@babylonjs/core 5.32.0 → 5.32.2

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 (636) hide show
  1. package/Actions/abstractActionManager.d.ts +1 -1
  2. package/Actions/abstractActionManager.js +1 -1
  3. package/Actions/abstractActionManager.js.map +1 -1
  4. package/Actions/action.d.ts +1 -1
  5. package/Actions/action.js +1 -1
  6. package/Actions/action.js.map +1 -1
  7. package/Actions/actionManager.d.ts +18 -18
  8. package/Actions/actionManager.js +18 -18
  9. package/Actions/actionManager.js.map +1 -1
  10. package/Actions/directActions.d.ts +10 -10
  11. package/Actions/directActions.js +10 -10
  12. package/Actions/directActions.js.map +1 -1
  13. package/Actions/interpolateValueAction.d.ts +1 -1
  14. package/Actions/interpolateValueAction.js +1 -1
  15. package/Actions/interpolateValueAction.js.map +1 -1
  16. package/Animations/animatable.d.ts +2 -2
  17. package/Animations/animatable.js +2 -2
  18. package/Animations/animatable.js.map +1 -1
  19. package/Animations/animationGroup.d.ts +3 -3
  20. package/Animations/animationGroup.js +3 -3
  21. package/Animations/animationGroup.js.map +1 -1
  22. package/Animations/easing.d.ts +14 -14
  23. package/Animations/easing.js +13 -13
  24. package/Animations/easing.js.map +1 -1
  25. package/Audio/Interfaces/IAudioEngine.d.ts +2 -2
  26. package/Audio/Interfaces/IAudioEngine.js.map +1 -1
  27. package/Audio/Interfaces/ISoundOptions.d.ts +3 -3
  28. package/Audio/Interfaces/ISoundOptions.js.map +1 -1
  29. package/Audio/analyser.d.ts +1 -1
  30. package/Audio/analyser.js +1 -1
  31. package/Audio/analyser.js.map +1 -1
  32. package/Audio/audioEngine.d.ts +2 -2
  33. package/Audio/audioEngine.js +2 -2
  34. package/Audio/audioEngine.js.map +1 -1
  35. package/Audio/audioSceneComponent.d.ts +4 -4
  36. package/Audio/audioSceneComponent.js.map +1 -1
  37. package/Audio/sound.d.ts +13 -13
  38. package/Audio/sound.js +13 -13
  39. package/Audio/sound.js.map +1 -1
  40. package/Audio/soundTrack.d.ts +5 -5
  41. package/Audio/soundTrack.js +5 -5
  42. package/Audio/soundTrack.js.map +1 -1
  43. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  44. package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
  45. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  46. package/Behaviors/Cameras/autoRotationBehavior.d.ts +1 -1
  47. package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
  48. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  49. package/Behaviors/Cameras/bouncingBehavior.d.ts +1 -1
  50. package/Behaviors/Cameras/bouncingBehavior.js +1 -1
  51. package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
  52. package/Behaviors/Cameras/framingBehavior.d.ts +1 -1
  53. package/Behaviors/Cameras/framingBehavior.js +1 -1
  54. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  55. package/Behaviors/Meshes/pointerDragBehavior.d.ts +8 -0
  56. package/Behaviors/Meshes/pointerDragBehavior.js +9 -3
  57. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  58. package/Bones/bone.d.ts +1 -1
  59. package/Bones/bone.js +1 -1
  60. package/Bones/bone.js.map +1 -1
  61. package/Bones/boneIKController.d.ts +1 -1
  62. package/Bones/boneIKController.js +1 -1
  63. package/Bones/boneIKController.js.map +1 -1
  64. package/Bones/boneLookController.d.ts +1 -1
  65. package/Bones/boneLookController.js +1 -1
  66. package/Bones/boneLookController.js.map +1 -1
  67. package/Bones/skeleton.d.ts +3 -3
  68. package/Bones/skeleton.js +2 -2
  69. package/Bones/skeleton.js.map +1 -1
  70. package/Cameras/Inputs/BaseCameraMouseWheelInput.js +2 -2
  71. package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
  72. package/Cameras/Inputs/BaseCameraPointersInput.js +2 -2
  73. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  74. package/Cameras/Inputs/arcRotateCameraGamepadInput.d.ts +1 -1
  75. package/Cameras/Inputs/arcRotateCameraGamepadInput.js +1 -1
  76. package/Cameras/Inputs/arcRotateCameraGamepadInput.js.map +1 -1
  77. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.d.ts +1 -1
  78. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +1 -1
  79. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
  80. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.d.ts +1 -1
  81. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +3 -3
  82. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  83. package/Cameras/Inputs/arcRotateCameraPointersInput.d.ts +1 -1
  84. package/Cameras/Inputs/arcRotateCameraPointersInput.js +1 -1
  85. package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
  86. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +1 -1
  87. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +1 -1
  88. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js.map +1 -1
  89. package/Cameras/Inputs/flyCameraKeyboardInput.d.ts +1 -1
  90. package/Cameras/Inputs/flyCameraKeyboardInput.js +1 -1
  91. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  92. package/Cameras/Inputs/flyCameraMouseInput.d.ts +2 -2
  93. package/Cameras/Inputs/flyCameraMouseInput.js +4 -4
  94. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  95. package/Cameras/Inputs/followCameraKeyboardMoveInput.d.ts +1 -1
  96. package/Cameras/Inputs/followCameraKeyboardMoveInput.js +1 -1
  97. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  98. package/Cameras/Inputs/followCameraMouseWheelInput.d.ts +1 -1
  99. package/Cameras/Inputs/followCameraMouseWheelInput.js +3 -3
  100. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  101. package/Cameras/Inputs/followCameraPointersInput.d.ts +1 -1
  102. package/Cameras/Inputs/followCameraPointersInput.js +1 -1
  103. package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
  104. package/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +2 -2
  105. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +2 -2
  106. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
  107. package/Cameras/Inputs/freeCameraGamepadInput.d.ts +1 -1
  108. package/Cameras/Inputs/freeCameraGamepadInput.js +1 -1
  109. package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
  110. package/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +1 -1
  111. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +1 -1
  112. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  113. package/Cameras/Inputs/freeCameraMouseInput.d.ts +3 -2
  114. package/Cameras/Inputs/freeCameraMouseInput.js +10 -7
  115. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  116. package/Cameras/Inputs/freeCameraMouseWheelInput.d.ts +1 -1
  117. package/Cameras/Inputs/freeCameraMouseWheelInput.js +1 -1
  118. package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
  119. package/Cameras/Inputs/freeCameraTouchInput.d.ts +2 -2
  120. package/Cameras/Inputs/freeCameraTouchInput.js +4 -4
  121. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  122. package/Cameras/Inputs/freeCameraVirtualJoystickInput.d.ts +1 -1
  123. package/Cameras/Inputs/freeCameraVirtualJoystickInput.js +1 -1
  124. package/Cameras/Inputs/freeCameraVirtualJoystickInput.js.map +1 -1
  125. package/Cameras/Stereoscopic/anaglyphArcRotateCamera.d.ts +1 -1
  126. package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js +1 -1
  127. package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js.map +1 -1
  128. package/Cameras/Stereoscopic/anaglyphFreeCamera.d.ts +1 -1
  129. package/Cameras/Stereoscopic/anaglyphFreeCamera.js +1 -1
  130. package/Cameras/Stereoscopic/anaglyphFreeCamera.js.map +1 -1
  131. package/Cameras/Stereoscopic/anaglyphGamepadCamera.d.ts +1 -1
  132. package/Cameras/Stereoscopic/anaglyphGamepadCamera.js +1 -1
  133. package/Cameras/Stereoscopic/anaglyphGamepadCamera.js.map +1 -1
  134. package/Cameras/Stereoscopic/anaglyphUniversalCamera.d.ts +1 -1
  135. package/Cameras/Stereoscopic/anaglyphUniversalCamera.js +1 -1
  136. package/Cameras/Stereoscopic/anaglyphUniversalCamera.js.map +1 -1
  137. package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.d.ts +1 -1
  138. package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js +1 -1
  139. package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js.map +1 -1
  140. package/Cameras/Stereoscopic/stereoscopicFreeCamera.d.ts +1 -1
  141. package/Cameras/Stereoscopic/stereoscopicFreeCamera.js +1 -1
  142. package/Cameras/Stereoscopic/stereoscopicFreeCamera.js.map +1 -1
  143. package/Cameras/Stereoscopic/stereoscopicGamepadCamera.d.ts +1 -1
  144. package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js +1 -1
  145. package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js.map +1 -1
  146. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +1 -1
  147. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +1 -1
  148. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  149. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.d.ts +1 -1
  150. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js +1 -1
  151. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js.map +1 -1
  152. package/Cameras/VR/vrCameraMetrics.d.ts +1 -1
  153. package/Cameras/VR/vrCameraMetrics.js +1 -1
  154. package/Cameras/VR/vrCameraMetrics.js.map +1 -1
  155. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.d.ts +1 -1
  156. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js +1 -1
  157. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js.map +1 -1
  158. package/Cameras/VR/vrDeviceOrientationFreeCamera.d.ts +1 -1
  159. package/Cameras/VR/vrDeviceOrientationFreeCamera.js +1 -1
  160. package/Cameras/VR/vrDeviceOrientationFreeCamera.js.map +1 -1
  161. package/Cameras/VR/vrDeviceOrientationGamepadCamera.d.ts +1 -1
  162. package/Cameras/VR/vrDeviceOrientationGamepadCamera.js +1 -1
  163. package/Cameras/VR/vrDeviceOrientationGamepadCamera.js.map +1 -1
  164. package/Cameras/VR/vrExperienceHelper.d.ts +2 -2
  165. package/Cameras/VR/vrExperienceHelper.js +2 -2
  166. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  167. package/Cameras/VR/webVRCamera.d.ts +2 -2
  168. package/Cameras/VR/webVRCamera.js +2 -2
  169. package/Cameras/VR/webVRCamera.js.map +1 -1
  170. package/Cameras/arcRotateCamera.d.ts +9 -9
  171. package/Cameras/arcRotateCamera.js +9 -9
  172. package/Cameras/arcRotateCamera.js.map +1 -1
  173. package/Cameras/arcRotateCameraInputsManager.d.ts +1 -1
  174. package/Cameras/arcRotateCameraInputsManager.js +1 -1
  175. package/Cameras/arcRotateCameraInputsManager.js.map +1 -1
  176. package/Cameras/camera.d.ts +4 -4
  177. package/Cameras/camera.js +4 -4
  178. package/Cameras/camera.js.map +1 -1
  179. package/Cameras/cameraInputsManager.d.ts +1 -1
  180. package/Cameras/cameraInputsManager.js +1 -1
  181. package/Cameras/cameraInputsManager.js.map +1 -1
  182. package/Cameras/flyCamera.d.ts +1 -1
  183. package/Cameras/flyCamera.js +1 -1
  184. package/Cameras/flyCamera.js.map +1 -1
  185. package/Cameras/flyCameraInputsManager.d.ts +1 -1
  186. package/Cameras/flyCameraInputsManager.js +1 -1
  187. package/Cameras/flyCameraInputsManager.js.map +1 -1
  188. package/Cameras/followCamera.d.ts +4 -4
  189. package/Cameras/followCamera.js +4 -4
  190. package/Cameras/followCamera.js.map +1 -1
  191. package/Cameras/followCameraInputsManager.d.ts +1 -1
  192. package/Cameras/followCameraInputsManager.js +1 -1
  193. package/Cameras/followCameraInputsManager.js.map +1 -1
  194. package/Cameras/freeCamera.d.ts +3 -3
  195. package/Cameras/freeCamera.js +3 -3
  196. package/Cameras/freeCamera.js.map +1 -1
  197. package/Cameras/freeCameraInputsManager.d.ts +1 -1
  198. package/Cameras/freeCameraInputsManager.js +1 -1
  199. package/Cameras/freeCameraInputsManager.js.map +1 -1
  200. package/Cameras/gamepadCamera.d.ts +2 -2
  201. package/Cameras/gamepadCamera.js +2 -2
  202. package/Cameras/gamepadCamera.js.map +1 -1
  203. package/Cameras/targetCamera.d.ts +2 -2
  204. package/Cameras/targetCamera.js +2 -2
  205. package/Cameras/targetCamera.js.map +1 -1
  206. package/Cameras/touchCamera.d.ts +2 -2
  207. package/Cameras/touchCamera.js +2 -2
  208. package/Cameras/touchCamera.js.map +1 -1
  209. package/Cameras/universalCamera.d.ts +2 -2
  210. package/Cameras/universalCamera.js +2 -2
  211. package/Cameras/universalCamera.js.map +1 -1
  212. package/Cameras/virtualJoysticksCamera.d.ts +2 -2
  213. package/Cameras/virtualJoysticksCamera.js +2 -2
  214. package/Cameras/virtualJoysticksCamera.js.map +1 -1
  215. package/Collisions/pickingInfo.d.ts +1 -1
  216. package/Collisions/pickingInfo.js +1 -1
  217. package/Collisions/pickingInfo.js.map +1 -1
  218. package/Culling/Octrees/octree.d.ts +2 -2
  219. package/Culling/Octrees/octree.js +2 -2
  220. package/Culling/Octrees/octree.js.map +1 -1
  221. package/Culling/Octrees/octreeBlock.d.ts +1 -1
  222. package/Culling/Octrees/octreeBlock.js +1 -1
  223. package/Culling/Octrees/octreeBlock.js.map +1 -1
  224. package/Culling/Octrees/octreeSceneComponent.d.ts +3 -3
  225. package/Culling/Octrees/octreeSceneComponent.js +1 -1
  226. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  227. package/Culling/boundingInfo.d.ts +3 -3
  228. package/Culling/boundingInfo.js +2 -2
  229. package/Culling/boundingInfo.js.map +1 -1
  230. package/Debug/debugLayer.d.ts +1 -1
  231. package/Debug/debugLayer.js.map +1 -1
