@babylonjs/core 5.24.0 → 5.26.0

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 (1729) 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/audioEngine.js +1 -2
  38. package/Audio/audioEngine.js.map +1 -1
  39. package/Audio/audioSceneComponent.d.ts +1 -1
  40. package/Audio/audioSceneComponent.js.map +1 -1
  41. package/Audio/sound.d.ts +3 -4
  42. package/Audio/sound.js +2 -3
  43. package/Audio/sound.js.map +1 -1
  44. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  45. package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
  46. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  47. package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
  48. package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
  49. package/Behaviors/Meshes/baseSixDofDragBehavior.js +5 -5
  50. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  51. package/Behaviors/Meshes/followBehavior.d.ts +1 -1
  52. package/Behaviors/Meshes/followBehavior.js +1 -1
  53. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  54. package/Behaviors/Meshes/pointerDragBehavior.d.ts +1 -1
  55. package/Behaviors/Meshes/pointerDragBehavior.js +1 -1
  56. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  57. package/Bones/bone.d.ts +7 -9
  58. package/Bones/bone.js +7 -9
  59. package/Bones/bone.js.map +1 -1
  60. package/Bones/skeleton.d.ts +6 -8
  61. package/Bones/skeleton.js +6 -8
  62. package/Bones/skeleton.js.map +1 -1
  63. package/Buffers/buffer.d.ts +6 -6
  64. package/Buffers/buffer.js +14 -16
  65. package/Buffers/buffer.js.map +1 -1
  66. package/Buffers/storageBuffer.d.ts +1 -1
  67. package/Buffers/storageBuffer.js +1 -1
  68. package/Buffers/storageBuffer.js.map +1 -1
  69. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +1 -2
  70. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +1 -2
  71. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js.map +1 -1
  72. package/Cameras/Inputs/flyCameraKeyboardInput.d.ts +1 -1
  73. package/Cameras/Inputs/flyCameraKeyboardInput.js +1 -1
  74. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  75. package/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +6 -3
  76. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +18 -5
  77. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
  78. package/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +1 -1
  79. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +1 -1
  80. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  81. package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -1
  82. package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
  83. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  84. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.d.ts +1 -2
  85. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +1 -2
  86. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
  87. package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -2
  88. package/Cameras/RigModes/stereoscopicRigMode.js +1 -2
  89. package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
  90. package/Cameras/RigModes/vrRigMode.d.ts +1 -3
  91. package/Cameras/RigModes/vrRigMode.js +1 -3
  92. package/Cameras/RigModes/vrRigMode.js.map +1 -1
  93. package/Cameras/RigModes/webVRRigMode.d.ts +1 -3
  94. package/Cameras/RigModes/webVRRigMode.js +1 -3
  95. package/Cameras/RigModes/webVRRigMode.js.map +1 -1
  96. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +2 -3
  97. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +2 -3
  98. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  99. package/Cameras/VR/vrCameraMetrics.d.ts +4 -4
  100. package/Cameras/VR/vrCameraMetrics.js +4 -4
  101. package/Cameras/VR/vrCameraMetrics.js.map +1 -1
  102. package/Cameras/VR/vrExperienceHelper.js +20 -48
  103. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  104. package/Cameras/VR/webVRCamera.d.ts +9 -9
  105. package/Cameras/VR/webVRCamera.js +9 -9
  106. package/Cameras/VR/webVRCamera.js.map +1 -1
  107. package/Cameras/arcRotateCamera.d.ts +11 -12
  108. package/Cameras/arcRotateCamera.js +8 -9
  109. package/Cameras/arcRotateCamera.js.map +1 -1
  110. package/Cameras/camera.d.ts +29 -38
  111. package/Cameras/camera.js +27 -36
  112. package/Cameras/camera.js.map +1 -1
  113. package/Cameras/deviceOrientationCamera.d.ts +1 -1
  114. package/Cameras/deviceOrientationCamera.js +1 -1
  115. package/Cameras/deviceOrientationCamera.js.map +1 -1
  116. package/Cameras/flyCamera.d.ts +8 -12
  117. package/Cameras/flyCamera.js +6 -10
  118. package/Cameras/flyCamera.js.map +1 -1
  119. package/Cameras/followCamera.d.ts +2 -2
  120. package/Cameras/followCamera.js +2 -2
  121. package/Cameras/followCamera.js.map +1 -1
  122. package/Cameras/freeCamera.d.ts +6 -7
  123. package/Cameras/freeCamera.js +4 -5
  124. package/Cameras/freeCamera.js.map +1 -1
  125. package/Cameras/freeCameraInputsManager.d.ts +2 -2
  126. package/Cameras/freeCameraInputsManager.js +2 -2
  127. package/Cameras/freeCameraInputsManager.js.map +1 -1
  128. package/Cameras/targetCamera.d.ts +21 -24
  129. package/Cameras/targetCamera.js +20 -23
  130. package/Cameras/targetCamera.js.map +1 -1
  131. package/Cameras/touchCamera.d.ts +1 -1
  132. package/Cameras/touchCamera.js +1 -1
  133. package/Cameras/touchCamera.js.map +1 -1
  134. package/Collisions/collider.d.ts +13 -44
  135. package/Collisions/collider.js +10 -41
  136. package/Collisions/collider.js.map +1 -1
  137. package/Collisions/collisionCoordinator.d.ts +2 -2
  138. package/Collisions/collisionCoordinator.js +1 -1
  139. package/Collisions/collisionCoordinator.js.map +1 -1
  140. package/Collisions/intersectionInfo.d.ts +1 -1
  141. package/Collisions/intersectionInfo.js +1 -1
  142. package/Collisions/intersectionInfo.js.map +1 -1
  143. package/Collisions/meshCollisionData.d.ts +1 -1
  144. package/Collisions/meshCollisionData.js +1 -1
  145. package/Collisions/meshCollisionData.js.map +1 -1
  146. package/Collisions/pickingInfo.d.ts +1 -1
  147. package/Collisions/pickingInfo.js +1 -1
  148. package/Collisions/pickingInfo.js.map +1 -1
  149. package/Compute/IComputeContext.d.ts +1 -1
  150. package/Compute/IComputeContext.js.map +1 -1
  151. package/Compute/IComputePipelineContext.d.ts +2 -2
  152. package/Compute/IComputePipelineContext.js.map +1 -1
  153. package/Compute/computeEffect.d.ts +5 -5
  154. package/Compute/computeEffect.js +5 -5
  155. package/Compute/computeEffect.js.map +1 -1
  156. package/Culling/Octrees/octreeBlock.d.ts +1 -9
  157. package/Culling/Octrees/octreeBlock.js +1 -9
  158. package/Culling/Octrees/octreeBlock.js.map +1 -1
  159. package/Culling/Octrees/octreeSceneComponent.d.ts +2 -2
  160. package/Culling/Octrees/octreeSceneComponent.js +1 -5
  161. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  162. package/Culling/boundingBox.d.ts +4 -5
  163. package/Culling/boundingBox.js +3 -4
  164. package/Culling/boundingBox.js.map +1 -1
  165. package/Culling/boundingInfo.d.ts +1 -2
  166. package/Culling/boundingInfo.js +1 -2
  167. package/Culling/boundingInfo.js.map +1 -1
  168. package/Culling/boundingSphere.d.ts +1 -2
  169. package/Culling/boundingSphere.js +1 -2
  170. package/Culling/boundingSphere.js.map +1 -1
  171. package/Culling/ray.d.ts +6 -6
  172. package/Culling/ray.js.map +1 -1
  173. package/Debug/debugLayer.d.ts +1 -1
  174. package/Debug/debugLayer.js.map +1 -1
  175. package/Debug/physicsViewer.d.ts +6 -6
  176. package/Debug/physicsViewer.js +4 -4
  177. package/Debug/physicsViewer.js.map +1 -1
  178. package/DeviceInput/InputDevices/deviceEnums.d.ts +1 -1
  179. package/DeviceInput/InputDevices/deviceEnums.js +1 -1
  180. package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
  181. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +3 -3
  182. package/DeviceInput/InputDevices/deviceSourceManager.js +3 -3
  183. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  184. package/DeviceInput/internalDeviceSourceManager.d.ts +3 -3
  185. package/DeviceInput/internalDeviceSourceManager.js +1 -1
  186. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  187. package/DeviceInput/nativeDeviceInputSystem.d.ts +1 -1
  188. package/DeviceInput/nativeDeviceInputSystem.js +1 -1
  189. package/DeviceInput/nativeDeviceInputSystem.js.map +1 -1
  190. package/DeviceInput/webDeviceInputSystem.d.ts +1 -1
  191. package/DeviceInput/webDeviceInputSystem.js +1 -19
  192. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  193. package/Engines/Extensions/engine.computeShader.d.ts +7 -7
  194. package/Engines/Extensions/engine.computeShader.js +1 -1
  195. package/Engines/Extensions/engine.computeShader.js.map +1 -1
  196. package/Engines/Extensions/engine.cubeTexture.d.ts +6 -6
  197. package/Engines/Extensions/engine.cubeTexture.js +3 -2
  198. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  199. package/Engines/Extensions/engine.debugging.d.ts +4 -4
  200. package/Engines/Extensions/engine.debugging.js.map +1 -1
  201. package/Engines/Extensions/engine.multiview.d.ts +9 -9
  202. package/Engines/Extensions/engine.multiview.js.map +1 -1
  203. package/Engines/Extensions/engine.query.d.ts +22 -22
  204. package/Engines/Extensions/engine.query.js +8 -8
  205. package/Engines/Extensions/engine.query.js.map +1 -1
  206. package/Engines/Extensions/engine.rawTexture.js +3 -7
  207. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  208. package/Engines/Extensions/engine.readTexture.d.ts +2 -2
  209. package/Engines/Extensions/engine.readTexture.js.map +1 -1
  210. package/Engines/Extensions/engine.renderTarget.d.ts +2 -2
  211. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  212. package/Engines/Extensions/engine.textureSelector.d.ts +2 -2
  213. package/Engines/Extensions/engine.textureSelector.js.map +1 -1
  214. package/Engines/Extensions/engine.transformFeedback.d.ts +1 -1
  215. package/Engines/Extensions/engine.transformFeedback.js +1 -1
  216. package/Engines/Extensions/engine.transformFeedback.js.map +1 -1
  217. package/Engines/Extensions/engine.views.d.ts +2 -2
  218. package/Engines/Extensions/engine.views.js.map +1 -1
  219. package/Engines/Extensions/engine.webVR.d.ts +13 -13
  220. package/Engines/Extensions/engine.webVR.js.map +1 -1
  221. package/Engines/IDrawContext.d.ts +1 -1
  222. package/Engines/IDrawContext.js.map +1 -1
  223. package/Engines/IMaterialContext.d.ts +1 -1
  224. package/Engines/IMaterialContext.js.map +1 -1
  225. package/Engines/IPipelineContext.d.ts +5 -5
  226. package/Engines/IPipelineContext.js.map +1 -1
  227. package/Engines/Native/nativeDataStream.d.ts +2 -2
  228. package/Engines/Native/nativeDataStream.js +1 -1
  229. package/Engines/Native/nativeDataStream.js.map +1 -1
  230. package/Engines/Native/nativeInterfaces.d.ts +10 -10
  231. package/Engines/Native/nativeInterfaces.js.map +1 -1
  232. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.d.ts +1 -1
  233. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js +1 -1
  234. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js.map +1 -1
  235. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.d.ts +1 -1
  236. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +1 -1
  237. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
  238. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.d.ts +1 -1
  239. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js +1 -1
  240. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js.map +1 -1
  241. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.d.ts +1 -1
  242. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js +1 -1
  243. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js.map +1 -1
  244. package/Engines/Processors/Expressions/shaderDefineExpression.d.ts +1 -1
  245. package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
  246. package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
  247. package/Engines/Processors/iShaderProcessor.d.ts +1 -1
  248. package/Engines/Processors/iShaderProcessor.js.map +1 -1
  249. package/Engines/Processors/shaderCodeConditionNode.d.ts +1 -1
  250. package/Engines/Processors/shaderCodeConditionNode.js +1 -1
  251. package/Engines/Processors/shaderCodeConditionNode.js.map +1 -1
  252. package/Engines/Processors/shaderCodeCursor.d.ts +1 -1
  253. package/Engines/Processors/shaderCodeCursor.js +1 -1
  254. package/Engines/Processors/shaderCodeCursor.js.map +1 -1
  255. package/Engines/Processors/shaderCodeNode.d.ts +1 -1
  256. package/Engines/Processors/shaderCodeNode.js +1 -1
  257. package/Engines/Processors/shaderCodeNode.js.map +1 -1
  258. package/Engines/Processors/shaderCodeTestNode.d.ts +1 -1
