@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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{ serialize, serializeAsVector3 } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Quaternion } from \"../Maths/math.vector\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { TargetCamera } from \"./targetCamera\";\r\nimport { FlyCameraInputsManager } from \"./flyCameraInputsManager\";\r\nimport type { FlyCameraMouseInput } from \"../Cameras/Inputs/flyCameraMouseInput\";\r\nimport type { FlyCameraKeyboardInput } from \"../Cameras/Inputs/flyCameraKeyboardInput\";\r\nimport { Tools } from \"../Misc/tools\";\r\n\r\ndeclare type Collider = import(\"../Collisions/collider\").Collider;\r\n\r\n/**\r\n * This is a flying camera, designed for 3D movement and rotation in all directions,\r\n * such as in a 3D Space Shooter or a Flight Simulator.\r\n */\r\nexport class FlyCamera extends TargetCamera {\r\n /**\r\n * Define the collision ellipsoid of the camera.\r\n * This is helpful for simulating a camera body, like a player's body.\r\n * @see https://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera\r\n */\r\n @serializeAsVector3()\r\n public ellipsoid = new Vector3(1, 1, 1);\r\n\r\n /**\r\n * Define an offset for the position of the ellipsoid around the camera.\r\n * This can be helpful if the camera is attached away from the player's body center,\r\n * such as at its head.\r\n */\r\n @serializeAsVector3()\r\n public ellipsoidOffset = new Vector3(0, 0, 0);\r\n\r\n /**\r\n * Enable or disable collisions of the camera with the rest of the scene objects.\r\n */\r\n @serialize()\r\n public checkCollisions = false;\r\n\r\n /**\r\n * Enable or disable gravity on the camera.\r\n */\r\n @serialize()\r\n public applyGravity = false;\r\n\r\n /**\r\n * Define the current direction the camera is moving to.\r\n */\r\n public cameraDirection = Vector3.Zero();\r\n\r\n /**\r\n * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.\r\n * This overrides and empties cameraRotation.\r\n */\r\n public rotationQuaternion: Quaternion;\r\n\r\n /**\r\n * Track Roll to maintain the wanted Rolling when looking around.\r\n */\r\n public _trackRoll: number = 0;\r\n\r\n /**\r\n * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.\r\n */\r\n public rollCorrect: number = 100;\r\n\r\n /**\r\n * Mimic a banked turn, Rolling the camera when Yawing.\r\n * It's recommended to use rollCorrect = 10 for faster banking correction.\r\n */\r\n public bankedTurn: boolean = false;\r\n\r\n /**\r\n * Limit in radians for how much Roll banking will add. (Default: 90°)\r\n */\r\n public bankedTurnLimit: number = Math.PI / 2;\r\n\r\n /**\r\n * Value of 0 disables the banked Roll.\r\n * Value of 1 is equal to the Yaw angle in radians.\r\n */\r\n public bankedTurnMultiplier: number = 1;\r\n\r\n /**\r\n * The inputs manager loads all the input sources, such as keyboard and mouse.\r\n */\r\n public inputs: FlyCameraInputsManager;\r\n\r\n /**\r\n * Gets the input sensibility for mouse input.\r\n * Higher values reduce sensitivity.\r\n */\r\n public get angularSensibility(): number {\r\n const mouse = <FlyCameraMouseInput>this.inputs.attached[\"mouse\"];\r\n if (mouse) {\r\n return mouse.angularSensibility;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n /**\r\n * Sets the input sensibility for a mouse input.\r\n * Higher values reduce sensitivity.\r\n */\r\n public set angularSensibility(value: number) {\r\n const mouse = <FlyCameraMouseInput>this.inputs.attached[\"mouse\"];\r\n if (mouse) {\r\n mouse.angularSensibility = value;\r\n }\r\n }\r\n\r\n /**\r\n * Get the keys for camera movement forward.\r\n */\r\n public get keysForward(): number[] {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysForward;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement forward.\r\n */\r\n public set keysForward(value: number[]) {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysForward = value;\r\n }\r\n }\r\n\r\n /**\r\n * Get the keys for camera movement backward.\r\n */\r\n public get keysBackward(): number[] {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysBackward;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysBackward(value: number[]) {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysBackward = value;\r\n }\r\n }\r\n\r\n /**\r\n * Get the keys for camera movement up.\r\n */\r\n public get keysUp(): number[] {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysUp;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement up.\r\n */\r\n public set keysUp(value: number[]) {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysUp = value;\r\n }\r\n }\r\n\r\n /**\r\n * Get the keys for camera movement down.\r\n */\r\n public get keysDown(): number[] {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysDown;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement down.\r\n */\r\n public set keysDown(value: number[]) {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysDown = value;\r\n }\r\n }\r\n\r\n /**\r\n * Get the keys for camera movement left.\r\n */\r\n public get keysLeft(): number[] {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysLeft;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement left.\r\n */\r\n public set keysLeft(value: number[]) {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysLeft = value;\r\n }\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement right.\r\n */\r\n public get keysRight(): number[] {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysRight;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement right.\r\n */\r\n public set keysRight(value: number[]) {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysRight = value;\r\n }\r\n }\r\n\r\n /**\r\n * Event raised when the camera collides with a mesh in the scene.\r\n */\r\n public onCollide: (collidedMesh: AbstractMesh) => void;\r\n\r\n private _collider: Collider;\r\n private _needMoveForGravity = false;\r\n private _oldPosition = Vector3.Zero();\r\n private _diffPosition = Vector3.Zero();\r\n private _newPosition = Vector3.Zero();\r\n\r\n /** @internal */\r\n public _localDirection: Vector3;\r\n /** @internal */\r\n public _transformedDirection: Vector3;\r\n\r\n /**\r\n * Instantiates a FlyCamera.\r\n * This is a flying camera, designed for 3D movement and rotation in all directions,\r\n * such as in a 3D Space Shooter or a Flight Simulator.\r\n * @param name Define the name of the camera in the scene.\r\n * @param position Define the starting position of the camera in the scene.\r\n * @param scene Define the scene the camera belongs to.\r\n * @param setActiveOnSceneIfNoneActive Defines whether the camera should be marked as active, if no other camera has been defined as active.\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, setActiveOnSceneIfNoneActive = true) {\r\n super(name, position, scene, setActiveOnSceneIfNoneActive);\r\n this.inputs = new FlyCameraInputsManager(this);\r\n this.inputs.addKeyboard().addMouse();\r\n }\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 /**\r\n * Attached controls to the current camera.\r\n * @param ignored defines an ignored parameter kept for backward compatibility.\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(ignored: any, noPreventDefault?: boolean): void {\r\n // eslint-disable-next-line prefer-rest-params\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n this.inputs.attachElement(noPreventDefault);\r\n }\r\n\r\n /**\r\n * Detach a control from the HTML DOM element.\r\n * The camera will stop reacting to that input.\r\n */\r\n public detachControl(): void {\r\n this.inputs.detachElement();\r\n\r\n this.cameraDirection = new Vector3(0, 0, 0);\r\n }\r\n\r\n // Collisions.\r\n private _collisionMask = -1;\r\n\r\n /**\r\n * Get the mask that the camera ignores in collision events.\r\n */\r\n public get collisionMask(): number {\r\n return this._collisionMask;\r\n }\r\n\r\n /**\r\n * Set the mask that the camera ignores in collision events.\r\n */\r\n public set collisionMask(mask: number) {\r\n this._collisionMask = !isNaN(mask) ? mask : -1;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _collideWithWorld(displacement: Vector3): void {\r\n let globalPosition: Vector3;\r\n\r\n if (this.parent) {\r\n globalPosition = Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());\r\n } else {\r\n globalPosition = this.position;\r\n }\r\n\r\n globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);\r\n this._oldPosition.addInPlace(this.ellipsoidOffset);\r\n const coordinator = this.getScene().collisionCoordinator;\r\n\r\n if (!this._collider) {\r\n this._collider = coordinator.createCollider();\r\n }\r\n\r\n this._collider._radius = this.ellipsoid;\r\n this._collider.collisionMask = this._collisionMask;\r\n\r\n // No need for clone, as long as gravity is not on.\r\n let actualDisplacement = displacement;\r\n\r\n // Add gravity to direction to prevent dual-collision checking.\r\n if (this.applyGravity) {\r\n // This prevents mending with cameraDirection, a global variable of the fly camera class.