  232. package/Debug/rayHelper.d.ts +2 -2
  233. package/Debug/rayHelper.js +2 -2
  234. package/Debug/rayHelper.js.map +1 -1
  235. package/Engines/Extensions/engine.alpha.d.ts +2 -2
  236. package/Engines/Extensions/engine.alpha.js.map +1 -1
  237. package/Engines/Extensions/engine.multiRender.d.ts +2 -2
  238. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  239. package/Engines/Extensions/engine.query.d.ts +8 -8
  240. package/Engines/Extensions/engine.query.js.map +1 -1
  241. package/Engines/Extensions/engine.renderTarget.d.ts +1 -1
  242. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  243. package/Engines/Extensions/engine.uniformBuffer.d.ts +3 -3
  244. package/Engines/Extensions/engine.uniformBuffer.js.map +1 -1
  245. package/Engines/Extensions/engine.views.d.ts +2 -2
  246. package/Engines/Extensions/engine.views.js +1 -1
  247. package/Engines/Extensions/engine.views.js.map +1 -1
  248. package/Engines/Extensions/engine.webVR.d.ts +1 -1
  249. package/Engines/Extensions/engine.webVR.js.map +1 -1
  250. package/Engines/Processors/shaderProcessor.d.ts +2 -2
  251. package/Engines/Processors/shaderProcessor.js +2 -2
  252. package/Engines/Processors/shaderProcessor.js.map +1 -1
  253. package/Engines/WebGPU/webgpuShaderProcessor.js +11 -9
  254. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  255. package/Engines/constants.d.ts +17 -17
  256. package/Engines/constants.js +17 -17
  257. package/Engines/constants.js.map +1 -1
  258. package/Engines/engine.d.ts +12 -12
  259. package/Engines/engine.js +11 -11
  260. package/Engines/engine.js.map +1 -1
  261. package/Engines/nativeEngine.d.ts +2 -2
  262. package/Engines/nativeEngine.js +23 -2
  263. package/Engines/nativeEngine.js.map +1 -1
  264. package/Engines/nullEngine.d.ts +5 -5
  265. package/Engines/nullEngine.js +5 -5
  266. package/Engines/nullEngine.js.map +1 -1
  267. package/Engines/thinEngine.d.ts +8 -8
  268. package/Engines/thinEngine.js +6 -6
  269. package/Engines/thinEngine.js.map +1 -1
  270. package/Engines/webgpuEngine.d.ts +4 -4
  271. package/Engines/webgpuEngine.js +1 -1
  272. package/Engines/webgpuEngine.js.map +1 -1
  273. package/Gamepads/gamepadSceneComponent.d.ts +1 -1
  274. package/Gamepads/gamepadSceneComponent.js.map +1 -1
  275. package/Gizmos/gizmo.d.ts +6 -7
  276. package/Gizmos/gizmo.js +43 -36
  277. package/Gizmos/gizmo.js.map +1 -1
  278. package/Gizmos/planeRotationGizmo.js +17 -7
  279. package/Gizmos/planeRotationGizmo.js.map +1 -1
  280. package/Gizmos/positionGizmo.d.ts +4 -0
  281. package/Gizmos/positionGizmo.js +21 -0
  282. package/Gizmos/positionGizmo.js.map +1 -1
  283. package/Gizmos/rotationGizmo.d.ts +4 -0
  284. package/Gizmos/rotationGizmo.js +20 -0
  285. package/Gizmos/rotationGizmo.js.map +1 -1
  286. package/Gizmos/scaleGizmo.d.ts +2 -0
  287. package/Gizmos/scaleGizmo.js +10 -0
  288. package/Gizmos/scaleGizmo.js.map +1 -1
  289. package/Helpers/sceneHelpers.d.ts +7 -7
  290. package/Helpers/sceneHelpers.js.map +1 -1
  291. package/Inputs/scene.inputManager.js +34 -25
  292. package/Inputs/scene.inputManager.js.map +1 -1
  293. package/Instrumentation/engineInstrumentation.d.ts +2 -2
  294. package/Instrumentation/engineInstrumentation.js +2 -2
  295. package/Instrumentation/engineInstrumentation.js.map +1 -1
  296. package/Instrumentation/sceneInstrumentation.d.ts +2 -2
  297. package/Instrumentation/sceneInstrumentation.js +2 -2
  298. package/Instrumentation/sceneInstrumentation.js.map +1 -1
  299. package/Layers/effectLayerSceneComponent.d.ts +2 -2
  300. package/Layers/effectLayerSceneComponent.js.map +1 -1
  301. package/Layers/glowLayer.d.ts +1 -1
  302. package/Layers/glowLayer.js +1 -1
  303. package/Layers/glowLayer.js.map +1 -1
  304. package/LensFlares/lensFlare.d.ts +3 -3
  305. package/LensFlares/lensFlare.js +3 -3
  306. package/LensFlares/lensFlare.js.map +1 -1
  307. package/LensFlares/lensFlareSystem.d.ts +2 -2
  308. package/LensFlares/lensFlareSystem.js +2 -2
  309. package/LensFlares/lensFlareSystem.js.map +1 -1
  310. package/LensFlares/lensFlareSystemSceneComponent.d.ts +1 -1
  311. package/LensFlares/lensFlareSystemSceneComponent.js.map +1 -1
  312. package/Lights/Shadows/shadowGenerator.d.ts +2 -2
  313. package/Lights/Shadows/shadowGenerator.js +2 -2
  314. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  315. package/Lights/directionalLight.d.ts +2 -2
  316. package/Lights/directionalLight.js +2 -2
  317. package/Lights/directionalLight.js.map +1 -1
  318. package/Lights/hemisphericLight.d.ts +1 -1
  319. package/Lights/hemisphericLight.js +1 -1
  320. package/Lights/hemisphericLight.js.map +1 -1
  321. package/Lights/light.d.ts +1 -1
  322. package/Lights/light.js +1 -1
  323. package/Lights/light.js.map +1 -1
  324. package/Lights/pointLight.d.ts +2 -2
  325. package/Lights/pointLight.js +2 -2
  326. package/Lights/pointLight.js.map +1 -1
  327. package/Lights/spotLight.d.ts +2 -2
  328. package/Lights/spotLight.js +2 -2
  329. package/Lights/spotLight.js.map +1 -1
  330. package/Loading/loadingScreen.d.ts +2 -2
  331. package/Loading/loadingScreen.js +1 -1
  332. package/Loading/loadingScreen.js.map +1 -1
  333. package/Materials/Node/Blocks/Vertex/instancesBlock.d.ts +1 -1
  334. package/Materials/Node/Blocks/Vertex/instancesBlock.js +1 -1
  335. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  336. package/Materials/Node/Blocks/reciprocalBlock.js +6 -2
  337. package/Materials/Node/Blocks/reciprocalBlock.js.map +1 -1
  338. package/Materials/PBR/pbrBaseMaterial.d.ts +1 -1
  339. package/Materials/PBR/pbrBaseMaterial.js +1 -1
  340. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  341. package/Materials/PBR/pbrMaterial.d.ts +1 -1
  342. package/Materials/PBR/pbrMaterial.js +1 -1
  343. package/Materials/PBR/pbrMaterial.js.map +1 -1
  344. package/Materials/Textures/Packer/packer.d.ts +1 -1
  345. package/Materials/Textures/Packer/packer.js +1 -1
  346. package/Materials/Textures/Packer/packer.js.map +1 -1
  347. package/Materials/Textures/Procedurals/customProceduralTexture.d.ts +2 -2
  348. package/Materials/Textures/Procedurals/customProceduralTexture.js +2 -2
  349. package/Materials/Textures/Procedurals/customProceduralTexture.js.map +1 -1
  350. package/Materials/Textures/Procedurals/proceduralTexture.d.ts +2 -2
  351. package/Materials/Textures/Procedurals/proceduralTexture.js +2 -2
  352. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  353. package/Materials/Textures/Procedurals/proceduralTextureSceneComponent.d.ts +1 -1
  354. package/Materials/Textures/Procedurals/proceduralTextureSceneComponent.js.map +1 -1
  355. package/Materials/Textures/cubeTexture.d.ts +2 -2
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@@ -2,7 +2,7 @@ import type { ICameraInput } from "../../Cameras/cameraInputsManager";
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  import type { FollowCamera } from "../../Cameras/followCamera";
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  /**
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  * Manage the keyboard inputs to control the movement of a follow camera.
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- * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs
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+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
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  */
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  export declare class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
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  /**
@@ -5,7 +5,7 @@ import { KeyboardEventTypes } from "../../Events/keyboardEvents.js";
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  import { Tools } from "../../Misc/tools.js";
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  /**
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  * Manage the keyboard inputs to control the movement of a follow camera.
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- * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs
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+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
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  */
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  export class FollowCameraKeyboardMoveInput {
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  constructor() {
@@ -1 +1 @@
1
- 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type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { FollowCamera } from \"../../Cameras/followCamera\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { Engine } from \"../../Engines/engine\";\r\nimport type { KeyboardInfo } from \"../../Events/keyboardEvents\";\r\nimport { KeyboardEventTypes } from \"../../Events/keyboardEvents\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Tools } from \"../../Misc/tools\";\r\n\r\n/**\r\n * Manage the keyboard inputs to control the movement of a follow camera.\r\n * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FollowCamera;\r\n\r\n /**\r\n * Defines the list of key codes associated with the up action (increase heightOffset)\r\n */\r\n @serialize()\r\n public keysHeightOffsetIncr = [38];\r\n\r\n /**\r\n * Defines the list of key codes associated with the down action (decrease heightOffset)\r\n */\r\n @serialize()\r\n public keysHeightOffsetDecr = [40];\r\n\r\n /**\r\n * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)\r\n */\r\n @serialize()\r\n public keysHeightOffsetModifierAlt: boolean = false;\r\n\r\n /**\r\n * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)\r\n */\r\n @serialize()\r\n public keysHeightOffsetModifierCtrl: boolean = false;\r\n\r\n /**\r\n * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)\r\n */\r\n @serialize()\r\n public keysHeightOffsetModifierShift: boolean = false;\r\n\r\n /**\r\n * Defines the list of key codes associated with the left action (increase rotationOffset)\r\n */\r\n @serialize()\r\n public keysRotationOffsetIncr = [37];\r\n\r\n /**\r\n * Defines the list of key codes associated with the right action (decrease rotationOffset)\r\n */\r\n @serialize()\r\n public keysRotationOffsetDecr = [39];\r\n\r\n /**\r\n * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)\r\n */\r\n @serialize()\r\n public keysRotationOffsetModifierAlt: boolean = false;\r\n\r\n /**\r\n * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)\r\n */\r\n @serialize()\r\n public keysRotationOffsetModifierCtrl: boolean = false;\r\n\r\n /**\r\n * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)\r\n */\r\n @serialize()\r\n public keysRotationOffsetModifierShift: boolean = false;\r\n\r\n /**\r\n * Defines the list of key codes associated with the zoom-in action (decrease radius)\r\n */\r\n @serialize()\r\n public keysRadiusIncr = [40];\r\n\r\n /**\r\n * Defines the list of key codes associated with the zoom-out action (increase radius)\r\n */\r\n @serialize()\r\n public keysRadiusDecr = [38];\r\n\r\n /**\r\n * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)\r\n */\r\n @serialize()\r\n public keysRadiusModifierAlt: boolean = true;\r\n\r\n /**\r\n * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)\r\n */\r\n @serialize()\r\n public keysRadiusModifierCtrl: boolean = false;\r\n\r\n /**\r\n * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)\r\n */\r\n @serialize()\r\n public keysRadiusModifierShift: boolean = false;\r\n\r\n /**\r\n * Defines the rate of change of heightOffset.\r\n */\r\n @serialize()\r\n public heightSensibility: number = 1;\r\n\r\n /**\r\n * Defines the rate of change of rotationOffset.\r\n */\r\n @serialize()\r\n public rotationSensibility: number = 1;\r\n\r\n /**\r\n * Defines the rate of change of radius.\r\n */\r\n @serialize()\r\n public radiusSensibility: number = 1;\r\n\r\n private _keys = new Array<number>();\r\n private _ctrlPressed: boolean;\r\n private _altPressed: boolean;\r\n private _shiftPressed: boolean;\r\n private _onCanvasBlurObserver: Nullable<Observer<Engine>>;\r\n private _onKeyboardObserver: Nullable<Observer<KeyboardInfo>>;\r\n private _engine: Engine;\r\n private _scene: Scene;\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n // eslint-disable-next-line prefer-rest-params\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n if (this._onCanvasBlurObserver) {\r\n return;\r\n }\r\n\r\n this._scene = this.camera.getScene();\r\n this._engine = this._scene.getEngine();\r\n\r\n this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(() => {\r\n this._keys.length = 0;\r\n });\r\n\r\n this._onKeyboardObserver = this._scene.onKeyboardObservable.add((info) => {\r\n const evt = info.event;\r\n if (!evt.metaKey) {\r\n if (info.type === KeyboardEventTypes.KEYDOWN) {\r\n this._ctrlPressed = evt.ctrlKey;\r\n this._altPressed = evt.altKey;\r\n this._shiftPressed = evt.shiftKey;\r\n\r\n if (\r\n this.keysHeightOffsetIncr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysHeightOffsetDecr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotationOffsetIncr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotationOffsetDecr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRadiusIncr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRadiusDecr.