@babylonjs/core 5.24.0 → 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 (1708) hide show
  1. package/Actions/action.d.ts +12 -21
  2. package/Actions/action.js +8 -17
  3. package/Actions/action.js.map +1 -1
  4. package/Actions/actionManager.d.ts +2 -5
  5. package/Actions/actionManager.js +2 -5
  6. package/Actions/actionManager.js.map +1 -1
  7. package/Actions/condition.d.ts +9 -50
  8. package/Actions/condition.js +3 -26
  9. package/Actions/condition.js.map +1 -1
  10. package/Actions/directActions.d.ts +7 -7
  11. package/Actions/directActions.js +7 -7
  12. package/Actions/directActions.js.map +1 -1
  13. package/Actions/directAudioActions.d.ts +2 -2
  14. package/Actions/directAudioActions.js +2 -2
  15. package/Actions/directAudioActions.js.map +1 -1
  16. package/Actions/interpolateValueAction.d.ts +1 -1
  17. package/Actions/interpolateValueAction.js +1 -1
  18. package/Actions/interpolateValueAction.js.map +1 -1
  19. package/Animations/animatable.d.ts +5 -6
  20. package/Animations/animatable.js +1 -2
  21. package/Animations/animatable.js.map +1 -1
  22. package/Animations/animation.d.ts +6 -20
  23. package/Animations/animation.js +6 -20
  24. package/Animations/animation.js.map +1 -1
  25. package/Animations/animationEvent.d.ts +1 -1
  26. package/Animations/animationEvent.js +1 -1
  27. package/Animations/animationEvent.js.map +1 -1
  28. package/Animations/animationGroup.d.ts +1 -1
  29. package/Animations/animationGroup.js +1 -1
  30. package/Animations/animationGroup.js.map +1 -1
  31. package/Animations/easing.d.ts +13 -26
  32. package/Animations/easing.js +13 -26
  33. package/Animations/easing.js.map +1 -1
  34. package/Animations/runtimeAnimation.d.ts +3 -4
  35. package/Animations/runtimeAnimation.js +1 -2
  36. package/Animations/runtimeAnimation.js.map +1 -1
  37. package/Audio/audioSceneComponent.d.ts +1 -1
  38. package/Audio/audioSceneComponent.js.map +1 -1
  39. package/Audio/sound.d.ts +3 -4
  40. package/Audio/sound.js +2 -3
  41. package/Audio/sound.js.map +1 -1
  42. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  43. package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
  44. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  45. package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
  46. package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
  47. package/Behaviors/Meshes/baseSixDofDragBehavior.js +5 -5
  48. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  49. package/Behaviors/Meshes/followBehavior.d.ts +1 -1
  50. package/Behaviors/Meshes/followBehavior.js +1 -1
  51. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  52. package/Behaviors/Meshes/pointerDragBehavior.d.ts +1 -1
  53. package/Behaviors/Meshes/pointerDragBehavior.js +1 -1
  54. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  55. package/Bones/bone.d.ts +7 -9
  56. package/Bones/bone.js +7 -9
  57. package/Bones/bone.js.map +1 -1
  58. package/Bones/skeleton.d.ts +6 -8
  59. package/Bones/skeleton.js +6 -8
  60. package/Bones/skeleton.js.map +1 -1
  61. package/Buffers/buffer.d.ts +6 -6
  62. package/Buffers/buffer.js +14 -16
  63. package/Buffers/buffer.js.map +1 -1
  64. package/Buffers/storageBuffer.d.ts +1 -1
  65. package/Buffers/storageBuffer.js +1 -1
  66. package/Buffers/storageBuffer.js.map +1 -1
  67. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +1 -2
  68. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +1 -2
  69. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js.map +1 -1
  70. package/Cameras/Inputs/flyCameraKeyboardInput.d.ts +1 -1
  71. package/Cameras/Inputs/flyCameraKeyboardInput.js +1 -1
  72. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  73. package/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +2 -2
  74. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +1 -1
  75. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
  76. package/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +1 -1
  77. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +1 -1
  78. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  79. package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -1
  80. package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
  81. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  82. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.d.ts +1 -2
  83. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +1 -2
  84. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
  85. package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -2
  86. package/Cameras/RigModes/stereoscopicRigMode.js +1 -2
  87. package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
  88. package/Cameras/RigModes/vrRigMode.d.ts +1 -3
  89. package/Cameras/RigModes/vrRigMode.js +1 -3
  90. package/Cameras/RigModes/vrRigMode.js.map +1 -1
  91. package/Cameras/RigModes/webVRRigMode.d.ts +1 -3
  92. package/Cameras/RigModes/webVRRigMode.js +1 -3
  93. package/Cameras/RigModes/webVRRigMode.js.map +1 -1
  94. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +2 -3
  95. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +2 -3
  96. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  97. package/Cameras/VR/vrCameraMetrics.d.ts +4 -4
  98. package/Cameras/VR/vrCameraMetrics.js +4 -4
  99. package/Cameras/VR/vrCameraMetrics.js.map +1 -1
  100. package/Cameras/VR/vrExperienceHelper.js +19 -24
  101. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  102. package/Cameras/VR/webVRCamera.d.ts +9 -9
  103. package/Cameras/VR/webVRCamera.js +9 -9
  104. package/Cameras/VR/webVRCamera.js.map +1 -1
  105. package/Cameras/arcRotateCamera.d.ts +11 -12
  106. package/Cameras/arcRotateCamera.js +8 -9
  107. package/Cameras/arcRotateCamera.js.map +1 -1
  108. package/Cameras/camera.d.ts +29 -38
  109. package/Cameras/camera.js +27 -36
  110. package/Cameras/camera.js.map +1 -1
  111. package/Cameras/deviceOrientationCamera.d.ts +1 -1
  112. package/Cameras/deviceOrientationCamera.js +1 -1
  113. package/Cameras/deviceOrientationCamera.js.map +1 -1
  114. package/Cameras/flyCamera.d.ts +8 -12
  115. package/Cameras/flyCamera.js +6 -10
  116. package/Cameras/flyCamera.js.map +1 -1
  117. package/Cameras/followCamera.d.ts +2 -2
  118. package/Cameras/followCamera.js +2 -2
  119. package/Cameras/followCamera.js.map +1 -1
  120. package/Cameras/freeCamera.d.ts +6 -7
  121. package/Cameras/freeCamera.js +4 -5
  122. package/Cameras/freeCamera.js.map +1 -1
  123. package/Cameras/freeCameraInputsManager.d.ts +2 -2
  124. package/Cameras/freeCameraInputsManager.js +2 -2
  125. package/Cameras/freeCameraInputsManager.js.map +1 -1
  126. package/Cameras/targetCamera.d.ts +21 -24
  127. package/Cameras/targetCamera.js +20 -23
  128. package/Cameras/targetCamera.js.map +1 -1
  129. package/Cameras/touchCamera.d.ts +1 -1
  130. package/Cameras/touchCamera.js +1 -1
  131. package/Cameras/touchCamera.js.map +1 -1
  132. package/Collisions/collider.d.ts +13 -44
  133. package/Collisions/collider.js +10 -41
  134. package/Collisions/collider.js.map +1 -1
  135. package/Collisions/collisionCoordinator.d.ts +2 -2
  136. package/Collisions/collisionCoordinator.js +1 -1
  137. package/Collisions/collisionCoordinator.js.map +1 -1