\r\n actualDisplacement = displacement.add(this.getScene().gravity);\r\n }\r\n\r\n coordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _onCollisionPositionChange = (collisionId: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh> = null) => {\r\n const updatePosition = (newPos: Vector3) => {\r\n this._newPosition.copyFrom(newPos);\r\n\r\n this._newPosition.subtractToRef(this._oldPosition, this._diffPosition);\r\n\r\n if (this._diffPosition.length() > Engine.CollisionsEpsilon) {\r\n this.position.addInPlace(this._diffPosition);\r\n if (this.onCollide && collidedMesh) {\r\n this.onCollide(collidedMesh);\r\n }\r\n }\r\n };\r\n\r\n updatePosition(newPosition);\r\n };\r\n\r\n /** @internal */\r\n public _checkInputs(): void {\r\n if (!this._localDirection) {\r\n this._localDirection = Vector3.Zero();\r\n this._transformedDirection = Vector3.Zero();\r\n }\r\n\r\n this.inputs.checkInputs();\r\n\r\n super._checkInputs();\r\n }\r\n\r\n /** @internal */\r\n public _decideIfNeedsToMove(): boolean {\r\n return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;\r\n }\r\n\r\n /** @internal */\r\n public _updatePosition(): void {\r\n if (this.checkCollisions && this.getScene().collisionsEnabled) {\r\n this._collideWithWorld(this.cameraDirection);\r\n } else {\r\n super._updatePosition();\r\n }\r\n }\r\n\r\n /**\r\n * Restore the Roll to its target value at the rate specified.\r\n * @param rate - Higher means slower restoring.\r\n * @internal\r\n */\r\n public restoreRoll(rate: number): void {\r\n const limit = this._trackRoll; // Target Roll.\r\n const z = this.rotation.z; // Current Roll.\r\n const delta = limit - z; // Difference in Roll.\r\n\r\n const minRad = 0.001; // Tenth of a radian is a barely noticable difference.\r\n\r\n // If the difference is noticable, restore the Roll.\r\n if (Math.abs(delta) >= minRad) {\r\n // Change Z rotation towards the target Roll.\r\n this.rotation.z += delta / rate;\r\n\r\n // Match when near enough.\r\n if (Math.abs(limit - this.rotation.z) <= minRad) {\r\n this.rotation.z = limit;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Destroy the camera and release the current resources held by it.\r\n */\r\n public dispose(): void {\r\n this.inputs.clear();\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Get the current object class name.\r\n * @returns the class name.\r\n */\r\n public getClassName(): string {\r\n return \"FlyCamera\";\r\n }\r\n}\r\n"]}
1
+ 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{ serialize, serializeAsVector3 } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Quaternion } from \"../Maths/math.vector\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { TargetCamera } from \"./targetCamera\";\r\nimport { FlyCameraInputsManager } from \"./flyCameraInputsManager\";\r\nimport type { FlyCameraMouseInput } from \"../Cameras/Inputs/flyCameraMouseInput\";\r\nimport type { FlyCameraKeyboardInput } from \"../Cameras/Inputs/flyCameraKeyboardInput\";\r\nimport { Tools } from \"../Misc/tools\";\r\n\r\ndeclare type Collider = import(\"../Collisions/collider\").Collider;\r\n\r\n/**\r\n * This is a flying camera, designed for 3D movement and rotation in all directions,\r\n * such as in a 3D Space Shooter or a Flight Simulator.\r\n */\r\nexport class FlyCamera extends TargetCamera {\r\n /**\r\n * Define the collision ellipsoid of the camera.\r\n * This is helpful for simulating a camera body, like a player's body.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_collisions#arcrotatecamera\r\n */\r\n @serializeAsVector3()\r\n public ellipsoid = new Vector3(1, 1, 1);\r\n\r\n /**\r\n * Define an offset for the position of the ellipsoid around the camera.\r\n * This can be helpful if the camera is attached away from the player's body center,\r\n * such as at its head.\r\n */\r\n @serializeAsVector3()\r\n public ellipsoidOffset = new Vector3(0, 0, 0);\r\n\r\n /**\r\n * Enable or disable collisions of the camera with the rest of the scene objects.\r\n */\r\n @serialize()\r\n public checkCollisions = false;\r\n\r\n /**\r\n * Enable or disable gravity on the camera.\r\n */\r\n @serialize()\r\n public applyGravity = false;\r\n\r\n /**\r\n * Define the current direction the camera is moving to.\r\n */\r\n public cameraDirection = Vector3.Zero();\r\n\r\n /**\r\n * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.\r\n * This overrides and empties cameraRotation.\r\n */\r\n public rotationQuaternion: Quaternion;\r\n\r\n /**\r\n * Track Roll to maintain the wanted Rolling when looking around.\r\n */\r\n public _trackRoll: number = 0;\r\n\r\n /**\r\n * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.\r\n */\r\n public rollCorrect: number = 100;\r\n\r\n /**\r\n * Mimic a banked turn, Rolling the camera when Yawing.\r\n * It's recommended to use rollCorrect = 10 for faster banking correction.\r\n */\r\n public bankedTurn: boolean = false;\r\n\r\n /**\r\n * Limit in radians for how much Roll banking will add. (Default: 90°)\r\n */\r\n public bankedTurnLimit: number = Math.PI / 2;\r\n\r\n /**\r\n * Value of 0 disables the banked Roll.\r\n * Value of 1 is equal to the Yaw angle in radians.\r\n */\r\n public bankedTurnMultiplier: number = 1;\r\n\r\n /**\r\n * The inputs manager loads all the input sources, such as keyboard and mouse.\r\n */\r\n public inputs: FlyCameraInputsManager;\r\n\r\n /**\r\n * Gets the input sensibility for mouse input.\r\n * Higher values reduce sensitivity.\r\n */\r\n public get angularSensibility(): number {\r\n const mouse = <FlyCameraMouseInput>this.inputs.attached[\"mouse\"];\r\n if (mouse) {\r\n return mouse.angularSensibility;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n /**\r\n * Sets the input sensibility for a mouse input.\r\n * Higher values reduce sensitivity.\r\n */\r\n public set angularSensibility(value: number) {\r\n const mouse = <FlyCameraMouseInput>this.inputs.attached[\"mouse\"];\r\n if (mouse) {\r\n mouse.angularSensibility = value;\r\n }\r\n }\r\n\r\n /**\r\n * Get the keys for camera movement forward.\r\n */\r\n public get keysForward(): number[] {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysForward;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement forward.\r\n */\r\n public set keysForward(value: number[]) {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysForward = value;\r\n }\r\n }\r\n\r\n /**\r\n * Get the keys for camera movement backward.\r\n */\r\n public get keysBackward(): number[] {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysBackward;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysBackward(value: number[]) {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysBackward = value;\r\n }\r\n }\r\n\r\n /**\r\n * Get the keys for camera movement up.\r\n */\r\n public get keysUp(): number[] {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysUp;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement up.\r\n */\r\n public set keysUp(value: number[]) {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysUp = value;\r\n }\r\n }\r\n\r\n /**\r\n * Get the keys for camera movement down.\r\n */\r\n public get keysDown(): number[] {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysDown;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement down.\r\n */\r\n public set keysDown(value: number[]) {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysDown = value;\r\n }\r\n }\r\n\r\n /**\r\n * Get the keys for camera movement left.\r\n */\r\n public get keysLeft(): number[] {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysLeft;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement left.\r\n */\r\n public set keysLeft(value: number[]) {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysLeft = value;\r\n }\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement right.\r\n */\r\n public get keysRight(): number[] {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysRight;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement right.\r\n */\r\n public set keysRight(value: number[]) {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysRight = value;\r\n }\r\n }\r\n\r\n /**\r\n * Event raised when the camera collides with a mesh in the scene.\r\n */\r\n public onCollide: (collidedMesh: AbstractMesh) => void;\r\n\r\n private _collider: Collider;\r\n private _needMoveForGravity = false;\r\n private _oldPosition = Vector3.Zero();\r\n private _diffPosition = Vector3.Zero();\r\n private _newPosition = Vector3.Zero();\r\n\r\n /** @internal */\r\n public _localDirection: Vector3;\r\n /** @internal */\r\n public _transformedDirection: Vector3;\r\n\r\n /**\r\n * Instantiates a FlyCamera.\r\n * This is a flying camera, designed for 3D movement and rotation in all directions,\r\n * such as in a 3D Space Shooter or a Flight Simulator.\r\n * @param name Define the name of the camera in the scene.\r\n * @param position Define the starting position of the camera in the scene.\r\n * @param scene Define the scene the camera belongs to.\r\n * @param setActiveOnSceneIfNoneActive Defines whether the camera should be marked as active, if no other camera has been defined as active.\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, setActiveOnSceneIfNoneActive = true) {\r\n super(name, position, scene, setActiveOnSceneIfNoneActive);\r\n this.inputs = new FlyCameraInputsManager(this);\r\n this.inputs.addKeyboard().addMouse();\r\n }\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 /**\r\n * Attached controls to the current camera.\r\n * @param ignored defines an ignored parameter kept for backward compatibility.