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index === -1) {\r\n this._keys.push(evt.keyCode);\r\n }\r\n\r\n if (evt.preventDefault) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n } else {\r\n if (\r\n this.keysHeightOffsetIncr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysHeightOffsetDecr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotationOffsetIncr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotationOffsetDecr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRadiusIncr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRadiusDecr.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index >= 0) {\r\n this._keys.splice(index, 1);\r\n }\r\n\r\n if (evt.preventDefault) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._scene) {\r\n if (this._onKeyboardObserver) {\r\n this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);\r\n }\r\n if (this._onCanvasBlurObserver) {\r\n this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);\r\n }\r\n this._onKeyboardObserver = null;\r\n this._onCanvasBlurObserver = null;\r\n }\r\n\r\n this._keys.length = 0;\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (this._onKeyboardObserver) {\r\n this._keys.forEach((keyCode) => {\r\n if (this.keysHeightOffsetIncr.indexOf(keyCode) !== -1 && this._modifierHeightOffset()) {\r\n this.camera.heightOffset += this.heightSensibility;\r\n } else if (this.keysHeightOffsetDecr.indexOf(keyCode) !== -1 && this._modifierHeightOffset()) {\r\n this.camera.heightOffset -= this.heightSensibility;\r\n } else if (this.keysRotationOffsetIncr.indexOf(keyCode) !== -1 && this._modifierRotationOffset()) {\r\n this.camera.rotationOffset += this.rotationSensibility;\r\n this.camera.rotationOffset %= 360;\r\n } else if (this.keysRotationOffsetDecr.indexOf(keyCode) !== -1 && this._modifierRotationOffset()) {\r\n this.camera.rotationOffset -= this.rotationSensibility;\r\n this.camera.rotationOffset %= 360;\r\n } else if (this.keysRadiusIncr.indexOf(keyCode) !== -1 && this._modifierRadius()) {\r\n this.camera.radius += this.radiusSensibility;\r\n } else if (this.keysRadiusDecr.indexOf(keyCode) !== -1 && this._modifierRadius()) {\r\n this.camera.radius -= this.radiusSensibility;\r\n }\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FollowCameraKeyboardMoveInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"keyboard\";\r\n }\r\n\r\n /**\r\n * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to\r\n * allow modification of the heightOffset value.\r\n */\r\n private _modifierHeightOffset(): boolean {\r\n return (\r\n this.keysHeightOffsetModifierAlt === this._altPressed &&\r\n this.keysHeightOffsetModifierCtrl === this._ctrlPressed &&\r\n this.keysHeightOffsetModifierShift === this._shiftPressed\r\n );\r\n }\r\n\r\n /**\r\n * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to\r\n * allow modification of the rotationOffset value.\r\n */\r\n private _modifierRotationOffset(): boolean {\r\n return (\r\n this.keysRotationOffsetModifierAlt === this._altPressed &&\r\n this.keysRotationOffsetModifierCtrl === this._ctrlPressed &&\r\n this.keysRotationOffsetModifierShift === this._shiftPressed\r\n );\r\n }\r\n\r\n /**\r\n * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to\r\n * allow modification of the radius value.\r\n */\r\n private _modifierRadius(): boolean {\r\n return this.keysRadiusModifierAlt === this._altPressed && this.keysRadiusModifierCtrl === this._ctrlPressed && this.keysRadiusModifierShift === this._shiftPressed;\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FollowCameraKeyboardMoveInput\"] = FollowCameraKeyboardMoveInput;\r\n"]}
1
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type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { FollowCamera } from \"../../Cameras/followCamera\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { Engine } from \"../../Engines/engine\";\r\nimport type { KeyboardInfo } from \"../../Events/keyboardEvents\";\r\nimport { KeyboardEventTypes } from \"../../Events/keyboardEvents\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Tools } from \"../../Misc/tools\";\r\n\r\n/**\r\n * Manage the keyboard inputs to control the movement of a follow camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FollowCamera;\r\n\r\n /**\r\n * Defines the list of key codes associated with the up action (increase heightOffset)\r\n */\r\n @serialize()\r\n public keysHeightOffsetIncr = [38];\r\n\r\n /**\r\n * Defines the list of key codes associated with the down action (decrease heightOffset)\r\n */\r\n @serialize()\r\n public keysHeightOffsetDecr = [40];\r\n\r\n /**\r\n * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)\r\n */\r\n @serialize()\r\n public keysHeightOffsetModifierAlt: boolean = false;\r\n\r\n /**\r\n * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)\r\n */\r\n @serialize()\r\n public keysHeightOffsetModifierCtrl: boolean = false;\r\n\r\n /**\r\n * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)\r\n */\r\n @serialize()\r\n public keysHeightOffsetModifierShift: boolean = false;\r\n\r\n /**\r\n * Defines the list of key codes associated with the left action (increase rotationOffset)\r\n */\r\n @serialize()\r\n public keysRotationOffsetIncr = [37];\r\n\r\n /**\r\n * Defines the list of key codes associated with the right action (decrease rotationOffset)\r\n */\r\n @serialize()\r\n public keysRotationOffsetDecr = [39];\r\n\r\n /**\r\n * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)\r\n */\r\n @serialize()\r\n public keysRotationOffsetModifierAlt: boolean = false;\r\n\r\n /**\r\n * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)\r\n */\r\n @serialize()\r\n public keysRotationOffsetModifierCtrl: boolean = false;\r\n\r\n /**\r\n * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)\r\n */\r\n @serialize()\r\n public keysRotationOffsetModifierShift: boolean = false;\r\n\r\n /**\r\n * Defines the list of key codes associated with the zoom-in action (decrease radius)\r\n */\r\n @serialize()\r\n public keysRadiusIncr = [40];\r\n\r\n /**\r\n * Defines the list of key codes associated with the zoom-out action (increase radius)\r\n */\r\n @serialize()\r\n public keysRadiusDecr = [38];\r\n\r\n /**\r\n * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)\r\n */\r\n @serialize()\r\n public keysRadiusModifierAlt: boolean = true;\r\n\r\n /**\r\n * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)\r\n */\r\n @serialize()\r\n public keysRadiusModifierCtrl: boolean = false;\r\n\r\n /**\r\n * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)\r\n */\r\n @serialize()\r\n public keysRadiusModifierShift: boolean = false;\r\n\r\n /**\r\n * Defines the rate of change of heightOffset.\r\n */\r\n @serialize()\r\n public heightSensibility: number = 1;\r\n\r\n /**\r\n * Defines the rate of change of rotationOffset.\r\n */\r\n @serialize()\r\n public rotationSensibility: number = 1;\r\n\r\n /**\r\n * Defines the rate of change of radius.\r\n */\r\n @serialize()\r\n public radiusSensibility: number = 1;\r\n\r\n private _keys = new Array<number>();\r\n private _ctrlPressed: boolean;\r\n private _altPressed: boolean;\r\n private _shiftPressed: boolean;\r\n private _onCanvasBlurObserver: Nullable<Observer<Engine>>;\r\n private _onKeyboardObserver: Nullable<Observer<KeyboardInfo>>;\r\n private _engine: Engine;\r\n private _scene: Scene;\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n // eslint-disable-next-line prefer-rest-params\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n if (this._onCanvasBlurObserver) {\r\n return;\r\n }\r\n\r\n this._scene = this.camera.getScene();\r\n this._engine = this._scene.getEngine();\r\n\r\n this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(() => {\r\n this._keys.length = 0;\r\n });\r\n\r\n this._onKeyboardObserver = this._scene.onKeyboardObservable.add((info) => {\r\n const evt = info.event;\r\n if (!evt.metaKey) {\r\n if (info.type === KeyboardEventTypes.KEYDOWN) {\r\n this._ctrlPressed = evt.ctrlKey;\r\n this._altPressed = evt.altKey;\r\n this._shiftPressed = evt.shiftKey;\r\n\r\n if (\r\n this.keysHeightOffsetIncr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysHeightOffsetDecr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotationOffsetIncr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotationOffsetDecr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRadiusIncr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRadiusDecr.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index === -1) {\r\n this._keys.push(evt.keyCode);\r\n }\r\n\r\n if (evt.preventDefault) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n } else {\r\n if (\r\n this.keysHeightOffsetIncr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysHeightOffsetDecr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotationOffsetIncr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotationOffsetDecr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRadiusIncr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRadiusDecr.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index >= 0) {\r\n this._keys.splice(index, 1);\r\n }\r\n\r\n if (evt.preventDefault) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._scene) {\r\n if (this._onKeyboardObserver) {\r\n this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);\r\n }\r\n if (this._onCanvasBlurObserver) {\r\n this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);\r\n }\r\n this._onKeyboardObserver = null;\r\n this._onCanvasBlurObserver = null;\r\n }\r\n\r\n this._keys.length = 0;\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (this._onKeyboardObserver) {\r\n this._keys.forEach((keyCode) => {\r\n if (this.keysHeightOffsetIncr.indexOf(keyCode) !== -1 && this._modifierHeightOffset()) {\r\n this.camera.heightOffset += this.heightSensibility;\r\n } else if (this.keysHeightOffsetDecr.indexOf(keyCode) !== -1 && this._modifierHeightOffset()) {\r\n this.camera.heightOffset -= this.heightSensibility;\r\n } else if (this.keysRotationOffsetIncr.indexOf(keyCode) !== -1 && this._modifierRotationOffset()) {\r\n this.camera.rotationOffset += this.rotationSensibility;\r\n this.camera.rotationOffset %= 360;\r\n } else if (this.keysRotationOffsetDecr.indexOf(keyCode) !== -1 && this._modifierRotationOffset()) {\r\n this.camera.rotationOffset -= this.rotationSensibility;\r\n this.camera.rotationOffset %= 360;\r\n } else if (this.keysRadiusIncr.indexOf(keyCode) !== -1 && this._modifierRadius()) {\r\n this.camera.radius += this.radiusSensibility;\r\n } else if (this.keysRadiusDecr.indexOf(keyCode) !== -1 && this._modifierRadius()) {\r\n this.camera.radius -= this.radiusSensibility;\r\n }\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FollowCameraKeyboardMoveInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"keyboard\";\r\n }\r\n\r\n /**\r\n * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to\r\n * allow modification of the heightOffset value.\r\n */\r\n private _modifierHeightOffset(): boolean {\r\n return (\r\n this.keysHeightOffsetModifierAlt === this._altPressed &&\r\n this.keysHeightOffsetModifierCtrl === this._ctrlPressed &&\r\n this.keysHeightOffsetModifierShift === this._shiftPressed\r\n );\r\n }\r\n\r\n /**\r\n * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to\r\n * allow modification of the rotationOffset value.\r\n */\r\n private _modifierRotationOffset(): boolean {\r\n return (\r\n this.keysRotationOffsetModifierAlt === this._altPressed &&\r\n this.keysRotationOffsetModifierCtrl === this._ctrlPressed &&\r\n this.keysRotationOffsetModifierShift === this._shiftPressed\r\n );\r\n }\r\n\r\n /**\r\n * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to\r\n * allow modification of the radius value.\r\n */\r\n private _modifierRadius(): boolean {\r\n return this.keysRadiusModifierAlt === this._altPressed && this.keysRadiusModifierCtrl === this._ctrlPressed && this.keysRadiusModifierShift === this._shiftPressed;\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FollowCameraKeyboardMoveInput\"] = FollowCameraKeyboardMoveInput;\r\n"]}
@@ -2,7 +2,7 @@ import type { FollowCamera } from "../../Cameras/followCamera";
2
2
  import type { ICameraInput } from "../../Cameras/cameraInputsManager";
3
3
  /**
4
4
  * Manage the mouse wheel inputs to control a follow camera.
5
- * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs
5
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
6
6
  */
7
7
  export declare class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
8
8
  /**
@@ -5,7 +5,7 @@ import { PointerEventTypes } from "../../Events/pointerEvents.js";
5
5
  import { Tools } from "../../Misc/tools.js";
6
6
  /**
7
7
  * Manage the mouse wheel inputs to control a follow camera.
8
- * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs
8
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
9
9
  */
10
10
  export class FollowCameraMouseWheelInput {
11
11
  constructor() {
@@ -86,14 +86,14 @@ export class FollowCameraMouseWheelInput {
86
86
  }
87
87
  }
88
88
  };
89
- this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, PointerEventTypes.POINTERWHEEL);
89
+ this._observer = this.camera.getScene()._onCameraInputObservable.add(this._wheel, PointerEventTypes.POINTERWHEEL);
90
90
  }
91
91
  /**
92
92
  * Detach the current controls from the specified dom element.
