene BabylonJS scene\r\n */\r\n constructor(private _scene?: Scene) {\r\n if (!IsWindowObjectExist()) {\r\n this._gamepadEventSupported = false;\r\n } else {\r\n this._gamepadEventSupported = \"GamepadEvent\" in window;\r\n this._gamepadSupport = navigator && (navigator.getGamepads || navigator.webkitGetGamepads || navigator.msGetGamepads || navigator.webkitGamepads);\r\n }\r\n\r\n this.onGamepadConnectedObservable = new Observable<Gamepad>((observer) => {\r\n // This will be used to raise the onGamepadConnected for all gamepads ALREADY connected\r\n for (const i in this._babylonGamepads) {\r\n const gamepad = this._babylonGamepads[i];\r\n if (gamepad && gamepad._isConnected) {\r\n this.onGamepadConnectedObservable.notifyObserver(observer, gamepad);\r\n }\r\n }\r\n });\r\n\r\n this._onGamepadConnectedEvent = (evt) => {\r\n const gamepad = evt.gamepad;\r\n\r\n if (gamepad.index in this._babylonGamepads) {\r\n if (this._babylonGamepads[gamepad.index].isConnected) {\r\n return;\r\n }\r\n }\r\n\r\n let newGamepad: Gamepad;\r\n\r\n if (this._babylonGamepads[gamepad.index]) {\r\n newGamepad = this._babylonGamepads[gamepad.index];\r\n newGamepad.browserGamepad = gamepad;\r\n newGamepad._isConnected = true;\r\n } else {\r\n newGamepad = this._addNewGamepad(gamepad);\r\n }\r\n this.onGamepadConnectedObservable.notifyObservers(newGamepad);\r\n this._startMonitoringGamepads();\r\n };\r\n\r\n this._onGamepadDisconnectedEvent = (evt) => {\r\n const gamepad = evt.gamepad;\r\n\r\n // Remove the gamepad from the list of gamepads to monitor.\r\n for (const i in this._babylonGamepads) {\r\n if (this._babylonGamepads[i].index === gamepad.index) {\r\n const disconnectedGamepad = this._babylonGamepads[i];\r\n disconnectedGamepad._isConnected = false;\r\n\r\n this.onGamepadDisconnectedObservable.notifyObservers(disconnectedGamepad);\r\n disconnectedGamepad.dispose && disconnectedGamepad.dispose();\r\n break;\r\n }\r\n }\r\n };\r\n\r\n if (this._gamepadSupport) {\r\n //first add already-connected gamepads\r\n this._updateGamepadObjects();\r\n if (this._babylonGamepads.length) {\r\n this._startMonitoringGamepads();\r\n }\r\n // Checking if the gamepad connected event is supported (like in Firefox)\r\n if (this._gamepadEventSupported) {\r\n const hostWindow = this._scene ? this._scene.getEngine().getHostWindow() : window;\r\n\r\n if (hostWindow) {\r\n hostWindow.addEventListener(\"gamepadconnected\", this._onGamepadConnectedEvent, false);\r\n hostWindow.addEventListener(\"gamepaddisconnected\", this._onGamepadDisconnectedEvent, false);\r\n }\r\n } else {\r\n this._startMonitoringGamepads();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * The gamepads in the game pad manager\r\n */\r\n public get gamepads(): Gamepad[] {\r\n return this._babylonGamepads;\r\n }\r\n\r\n /**\r\n * Get the gamepad controllers based on type\r\n * @param type The type of gamepad controller\r\n * @returns Nullable gamepad\r\n */\r\n public getGamepadByType(type: number = Gamepad.XBOX): Nullable<Gamepad> {\r\n for (const gamepad of this._babylonGamepads) {\r\n if (gamepad && gamepad.type === type) {\r\n return gamepad;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Disposes the gamepad manager\r\n */\r\n public dispose() {\r\n if (this._gamepadEventSupported) {\r\n if (this._onGamepadConnectedEvent) {\r\n