\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(ignored: any, noPreventDefault?: boolean): void {\r\n // eslint-disable-next-line prefer-rest-params\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n this.inputs.attachElement(noPreventDefault);\r\n }\r\n\r\n /**\r\n * Detach a control from the HTML DOM element.\r\n * The camera will stop reacting to that input.\r\n */\r\n public detachControl(): void {\r\n this.inputs.detachElement();\r\n\r\n this.cameraDirection = new Vector3(0, 0, 0);\r\n }\r\n\r\n // Collisions.\r\n private _collisionMask = -1;\r\n\r\n /**\r\n * Get the mask that the camera ignores in collision events.\r\n */\r\n public get collisionMask(): number {\r\n return this._collisionMask;\r\n }\r\n\r\n /**\r\n * Set the mask that the camera ignores in collision events.\r\n */\r\n public set collisionMask(mask: number) {\r\n this._collisionMask = !isNaN(mask) ? mask : -1;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _collideWithWorld(displacement: Vector3): void {\r\n let globalPosition: Vector3;\r\n\r\n if (this.parent) {\r\n globalPosition = Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());\r\n } else {\r\n globalPosition = this.position;\r\n }\r\n\r\n globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);\r\n this._oldPosition.addInPlace(this.ellipsoidOffset);\r\n const coordinator = this.getScene().collisionCoordinator;\r\n\r\n if (!this._collider) {\r\n this._collider = coordinator.createCollider();\r\n }\r\n\r\n this._collider._radius = this.ellipsoid;\r\n this._collider.collisionMask = this._collisionMask;\r\n\r\n // No need for clone, as long as gravity is not on.\r\n let actualDisplacement = displacement;\r\n\r\n // Add gravity to direction to prevent dual-collision checking.\r\n if (this.applyGravity) {\r\n // This prevents mending with cameraDirection, a global variable of the fly camera class.\r\n actualDisplacement = displacement.add(this.getScene().gravity);\r\n }\r\n\r\n coordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _onCollisionPositionChange = (collisionId: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh> = null) => {\r\n const updatePosition = (newPos: Vector3) => {\r\n this._newPosition.copyFrom(newPos);\r\n\r\n this._newPosition.subtractToRef(this._oldPosition, this._diffPosition);\r\n\r\n if (this._diffPosition.length() > Engine.CollisionsEpsilon) {\r\n this.position.addInPlace(this._diffPosition);\r\n if (this.onCollide && collidedMesh) {\r\n this.onCollide(collidedMesh);\r\n }\r\n }\r\n };\r\n\r\n updatePosition(newPosition);\r\n };\r\n\r\n /** @internal */\r\n public _checkInputs(): void {\r\n if (!this._localDirection) {\r\n this._localDirection = Vector3.Zero();\r\n this._transformedDirection = Vector3.Zero();\r\n }\r\n\r\n this.inputs.checkInputs();\r\n\r\n super._checkInputs();\r\n }\r\n\r\n /** @internal */\r\n public _decideIfNeedsToMove(): boolean {\r\n return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;\r\n }\r\n\r\n /** @internal */\r\n public _updatePosition(): void {\r\n if (this.checkCollisions && this.getScene().collisionsEnabled) {\r\n this._collideWithWorld(this.cameraDirection);\r\n } else {\r\n super._updatePosition();\r\n }\r\n }\r\n\r\n /**\r\n * Restore the Roll to its target value at the rate specified.\r\n * @param rate - Higher means slower restoring.\r\n * @internal\r\n */\r\n public restoreRoll(rate: number): void {\r\n const limit = this._trackRoll; // Target Roll.\r\n const z = this.rotation.z; // Current Roll.\r\n const delta = limit - z; // Difference in Roll.\r\n\r\n const minRad = 0.001; // Tenth of a radian is a barely noticable difference.\r\n\r\n // If the difference is noticable, restore the Roll.\r\n if (Math.abs(delta) >= minRad) {\r\n // Change Z rotation towards the target Roll.\r\n this.rotation.z += delta / rate;\r\n\r\n // Match when near enough.\r\n if (Math.abs(limit - this.rotation.z) <= minRad) {\r\n this.rotation.z = limit;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Destroy the camera and release the current resources held by it.\r\n */\r\n public dispose(): void {\r\n this.inputs.clear();\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Get the current object class name.\r\n * @returns the class name.\r\n */\r\n public getClassName(): string {\r\n return \"FlyCamera\";\r\n }\r\n}\r\n"]}
@@ -3,7 +3,7 @@ import { CameraInputsManager } from "./cameraInputsManager";
3
3
  /**
4
4
  * Default Inputs manager for the FlyCamera.
5
5
  * It groups all the default supported inputs for ease of use.
6
- * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs
6
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
7
7
  */
8
8
  export declare class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
9
9
  /**
@@ -4,7 +4,7 @@ import { FlyCameraKeyboardInput } from "../Cameras/Inputs/flyCameraKeyboardInput
4
4
  /**
5
5
  * Default Inputs manager for the FlyCamera.
6
6
  * It groups all the default supported inputs for ease of use.
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 FlyCameraInputsManager extends CameraInputsManager {
10
10
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"flyCameraInputsManager.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Cameras/flyCameraInputsManager.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,mBAAmB,EAAE,MAAM,uBAAuB,CAAC;AAC5D,OAAO,EAAE,mBAAmB,EAAE,MAAM,uCAAuC,CAAC;AAC5E,OAAO,EAAE,sBAAsB,EAAE,MAAM,0CAA0C,CAAC;AAElF;;;;GAIG;AACH,MAAM,OAAO,sBAAuB,SAAQ,mBAA8B;IACtE;;;OAGG;IACH,YAAY,MAAiB;QACzB,KAAK,CAAC,MAAM,CAAC,CAAC;IAClB,CAAC;IAED;;;OAGG;IACH,WAAW;QACP,IAAI,CAAC,GAAG,CAAC,IAAI,sBAAsB,EAAE,CAAC,CAAC;QACvC,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACH,QAAQ;QACJ,IAAI,CAAC,GAAG,CAAC,IAAI,mBAAmB,EAAE,CAAC,CAAC;QACpC,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ","sourcesContent":["import type { FlyCamera } from \"./flyCamera\";\r\nimport { CameraInputsManager } from \"./cameraInputsManager\";\r\nimport { FlyCameraMouseInput } from \"../Cameras/Inputs/flyCameraMouseInput\";\r\nimport { FlyCameraKeyboardInput } from \"../Cameras/Inputs/flyCameraKeyboardInput\";\r\n\r\n/**\r\n * Default Inputs manager for the FlyCamera.\r\n * It groups all the default supported inputs for ease of use.\r\n * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {\r\n /**\r\n * Instantiates a new FlyCameraInputsManager.\r\n * @param camera Defines the camera the inputs belong to.\r\n */\r\n constructor(camera: FlyCamera) {\r\n super(camera);\r\n }\r\n\r\n /**\r\n * Add keyboard input support to the input manager.\r\n * @returns the new FlyCameraKeyboardMoveInput().\r\n */\r\n addKeyboard(): FlyCameraInputsManager {\r\n this.add(new FlyCameraKeyboardInput());\r\n return this;\r\n }\r\n\r\n /**\r\n * Add mouse input support to the input manager.\r\n * @returns the new FlyCameraMouseInput().\r\n */\r\n addMouse(): FlyCameraInputsManager {\r\n this.add(new FlyCameraMouseInput());\r\n return this;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"flyCameraInputsManager.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Cameras/flyCameraInputsManager.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,mBAAmB,EAAE,MAAM,uBAAuB,CAAC;AAC5D,OAAO,EAAE,mBAAmB,EAAE,MAAM,uCAAuC,CAAC;AAC5E,OAAO,EAAE,sBAAsB,EAAE,MAAM,0CAA0C,CAAC;AAElF;;;;GAIG;AACH,MAAM,OAAO,sBAAuB,SAAQ,mBAA8B;IACtE;;;OAGG;IACH,YAAY,MAAiB;QACzB,KAAK,CAAC,MAAM,CAAC,CAAC;IAClB,CAAC;IAED;;;OAGG;IACH,WAAW;QACP,IAAI,CAAC,GAAG,CAAC,IAAI,sBAAsB,EAAE,CAAC,CAAC;QACvC,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACH,QAAQ;QACJ,IAAI,CAAC,GAAG,CAAC,IAAI,mBAAmB,EAAE,CAAC,CAAC;QACpC,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ","sourcesContent":["import type { FlyCamera } from \"./flyCamera\";\r\nimport { CameraInputsManager } from \"./cameraInputsManager\";\r\nimport { FlyCameraMouseInput } from \"../Cameras/Inputs/flyCameraMouseInput\";\r\nimport { FlyCameraKeyboardInput } from \"../Cameras/Inputs/flyCameraKeyboardInput\";\r\n\r\n/**\r\n * Default Inputs manager for the FlyCamera.\r\n * It groups all the default supported inputs for ease of use.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {\r\n /**\r\n * Instantiates a new FlyCameraInputsManager.\r\n * @param camera Defines the camera the inputs belong to.\r\n */\r\n constructor(camera: FlyCamera) {\r\n super(camera);\r\n }\r\n\r\n /**\r\n * Add keyboard input support to the input manager.\r\n * @returns the new FlyCameraKeyboardMoveInput().\r\n */\r\n addKeyboard(): FlyCameraInputsManager {\r\n this.add(new FlyCameraKeyboardInput());\r\n return this;\r\n }\r\n\r\n /**\r\n * Add mouse input support to the input manager.\r\n * @returns the new FlyCameraMouseInput().\r\n */\r\n addMouse(): FlyCameraInputsManager {\r\n this.add(new FlyCameraMouseInput());\r\n return this;\r\n }\r\n}\r\n"]}
@@ -7,7 +7,7 @@ import { FollowCameraInputsManager } from "./followCameraInputsManager";
7
7
  /**
8
8
  * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
9
9
  * an arc rotate version arcFollowCamera are available.
10
- * @see https://doc.babylonjs.com/features/cameras#follow-camera
10
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#followcamera
11
11
  */
12
12
  export declare class FollowCamera extends TargetCamera {
13
13
  /**
@@ -73,7 +73,7 @@ export declare class FollowCamera extends TargetCamera {
73
73
  inputs: FollowCameraInputsManager;
74
74
  /**
75
75
  * Instantiates the follow camera.