93
93
  */
94
94
  detachControl() {
95
95
  if (this._observer) {
96
- this.camera.getScene().onPointerObservable.remove(this._observer);
96
+ this.camera.getScene()._onCameraInputObservable.remove(this._observer);
97
97
  this._observer = null;
98
98
  this._wheel = null;
99
99
  }
@@ -1 +1 @@
1
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(Mouse wheel modifies camera.radius value.)\r\n */\r\n @serialize()\r\n public axisControlRadius: boolean = true;\r\n\r\n /**\r\n * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)\r\n */\r\n @serialize()\r\n public axisControlHeight: boolean = false;\r\n\r\n /**\r\n * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)\r\n */\r\n @serialize()\r\n public axisControlRotation: boolean = false;\r\n\r\n /**\r\n * Gets or Set the mouse wheel precision or how fast is the camera moves in\r\n * relation to mouseWheel events.\r\n */\r\n @serialize()\r\n public wheelPrecision = 3.0;\r\n\r\n /**\r\n * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.\r\n * It defines the percentage of current camera.radius to use as delta when wheel is used.\r\n */\r\n @serialize()\r\n public wheelDeltaPercentage = 0;\r\n\r\n private _wheel: Nullable<(p: PointerInfo, s: EventState) => void>;\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n this._wheel = (p) => {\r\n // sanity check - this should be a PointerWheel event.\r\n if (p.type !== PointerEventTypes.POINTERWHEEL) {\r\n return;\r\n }\r\n const event = <IWheelEvent>p.event;\r\n let delta = 0;\r\n\r\n const wheelDelta = Math.max(-1, Math.min(1, event.deltaY));\r\n if (this.wheelDeltaPercentage) {\r\n console.assert(\r\n <number>(<unknown>this.axisControlRadius) + <number>(<unknown>this.axisControlHeight) + <number>(<unknown>this.axisControlRotation) <= 1,\r\n \"wheelDeltaPercentage only usable when mouse wheel \" +\r\n \"controls ONE axis. \" +\r\n \"Currently enabled: \" +\r\n \"axisControlRadius: \" +\r\n this.axisControlRadius +\r\n \", axisControlHeightOffset: \" +\r\n this.axisControlHeight +\r\n \", axisControlRotationOffset: \" +\r\n this.axisControlRotation\r\n );\r\n\r\n if (this.axisControlRadius) {\r\n delta = wheelDelta * 0.01 * this.wheelDeltaPercentage * this.camera.radius;\r\n } else if (this.axisControlHeight) {\r\n delta = wheelDelta * 0.01 * this.wheelDeltaPercentage * this.camera.heightOffset;\r\n } else if (this.axisControlRotation) {\r\n delta = wheelDelta * 0.01 * this.wheelDeltaPercentage * this.camera.rotationOffset;\r\n }\r\n } else {\r\n delta = wheelDelta * this.wheelPrecision;\r\n }\r\n\r\n if (delta) {\r\n if (this.axisControlRadius) {\r\n this.camera.radius += delta;\r\n } else if (this.axisControlHeight) {\r\n this.camera.heightOffset -= delta;\r\n } else if (this.axisControlRotation) {\r\n this.camera.rotationOffset -= delta;\r\n }\r\n }\r\n\r\n if (event.preventDefault) {\r\n if (!noPreventDefault) {\r\n event.preventDefault();\r\n }\r\n }\r\n };\r\n\r\n this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, PointerEventTypes.POINTERWHEEL);\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._observer) {\r\n this.camera.getScene().onPointerObservable.remove(this._observer);\r\n this._observer = null;\r\n this._wheel = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"ArcRotateCameraMouseWheelInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"mousewheel\";\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FollowCameraMouseWheelInput\"] = FollowCameraMouseWheelInput;\r\n"]}
1
+ {"version":3,"file":"followCameraMouseWheelInput.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Cameras/Inputs/followCameraMouseWheelInput.ts"],"names":[],"mappings":";AACA,OAAO,EAAE,SAAS,EAAE,MAAM,uBAAuB,CAAC;AAIlD,OAAO,EAAE,gBAAgB,EAAE,MAAM,mCAAmC,CAAC;AAErE,OAAO,EAAE,iBAAiB,EAAE,MAAM,4BAA4B,CAAC;AAE/D,OAAO,EAAE,KAAK,EAAE,MAAM,kBAAkB,CAAC;AAEzC;;;GAGG;AACH,MAAM,OAAO,2BAA2B;IAAxC;QAMI;;WAEG;QAEI,sBAAiB,GAAY,IAAI,CAAC;QAEzC;;WAEG;QAEI,sBAAiB,GAAY,KAAK,CAAC;QAE1C;;WAEG;QAEI,wBAAmB,GAAY,KAAK,CAAC;QAE5C;;;WAGG;QAEI,mBAAc,GAAG,GAAG,CAAC;QAE5B;;;WAGG;QAEI,yBAAoB,GAAG,CAAC,CAAC;IA2FpC,CAAC;IAtFG;;;OAGG;IACI,aAAa,CAAC,gBAA0B;QAC3C,gBAAgB,GAAG,KAAK,CAAC,gCAAgC,CAAC,SAAS,CAAC,CAAC;QACrE,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,EAAE,EAAE;YAChB,sDAAsD;YACtD,IAAI,CAAC,CAAC,IAAI,KAAK,iBAAiB,CAAC,YAAY,EAAE;gBAC3C,OAAO;aACV;YACD,MAAM,KAAK,GAAgB,CAAC,CAAC,KAAK,CAAC;YACnC,IAAI,KAAK,GAAG,CAAC,CAAC;YAEd,MAAM,UAAU,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,KAAK,CAAC,MAAM,CAAC,CAAC,CAAC;YAC3D,IAAI,IAAI,CAAC,oBAAoB,EAAE;gBAC3B,OAAO,CAAC,MAAM,CACQ,IAAI,CAAC,iBAAkB,GAAqB,IAAI,CAAC,iBAAkB,GAAqB,IAAI,CAAC,mBAAoB,IAAI,CAAC,EACxI,oDAAoD;oBAChD,qBAAqB;oBACrB,qBAAqB;oBACrB,qBAAqB;oBACrB,IAAI,CAAC,iBAAiB;oBACtB,6BAA6B;oBAC7B,IAAI,CAAC,iBAAiB;oBACtB,+BAA+B;oBAC/B,IAAI,CAAC,mBAAmB,CAC/B,CAAC;gBAEF,IAAI,IAAI,CAAC,iBAAiB,EAAE;oBACxB,KAAK,GAAG,UAAU,GAAG,IAAI,GAAG,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC;iBAC9E;qBAAM,IAAI,IAAI,CAAC,iBAAiB,EAAE;oBAC/B,KAAK,GAAG,UAAU,GAAG,IAAI,GAAG,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC;iBACpF;qBAAM,IAAI,IAAI,CAAC,mBAAmB,EAAE;oBACjC,KAAK,GAAG,UAAU,GAAG,IAAI,GAAG,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC,MAAM,CAAC,cAAc,CAAC;iBACtF;aACJ;iBAAM;gBACH,KAAK,GAAG,UAAU,GAAG,IAAI,CAAC,cAAc,CAAC;aAC5C;YAED,IAAI,KAAK,EAAE;gBACP,IAAI,IAAI,CAAC,iBAAiB,EAAE;oBACxB,IAAI,CAAC,MAAM,CAAC,MAAM,IAAI,KAAK,CAAC;iBAC/B;qBAAM,IAAI,IAAI,CAAC,iBAAiB,EAAE;oBAC/B,IAAI,CAAC,MAAM,CAAC,YAAY,IAAI,KAAK,CAAC;iBACrC;qBAAM,IAAI,IAAI,CAAC,mBAAmB,EAAE;oBACjC,IAAI,CAAC,MAAM,CAAC,cAAc,IAAI,KAAK,CAAC;iBACvC;aACJ;YAED,IAAI,KAAK,CAAC,cAAc,EAAE;gBACtB,IAAI,CAAC,gBAAgB,EAAE;oBACnB,KAAK,CAAC,cAAc,EAAE,CAAC;iBAC1B;aACJ;QACL,CAAC,CAAC;QAEF,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,QAAQ,EAAE,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,MAAM,EAAE,iBAAiB,CAAC,YAAY,CAAC,CAAC;IACtH,CAAC;IAED;;OAEG;IACI,aAAa;QAChB,IAAI,IAAI,CAAC,SAAS,EAAE;YAChB,IAAI,CAAC,MAAM,CAAC,QAAQ,EAAE,CAAC,wBAAwB,CAAC,MAAM,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;YACvE,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;YACtB,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC;SACtB;IACL,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,gCAAgC,CAAC;IAC5C,CAAC;IAED;;;OAGG;IACI,aAAa;QAChB,OAAO,YAAY,CAAC;IACxB,CAAC;CACJ;AArHG;IADC,SAAS,EAAE;sEAC6B;AAMzC;IADC,SAAS,EAAE;sEAC8B;AAM1C;IADC,SAAS,EAAE;wEACgC;AAO5C;IADC,SAAS,EAAE;mEACgB;AAO5B;IADC,SAAS,EAAE;yEACoB;AA6F9B,gBAAiB,CAAC,6BAA6B,CAAC,GAAG,2BAA2B,CAAC","sourcesContent":["import type { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { EventState, Observer } from \"../../Misc/observable\";\r\nimport type { FollowCamera } from \"../../Cameras/followCamera\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport type { IWheelEvent } from \"../../Events/deviceInputEvents\";\r\nimport { Tools } from \"../../Misc/tools\";\r\n\r\n/**\r\n * Manage the mouse wheel inputs to control a follow camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FollowCamera;\r\n\r\n /**\r\n * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)\r\n */\r\n @serialize()\r\n public axisControlRadius: boolean = true;\r\n\r\n /**\r\n * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)\r\n */\r\n @serialize()\r\n public axisControlHeight: boolean = false;\r\n\r\n /**\r\n * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)\r\n */\r\n @serialize()\r\n public axisControlRotation: boolean = false;\r\n\r\n /**\r\n * Gets or Set the mouse wheel precision or how fast is the camera moves in\r\n * relation to mouseWheel events.\r\n */\r\n @serialize()\r\n public wheelPrecision = 3.0;\r\n\r\n /**\r\n * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.\r\n * It defines the percentage of current camera.radius to use as delta when wheel is used.\r\n */\r\n @serialize()\r\n public wheelDeltaPercentage = 0;\r\n\r\n private _wheel: Nullable<(p: PointerInfo, s: EventState) => void>;\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n this._wheel = (p) => {\r\n // sanity check - this should be a PointerWheel event.\r\n if (p.type !== PointerEventTypes.POINTERWHEEL) {\r\n return;\r\n }\r\n const event = <IWheelEvent>p.event;\r\n let delta = 0;\r\n\r\n const wheelDelta = Math.max(-1, Math.min(1, event.deltaY));\r\n if (this.wheelDeltaPercentage) {\r\n console.assert(\r\n <number>(<unknown>this.axisControlRadius) + <number>(<unknown>this.axisControlHeight) + <number>(<unknown>this.axisControlRotation) <= 1,\r\n \"wheelDeltaPercentage only usable when mouse wheel \" +\r\n \"controls ONE axis. \" +\r\n \"Currently enabled: \" +\r\n \"axisControlRadius: \" +\r\n this.axisControlRadius +\r\n \", axisControlHeightOffset: \" +\r\n this.axisControlHeight +\r\n \", axisControlRotationOffset: \" +\r\n this.axisControlRotation\r\n );\r\n\r\n if (this.axisControlRadius) {\r\n delta = wheelDelta * 0.01 * this.wheelDeltaPercentage * this.camera.radius;\r\n } else if (this.axisControlHeight) {\r\n delta = wheelDelta * 0.01 * this.wheelDeltaPercentage * this.camera.heightOffset;\r\n } else if (this.axisControlRotation) {\r\n delta = wheelDelta * 0.01 * this.wheelDeltaPercentage * this.camera.rotationOffset;\r\n }\r\n } else {\r\n delta = wheelDelta * this.wheelPrecision;\r\n }\r\n\r\n if (delta) {\r\n if (this.axisControlRadius) {\r\n this.camera.radius += delta;\r\n } else if (this.axisControlHeight) {\r\n this.camera.heightOffset -= delta;\r\n } else if (this.axisControlRotation) {\r\n this.camera.rotationOffset -= delta;\r\n }\r\n }\r\n\r\n if (event.preventDefault) {\r\n if (!noPreventDefault) {\r\n event.preventDefault();\r\n }\r\n }\r\n };\r\n\r\n this._observer = this.camera.getScene()._onCameraInputObservable.add(this._wheel, PointerEventTypes.POINTERWHEEL);\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._observer) {\r\n this.camera.getScene()._onCameraInputObservable.remove(this._observer);\r\n this._observer = null;\r\n this._wheel = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"ArcRotateCameraMouseWheelInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"mousewheel\";\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FollowCameraMouseWheelInput\"] = FollowCameraMouseWheelInput;\r\n"]}
@@ -4,7 +4,7 @@ import { BaseCameraPointersInput } from "../../Cameras/Inputs/BaseCameraPointers
4
4
  import type { PointerTouch } from "../../Events/pointerEvents";
5
5
  /**
6
6
  * Manage the pointers inputs to control an follow camera.
7
- * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs
7
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
8
8
  */
9
9
  export declare class FollowCameraPointersInput extends BaseCameraPointersInput {
10
10
  /**
@@ -4,7 +4,7 @@ import { CameraInputTypes } from "../../Cameras/cameraInputsManager.js";
4
4
  import { BaseCameraPointersInput } from "../../Cameras/Inputs/BaseCameraPointersInput.js";
5
5
  /**
6
6
  * Manage the pointers inputs to control an follow camera.