  259. package/Engines/Processors/shaderCodeTestNode.js +1 -1
  260. package/Engines/Processors/shaderCodeTestNode.js.map +1 -1
  261. package/Engines/Processors/shaderProcessingOptions.d.ts +2 -2
  262. package/Engines/Processors/shaderProcessingOptions.js.map +1 -1
  263. package/Engines/Processors/shaderProcessor.d.ts +2 -2
  264. package/Engines/Processors/shaderProcessor.js +2 -2
  265. package/Engines/Processors/shaderProcessor.js.map +1 -1
  266. package/Engines/WebGL/webGL2ShaderProcessors.d.ts +1 -1
  267. package/Engines/WebGL/webGL2ShaderProcessors.js +1 -1
  268. package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
  269. package/Engines/WebGL/webGLHardwareTexture.d.ts +1 -1
  270. package/Engines/WebGL/webGLHardwareTexture.js +1 -1
  271. package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
  272. package/Engines/WebGL/webGLPipelineContext.d.ts +6 -25
  273. package/Engines/WebGL/webGLPipelineContext.js +6 -25
  274. package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
  275. package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +2 -2
  276. package/Engines/WebGL/webGLRenderTargetWrapper.js +2 -2
  277. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  278. package/Engines/WebGL/webGLShaderProcessors.d.ts +1 -1
  279. package/Engines/WebGL/webGLShaderProcessors.js +1 -1
  280. package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
  281. package/Engines/WebGPU/Extensions/engine.computeShader.d.ts +1 -1
  282. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  283. package/Engines/WebGPU/Extensions/engine.rawTexture.js +1 -5
  284. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  285. package/Engines/WebGPU/webgpuBufferManager.d.ts +1 -1
  286. package/Engines/WebGPU/webgpuBufferManager.js +1 -1
  287. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  288. package/Engines/WebGPU/webgpuBundleList.d.ts +8 -8
  289. package/Engines/WebGPU/webgpuBundleList.js +7 -7
  290. package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
  291. package/Engines/WebGPU/webgpuCacheBindGroups.d.ts +1 -1
  292. package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -1
  293. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  294. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
  295. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +1 -1
  296. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  297. package/Engines/WebGPU/webgpuCacheRenderPipelineString.d.ts +1 -1
  298. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js +1 -1
  299. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js.map +1 -1
  300. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +2 -2
  301. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +2 -2
  302. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  303. package/Engines/WebGPU/webgpuCacheSampler.d.ts +1 -1
  304. package/Engines/WebGPU/webgpuCacheSampler.js +1 -1
  305. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  306. package/Engines/WebGPU/webgpuClearQuad.d.ts +1 -1
  307. package/Engines/WebGPU/webgpuClearQuad.js +1 -1
  308. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  309. package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
  310. package/Engines/WebGPU/webgpuComputeContext.js +1 -1
  311. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  312. package/Engines/WebGPU/webgpuComputePipelineContext.d.ts +2 -2
  313. package/Engines/WebGPU/webgpuComputePipelineContext.js +1 -1
  314. package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
  315. package/Engines/WebGPU/webgpuConstants.d.ts +38 -38
  316. package/Engines/WebGPU/webgpuConstants.js +38 -38
  317. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  318. package/Engines/WebGPU/webgpuDepthCullingState.d.ts +1 -1
  319. package/Engines/WebGPU/webgpuDepthCullingState.js +1 -1
  320. package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
  321. package/Engines/WebGPU/webgpuDrawContext.d.ts +1 -1
  322. package/Engines/WebGPU/webgpuDrawContext.js +1 -1
  323. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  324. package/Engines/WebGPU/webgpuExternalTexture.d.ts +1 -1
  325. package/Engines/WebGPU/webgpuExternalTexture.js +1 -1
  326. package/Engines/WebGPU/webgpuExternalTexture.js.map +1 -1
  327. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +9 -9
  328. package/Engines/WebGPU/webgpuHardwareTexture.js +1 -1
  329. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  330. package/Engines/WebGPU/webgpuMaterialContext.d.ts +3 -3
  331. package/Engines/WebGPU/webgpuMaterialContext.js +1 -1
  332. package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
  333. package/Engines/WebGPU/webgpuOcclusionQuery.d.ts +1 -1
  334. package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -1
  335. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  336. package/Engines/WebGPU/webgpuPipelineContext.d.ts +4 -4
  337. package/Engines/WebGPU/webgpuPipelineContext.js +2 -2
  338. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  339. package/Engines/WebGPU/webgpuQuerySet.d.ts +1 -1
  340. package/Engines/WebGPU/webgpuQuerySet.js +1 -1
  341. package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
  342. package/Engines/WebGPU/webgpuRenderPassWrapper.d.ts +1 -1
  343. package/Engines/WebGPU/webgpuRenderPassWrapper.js +1 -1
  344. package/Engines/WebGPU/webgpuRenderPassWrapper.js.map +1 -1
  345. package/Engines/WebGPU/webgpuRenderTargetWrapper.d.ts +2 -2
  346. package/Engines/WebGPU/webgpuRenderTargetWrapper.js +1 -1
  347. package/Engines/WebGPU/webgpuRenderTargetWrapper.js.map +1 -1
  348. package/Engines/WebGPU/webgpuShaderProcessingContext.d.ts +7 -7
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  1708. package/XR/webXRSessionManager.d.ts +1 -2
  1709. package/XR/webXRSessionManager.js +1 -2
  1710. package/XR/webXRSessionManager.js.map +1 -1
  1711. package/XR/webXRWebGLLayer.d.ts +2 -2
  1712. package/XR/webXRWebGLLayer.js +2 -2
  1713. package/XR/webXRWebGLLayer.js.map +1 -1
  1714. package/abstractScene.d.ts +1 -1
  1715. package/abstractScene.js +1 -1
  1716. package/abstractScene.js.map +1 -1
  1717. package/node.d.ts +40 -52
  1718. package/node.js +40 -55
  1719. package/node.js.map +1 -1
  1720. package/package.json +1 -1
  1721. package/scene.d.ts +83 -107
  1722. package/scene.js +94 -108
  1723. package/scene.js.map +1 -1
  1724. package/sceneComponent.d.ts +4 -2
  1725. package/sceneComponent.js +4 -2
  1726. package/sceneComponent.js.map +1 -1
  1727. package/types.d.ts +2 -2
  1728. package/types.js +1 -1
  1729. package/types.js.map +1 -1
@@ -6,7 +6,7 @@ import { DeviceType, PointerInput } from "./InputDevices/deviceEnums.js";
6
6
  const MAX_KEYCODES = 255;
7
7
  // eslint-disable-next-line @typescript-eslint/naming-convention
8
8
  const MAX_POINTER_INPUTS = Object.keys(PointerInput).length / 2;
9
- /** @hidden */
9
+ /** @internal */
10
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  export class WebDeviceInputSystem {
11
11
  constructor(engine, onDeviceConnected, onDeviceDisconnected, onInputChanged) {
12
12
  // Private Members
@@ -333,12 +333,6 @@ export class WebDeviceInputSystem {
333
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  if (pointer) {
334
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  const deviceEvent = evt;
335
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  deviceEvent.inputIndex = PointerInput.Move;
336
- if (evt.movementX === undefined) {
337
- evt.movementX = evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || evt.clientX - pointer[PointerInput.Horizontal];
338
- }
339
- if (evt.movementY === undefined) {
340
- evt.movementY = evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || evt.clientY - pointer[PointerInput.Vertical];
341
- }
342
336
  pointer[PointerInput.Horizontal] = evt.clientX;
343
337
  pointer[PointerInput.Vertical] = evt.clientY;
344
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  this._onInputChanged(deviceType, deviceSlot, deviceEvent);
@@ -420,12 +414,6 @@ export class WebDeviceInputSystem {
420
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  this._onInputChanged(deviceType, deviceSlot, deviceEvent);
421
415
  if (previousHorizontal !== evt.clientX || previousVertical !== evt.clientY) {
422
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  deviceEvent.inputIndex = PointerInput.Move;
423
- if (evt.movementX === undefined) {
424
- evt.movementX = evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || evt.clientX - pointer[PointerInput.Horizontal];
425
- }
426
- if (evt.movementY === undefined) {
427
- evt.movementY = evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || evt.clientY - pointer[PointerInput.Vertical];
428
- }
429
417
  this._onInputChanged(deviceType, deviceSlot, deviceEvent);
430
418
  }
431
419
  }
@@ -451,12 +439,6 @@ export class WebDeviceInputSystem {
451
439
  const deviceEvent = evt;
452
440
  if (previousHorizontal !== evt.clientX || previousVertical !== evt.clientY) {
453
441
  deviceEvent.inputIndex = PointerInput.Move;
454
- if (evt.movementX === undefined) {
455
- evt.movementX = evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || evt.clientX - pointer[PointerInput.Horizontal];
456
- }
457
- if (evt.movementY === undefined) {
458
- evt.movementY = evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || evt.clientY - pointer[PointerInput.Vertical];
459
- }
460
442
  this._onInputChanged(deviceType, deviceSlot, deviceEvent);
461
443
  }
462
444
  // NOTE: The +2 used here to is because PointerInput has the same value progression for its mouse buttons as PointerEvent.button
@@ -1 +1 @@
1
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type { Engine } from \"../Engines/engine\";\r\nimport type { IPointerEvent, IUIEvent } from \"../Events/deviceInputEvents\";\r\nimport { DomManagement } from \"../Misc/domManagement\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport type { Nullable } from \"../types\";\r\nimport { DeviceEventFactory } from \"./eventFactory\";\r\nimport { DeviceType, PointerInput } from \"./InputDevices/deviceEnums\";\r\nimport type { IDeviceInputSystem } from \"./inputInterfaces\";\r\n\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nconst MAX_KEYCODES = 255;\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nconst MAX_POINTER_INPUTS = Object.keys(PointerInput).length / 2;\r\n\r\n/** @hidden */\r\nexport class WebDeviceInputSystem implements IDeviceInputSystem {\r\n // Private Members\r\n private _inputs: Array<{ [deviceSlot: number]: Array<number> }> = [];\r\n private _gamepads: Array<DeviceType>;\r\n private _keyboardActive: boolean = false;\r\n private _pointerActive: boolean = false;\r\n private _elementToAttachTo: HTMLElement;\r\n private _metaKeys: Array<number>;\r\n private readonly _engine: Engine;\r\n private readonly _usingSafari: boolean = Tools.IsSafari();\r\n // Found solution for determining if MacOS is being used here:\r\n // https://stackoverflow.com/questions/10527983/best-way-to-detect-mac-os-x-or-windows-computers-with-javascript-or-jquery\r\n private readonly _usingMacOS: boolean = /(Mac|iPhone|iPod|iPad)/i.test(navigator.platform);\r\n\r\n private _onDeviceConnected: (deviceType: DeviceType, deviceSlot: number) => void;\r\n private _onDeviceDisconnected: (deviceType: DeviceType, deviceSlot: number) => void;\r\n private _onInputChanged: (deviceType: DeviceType, deviceSlot: number, eventData: IUIEvent) => void;\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _keyboardDownEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _keyboardUpEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _keyboardBlurEvent = (evt: any) => {};\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerMoveEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerDownEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerUpEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerCancelEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerWheelEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerBlurEvent = (evt: any) => {};\r\n private _wheelEventName: string;\r\n private _eventsAttached: boolean = false;\r\n\r\n private _mouseId = -1;\r\n private readonly _isUsingFirefox = DomManagement.IsNavigatorAvailable() && navigator.userAgent && navigator.userAgent.indexOf(\"Firefox\") !