76
- * @see https://doc.babylonjs.com/features/cameras#follow-camera
76
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#followcamera
77
77
  * @param name Define the name of the camera in the scene
78
78
  * @param position Define the position of the camera
79
79
  * @param scene Define the scene the camera belong to
@@ -102,7 +102,7 @@ export declare class FollowCamera extends TargetCamera {
102
102
  /**
103
103
  * Arc Rotate version of the follow camera.
104
104
  * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
105
- * @see https://doc.babylonjs.com/features/cameras#follow-camera
105
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#followcamera
106
106
  */
107
107
  export declare class ArcFollowCamera extends TargetCamera {
108
108
  /** The longitudinal angle of the camera */
@@ -116,7 +116,7 @@ export declare class ArcFollowCamera extends TargetCamera {
116
116
  private _meshTarget;
117
117
  /**
118
118
  * Instantiates a new ArcFollowCamera
119
- * @see https://doc.babylonjs.com/features/cameras#follow-camera
119
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#followcamera
120
120
  * @param name Define the name of the camera
121
121
  * @param alpha Define the rotation angle of the camera around the longitudinal axis
122
122
  * @param beta Define the rotation angle of the camera around the elevation axis
@@ -14,12 +14,12 @@ Node.AddNodeConstructor("ArcFollowCamera", (name, scene) => {
14
14
  /**
15
15
  * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
16
16
  * an arc rotate version arcFollowCamera are available.
17
- * @see https://doc.babylonjs.com/features/cameras#follow-camera
17
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#followcamera
18
18
  */
19
19
  export class FollowCamera extends TargetCamera {
20
20
  /**
21
21
  * Instantiates the follow camera.
22
- * @see https://doc.babylonjs.com/features/cameras#follow-camera
22
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#followcamera
23
23
  * @param name Define the name of the camera in the scene
24
24
  * @param position Define the position of the camera
25
25
  * @param scene Define the scene the camera belong to
@@ -211,12 +211,12 @@ __decorate([
211
211
  /**
212
212
  * Arc Rotate version of the follow camera.
213
213
  * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
214
- * @see https://doc.babylonjs.com/features/cameras#follow-camera
214
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#followcamera
215
215
  */
216
216
  export class ArcFollowCamera extends TargetCamera {
217
217
  /**
218
218
  * Instantiates a new ArcFollowCamera
219
- * @see https://doc.babylonjs.com/features/cameras#follow-camera
219
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#followcamera
220
220
  * @param name Define the name of the camera
221
221
  * @param alpha Define the rotation angle of the camera around the longitudinal axis
222
222
  * @param beta Define the rotation angle of the camera around the elevation axis
@@ -1 +1 @@
1
- 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type { Nullable } from \"../types\";\r\nimport { serialize, serializeAsMeshReference } from \"../Misc/decorators\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { TargetCamera } from \"./targetCamera\";\r\nimport type { Scene } from \"../scene\";\r\nimport { TmpVectors, Vector3 } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { FollowCameraInputsManager } from \"./followCameraInputsManager\";\r\nNode.AddNodeConstructor(\"FollowCamera\", (name, scene) => {\r\n return () => new FollowCamera(name, Vector3.Zero(), scene);\r\n});\r\n\r\nNode.AddNodeConstructor(\"ArcFollowCamera\", (name, scene) => {\r\n return () => new ArcFollowCamera(name, 0, 0, 1.0, null, scene);\r\n});\r\n\r\n/**\r\n * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and\r\n * an arc rotate version arcFollowCamera are available.\r\n * @see https://doc.babylonjs.com/features/cameras#follow-camera\r\n */\r\nexport class FollowCamera extends TargetCamera {\r\n /**\r\n * Distance the follow camera should follow an object at\r\n */\r\n @serialize()\r\n public radius: number = 12;\r\n\r\n /**\r\n * Minimum allowed distance of the camera to the axis of rotation\r\n * (The camera can not get closer).\r\n * This can help limiting how the Camera is able to move in the scene.\r\n */\r\n @serialize()\r\n public lowerRadiusLimit: Nullable<number> = null;\r\n\r\n /**\r\n * Maximum allowed distance of the camera to the axis of rotation\r\n * (The camera can not get further).\r\n * This can help limiting how the Camera is able to move in the scene.\r\n */\r\n @serialize()\r\n public upperRadiusLimit: Nullable<number> = null;\r\n\r\n /**\r\n * Define a rotation offset between the camera and the object it follows\r\n */\r\n @serialize()\r\n public rotationOffset: number = 0;\r\n\r\n /**\r\n * Minimum allowed angle to camera position relative to target object.\r\n * This can help limiting how the Camera is able to move in the scene.\r\n */\r\n @serialize()\r\n public lowerRotationOffsetLimit: Nullable<number> = null;\r\n\r\n /**\r\n * Maximum allowed angle to camera position relative to target object.\r\n * This can help limiting how the Camera is able to move in the scene.\r\n */\r\n @serialize()\r\n public upperRotationOffsetLimit: Nullable<number> = null;\r\n\r\n /**\r\n * Define a height offset between the camera and the object it follows.\r\n * It can help following an object from the top (like a car chasing a plane)\r\n */\r\n @serialize()\r\n public heightOffset: number = 4;\r\n\r\n /**\r\n * Minimum allowed height of camera position relative to target object.\r\n * This can help limiting how the Camera is able to move in the scene.\r\n */\r\n @serialize()\r\n public lowerHeightOffsetLimit: Nullable<number> = null;\r\n\r\n /**\r\n * Maximum allowed height of camera position relative to target object.\r\n * This can help limiting how the Camera is able to move in the scene.\r\n */\r\n @serialize()\r\n public upperHeightOffsetLimit: Nullable<number> = null;\r\n\r\n /**\r\n * Define how fast the camera can accelerate to follow it s target.\r\n */\r\n @serialize()\r\n public cameraAcceleration: number = 0.05;\r\n\r\n /**\r\n * Define the speed limit of the camera following an object.\r\n */\r\n @serialize()\r\n public maxCameraSpeed: number = 20;\r\n\r\n /**\r\n * Define the target of the camera.\r\n */\r\n @serializeAsMeshReference(\"lockedTargetId\")\r\n public lockedTarget: Nullable<AbstractMesh>;\r\n\r\n /**\r\n * Defines the input associated with the camera.\r\n */\r\n public inputs: FollowCameraInputsManager;\r\n\r\n /**\r\n * Instantiates the follow camera.\r\n * @see https://doc.babylonjs.com/features/cameras#follow-camera\r\n * @param name Define the name of the camera in the scene\r\n * @param position Define the position of the camera\r\n * @param scene Define the scene the camera belong to\r\n * @param lockedTarget Define the target of the camera\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, lockedTarget: Nullable<AbstractMesh> = null) {\r\n super(name, position, scene);\r\n\r\n this.lockedTarget = lockedTarget;\r\n this.inputs = new FollowCameraInputsManager(this);\r\n this.inputs.addKeyboard().addMouseWheel().addPointers();\r\n // Uncomment the following line when the relevant handlers have been implemented.\r\n // this.inputs.addKeyboard().addMouseWheel().addPointers().addVRDeviceOrientation();\r\n }\r\n\r\n private _follow(cameraTarget: AbstractMesh) {\r\n if (!cameraTarget) {\r\n return;\r\n }\r\n\r\n const rotMatrix = TmpVectors.Matrix[0];\r\n cameraTarget.absoluteRotationQuaternion.toRotationMatrix(rotMatrix);\r\n const yRotation = Math.atan2(rotMatrix.m[8], rotMatrix.m[10]);\r\n\r\n const radians = Tools.ToRadians(this.rotationOffset) + yRotation;\r\n const targetPosition = cameraTarget.getAbsolutePosition();\r\n const targetX: number = targetPosition.x + Math.sin(radians) * this.radius;\r\n\r\n const targetZ: number = targetPosition.z + Math.cos(radians) * this.radius;\r\n const dx: number = targetX - this.position.x;\r\n const dy: number = targetPosition.y + this.heightOffset - this.position.y;\r\n const dz: number = targetZ - this.position.z;\r\n let vx: number = dx * this.cameraAcceleration * 2; //this is set to .05\r\n let vy: number = dy * this.cameraAcceleration;\r\n let vz: number = dz * this.cameraAcceleration * 2;\r\n\r\n if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {\r\n vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;\r\n }\r\n\r\n if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {\r\n vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;\r\n }\r\n\r\n if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {\r\n vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;\r\n }\r\n\r\n this.position = new Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);\r\n this.setTarget(targetPosition);\r\n }\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 /**\r\n * Attached controls to the current camera.