7
- * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs
7
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
8
8
  */
9
9
  export class FollowCameraPointersInput extends BaseCameraPointersInput {
10
10
  constructor() {
@@ -1 +1 @@
1
- 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type { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { FollowCamera } from \"../../Cameras/followCamera\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { BaseCameraPointersInput } from \"../../Cameras/Inputs/BaseCameraPointersInput\";\r\nimport type { PointerTouch } from \"../../Events/pointerEvents\";\r\n\r\n/**\r\n * Manage the pointers inputs to control an follow camera.\r\n * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class FollowCameraPointersInput extends BaseCameraPointersInput {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FollowCamera;\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FollowCameraPointersInput\";\r\n }\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the X axis or how fast is\r\n * the camera rotating.\r\n * A negative number will reverse the axis direction.\r\n */\r\n @serialize()\r\n public angularSensibilityX = 1;\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the Y axis or how fast is\r\n * the camera rotating.\r\n * A negative number will reverse the axis direction.\r\n */\r\n @serialize()\r\n public angularSensibilityY = 1;\r\n\r\n /**\r\n * Defines the pointer pinch precision or how fast is the camera zooming.\r\n * A negative number will reverse the axis direction.\r\n */\r\n @serialize()\r\n public pinchPrecision = 10000.0;\r\n\r\n /**\r\n * pinchDeltaPercentage will be used instead of pinchPrecision if different\r\n * from 0.\r\n * It defines the percentage of current camera.radius to use as delta when\r\n * pinch zoom is used.\r\n */\r\n @serialize()\r\n public pinchDeltaPercentage = 0;\r\n\r\n /**\r\n * Pointer X axis controls zoom. (X axis modifies camera.radius value.)\r\n */\r\n @serialize()\r\n public axisXControlRadius: boolean = false;\r\n\r\n /**\r\n * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)\r\n */\r\n @serialize()\r\n public axisXControlHeight: boolean = false;\r\n\r\n /**\r\n * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)\r\n */\r\n @serialize()\r\n public axisXControlRotation: boolean = true;\r\n\r\n /**\r\n * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)\r\n */\r\n @serialize()\r\n public axisYControlRadius: boolean = false;\r\n\r\n /**\r\n * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)\r\n */\r\n @serialize()\r\n public axisYControlHeight: boolean = true;\r\n\r\n /**\r\n * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)\r\n */\r\n @serialize()\r\n public axisYControlRotation: boolean = false;\r\n\r\n /**\r\n * Pinch controls zoom. (Pinch modifies camera.radius value.)\r\n */\r\n @serialize()\r\n public axisPinchControlRadius: boolean = true;\r\n\r\n /**\r\n * Pinch controls height. (Pinch modifies camera.heightOffset value.)\r\n */\r\n @serialize()\r\n public axisPinchControlHeight: boolean = false;\r\n\r\n /**\r\n * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)\r\n */\r\n @serialize()\r\n public axisPinchControlRotation: boolean = false;\r\n\r\n /**\r\n * Log error messages if basic misconfiguration has occurred.\r\n */\r\n public warningEnable: boolean = true;\r\n\r\n public onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void {\r\n this._warning();\r\n\r\n if (this.axisXControlRotation) {\r\n this.camera.rotationOffset += offsetX / this.angularSensibilityX;\r\n } else if (this.axisYControlRotation) {\r\n this.camera.rotationOffset += offsetY / this.angularSensibilityX;\r\n }\r\n\r\n if (this.axisXControlHeight) {\r\n this.camera.heightOffset += offsetX / this.angularSensibilityY;\r\n } else if (this.axisYControlHeight) {\r\n this.camera.heightOffset += offsetY / this.angularSensibilityY;\r\n }\r\n\r\n if (this.axisXControlRadius) {\r\n this.camera.radius -= offsetX / this.angularSensibilityY;\r\n } else if (this.axisYControlRadius) {\r\n this.camera.radius -= offsetY / this.angularSensibilityY;\r\n }\r\n }\r\n\r\n public onMultiTouch(\r\n pointA: Nullable<PointerTouch>,\r\n pointB: Nullable<PointerTouch>,\r\n previousPinchSquaredDistance: number,\r\n pinchSquaredDistance: number,\r\n previousMultiTouchPanPosition: Nullable<PointerTouch>,\r\n multiTouchPanPosition: Nullable<PointerTouch>\r\n ): void {\r\n if (previousPinchSquaredDistance === 0 && previousMultiTouchPanPosition === null) {\r\n // First time this method is called for new pinch.\r\n // Next time this is called there will be a\r\n // previousPinchSquaredDistance and pinchSquaredDistance to compare.\r\n return;\r\n }\r\n if (pinchSquaredDistance === 0 && multiTouchPanPosition === null) {\r\n // Last time this method is called at the end of a pinch.\r\n return;\r\n }\r\n let pinchDelta = (pinchSquaredDistance - previousPinchSquaredDistance) / ((this.pinchPrecision * (this.angularSensibilityX + this.angularSensibilityY)) / 2);\r\n\r\n if (this.pinchDeltaPercentage) {\r\n pinchDelta *= 0.01 * this.pinchDeltaPercentage;\r\n if (this.axisPinchControlRotation) {\r\n this.camera.rotationOffset += pinchDelta * this.camera.rotationOffset;\r\n }\r\n if (this.axisPinchControlHeight) {\r\n this.camera.heightOffset += pinchDelta * this.camera.heightOffset;\r\n }\r\n if (this.axisPinchControlRadius) {\r\n this.camera.radius -= pinchDelta * this.camera.radius;\r\n }\r\n } else {\r\n if (this.axisPinchControlRotation) {\r\n this.camera.rotationOffset += pinchDelta;\r\n }\r\n\r\n if (this.axisPinchControlHeight) {\r\n this.camera.heightOffset += pinchDelta;\r\n }\r\n\r\n if (this.axisPinchControlRadius) {\r\n this.camera.radius -= pinchDelta;\r\n }\r\n }\r\n }\r\n\r\n /* Check for obvious misconfiguration. */\r\n private _warningCounter: number = 0;\r\n private _warning(): void {\r\n if (!this.warningEnable || this._warningCounter++ % 100 !== 0) {\r\n return;\r\n }\r\n const warn =\r\n \"It probably only makes sense to control ONE camera \" + \"property with each pointer axis. Set 'warningEnable = false' \" + \"if you are sure. Currently enabled: \";\r\n\r\n console.assert(\r\n <number>(<unknown>this.axisXControlRotation) + <number>(<unknown>this.axisXControlHeight) + <number>(<unknown>this.axisXControlRadius) <= 1,\r\n warn + \"axisXControlRotation: \" + this.axisXControlRotation + \", axisXControlHeight: \" + this.axisXControlHeight + \", axisXControlRadius: \" + this.axisXControlRadius\r\n );\r\n console.assert(\r\n <number>(<unknown>this.axisYControlRotation) + <number>(<unknown>this.axisYControlHeight) + <number>(<unknown>this.axisYControlRadius) <= 1,\r\n warn + \"axisYControlRotation: \" + this.axisYControlRotation + \", axisYControlHeight: \" + this.axisYControlHeight + \", axisYControlRadius: \" + this.axisYControlRadius\r\n );\r\n console.assert(\r\n <number>(<unknown>this.axisPinchControlRotation) + <number>(<unknown>this.axisPinchControlHeight) + <number>(<unknown>this.axisPinchControlRadius) <= 1,\r\n warn +\r\n \"axisPinchControlRotation: \" +\r\n this.axisPinchControlRotation +\r\n \", axisPinchControlHeight: \" +\r\n this.axisPinchControlHeight +\r\n \", axisPinchControlRadius: \" +\r\n this.axisPinchControlRadius\r\n );\r\n }\r\n}\r\n(<any>CameraInputTypes)[\"FollowCameraPointersInput\"] = FollowCameraPointersInput;\r\n"]}
1
+ 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type { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { FollowCamera } from \"../../Cameras/followCamera\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { BaseCameraPointersInput } from \"../../Cameras/Inputs/BaseCameraPointersInput\";\r\nimport type { PointerTouch } from \"../../Events/pointerEvents\";\r\n\r\n/**\r\n * Manage the pointers inputs to control an follow camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FollowCameraPointersInput extends BaseCameraPointersInput {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FollowCamera;\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FollowCameraPointersInput\";\r\n }\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the X axis or how fast is\r\n * the camera rotating.\r\n * A negative number will reverse the axis direction.\r\n */\r\n @serialize()\r\n public angularSensibilityX = 1;\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the Y axis or how fast is\r\n * the camera rotating.\r\n * A negative number will reverse the axis direction.\r\n */\r\n @serialize()\r\n public angularSensibilityY = 1;\r\n\r\n /**\r\n * Defines the pointer pinch precision or how fast is the camera zooming.\r\n * A negative number will reverse the axis direction.\r\n */\r\n @serialize()\r\n public pinchPrecision = 10000.0;\r\n\r\n /**\r\n * pinchDeltaPercentage will be used instead of pinchPrecision if different\r\n * from 0.\r\n * It defines the percentage of current camera.radius to use as delta when\r\n * pinch zoom is used.\r\n */\r\n @serialize()\r\n public pinchDeltaPercentage = 0;\r\n\r\n /**\r\n * Pointer X axis controls zoom. (X axis modifies camera.radius value.)\r\n */\r\n @serialize()\r\n public axisXControlRadius: boolean = false;\r\n\r\n /**\r\n * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)\r\n */\r\n @serialize()\r\n public axisXControlHeight: boolean = false;\r\n\r\n /**\r\n * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)\r\n */\r\n @serialize()\r\n public axisXControlRotation: boolean = true;\r\n\r\n /**\r\n * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)\r\n */\r\n @serialize()\r\n public axisYControlRadius: boolean = false;\r\n\r\n /**\r\n * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)\r\n */\r\n @serialize()\r\n public axisYControlHeight: boolean = true;\r\n\r\n /**\r\n * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)\r\n */\r\n @serialize()\r\n public axisYControlRotation: boolean = false;\r\n\r\n /**\r\n * Pinch controls zoom. (Pinch modifies camera.radius value.)\r\n */\r\n @serialize()\r\n public axisPinchControlRadius: boolean = true;\r\n\r\n /**\r\n * Pinch controls height. (Pinch modifies camera.heightOffset value.)\r\n */\r\n @serialize()\r\n public axisPinchControlHeight: boolean = false;\r\n\r\n /**\r\n * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)\r\n */\r\n @serialize()\r\n public axisPinchControlRotation: boolean = false;\r\n\r\n /**\r\n * Log error messages if basic misconfiguration has occurred.\r\n */\r\n public warningEnable: boolean = true;\r\n\r\n public onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void {\r\n this._warning();\r\n\r\n if (this.axisXControlRotation) {\r\n this.camera.rotationOffset += offsetX / this.angularSensibilityX;\r\n } else if (this.axisYControlRotation) {\r\n this.camera.rotationOffset += offsetY / this.angularSensibilityX;\r\n }\r\n\r\n if (this.axisXControlHeight) {\r\n this.camera.heightOffset += offsetX / this.angularSensibilityY;\r\n } else if (this.axisYControlHeight) {\r\n this.camera.heightOffset += offsetY / this.angularSensibilityY;\r\n }\r\n\r\n if (this.axisXControlRadius) {\r\n this.camera.radius -= offsetX / this.angularSensibilityY;\r\n } else if (this.axisYControlRadius) {\r\n this.camera.radius -= offsetY / this.angularSensibilityY;\r\n }\r\n }\r\n\r\n public onMultiTouch(\r\n pointA: Nullable<PointerTouch>,\r\n pointB: Nullable<PointerTouch>,\r\n previousPinchSquaredDistance: number,\r\n pinchSquaredDistance: number,\r\n previousMultiTouchPanPosition: Nullable<PointerTouch>,\r\n multiTouchPanPosition: Nullable<PointerTouch>\r\n ): void {\r\n if (previousPinchSquaredDistance === 0 && previousMultiTouchPanPosition === null) {\r\n // First time this method is called for new pinch.\r\n // Next time this is called there will be a\r\n // previousPinchSquaredDistance and pinchSquaredDistance to compare.\r\n return;\r\n }\r\n if (pinchSquaredDistance === 0 && multiTouchPanPosition === null) {\r\n // Last time this method is called at the end of a pinch.\r\n return;\r\n }\r\n let pinchDelta = (pinchSquaredDistance - previousPinchSquaredDistance) / ((this.pinchPrecision * (this.angularSensibilityX + this.angularSensibilityY)) / 2);\r\n\r\n if (this.pinchDeltaPercentage) {\r\n pinchDelta *= 0.01 * this.pinchDeltaPercentage;\r\n if (this.axisPinchControlRotation) {\r\n this.camera.rotationOffset += pinchDelta * this.camera.rotationOffset;\r\n }\r\n if (this.axisPinchControlHeight) {\r\n this.camera.heightOffset += pinchDelta * this.camera.heightOffset;\r\n }\r\n if (this.axisPinchControlRadius) {\r\n this.camera.radius -= pinchDelta * this.camera.radius;\r\n }\r\n } else {\r\n if (this.axisPinchControlRotation) {\r\n this.camera.rotationOffset += pinchDelta;\r\n }\r\n\r\n if (this.axisPinchControlHeight) {\r\n this.camera.heightOffset += pinchDelta;\r\n }\r\n\r\n if (this.axisPinchControlRadius) {\r\n this.camera.radius -= pinchDelta;\r\n }\r\n }\r\n }\r\n\r\n /* Check for obvious misconfiguration. */\r\n private _warningCounter: number = 0;\r\n private _warning(): void {\r\n if (!this.warningEnable || this._warningCounter++ % 100 !== 0) {\r\n return;\r\n }\r\n const warn =\r\n \"It probably only makes sense to control ONE camera \" + \"property with each pointer axis. Set 'warningEnable = false' \" + \"if you are sure. Currently enabled: \";\r\n\r\n console.assert(\r\n <number>(<unknown>this.axisXControlRotation) + <number>(<unknown>this.axisXControlHeight) + <number>(<unknown>this.axisXControlRadius) <= 1,\r\n warn + \"axisXControlRotation: \" + this.axisXControlRotation + \", axisXControlHeight: \" + this.axisXControlHeight + \", axisXControlRadius: \" + this.axisXControlRadius\r\n );\r\n console.assert(\r\n <number>(<unknown>this.axisYControlRotation) + <number>(<unknown>this.axisYControlHeight) + <number>(<unknown>this.axisYControlRadius) <= 1,\r\n warn + \"axisYControlRotation: \" + this.axisYControlRotation + \", axisYControlHeight: \" + this.axisYControlHeight + \", axisYControlRadius: \" + this.axisYControlRadius\r\n );\r\n console.assert(\r\n <number>(<unknown>this.axisPinchControlRotation) + <number>(<unknown>this.axisPinchControlHeight) + <number>(<unknown>this.axisPinchControlRadius) <= 1,\r\n warn +\r\n \"axisPinchControlRotation: \" +\r\n this.axisPinchControlRotation +\r\n \", axisPinchControlHeight: \" +\r\n this.axisPinchControlHeight +\r\n \", axisPinchControlRadius: \" +\r\n this.axisPinchControlRadius\r\n );\r\n }\r\n}\r\n(<any>CameraInputTypes)[\"FollowCameraPointersInput\"] = FollowCameraPointersInput;\r\n"]}
@@ -19,7 +19,7 @@ declare module "../../Cameras/freeCameraInputsManager" {
19
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  /**
20
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  * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
21
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  * Screen rotation is taken into account.