  138. package/Collisions/intersectionInfo.d.ts +1 -1
  139. package/Collisions/intersectionInfo.js +1 -1
  140. package/Collisions/intersectionInfo.js.map +1 -1
  141. package/Collisions/meshCollisionData.d.ts +1 -1
  142. package/Collisions/meshCollisionData.js +1 -1
  143. package/Collisions/meshCollisionData.js.map +1 -1
  144. package/Collisions/pickingInfo.d.ts +1 -1
  145. package/Collisions/pickingInfo.js +1 -1
  146. package/Collisions/pickingInfo.js.map +1 -1
  147. package/Compute/IComputeContext.d.ts +1 -1
  148. package/Compute/IComputeContext.js.map +1 -1
  149. package/Compute/IComputePipelineContext.d.ts +2 -2
  150. package/Compute/IComputePipelineContext.js.map +1 -1
  151. package/Compute/computeEffect.d.ts +5 -5
  152. package/Compute/computeEffect.js +5 -5
  153. package/Compute/computeEffect.js.map +1 -1
  154. package/Culling/Octrees/octreeBlock.d.ts +1 -9
  155. package/Culling/Octrees/octreeBlock.js +1 -9
  156. package/Culling/Octrees/octreeBlock.js.map +1 -1
  157. package/Culling/Octrees/octreeSceneComponent.d.ts +2 -2
  158. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  159. package/Culling/boundingBox.d.ts +4 -5
  160. package/Culling/boundingBox.js +3 -4
  161. package/Culling/boundingBox.js.map +1 -1
  162. package/Culling/boundingInfo.d.ts +1 -2
  163. package/Culling/boundingInfo.js +1 -2
  164. package/Culling/boundingInfo.js.map +1 -1
  165. package/Culling/boundingSphere.d.ts +1 -2
  166. package/Culling/boundingSphere.js +1 -2
  167. package/Culling/boundingSphere.js.map +1 -1
  168. package/Culling/ray.d.ts +6 -6
  169. package/Culling/ray.js.map +1 -1
  170. package/Debug/debugLayer.d.ts +1 -1
  171. package/Debug/debugLayer.js.map +1 -1
  172. package/Debug/physicsViewer.d.ts +6 -6
  173. package/Debug/physicsViewer.js +4 -4
  174. package/Debug/physicsViewer.js.map +1 -1
  175. package/DeviceInput/InputDevices/deviceEnums.d.ts +1 -1
  176. package/DeviceInput/InputDevices/deviceEnums.js +1 -1
  177. package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
  178. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +3 -3
  179. package/DeviceInput/InputDevices/deviceSourceManager.js +3 -3
  180. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  181. package/DeviceInput/internalDeviceSourceManager.d.ts +3 -3
  182. package/DeviceInput/internalDeviceSourceManager.js +1 -1
  183. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  184. package/DeviceInput/nativeDeviceInputSystem.d.ts +1 -1
  185. package/DeviceInput/nativeDeviceInputSystem.js +1 -1
  186. package/DeviceInput/nativeDeviceInputSystem.js.map +1 -1
  187. package/DeviceInput/webDeviceInputSystem.d.ts +1 -1
  188. package/DeviceInput/webDeviceInputSystem.js +1 -1
  189. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  190. package/Engines/Extensions/engine.computeShader.d.ts +7 -7
  191. package/Engines/Extensions/engine.computeShader.js +1 -1
  192. package/Engines/Extensions/engine.computeShader.js.map +1 -1
  193. package/Engines/Extensions/engine.cubeTexture.d.ts +6 -6
  194. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  195. package/Engines/Extensions/engine.debugging.d.ts +4 -4
  196. package/Engines/Extensions/engine.debugging.js.map +1 -1
  197. package/Engines/Extensions/engine.multiview.d.ts +9 -9
  198. package/Engines/Extensions/engine.multiview.js.map +1 -1
  199. package/Engines/Extensions/engine.query.d.ts +22 -22
  200. package/Engines/Extensions/engine.query.js +8 -8
  201. package/Engines/Extensions/engine.query.js.map +1 -1
  202. package/Engines/Extensions/engine.rawTexture.js +3 -7
  203. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  204. package/Engines/Extensions/engine.readTexture.d.ts +2 -2
  205. package/Engines/Extensions/engine.readTexture.js.map +1 -1
  206. package/Engines/Extensions/engine.renderTarget.d.ts +2 -2
  207. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  208. package/Engines/Extensions/engine.textureSelector.d.ts +2 -2
  209. package/Engines/Extensions/engine.textureSelector.js.map +1 -1
  210. package/Engines/Extensions/engine.transformFeedback.d.ts +1 -1
  211. package/Engines/Extensions/engine.transformFeedback.js +1 -1
  212. package/Engines/Extensions/engine.transformFeedback.js.map +1 -1
  213. package/Engines/Extensions/engine.views.d.ts +2 -2
  214. package/Engines/Extensions/engine.views.js.map +1 -1
  215. package/Engines/Extensions/engine.webVR.d.ts +13 -13
  216. package/Engines/Extensions/engine.webVR.js.map +1 -1
  217. package/Engines/IDrawContext.d.ts +1 -1
  218. package/Engines/IDrawContext.js.map +1 -1
  219. package/Engines/IMaterialContext.d.ts +1 -1
  220. package/Engines/IMaterialContext.js.map +1 -1
  221. package/Engines/IPipelineContext.d.ts +5 -5
  222. package/Engines/IPipelineContext.js.map +1 -1
  223. package/Engines/Native/nativeDataStream.d.ts +2 -2
  224. package/Engines/Native/nativeDataStream.js +1 -1
  225. package/Engines/Native/nativeDataStream.js.map +1 -1
  226. package/Engines/Native/nativeInterfaces.d.ts +10 -10
  227. package/Engines/Native/nativeInterfaces.js.map +1 -1
  228. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.d.ts +1 -1
  229. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js +1 -1
  230. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js.map +1 -1
  231. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.d.ts +1 -1
  232. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +1 -1
  233. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
  234. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.d.ts +1 -1
  235. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js +1 -1
  236. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js.map +1 -1
  237. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.d.ts +1 -1
  238. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js +1 -1
  239. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js.map +1 -1
  240. package/Engines/Processors/Expressions/shaderDefineExpression.d.ts +1 -1
  241. package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
  242. package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
  243. package/Engines/Processors/iShaderProcessor.d.ts +1 -1
  244. package/Engines/Processors/iShaderProcessor.js.map +1 -1
  245. package/Engines/Processors/shaderCodeConditionNode.d.ts +1 -1
  246. package/Engines/Processors/shaderCodeConditionNode.js +1 -1
  247. package/Engines/Processors/shaderCodeConditionNode.js.map +1 -1
  248. package/Engines/Processors/shaderCodeCursor.d.ts +1 -1
  249. package/Engines/Processors/shaderCodeCursor.js +1 -1
  250. package/Engines/Processors/shaderCodeCursor.js.map +1 -1
  251. package/Engines/Processors/shaderCodeNode.d.ts +1 -1
  252. package/Engines/Processors/shaderCodeNode.js +1 -1
  253. package/Engines/Processors/shaderCodeNode.js.map +1 -1
  254. package/Engines/Processors/shaderCodeTestNode.d.ts +1 -1
  255. package/Engines/Processors/shaderCodeTestNode.js +1 -1
  256. package/Engines/Processors/shaderCodeTestNode.js.map +1 -1
  257. package/Engines/Processors/shaderProcessingOptions.d.ts +2 -2
  258. package/Engines/Processors/shaderProcessingOptions.js.map +1 -1
  259. package/Engines/Processors/shaderProcessor.d.ts +2 -2