window.removeEventListener(\"gamepadconnected\", this._onGamepadConnectedEvent);\r\n }\r\n\r\n if (this._onGamepadDisconnectedEvent) {\r\n window.removeEventListener(\"gamepaddisconnected\", this._onGamepadDisconnectedEvent);\r\n }\r\n this._onGamepadConnectedEvent = null;\r\n this._onGamepadDisconnectedEvent = null;\r\n }\r\n\r\n this._babylonGamepads.forEach((gamepad) => {\r\n gamepad.dispose();\r\n });\r\n\r\n this.onGamepadConnectedObservable.clear();\r\n this.onGamepadDisconnectedObservable.clear();\r\n\r\n this._oneGamepadConnected = false;\r\n this._stopMonitoringGamepads();\r\n this._babylonGamepads = [];\r\n }\r\n\r\n private _addNewGamepad(gamepad: any): Gamepad {\r\n if (!this._oneGamepadConnected) {\r\n this._oneGamepadConnected = true;\r\n }\r\n\r\n let newGamepad;\r\n const dualShock: boolean = (<string>gamepad.id).search(\"054c\") !== -1 && (<string>gamepad.id).search(\"0ce6\") === -1;\r\n const xboxOne: boolean = (<string>gamepad.id).search(\"Xbox One\") !== -1;\r\n if (\r\n xboxOne ||\r\n (<string>gamepad.id).search(\"Xbox 360\") !== -1 ||\r\n (<string>gamepad.id).search(\"xinput\") !== -1 ||\r\n ((<string>gamepad.id).search(\"045e\") !== -1 && (<string>gamepad.id).search(\"Surface Dock\") === -1)\r\n ) {\r\n // make sure the Surface Dock Extender is not detected as an xbox controller\r\n newGamepad = new Xbox360Pad(gamepad.id, gamepad.index, gamepad, xboxOne);\r\n } else if (dualShock) {\r\n newGamepad = new DualShockPad(gamepad.id, gamepad.index, gamepad);\r\n }\r\n // if pose is supported, use the (WebVR) pose enabled controller\r\n else if (gamepad.pose) {\r\n newGamepad = PoseEnabledControllerHelper.InitiateController(gamepad);\r\n } else {\r\n newGamepad = new GenericPad(gamepad.id, gamepad.index, gamepad);\r\n }\r\n this._babylonGamepads[newGamepad.index] = newGamepad;\r\n return newGamepad;\r\n }\r\n\r\n private _startMonitoringGamepads() {\r\n if (!this._isMonitoring) {\r\n this._isMonitoring = true;\r\n //back-comp\r\n if (!this._scene) {\r\n this._checkGamepadsStatus();\r\n }\r\n }\r\n }\r\n\r\n private _stopMonitoringGamepads() {\r\n this._isMonitoring = false;\r\n }\r\n\r\n private _loggedErrors: number[];\r\n\r\n /** @internal */\r\n public _checkGamepadsStatus() {\r\n // Hack to be compatible Chrome\r\n this._updateGamepadObjects();\r\n\r\n for (const i in this._babylonGamepads) {\r\n const gamepad = this._babylonGamepads[i];\r\n if (!gamepad || !gamepad.isConnected) {\r\n continue;\r\n }\r\n try {\r\n gamepad.update();\r\n } catch {\r\n if (this._loggedErrors.indexOf(gamepad.index) === -1) {\r\n Tools.Warn(`Error updating gamepad ${gamepad.id}`);\r\n this._loggedErrors.push(gamepad.index);\r\n }\r\n }\r\n }\r\n\r\n if (this._isMonitoring && !this._scene) {\r\n Engine.QueueNewFrame(() => {\r\n this._checkGamepadsStatus();\r\n });\r\n }\r\n }\r\n\r\n // This function is called only on Chrome, which does not properly support\r\n // connection/disconnection events and forces you to recopy again the gamepad object\r\n private _updateGamepadObjects() {\r\n const gamepads = navigator.getGamepads ? navigator.getGamepads() : navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : [];\r\n for (let i = 0; i < gamepads.length; i++) {\r\n const gamepad = gamepads[i];\r\n if (gamepad) {\r\n if (!this._babylonGamepads[gamepad.index]) {\r\n const newGamepad = this._addNewGamepad(gamepad);\r\n this.onGamepadConnectedObservable.notifyObservers(newGamepad);\r\n } else {\r\n // Forced to copy again this object for Chrome for unknown reason\r\n this._babylonGamepads[i].browserGamepad = gamepad;\r\n\r\n if (!this._babylonGamepads[i].isConnected) {\r\n this._babylonGamepads[i]._isConnected = true;\r\n this.onGamepadConnectedObservable.notifyObservers(this._babylonGamepads[i]);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n}\r\n"]}
@@ -4,7 +4,7 @@ import type { ISceneComponent } from "../sceneComponent";
4
4
  import { GamepadManager } from "./gamepadManager";
5
5
  declare module "../scene" {
6
6
  interface Scene {
7
- /** @hidden */
7
+ /** @internal */
8
8
  _gamepadManager: Nullable<GamepadManager>;
9
9
  /**
10
10
  * Gets the gamepad manager associated with the scene
@@ -1 +1 @@
1
- {"version":3,"file":"gamepadSceneComponent.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Gamepads/gamepadSceneComponent.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AAEjC,OAAO,EAAE,uBAAuB,EAAE,MAAM,mBAAmB,CAAC;AAC5D,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAElD,OAAO,EAAE,uBAAuB,EAAE,MAAM,oCAAoC,CAAC;AAC7E,OAAO,EAAE,sBAAsB,EAAE,MAAM,0CAA0C,CAAC;AAClF,OAAO,EAAE,4BAA4B,EAAE,MAAM,yCAAyC,CAAC;AACvF,OAAO,EAAE,2BAA2B,EAAE,MAAM,+CAA+C,CAAC;AAe5F,MAAM,CAAC,cAAc,CAAC,KAAK,CAAC,SAAS,EAAE,gBAAgB,EAAE;IACrD,GAAG,EAAE;QACD,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE;YACvB,IAAI,CAAC,eAAe,GAAG,IAAI,cAAc,CAAC,IAAI,CAAC,CAAC;YAChD,IAAI,SAAS,GAAG,IAAI,CAAC,aAAa,CAAC,uBAAuB,CAAC,YAAY,CAAgC,CAAC;YACxG,IAAI,CAAC,SAAS,EAAE;gBACZ,SAAS,GAAG,IAAI,2BAA2B,CAAC,IAAI,CAAC,CAAC;gBAClD,IAAI,CAAC,aAAa,CAAC,SAAS,CAAC,CAAC;aACjC;SACJ;QAED,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IACD,UAAU,EAAE,IAAI;IAChB,YAAY,EAAE,IAAI;CACrB,CAAC,CAAC;AAeH;;GAEG;AACH,uBAAuB,CAAC,SAAS,CAAC,UAAU,GAAG;IAC3C,IAAI,CAAC,GAAG,CAAC,IAAI,sBAAsB,EAAE,CAAC,CAAC;IACvC,OAAO,IAAI,CAAC;AAChB,CAAC,CAAC;AAeF;;GAEG;AACH,4BAA4B,CAAC,SAAS,CAAC,UAAU,GAAG;IAChD,IAAI,CAAC,GAAG,CAAC,IAAI,2BAA2B,EAAE,CAAC,CAAC;IAC5C,OAAO,IAAI,CAAC;AAChB,CAAC,CAAC;AAEF;;GAEG;AACH,MAAM,OAAO,2BAA2B;IAWpC;;;OAGG;IACH,YAAY,KAAY;QAdxB;;WAEG;QACa,SAAI,GAAG,uBAAuB,CAAC,YAAY,CAAC;QAYxD,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;IACvB,CAAC;IAED;;OAEG;IACI,QAAQ;QACX,IAAI,CAAC,KAAK,CAAC,wBAAwB,CAAC,YAAY,CAAC,uBAAuB,CAAC,+BAA+B,EAAE,IAAI,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC;IAC9I,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,6BAA6B;IACjC,CAAC;IAED;;OAEG;IACI,OAAO;QACV,MAAM,cAAc,GAAG,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC;QAClD,IAAI,cAAc,EAAE;YAChB,cAAc,CAAC,OAAO,EAAE,CAAC;YACzB,IAAI,CAAC,KAAK,CAAC,eAAe,GAAG,IAAI,CAAC;SACrC;IACL,CAAC;IAEO,mBAAmB;QACvB,MAAM,cAAc,GAAG,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC;QAElD,IAAI,cAAc,IAAI,cAAc,CAAC,aAAa,EAAE;YAChD,cAAc,CAAC,oBAAoB,EAAE,CAAC;SACzC;IACL,CAAC;CACJ","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { GamepadManager } from \"./gamepadManager\";\r\n\r\nimport { FreeCameraInputsManager } from \"../Cameras/freeCameraInputsManager\";\r\nimport { FreeCameraGamepadInput } from \"../Cameras/Inputs/freeCameraGamepadInput\";\r\nimport { ArcRotateCameraInputsManager } from \"../Cameras/arcRotateCameraInputsManager\";\r\nimport { ArcRotateCameraGamepadInput } from \"../Cameras/Inputs/arcRotateCameraGamepadInput\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @hidden */\r\n _gamepadManager: Nullable<GamepadManager>;\r\n\r\n /**\r\n * Gets the gamepad manager associated with the scene\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_gamepads\r\n */\r\n gamepadManager: GamepadManager;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"gamepadManager\", {\r\n get: function (this: Scene) {\r\n if (!this._gamepadManager) {\r\n this._gamepadManager = new GamepadManager(this);\r\n let component = this._getComponent(SceneComponentConstants.NAME_GAMEPAD) as GamepadSystemSceneComponent;\r\n if (!component) {\r\n component = new GamepadSystemSceneComponent(this);\r\n this._addComponent(component);\r\n }\r\n }\r\n\r\n return this._gamepadManager;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\ndeclare module \"../Cameras/freeCameraInputsManager\" {\r\n /**\r\n * Interface representing a free camera inputs manager\r\n */\r\n export interface FreeCameraInputsManager {\r\n /**\r\n * Adds gamepad input support to the FreeCameraInputsManager.\r\n * @returns the FreeCameraInputsManager\r\n */\r\n addGamepad(): FreeCameraInputsManager;\r\n }\r\n}\r\n\r\n/**\r\n * Adds a gamepad to the free camera inputs manager\r\n */\r\nFreeCameraInputsManager.prototype.addGamepad = function (): FreeCameraInputsManager {\r\n this.add(new FreeCameraGamepadInput());\r\n return this;\r\n};\r\n\r\ndeclare module \"../Cameras/arcRotateCameraInputsManager\" {\r\n /**\r\n * Interface representing an arc rotate camera inputs manager\r\n */\r\n export interface ArcRotateCameraInputsManager {\r\n /**\r\n * Adds gamepad input support to the ArcRotateCamera InputManager.\r\n * @returns the camera inputs manager\r\n */\r\n addGamepad(): ArcRotateCameraInputsManager;\r\n }\r\n}\r\n\r\n/**\r\n * Adds a gamepad to the arc rotate camera inputs manager\r\n */\r\nArcRotateCameraInputsManager.prototype.addGamepad = function (): ArcRotateCameraInputsManager {\r\n this.add(new ArcRotateCameraGamepadInput());\r\n return this;\r\n};\r\n\r\n/**\r\n * Defines the gamepad scene component responsible to manage gamepads in a given scene\r\n */\r\nexport class GamepadSystemSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpfull to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_GAMEPAD;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._beforeCameraUpdateStage.registerStep(SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD, this, this._beforeCameraUpdate);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do for gamepads\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n const gamepadManager = this.scene._gamepadManager;\r\n if (gamepadManager) {\r\n gamepadManager.dispose();\r\n this.scene._gamepadManager = null;\r\n }\r\n }\r\n\r\n private _beforeCameraUpdate(): void {\r\n const gamepadManager = this.scene._gamepadManager;\r\n\r\n if (gamepadManager && gamepadManager._isMonitoring) {\r\n gamepadManager._checkGamepadsStatus();\r\n }\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"gamepadSceneComponent.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Gamepads/gamepadSceneComponent.