== -1;\r\n\r\n // Array to store active Pointer ID values; prevents issues with negative pointerIds\r\n private _activeTouchIds: Array<number>;\r\n private _maxTouchPoints: number = 0;\r\n\r\n private _pointerInputClearObserver: Nullable<Observer<Engine>> = null;\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _gamepadConnectedEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _gamepadDisconnectedEvent = (evt: any) => {};\r\n\r\n private _eventPrefix: string;\r\n\r\n constructor(\r\n engine: Engine,\r\n onDeviceConnected: (deviceType: DeviceType, deviceSlot: number) => void,\r\n onDeviceDisconnected: (deviceType: DeviceType, deviceSlot: number) => void,\r\n onInputChanged: (deviceType: DeviceType, deviceSlot: number, eventData: IUIEvent) => void\r\n ) {\r\n this._eventPrefix = Tools.GetPointerPrefix(engine);\r\n this._engine = engine;\r\n\r\n this._onDeviceConnected = onDeviceConnected;\r\n this._onDeviceDisconnected = onDeviceDisconnected;\r\n this._onInputChanged = onInputChanged;\r\n\r\n this._enableEvents();\r\n\r\n if (this._usingMacOS) {\r\n this._metaKeys = [];\r\n }\r\n\r\n // Set callback to enable event handler switching when inputElement changes\r\n if (!this._engine._onEngineViewChanged) {\r\n this._engine._onEngineViewChanged = () => {\r\n this._enableEvents();\r\n };\r\n }\r\n }\r\n\r\n // Public functions\r\n /**\r\n * Checks for current device input value, given an id and input index. Throws exception if requested device not initialized.\r\n * @param deviceType Enum specifying device type\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @param inputIndex Id of input to be checked\r\n * @returns Current value of input\r\n */\r\n public pollInput(deviceType: DeviceType, deviceSlot: number, inputIndex: number): number {\r\n const device = this._inputs[deviceType][deviceSlot];\r\n\r\n if (!device) {\r\n throw `Unable to find device ${DeviceType[deviceType]}`;\r\n }\r\n\r\n if (deviceType >= DeviceType.DualShock && deviceType <= DeviceType.DualSense) {\r\n this._updateDevice(deviceType, deviceSlot, inputIndex);\r\n }\r\n\r\n const currentValue = device[inputIndex];\r\n if (currentValue === undefined) {\r\n throw `Unable to find input ${inputIndex} for device ${DeviceType[deviceType]} in slot ${deviceSlot}`;\r\n }\r\n\r\n if (inputIndex === PointerInput.Move) {\r\n Tools.Warn(`Unable to provide information for PointerInput.Move. Try using PointerInput.Horizontal or PointerInput.Vertical for move data.`);\r\n }\r\n\r\n return currentValue;\r\n }\r\n\r\n /**\r\n * Check for a specific device in the DeviceInputSystem\r\n * @param deviceType Type of device to check for\r\n * @returns bool with status of device's existence\r\n */\r\n public isDeviceAvailable(deviceType: DeviceType): boolean {\r\n return this._inputs[deviceType] !== undefined;\r\n }\r\n\r\n /**\r\n * Dispose of all the eventlisteners\r\n */\r\n public dispose(): void {\r\n // Callbacks\r\n this._onDeviceConnected = () => {};\r\n this._onDeviceDisconnected = () => {};\r\n this._onInputChanged = () => {};\r\n delete this._engine._onEngineViewChanged;\r\n\r\n if (this._elementToAttachTo) {\r\n this._disableEvents();\r\n }\r\n }\r\n\r\n /**\r\n * Enable listening for user input events\r\n */\r\n private _enableEvents(): void {\r\n const inputElement = this?._engine.getInputElement();\r\n if (inputElement && (!this._eventsAttached || this._elementToAttachTo !== inputElement)) {\r\n // Remove events before adding to avoid double events or simultaneous events on multiple canvases\r\n this._disableEvents();\r\n\r\n // If the inputs array has already been created, zero it out to before setting up events\r\n if (this._inputs) {\r\n for (const inputs of this._inputs) {\r\n if (inputs) {\r\n for (const deviceSlotKey in inputs) {\r\n const deviceSlot = +deviceSlotKey;\r\n const device = inputs[deviceSlot];\r\n if (device) {\r\n for (let inputIndex = 0; inputIndex < device.length; inputIndex++) {\r\n device[inputIndex] = 0;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._elementToAttachTo = inputElement;\r\n // Set tab index for the inputElement to the engine's canvasTabIndex, if and only if the element's tab index is -1\r\n this._elementToAttachTo.tabIndex = this._elementToAttachTo.tabIndex !== -1 ? this._elementToAttachTo.tabIndex : this._engine.canvasTabIndex;\r\n this._handleKeyActions();\r\n this._handlePointerActions();\r\n this._handleGamepadActions();\r\n this._eventsAttached = true;\r\n\r\n // Check for devices that are already connected but aren't registered. Currently, only checks for gamepads and mouse\r\n this._checkForConnectedDevices();\r\n }\r\n }\r\n\r\n /**\r\n * Disable listening for user input events\r\n */\r\n private _disableEvents(): void {\r\n if (this._elementToAttachTo) {\r\n // Blur Events\r\n this._elementToAttachTo.removeEventListener(\"blur\", this._keyboardBlurEvent);\r\n this._elementToAttachTo.removeEventListener(\"blur\", this._pointerBlurEvent);\r\n\r\n // Keyboard Events\r\n this._elementToAttachTo.removeEventListener(\"keydown\", this._keyboardDownEvent);\r\n this._elementToAttachTo.removeEventListener(\"keyup\", this._keyboardUpEvent);\r\n\r\n // Pointer Events\r\n this._elementToAttachTo.removeEventListener(this._eventPrefix + \"move\", this._pointerMoveEvent);\r\n this._elementToAttachTo.removeEventListener(this._eventPrefix + \"down\", this._pointerDownEvent);\r\n this._elementToAttachTo.removeEventListener(this._eventPrefix + \"up\", this._pointerUpEvent);\r\n this._elementToAttachTo.removeEventListener(this._eventPrefix + \"cancel\", this._pointerCancelEvent);\r\n this._elementToAttachTo.removeEventListener(this._wheelEventName, this._pointerWheelEvent);\r\n\r\n // Gamepad Events\r\n window.removeEventListener(\"gamepadconnected\", this._gamepadConnectedEvent);\r\n window.removeEventListener(\"gamepaddisconnected\", this._gamepadDisconnectedEvent);\r\n }\r\n\r\n if (this._pointerInputClearObserver) {\r\n this._engine.onEndFrameObservable.remove(this._pointerInputClearObserver);\r\n }\r\n\r\n this._eventsAttached = false;\r\n }\r\n\r\n /**\r\n * Checks for existing connections to devices and register them, if necessary\r\n * Currently handles gamepads and mouse\r\n */\r\n private _checkForConnectedDevices(): void {\r\n if (navigator.getGamepads) {\r\n const gamepads = navigator.getGamepads();\r\n\r\n for (const gamepad of gamepads) {\r\n if (gamepad) {\r\n this._addGamePad(gamepad);\r\n }\r\n }\r\n }\r\n\r\n // If the device in use has mouse capabilities, pre-register mouse\r\n if (typeof matchMedia === \"function\" && matchMedia(\"(pointer:fine)\").matches) {\r\n // This will provide a dummy value for the cursor position and is expected to be overridden when the first mouse event happens.\r\n // There isn't any good way to get the current position outside of a pointer event so that's why this was done.\r\n this._addPointerDevice(DeviceType.Mouse, 0, 0, 0);\r\n }\r\n }\r\n\r\n // Private functions\r\n /**\r\n * Add a gamepad to the DeviceInputSystem\r\n * @param gamepad A single DOM Gamepad object\r\n */\r\n private _addGamePad(gamepad: any): void {\r\n const deviceType = this._getGamepadDeviceType(gamepad.id);\r\n const deviceSlot = gamepad.index;\r\n\r\n this._gamepads = this._gamepads || new Array<DeviceType>(gamepad.index + 1);\r\n this._registerDevice(deviceType, deviceSlot, gamepad.buttons.length + gamepad.axes.length);\r\n\r\n this._gamepads[deviceSlot] = deviceType;\r\n }\r\n\r\n /**\r\n * Add pointer device to DeviceInputSystem\r\n * @param deviceType Type of Pointer to add\r\n * @param deviceSlot Pointer ID (0 for mouse, pointerId for Touch)\r\n * @param currentX Current X at point of adding\r\n * @param currentY Current Y at point of adding\r\n */\r\n private _addPointerDevice(deviceType: DeviceType, deviceSlot: number, currentX: number, currentY: number): void {\r\n if (!this._pointerActive) {\r\n this._pointerActive = true;\r\n }\r\n this._registerDevice(deviceType, deviceSlot, MAX_POINTER_INPUTS);\r\n const pointer = this._inputs[deviceType][deviceSlot]; /* initialize our pointer position immediately after registration */\r\n pointer[0] = currentX;\r\n pointer[1] = currentY;\r\n }\r\n\r\n /**\r\n * Add device and inputs to device array\r\n * @param deviceType Enum specifying device type\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @param numberOfInputs Number of input entries to create for given device\r\n */\r\n private _registerDevice(deviceType: DeviceType, deviceSlot: number, numberOfInputs: number): void {\r\n if (deviceSlot === undefined) {\r\n throw `Unable to register device ${DeviceType[deviceType]} to undefined slot.`;\r\n }\r\n\r\n if (!this._inputs[deviceType]) {\r\n this._inputs[deviceType] = {};\r\n }\r\n\r\n if (!this._inputs[deviceType][deviceSlot]) {\r\n const device = new Array<number>(numberOfInputs);\r\n\r\n device.fill(0);\r\n\r\n this._inputs[deviceType][deviceSlot] = device;\r\n this._onDeviceConnected(deviceType, deviceSlot);\r\n }\r\n }\r\n\r\n /**\r\n * Given a specific device name, remove that device from the device map\r\n * @param deviceType Enum specifying device type\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n */\r\n private _unregisterDevice(deviceType: DeviceType, deviceSlot: number): void {\r\n if (this._inputs[deviceType][deviceSlot]) {\r\n delete this._inputs[deviceType][deviceSlot];\r\n this._onDeviceDisconnected(deviceType, deviceSlot);\r\n }\r\n }\r\n\r\n /**\r\n * Handle all actions that come from keyboard interaction\r\n */\r\n private _handleKeyActions(): void {\r\n this._keyboardDownEvent = (evt) => {\r\n if (!this._keyboardActive) {\r\n this._keyboardActive = true;\r\n this._registerDevice(DeviceType.Keyboard, 0, MAX_KEYCODES);\r\n }\r\n\r\n const kbKey = this._inputs[DeviceType.Keyboard][0];\r\n if (kbKey) {\r\n kbKey[evt.keyCode] = 1;\r\n\r\n const deviceEvent = evt as IUIEvent;\r\n deviceEvent.inputIndex = evt.keyCode;\r\n\r\n if (this._usingMacOS && evt.metaKey && evt.key !== \"Meta\") {\r\n if (!this._metaKeys.includes(evt.keyCode)) {\r\n this._metaKeys.push(evt.keyCode);\r\n }\r\n }\r\n\r\n this._onInputChanged(DeviceType.Keyboard, 0, deviceEvent);\r\n }\r\n };\r\n\r\n this._keyboardUpEvent = (evt) => {\r\n if (!this._keyboardActive) {\r\n this._keyboardActive = true;\r\n this._registerDevice(DeviceType.Keyboard, 0, MAX_KEYCODES);\r\n }\r\n\r\n const kbKey = this._inputs[DeviceType.Keyboard][0];\r\n if (kbKey) {\r\n kbKey[evt.keyCode] = 0;\r\n\r\n const deviceEvent = evt as IUIEvent;\r\n deviceEvent.inputIndex = evt.keyCode;\r\n\r\n if (this._usingMacOS && evt.key === \"Meta\" && this._metaKeys.length > 0) {\r\n for (const keyCode of this._metaKeys) {\r\n const deviceEvent: IUIEvent = DeviceEventFactory.CreateDeviceEvent(DeviceType.Keyboard, 0, keyCode, 0, this, this._elementToAttachTo);\r\n kbKey[keyCode] = 0;\r\n this._onInputChanged(DeviceType.Keyboard, 0, deviceEvent);\r\n }\r\n this._metaKeys.splice(0, this._metaKeys.length);\r\n }\r\n\r\n this._onInputChanged(DeviceType.Keyboard, 0, deviceEvent);\r\n }\r\n };\r\n\r\n this._keyboardBlurEvent = () => {\r\n if (this._keyboardActive) {\r\n const kbKey = this._inputs[DeviceType.Keyboard][0];\r\n\r\n for (let i = 0; i < kbKey.length; i++) {\r\n if (kbKey[i] !== 0) {\r\n kbKey[i] = 0;\r\n\r\n const deviceEvent: IUIEvent = DeviceEventFactory.CreateDeviceEvent(DeviceType.Keyboard, 0, i, 0, this, this._elementToAttachTo);\r\n\r\n this._onInputChanged(DeviceType.Keyboard, 0, deviceEvent);\r\n }\r\n }\r\n if (this._usingMacOS) {\r\n this._metaKeys.splice(0, this._metaKeys.length);\r\n }\r\n }\r\n };\r\n\r\n this._elementToAttachTo.addEventListener(\"keydown\", this._keyboardDownEvent);\r\n this._elementToAttachTo.addEventListener(\"keyup\", this._keyboardUpEvent);\r\n this._elementToAttachTo.addEventListener(\"blur\", this._keyboardBlurEvent);\r\n }\r\n\r\n /**\r\n * Handle all actions that come from pointer interaction\r\n */\r\n private _handlePointerActions(): void {\r\n // If maxTouchPoints is defined, use that value. Otherwise, allow for a minimum for supported gestures like pinch\r\n this._maxTouchPoints = (DomManagement.IsNavigatorAvailable() && navigator.maxTouchPoints) || 2;\r\n if (!this._activeTouchIds) {\r\n this._activeTouchIds = new Array<number>(this._maxTouchPoints);\r\n }\r\n\r\n for (let i = 0; i < this._maxTouchPoints; i++) {\r\n this._activeTouchIds[i] = -1;\r\n }\r\n\r\n this._pointerMoveEvent = (evt) => {\r\n const deviceType = this._getPointerType(evt);\r\n const deviceSlot = deviceType === DeviceType.Mouse ? 