  260. package/Engines/Processors/shaderProcessor.js +2 -2
  261. package/Engines/Processors/shaderProcessor.js.map +1 -1
  262. package/Engines/WebGL/webGL2ShaderProcessors.d.ts +1 -1
  263. package/Engines/WebGL/webGL2ShaderProcessors.js +1 -1
  264. package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
  265. package/Engines/WebGL/webGLHardwareTexture.d.ts +1 -1
  266. package/Engines/WebGL/webGLHardwareTexture.js +1 -1
  267. package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
  268. package/Engines/WebGL/webGLPipelineContext.d.ts +6 -25
  269. package/Engines/WebGL/webGLPipelineContext.js +6 -25
  270. package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
  271. package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +2 -2
  272. package/Engines/WebGL/webGLRenderTargetWrapper.js +2 -2
  273. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  274. package/Engines/WebGL/webGLShaderProcessors.d.ts +1 -1
  275. package/Engines/WebGL/webGLShaderProcessors.js +1 -1
  276. package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
  277. package/Engines/WebGPU/Extensions/engine.computeShader.d.ts +1 -1
  278. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  279. package/Engines/WebGPU/Extensions/engine.rawTexture.js +1 -5
  280. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  281. package/Engines/WebGPU/webgpuBufferManager.d.ts +1 -1
  282. package/Engines/WebGPU/webgpuBufferManager.js +1 -1
  283. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  284. package/Engines/WebGPU/webgpuBundleList.d.ts +8 -8
  285. package/Engines/WebGPU/webgpuBundleList.js +7 -7
  286. package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
  287. package/Engines/WebGPU/webgpuCacheBindGroups.d.ts +1 -1
  288. package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -1
  289. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  290. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
  291. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +1 -1
  292. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  293. package/Engines/WebGPU/webgpuCacheRenderPipelineString.d.ts +1 -1
  294. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js +1 -1
  295. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js.map +1 -1
  296. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +2 -2
  297. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +2 -2
  298. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  299. package/Engines/WebGPU/webgpuCacheSampler.d.ts +1 -1
  300. package/Engines/WebGPU/webgpuCacheSampler.js +1 -1
  301. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  302. package/Engines/WebGPU/webgpuClearQuad.d.ts +1 -1
  303. package/Engines/WebGPU/webgpuClearQuad.js +1 -1
  304. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  305. package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
  306. package/Engines/WebGPU/webgpuComputeContext.js +1 -1
  307. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  308. package/Engines/WebGPU/webgpuComputePipelineContext.d.ts +2 -2
  309. package/Engines/WebGPU/webgpuComputePipelineContext.js +1 -1
  310. package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
  311. package/Engines/WebGPU/webgpuConstants.d.ts +38 -38
  312. package/Engines/WebGPU/webgpuConstants.js +38 -38
  313. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  314. package/Engines/WebGPU/webgpuDepthCullingState.d.ts +1 -1
  315. package/Engines/WebGPU/webgpuDepthCullingState.js +1 -1
  316. package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
  317. package/Engines/WebGPU/webgpuDrawContext.d.ts +1 -1
  318. package/Engines/WebGPU/webgpuDrawContext.js +1 -1
  319. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  320. package/Engines/WebGPU/webgpuExternalTexture.d.ts +1 -1
  321. package/Engines/WebGPU/webgpuExternalTexture.js +1 -1
  322. package/Engines/WebGPU/webgpuExternalTexture.js.map +1 -1
  323. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +9 -9
  324. package/Engines/WebGPU/webgpuHardwareTexture.js +1 -1
  325. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  326. package/Engines/WebGPU/webgpuMaterialContext.d.ts +3 -3
  327. package/Engines/WebGPU/webgpuMaterialContext.js +1 -1
  328. package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
  329. package/Engines/WebGPU/webgpuOcclusionQuery.d.ts +1 -1
  330. package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -1
  331. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  332. package/Engines/WebGPU/webgpuPipelineContext.d.ts +4 -4
  333. package/Engines/WebGPU/webgpuPipelineContext.js +2 -2
  334. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  335. package/Engines/WebGPU/webgpuQuerySet.d.ts +1 -1
  336. package/Engines/WebGPU/webgpuQuerySet.js +1 -1
  337. package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
  338. package/Engines/WebGPU/webgpuRenderPassWrapper.d.ts +1 -1
  339. package/Engines/WebGPU/webgpuRenderPassWrapper.js +1 -1
  340. package/Engines/WebGPU/webgpuRenderPassWrapper.js.map +1 -1
  341. package/Engines/WebGPU/webgpuRenderTargetWrapper.d.ts +2 -2
  342. package/Engines/WebGPU/webgpuRenderTargetWrapper.js +1 -1
  343. package/Engines/WebGPU/webgpuRenderTargetWrapper.js.map +1 -1
  344. package/Engines/WebGPU/webgpuShaderProcessingContext.d.ts +7 -7
  345. package/Engines/WebGPU/webgpuShaderProcessingContext.js +2 -2
  346. package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
  347. package/Engines/WebGPU/webgpuShaderProcessor.d.ts +1 -1
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@@ -53,7 +53,7 @@ export class Gamepad {
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  this.browserGamepad = browserGamepad;
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  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);
@@ -1 +1 @@
1
- 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type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { PointerInfo } from \"../Events/pointerEvents\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport type { Node } from \"../node\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { CreateCylinder } from \"../Meshes/Builders/cylinderBuilder\";\r\nimport { PointerDragBehavior } from \"../Behaviors/Meshes/pointerDragBehavior\";\r\nimport type { GizmoAxisCache, IGizmo } from \"./gizmo\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { PositionGizmo } from \"./positionGizmo\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\n\r\n/**\r\n * Interface for axis drag gizmo\r\n */\r\nexport interface IAxisDragGizmo extends IGizmo {\r\n /** Drag behavior responsible for the gizmos dragging interactions */\r\n dragBehavior: PointerDragBehavior;\r\n /** Drag distance in babylon units that the gizmo will snap to when dragged */\r\n snapDistance: number;\r\n /**\r\n * Event that fires each time the gizmo snaps to a new location.