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AAEjC,OAAO,EAAE,uBAAuB,EAAE,MAAM,mBAAmB,CAAC;AAC5D,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAElD,OAAO,EAAE,uBAAuB,EAAE,MAAM,oCAAoC,CAAC;AAC7E,OAAO,EAAE,sBAAsB,EAAE,MAAM,0CAA0C,CAAC;AAClF,OAAO,EAAE,4BAA4B,EAAE,MAAM,yCAAyC,CAAC;AACvF,OAAO,EAAE,2BAA2B,EAAE,MAAM,+CAA+C,CAAC;AAe5F,MAAM,CAAC,cAAc,CAAC,KAAK,CAAC,SAAS,EAAE,gBAAgB,EAAE;IACrD,GAAG,EAAE;QACD,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE;YACvB,IAAI,CAAC,eAAe,GAAG,IAAI,cAAc,CAAC,IAAI,CAAC,CAAC;YAChD,IAAI,SAAS,GAAG,IAAI,CAAC,aAAa,CAAC,uBAAuB,CAAC,YAAY,CAAgC,CAAC;YACxG,IAAI,CAAC,SAAS,EAAE;gBACZ,SAAS,GAAG,IAAI,2BAA2B,CAAC,IAAI,CAAC,CAAC;gBAClD,IAAI,CAAC,aAAa,CAAC,SAAS,CAAC,CAAC;aACjC;SACJ;QAED,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IACD,UAAU,EAAE,IAAI;IAChB,YAAY,EAAE,IAAI;CACrB,CAAC,CAAC;AAeH;;GAEG;AACH,uBAAuB,CAAC,SAAS,CAAC,UAAU,GAAG;IAC3C,IAAI,CAAC,GAAG,CAAC,IAAI,sBAAsB,EAAE,CAAC,CAAC;IACvC,OAAO,IAAI,CAAC;AAChB,CAAC,CAAC;AAeF;;GAEG;AACH,4BAA4B,CAAC,SAAS,CAAC,UAAU,GAAG;IAChD,IAAI,CAAC,GAAG,CAAC,IAAI,2BAA2B,EAAE,CAAC,CAAC;IAC5C,OAAO,IAAI,CAAC;AAChB,CAAC,CAAC;AAEF;;GAEG;AACH,MAAM,OAAO,2BAA2B;IAWpC;;;OAGG;IACH,YAAY,KAAY;QAdxB;;WAEG;QACa,SAAI,GAAG,uBAAuB,CAAC,YAAY,CAAC;QAYxD,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;IACvB,CAAC;IAED;;OAEG;IACI,QAAQ;QACX,IAAI,CAAC,KAAK,CAAC,wBAAwB,CAAC,YAAY,CAAC,uBAAuB,CAAC,+BAA+B,EAAE,IAAI,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC;IAC9I,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,6BAA6B;IACjC,CAAC;IAED;;OAEG;IACI,OAAO;QACV,MAAM,cAAc,GAAG,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC;QAClD,IAAI,cAAc,EAAE;YAChB,cAAc,CAAC,OAAO,EAAE,CAAC;YACzB,IAAI,CAAC,KAAK,CAAC,eAAe,GAAG,IAAI,CAAC;SACrC;IACL,CAAC;IAEO,mBAAmB;QACvB,MAAM,cAAc,GAAG,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC;QAElD,IAAI,cAAc,IAAI,cAAc,CAAC,aAAa,EAAE;YAChD,cAAc,CAAC,oBAAoB,EAAE,CAAC;SACzC;IACL,CAAC;CACJ","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { GamepadManager } from \"./gamepadManager\";\r\n\r\nimport { FreeCameraInputsManager } from \"../Cameras/freeCameraInputsManager\";\r\nimport { FreeCameraGamepadInput } from \"../Cameras/Inputs/freeCameraGamepadInput\";\r\nimport { ArcRotateCameraInputsManager } from \"../Cameras/arcRotateCameraInputsManager\";\r\nimport { ArcRotateCameraGamepadInput } from \"../Cameras/Inputs/arcRotateCameraGamepadInput\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @internal */\r\n _gamepadManager: Nullable<GamepadManager>;\r\n\r\n /**\r\n * Gets the gamepad manager associated with the scene\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_gamepads\r\n */\r\n gamepadManager: GamepadManager;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"gamepadManager\", {\r\n get: function (this: Scene) {\r\n if (!this._gamepadManager) {\r\n this._gamepadManager = new GamepadManager(this);\r\n let component = this._getComponent(SceneComponentConstants.NAME_GAMEPAD) as GamepadSystemSceneComponent;\r\n if (!component) {\r\n component = new GamepadSystemSceneComponent(this);\r\n this._addComponent(component);\r\n }\r\n }\r\n\r\n return this._gamepadManager;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\ndeclare module \"../Cameras/freeCameraInputsManager\" {\r\n /**\r\n * Interface representing a free camera inputs manager\r\n */\r\n export interface FreeCameraInputsManager {\r\n /**\r\n * Adds gamepad input support to the FreeCameraInputsManager.