0 : this._activeTouchIds.indexOf(evt.pointerId);\r\n\r\n if (!this._inputs[deviceType]) {\r\n this._inputs[deviceType] = {};\r\n }\r\n\r\n if (!this._inputs[deviceType][deviceSlot]) {\r\n this._addPointerDevice(deviceType, deviceSlot, evt.clientX, evt.clientY);\r\n }\r\n\r\n const pointer = this._inputs[deviceType][deviceSlot];\r\n if (pointer) {\r\n const deviceEvent = evt as IPointerEvent;\r\n deviceEvent.inputIndex = PointerInput.Move;\r\n\r\n if (evt.movementX === undefined) {\r\n evt.movementX = evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || evt.clientX - pointer[PointerInput.Horizontal];\r\n }\r\n if (evt.movementY === undefined) {\r\n evt.movementY = evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || evt.clientY - pointer[PointerInput.Vertical];\r\n }\r\n\r\n pointer[PointerInput.Horizontal] = evt.clientX;\r\n pointer[PointerInput.Vertical] = evt.clientY;\r\n\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n\r\n // Lets Propagate the event for move with same position.\r\n if (!this._usingSafari && evt.button !== -1) {\r\n deviceEvent.inputIndex = evt.button + 2;\r\n pointer[evt.button + 2] = pointer[evt.button + 2] ? 0 : 1; // Reverse state of button if evt.button has value\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n }\r\n }\r\n };\r\n\r\n this._pointerDownEvent = (evt) => {\r\n const deviceType = this._getPointerType(evt);\r\n let deviceSlot = deviceType === DeviceType.Mouse ? 0 : evt.pointerId;\r\n\r\n if (deviceType === DeviceType.Touch) {\r\n const idx = this._activeTouchIds.indexOf(-1);\r\n\r\n if (idx >= 0) {\r\n deviceSlot = idx;\r\n this._activeTouchIds[idx] = evt.pointerId;\r\n } else {\r\n // We can't find an open slot to store new pointer so just return (can only support max number of touches)\r\n Tools.Warn(`Max number of touches exceeded. Ignoring touches in excess of ${this._maxTouchPoints}`);\r\n return;\r\n }\r\n }\r\n\r\n if (!this._inputs[deviceType]) {\r\n this._inputs[deviceType] = {};\r\n }\r\n\r\n if (!this._inputs[deviceType][deviceSlot]) {\r\n this._addPointerDevice(deviceType, deviceSlot, evt.clientX, evt.clientY);\r\n } else if (deviceType === DeviceType.Touch) {\r\n this._onDeviceConnected(deviceType, deviceSlot);\r\n }\r\n\r\n const pointer = this._inputs[deviceType][deviceSlot];\r\n if (pointer) {\r\n const previousHorizontal = pointer[PointerInput.Horizontal];\r\n const previousVertical = pointer[PointerInput.Vertical];\r\n\r\n if (deviceType === DeviceType.Mouse) {\r\n // Mouse; Among supported browsers, value is either 1 or 0 for mouse\r\n if (this._mouseId === -1) {\r\n if (evt.pointerId === undefined) {\r\n // If there is no pointerId (eg. manually dispatched MouseEvent)\r\n this._mouseId = this._isUsingFirefox ? 0 : 1;\r\n } else {\r\n this._mouseId = evt.pointerId;\r\n }\r\n }\r\n\r\n if (!document.pointerLockElement) {\r\n try {\r\n this._elementToAttachTo.setPointerCapture(this._mouseId);\r\n } catch (e) {\r\n // DO NOTHING\r\n }\r\n }\r\n } else {\r\n // Touch; Since touches are dynamically assigned, only set capture if we have an id\r\n if (evt.pointerId && !document.pointerLockElement) {\r\n try {\r\n this._elementToAttachTo.setPointerCapture(evt.pointerId);\r\n } catch (e) {\r\n // DO NOTHING\r\n }\r\n }\r\n }\r\n\r\n pointer[PointerInput.Horizontal] = evt.clientX;\r\n pointer[PointerInput.Vertical] = evt.clientY;\r\n pointer[evt.button + 2] = 1;\r\n\r\n const deviceEvent = evt as IUIEvent;\r\n\r\n // NOTE: The +2 used here to is because PointerInput has the same value progression for its mouse buttons as PointerEvent.button\r\n // However, we have our X and Y values front-loaded to group together the touch inputs but not break this progression\r\n // EG. ([X, Y, Left-click], Middle-click, etc...)\r\n deviceEvent.inputIndex = evt.button + 2;\r\n\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n\r\n if (previousHorizontal !== evt.clientX || previousVertical !== evt.clientY) {\r\n deviceEvent.inputIndex = PointerInput.Move;\r\n if (evt.movementX === undefined) {\r\n evt.movementX = evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || evt.clientX - pointer[PointerInput.Horizontal];\r\n }\r\n if (evt.movementY === undefined) {\r\n evt.movementY = evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || evt.clientY - pointer[PointerInput.Vertical];\r\n }\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n }\r\n }\r\n };\r\n\r\n this._pointerUpEvent = (evt) => {\r\n const deviceType = this._getPointerType(evt);\r\n const deviceSlot = deviceType === DeviceType.Mouse ? 0 : this._activeTouchIds.indexOf(evt.pointerId);\r\n\r\n if (deviceType === DeviceType.Touch) {\r\n if (deviceSlot === -1) {\r\n return;\r\n } else {\r\n this._activeTouchIds[deviceSlot] = -1;\r\n }\r\n }\r\n\r\n const pointer = this._inputs[deviceType]?.[deviceSlot];\r\n if (pointer && pointer[evt.button + 2] !== 0) {\r\n const previousHorizontal = pointer[PointerInput.Horizontal];\r\n const previousVertical = pointer[PointerInput.Vertical];\r\n\r\n pointer[PointerInput.Horizontal] = evt.clientX;\r\n pointer[PointerInput.Vertical] = evt.clientY;\r\n pointer[evt.button + 2] = 0;\r\n\r\n const deviceEvent = evt as IUIEvent;\r\n\r\n if (previousHorizontal !== evt.clientX || previousVertical !== evt.clientY) {\r\n deviceEvent.inputIndex = PointerInput.Move;\r\n if (evt.movementX === undefined) {\r\n evt.movementX = evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || evt.clientX - pointer[PointerInput.Horizontal];\r\n }\r\n if (evt.movementY === undefined) {\r\n evt.movementY = evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || evt.clientY - pointer[PointerInput.Vertical];\r\n }\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n }\r\n\r\n // NOTE: The +2 used here to is because PointerInput has the same value progression for its mouse buttons as PointerEvent.button\r\n // However, we have our X and Y values front-loaded to group together the touch inputs but not break this progression\r\n // EG. ([X, Y, Left-click], Middle-click, etc...)\r\n deviceEvent.inputIndex = evt.button + 2;\r\n\r\n if (deviceType === DeviceType.Mouse && this._mouseId >= 0 && this._elementToAttachTo.hasPointerCapture?.(this._mouseId)) {\r\n this._elementToAttachTo.releasePointerCapture(this._mouseId);\r\n } else if (evt.pointerId && this._elementToAttachTo.hasPointerCapture?.(evt.pointerId)) {\r\n this._elementToAttachTo.releasePointerCapture(evt.pointerId);\r\n }\r\n\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n\r\n if (deviceType === DeviceType.Touch) {\r\n this._onDeviceDisconnected(deviceType, deviceSlot);\r\n }\r\n }\r\n };\r\n\r\n this._pointerCancelEvent = (evt) => {\r\n if (evt.pointerType === \"mouse\") {\r\n const pointer = this._inputs[DeviceType.Mouse][0];\r\n\r\n if (this._mouseId >= 0 && this._elementToAttachTo.hasPointerCapture?.(this._mouseId)) {\r\n this._elementToAttachTo.releasePointerCapture(this._mouseId);\r\n }\r\n\r\n for (let inputIndex = PointerInput.LeftClick; inputIndex <= PointerInput.BrowserForward; inputIndex++) {\r\n if (pointer[inputIndex] === 1) {\r\n pointer[inputIndex] = 0;\r\n\r\n const deviceEvent: IUIEvent = DeviceEventFactory.CreateDeviceEvent(DeviceType.Mouse, 0, inputIndex, 0, this, this._elementToAttachTo);\r\n\r\n this._onInputChanged(DeviceType.Mouse, 0, deviceEvent);\r\n }\r\n }\r\n } else {\r\n const deviceSlot = this._activeTouchIds.indexOf(evt.pointerId);\r\n\r\n if (this._elementToAttachTo.hasPointerCapture?.(evt.pointerId)) {\r\n this._elementToAttachTo.releasePointerCapture(evt.pointerId);\r\n }\r\n\r\n this._inputs[DeviceType.Touch][deviceSlot][PointerInput.LeftClick] = 0;\r\n\r\n const deviceEvent: IUIEvent = DeviceEventFactory.CreateDeviceEvent(DeviceType.Touch, deviceSlot, PointerInput.LeftClick, 0, this, this._elementToAttachTo);\r\n\r\n this._onInputChanged(DeviceType.Touch, deviceSlot, deviceEvent);\r\n\r\n this._activeTouchIds[deviceSlot] = -1;\r\n this._onDeviceDisconnected(DeviceType.Touch, deviceSlot);\r\n }\r\n };\r\n\r\n // Set Wheel Event Name, code originally from scene.inputManager\r\n this._wheelEventName =\r\n \"onwheel\" in document.createElement(\"div\")\r\n ? \"wheel\" // Modern browsers support \"wheel\"\r\n : (<any>document).onmousewheel !== undefined\r\n ? \"mousewheel\" // Webkit and IE support at least \"mousewheel\"\r\n : \"DOMMouseScroll\"; // let's assume that remaining browsers are older Firefox\r\n\r\n // Code originally in scene.inputManager.ts\r\n // Chrome reports warning in console if wheel listener doesn't set an explicit passive option.\r\n // IE11 only supports captureEvent:boolean, not options:object, and it defaults to false.\r\n // Feature detection technique copied from: https://github.com/github/eventlistener-polyfill (MIT license)\r\n let passiveSupported = false;\r\n const noop = function () {};\r\n\r\n try {\r\n const options = Object.defineProperty({}, \"passive\", {\r\n get: function () {\r\n passiveSupported = true;\r\n },\r\n });\r\n\r\n this._elementToAttachTo.addEventListener(\"test\", noop, options);\r\n this._elementToAttachTo.removeEventListener(\"test\", noop, options);\r\n } catch (e) {\r\n /* */\r\n }\r\n\r\n this._pointerBlurEvent = () => {\r\n // Handle mouse buttons\r\n if (this.isDeviceAvailable(DeviceType.Mouse)) {\r\n const pointer = this._inputs[DeviceType.Mouse][0];\r\n\r\n if (this._mouseId >= 0 && this._elementToAttachTo.hasPointerCapture?.(this._mouseId)) {\r\n this._elementToAttachTo.releasePointerCapture(this._mouseId);\r\n }\r\n\r\n for (let inputIndex = PointerInput.LeftClick; inputIndex <= PointerInput.BrowserForward; inputIndex++) {\r\n if (pointer[inputIndex] === 1) {\r\n pointer[inputIndex] = 0;\r\n\r\n const deviceEvent: IUIEvent = DeviceEventFactory.CreateDeviceEvent(DeviceType.Mouse, 0, inputIndex, 0, this, this._elementToAttachTo);\r\n\r\n this._onInputChanged(DeviceType.Mouse, 0, deviceEvent);\r\n }\r\n }\r\n }\r\n\r\n // Handle Active Touches\r\n if (this.isDeviceAvailable(DeviceType.Touch)) {\r\n const pointer = this._inputs[DeviceType.Touch];\r\n\r\n for (let deviceSlot = 0; deviceSlot < this._activeTouchIds.length; deviceSlot++) {\r\n const pointerId = this._activeTouchIds[deviceSlot];\r\n\r\n if (this._elementToAttachTo.hasPointerCapture?.(pointerId)) {\r\n this._elementToAttachTo.releasePointerCapture(pointerId);\r\n }\r\n\r\n if (pointerId !== -1 && pointer[deviceSlot]?.[PointerInput.LeftClick] === 1) {\r\n pointer[deviceSlot][PointerInput.LeftClick] = 0;\r\n\r\n const deviceEvent: IUIEvent = DeviceEventFactory.CreateDeviceEvent(DeviceType.Touch, deviceSlot, PointerInput.LeftClick, 0, this, this._elementToAttachTo);\r\n\r\n this._onInputChanged(DeviceType.Touch, deviceSlot, deviceEvent);\r\n\r\n this._activeTouchIds[deviceSlot] = -1;\r\n this._onDeviceDisconnected(DeviceType.Touch, deviceSlot);\r\n }\r\n }\r\n }\r\n };\r\n\r\n this._pointerWheelEvent = (evt) => {\r\n const deviceType = DeviceType.Mouse;\r\n const deviceSlot = 0;\r\n\r\n if (!this._inputs[deviceType]) {\r\n this._inputs[deviceType] = [];\r\n }\r\n\r\n if (!this._inputs[deviceType][deviceSlot]) {\r\n this._pointerActive = true;\r\n this._registerDevice(deviceType, deviceSlot, MAX_POINTER_INPUTS);\r\n }\r\n\r\n const pointer = this._inputs[deviceType][deviceSlot];\r\n if (pointer) {\r\n pointer[PointerInput.MouseWheelX] = evt.deltaX || 0;\r\n pointer[PointerInput.MouseWheelY] = evt.deltaY || evt.wheelDelta || 0;\r\n pointer[PointerInput.MouseWheelZ] = evt.deltaZ || 0;\r\n\r\n const deviceEvent = evt as IUIEvent;\r\n\r\n if (pointer[PointerInput.MouseWheelX] !== 0) {\r\n deviceEvent.inputIndex = PointerInput.MouseWheelX;\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n }\r\n if (pointer[PointerInput.MouseWheelY] !== 0) {\r\n deviceEvent.inputIndex = PointerInput.MouseWheelY;\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n }\r\n if (pointer[PointerInput.MouseWheelZ] !