\r\n * * snapDistance is the the change in distance\r\n */\r\n onSnapObservable: Observable<{ snapDistance: number }>;\r\n /** If the gizmo is enabled */\r\n isEnabled: boolean;\r\n}\r\n\r\n/**\r\n * Single axis drag gizmo\r\n */\r\nexport class AxisDragGizmo extends Gizmo implements IAxisDragGizmo {\r\n /**\r\n * Drag behavior responsible for the gizmos dragging interactions\r\n */\r\n public dragBehavior: PointerDragBehavior;\r\n protected _pointerObserver: Nullable<Observer<PointerInfo>> = null;\r\n /**\r\n * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)\r\n */\r\n public snapDistance = 0;\r\n /**\r\n * Event that fires each time the gizmo snaps to a new location.\r\n * * snapDistance is the the change in distance\r\n */\r\n public onSnapObservable = new Observable<{ snapDistance: number }>();\r\n\r\n protected _isEnabled: boolean = true;\r\n protected _parent: Nullable<PositionGizmo> = null;\r\n\r\n protected _gizmoMesh: Mesh;\r\n protected _coloredMaterial: StandardMaterial;\r\n protected _hoverMaterial: StandardMaterial;\r\n protected _disableMaterial: StandardMaterial;\r\n protected _dragging: boolean = false;\r\n\r\n /**\r\n * @param scene\r\n * @param material\r\n * @param thickness\r\n * @param isCollider\r\n * @hidden\r\n */\r\n public static _CreateArrow(scene: Scene, material: StandardMaterial, thickness: number = 1, isCollider = false): TransformNode {\r\n const arrow = new TransformNode(\"arrow\", scene);\r\n const cylinder = CreateCylinder(\"cylinder\", { diameterTop: 0, height: 0.075, diameterBottom: 0.0375 * (1 + (thickness - 1) / 4), tessellation: 96 }, scene);\r\n const line = CreateCylinder(\"cylinder\", { diameterTop: 0.005 * thickness, height: 0.275, diameterBottom: 0.005 * thickness, tessellation: 96 }, scene);\r\n\r\n // Position arrow pointing in its drag axis\r\n cylinder.parent = arrow;\r\n cylinder.material = material;\r\n cylinder.rotation.x = Math.PI / 2;\r\n cylinder.position.z += 0.3;\r\n\r\n line.parent = arrow;\r\n line.material = material;\r\n line.position.z += 0.275 / 2;\r\n line.rotation.x = Math.PI / 2;\r\n\r\n if (isCollider) {\r\n line.visibility = 0;\r\n cylinder.visibility = 0;\r\n }\r\n return arrow;\r\n }\r\n\r\n /**\r\n * @param scene\r\n * @param arrow\r\n * @hidden\r\n */\r\n public static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode {\r\n const instance = new TransformNode(\"arrow\", scene);\r\n for (const mesh of arrow.getChildMeshes()) {\r\n const childInstance = (mesh as Mesh).createInstance(mesh.name);\r\n childInstance.parent = instance;\r\n }\r\n return instance;\r\n }\r\n\r\n /**\r\n * Creates an AxisDragGizmo\r\n * @param dragAxis The axis which the gizmo will be able to drag on\r\n * @param color The color of the gizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n * @param parent\r\n * @param thickness display gizmo axis thickness\r\n */\r\n constructor(\r\n dragAxis: Vector3,\r\n color: Color3 = Color3.Gray(),\r\n gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer,\r\n parent: Nullable<PositionGizmo> = null,\r\n thickness: number = 1\r\n ) {\r\n super(gizmoLayer);\r\n this._parent = parent;\r\n\r\n // Create Material\r\n this._coloredMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._coloredMaterial.diffuseColor = color;\r\n this._coloredMaterial.specularColor = color.subtract(new Color3(0.1, 0.1, 0.1));\r\n\r\n this._hoverMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._hoverMaterial.diffuseColor = Color3.Yellow();\r\n\r\n this._disableMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._disableMaterial.diffuseColor = Color3.Gray();\r\n this._disableMaterial.alpha = 0.4;\r\n\r\n // Build Mesh + Collider\r\n const arrow = AxisDragGizmo._CreateArrow(gizmoLayer.utilityLayerScene, this._coloredMaterial, thickness);\r\n const collider = AxisDragGizmo._CreateArrow(gizmoLayer.utilityLayerScene, this._coloredMaterial, thickness + 4, true);\r\n\r\n // Add to Root Node\r\n this._gizmoMesh = new Mesh(\"\", gizmoLayer.utilityLayerScene);\r\n this._gizmoMesh.addChild(arrow as Mesh);\r\n this._gizmoMesh.addChild(collider as Mesh);\r\n\r\n this._gizmoMesh.lookAt(this._rootMesh.position.add(dragAxis));\r\n this._gizmoMesh.scaling.scaleInPlace(1 / 3);\r\n this._gizmoMesh.parent = this._rootMesh;\r\n\r\n let currentSnapDragDistance = 0;\r\n const tmpVector = new Vector3();\r\n const tmpVector2 = new Vector3();\r\n const tmpSnapEvent = { snapDistance: 0 };\r\n // Add drag behavior to handle events when the gizmo is dragged\r\n this.dragBehavior = new PointerDragBehavior({ dragAxis: dragAxis });\r\n this.dragBehavior.moveAttached = false;\r\n this.dragBehavior.updateDragPlane = false;\r\n this._rootMesh.addBehavior(this.dragBehavior);\r\n\r\n this.dragBehavior.onDragObservable.add((event) => {\r\n if (this.attachedNode) {\r\n this._handlePivot();\r\n // Keep world translation and use it to update world transform\r\n // if the node has parent, the local transform properties (position, rotation, scale)\r\n // will be recomputed in _matrixChanged function\r\n\r\n let matrixChanged: boolean = false;\r\n // Snapping logic\r\n if (this.snapDistance == 0) {\r\n this.attachedNode.getWorldMatrix().getTranslationToRef(tmpVector2);\r\n tmpVector2.addInPlace(event.delta);\r\n if (this.dragBehavior.validateDrag(tmpVector2)) {\r\n if ((this.attachedNode as any).position) {\r\n // Required for nodes like lights\r\n (this.attachedNode as any).position.addInPlaceFromFloats(event.delta.x, event.delta.y, event.delta.z);\r\n }\r\n\r\n // use _worldMatrix to not force a matrix update when calling GetWorldMatrix especially with Cameras\r\n this.attachedNode.getWorldMatrix().addTranslationFromFloats(event.delta.x, event.delta.y, event.delta.z);\r\n this.attachedNode.updateCache();\r\n matrixChanged = true;\r\n }\r\n } else {\r\n currentSnapDragDistance += event.dragDistance;\r\n if (Math.abs(currentSnapDragDistance) > this.snapDistance) {\r\n const dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / this.snapDistance);\r\n currentSnapDragDistance = currentSnapDragDistance % this.snapDistance;\r\n event.delta.normalizeToRef(tmpVector);\r\n tmpVector.scaleInPlace(this.snapDistance * dragSteps);\r\n\r\n this.attachedNode.getWorldMatrix().getTranslationToRef(tmpVector2);\r\n tmpVector2.addInPlace(tmpVector);\r\n if (this.dragBehavior.validateDrag(tmpVector2)) {\r\n this.attachedNode.getWorldMatrix().addTranslationFromFloats(tmpVector.x, tmpVector.y, tmpVector.z);\r\n this.attachedNode.updateCache();\r\n tmpSnapEvent.snapDistance = this.snapDistance * dragSteps;\r\n this.onSnapObservable.notifyObservers(tmpSnapEvent);\r\n matrixChanged = true;\r\n }\r\n }\r\n }\r\n if (matrixChanged) {\r\n this._matrixChanged();\r\n }\r\n }\r\n });\r\n this.dragBehavior.onDragStartObservable.add(() => {\r\n this._dragging = true;\r\n });\r\n this.dragBehavior.onDragEndObservable.add(() => {\r\n this._dragging = false;\r\n });\r\n\r\n const light = gizmoLayer._getSharedGizmoLight();\r\n light.includedOnlyMeshes = light.includedOnlyMeshes.concat(this._rootMesh.getChildMeshes(false));\r\n\r\n const cache: GizmoAxisCache = {\r\n gizmoMeshes: arrow.getChildMeshes() as Mesh[],\r\n colliderMeshes: collider.getChildMeshes() as Mesh[],\r\n material: this._coloredMaterial,\r\n hoverMaterial: this._hoverMaterial,\r\n disableMaterial: this._disableMaterial,\r\n active: false,\r\n dragBehavior: this.dragBehavior,\r\n };\r\n this._parent?.addToAxisCache(collider as Mesh, cache);\r\n\r\n this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add((pointerInfo) => {\r\n if (this._customMeshSet) {\r\n return;\r\n }\r\n this._isHovered = !!