\r\n * @param ignored defines an ignored parameter kept for backward compatibility.\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(ignored: any, noPreventDefault?: boolean): void {\r\n // eslint-disable-next-line prefer-rest-params\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n this.inputs.attachElement(noPreventDefault);\r\n\r\n this._reset = () => {};\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.inputs.detachElement();\r\n\r\n if (this._reset) {\r\n this._reset();\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _checkInputs(): void {\r\n this.inputs.checkInputs();\r\n this._checkLimits();\r\n super._checkInputs();\r\n if (this.lockedTarget) {\r\n this._follow(this.lockedTarget);\r\n }\r\n }\r\n\r\n private _checkLimits() {\r\n if (this.lowerRadiusLimit !== null && this.radius < this.lowerRadiusLimit) {\r\n this.radius = this.lowerRadiusLimit;\r\n }\r\n if (this.upperRadiusLimit !== null && this.radius > this.upperRadiusLimit) {\r\n this.radius = this.upperRadiusLimit;\r\n }\r\n\r\n if (this.lowerHeightOffsetLimit !== null && this.heightOffset < this.lowerHeightOffsetLimit) {\r\n this.heightOffset = this.lowerHeightOffsetLimit;\r\n }\r\n if (this.upperHeightOffsetLimit !== null && this.heightOffset > this.upperHeightOffsetLimit) {\r\n this.heightOffset = this.upperHeightOffsetLimit;\r\n }\r\n\r\n if (this.lowerRotationOffsetLimit !== null && this.rotationOffset < this.lowerRotationOffsetLimit) {\r\n this.rotationOffset = this.lowerRotationOffsetLimit;\r\n }\r\n if (this.upperRotationOffsetLimit !== null && this.rotationOffset > this.upperRotationOffsetLimit) {\r\n this.rotationOffset = this.upperRotationOffsetLimit;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the camera class name.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FollowCamera\";\r\n }\r\n}\r\n\r\n/**\r\n * Arc Rotate version of the follow camera.\r\n * It still follows a Defined mesh but in an Arc Rotate Camera fashion.\r\n * @see https://doc.babylonjs.com/features/cameras#follow-camera\r\n */\r\nexport class ArcFollowCamera extends TargetCamera {\r\n private _cartesianCoordinates: Vector3 = Vector3.Zero();\r\n\r\n /** Define the camera target (the mesh it should follow) */\r\n private _meshTarget: Nullable<AbstractMesh>;\r\n\r\n /**\r\n * Instantiates a new ArcFollowCamera\r\n * @see https://doc.babylonjs.com/features/cameras#follow-camera\r\n * @param name Define the name of the camera\r\n * @param alpha Define the rotation angle of the camera around the longitudinal axis\r\n * @param beta Define the rotation angle of the camera around the elevation axis\r\n * @param radius Define the radius of the camera from its target point\r\n * @param target Define the target of the camera\r\n * @param scene Define the scene the camera belongs to\r\n */\r\n constructor(\r\n name: string,\r\n /** The longitudinal angle of the camera */\r\n public alpha: number,\r\n /** The latitudinal angle of the camera */\r\n public beta: number,\r\n /** The radius of the camera from its target */\r\n public radius: number,\r\n /** Define the camera target (the mesh it should follow) */\r\n target: Nullable<AbstractMesh>,\r\n scene: Scene\r\n ) {\r\n super(name, Vector3.Zero(), scene);\r\n this.setMeshTarget(target);\r\n }\r\n\r\n /**\r\n * Sets the mesh to follow with this camera.\r\n * @param target the target to follow\r\n */\r\n public setMeshTarget(target: Nullable<AbstractMesh>) {\r\n this._meshTarget = target;\r\n this._follow();\r\n }\r\n\r\n private _follow(): void {\r\n if (!this._meshTarget) {\r\n return;\r\n }\r\n this._cartesianCoordinates.x = this.radius * Math.cos(this.alpha) * Math.cos(this.beta);\r\n this._cartesianCoordinates.y = this.radius * Math.sin(this.beta);\r\n this._cartesianCoordinates.z = this.radius * Math.sin(this.alpha) * Math.cos(this.beta);\r\n\r\n const targetPosition = this._meshTarget.getAbsolutePosition();\r\n this.position = targetPosition.add(this._cartesianCoordinates);\r\n this.setTarget(targetPosition);\r\n }\r\n\r\n /** @internal */\r\n public _checkInputs(): void {\r\n super._checkInputs();\r\n this._follow();\r\n }\r\n\r\n /**\r\n * Returns the class name of the object.\r\n * It is mostly used internally for serialization purposes.\r\n */\r\n public getClassName(): string {\r\n return \"ArcFollowCamera\";\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable } from \"../types\";\r\nimport { serialize, serializeAsMeshReference } from \"../Misc/decorators\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { TargetCamera } from \"./targetCamera\";\r\nimport type { Scene } from \"../scene\";\r\nimport { TmpVectors, Vector3 } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { FollowCameraInputsManager } from \"./followCameraInputsManager\";\r\nNode.AddNodeConstructor(\"FollowCamera\", (name, scene) => {\r\n return () => new FollowCamera(name, Vector3.Zero(), scene);\r\n});\r\n\r\nNode.AddNodeConstructor(\"ArcFollowCamera\", (name, scene) => {\r\n return () => new ArcFollowCamera(name, 0, 0, 1.0, null, scene);\r\n});\r\n\r\n/**\r\n * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and\r\n * an arc rotate version arcFollowCamera are available.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#followcamera\r\n */\r\nexport class FollowCamera extends TargetCamera {\r\n /**\r\n * Distance the follow camera should follow an object at\r\n */\r\n @serialize()\r\n public radius: number = 12;\r\n\r\n /**\r\n * Minimum allowed distance of the camera to the axis of rotation\r\n * (The camera can not get closer).\r\n * This can help limiting how the Camera is able to move in the scene.\r\n */\r\n @serialize()\r\n public lowerRadiusLimit: Nullable<number> = null;\r\n\r\n /**\r\n * Maximum allowed distance of the camera to the axis of rotation\r\n * (The camera can not get further).\r\n * This can help limiting how the Camera is able to move in the scene.\r\n */\r\n @serialize()\r\n public upperRadiusLimit: Nullable<number> = null;\r\n\r\n /**\r\n * Define a rotation offset between the camera and the object it follows\r\n */\r\n @serialize()\r\n public rotationOffset: number = 0;\r\n\r\n /**\r\n * Minimum allowed angle to camera position relative to target object.\r\n * This can help limiting how the Camera is able to move in the scene.\r\n */\r\n @serialize()\r\n public lowerRotationOffsetLimit: Nullable<number> = null;\r\n\r\n /**\r\n * Maximum allowed angle to camera position relative to target object.\r\n * This can help limiting how the Camera is able to move in the scene.\r\n */\r\n @serialize()\r\n public upperRotationOffsetLimit: Nullable<number> = null;\r\n\r\n /**\r\n * Define a height offset between the camera and the object it follows.\r\n * It can help following an object from the top (like a car chasing a plane)\r\n */\r\n @serialize()\r\n public heightOffset: number = 4;\r\n\r\n /**\r\n * Minimum allowed height of camera position relative to target object.\r\n * This can help limiting how the Camera is able to move in the scene.\r\n */\r\n @serialize()\r\n public lowerHeightOffsetLimit: Nullable<number> = null;\r\n\r\n /**\r\n * Maximum allowed height of camera position relative to target object.\r\n * This can help limiting how the Camera is able to move in the scene.\r\n */\r\n @serialize()\r\n public upperHeightOffsetLimit: Nullable<number> = null;\r\n\r\n /**\r\n * Define how fast the camera can accelerate to follow it s target.\r\n */\r\n @serialize()\r\n public cameraAcceleration: number = 0.05;\r\n\r\n /**\r\n * Define the speed limit of the camera following an object.\r\n */\r\n @serialize()\r\n public maxCameraSpeed: number = 20;\r\n\r\n /**\r\n * Define the target of the camera.\r\n */\r\n @serializeAsMeshReference(\"lockedTargetId\")\r\n public lockedTarget: Nullable<AbstractMesh>;\r\n\r\n /**\r\n * Defines the input associated with the camera.\r\n */\r\n public inputs: FollowCameraInputsManager;\r\n\r\n /**\r\n * Instantiates the follow camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#followcamera\r\n * @param name Define the name of the camera in the scene\r\n * @param position Define the position of the camera\r\n * @param scene Define the scene the camera belong to\r\n * @param lockedTarget Define the target of the camera\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, lockedTarget: Nullable<AbstractMesh> = null) {\r\n super(name, position, scene);\r\n\r\n this.lockedTarget = lockedTarget;\r\n this.inputs = new FollowCameraInputsManager(this);\r\n this.inputs.addKeyboard().addMouseWheel().addPointers();\r\n // Uncomment the following line when the relevant handlers have been implemented.