== 0) {\r\n deviceEvent.inputIndex = PointerInput.MouseWheelZ;\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n }\r\n }\r\n };\r\n\r\n this._elementToAttachTo.addEventListener(this._eventPrefix + \"move\", this._pointerMoveEvent);\r\n this._elementToAttachTo.addEventListener(this._eventPrefix + \"down\", this._pointerDownEvent);\r\n this._elementToAttachTo.addEventListener(this._eventPrefix + \"up\", this._pointerUpEvent);\r\n this._elementToAttachTo.addEventListener(this._eventPrefix + \"cancel\", this._pointerCancelEvent);\r\n this._elementToAttachTo.addEventListener(\"blur\", this._pointerBlurEvent);\r\n this._elementToAttachTo.addEventListener(this._wheelEventName, this._pointerWheelEvent, passiveSupported ? { passive: false } : false);\r\n\r\n // Since there's no up or down event for mouse wheel or delta x/y, clear mouse values at end of frame\r\n this._pointerInputClearObserver = this._engine.onEndFrameObservable.add(() => {\r\n if (this.isDeviceAvailable(DeviceType.Mouse)) {\r\n const pointer = this._inputs[DeviceType.Mouse][0];\r\n pointer[PointerInput.MouseWheelX] = 0;\r\n pointer[PointerInput.MouseWheelY] = 0;\r\n pointer[PointerInput.MouseWheelZ] = 0;\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Handle all actions that come from gamepad interaction\r\n */\r\n private _handleGamepadActions(): void {\r\n this._gamepadConnectedEvent = (evt: any) => {\r\n this._addGamePad(evt.gamepad);\r\n };\r\n\r\n this._gamepadDisconnectedEvent = (evt: any) => {\r\n if (this._gamepads) {\r\n const deviceType = this._getGamepadDeviceType(evt.gamepad.id);\r\n const deviceSlot = evt.gamepad.index;\r\n\r\n this._unregisterDevice(deviceType, deviceSlot);\r\n delete this._gamepads[deviceSlot];\r\n }\r\n };\r\n\r\n window.addEventListener(\"gamepadconnected\", this._gamepadConnectedEvent);\r\n window.addEventListener(\"gamepaddisconnected\", this._gamepadDisconnectedEvent);\r\n }\r\n\r\n /**\r\n * Update all non-event based devices with each frame\r\n * @param deviceType Enum specifying device type\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @param inputIndex Id of input to be checked\r\n */\r\n private _updateDevice(deviceType: DeviceType, deviceSlot: number, inputIndex: number): void {\r\n // Gamepads\r\n const gp = navigator.getGamepads()[deviceSlot];\r\n\r\n if (gp && deviceType === this._gamepads[deviceSlot]) {\r\n const device = this._inputs[deviceType][deviceSlot];\r\n\r\n if (inputIndex >= gp.buttons.length) {\r\n device[inputIndex] = gp.axes[inputIndex - gp.buttons.length].valueOf();\r\n } else {\r\n device[inputIndex] = gp.buttons[inputIndex].value;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets DeviceType from the device name\r\n * @param deviceName Name of Device from DeviceInputSystem\r\n * @returns DeviceType enum value\r\n */\r\n private _getGamepadDeviceType(deviceName: string): DeviceType {\r\n if (deviceName.indexOf(\"054c\") !== -1) {\r\n // DualShock 4 Gamepad\r\n return deviceName.indexOf(\"0ce6\") !== -1 ? DeviceType.DualSense : DeviceType.DualShock;\r\n } else if (deviceName.indexOf(\"Xbox One\") !== -1 || deviceName.search(\"Xbox 360\") !== -1 || deviceName.search(\"xinput\") !== -1) {\r\n // Xbox Gamepad\r\n return DeviceType.Xbox;\r\n } else if (deviceName.indexOf(\"057e\") !== -1) {\r\n // Switch Gamepad\r\n return DeviceType.Switch;\r\n }\r\n\r\n return DeviceType.Generic;\r\n }\r\n\r\n /**\r\n * Get DeviceType from a given pointer/mouse/touch event.\r\n * @param evt PointerEvent to evaluate\r\n * @returns DeviceType interpreted from event\r\n */\r\n private _getPointerType(evt: any): DeviceType {\r\n let deviceType = DeviceType.Mouse;\r\n\r\n if (evt.pointerType === \"touch\" || evt.pointerType === \"pen\" || evt.touches) {\r\n deviceType = DeviceType.Touch;\r\n }\r\n\r\n return deviceType;\r\n }\r\n}\r\n"]}
1
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type { Engine } from \"../Engines/engine\";\r\nimport type { IPointerEvent, IUIEvent } from \"../Events/deviceInputEvents\";\r\nimport { DomManagement } from \"../Misc/domManagement\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport type { Nullable } from \"../types\";\r\nimport { DeviceEventFactory } from \"./eventFactory\";\r\nimport { DeviceType, PointerInput } from \"./InputDevices/deviceEnums\";\r\nimport type { IDeviceInputSystem } from \"./inputInterfaces\";\r\n\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nconst MAX_KEYCODES = 255;\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nconst MAX_POINTER_INPUTS = Object.keys(PointerInput).length / 2;\r\n\r\n/** @internal */\r\nexport class WebDeviceInputSystem implements IDeviceInputSystem {\r\n // Private Members\r\n private _inputs: Array<{ [deviceSlot: number]: Array<number> }> = [];\r\n private _gamepads: Array<DeviceType>;\r\n private _keyboardActive: boolean = false;\r\n private _pointerActive: boolean = false;\r\n private _elementToAttachTo: HTMLElement;\r\n private _metaKeys: Array<number>;\r\n private readonly _engine: Engine;\r\n private readonly _usingSafari: boolean = Tools.IsSafari();\r\n // Found solution for determining if MacOS is being used here:\r\n // https://stackoverflow.com/questions/10527983/best-way-to-detect-mac-os-x-or-windows-computers-with-javascript-or-jquery\r\n private readonly _usingMacOS: boolean = /(Mac|iPhone|iPod|iPad)/i.test(navigator.platform);\r\n\r\n private _onDeviceConnected: (deviceType: DeviceType, deviceSlot: number) => void;\r\n private _onDeviceDisconnected: (deviceType: DeviceType, deviceSlot: number) => void;\r\n private _onInputChanged: (deviceType: DeviceType, deviceSlot: number, eventData: IUIEvent) => void;\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _keyboardDownEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _keyboardUpEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _keyboardBlurEvent = (evt: any) => {};\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerMoveEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerDownEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerUpEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerCancelEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerWheelEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerBlurEvent = (evt: any) => {};\r\n private _wheelEventName: string;\r\n private _eventsAttached: boolean = false;\r\n\r\n private _mouseId = -1;\r\n private readonly _isUsingFirefox = DomManagement.IsNavigatorAvailable() && navigator.userAgent && navigator.userAgent.indexOf(\"Firefox\") !== -1;\r\n\r\n // Array to store active Pointer ID values; prevents issues with negative pointerIds\r\n private _activeTouchIds: Array<number>;\r\n private _maxTouchPoints: number = 0;\r\n\r\n private _pointerInputClearObserver: Nullable<Observer<Engine>> = null;\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _gamepadConnectedEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _gamepadDisconnectedEvent = (evt: any) => {};\r\n\r\n private _eventPrefix: string;\r\n\r\n constructor(\r\n engine: Engine,\r\n onDeviceConnected: (deviceType: DeviceType, deviceSlot: number) => void,\r\n onDeviceDisconnected: (deviceType: DeviceType, deviceSlot: number) => void,\r\n onInputChanged: (deviceType: DeviceType, deviceSlot: number, eventData: IUIEvent) => void\r\n ) {\r\n this._eventPrefix = Tools.GetPointerPrefix(engine);\r\n this._engine = engine;\r\n\r\n this._onDeviceConnected = onDeviceConnected;\r\n this._onDeviceDisconnected = onDeviceDisconnected;\r\n this._onInputChanged = onInputChanged;\r\n\r\n this._enableEvents();\r\n\r\n if (this._usingMacOS) {\r\n this._metaKeys = [];\r\n }\r\n\r\n // Set callback to enable event handler switching when inputElement changes\r\n if (!this._engine._onEngineViewChanged) {\r\n this._engine._onEngineViewChanged = () => {\r\n this._enableEvents();\r\n };\r\n }\r\n }\r\n\r\n // Public functions\r\n /**\r\n * Checks for current device input value, given an id and input index. Throws exception if requested device not initialized.\r\n * @param deviceType Enum specifying device type\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @param inputIndex Id of input to be checked\r\n * @returns Current value of input\r\n */\r\n public pollInput(deviceType: DeviceType, deviceSlot: number, inputIndex: number): number {\r\n const device = this._inputs[deviceType][deviceSlot];\r\n\r\n if (!device) {\r\n throw `Unable to find device ${DeviceType[deviceType]}`;\r\n }\r\n\r\n if (deviceType >= DeviceType.DualShock && deviceType <= DeviceType.DualSense) {\r\n this._updateDevice(deviceType, deviceSlot, inputIndex);\r\n }\r\n\r\n const currentValue = device[inputIndex];\r\n if (currentValue === undefined) {\r\n throw `Unable to find input ${inputIndex} for device ${DeviceType[deviceType]} in slot ${deviceSlot}`;\r\n }\r\n\r\n if (inputIndex === PointerInput.Move) {\r\n Tools.Warn(`Unable to provide information for PointerInput.Move. Try using PointerInput.Horizontal or PointerInput.Vertical for move data.`);\r\n }\r\n\r\n return currentValue;\r\n }\r\n\r\n /**\r\n * Check for a specific device in the DeviceInputSystem\r\n * @param deviceType Type of device to check for\r\n * @returns bool with status of device's existence\r\n */\r\n public isDeviceAvailable(deviceType: DeviceType): boolean {\r\n return this._inputs[deviceType] !== undefined;\r\n }\r\n\r\n /**\r\n * Dispose of all the eventlisteners\r\n */\r\n public dispose(): void {\r\n // Callbacks\r\n this._onDeviceConnected = () => {};\r\n this._onDeviceDisconnected = () => {};\r\n this._onInputChanged = () => {};\r\n delete this._engine._onEngineViewChanged;\r\n\r\n if (this._elementToAttachTo) {\r\n this._disableEvents();\r\n }\r\n }\r\n\r\n /**\r\n * Enable listening for user input events\r\n */\r\n private _enableEvents(): void {\r\n const inputElement = this?._engine.getInputElement();\r\n if (inputElement && (!this._eventsAttached || this._elementToAttachTo !== inputElement)) {\r\n // Remove events before adding to avoid double events or simultaneous events on multiple canvases\r\n this._disableEvents();\r\n\r\n // If the inputs array has already been created, zero it out to before setting up events\r\n if (this._inputs) {\r\n for (const inputs of this._inputs) {\r\n if (inputs) {\r\n for (const deviceSlotKey in inputs) {\r\n const deviceSlot = +deviceSlotKey;\r\n const device = inputs[deviceSlot];\r\n if (device) {\r\n for (let inputIndex = 0; inputIndex < device.length; inputIndex++) {\r\n device[inputIndex] = 0;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._elementToAttachTo = inputElement;\r\n // Set tab index for the inputElement to the engine's canvasTabIndex, if and only if the element's tab index is -1\r\n this._elementToAttachTo.tabIndex = this._elementToAttachTo.tabIndex !== -1 ? this._elementToAttachTo.tabIndex : this._engine.canvasTabIndex;\r\n this._handleKeyActions();\r\n this._handlePointerActions();\r\n this._handleGamepadActions();\r\n this._eventsAttached = true;\r\n\r\n // Check for devices that are already connected but aren't registered. Currently, only checks for gamepads and mouse\r\n this._checkForConnectedDevices();\r\n }\r\n }\r\n\r\n /**\r\n * Disable listening for user input events\r\n */\r\n private _disableEvents(): void {\r\n if (this._elementToAttachTo) {\r\n // Blur Events\r\n this._elementToAttachTo.removeEventListener(\"blur\", this._keyboardBlurEvent);\r\n this._elementToAttachTo.removeEventListener(\"blur\", this._pointerBlurEvent);\r\n\r\n // Keyboard Events\r\n this._elementToAttachTo.removeEventListener(\"keydown\", this._keyboardDownEvent);\r\n this._elementToAttachTo.removeEventListener(\"keyup\", this._keyboardUpEvent);\r\n\r\n // Pointer Events\r\n this._elementToAttachTo.removeEventListener(this._eventPrefix + \"move\", this._pointerMoveEvent);\r\n this._elementToAttachTo.removeEventListener(this._eventPrefix + \"down\", this._pointerDownEvent);\r\n this._elementToAttachTo.removeEventListener(this._eventPrefix + \"up\", this._pointerUpEvent);\r\n this._elementToAttachTo.removeEventListener(this._eventPrefix + \"cancel\", this._pointerCancelEvent);\r\n this._elementToAttachTo.removeEventListener(this._wheelEventName, this._pointerWheelEvent);\r\n\r\n // Gamepad Events\r\n window.removeEventListener(\"gamepadconnected\", this._gamepadConnectedEvent);\r\n window.removeEventListener(\"gamepaddisconnected\", this._gamepadDisconnectedEvent);\r\n }\r\n\r\n if (this._pointerInputClearObserver) {\r\n this._engine.onEndFrameObservable.remove(this._pointerInputClearObserver);\r\n }\r\n\r\n this._eventsAttached = false;\r\n }\r\n\r\n /**\r\n * Checks for existing connections to devices and register them, if necessary\r\n * Currently handles gamepads and mouse\r\n */\r\n private _checkForConnectedDevices(): void {\r\n if (navigator.getGamepads) {\r\n const gamepads = navigator.getGamepads();\r\n\r\n for (const gamepad of gamepads) {\r\n if (gamepad) {\r\n this._addGamePad(gamepad);\r\n }\r\n }\r\n }\r\n\r\n // If the device in use has mouse capabilities, pre-register mouse\r\n if (typeof matchMedia === \"function\" && matchMedia(\"(pointer:fine)\").matches) {\r\n // This will provide a dummy value for the cursor position and is expected to be overridden when the first mouse event happens.\r\n // There isn't any good way to get the current position outside of a pointer event so that's why this was done.