(cache.colliderMeshes.indexOf(<Mesh>pointerInfo?.pickInfo?.pickedMesh) != -1);\r\n if (!this._parent) {\r\n const material = this.dragBehavior.enabled ? (this._isHovered || this._dragging ? this._hoverMaterial : this._coloredMaterial) : this._disableMaterial;\r\n this._setGizmoMeshMaterial(cache.gizmoMeshes, material);\r\n }\r\n });\r\n\r\n this.dragBehavior.onEnabledObservable.add((newState) => {\r\n this._setGizmoMeshMaterial(cache.gizmoMeshes, newState ? cache.material : cache.disableMaterial);\r\n });\r\n }\r\n protected _attachedNodeChanged(value: Nullable<Node>) {\r\n if (this.dragBehavior) {\r\n this.dragBehavior.enabled = value ? true : false;\r\n }\r\n }\r\n\r\n /**\r\n * If the gizmo is enabled\r\n */\r\n public set isEnabled(value: boolean) {\r\n this._isEnabled = value;\r\n if (!value) {\r\n this.attachedMesh = null;\r\n this.attachedNode = null;\r\n } else {\r\n if (this._parent) {\r\n this.attachedMesh = this._parent.attachedMesh;\r\n this.attachedNode = this._parent.attachedNode;\r\n }\r\n }\r\n }\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n /**\r\n * Disposes of the gizmo\r\n */\r\n public dispose() {\r\n this.onSnapObservable.clear();\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);\r\n this.dragBehavior.detach();\r\n if (this._gizmoMesh) {\r\n this._gizmoMesh.dispose();\r\n }\r\n [this._coloredMaterial, this._hoverMaterial, this._disableMaterial].forEach((matl) => {\r\n if (matl) {\r\n matl.dispose();\r\n }\r\n });\r\n super.dispose();\r\n }\r\n}\r\n"]}
1
+ 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type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { PointerInfo } from \"../Events/pointerEvents\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport type { Node } from \"../node\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { CreateCylinder } from \"../Meshes/Builders/cylinderBuilder\";\r\nimport { PointerDragBehavior } from \"../Behaviors/Meshes/pointerDragBehavior\";\r\nimport type { GizmoAxisCache, IGizmo } from \"./gizmo\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { PositionGizmo } from \"./positionGizmo\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\n\r\n/**\r\n * Interface for axis drag gizmo\r\n */\r\nexport interface IAxisDragGizmo extends IGizmo {\r\n /** Drag behavior responsible for the gizmos dragging interactions */\r\n dragBehavior: PointerDragBehavior;\r\n /** Drag distance in babylon units that the gizmo will snap to when dragged */\r\n snapDistance: number;\r\n /**\r\n * Event that fires each time the gizmo snaps to a new location.\r\n * * snapDistance is the the change in distance\r\n */\r\n onSnapObservable: Observable<{ snapDistance: number }>;\r\n /** If the gizmo is enabled */\r\n isEnabled: boolean;\r\n}\r\n\r\n/**\r\n * Single axis drag gizmo\r\n */\r\nexport class AxisDragGizmo extends Gizmo implements IAxisDragGizmo {\r\n /**\r\n * Drag behavior responsible for the gizmos dragging interactions\r\n */\r\n public dragBehavior: PointerDragBehavior;\r\n protected _pointerObserver: Nullable<Observer<PointerInfo>> = null;\r\n /**\r\n * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)\r\n */\r\n public snapDistance = 0;\r\n /**\r\n * Event that fires each time the gizmo snaps to a new location.\r\n * * snapDistance is the the change in distance\r\n */\r\n public onSnapObservable = new Observable<{ snapDistance: number }>();\r\n\r\n protected _isEnabled: boolean = true;\r\n protected _parent: Nullable<PositionGizmo> = null;\r\n\r\n protected _gizmoMesh: Mesh;\r\n protected _coloredMaterial: StandardMaterial;\r\n protected _hoverMaterial: StandardMaterial;\r\n protected _disableMaterial: StandardMaterial;\r\n protected _dragging: boolean = false;\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _CreateArrow(scene: Scene, material: StandardMaterial, thickness: number = 1, isCollider = false): TransformNode {\r\n const arrow = new TransformNode(\"arrow\", scene);\r\n const cylinder = CreateCylinder(\"cylinder\", { diameterTop: 0, height: 0.075, diameterBottom: 0.0375 * (1 + (thickness - 1) / 4), tessellation: 96 }, scene);\r\n const line = CreateCylinder(\"cylinder\", { diameterTop: 0.005 * thickness, height: 0.275, diameterBottom: 0.005 * thickness, tessellation: 96 }, scene);\r\n\r\n // Position arrow pointing in its drag axis\r\n cylinder.parent = arrow;\r\n cylinder.material = material;\r\n cylinder.rotation.x = Math.PI / 2;\r\n cylinder.position.z += 0.3;\r\n\r\n line.parent = arrow;\r\n line.material = material;\r\n line.position.z += 0.275 / 2;\r\n line.rotation.x = Math.PI / 2;\r\n\r\n if (isCollider) {\r\n line.visibility = 0;\r\n cylinder.visibility = 0;\r\n }\r\n return arrow;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode {\r\n const instance = new TransformNode(\"arrow\", scene);\r\n for (const mesh of arrow.getChildMeshes()) {\r\n const childInstance = (mesh as Mesh).createInstance(mesh.name);\r\n childInstance.parent = instance;\r\n }\r\n return instance;\r\n }\r\n\r\n /**\r\n * Creates an AxisDragGizmo\r\n * @param dragAxis The axis which the gizmo will be able to drag on\r\n * @param color The color of the gizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n * @param parent\r\n * @param thickness display gizmo axis thickness\r\n */\r\n constructor(\r\n dragAxis: Vector3,\r\n color: Color3 = Color3.Gray(),\r\n gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer,\r\n parent: Nullable<PositionGizmo> = null,\r\n thickness: number = 1\r\n ) {\r\n super(gizmoLayer);\r\n this._parent = parent;\r\n\r\n // Create Material\r\n this._coloredMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._coloredMaterial.diffuseColor = color;\r\n this._coloredMaterial.specularColor = color.subtract(new Color3(0.1, 0.1, 0.1));\r\n\r\n this._hoverMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._hoverMaterial.diffuseColor = Color3.Yellow();\r\n\r\n this._disableMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._disableMaterial.diffuseColor = Color3.Gray();\r\n this._disableMaterial.alpha = 0.4;\r\n\r\n // Build Mesh + Collider\r\n const arrow = AxisDragGizmo._CreateArrow(gizmoLayer.utilityLayerScene, this._coloredMaterial, thickness);\r\n const collider = AxisDragGizmo._CreateArrow(gizmoLayer.utilityLayerScene, this._coloredMaterial, thickness + 4, true);\r\n\r\n // Add to Root Node\r\n this._gizmoMesh = new Mesh(\"\", gizmoLayer.utilityLayerScene);\r\n this._gizmoMesh.addChild(arrow as Mesh);\r\n this._gizmoMesh.addChild(collider as Mesh);\r\n\r\n this._gizmoMesh.lookAt(this._rootMesh.position.add(dragAxis));\r\n this._gizmoMesh.scaling.scaleInPlace(1 / 3);\r\n this._gizmoMesh.parent = this._rootMesh;\r\n\r\n let currentSnapDragDistance = 0;\r\n const tmpVector = new Vector3();\r\n const tmpVector2 = new Vector3();\r\n const tmpSnapEvent = { snapDistance: 0 };\r\n // Add drag behavior to handle events when the gizmo is dragged\r\n this.dragBehavior = new PointerDragBehavior({ dragAxis: dragAxis });\r\n this.dragBehavior.moveAttached = false;\r\n this.dragBehavior.updateDragPlane = false;\r\n this._rootMesh.addBehavior(this.dragBehavior);\r\n\r\n this.dragBehavior.onDragObservable.add((event) => {\r\n if (this.attachedNode) {\r\n