\r\n // this.inputs.addKeyboard().addMouseWheel().addPointers().addVRDeviceOrientation();\r\n }\r\n\r\n private _follow(cameraTarget: AbstractMesh) {\r\n if (!cameraTarget) {\r\n return;\r\n }\r\n\r\n const rotMatrix = TmpVectors.Matrix[0];\r\n cameraTarget.absoluteRotationQuaternion.toRotationMatrix(rotMatrix);\r\n const yRotation = Math.atan2(rotMatrix.m[8], rotMatrix.m[10]);\r\n\r\n const radians = Tools.ToRadians(this.rotationOffset) + yRotation;\r\n const targetPosition = cameraTarget.getAbsolutePosition();\r\n const targetX: number = targetPosition.x + Math.sin(radians) * this.radius;\r\n\r\n const targetZ: number = targetPosition.z + Math.cos(radians) * this.radius;\r\n const dx: number = targetX - this.position.x;\r\n const dy: number = targetPosition.y + this.heightOffset - this.position.y;\r\n const dz: number = targetZ - this.position.z;\r\n let vx: number = dx * this.cameraAcceleration * 2; //this is set to .05\r\n let vy: number = dy * this.cameraAcceleration;\r\n let vz: number = dz * this.cameraAcceleration * 2;\r\n\r\n if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {\r\n vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;\r\n }\r\n\r\n if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {\r\n vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;\r\n }\r\n\r\n if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {\r\n vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;\r\n }\r\n\r\n this.position = new Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);\r\n this.setTarget(targetPosition);\r\n }\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 /**\r\n * Attached controls to the current camera.\r\n * @param ignored defines an ignored parameter kept for backward compatibility.\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(ignored: any, noPreventDefault?: boolean): void {\r\n // eslint-disable-next-line prefer-rest-params\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n this.inputs.attachElement(noPreventDefault);\r\n\r\n this._reset = () => {};\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.inputs.detachElement();\r\n\r\n if (this._reset) {\r\n this._reset();\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _checkInputs(): void {\r\n this.inputs.checkInputs();\r\n this._checkLimits();\r\n super._checkInputs();\r\n if (this.lockedTarget) {\r\n this._follow(this.lockedTarget);\r\n }\r\n }\r\n\r\n private _checkLimits() {\r\n if (this.lowerRadiusLimit !== null && this.radius < this.lowerRadiusLimit) {\r\n this.radius = this.lowerRadiusLimit;\r\n }\r\n if (this.upperRadiusLimit !== null && this.radius > this.upperRadiusLimit) {\r\n this.radius = this.upperRadiusLimit;\r\n }\r\n\r\n if (this.lowerHeightOffsetLimit !== null && this.heightOffset < this.lowerHeightOffsetLimit) {\r\n this.heightOffset = this.lowerHeightOffsetLimit;\r\n }\r\n if (this.upperHeightOffsetLimit !== null && this.heightOffset > this.upperHeightOffsetLimit) {\r\n this.heightOffset = this.upperHeightOffsetLimit;\r\n }\r\n\r\n if (this.lowerRotationOffsetLimit !== null && this.rotationOffset < this.lowerRotationOffsetLimit) {\r\n this.rotationOffset = this.lowerRotationOffsetLimit;\r\n }\r\n if (this.upperRotationOffsetLimit !== null && this.rotationOffset > this.upperRotationOffsetLimit) {\r\n this.rotationOffset = this.upperRotationOffsetLimit;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the camera class name.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FollowCamera\";\r\n }\r\n}\r\n\r\n/**\r\n * Arc Rotate version of the follow camera.\r\n * It still follows a Defined mesh but in an Arc Rotate Camera fashion.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#followcamera\r\n */\r\nexport class ArcFollowCamera extends TargetCamera {\r\n private _cartesianCoordinates: Vector3 = Vector3.Zero();\r\n\r\n /** Define the camera target (the mesh it should follow) */\r\n private _meshTarget: Nullable<AbstractMesh>;\r\n\r\n /**\r\n * Instantiates a new ArcFollowCamera\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#followcamera\r\n * @param name Define the name of the camera\r\n * @param alpha Define the rotation angle of the camera around the longitudinal axis\r\n * @param beta Define the rotation angle of the camera around the elevation axis\r\n * @param radius Define the radius of the camera from its target point\r\n * @param target Define the target of the camera\r\n * @param scene Define the scene the camera belongs to\r\n */\r\n constructor(\r\n name: string,\r\n /** The longitudinal angle of the camera */\r\n public alpha: number,\r\n /** The latitudinal angle of the camera */\r\n public beta: number,\r\n /** The radius of the camera from its target */\r\n public radius: number,\r\n /** Define the camera target (the mesh it should follow) */\r\n target: Nullable<AbstractMesh>,\r\n scene: Scene\r\n ) {\r\n super(name, Vector3.Zero(), scene);\r\n this.setMeshTarget(target);\r\n }\r\n\r\n /**\r\n * Sets the mesh to follow with this camera.\r\n * @param target the target to follow\r\n */\r\n public setMeshTarget(target: Nullable<AbstractMesh>) {\r\n this._meshTarget = target;\r\n this._follow();\r\n }\r\n\r\n private _follow(): void {\r\n if (!this._meshTarget) {\r\n return;\r\n }\r\n this._cartesianCoordinates.x = this.radius * Math.cos(this.alpha) * Math.cos(this.beta);\r\n this._cartesianCoordinates.y = this.radius * Math.sin(this.beta);\r\n this._cartesianCoordinates.z = this.radius * Math.sin(this.alpha) * Math.cos(this.beta);\r\n\r\n const targetPosition = this._meshTarget.getAbsolutePosition();\r\n this.position = targetPosition.add(this._cartesianCoordinates);\r\n this.setTarget(targetPosition);\r\n }\r\n\r\n /** @internal */\r\n public _checkInputs(): void {\r\n super._checkInputs();\r\n this._follow();\r\n }\r\n\r\n /**\r\n * Returns the class name of the object.\r\n * It is mostly used internally for serialization purposes.\r\n */\r\n public getClassName(): string {\r\n return \"ArcFollowCamera\";\r\n }\r\n}\r\n"]}
@@ -3,7 +3,7 @@ import type { FollowCamera } from "./followCamera";
3
3
  /**
4
4
  * Default Inputs manager for the FollowCamera.
5
5
  * It groups all the default supported inputs for ease of use.
6
- * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs
6
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
7
7
  */
8
8
  export declare class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
9
9
  /**
@@ -5,7 +5,7 @@ import { FollowCameraPointersInput } from "./Inputs/followCameraPointersInput.js
5
5
  /**
6
6
  * Default Inputs manager for the FollowCamera.
7
7
  * It groups all the default supported inputs for ease of use.
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 FollowCameraInputsManager extends CameraInputsManager {
11
11
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"followCameraInputsManager.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Cameras/followCameraInputsManager.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,mBAAmB,EAAE,MAAM,uBAAuB,CAAC;AAE5D,OAAO,EAAE,6BAA6B,EAAE,MAAM,wCAAwC,CAAC;AACvF,OAAO,EAAE,2BAA2B,EAAE,MAAM,sCAAsC,CAAC;AACnF,OAAO,EAAE,yBAAyB,EAAE,MAAM,oCAAoC,CAAC;AAE/E;;;;GAIG;AACH,MAAM,OAAO,yBAA0B,SAAQ,mBAAiC;IAC5E;;;OAGG;IACH,YAAY,MAAoB;QAC5B,KAAK,CAAC,MAAM,CAAC,CAAC;IAClB,CAAC;IAED;;;OAGG;IACI,WAAW;QACd,IAAI,CAAC,GAAG,CAAC,IAAI,6BAA6B,EAAE,CAAC,CAAC;QAC9C,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACI,aAAa;QAChB,IAAI,CAAC,GAAG,CAAC,IAAI,2BAA2B,EAAE,CAAC,CAAC;QAC5C,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACI,WAAW;QACd,IAAI,CAAC,GAAG,CAAC,IAAI,yBAAyB,EAAE,CAAC,CAAC;QAC1C,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACI,sBAAsB;QACzB,OAAO,CAAC,IAAI,CAAC,iEAAiE,CAAC,CAAC;QAChF,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ","sourcesContent":["import { CameraInputsManager } from \"./cameraInputsManager\";\r\nimport type { FollowCamera } from \"./followCamera\";\r\nimport { FollowCameraKeyboardMoveInput } from \"./Inputs/followCameraKeyboardMoveInput\";\r\nimport { FollowCameraMouseWheelInput } from \"./Inputs/followCameraMouseWheelInput\";\r\nimport { FollowCameraPointersInput } from \"./Inputs/followCameraPointersInput\";\r\n\r\n/**\r\n * Default Inputs manager for the FollowCamera.\r\n * It groups all the default supported inputs for ease of use.\r\n * @see https://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {\r\n /**\r\n * Instantiates a new FollowCameraInputsManager.\r\n * @param camera Defines the camera the inputs belong to\r\n */\r\n constructor(camera: FollowCamera) {\r\n super(camera);\r\n }\r\n\r\n /**\r\n * Add keyboard input support to the input manager.\r\n * @returns the current input manager\r\n */\r\n public addKeyboard(): FollowCameraInputsManager {\r\n this.add(new FollowCameraKeyboardMoveInput());\r\n return this;\r\n }\r\n\r\n /**\r\n * Add mouse wheel input support to the input manager.