\r\n this._addPointerDevice(DeviceType.Mouse, 0, 0, 0);\r\n }\r\n }\r\n\r\n // Private functions\r\n /**\r\n * Add a gamepad to the DeviceInputSystem\r\n * @param gamepad A single DOM Gamepad object\r\n */\r\n private _addGamePad(gamepad: any): void {\r\n const deviceType = this._getGamepadDeviceType(gamepad.id);\r\n const deviceSlot = gamepad.index;\r\n\r\n this._gamepads = this._gamepads || new Array<DeviceType>(gamepad.index + 1);\r\n this._registerDevice(deviceType, deviceSlot, gamepad.buttons.length + gamepad.axes.length);\r\n\r\n this._gamepads[deviceSlot] = deviceType;\r\n }\r\n\r\n /**\r\n * Add pointer device to DeviceInputSystem\r\n * @param deviceType Type of Pointer to add\r\n * @param deviceSlot Pointer ID (0 for mouse, pointerId for Touch)\r\n * @param currentX Current X at point of adding\r\n * @param currentY Current Y at point of adding\r\n */\r\n private _addPointerDevice(deviceType: DeviceType, deviceSlot: number, currentX: number, currentY: number): void {\r\n if (!this._pointerActive) {\r\n this._pointerActive = true;\r\n }\r\n this._registerDevice(deviceType, deviceSlot, MAX_POINTER_INPUTS);\r\n const pointer = this._inputs[deviceType][deviceSlot]; /* initialize our pointer position immediately after registration */\r\n pointer[0] = currentX;\r\n pointer[1] = currentY;\r\n }\r\n\r\n /**\r\n * Add device and inputs to device array\r\n * @param deviceType Enum specifying device type\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @param numberOfInputs Number of input entries to create for given device\r\n */\r\n private _registerDevice(deviceType: DeviceType, deviceSlot: number, numberOfInputs: number): void {\r\n if (deviceSlot === undefined) {\r\n throw `Unable to register device ${DeviceType[deviceType]} to undefined slot.`;\r\n }\r\n\r\n if (!this._inputs[deviceType]) {\r\n this._inputs[deviceType] = {};\r\n }\r\n\r\n if (!this._inputs[deviceType][deviceSlot]) {\r\n const device = new Array<number>(numberOfInputs);\r\n\r\n device.fill(0);\r\n\r\n this._inputs[deviceType][deviceSlot] = device;\r\n this._onDeviceConnected(deviceType, deviceSlot);\r\n }\r\n }\r\n\r\n /**\r\n * Given a specific device name, remove that device from the device map\r\n * @param deviceType Enum specifying device type\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n */\r\n private _unregisterDevice(deviceType: DeviceType, deviceSlot: number): void {\r\n if (this._inputs[deviceType][deviceSlot]) {\r\n delete this._inputs[deviceType][deviceSlot];\r\n this._onDeviceDisconnected(deviceType, deviceSlot);\r\n }\r\n }\r\n\r\n /**\r\n * Handle all actions that come from keyboard interaction\r\n */\r\n private _handleKeyActions(): void {\r\n this._keyboardDownEvent = (evt) => {\r\n if (!this._keyboardActive) {\r\n this._keyboardActive = true;\r\n this._registerDevice(DeviceType.Keyboard, 0, MAX_KEYCODES);\r\n }\r\n\r\n const kbKey = this._inputs[DeviceType.Keyboard][0];\r\n if (kbKey) {\r\n kbKey[evt.keyCode] = 1;\r\n\r\n const deviceEvent = evt as IUIEvent;\r\n deviceEvent.inputIndex = evt.keyCode;\r\n\r\n if (this._usingMacOS && evt.metaKey && evt.key !== \"Meta\") {\r\n if (!this._metaKeys.includes(evt.keyCode)) {\r\n this._metaKeys.push(evt.keyCode);\r\n }\r\n }\r\n\r\n this._onInputChanged(DeviceType.Keyboard, 0, deviceEvent);\r\n }\r\n };\r\n\r\n this._keyboardUpEvent = (evt) => {\r\n if (!this._keyboardActive) {\r\n this._keyboardActive = true;\r\n this._registerDevice(DeviceType.Keyboard, 0, MAX_KEYCODES);\r\n }\r\n\r\n const kbKey = this._inputs[DeviceType.Keyboard][0];\r\n if (kbKey) {\r\n kbKey[evt.keyCode] = 0;\r\n\r\n const deviceEvent = evt as IUIEvent;\r\n deviceEvent.inputIndex = evt.keyCode;\r\n\r\n if (this._usingMacOS && evt.key === \"Meta\" && this._metaKeys.length > 0) {\r\n for (const keyCode of this._metaKeys) {\r\n const deviceEvent: IUIEvent = DeviceEventFactory.CreateDeviceEvent(DeviceType.Keyboard, 0, keyCode, 0, this, this._elementToAttachTo);\r\n kbKey[keyCode] = 0;\r\n this._onInputChanged(DeviceType.Keyboard, 0, deviceEvent);\r\n }\r\n this._metaKeys.splice(0, this._metaKeys.length);\r\n }\r\n\r\n this._onInputChanged(DeviceType.Keyboard, 0, deviceEvent);\r\n }\r\n };\r\n\r\n this._keyboardBlurEvent = () => {\r\n if (this._keyboardActive) {\r\n const kbKey = this._inputs[DeviceType.Keyboard][0];\r\n\r\n for (let i = 0; i < kbKey.length; i++) {\r\n if (kbKey[i] !== 0) {\r\n kbKey[i] = 0;\r\n\r\n const deviceEvent: IUIEvent = DeviceEventFactory.CreateDeviceEvent(DeviceType.Keyboard, 0, i, 0, this, this._elementToAttachTo);\r\n\r\n this._onInputChanged(DeviceType.Keyboard, 0, deviceEvent);\r\n }\r\n }\r\n if (this._usingMacOS) {\r\n this._metaKeys.splice(0, this._metaKeys.length);\r\n }\r\n }\r\n };\r\n\r\n this._elementToAttachTo.addEventListener(\"keydown\", this._keyboardDownEvent);\r\n this._elementToAttachTo.addEventListener(\"keyup\", this._keyboardUpEvent);\r\n this._elementToAttachTo.addEventListener(\"blur\", this._keyboardBlurEvent);\r\n }\r\n\r\n /**\r\n * Handle all actions that come from pointer interaction\r\n */\r\n private _handlePointerActions(): void {\r\n // If maxTouchPoints is defined, use that value. Otherwise, allow for a minimum for supported gestures like pinch\r\n this._maxTouchPoints = (DomManagement.IsNavigatorAvailable() && navigator.maxTouchPoints) || 2;\r\n if (!this._activeTouchIds) {\r\n this._activeTouchIds = new Array<number>(this._maxTouchPoints);\r\n }\r\n\r\n for (let i = 0; i < this._maxTouchPoints; i++) {\r\n this._activeTouchIds[i] = -1;\r\n }\r\n\r\n this._pointerMoveEvent = (evt) => {\r\n const deviceType = this._getPointerType(evt);\r\n const deviceSlot = deviceType === DeviceType.Mouse ? 0 : this._activeTouchIds.indexOf(evt.pointerId);\r\n\r\n if (!this._inputs[deviceType]) {\r\n this._inputs[deviceType] = {};\r\n }\r\n\r\n if (!this._inputs[deviceType][deviceSlot]) {\r\n this._addPointerDevice(deviceType, deviceSlot, evt.clientX, evt.clientY);\r\n }\r\n\r\n const pointer = this._inputs[deviceType][deviceSlot];\r\n if (pointer) {\r\n const deviceEvent = evt as IPointerEvent;\r\n deviceEvent.inputIndex = PointerInput.Move;\r\n\r\n pointer[PointerInput.Horizontal] = evt.clientX;\r\n pointer[PointerInput.Vertical] = evt.clientY;\r\n\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n\r\n // Lets Propagate the event for move with same position.\r\n if (!this._usingSafari && evt.button !== -1) {\r\n deviceEvent.inputIndex = evt.button + 2;\r\n pointer[evt.button + 2] = pointer[evt.button + 2] ? 0 : 1; // Reverse state of button if evt.button has value\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n }\r\n }\r\n };\r\n\r\n this._pointerDownEvent = (evt) => {\r\n const deviceType = this._getPointerType(evt);\r\n let deviceSlot = deviceType === DeviceType.Mouse ? 0 : evt.pointerId;\r\n\r\n if (deviceType === DeviceType.Touch) {\r\n const idx = this._activeTouchIds.indexOf(-1);\r\n\r\n if (idx >= 0) {\r\n deviceSlot = idx;\r\n this._activeTouchIds[idx] = evt.pointerId;\r\n } else {\r\n // We can't find an open slot to store new pointer so just return (can only support max number of touches)\r\n Tools.Warn(`Max number of touches exceeded. Ignoring touches in excess of ${this._maxTouchPoints}`);\r\n return;\r\n }\r\n }\r\n\r\n if (!this._inputs[deviceType]) {\r\n this._inputs[deviceType] = {};\r\n }\r\n\r\n if (!this._inputs[deviceType][deviceSlot]) {\r\n this._addPointerDevice(deviceType, deviceSlot, evt.clientX, evt.clientY);\r\n } else if (deviceType === DeviceType.Touch) {\r\n this._onDeviceConnected(deviceType, deviceSlot);\r\n }\r\n\r\n const pointer = this._inputs[deviceType][deviceSlot];\r\n if (pointer) {\r\n const previousHorizontal = pointer[PointerInput.Horizontal];\r\n const previousVertical = pointer[PointerInput.Vertical];\r\n\r\n if (deviceType === DeviceType.Mouse) {\r\n // Mouse; Among supported browsers, value is either 1 or 0 for mouse\r\n if (this._mouseId === -1) {\r\n if (evt.pointerId === undefined) {\r\n // If there is no pointerId (eg. manually dispatched MouseEvent)\r\n this._mouseId = this._isUsingFirefox ? 0 : 1;\r\n } else {\r\n this._mouseId = evt.pointerId;\r\n }\r\n }\r\n\r\n if (!document.pointerLockElement) {\r\n try {\r\n this._elementToAttachTo.setPointerCapture(this._mouseId);\r\n } catch (e) {\r\n // DO NOTHING\r\n }\r\n }\r\n } else {\r\n // Touch; Since touches are dynamically assigned, only set capture if we have an id\r\n if (evt.pointerId && !document.pointerLockElement) {\r\n try {\r\n this._elementToAttachTo.setPointerCapture(evt.pointerId);\r\n } catch (e) {\r\n // DO NOTHING\r\n }\r\n }\r\n }\r\n\r\n pointer[PointerInput.Horizontal] = evt.clientX;\r\n pointer[PointerInput.Vertical] = evt.clientY;\r\n pointer[evt.button + 2] = 1;\r\n\r\n const deviceEvent = evt as IUIEvent;\r\n\r\n // NOTE: The +2 used here to is because PointerInput has the same value progression for its mouse buttons as PointerEvent.button\r\n // However, we have our X and Y values front-loaded to group together the touch inputs but not break this progression\r\n // EG. ([X, Y, Left-click], Middle-click, etc...)\r\n deviceEvent.inputIndex = evt.button + 2;\r\n\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n\r\n if (previousHorizontal !== evt.clientX || previousVertical !== evt.clientY) {\r\n deviceEvent.inputIndex = PointerInput.Move;\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n }\r\n }\r\n };\r\n\r\n this._pointerUpEvent = (evt) => {\r\n const deviceType = this._getPointerType(evt);\r\n const deviceSlot = deviceType === DeviceType.Mouse ? 0 : this._activeTouchIds.indexOf(evt.pointerId);\r\n\r\n if (deviceType === DeviceType.Touch) {\r\n if (deviceSlot === -1) {\r\n return;\r\n } else {\r\n this._activeTouchIds[deviceSlot] = -1;\r\n }\r\n }\r\n\r\n const pointer = this._inputs[deviceType]?.[deviceSlot];\r\n if (pointer && pointer[evt.button + 2] !== 0) {\r\n const previousHorizontal = pointer[PointerInput.Horizontal];\r\n const previousVertical = pointer[PointerInput.Vertical];\r\n\r\n pointer[PointerInput.Horizontal] = evt.clientX;\r\n pointer[PointerInput.Vertical] = evt.clientY;\r\n pointer[evt.button + 2] = 0;\r\n\r\n const deviceEvent = evt as IUIEvent;\r\n\r\n if (previousHorizontal !== evt.clientX || previousVertical !== evt.clientY) {\r\n deviceEvent.inputIndex = PointerInput.Move;\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n }\r\n\r\n // NOTE: The +2 used here to is because PointerInput has the same value progression for its mouse buttons as PointerEvent.button\r\n // However, we have our X and Y values front-loaded to group together the touch inputs but not break this progression\r\n // EG. ([X, Y, Left-click], Middle-click, etc...)\r\n deviceEvent.inputIndex = evt.button + 2;\r\n\r\n if (deviceType === DeviceType.Mouse && this._mouseId >= 0 && this._elementToAttachTo.hasPointerCapture?.(this._mouseId)) {\r\n this._elementToAttachTo.releasePointerCapture(this._mouseId);\r\n } else if (evt.pointerId && this._elementToAttachTo.hasPointerCapture?.(evt.pointerId)) {\r\n this._elementToAttachTo.releasePointerCapture(evt.pointerId);\r\n }\r\n\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n\r\n if (deviceType === DeviceType.Touch) {\r\n this._onDeviceDisconnected(deviceType, deviceSlot);\r\n }\r\n }\r\n };\r\n\r\n this._pointerCancelEvent = (evt) => {\r\n if (evt.pointerType === \"mouse\") {\r\n const pointer = this._inputs[DeviceType.Mouse][0];\r\n\r\n if (this._mouseId >= 0 && this._elementToAttachTo.hasPointerCapture?.(this._mouseId)) {\r\n this._elementToAttachTo.releasePointerCapture(this._mouseId);\r\n }\r\n\r\n for (let inputIndex = PointerInput.LeftClick; inputIndex <= PointerInput.BrowserForward; inputIndex++) {\r\n if (pointer[inputIndex] === 1) {\r\n pointer[inputIndex] = 0;\r\n\r\n const deviceEvent: IUIEvent = DeviceEventFactory.CreateDeviceEvent(DeviceType.Mouse, 0, inputIndex, 0, this, this._elementToAttachTo);\r\n\r\n this._onInputChanged(DeviceType.Mouse, 0, deviceEvent);\r\n }\r\n }\r\n } else {\r\n const deviceSlot = this._activeTouchIds.indexOf(evt.pointerId);\r\n\r\n if (this._elementToAttachTo.hasPointerCapture?.(evt.pointerId)) {\r\n this._elementToAttachTo.releasePointerCapture(evt.pointerId);\r\n }\r\n\r\n this._inputs[DeviceType.Touch][deviceSlot][PointerInput.LeftClick] = 0;\r\n\r\n const deviceEvent: IUIEvent = DeviceEventFactory.CreateDeviceEvent(DeviceType.Touch, deviceSlot, PointerInput.LeftClick, 0, this, this._elementToAttachTo);\r\n\r\n this._onInputChanged(DeviceType.Touch, deviceSlot, deviceEvent);\r\n\r\n this._activeTouchIds[deviceSlot] = -1;\r\n this._onDeviceDisconnected(DeviceType.Touch, deviceSlot);\r\n }\r\n };\r\n\r\n // Set Wheel Event Name, code originally from scene.inputManager\r\n this._wheelEventName =\r\n \"onwheel\" in document.createElement(\"div\")\r\n ? \"wheel\" // Modern browsers support \"wheel\"\r\n : (<any>document).onmousewheel !== undefined\r\n ? \"mousewheel\" // Webkit and IE support at least \"mousewheel\"\r\n : \"DOMMouseScroll\"; // let's assume that remaining browsers are older Firefox\r\n\r\n // Code originally in scene.inputManager.ts\r\n // Chrome reports warning in console if wheel listener doesn't set an explicit passive option.