this._handlePivot();\r\n // Keep world translation and use it to update world transform\r\n // if the node has parent, the local transform properties (position, rotation, scale)\r\n // will be recomputed in _matrixChanged function\r\n\r\n let matrixChanged: boolean = false;\r\n // Snapping logic\r\n if (this.snapDistance == 0) {\r\n this.attachedNode.getWorldMatrix().getTranslationToRef(tmpVector2);\r\n tmpVector2.addInPlace(event.delta);\r\n if (this.dragBehavior.validateDrag(tmpVector2)) {\r\n if ((this.attachedNode as any).position) {\r\n // Required for nodes like lights\r\n (this.attachedNode as any).position.addInPlaceFromFloats(event.delta.x, event.delta.y, event.delta.z);\r\n }\r\n\r\n // use _worldMatrix to not force a matrix update when calling GetWorldMatrix especially with Cameras\r\n this.attachedNode.getWorldMatrix().addTranslationFromFloats(event.delta.x, event.delta.y, event.delta.z);\r\n this.attachedNode.updateCache();\r\n matrixChanged = true;\r\n }\r\n } else {\r\n currentSnapDragDistance += event.dragDistance;\r\n if (Math.abs(currentSnapDragDistance) > this.snapDistance) {\r\n const dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / this.snapDistance);\r\n currentSnapDragDistance = currentSnapDragDistance % this.snapDistance;\r\n event.delta.normalizeToRef(tmpVector);\r\n tmpVector.scaleInPlace(this.snapDistance * dragSteps);\r\n\r\n this.attachedNode.getWorldMatrix().getTranslationToRef(tmpVector2);\r\n tmpVector2.addInPlace(tmpVector);\r\n if (this.dragBehavior.validateDrag(tmpVector2)) {\r\n this.attachedNode.getWorldMatrix().addTranslationFromFloats(tmpVector.x, tmpVector.y, tmpVector.z);\r\n this.attachedNode.updateCache();\r\n tmpSnapEvent.snapDistance = this.snapDistance * dragSteps;\r\n this.onSnapObservable.notifyObservers(tmpSnapEvent);\r\n matrixChanged = true;\r\n }\r\n }\r\n }\r\n if (matrixChanged) {\r\n this._matrixChanged();\r\n }\r\n }\r\n });\r\n this.dragBehavior.onDragStartObservable.add(() => {\r\n this._dragging = true;\r\n });\r\n this.dragBehavior.onDragEndObservable.add(() => {\r\n this._dragging = false;\r\n });\r\n\r\n const light = gizmoLayer._getSharedGizmoLight();\r\n light.includedOnlyMeshes = light.includedOnlyMeshes.concat(this._rootMesh.getChildMeshes(false));\r\n\r\n const cache: GizmoAxisCache = {\r\n gizmoMeshes: arrow.getChildMeshes() as Mesh[],\r\n colliderMeshes: collider.getChildMeshes() as Mesh[],\r\n material: this._coloredMaterial,\r\n hoverMaterial: this._hoverMaterial,\r\n disableMaterial: this._disableMaterial,\r\n active: false,\r\n dragBehavior: this.dragBehavior,\r\n };\r\n this._parent?.addToAxisCache(collider as Mesh, cache);\r\n\r\n this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add((pointerInfo) => {\r\n if (this._customMeshSet) {\r\n return;\r\n }\r\n this._isHovered = !!(cache.colliderMeshes.indexOf(<Mesh>pointerInfo?.pickInfo?.pickedMesh) != -1);\r\n if (!this._parent) {\r\n const material = this.dragBehavior.enabled ? (this._isHovered || this._dragging ? this._hoverMaterial : this._coloredMaterial) : this._disableMaterial;\r\n this._setGizmoMeshMaterial(cache.gizmoMeshes, material);\r\n }\r\n });\r\n\r\n this.dragBehavior.onEnabledObservable.add((newState) => {\r\n this._setGizmoMeshMaterial(cache.gizmoMeshes, newState ? cache.material : cache.disableMaterial);\r\n });\r\n }\r\n protected _attachedNodeChanged(value: Nullable<Node>) {\r\n if (this.dragBehavior) {\r\n this.dragBehavior.enabled = value ? true : false;\r\n }\r\n }\r\n\r\n /**\r\n * If the gizmo is enabled\r\n */\r\n public set isEnabled(value: boolean) {\r\n this._isEnabled = value;\r\n if (!value) {\r\n this.attachedMesh = null;\r\n this.attachedNode = null;\r\n } else {\r\n if (this._parent) {\r\n this.attachedMesh = this._parent.attachedMesh;\r\n this.attachedNode = this._parent.attachedNode;\r\n }\r\n }\r\n }\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n /**\r\n * Disposes of the gizmo\r\n */\r\n public dispose() {\r\n this.onSnapObservable.clear();\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);\r\n this.dragBehavior.detach();\r\n if (this._gizmoMesh) {\r\n this._gizmoMesh.dispose();\r\n }\r\n [this._coloredMaterial, this._hoverMaterial, this._disableMaterial].forEach((matl) => {\r\n if (matl) {\r\n matl.dispose();\r\n }\r\n });\r\n super.dispose();\r\n }\r\n}\r\n"]}
@@ -52,7 +52,7 @@ export declare class CameraGizmo extends Gizmo implements ICameraGizmo {
52
52
  */
53
53
  get material(): StandardMaterial;
54
54
  /**
55
- * @hidden
55
+ * @internal
56
56
  * Updates the gizmo to match the attached mesh's position/rotation
57
57
  */
58
58
  protected _update(): void;
@@ -91,7 +91,7 @@ export class CameraGizmo extends Gizmo {
91
91
  return this._material;
92
92
  }
93
93
  /**
94
- * @hidden
94
+ * @internal
95
95
  * Updates the gizmo to match the attached mesh's position/rotation
96
96
  */
97
97
  _update() {
@@ -1 +1 @@
1
- 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type { Nullable } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { IGizmo } from \"./gizmo\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { CreateBox } from \"../Meshes/Builders/boxBuilder\";\r\nimport { CreateCylinder } from \"../Meshes/Builders/cylinderBuilder\";\r\nimport { Matrix } from \"../Maths/math\";\r\nimport { CreateLines } from \"../Meshes/Builders/linesBuilder\";\r\nimport type { PointerInfo } from \"../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../Events/pointerEvents\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\n\r\n/**\r\n * Interface for camera gizmo\r\n */\r\nexport interface ICameraGizmo extends IGizmo {\r\n /** Event that fires each time the gizmo is clicked */\r\n onClickedObservable: Observable<Camera>;\r\n /** A boolean indicating if frustum lines must be rendered */\r\n displayFrustum: boolean;\r\n /** The camera that the gizmo is attached to */\r\n camera: Nullable<Camera>;\r\n /** The material used to render the camera gizmo */\r\n readonly material: StandardMaterial;\r\n}\r\n\r\n/**\r\n * Gizmo that enables viewing a camera\r\n */\r\nexport class CameraGizmo extends Gizmo implements ICameraGizmo {\r\n protected _cameraMesh: Mesh;\r\n protected _cameraLinesMesh: Mesh;\r\n protected _material: StandardMaterial;\r\n protected _pointerObserver: Nullable<Observer<PointerInfo>> = null;\r\n\r\n /**\r\n * Event that fires each time the gizmo is clicked\r\n */\r\n public onClickedObservable = new Observable<Camera>();\r\n\r\n /**\r\n * Creates a CameraGizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n */\r\n constructor(gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer) {\r\n super(gizmoLayer);\r\n\r\n this._material = new StandardMaterial(\"cameraGizmoMaterial\", this.gizmoLayer.utilityLayerScene);\r\n this._material.diffuseColor = new Color3(0.5, 0.5, 0.5);\r\n this._material.specularColor = new Color3(0.1, 0.1, 0.1);\r\n\r\n this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add((pointerInfo) => {\r\n if (!this._camera) {\r\n return;\r\n }\r\n\r\n this._isHovered = !!