\r\n * @returns the current input manager\r\n */\r\n public addMouseWheel(): FollowCameraInputsManager {\r\n this.add(new FollowCameraMouseWheelInput());\r\n return this;\r\n }\r\n\r\n /**\r\n * Add pointers input support to the input manager.\r\n * @returns the current input manager\r\n */\r\n public addPointers(): FollowCameraInputsManager {\r\n this.add(new FollowCameraPointersInput());\r\n return this;\r\n }\r\n\r\n /**\r\n * Add orientation input support to the input manager.\r\n * @returns the current input manager\r\n */\r\n public addVRDeviceOrientation(): FollowCameraInputsManager {\r\n console.warn(\"DeviceOrientation support not yet implemented for FollowCamera.\");\r\n return this;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"followCameraInputsManager.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Cameras/followCameraInputsManager.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,mBAAmB,EAAE,MAAM,uBAAuB,CAAC;AAE5D,OAAO,EAAE,6BAA6B,EAAE,MAAM,wCAAwC,CAAC;AACvF,OAAO,EAAE,2BAA2B,EAAE,MAAM,sCAAsC,CAAC;AACnF,OAAO,EAAE,yBAAyB,EAAE,MAAM,oCAAoC,CAAC;AAE/E;;;;GAIG;AACH,MAAM,OAAO,yBAA0B,SAAQ,mBAAiC;IAC5E;;;OAGG;IACH,YAAY,MAAoB;QAC5B,KAAK,CAAC,MAAM,CAAC,CAAC;IAClB,CAAC;IAED;;;OAGG;IACI,WAAW;QACd,IAAI,CAAC,GAAG,CAAC,IAAI,6BAA6B,EAAE,CAAC,CAAC;QAC9C,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACI,aAAa;QAChB,IAAI,CAAC,GAAG,CAAC,IAAI,2BAA2B,EAAE,CAAC,CAAC;QAC5C,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACI,WAAW;QACd,IAAI,CAAC,GAAG,CAAC,IAAI,yBAAyB,EAAE,CAAC,CAAC;QAC1C,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACI,sBAAsB;QACzB,OAAO,CAAC,IAAI,CAAC,iEAAiE,CAAC,CAAC;QAChF,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ","sourcesContent":["import { CameraInputsManager } from \"./cameraInputsManager\";\r\nimport type { FollowCamera } from \"./followCamera\";\r\nimport { FollowCameraKeyboardMoveInput } from \"./Inputs/followCameraKeyboardMoveInput\";\r\nimport { FollowCameraMouseWheelInput } from \"./Inputs/followCameraMouseWheelInput\";\r\nimport { FollowCameraPointersInput } from \"./Inputs/followCameraPointersInput\";\r\n\r\n/**\r\n * Default Inputs manager for the FollowCamera.\r\n * It groups all the default supported inputs for ease of use.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {\r\n /**\r\n * Instantiates a new FollowCameraInputsManager.\r\n * @param camera Defines the camera the inputs belong to\r\n */\r\n constructor(camera: FollowCamera) {\r\n super(camera);\r\n }\r\n\r\n /**\r\n * Add keyboard input support to the input manager.\r\n * @returns the current input manager\r\n */\r\n public addKeyboard(): FollowCameraInputsManager {\r\n this.add(new FollowCameraKeyboardMoveInput());\r\n return this;\r\n }\r\n\r\n /**\r\n * Add mouse wheel input support to the input manager.\r\n * @returns the current input manager\r\n */\r\n public addMouseWheel(): FollowCameraInputsManager {\r\n this.add(new FollowCameraMouseWheelInput());\r\n return this;\r\n }\r\n\r\n /**\r\n * Add pointers input support to the input manager.\r\n * @returns the current input manager\r\n */\r\n public addPointers(): FollowCameraInputsManager {\r\n this.add(new FollowCameraPointersInput());\r\n return this;\r\n }\r\n\r\n /**\r\n * Add orientation input support to the input manager.\r\n * @returns the current input manager\r\n */\r\n public addVRDeviceOrientation(): FollowCameraInputsManager {\r\n console.warn(\"DeviceOrientation support not yet implemented for FollowCamera.\");\r\n return this;\r\n }\r\n}\r\n"]}
@@ -6,13 +6,13 @@ import { FreeCameraInputsManager } from "./freeCameraInputsManager";
6
6
  /**
7
7
  * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
8
8
  * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
9
- * @see https://doc.babylonjs.com/features/cameras#universal-camera
9
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#universal-camera
10
10
  */
11
11
  export declare class FreeCamera extends TargetCamera {
12
12
  /**
13
13
  * Define the collision ellipsoid of the camera.
14
14
  * This is helpful to simulate a camera body like the player body around the camera
15
- * @see https://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
15
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_collisions#arcrotatecamera
16
16
  */
17
17
  ellipsoid: Vector3;
18
18
  /**
@@ -100,7 +100,7 @@ export declare class FreeCamera extends TargetCamera {
100
100
  * Instantiates a Free Camera.
101
101
  * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
102
102
  * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
103
- * @see https://doc.babylonjs.com/features/cameras#universal-camera
103
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#universal-camera
104
104
  * @param name Define the name of the camera in the scene
105
105
  * @param position Define the start position of the camera in the scene
106
106
  * @param scene Define the scene the camera belongs to
@@ -8,14 +8,14 @@ import { Tools } from "../Misc/tools.js";
8
8
  /**
9
9
  * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
10
10
  * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
11
- * @see https://doc.babylonjs.com/features/cameras#universal-camera
11
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#universal-camera
12
12
  */
13
13
  export class FreeCamera extends TargetCamera {
14
14
  /**
15
15
  * Instantiates a Free Camera.
16
16
  * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
17
17
  * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
18
- * @see https://doc.babylonjs.com/features/cameras#universal-camera
18
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#universal-camera
19
19
  * @param name Define the name of the camera in the scene
20
20
  * @param position Define the start position of the camera in the scene
21
21
  * @param scene Define the scene the camera belongs to
@@ -26,7 +26,7 @@ export class FreeCamera extends TargetCamera {
26
26
  /**
27
27
  * Define the collision ellipsoid of the camera.
28
28
  * This is helpful to simulate a camera body like the player body around the camera
29
- * @see https://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
29
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_collisions#arcrotatecamera
30
30
  */
31
31
  this.ellipsoid = new Vector3(0.5, 1, 0.5);
32
32
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"freeCamera.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Cameras/freeCamera.ts"],"names":[],"mappings":";AACA,OAAO,EAAE,kBAAkB,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AACnE,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAGxD,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAC9C,OAAO,EAAE,uBAAuB,EAAE,MAAM,2BAA2B,CAAC;AAGpE,OAAO,EAAE,KAAK,EAAE,MAAM,eAAe,CAAC;AAItC;;;;GAIG;AACH,MAAM,OAAO,UAAW,SAAQ,YAAY;IAkOxC;;;;;;;;;OASG;IACH,YAAY,IAAY,EAAE,QAAiB,EAAE,KAAa,EAAE,4BAA4B,GAAG,IAAI;QAC3F,KAAK,CAAC,IAAI,EAAE,QAAQ,EAAE,KAAK,EAAE,4BAA4B,CAAC,CAAC;QA5O/D;;;;WAIG;QAEI,cAAS,GAAG,IAAI,OAAO,CAAC,GAAG,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;QAE5C;;;;WAIG;QAEI,oBAAe,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAE9C;;WAEG;QAEI,oBAAe,GAAG,KAAK,CAAC;QAE/B;;WAEG;QAEI,iBAAY,GAAG,KAAK,CAAC;QA6LpB,wBAAmB,GAAG,KAAK,CAAC;QAC5B,iBAAY,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QAC9B,kBAAa,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QAC/B,iBAAY,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QAwDtC,aAAa;QACL,mBAAc,GAAG,CAAC,CAAC,CAAC;QAgDpB,+BAA0B,GAAG,CAAC,WAAmB,EAAE,WAAoB,EAAE,eAAuC,IAAI,EAAE,EAAE;YAC5H,MAAM,cAAc,GAAG,CAAC,MAAe,EAAE,EAAE;gBACvC,IAAI,CAAC,YAAY,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC;gBAEnC,IAAI,CAAC,YAAY,CAAC,aAAa,CAAC,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;gBAEvE,IAAI,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,GAAG,MAAM,CAAC,iBAAiB,EAAE;oBACxD,IAAI,CAAC,QAAQ,CAAC,UAAU,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;oBAC7C,IAAI,IAAI,CAAC,SAAS,IAAI,YAAY,EAAE;wBAChC,IAAI,CAAC,SAAS,CAAC,YAAY,CAAC,CAAC;qBAChC;iBACJ;YACL,CAAC,CAAC;YAEF,cAAc,CAAC,WAAW,CAAC,CAAC;QAChC,CAAC,CAAC;QArGE,IAAI,CAAC,MAAM,GAAG,IAAI,uBAAuB,CAAC,IAAI,CAAC,CAAC;QAChD,IAAI,CAAC,MAAM,CAAC,WAAW,EAAE,CAAC,QAAQ,EAAE,CAAC;IACzC,CAAC;IA9MD;;;OAGG;IACH,IAAW,kBAAkB;QACzB,MAAM,KAAK,GAAyB,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAC;QAClE,IAAI,KAAK,EAAE;YACP,OAAO,KAAK,CAAC,kBAAkB,CAAC;SACnC;QAED,OAAO,CAAC,CAAC;IACb,CAAC;IAED;;;OAGG;IACH,IAAW,kBAAkB,CAAC,KAAa;QACvC,MAAM,KAAK,GAAyB,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAC;QAClE,IAAI,KAAK,EAAE;YACP,KAAK,CAAC,kBAAkB,GAAG,KAAK,CAAC;SACpC;IACL,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,MAAM,QAAQ,GAAgC,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC;QAC/E,IAAI,QAAQ,EAAE;YACV,OAAO,QAAQ,CAAC,MAAM,CAAC;SAC1B;QAED,OAAO,EAAE,CAAC;IACd,CAAC;IAED,IAAW,MAAM,CAAC,KAAe;QAC7B,MAAM,QAAQ,GAAgC,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC;QAC/E,IAAI,QAAQ,EAAE;YACV,QAAQ,CAAC,MAAM,GAAG,KAAK,CAAC;SAC3B