22
- * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs
22
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
23
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  */
24
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  export declare class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
25
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  private _camera;
@@ -43,7 +43,7 @@ export declare class FreeCameraDeviceOrientationInput implements ICameraInput<Fr
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  _onDeviceOrientationChangedObservable: Observable<void>;
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  /**
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  * Instantiates a new input
46
- * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs
46
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
47
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  */
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  constructor();
49
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  /**
@@ -21,12 +21,12 @@ FreeCameraInputsManager.prototype.addDeviceOrientation = function (smoothFactor)
21
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  /**
22
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  * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
23
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  * Screen rotation is taken into account.
24
- * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs
24
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
25
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  */
26
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  export class FreeCameraDeviceOrientationInput {
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  /**
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  * Instantiates a new input
29
- * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs
29
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
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  */
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  constructor() {
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  this._screenOrientationAngle = 0;
@@ -1 +1 @@
1
- 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type { Nullable } from \"../../types\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport { Quaternion } from \"../../Maths/math.vector\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { FreeCameraInputsManager } from \"../../Cameras/freeCameraInputsManager\";\r\nimport { Observable } from \"../../Misc/observable\";\r\n\r\n// Module augmentation to abstract orientation inputs from camera.\r\ndeclare module \"../../Cameras/freeCameraInputsManager\" {\r\n export interface FreeCameraInputsManager {\r\n /**\r\n * @internal\r\n */\r\n _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;\r\n /**\r\n * Add orientation input support to the input manager.\r\n * @param smoothFactor deviceOrientation smoothing. 0: no smoothing, 1: new data ignored, 0.9 recommended for smoothing\r\n * @returns the current input manager\r\n */\r\n addDeviceOrientation(smoothFactor?: number): FreeCameraInputsManager;\r\n }\r\n}\r\n\r\n/**\r\n * Add orientation input support to the input manager.\r\n * @param smoothFactor deviceOrientation smoothing. 0: no smoothing, 1: new data ignored, 0.9 recommended for smoothing\r\n * @returns the current input manager\r\n */\r\nFreeCameraInputsManager.prototype.addDeviceOrientation = function (smoothFactor?: number): FreeCameraInputsManager {\r\n if (!this._deviceOrientationInput) {\r\n this._deviceOrientationInput = new FreeCameraDeviceOrientationInput();\r\n if (smoothFactor) {\r\n this._deviceOrientationInput.smoothFactor = smoothFactor;\r\n }\r\n this.add(this._deviceOrientationInput);\r\n }\r\n\r\n return this;\r\n};\r\n\r\n/**\r\n * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.\r\n * Screen rotation is taken into account.\r\n * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {\r\n private _camera: FreeCamera;\r\n\r\n private _screenOrientationAngle: number = 0;\r\n\r\n private _constantTranform: Quaternion;\r\n private _screenQuaternion: Quaternion = new Quaternion();\r\n\r\n private _alpha: number = 0;\r\n private _beta: number = 0;\r\n private _gamma: number = 0;\r\n\r\n /** alpha+beta+gamma smoothing. 0: no smoothing, 1: new data ignored, 0.9 recommended for smoothing */\r\n public smoothFactor: number = 0;\r\n\r\n /**\r\n * Can be used to detect if a device orientation sensor is available on a device\r\n * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)\r\n * @returns a promise that will resolve on orientation change\r\n */\r\n public static WaitForOrientationChangeAsync(timeout?: number): Promise<void> {\r\n return new Promise((res, rej) => {\r\n let gotValue = false;\r\n const eventHandler = () => {\r\n window.removeEventListener(\"deviceorientation\", eventHandler);\r\n gotValue = true;\r\n res();\r\n };\r\n\r\n // If timeout is populated reject the promise\r\n if (timeout) {\r\n setTimeout(() => {\r\n if (!gotValue) {\r\n window.removeEventListener(\"deviceorientation\", eventHandler);\r\n rej(\"WaitForOrientationChangeAsync timed out\");\r\n }\r\n }, timeout);\r\n }\r\n\r\n if (typeof DeviceOrientationEvent !== \"undefined\" && typeof (<any>DeviceOrientationEvent).requestPermission === \"function\") {\r\n (<any>DeviceOrientationEvent)\r\n .requestPermission()\r\n .then((response: string) => {\r\n if (response == \"granted\") {\r\n window.addEventListener(\"deviceorientation\", eventHandler);\r\n } else {\r\n Tools.Warn(\"Permission not granted.\");\r\n }\r\n })\r\n .catch((error: any) => {\r\n Tools.Error(error);\r\n });\r\n } else {\r\n window.addEventListener(\"deviceorientation\", eventHandler);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _onDeviceOrientationChangedObservable = new Observable<void>();\r\n /**\r\n * Instantiates a new input\r\n * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\n constructor() {\r\n this._constantTranform = new Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));\r\n this._orientationChanged();\r\n }\r\n\r\n /**\r\n * Define the camera controlled by the input.\r\n */\r\n public get camera(): FreeCamera {\r\n return this._camera;\r\n }\r\n\r\n public set camera(camera: FreeCamera) {\r\n this._camera = camera;\r\n if (this._camera != null && !this._camera.rotationQuaternion) {\r\n this._camera.rotationQuaternion = new Quaternion();\r\n }\r\n if (this._camera) {\r\n this._camera.onDisposeObservable.add(() => {\r\n this._onDeviceOrientationChangedObservable.clear();\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n */\r\n public attachControl(): void {\r\n const hostWindow = this.camera.getScene().getEngine().getHostWindow();\r\n\r\n if (hostWindow) {\r\n const eventHandler = () => {\r\n hostWindow!.addEventListener(\"orientationchange\", this._orientationChanged);\r\n hostWindow!.addEventListener(\"deviceorientation\", this._deviceOrientation);\r\n //In certain cases, the attach control is called AFTER orientation was changed,\r\n //So this is needed.\r\n this._orientationChanged();\r\n };\r\n if (typeof DeviceOrientationEvent !== \"undefined\" && typeof (<any>DeviceOrientationEvent).requestPermission === \"function\") {\r\n (<any>DeviceOrientationEvent)\r\n .requestPermission()\r\n .then((response: string) => {\r\n if (response === \"granted\") {\r\n eventHandler();\r\n } else {\r\n Tools.Warn(\"Permission not granted.\");\r\n }\r\n })\r\n .catch((error: any) => {\r\n Tools.Error(error);\r\n });\r\n } else {\r\n eventHandler();\r\n }\r\n }\r\n }\r\n\r\n private _orientationChanged = () => {\r\n this._screenOrientationAngle =\r\n <any>window.orientation !== undefined\r\n ? +(<any>window.orientation)\r\n : (<any>window.screen).orientation && (<any>window.screen).orientation[\"angle\"]\r\n ? (<any>window.screen).orientation.angle\r\n : 0;\r\n this._screenOrientationAngle = -Tools.ToRadians(this._screenOrientationAngle / 2);\r\n this._screenQuaternion.copyFromFloats(0, Math.sin(this._screenOrientationAngle), 0, Math.cos(this._screenOrientationAngle));\r\n };\r\n\r\n private _deviceOrientation = (evt: DeviceOrientationEvent) => {\r\n if (this.smoothFactor) {\r\n this._alpha = evt.alpha !== null ? Tools.SmoothAngleChange(this._alpha, evt.alpha, this.smoothFactor) : 0;\r\n this._beta = evt.beta !== null ? Tools.SmoothAngleChange(this._beta, evt.beta, this.smoothFactor) : 0;\r\n this._gamma = evt.gamma !== null ? Tools.SmoothAngleChange(this._gamma, evt.gamma, this.smoothFactor) : 0;\r\n } else {\r\n this._alpha = evt.alpha !== null ? evt.alpha : 0;\r\n this._beta = evt.beta !== null ? evt.beta : 0;\r\n this._gamma = evt.gamma !== null ? evt.gamma : 0;\r\n }\r\n\r\n if (evt.alpha !== null) {\r\n this._onDeviceOrientationChangedObservable.notifyObservers();\r\n }\r\n };\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n window.removeEventListener(\"orientationchange\", this._orientationChanged);\r\n window.removeEventListener(\"deviceorientation\", this._deviceOrientation);\r\n this._alpha = 0;\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n //if no device orientation provided, don't update the rotation.\r\n //Only testing against alpha under the assumption thatnorientation will never be so exact when set.\r\n if (!this._alpha) {\r\n return;\r\n }\r\n Quaternion.RotationYawPitchRollToRef(Tools.ToRadians(this._alpha), Tools.ToRadians(this._beta), -Tools.ToRadians(this._gamma), this.camera.rotationQuaternion);\r\n this._camera.rotationQuaternion.multiplyInPlace(this._screenQuaternion);\r\n this._camera.rotationQuaternion.multiplyInPlace(this._constantTranform);\r\n //Mirror on XY Plane\r\n this._camera.rotationQuaternion.z *= -1;\r\n this._camera.rotationQuaternion.w *= -1;\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FreeCameraDeviceOrientationInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"deviceOrientation\";\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FreeCameraDeviceOrientationInput\"] = FreeCameraDeviceOrientationInput;\r\n"]}
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type { Nullable } from \"../../types\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport { Quaternion } from \"../../Maths/math.vector\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { FreeCameraInputsManager } from \"../../Cameras/freeCameraInputsManager\";\r\nimport { Observable } from \"../../Misc/observable\";\r\n\r\n// Module augmentation to abstract orientation inputs from camera.\r\ndeclare module \"../../Cameras/freeCameraInputsManager\" {\r\n export interface FreeCameraInputsManager {\r\n /**\r\n * @internal\r\n */\r\n _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;\r\n /**\r\n * Add orientation input support to the input manager.\r\n * @param smoothFactor deviceOrientation smoothing. 0: no smoothing, 1: new data ignored, 0.9 recommended for smoothing\r\n * @returns the current input manager\r\n */\r\n addDeviceOrientation(smoothFactor?: number): FreeCameraInputsManager;\r\n }\r\n}\r\n\r\n/**\r\n * Add orientation input support to the input manager.\r\n * @param smoothFactor deviceOrientation smoothing. 0: no smoothing, 1: new data ignored, 0.9 recommended for smoothing\r\n * @returns the current input manager\r\n */\r\nFreeCameraInputsManager.prototype.addDeviceOrientation = function (smoothFactor?: number): FreeCameraInputsManager {\r\n if (!this._deviceOrientationInput) {\r\n this._deviceOrientationInput = new FreeCameraDeviceOrientationInput();\r\n if (smoothFactor) {\r\n this._deviceOrientationInput.smoothFactor = smoothFactor;\r\n }\r\n this.add(this._deviceOrientationInput);\r\n }\r\n\r\n return this;\r\n};\r\n\r\n/**\r\n * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.\r\n * Screen rotation is taken into account.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {\r\n private _camera: FreeCamera;\r\n\r\n private _screenOrientationAngle: number = 0;\r\n\r\n private _constantTranform: Quaternion;\r\n private _screenQuaternion: Quaternion = new Quaternion();\r\n\r\n private _alpha: number = 0;\r\n private _beta: number = 0;\r\n private _gamma: number = 0;\r\n\r\n /** alpha+beta+gamma smoothing. 0: no smoothing, 1: new data ignored, 0.9 recommended for smoothing */\r\n public smoothFactor: number = 0;\r\n\r\n /**\r\n * Can be used to detect if a device orientation sensor is available on a device\r\n * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)\r\n * @returns a promise that will resolve on orientation change\r\n */\r\n public static WaitForOrientationChangeAsync(timeout?: number): Promise<void> {\r\n return new Promise((res, rej) => {\r\n let gotValue = false;\r\n const eventHandler = () => {\r\n window.removeEventListener(\"deviceorientation\", eventHandler);\r\n gotValue = true;\r\n res();\r\n };\r\n\r\n // If timeout is populated reject the promise\r\n if (timeout) {\r\n setTimeout(() => {\r\n if (!gotValue) {\r\n window.removeEventListener(\"deviceorientation\", eventHandler);\r\n rej(\"WaitForOrientationChangeAsync timed out\");\r\n }\r\n }, timeout);\r\n }\r\n\r\n if (typeof DeviceOrientationEvent !== \"undefined\" && typeof (<any>DeviceOrientationEvent).requestPermission === \"function\") {\r\n (<any>DeviceOrientationEvent)\r\n .requestPermission()\r\n .then((response: string) => {\r\n if (response == \"granted\") {\r\n window.addEventListener(\"deviceorientation\", eventHandler);\r\n } else {\r\n Tools.Warn(\"Permission not granted.\");\r\n }\r\n })\r\n .catch((error: any) => {\r\n Tools.Error(error);\r\n });\r\n } else {\r\n window.addEventListener(\"deviceorientation\", eventHandler);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _onDeviceOrientationChangedObservable = new Observable<void>();\r\n /**\r\n * Instantiates a new input\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\n constructor() {\r\n this._constantTranform = new Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));\r\n this._orientationChanged();\r\n }\r\n\r\n /**\r\n * Define the camera controlled by the input.