(pointerInfo.pickInfo && this._rootMesh.getChildMeshes().indexOf(<Mesh>pointerInfo.pickInfo.pickedMesh) != -1);\r\n if (this._isHovered && pointerInfo.event.button === 0) {\r\n this.onClickedObservable.notifyObservers(this._camera);\r\n }\r\n }, PointerEventTypes.POINTERDOWN);\r\n }\r\n protected _camera: Nullable<Camera> = null;\r\n\r\n /** Gets or sets a boolean indicating if frustum lines must be rendered (true by default)) */\r\n public get displayFrustum() {\r\n return this._cameraLinesMesh.isEnabled();\r\n }\r\n public set displayFrustum(value) {\r\n this._cameraLinesMesh.setEnabled(value);\r\n }\r\n\r\n /**\r\n * The camera that the gizmo is attached to\r\n */\r\n public set camera(camera: Nullable<Camera>) {\r\n this._camera = camera;\r\n this.attachedNode = camera;\r\n if (camera) {\r\n // Create the mesh for the given camera\r\n if (this._cameraMesh) {\r\n this._cameraMesh.dispose();\r\n }\r\n if (this._cameraLinesMesh) {\r\n this._cameraLinesMesh.dispose();\r\n }\r\n this._cameraMesh = CameraGizmo._CreateCameraMesh(this.gizmoLayer.utilityLayerScene);\r\n this._cameraLinesMesh = CameraGizmo._CreateCameraFrustum(this.gizmoLayer.utilityLayerScene);\r\n\r\n this._cameraMesh.getChildMeshes(false).forEach((m) => {\r\n m.material = this._material;\r\n });\r\n this._cameraMesh.parent = this._rootMesh;\r\n\r\n this._cameraLinesMesh.parent = this._rootMesh;\r\n\r\n if (this.gizmoLayer.utilityLayerScene.activeCamera && this.gizmoLayer.utilityLayerScene.activeCamera.maxZ < camera.maxZ * 1.5) {\r\n this.gizmoLayer.utilityLayerScene.activeCamera.maxZ = camera.maxZ * 1.5;\r\n }\r\n\r\n if (!this.attachedNode!.reservedDataStore) {\r\n this.attachedNode!.reservedDataStore = {};\r\n }\r\n this.attachedNode!.reservedDataStore.cameraGizmo = this;\r\n\r\n // Add lighting to the camera gizmo\r\n const gizmoLight = this.gizmoLayer._getSharedGizmoLight();\r\n gizmoLight.includedOnlyMeshes = gizmoLight.includedOnlyMeshes.concat(this._cameraMesh.getChildMeshes(false));\r\n\r\n this._update();\r\n }\r\n }\r\n\r\n public get camera() {\r\n return this._camera;\r\n }\r\n\r\n /**\r\n * Gets the material used to render the camera gizmo\r\n */\r\n public get material() {\r\n return this._material;\r\n }\r\n /**\r\n * @hidden\r\n * Updates the gizmo to match the attached mesh's position/rotation\r\n */\r\n\r\n protected _update() {\r\n super._update();\r\n if (!this._camera) {\r\n return;\r\n }\r\n\r\n // frustum matrix\r\n this._camera.getProjectionMatrix().invertToRef(this._invProjection);\r\n this._cameraLinesMesh.setPivotMatrix(this._invProjection, false);\r\n\r\n this._cameraLinesMesh.scaling.x = 1 / this._rootMesh.scaling.x;\r\n this._cameraLinesMesh.scaling.y = 1 / this._rootMesh.scaling.y;\r\n this._cameraLinesMesh.scaling.z = 1 / this._rootMesh.scaling.z;\r\n\r\n // take care of coordinate system in camera scene to properly display the mesh with the good Y axis orientation in this scene\r\n this._cameraMesh.parent = null;\r\n this._cameraMesh.rotation.y = Math.PI * 0.5 * (this._camera.getScene().useRightHandedSystem ? 1 : -1);\r\n this._cameraMesh.parent = this._rootMesh;\r\n }\r\n\r\n // Static helper methods\r\n private static _Scale = 0.05;\r\n private _invProjection = new Matrix();\r\n\r\n /**\r\n * Disposes of the camera gizmo\r\n */\r\n public dispose() {\r\n this.onClickedObservable.clear();\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);\r\n if (this._cameraMesh) {\r\n this._cameraMesh.dispose();\r\n }\r\n if (this._cameraLinesMesh) {\r\n this._cameraLinesMesh.dispose();\r\n }\r\n this._material.dispose();\r\n super.dispose();\r\n }\r\n\r\n private static _CreateCameraMesh(scene: Scene) {\r\n const root = new Mesh(\"rootCameraGizmo\", scene);\r\n\r\n const mesh = new Mesh(root.name, scene);\r\n mesh.parent = root;\r\n\r\n const box = CreateBox(root.name, { width: 1.0, height: 0.8, depth: 0.5 }, scene);\r\n box.parent = mesh;\r\n\r\n const cyl1 = CreateCylinder(root.name, { height: 0.5, diameterTop: 0.8, diameterBottom: 0.8 }, scene);\r\n cyl1.parent = mesh;\r\n cyl1.position.y = 0.3;\r\n cyl1.position.x = -0.6;\r\n cyl1.rotation.x = Math.PI * 0.5;\r\n\r\n const cyl2 = CreateCylinder(root.name, { height: 0.5, diameterTop: 0.6, diameterBottom: 0.6 }, scene);\r\n cyl2.parent = mesh;\r\n cyl2.position.y = 0.5;\r\n cyl2.position.x = 0.4;\r\n cyl2.rotation.x = Math.PI * 0.5;\r\n\r\n const cyl3 = CreateCylinder(root.name, { height: 0.5, diameterTop: 0.5, diameterBottom: 0.5 }, scene);\r\n cyl3.parent = mesh;\r\n cyl3.position.y = 0.0;\r\n cyl3.position.x = 0.6;\r\n cyl3.rotation.z = Math.PI * 0.5;\r\n\r\n root.scaling.scaleInPlace(CameraGizmo._Scale);\r\n mesh.position.x = -0.9;\r\n\r\n return root;\r\n }\r\n\r\n private static _CreateCameraFrustum(scene: Scene) {\r\n const root = new Mesh(\"rootCameraGizmo\", scene);\r\n const mesh = new Mesh(root.name, scene);\r\n mesh.parent = root;\r\n\r\n for (let y = 0; y < 4; y += 2) {\r\n for (let x = 0; x < 4; x += 2) {\r\n let line = CreateLines(\"lines\", { points: [new Vector3(-1 + x, -1 + y, -1), new Vector3(-1 + x, -1 + y, 1)] }, scene);\r\n line.parent = mesh;\r\n line.alwaysSelectAsActiveMesh = true;\r\n line.isPickable = false;\r\n line = CreateLines(\"lines\", { points: [new Vector3(-1, -1 + x, -1 + y), new Vector3(1, -1 + x, -1 + y)] }, scene);\r\n line.parent = mesh;\r\n line.alwaysSelectAsActiveMesh = true;\r\n line.isPickable = false;\r\n line = CreateLines(\"lines\", { points: [new Vector3(-1 + x, -1, -1 + y), new Vector3(-1 + x, 1, -1 + y)] }, scene);\r\n line.parent = mesh;\r\n line.alwaysSelectAsActiveMesh = true;\r\n line.isPickable = false;\r\n }\r\n }\r\n\r\n return root;\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { IGizmo } from \"./gizmo\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { CreateBox } from \"../Meshes/Builders/boxBuilder\";\r\nimport { CreateCylinder } from \"../Meshes/Builders/cylinderBuilder\";\r\nimport { Matrix } from \"../Maths/math\";\r\nimport { CreateLines } from \"../Meshes/Builders/linesBuilder\";\r\nimport type { PointerInfo } from \"../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../Events/pointerEvents\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\n\r\n/**\r\n * Interface for camera gizmo\r\n */\r\nexport interface ICameraGizmo extends IGizmo {\r\n /** Event that fires each time the gizmo is clicked */\r\n onClickedObservable: Observable<Camera>;\r\n /** A boolean indicating if frustum lines must be rendered */\r\n displayFrustum: boolean;\r\n /** The camera that the gizmo is attached to */\r\n camera: Nullable<Camera>;\r\n /** The material used to render the camera gizmo */\r\n readonly material: StandardMaterial;\r\n}\r\n\r\n/**\r\n * Gizmo that enables viewing a camera\r\n */\r\nexport class CameraGizmo extends Gizmo implements ICameraGizmo {\r\n protected _cameraMesh: Mesh;\r\n protected _cameraLinesMesh: Mesh;\r\n protected _material: StandardMaterial;\r\n protected _pointerObserver: Nullable<Observer<PointerInfo>> = null;\r\n\r\n /**\r\n * Event that fires each time the gizmo is clicked\r\n */\r\n public onClickedObservable = new Observable<Camera>();\r\n\r\n /**\r\n * Creates a CameraGizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n */\r\n constructor(gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer) {\r\n super(gizmoLayer);\r\n\r\n this._material = new StandardMaterial(\"cameraGizmoMaterial\", this.gizmoLayer.utilityLayerScene);\r\n this._material.diffuseColor = new Color3(0.5, 0.5, 0.5);\r\n this._material.specularColor = new Color3(0.1, 0.1, 0.1);\r\n\r\n this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add((pointerInfo) => {\r\n if (!this._camera) {\r\n return;\r\n }\r\n\r\n this._isHovered = !!