\r\n * @returns the FreeCameraInputsManager\r\n */\r\n addGamepad(): FreeCameraInputsManager;\r\n }\r\n}\r\n\r\n/**\r\n * Adds a gamepad to the free camera inputs manager\r\n */\r\nFreeCameraInputsManager.prototype.addGamepad = function (): FreeCameraInputsManager {\r\n this.add(new FreeCameraGamepadInput());\r\n return this;\r\n};\r\n\r\ndeclare module \"../Cameras/arcRotateCameraInputsManager\" {\r\n /**\r\n * Interface representing an arc rotate camera inputs manager\r\n */\r\n export interface ArcRotateCameraInputsManager {\r\n /**\r\n * Adds gamepad input support to the ArcRotateCamera InputManager.\r\n * @returns the camera inputs manager\r\n */\r\n addGamepad(): ArcRotateCameraInputsManager;\r\n }\r\n}\r\n\r\n/**\r\n * Adds a gamepad to the arc rotate camera inputs manager\r\n */\r\nArcRotateCameraInputsManager.prototype.addGamepad = function (): ArcRotateCameraInputsManager {\r\n this.add(new ArcRotateCameraGamepadInput());\r\n return this;\r\n};\r\n\r\n/**\r\n * Defines the gamepad scene component responsible to manage gamepads in a given scene\r\n */\r\nexport class GamepadSystemSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpfull to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_GAMEPAD;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._beforeCameraUpdateStage.registerStep(SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD, this, this._beforeCameraUpdate);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do for gamepads\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n const gamepadManager = this.scene._gamepadManager;\r\n if (gamepadManager) {\r\n gamepadManager.dispose();\r\n this.scene._gamepadManager = null;\r\n }\r\n }\r\n\r\n private _beforeCameraUpdate(): void {\r\n const gamepadManager = this.scene._gamepadManager;\r\n\r\n if (gamepadManager && gamepadManager._isMonitoring) {\r\n gamepadManager._checkGamepadsStatus();\r\n }\r\n }\r\n}\r\n"]}
@@ -60,17 +60,11 @@ export declare class AxisDragGizmo extends Gizmo implements IAxisDragGizmo {
60
60
  protected _disableMaterial: StandardMaterial;
61
61
  protected _dragging: boolean;
62
62
  /**
63
- * @param scene
64
- * @param material
65
- * @param thickness
66
- * @param isCollider
67
- * @hidden
63
+ * @internal
68
64
  */
69
65
  static _CreateArrow(scene: Scene, material: StandardMaterial, thickness?: number, isCollider?: boolean): TransformNode;
70
66
  /**
71
- * @param scene
72
- * @param arrow
73
- * @hidden
67
+ * @internal
74
68
  */
75
69
  static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
76
70
  /**
@@ -142,11 +142,7 @@ export class AxisDragGizmo extends Gizmo {
142
142
  });
143
143
  }
144
144
  /**
145
- * @param scene
146
- * @param material
147
- * @param thickness
148
- * @param isCollider
149
- * @hidden
145
+ * @internal
150
146
  */
151
147
  static _CreateArrow(scene, material, thickness = 1, isCollider = false) {
152
148
  const arrow = new TransformNode("arrow", scene);
@@ -168,9 +164,7 @@ export class AxisDragGizmo extends Gizmo {
168
164
  return arrow;
169
165
  }
170
166
  /**
171
- * @param scene
172
- * @param arrow
173
- * @hidden
167
+ * @internal
174
168
  */
175
169
  static _CreateArrowInstance(scene, arrow) {
176
170
  const instance = new TransformNode("arrow", scene);