\r\n */\r\n public get camera(): FreeCamera {\r\n return this._camera;\r\n }\r\n\r\n public set camera(camera: FreeCamera) {\r\n this._camera = camera;\r\n if (this._camera != null && !this._camera.rotationQuaternion) {\r\n this._camera.rotationQuaternion = new Quaternion();\r\n }\r\n if (this._camera) {\r\n this._camera.onDisposeObservable.add(() => {\r\n this._onDeviceOrientationChangedObservable.clear();\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n */\r\n public attachControl(): void {\r\n const hostWindow = this.camera.getScene().getEngine().getHostWindow();\r\n\r\n if (hostWindow) {\r\n const eventHandler = () => {\r\n hostWindow!.addEventListener(\"orientationchange\", this._orientationChanged);\r\n hostWindow!.addEventListener(\"deviceorientation\", this._deviceOrientation);\r\n //In certain cases, the attach control is called AFTER orientation was changed,\r\n //So this is needed.\r\n this._orientationChanged();\r\n };\r\n if (typeof DeviceOrientationEvent !== \"undefined\" && typeof (<any>DeviceOrientationEvent).requestPermission === \"function\") {\r\n (<any>DeviceOrientationEvent)\r\n .requestPermission()\r\n .then((response: string) => {\r\n if (response === \"granted\") {\r\n eventHandler();\r\n } else {\r\n Tools.Warn(\"Permission not granted.\");\r\n }\r\n })\r\n .catch((error: any) => {\r\n Tools.Error(error);\r\n });\r\n } else {\r\n eventHandler();\r\n }\r\n }\r\n }\r\n\r\n private _orientationChanged = () => {\r\n this._screenOrientationAngle =\r\n <any>window.orientation !== undefined\r\n ? +(<any>window.orientation)\r\n : (<any>window.screen).orientation && (<any>window.screen).orientation[\"angle\"]\r\n ? (<any>window.screen).orientation.angle\r\n : 0;\r\n this._screenOrientationAngle = -Tools.ToRadians(this._screenOrientationAngle / 2);\r\n this._screenQuaternion.copyFromFloats(0, Math.sin(this._screenOrientationAngle), 0, Math.cos(this._screenOrientationAngle));\r\n };\r\n\r\n private _deviceOrientation = (evt: DeviceOrientationEvent) => {\r\n if (this.smoothFactor) {\r\n this._alpha = evt.alpha !== null ? Tools.SmoothAngleChange(this._alpha, evt.alpha, this.smoothFactor) : 0;\r\n this._beta = evt.beta !== null ? Tools.SmoothAngleChange(this._beta, evt.beta, this.smoothFactor) : 0;\r\n this._gamma = evt.gamma !== null ? Tools.SmoothAngleChange(this._gamma, evt.gamma, this.smoothFactor) : 0;\r\n } else {\r\n this._alpha = evt.alpha !== null ? evt.alpha : 0;\r\n this._beta = evt.beta !== null ? evt.beta : 0;\r\n this._gamma = evt.gamma !== null ? evt.gamma : 0;\r\n }\r\n\r\n if (evt.alpha !== null) {\r\n this._onDeviceOrientationChangedObservable.notifyObservers();\r\n }\r\n };\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n window.removeEventListener(\"orientationchange\", this._orientationChanged);\r\n window.removeEventListener(\"deviceorientation\", this._deviceOrientation);\r\n this._alpha = 0;\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n //if no device orientation provided, don't update the rotation.\r\n //Only testing against alpha under the assumption thatnorientation will never be so exact when set.\r\n if (!this._alpha) {\r\n return;\r\n }\r\n Quaternion.RotationYawPitchRollToRef(Tools.ToRadians(this._alpha), Tools.ToRadians(this._beta), -Tools.ToRadians(this._gamma), this.camera.rotationQuaternion);\r\n this._camera.rotationQuaternion.multiplyInPlace(this._screenQuaternion);\r\n this._camera.rotationQuaternion.multiplyInPlace(this._constantTranform);\r\n //Mirror on XY Plane\r\n this._camera.rotationQuaternion.z *= -1;\r\n this._camera.rotationQuaternion.w *= -1;\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FreeCameraDeviceOrientationInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"deviceOrientation\";\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FreeCameraDeviceOrientationInput\"] = FreeCameraDeviceOrientationInput;\r\n"]}
@@ -4,7 +4,7 @@ import type { FreeCamera } from "../../Cameras/freeCamera";
4
4
  import { Gamepad } from "../../Gamepads/gamepad";
5
5
  /**
6
6
  * Manage the gamepad inputs to control a free camera.
7
- * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs
7
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
8
8
  */
9
9
  export declare class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
10
10
  /**
@@ -5,7 +5,7 @@ import { Matrix, Vector3, Vector2 } from "../../Maths/math.vector.js";
5
5
  import { Gamepad } from "../../Gamepads/gamepad.js";
6
6
  /**
7
7
  * Manage the gamepad inputs to control a free camera.
8
- * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs
8
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
9
9
  */
10
10
  export class FreeCameraGamepadInput {
11
11
  constructor() {
@@ -1 +1 @@
1
- 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{ serialize } from \"../../Misc/decorators\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport { Matrix, Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport { Gamepad } from \"../../Gamepads/gamepad\";\r\n\r\n/**\r\n * Manage the gamepad inputs to control a free camera.\r\n * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {\r\n /**\r\n * Define the camera the input is attached to.\r\n */\r\n public camera: FreeCamera;\r\n\r\n /**\r\n * Define the Gamepad controlling the input\r\n */\r\n public gamepad: Nullable<Gamepad>;\r\n\r\n /**\r\n * Defines the gamepad rotation sensibility.\r\n * This is the threshold from when rotation starts to be accounted for to prevent jittering.\r\n */\r\n @serialize()\r\n public gamepadAngularSensibility = 200;\r\n\r\n /**\r\n * Defines the gamepad move sensibility.\r\n * This is the threshold from when moving starts to be accounted for for to prevent jittering.\r\n */\r\n @serialize()\r\n public gamepadMoveSensibility = 40;\r\n\r\n /**\r\n * Defines the minimum value at which any analog stick input is ignored.\r\n * Note: This value should only be a value between 0 and 1.\r\n */\r\n public deadzoneDelta = 0.1;\r\n\r\n private _yAxisScale = 1.0;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted\r\n */\r\n public get invertYAxis() {\r\n return this._yAxisScale !== 1.0;\r\n }\r\n\r\n public set invertYAxis(value: boolean) {\r\n this._yAxisScale = value ? -1.0 : 1.0;\r\n }\r\n\r\n // private members\r\n private _onGamepadConnectedObserver: Nullable<Observer<Gamepad>>;\r\n private _onGamepadDisconnectedObserver: Nullable<Observer<Gamepad>>;\r\n private _cameraTransform: Matrix = Matrix.Identity();\r\n private _deltaTransform: Vector3 = Vector3.Zero();\r\n private _vector3: Vector3 = Vector3.Zero();\r\n private _vector2: Vector2 = Vector2.Zero();\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n */\r\n public attachControl(): void {\r\n const manager = this.camera.getScene().gamepadManager;\r\n this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add((gamepad) => {\r\n if (gamepad.type !== Gamepad.POSE_ENABLED) {\r\n // prioritize XBOX gamepads.\r\n if (!this.gamepad || gamepad.type === Gamepad.XBOX) {\r\n this.gamepad = gamepad;\r\n }\r\n }\r\n });\r\n\r\n this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add((gamepad) => {\r\n if (this.gamepad === gamepad) {\r\n this.gamepad = null;\r\n }\r\n });\r\n\r\n // check if there are already other controllers connected\r\n this.gamepad = manager.getGamepadByType(Gamepad.XBOX);\r\n // if no xbox controller was found, but there are gamepad controllers, take the first one\r\n if (!this.gamepad && manager.gamepads.length) {\r\n this.gamepad = manager.gamepads[0];\r\n }\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);\r\n this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);\r\n this.gamepad = null;\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (this.gamepad && this.gamepad.leftStick) {\r\n const camera = this.camera;\r\n const lsValues = this.gamepad.leftStick;\r\n if (this.gamepadMoveSensibility !== 0) {\r\n lsValues.x = Math.abs(lsValues.x) > this.deadzoneDelta ? lsValues.x / this.gamepadMoveSensibility : 0;\r\n lsValues.y = Math.abs(lsValues.y) > this.deadzoneDelta ? lsValues.y / this.gamepadMoveSensibility : 0;\r\n }\r\n\r\n let rsValues = this.gamepad.rightStick;\r\n if (rsValues && this.gamepadAngularSensibility !== 0) {\r\n rsValues.x = Math.abs(rsValues.x) > this.deadzoneDelta ? rsValues.x / this.gamepadAngularSensibility : 0;\r\n rsValues.y = (Math.abs(rsValues.y) > this.deadzoneDelta ? rsValues.y / this.gamepadAngularSensibility : 0) * this._yAxisScale;\r\n } else {\r\n rsValues = { x: 0, y: 0 };\r\n }\r\n\r\n if (!camera.rotationQuaternion) {\r\n Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, this._cameraTransform);\r\n } else {\r\n camera.rotationQuaternion.toRotationMatrix(this._cameraTransform);\r\n }\r\n\r\n const speed = camera._computeLocalCameraSpeed() * 50.0;\r\n this._vector3.copyFromFloats(lsValues.x * speed, 0, -lsValues.y * speed);\r\n\r\n Vector3.TransformCoordinatesToRef(this._vector3, this._cameraTransform, this._deltaTransform);\r\n camera.cameraDirection.addInPlace(this._deltaTransform);\r\n this._vector2.copyFromFloats(rsValues.y, rsValues.x);\r\n camera.cameraRotation.addInPlace(this._vector2);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FreeCameraGamepadInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"gamepad\";\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FreeCameraGamepadInput\"] = FreeCameraGamepadInput;\r\n"]}
1
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{ serialize } from \"../../Misc/decorators\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport { Matrix, Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport { Gamepad } from \"../../Gamepads/gamepad\";\r\n\r\n/**\r\n * Manage the gamepad inputs to control a free camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {\r\n /**\r\n * Define the camera the input is attached to.\r\n */\r\n public camera: FreeCamera;\r\n\r\n /**\r\n * Define the Gamepad controlling the input\r\n */\r\n public gamepad: Nullable<Gamepad>;\r\n\r\n /**\r\n * Defines the gamepad rotation sensibility.\r\n * This is the threshold from when rotation starts to be accounted for to prevent jittering.\r\n */\r\n @serialize()\r\n public gamepadAngularSensibility = 200;\r\n\r\n /**\r\n * Defines the gamepad move sensibility.\r\n * This is the threshold from when moving starts to be accounted for for to prevent jittering.\r\n */\r\n @serialize()\r\n public gamepadMoveSensibility = 40;\r\n\r\n /**\r\n * Defines the minimum value at which any analog stick input is ignored.\r\n * Note: This value should only be a value between 0 and 1.\r\n */\r\n public deadzoneDelta = 0.1;\r\n\r\n private _yAxisScale = 1.0;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted\r\n */\r\n public get invertYAxis() {\r\n return this._yAxisScale !== 1.0;\r\n }\r\n\r\n public set invertYAxis(value: boolean) {\r\n this._yAxisScale = value ? -1.0 : 1.0;\r\n }\r\n\r\n // private members\r\n private _onGamepadConnectedObserver: Nullable<Observer<Gamepad>>;\r\n private _onGamepadDisconnectedObserver: Nullable<Observer<Gamepad>>;\r\n private _cameraTransform: Matrix = Matrix.Identity();\r\n private _deltaTransform: Vector3 = Vector3.Zero();\r\n private _vector3: Vector3 = Vector3.Zero();\r\n private _vector2: Vector2 = Vector2.Zero();\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n */\r\n public attachControl(): void {\r\n const manager = this.camera.getScene().gamepadManager;\r\n this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add((gamepad) => {\r\n if (gamepad.type !== Gamepad.POSE_ENABLED) {\r\n // prioritize XBOX gamepads.\r\n if (!this.gamepad || gamepad.type === Gamepad.XBOX) {\r\n this.gamepad = gamepad;\r\n }\r\n }\r\n });\r\n\r\n this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add((gamepad) => {\r\n if (this.gamepad === gamepad) {\r\n this.gamepad = null;\r\n }\r\n });\r\n\r\n // check if there are already other controllers connected\r\n this.gamepad = manager.getGamepadByType(Gamepad.XBOX);\r\n // if no xbox controller was found, but there are gamepad controllers, take the first one\r\n if (!this.gamepad && manager.gamepads.length) {\r\n this.gamepad = manager.gamepads[0];\r\n }\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);\r\n this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);\r\n this.gamepad = null;\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (this.gamepad && this.gamepad.leftStick) {\r\n const camera = this.camera;\r\n const lsValues = this.gamepad.leftStick;\r\n if (this.gamepadMoveSensibility !== 0) {\r\n lsValues.x = Math.abs(lsValues.x) > this.deadzoneDelta ? lsValues.x / this.gamepadMoveSensibility : 0;\r\n lsValues.y = Math.abs(lsValues.y) > this.deadzoneDelta ? lsValues.y / this.gamepadMoveSensibility : 0;\r\n }\r\n\r\n let rsValues = this.gamepad.rightStick;\r\n if (rsValues && this.gamepadAngularSensibility !== 0) {\r\n rsValues.x = Math.abs(rsValues.x) > this.deadzoneDelta ? rsValues.x / this.gamepadAngularSensibility : 0;\r\n rsValues.y = (Math.abs(rsValues.y) > this.deadzoneDelta ? rsValues.y / this.gamepadAngularSensibility : 0) * this._yAxisScale;\r\n } else {\r\n rsValues = { x: 0, y: 0 };\r\n }\r\n\r\n if (!camera.rotationQuaternion) {\r\n Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, this._cameraTransform);\r\n } else {\r\n camera.rotationQuaternion.toRotationMatrix(this._cameraTransform);\r\n }\r\n\r\n const speed = camera._computeLocalCameraSpeed() * 50.0;\r\n this._vector3.copyFromFloats(lsValues.x * speed, 0, -lsValues.y * speed);\r\n\r\n Vector3.TransformCoordinatesToRef(this._vector3, this._cameraTransform, this._deltaTransform);\r\n camera.cameraDirection.addInPlace(this._deltaTransform);\r\n this._vector2.copyFromFloats(rsValues.y, rsValues.x);\r\n camera.cameraRotation.addInPlace(this._vector2);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FreeCameraGamepadInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"gamepad\";\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FreeCameraGamepadInput\"] = FreeCameraGamepadInput;\r\n"]}
@@ -2,7 +2,7 @@ import type { ICameraInput } from "../../Cameras/cameraInputsManager";
2
2
  import type { FreeCamera } from "../../Cameras/freeCamera";
3
3
  /**
4
4
  * Manage the keyboard inputs to control the movement of a free camera.