\r\n // IE11 only supports captureEvent:boolean, not options:object, and it defaults to false.\r\n // Feature detection technique copied from: https://github.com/github/eventlistener-polyfill (MIT license)\r\n let passiveSupported = false;\r\n const noop = function () {};\r\n\r\n try {\r\n const options = Object.defineProperty({}, \"passive\", {\r\n get: function () {\r\n passiveSupported = true;\r\n },\r\n });\r\n\r\n this._elementToAttachTo.addEventListener(\"test\", noop, options);\r\n this._elementToAttachTo.removeEventListener(\"test\", noop, options);\r\n } catch (e) {\r\n /* */\r\n }\r\n\r\n this._pointerBlurEvent = () => {\r\n // Handle mouse buttons\r\n if (this.isDeviceAvailable(DeviceType.Mouse)) {\r\n const pointer = this._inputs[DeviceType.Mouse][0];\r\n\r\n if (this._mouseId >= 0 && this._elementToAttachTo.hasPointerCapture?.(this._mouseId)) {\r\n this._elementToAttachTo.releasePointerCapture(this._mouseId);\r\n }\r\n\r\n for (let inputIndex = PointerInput.LeftClick; inputIndex <= PointerInput.BrowserForward; inputIndex++) {\r\n if (pointer[inputIndex] === 1) {\r\n pointer[inputIndex] = 0;\r\n\r\n const deviceEvent: IUIEvent = DeviceEventFactory.CreateDeviceEvent(DeviceType.Mouse, 0, inputIndex, 0, this, this._elementToAttachTo);\r\n\r\n this._onInputChanged(DeviceType.Mouse, 0, deviceEvent);\r\n }\r\n }\r\n }\r\n\r\n // Handle Active Touches\r\n if (this.isDeviceAvailable(DeviceType.Touch)) {\r\n const pointer = this._inputs[DeviceType.Touch];\r\n\r\n for (let deviceSlot = 0; deviceSlot < this._activeTouchIds.length; deviceSlot++) {\r\n const pointerId = this._activeTouchIds[deviceSlot];\r\n\r\n if (this._elementToAttachTo.hasPointerCapture?.(pointerId)) {\r\n this._elementToAttachTo.releasePointerCapture(pointerId);\r\n }\r\n\r\n if (pointerId !== -1 && pointer[deviceSlot]?.[PointerInput.LeftClick] === 1) {\r\n pointer[deviceSlot][PointerInput.LeftClick] = 0;\r\n\r\n const deviceEvent: IUIEvent = DeviceEventFactory.CreateDeviceEvent(DeviceType.Touch, deviceSlot, PointerInput.LeftClick, 0, this, this._elementToAttachTo);\r\n\r\n this._onInputChanged(DeviceType.Touch, deviceSlot, deviceEvent);\r\n\r\n this._activeTouchIds[deviceSlot] = -1;\r\n this._onDeviceDisconnected(DeviceType.Touch, deviceSlot);\r\n }\r\n }\r\n }\r\n };\r\n\r\n this._pointerWheelEvent = (evt) => {\r\n const deviceType = DeviceType.Mouse;\r\n const deviceSlot = 0;\r\n\r\n if (!this._inputs[deviceType]) {\r\n this._inputs[deviceType] = [];\r\n }\r\n\r\n if (!this._inputs[deviceType][deviceSlot]) {\r\n this._pointerActive = true;\r\n this._registerDevice(deviceType, deviceSlot, MAX_POINTER_INPUTS);\r\n }\r\n\r\n const pointer = this._inputs[deviceType][deviceSlot];\r\n if (pointer) {\r\n pointer[PointerInput.MouseWheelX] = evt.deltaX || 0;\r\n pointer[PointerInput.MouseWheelY] = evt.deltaY || evt.wheelDelta || 0;\r\n pointer[PointerInput.MouseWheelZ] = evt.deltaZ || 0;\r\n\r\n const deviceEvent = evt as IUIEvent;\r\n\r\n if (pointer[PointerInput.MouseWheelX] !== 0) {\r\n deviceEvent.inputIndex = PointerInput.MouseWheelX;\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n }\r\n if (pointer[PointerInput.MouseWheelY] !== 0) {\r\n deviceEvent.inputIndex = PointerInput.MouseWheelY;\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n }\r\n if (pointer[PointerInput.MouseWheelZ] !== 0) {\r\n deviceEvent.inputIndex = PointerInput.MouseWheelZ;\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n }\r\n }\r\n };\r\n\r\n this._elementToAttachTo.addEventListener(this._eventPrefix + \"move\", this._pointerMoveEvent);\r\n this._elementToAttachTo.addEventListener(this._eventPrefix + \"down\", this._pointerDownEvent);\r\n this._elementToAttachTo.addEventListener(this._eventPrefix + \"up\", this._pointerUpEvent);\r\n this._elementToAttachTo.addEventListener(this._eventPrefix + \"cancel\", this._pointerCancelEvent);\r\n this._elementToAttachTo.addEventListener(\"blur\", this._pointerBlurEvent);\r\n this._elementToAttachTo.addEventListener(this._wheelEventName, this._pointerWheelEvent, passiveSupported ? { passive: false } : false);\r\n\r\n // Since there's no up or down event for mouse wheel or delta x/y, clear mouse values at end of frame\r\n this._pointerInputClearObserver = this._engine.onEndFrameObservable.add(() => {\r\n if (this.isDeviceAvailable(DeviceType.Mouse)) {\r\n const pointer = this._inputs[DeviceType.Mouse][0];\r\n pointer[PointerInput.MouseWheelX] = 0;\r\n pointer[PointerInput.MouseWheelY] = 0;\r\n pointer[PointerInput.MouseWheelZ] = 0;\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Handle all actions that come from gamepad interaction\r\n */\r\n private _handleGamepadActions(): void {\r\n this._gamepadConnectedEvent = (evt: any) => {\r\n this._addGamePad(evt.gamepad);\r\n };\r\n\r\n this._gamepadDisconnectedEvent = (evt: any) => {\r\n if (this._gamepads) {\r\n const deviceType = this._getGamepadDeviceType(evt.gamepad.id);\r\n const deviceSlot = evt.gamepad.index;\r\n\r\n this._unregisterDevice(deviceType, deviceSlot);\r\n delete this._gamepads[deviceSlot];\r\n }\r\n };\r\n\r\n window.addEventListener(\"gamepadconnected\", this._gamepadConnectedEvent);\r\n window.addEventListener(\"gamepaddisconnected\", this._gamepadDisconnectedEvent);\r\n }\r\n\r\n /**\r\n * Update all non-event based devices with each frame\r\n * @param deviceType Enum specifying device type\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @param inputIndex Id of input to be checked\r\n */\r\n private _updateDevice(deviceType: DeviceType, deviceSlot: number, inputIndex: number): void {\r\n // Gamepads\r\n const gp = navigator.getGamepads()[deviceSlot];\r\n\r\n if (gp && deviceType === this._gamepads[deviceSlot]) {\r\n const device = this._inputs[deviceType][deviceSlot];\r\n\r\n if (inputIndex >= gp.buttons.length) {\r\n device[inputIndex] = gp.axes[inputIndex - gp.buttons.length].valueOf();\r\n } else {\r\n device[inputIndex] = gp.buttons[inputIndex].value;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets DeviceType from the device name\r\n * @param deviceName Name of Device from DeviceInputSystem\r\n * @returns DeviceType enum value\r\n */\r\n private _getGamepadDeviceType(deviceName: string): DeviceType {\r\n if (deviceName.indexOf(\"054c\") !== -1) {\r\n // DualShock 4 Gamepad\r\n return deviceName.indexOf(\"0ce6\") !== -1 ? DeviceType.DualSense : DeviceType.DualShock;\r\n } else if (deviceName.indexOf(\"Xbox One\") !== -1 || deviceName.search(\"Xbox 360\") !== -1 || deviceName.search(\"xinput\") !== -1) {\r\n // Xbox Gamepad\r\n return DeviceType.Xbox;\r\n } else if (deviceName.indexOf(\"057e\") !== -1) {\r\n // Switch Gamepad\r\n return DeviceType.Switch;\r\n }\r\n\r\n return DeviceType.Generic;\r\n }\r\n\r\n /**\r\n * Get DeviceType from a given pointer/mouse/touch event.\r\n * @param evt PointerEvent to evaluate\r\n * @returns DeviceType interpreted from event\r\n */\r\n private _getPointerType(evt: any): DeviceType {\r\n let deviceType = DeviceType.Mouse;\r\n\r\n if (evt.pointerType === \"touch\" || evt.pointerType === \"pen\" || evt.touches) {\r\n deviceType = DeviceType.Touch;\r\n }\r\n\r\n return deviceType;\r\n }\r\n}\r\n"]}
@@ -17,7 +17,7 @@ export declare type ComputeBindingLocation = {
17
17
  export declare type ComputeBindingMapping = {
18
18
  [key: string]: ComputeBindingLocation;
19
19
  };
20
- /** @hidden */
20
+ /** @internal */
21
21
  export declare enum ComputeBindingType {
22
22
  Texture = 0,
23
23
  StorageTexture = 1,
@@ -26,7 +26,7 @@ export declare enum ComputeBindingType {
26
26
  TextureWithoutSampler = 4,
27
27
  Sampler = 5
28
28
  }
29
- /** @hidden */
29
+ /** @internal */
30
30
  export declare type ComputeBindingList = {
31
31
  [key: string]: {
32
32
  type: ComputeBindingType;
@@ -73,15 +73,15 @@ declare module "../../Engines/thinEngine" {
73
73
  * Forces the engine to release all cached compute effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
74
74
  */
75
75
  releaseComputeEffects(): void;
76
- /** @hidden */
76
+ /** @internal */
77
77
  _prepareComputePipelineContext(pipelineContext: IComputePipelineContext, computeSourceCode: string, rawComputeSourceCode: string, defines: Nullable<string>, entryPoint: string): void;
78
- /** @hidden */
78
+ /** @internal */
79
79
  _rebuildComputeEffects(): void;
80
- /** @hidden */
80
+ /** @internal */
81
81
  _executeWhenComputeStateIsCompiled(pipelineContext: IComputePipelineContext, action: () => void): void;
82
- /** @hidden */
82
+ /** @internal */
83
83
  _releaseComputeEffect(effect: ComputeEffect): void;
84
- /** @hidden */
84
+ /** @internal */
85
85
  _deleteComputePipelineContext(pipelineContext: IComputePipelineContext): void;
86
86
  }
87
87
  }
@@ -1,5 +1,5 @@
1
1
  import { ThinEngine } from "../../Engines/thinEngine.js";
2
- /** @hidden */
2
+ /** @internal */
3
3
  export var ComputeBindingType;
4
4
  (function (ComputeBindingType) {
5
5
  ComputeBindingType[ComputeBindingType["Texture"] = 0] = "Texture";
@@ -1 +1 @@
1
- {"version":3,"file":"engine.computeShader.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Engines/Extensions/engine.computeShader.ts"],"names":[],"mappings":"AAIA,OAAO,EAAE,UAAU,EAAE,MAAM,0BAA0B,CAAC;AAetD,cAAc;AACd,MAAM,CAAN,IAAY,kBAOX;AAPD,WAAY,kBAAkB;IAC1B,iEAAW,CAAA;IACX,+EAAkB,CAAA;IAClB,6EAAiB,CAAA;IACjB,6EAAiB,CAAA;IACjB,6FAAyB,CAAA;IACzB,iEAAW,CAAA;AACf,CAAC,EAPW,kBAAkB,KAAlB,kBAAkB,QAO7B;AAiFD,UAAU,CAAC,SAAS,CAAC,mBAAmB,GAAG,UAAU,QAAa,EAAE,OAAsC;IACtG,MAAM,IAAI,KAAK,CAAC,oEAAoE,CAAC,CAAC;AAC1F,CAAC,CAAC;AAEF,UAAU,CAAC,SAAS,CAAC,4BAA4B,GAAG;IAChD,MAAM,IAAI,KAAK,CAAC,6EAA6E,CAAC,CAAC;AACnG,CAAC,CAAC;AAEF,UAAU,CAAC,SAAS,CAAC,oBAAoB,GAAG;IACxC,OAAO,SAAS,CAAC;AACrB,CAAC,CAAC;AAEF,UAAU,CAAC,SAAS,CAAC,eAAe,GAAG,UACnC,MAAqB,EACrB,OAAwB,EACxB,QAA4B,EAC5B,CAAS,EACT,CAAU,EACV,CAAU,EACV,eAAuC;IAEvC,MAAM,IAAI,KAAK,CAAC,gEAAgE,CAAC,CAAC;AACtF,CAAC,CAAC;AAEF,UAAU,CAAC,SAAS,CAAC,yBAAyB,GAAG;IAC7C,OAAO,IAAI,CAAC;AAChB,CAAC,CAAC;AAEF,UAAU,CAAC,SAAS,CAAC,qBAAqB,GAAG,cAAmB,CAAC,CAAC;AAElE,UAAU,CAAC,SAAS,CAAC,8BAA8B,GAAG,UAClD,eAAwC,EACxC,iBAAyB,EACzB,oBAA4B,EAC5B,OAAyB,EACzB,UAAkB,IACb,CAAC,CAAC;AAEX,UAAU,CAAC,SAAS,CAAC,sBAAsB,GAAG,cAAmB,CAAC,CAAC;AAEnE,UAAU,CAAC,SAAS,CAAC,kCAAkC,GAAG,UAAU,eAAwC,EAAE,MAAkB;IAC5H,MAAM,EAAE,CAAC;AACb,CAAC,CAAC;AAEF,UAAU,CAAC,SAAS,CAAC,qBAAqB,GAAG,UAAU,MAAqB,IAAS,CAAC,CAAC;AAEvF,UAAU,CAAC,SAAS,CAAC,6BAA6B,GAAG,UAAU,eAAwC,IAAS,CAAC,CAAC","sourcesContent":["/* eslint-disable @typescript-eslint/no-unused-vars */\r\nimport type { ComputeEffect, IComputeEffectCreationOptions } from \"../../Compute/computeEffect\";\r\nimport type { IComputeContext } from \"../../Compute/IComputeContext\";\r\nimport type { IComputePipelineContext } from \"../../Compute/IComputePipelineContext\";\r\nimport { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport type { Nullable } from \"../../types\";\r\n\r\n/**\r\n * Type used to locate a resource in a compute shader.