(pointerInfo.pickInfo && this._rootMesh.getChildMeshes().indexOf(<Mesh>pointerInfo.pickInfo.pickedMesh) != -1);\r\n if (this._isHovered && pointerInfo.event.button === 0) {\r\n this.onClickedObservable.notifyObservers(this._camera);\r\n }\r\n }, PointerEventTypes.POINTERDOWN);\r\n }\r\n protected _camera: Nullable<Camera> = null;\r\n\r\n /** Gets or sets a boolean indicating if frustum lines must be rendered (true by default)) */\r\n public get displayFrustum() {\r\n return this._cameraLinesMesh.isEnabled();\r\n }\r\n public set displayFrustum(value) {\r\n this._cameraLinesMesh.setEnabled(value);\r\n }\r\n\r\n /**\r\n * The camera that the gizmo is attached to\r\n */\r\n public set camera(camera: Nullable<Camera>) {\r\n this._camera = camera;\r\n this.attachedNode = camera;\r\n if (camera) {\r\n // Create the mesh for the given camera\r\n if (this._cameraMesh) {\r\n this._cameraMesh.dispose();\r\n }\r\n if (this._cameraLinesMesh) {\r\n this._cameraLinesMesh.dispose();\r\n }\r\n this._cameraMesh = CameraGizmo._CreateCameraMesh(this.gizmoLayer.utilityLayerScene);\r\n this._cameraLinesMesh = CameraGizmo._CreateCameraFrustum(this.gizmoLayer.utilityLayerScene);\r\n\r\n this._cameraMesh.getChildMeshes(false).forEach((m) => {\r\n m.material = this._material;\r\n });\r\n this._cameraMesh.parent = this._rootMesh;\r\n\r\n this._cameraLinesMesh.parent = this._rootMesh;\r\n\r\n if (this.gizmoLayer.utilityLayerScene.activeCamera && this.gizmoLayer.utilityLayerScene.activeCamera.maxZ < camera.maxZ * 1.5) {\r\n this.gizmoLayer.utilityLayerScene.activeCamera.maxZ = camera.maxZ * 1.5;\r\n }\r\n\r\n if (!this.attachedNode!.reservedDataStore) {\r\n this.attachedNode!.reservedDataStore = {};\r\n }\r\n this.attachedNode!.reservedDataStore.cameraGizmo = this;\r\n\r\n // Add lighting to the camera gizmo\r\n const gizmoLight = this.gizmoLayer._getSharedGizmoLight();\r\n gizmoLight.includedOnlyMeshes = gizmoLight.includedOnlyMeshes.concat(this._cameraMesh.getChildMeshes(false));\r\n\r\n this._update();\r\n }\r\n }\r\n\r\n public get camera() {\r\n return this._camera;\r\n }\r\n\r\n /**\r\n * Gets the material used to render the camera gizmo\r\n */\r\n public get material() {\r\n return this._material;\r\n }\r\n /**\r\n * @internal\r\n * Updates the gizmo to match the attached mesh's position/rotation\r\n */\r\n\r\n protected _update() {\r\n super._update();\r\n if (!this._camera) {\r\n return;\r\n }\r\n\r\n // frustum matrix\r\n this._camera.getProjectionMatrix().invertToRef(this._invProjection);\r\n this._cameraLinesMesh.setPivotMatrix(this._invProjection, false);\r\n\r\n this._cameraLinesMesh.scaling.x = 1 / this._rootMesh.scaling.x;\r\n this._cameraLinesMesh.scaling.y = 1 / this._rootMesh.scaling.y;\r\n this._cameraLinesMesh.scaling.z = 1 / this._rootMesh.scaling.z;\r\n\r\n // take care of coordinate system in camera scene to properly display the mesh with the good Y axis orientation in this scene\r\n this._cameraMesh.parent = null;\r\n this._cameraMesh.rotation.y = Math.PI * 0.5 * (this._camera.getScene().useRightHandedSystem ? 1 : -1);\r\n this._cameraMesh.parent = this._rootMesh;\r\n }\r\n\r\n // Static helper methods\r\n private static _Scale = 0.05;\r\n private _invProjection = new Matrix();\r\n\r\n /**\r\n * Disposes of the camera gizmo\r\n */\r\n public dispose() {\r\n this.onClickedObservable.clear();\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);\r\n if (this._cameraMesh) {\r\n this._cameraMesh.dispose();\r\n }\r\n if (this._cameraLinesMesh) {\r\n this._cameraLinesMesh.dispose();\r\n }\r\n this._material.dispose();\r\n super.dispose();\r\n }\r\n\r\n private static _CreateCameraMesh(scene: Scene) {\r\n const root = new Mesh(\"rootCameraGizmo\", scene);\r\n\r\n const mesh = new Mesh(root.name, scene);\r\n mesh.parent = root;\r\n\r\n const box = CreateBox(root.name, { width: 1.0, height: 0.8, depth: 0.5 }, scene);\r\n box.parent = mesh;\r\n\r\n const cyl1 = CreateCylinder(root.name, { height: 0.5, diameterTop: 0.8, diameterBottom: 0.8 }, scene);\r\n cyl1.parent = mesh;\r\n cyl1.position.y = 0.3;\r\n cyl1.position.x = -0.6;\r\n cyl1.rotation.x = Math.PI * 0.5;\r\n\r\n const cyl2 = CreateCylinder(root.name, { height: 0.5, diameterTop: 0.6, diameterBottom: 0.6 }, scene);\r\n cyl2.parent = mesh;\r\n cyl2.position.y = 0.5;\r\n cyl2.position.x = 0.4;\r\n cyl2.rotation.x = Math.PI * 0.5;\r\n\r\n const cyl3 = CreateCylinder(root.name, { height: 0.5, diameterTop: 0.5, diameterBottom: 0.5 }, scene);\r\n cyl3.parent = mesh;\r\n cyl3.position.y = 0.0;\r\n cyl3.position.x = 0.6;\r\n cyl3.rotation.z = Math.PI * 0.5;\r\n\r\n root.scaling.scaleInPlace(CameraGizmo._Scale);\r\n mesh.position.x = -0.9;\r\n\r\n return root;\r\n }\r\n\r\n private static _CreateCameraFrustum(scene: Scene) {\r\n const root = new Mesh(\"rootCameraGizmo\", scene);\r\n const mesh = new Mesh(root.name, scene);\r\n mesh.parent = root;\r\n\r\n for (let y = 0; y < 4; y += 2) {\r\n for (let x = 0; x < 4; x += 2) {\r\n let line = CreateLines(\"lines\", { points: [new Vector3(-1 + x, -1 + y, -1), new Vector3(-1 + x, -1 + y, 1)] }, scene);\r\n line.parent = mesh;\r\n line.alwaysSelectAsActiveMesh = true;\r\n line.isPickable = false;\r\n line = CreateLines(\"lines\", { points: [new Vector3(-1, -1 + x, -1 + y), new Vector3(1, -1 + x, -1 + y)] }, scene);\r\n line.parent = mesh;\r\n line.alwaysSelectAsActiveMesh = true;\r\n line.isPickable = false;\r\n line = CreateLines(\"lines\", { points: [new Vector3(-1 + x, -1, -1 + y), new Vector3(-1 + x, 1, -1 + y)] }, scene);\r\n line.parent = mesh;\r\n line.alwaysSelectAsActiveMesh = true;\r\n line.isPickable = false;\r\n }\r\n }\r\n\r\n return root;\r\n }\r\n}\r\n"]}
@@ -59,7 +59,7 @@ export declare class LightGizmo extends Gizmo implements ILightGizmo {
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  */
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  get material(): StandardMaterial;
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  /**
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- * @hidden
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+ * @internal
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  * Updates the gizmo to match the attached mesh's position/rotation
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  */
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  protected _update(): void;
@@ -120,7 +120,7 @@ export class LightGizmo extends Gizmo {
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  return this._material;
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  }
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  /**
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- * @hidden
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+ * @internal
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  * Updates the gizmo to match the attached mesh's position/rotation
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  */
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  _update() {