5
- * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs
5
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
6
6
  */
7
7
  export declare class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
8
8
  /**
@@ -6,7 +6,7 @@ import { Vector3 } from "../../Maths/math.vector.js";
6
6
  import { Tools } from "../../Misc/tools.js";
7
7
  /**
8
8
  * Manage the keyboard inputs to control the movement of a free camera.
9
- * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs
9
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
10
10
  */
11
11
  export class FreeCameraKeyboardMoveInput {
12
12
  constructor() {
@@ -1 +1 @@
1
- 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{ serialize } from \"../../Misc/decorators\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport type { KeyboardInfo } from \"../../Events/keyboardEvents\";\r\nimport { KeyboardEventTypes } from \"../../Events/keyboardEvents\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport type { Engine } from \"../../Engines/engine\";\r\nimport { Tools } from \"../../Misc/tools\";\r\n/**\r\n * Manage the keyboard inputs to control the movement of a free camera.\r\n * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FreeCamera;\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the forward move of the camera.\r\n */\r\n @serialize()\r\n public keysUp = [38];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the upward move of the camera.\r\n */\r\n @serialize()\r\n public keysUpward = [33];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the backward move of the camera.\r\n */\r\n @serialize()\r\n public keysDown = [40];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the downward move of the camera.\r\n */\r\n @serialize()\r\n public keysDownward = [34];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.\r\n */\r\n @serialize()\r\n public keysLeft = [37];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.\r\n */\r\n @serialize()\r\n public keysRight = [39];\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.\r\n */\r\n @serialize()\r\n public rotationSpeed = 0.5;\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the left rotation move of the camera.\r\n */\r\n @serialize()\r\n public keysRotateLeft: number[] = [];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the right rotation move of the camera.\r\n */\r\n @serialize()\r\n public keysRotateRight: number[] = [];\r\n\r\n private _keys = new Array<number>();\r\n private _onCanvasBlurObserver: Nullable<Observer<Engine>>;\r\n private _onKeyboardObserver: Nullable<Observer<KeyboardInfo>>;\r\n private _engine: Engine;\r\n private _scene: Scene;\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n // eslint-disable-next-line prefer-rest-params\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n if (this._onCanvasBlurObserver) {\r\n return;\r\n }\r\n\r\n this._scene = this.camera.getScene();\r\n this._engine = this._scene.getEngine();\r\n\r\n this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(() => {\r\n this._keys.length = 0;\r\n });\r\n\r\n this._onKeyboardObserver = this._scene.onKeyboardObservable.add((info) => {\r\n const evt = info.event;\r\n if (!evt.metaKey) {\r\n if (info.type === KeyboardEventTypes.KEYDOWN) {\r\n if (\r\n this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1 ||\r\n this.keysUpward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDownward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateRight.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index === -1) {\r\n this._keys.push(evt.keyCode);\r\n }\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n } else {\r\n if (\r\n this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1 ||\r\n this.keysUpward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDownward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateRight.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index >= 0) {\r\n this._keys.splice(index, 1);\r\n }\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._scene) {\r\n if (this._onKeyboardObserver) {\r\n this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);\r\n }\r\n\r\n if (this._onCanvasBlurObserver) {\r\n this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);\r\n }\r\n this._onKeyboardObserver = null;\r\n this._onCanvasBlurObserver = null;\r\n }\r\n this._keys.length = 0;\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (this._onKeyboardObserver) {\r\n const camera = this.camera;\r\n // Keyboard\r\n for (let index = 0; index < this._keys.length; index++) {\r\n const keyCode = this._keys[index];\r\n const speed = camera._computeLocalCameraSpeed();\r\n\r\n if (this.keysLeft.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(-speed, 0, 0);\r\n } else if (this.keysUp.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, speed);\r\n } else if (this.keysRight.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(speed, 0, 0);\r\n } else if (this.keysDown.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, -speed);\r\n } else if (this.keysUpward.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, speed, 0);\r\n } else if (this.keysDownward.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, -speed, 0);\r\n } else if (this.keysRotateLeft.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, 0);\r\n camera.cameraRotation.y -= this._getLocalRotation();\r\n } else if (this.keysRotateRight.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, 0);\r\n camera.cameraRotation.y += this._getLocalRotation();\r\n }\r\n\r\n if (camera.getScene().useRightHandedSystem) {\r\n camera._localDirection.z *= -1;\r\n }\r\n\r\n camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);\r\n Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);\r\n camera.cameraDirection.addInPlace(camera._transformedDirection);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FreeCameraKeyboardMoveInput\";\r\n }\r\n\r\n /** @internal */\r\n public _onLostFocus(): void {\r\n this._keys.length = 0;\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"keyboard\";\r\n }\r\n\r\n private _getLocalRotation(): number {\r\n let rotation = (this.rotationSpeed * this._engine.getDeltaTime()) / 1000;\r\n if (this.camera.getScene().useRightHandedSystem) {\r\n rotation *= -1;\r\n }\r\n if (this.camera.parent && this.camera.parent._getWorldMatrixDeterminant() < 0) {\r\n rotation *= -1;\r\n }\r\n return rotation;\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FreeCameraKeyboardMoveInput\"] = FreeCameraKeyboardMoveInput;\r\n"]}
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{ serialize } from \"../../Misc/decorators\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport type { KeyboardInfo } from \"../../Events/keyboardEvents\";\r\nimport { KeyboardEventTypes } from \"../../Events/keyboardEvents\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport type { Engine } from \"../../Engines/engine\";\r\nimport { Tools } from \"../../Misc/tools\";\r\n/**\r\n * Manage the keyboard inputs to control the movement of a free camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FreeCamera;\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the forward move of the camera.\r\n */\r\n @serialize()\r\n public keysUp = [38];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the upward move of the camera.\r\n */\r\n @serialize()\r\n public keysUpward = [33];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the backward move of the camera.\r\n */\r\n @serialize()\r\n public keysDown = [40];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the downward move of the camera.\r\n */\r\n @serialize()\r\n public keysDownward = [34];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.\r\n */\r\n @serialize()\r\n public keysLeft = [37];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.\r\n */\r\n @serialize()\r\n public keysRight = [39];\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.\r\n */\r\n @serialize()\r\n public rotationSpeed = 0.5;\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the left rotation move of the camera.\r\n */\r\n @serialize()\r\n public keysRotateLeft: number[] = [];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the right rotation move of the camera.\r\n */\r\n @serialize()\r\n public keysRotateRight: number[] = [];\r\n\r\n private _keys = new Array<number>();\r\n private _onCanvasBlurObserver: Nullable<Observer<Engine>>;\r\n private _onKeyboardObserver: Nullable<Observer<KeyboardInfo>>;\r\n private _engine: Engine;\r\n private _scene: Scene;\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n // eslint-disable-next-line prefer-rest-params\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n if (this._onCanvasBlurObserver) {\r\n return;\r\n }\r\n\r\n this._scene = this.camera.getScene();\r\n this._engine = this._scene.getEngine();\r\n\r\n this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(() => {\r\n this._keys.length = 0;\r\n });\r\n\r\n this._onKeyboardObserver = this._scene.onKeyboardObservable.add((info) => {\r\n const evt = info.event;\r\n if (!evt.metaKey) {\r\n if (info.type === KeyboardEventTypes.KEYDOWN) {\r\n if (\r\n this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1 ||\r\n this.keysUpward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDownward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateRight.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index === -1) {\r\n this._keys.push(evt.keyCode);\r\n }\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n } else {\r\n if (\r\n this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1 ||\r\n this.keysUpward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDownward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateRight.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index >= 0) {\r\n this._keys.splice(index, 1);\r\n }\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._scene) {\r\n if (this._onKeyboardObserver) {\r\n this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);\r\n }\r\n\r\n if (this._onCanvasBlurObserver) {\r\n this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);\r\n }\r\n this._onKeyboardObserver = null;\r\n this._onCanvasBlurObserver = null;\r\n }\r\n this._keys.length = 0;\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (this._onKeyboardObserver) {\r\n const camera = this.camera;\r\n // Keyboard\r\n for (let index = 0; index < this._keys.length; index++) {\r\n const keyCode = this._keys[index];\r\n const speed = camera._computeLocalCameraSpeed();\r\n\r\n if (this.keysLeft.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(-speed, 0, 0);\r\n } else if (this.keysUp.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, speed);\r\n } else if (this.keysRight.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(speed, 0, 0);\r\n } else if (this.keysDown.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, -speed);\r\n } else if (this.keysUpward.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, speed, 0);\r\n } else if (this.keysDownward.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, -speed, 0);\r\n } else if (this.keysRotateLeft.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, 0);\r\n camera.cameraRotation.y -= this._getLocalRotation();\r\n } else if (this.keysRotateRight.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, 0);\r\n camera.cameraRotation.y += this._getLocalRotation();\r\n }\r\n\r\n if (camera.getScene().useRightHandedSystem) {\r\n camera._localDirection.z *= -1;\r\n }\r\n\r\n camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);\r\n Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);\r\n camera.cameraDirection.addInPlace(camera._transformedDirection);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FreeCameraKeyboardMoveInput\";\r\n }\r\n\r\n /** @internal */\r\n public _onLostFocus(): void {\r\n this._keys.length = 0;\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"keyboard\";\r\n }\r\n\r\n private _getLocalRotation(): number {\r\n let rotation = (this.rotationSpeed * this._engine.getDeltaTime()) / 1000;\r\n if (this.camera.getScene().useRightHandedSystem) {\r\n rotation *= -1;\r\n }\r\n if (this.camera.parent && this.camera.parent._getWorldMatrixDeterminant() < 0) {\r\n rotation *= -1;\r\n }\r\n return rotation;\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FreeCameraKeyboardMoveInput\"] = FreeCameraKeyboardMoveInput;\r\n"]}