\r\n * TODO: remove this when browsers support reflection for wgsl shaders\r\n */\r\nexport type ComputeBindingLocation = { group: number; binding: number };\r\n\r\n/**\r\n * Type used to lookup a resource and retrieve its binding location\r\n * TODO: remove this when browsers support reflection for wgsl shaders\r\n */\r\nexport type ComputeBindingMapping = { [key: string]: ComputeBindingLocation };\r\n\r\n/** @hidden */\r\nexport enum ComputeBindingType {\r\n Texture = 0,\r\n StorageTexture = 1,\r\n UniformBuffer = 2,\r\n StorageBuffer = 3,\r\n TextureWithoutSampler = 4,\r\n Sampler = 5,\r\n}\r\n\r\n/** @hidden */\r\nexport type ComputeBindingList = { [key: string]: { type: ComputeBindingType; object: any; indexInGroupEntries?: number } };\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Creates a new compute effect\r\n * @param baseName Name of the effect\r\n * @param options Options used to create the effect\r\n * @returns The new compute effect\r\n */\r\n createComputeEffect(baseName: any, options: IComputeEffectCreationOptions): ComputeEffect;\r\n\r\n /**\r\n * Creates a new compute pipeline context\r\n * @returns the new pipeline\r\n */\r\n createComputePipelineContext(): IComputePipelineContext;\r\n\r\n /**\r\n * Creates a new compute context\r\n * @returns the new context\r\n */\r\n createComputeContext(): IComputeContext | undefined;\r\n\r\n /**\r\n * Dispatches a compute shader\r\n * @param effect The compute effect\r\n * @param context The compute context\r\n * @param bindings The list of resources to bind to the shader\r\n * @param x The number of workgroups to execute on the X dimension\r\n * @param y The number of workgroups to execute on the Y dimension\r\n * @param z The number of workgroups to execute on the Z dimension\r\n * @param bindingsMapping list of bindings mapping (key is property name, value is binding location)\r\n */\r\n computeDispatch(\r\n effect: ComputeEffect,\r\n context: IComputeContext,\r\n bindings: ComputeBindingList,\r\n x: number,\r\n y?: number,\r\n z?: number,\r\n bindingsMapping?: ComputeBindingMapping\r\n ): void;\r\n\r\n /**\r\n * Gets a boolean indicating if all created compute effects are ready\r\n * @returns true if all effects are ready\r\n */\r\n areAllComputeEffectsReady(): boolean;\r\n\r\n /**\r\n * Forces the engine to release all cached compute effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled\r\n */\r\n releaseComputeEffects(): void;\r\n\r\n /** @hidden */\r\n _prepareComputePipelineContext(\r\n pipelineContext: IComputePipelineContext,\r\n computeSourceCode: string,\r\n rawComputeSourceCode: string,\r\n defines: Nullable<string>,\r\n entryPoint: string\r\n ): void;\r\n\r\n /** @hidden */\r\n _rebuildComputeEffects(): void;\r\n\r\n /** @hidden */\r\n _executeWhenComputeStateIsCompiled(pipelineContext: IComputePipelineContext, action: () => void): void;\r\n\r\n /** @hidden */\r\n _releaseComputeEffect(effect: ComputeEffect): void;\r\n\r\n /** @hidden */\r\n _deleteComputePipelineContext(pipelineContext: IComputePipelineContext): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype.createComputeEffect = function (baseName: any, options: IComputeEffectCreationOptions): ComputeEffect {\r\n throw new Error(\"createComputeEffect: This engine does not support compute shaders!\");\r\n};\r\n\r\nThinEngine.prototype.createComputePipelineContext = function (): IComputePipelineContext {\r\n throw new Error(\"createComputePipelineContext: This engine does not support compute shaders!\");\r\n};\r\n\r\nThinEngine.prototype.createComputeContext = function (): IComputeContext | undefined {\r\n return undefined;\r\n};\r\n\r\nThinEngine.prototype.computeDispatch = function (\r\n effect: ComputeEffect,\r\n context: IComputeContext,\r\n bindings: ComputeBindingList,\r\n x: number,\r\n y?: number,\r\n z?: number,\r\n bindingsMapping?: ComputeBindingMapping\r\n): void {\r\n throw new Error(\"computeDispatch: This engine does not support compute shaders!\");\r\n};\r\n\r\nThinEngine.prototype.areAllComputeEffectsReady = function (): boolean {\r\n return true;\r\n};\r\n\r\nThinEngine.prototype.releaseComputeEffects = function (): void {};\r\n\r\nThinEngine.prototype._prepareComputePipelineContext = function (\r\n pipelineContext: IComputePipelineContext,\r\n computeSourceCode: string,\r\n rawComputeSourceCode: string,\r\n defines: Nullable<string>,\r\n entryPoint: string\r\n): void {};\r\n\r\nThinEngine.prototype._rebuildComputeEffects = function (): void {};\r\n\r\nThinEngine.prototype._executeWhenComputeStateIsCompiled = function (pipelineContext: IComputePipelineContext, action: () => void): void {\r\n action();\r\n};\r\n\r\nThinEngine.prototype._releaseComputeEffect = function (effect: ComputeEffect): void {};\r\n\r\nThinEngine.prototype._deleteComputePipelineContext = function (pipelineContext: IComputePipelineContext): void {};\r\n"]}
1
+ {"version":3,"file":"engine.computeShader.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Engines/Extensions/engine.computeShader.ts"],"names":[],"mappings":"AAIA,OAAO,EAAE,UAAU,EAAE,MAAM,0BAA0B,CAAC;AAetD,gBAAgB;AAChB,MAAM,CAAN,IAAY,kBAOX;AAPD,WAAY,kBAAkB;IAC1B,iEAAW,CAAA;IACX,+EAAkB,CAAA;IAClB,6EAAiB,CAAA;IACjB,6EAAiB,CAAA;IACjB,6FAAyB,CAAA;IACzB,iEAAW,CAAA;AACf,CAAC,EAPW,kBAAkB,KAAlB,kBAAkB,QAO7B;AAiFD,UAAU,CAAC,SAAS,CAAC,mBAAmB,GAAG,UAAU,QAAa,EAAE,OAAsC;IACtG,MAAM,IAAI,KAAK,CAAC,oEAAoE,CAAC,CAAC;AAC1F,CAAC,CAAC;AAEF,UAAU,CAAC,SAAS,CAAC,4BAA4B,GAAG;IAChD,MAAM,IAAI,KAAK,CAAC,6EAA6E,CAAC,CAAC;AACnG,CAAC,CAAC;AAEF,UAAU,CAAC,SAAS,CAAC,oBAAoB,GAAG;IACxC,OAAO,SAAS,CAAC;AACrB,CAAC,CAAC;AAEF,UAAU,CAAC,SAAS,CAAC,eAAe,GAAG,UACnC,MAAqB,EACrB,OAAwB,EACxB,QAA4B,EAC5B,CAAS,EACT,CAAU,EACV,CAAU,EACV,eAAuC;IAEvC,MAAM,IAAI,KAAK,CAAC,gEAAgE,CAAC,CAAC;AACtF,CAAC,CAAC;AAEF,UAAU,CAAC,SAAS,CAAC,yBAAyB,GAAG;IAC7C,OAAO,IAAI,CAAC;AAChB,CAAC,CAAC;AAEF,UAAU,CAAC,SAAS,CAAC,qBAAqB,GAAG,cAAmB,CAAC,CAAC;AAElE,UAAU,CAAC,SAAS,CAAC,8BAA8B,GAAG,UAClD,eAAwC,EACxC,iBAAyB,EACzB,oBAA4B,EAC5B,OAAyB,EACzB,UAAkB,IACb,CAAC,CAAC;AAEX,UAAU,CAAC,SAAS,CAAC,sBAAsB,GAAG,cAAmB,CAAC,CAAC;AAEnE,UAAU,CAAC,SAAS,CAAC,kCAAkC,GAAG,UAAU,eAAwC,EAAE,MAAkB;IAC5H,MAAM,EAAE,CAAC;AACb,CAAC,CAAC;AAEF,UAAU,CAAC,SAAS,CAAC,qBAAqB,GAAG,UAAU,MAAqB,IAAS,CAAC,CAAC;AAEvF,UAAU,CAAC,SAAS,CAAC,6BAA6B,GAAG,UAAU,eAAwC,IAAS,CAAC,CAAC","sourcesContent":["/* eslint-disable @typescript-eslint/no-unused-vars */\r\nimport type { ComputeEffect, IComputeEffectCreationOptions } from \"../../Compute/computeEffect\";\r\nimport type { IComputeContext } from \"../../Compute/IComputeContext\";\r\nimport type { IComputePipelineContext } from \"../../Compute/IComputePipelineContext\";\r\nimport { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport type { Nullable } from \"../../types\";\r\n\r\n/**\r\n * Type used to locate a resource in a compute shader.\r\n * TODO: remove this when browsers support reflection for wgsl shaders\r\n */\r\nexport type ComputeBindingLocation = { group: number; binding: number };\r\n\r\n/**\r\n * Type used to lookup a resource and retrieve its binding location\r\n * TODO: remove this when browsers support reflection for wgsl shaders\r\n */\r\nexport type ComputeBindingMapping = { [key: string]: ComputeBindingLocation };\r\n\r\n/** @internal */\r\nexport enum ComputeBindingType {\r\n Texture = 0,\r\n StorageTexture = 1,\r\n UniformBuffer = 2,\r\n StorageBuffer = 3,\r\n TextureWithoutSampler = 4,\r\n Sampler = 5,\r\n}\r\n\r\n/** @internal */\r\nexport type ComputeBindingList = { [key: string]: { type: ComputeBindingType; object: any; indexInGroupEntries?: number } };\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Creates a new compute effect\r\n * @param baseName Name of the effect\r\n * @param options Options used to create the effect\r\n * @returns The new compute effect\r\n */\r\n createComputeEffect(baseName: any, options: IComputeEffectCreationOptions): ComputeEffect;\r\n\r\n /**\r\n * Creates a new compute pipeline context\r\n * @returns the new pipeline\r\n */\r\n createComputePipelineContext(): IComputePipelineContext;\r\n\r\n /**\r\n * Creates a new compute context\r\n * @returns the new context\r\n */\r\n createComputeContext(): IComputeContext | undefined;\r\n\r\n /**\r\n * Dispatches a compute shader\r\n * @param effect The compute effect\r\n * @param context The compute context\r\n * @param bindings The list of resources to bind to the shader\r\n * @param x The number of workgroups to execute on the X dimension\r\n * @param y The number of workgroups to execute on the Y dimension\r\n * @param z The number of workgroups to execute on the Z dimension\r\n * @param bindingsMapping list of bindings mapping (key is property name, value is binding location)\r\n */\r\n computeDispatch(\r\n effect: ComputeEffect,\r\n context: IComputeContext,\r\n bindings: ComputeBindingList,\r\n x: number,\r\n y?: number,\r\n z?: number,\r\n bindingsMapping?: ComputeBindingMapping\r\n ): void;\r\n\r\n /**\r\n * Gets a boolean indicating if all created compute effects are ready\r\n * @returns true if all effects are ready\r\n */\r\n areAllComputeEffectsReady(): boolean;\r\n\r\n /**\r\n * Forces the engine to release all cached compute effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled\r\n */\r\n releaseComputeEffects(): void;\r\n\r\n /** @internal */\r\n _prepareComputePipelineContext(\r\n pipelineContext: IComputePipelineContext,\r\n computeSourceCode: string,\r\n rawComputeSourceCode: string,\r\n defines: Nullable<string>,\r\n entryPoint: string\r\n ): void;\r\n\r\n /** @internal */\r\n _rebuildComputeEffects(): void;\r\n\r\n /** @internal */\r\n _executeWhenComputeStateIsCompiled(pipelineContext: IComputePipelineContext, action: () => void): void;\r\n\r\n /** @internal */\r\n _releaseComputeEffect(effect: ComputeEffect): void;\r\n\r\n /** @internal */\r\n _deleteComputePipelineContext(pipelineContext: IComputePipelineContext): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype.createComputeEffect = function (baseName: any, options: IComputeEffectCreationOptions): ComputeEffect {\r\n throw new Error(\"createComputeEffect: This engine does not support compute shaders!\");\r\n};\r\n\r\nThinEngine.prototype.createComputePipelineContext = function (): IComputePipelineContext {\r\n throw new Error(\"createComputePipelineContext: This engine does not support compute shaders!\");\r\n};\r\n\r\nThinEngine.prototype.createComputeContext = function (): IComputeContext | undefined {\r\n return undefined;\r\n};\r\n\r\nThinEngine.prototype.computeDispatch = function (\r\n effect: ComputeEffect,\r\n context: IComputeContext,\r\n bindings: ComputeBindingList,\r\n x: number,\r\n y?: number,\r\n z?: number,\r\n bindingsMapping?: ComputeBindingMapping\r\n): void {\r\n throw new Error(\"computeDispatch: This engine does not support compute shaders!\");\r\n};\r\n\r\nThinEngine.prototype.areAllComputeEffectsReady = function (): boolean {\r\n return true;\r\n};\r\n\r\nThinEngine.prototype.releaseComputeEffects = function (): void {};\r\n\r\nThinEngine.prototype._prepareComputePipelineContext = function (\r\n pipelineContext: IComputePipelineContext,\r\n computeSourceCode: string,\r\n rawComputeSourceCode: string,\r\n defines: Nullable<string>,\r\n entryPoint: string\r\n): void {};\r\n\r\nThinEngine.prototype._rebuildComputeEffects = function (): void {};\r\n\r\nThinEngine.prototype._executeWhenComputeStateIsCompiled = function (pipelineContext: IComputePipelineContext, action: () => void): void {\r\n action();\r\n};\r\n\r\nThinEngine.prototype._releaseComputeEffect = function (effect: ComputeEffect): void {};\r\n\r\nThinEngine.prototype._deleteComputePipelineContext = function (pipelineContext: IComputePipelineContext): void {};\r\n"]}
@@ -62,18 +62,18 @@ declare module "../../Engines/thinEngine" {
62
62
  * @returns the cube texture as an InternalTexture
63
63
  */
64
64
  createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number): InternalTexture;
65
- /** @hidden */
65
+ /** @internal */
66
66
  createCubeTextureBase(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, beforeLoadCubeDataCallback: Nullable<(texture: InternalTexture, data: ArrayBufferView | ArrayBufferView[]) => void>, imageHandler: Nullable<(texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => void>, useSRGBBuffer: boolean): InternalTexture;
67
- /** @hidden */
67
+ /** @internal */
68
68
  _partialLoadFile(url: string, index: number, loadedFiles: ArrayBuffer[], onfinish: (files: ArrayBuffer[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
69
- /** @hidden */
69
+ /** @internal */
70
70
  _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: ArrayBuffer[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
71
- /** @hidden */
71
+ /** @internal */
72
72
  _cascadeLoadImgs(scene: Nullable<Scene>, texture: InternalTexture, onfinish: Nullable<(texture: InternalTexture, images: HTMLImageElement[] | ImageBitmap[]) => void>, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
73
- /** @hidden */
73
+ /** @internal */
74
74
  _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[] | ImageBitmap[], scene: Nullable<Scene>, texture: InternalTexture, onfinish: Nullable<(texture: InternalTexture, images: HTMLImageElement[] | ImageBitmap[]) => void>, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
75
75
  /**
76
- * @hidden
76
+ * @internal
77
77
  */
78
78
  _setCubeMapTextureParams(texture: InternalTexture, loadMipmap: boolean, maxLevel?: number): void;
79
79
  }
@@ -118,8 +118,9 @@ ThinEngine.prototype.createCubeTextureBase = function (rootUrl, scene, files, no
118
118
  if (this._transformTextureUrl && !fallback) {
119
119
  rootUrl = this._transformTextureUrl(rootUrl);
120
120
  }
121
- const lastDot = rootUrl.lastIndexOf(".");
122
- const extension = forcedExtension ? forcedExtension : lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "";
121
+ const rootUrlWithoutUriParams = rootUrl.split("?")[0];
122
+ const lastDot = rootUrlWithoutUriParams.lastIndexOf(".");
123
+ const extension = forcedExtension ? forcedExtension : lastDot > -1 ? rootUrlWithoutUriParams.substring(lastDot).toLowerCase() : "";
123
124
  let loader = null;
124
125
  for (const availableLoader of ThinEngine._TextureLoaders) {
125
126
  if (availableLoader.canLoad(extension)) {