;IACL,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,MAAM,QAAQ,GAAgC,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC;QAC/E,IAAI,QAAQ,EAAE;YACV,OAAO,QAAQ,CAAC,UAAU,CAAC;SAC9B;QAED,OAAO,EAAE,CAAC;IACd,CAAC;IAED,IAAW,UAAU,CAAC,KAAe;QACjC,MAAM,QAAQ,GAAgC,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC;QAC/E,IAAI,QAAQ,EAAE;YACV,QAAQ,CAAC,UAAU,GAAG,KAAK,CAAC;SAC/B;IACL,CAAC;IAED;;OAEG;IACH,IAAW,QAAQ;QACf,MAAM,QAAQ,GAAgC,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC;QAC/E,IAAI,QAAQ,EAAE;YACV,OAAO,QAAQ,CAAC,QAAQ,CAAC;SAC5B;QAED,OAAO,EAAE,CAAC;IACd,CAAC;IAED,IAAW,QAAQ,CAAC,KAAe;QAC/B,MAAM,QAAQ,GAAgC,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC;QAC/E,IAAI,QAAQ,EAAE;YACV,QAAQ,CAAC,QAAQ,GAAG,KAAK,CAAC;SAC7B;IACL,CAAC;IAED;;OAEG;IACH,IAAW,YAAY;QACnB,MAAM,QAAQ,GAAgC,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC;QAC/E,IAAI,QAAQ,EAAE;YACV,OAAO,QAAQ,CAAC,YAAY,CAAC;SAChC;QAED,OAAO,EAAE,CAAC;IACd,CAAC;IAED,IAAW,YAAY,CAAC,KAAe;QACnC,MAAM,QAAQ,GAAgC,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC;QAC/E,IAAI,QAAQ,EAAE;YACV,QAAQ,CAAC,YAAY,GAAG,KAAK,CAAC;SACjC;IACL,CAAC;IAED;;OAEG;IACH,IAAW,QAAQ;QACf,MAAM,QAAQ,GAAgC,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC;QAC/E,IAAI,QAAQ,EAAE;YACV,OAAO,QAAQ,CAAC,QAAQ,CAAC;SAC5B;QAED,OAAO,EAAE,CAAC;IACd,CAAC;IAED,IAAW,QAAQ,CAAC,KAAe;QAC/B,MAAM,QAAQ,GAAgC,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC;QAC/E,IAAI,QAAQ,EAAE;YACV,QAAQ,CAAC,QAAQ,GAAG,KAAK,CAAC;SAC7B;IACL,CAAC;IAED;;OAEG;IACH,IAAW,SAAS;QAChB,MAAM,QAAQ,GAAgC,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC;QAC/E,IAAI,QAAQ,EAAE;YACV,OAAO,QAAQ,CAAC,SAAS,CAAC;SAC7B;QAED,OAAO,EAAE,CAAC;IACd,CAAC;IAED,IAAW,SAAS,CAAC,KAAe;QAChC,MAAM,QAAQ,GAAgC,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC;QAC/E,IAAI,QAAQ,EAAE;YACV,QAAQ,CAAC,SAAS,GAAG,KAAK,CAAC;SAC9B;IACL,CAAC;IAED;;OAEG;IACH,IAAW,cAAc;QACrB,MAAM,QAAQ,GAAgC,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC;QAC/E,IAAI,QAAQ,EAAE;YACV,OAAO,QAAQ,CAAC,cAAc,CAAC;SAClC;QAED,OAAO,EAAE,CAAC;IACd,CAAC;IAED,IAAW,cAAc,CAAC,KAAe;QACrC,MAAM,QAAQ,GAAgC,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC;QAC/E,IAAI,QAAQ,EAAE;YACV,QAAQ,CAAC,cAAc,GAAG,KAAK,CAAC;SACnC;IACL,CAAC;IAED;;OAEG;IACH,IAAW,eAAe;QACtB,MAAM,QAAQ,GAAgC,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC;QAC/E,IAAI,QAAQ,EAAE;YACV,OAAO,QAAQ,CAAC,eAAe,CAAC;SACnC;QAED,OAAO,EAAE,CAAC;IACd,CAAC;IAED,IAAW,eAAe,CAAC,KAAe;QACtC,MAAM,QAAQ,GAAgC,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC;QAC/E,IAAI,QAAQ,EAAE;YACV,QAAQ,CAAC,eAAe,GAAG,KAAK,CAAC;SACpC;IACL,CAAC;IA8CD;;;;OAIG;IACI,aAAa,CAAC,OAAa,EAAE,gBAA0B;QAC1D,8CAA8C;QAC9C,gBAAgB,GAAG,KAAK,CAAC,gCAAgC,CAAC,SAAS,CAAC,CAAC;QACrE,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,gBAAgB,CAAC,CAAC;IAChD,CAAC;IAED;;O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type { Nullable } from \"../types\";\r\nimport { serializeAsVector3, serialize } from \"../Misc/decorators\";\r\nimport { Vector3, Vector2 } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { TargetCamera } from \"./targetCamera\";\r\nimport { FreeCameraInputsManager } from \"./freeCameraInputsManager\";\r\nimport type { FreeCameraMouseInput } from \"../Cameras/Inputs/freeCameraMouseInput\";\r\nimport type { FreeCameraKeyboardMoveInput } from \"../Cameras/Inputs/freeCameraKeyboardMoveInput\";\r\nimport { Tools } from \"../Misc/tools\";\r\n\r\ndeclare type Collider = import(\"../Collisions/collider\").Collider;\r\n\r\n/**\r\n * This represents a free type of camera. It can be useful in First Person Shooter game for instance.\r\n * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.\r\n * @see https://doc.babylonjs.com/features/cameras#universal-camera\r\n */\r\nexport class FreeCamera extends TargetCamera {\r\n /**\r\n * Define the collision ellipsoid of the camera.\r\n * This is helpful to simulate a camera body like the player body around the camera\r\n * @see https://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera\r\n */\r\n @serializeAsVector3()\r\n public ellipsoid = new Vector3(0.5, 1, 0.5);\r\n\r\n /**\r\n * Define an offset for the position of the ellipsoid around the camera.\r\n * This can be helpful to determine the center of the body near the gravity center of the body\r\n * instead of its head.\r\n */\r\n @serializeAsVector3()\r\n public ellipsoidOffset = new Vector3(0, 0, 0);\r\n\r\n /**\r\n * Enable or disable collisions of the camera with the rest of the scene objects.\r\n */\r\n @serialize()\r\n public checkCollisions = false;\r\n\r\n /**\r\n * Enable or disable gravity on the camera.\r\n */\r\n @serialize()\r\n public applyGravity = false;\r\n\r\n /**\r\n * Define the input manager associated to the camera.\r\n */\r\n public inputs: FreeCameraInputsManager;\r\n\r\n /**\r\n * Gets the input sensibility for a mouse input. (default is 2000.0)\r\n * Higher values reduce sensitivity.\r\n */\r\n public get angularSensibility(): number {\r\n const mouse = <FreeCameraMouseInput>this.inputs.attached[\"mouse\"];\r\n if (mouse) {\r\n return mouse.angularSensibility;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n /**\r\n * Sets the input sensibility for a mouse input. (default is 2000.0)\r\n * Higher values reduce sensitivity.\r\n */\r\n public set angularSensibility(value: number) {\r\n const mouse = <FreeCameraMouseInput>this.inputs.attached[\"mouse\"];\r\n if (mouse) {\r\n mouse.angularSensibility = value;\r\n }\r\n }\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 public get keysUp(): number[] {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysUp;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysUp(value: number[]) {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysUp = value;\r\n }\r\n }\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 public get keysUpward(): number[] {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysUpward;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysUpward(value: number[]) {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysUpward = value;\r\n }\r\n }\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 public get keysDown(): number[] {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysDown;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysDown(value: number[]) {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysDown = value;\r\n }\r\n }\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 public get keysDownward(): number[] {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysDownward;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysDownward(value: number[]) {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysDownward = value;\r\n }\r\n }\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 public get keysLeft(): number[] {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysLeft;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysLeft(value: number[]) {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysLeft = value;\r\n }\r\n }\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 public get keysRight(): number[] {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysRight;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysRight(value: number[]) {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysRight = value;\r\n }\r\n }\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 public get keysRotateLeft(): number[] {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysRotateLeft;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysRotateLeft(value: number[]) {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysRotateLeft = value;\r\n }\r\n }\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 public get keysRotateRight(): number[] {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysRotateRight;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysRotateRight(value: number[]) {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysRotateRight = value;\r\n }\r\n }\r\n\r\n /**\r\n * Event raised when the camera collide with a mesh in the scene.\r\n */\r\n public onCollide: (collidedMesh: AbstractMesh) => void;\r\n\r\n private _collider: Collider;\r\n private _needMoveForGravity = false;\r\n private _oldPosition = Vector3.Zero();\r\n private _diffPosition = Vector3.Zero();\r\n private _newPosition = Vector3.Zero();\r\n\r\n /** @internal */\r\n public _localDirection: Vector3;\r\n /** @internal */\r\n public _transformedDirection: Vector3;\r\n\r\n /**\r\n * Instantiates a Free Camera.\r\n * This represents a free type of camera. It can be useful in First Person Shooter game for instance.\r\n * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.\r\n * @see https://doc.babylonjs.com/features/cameras#universal-camera\r\n * @param name Define the name of the camera in the scene\r\n * @param position Define the start position of the camera in the scene\r\n * @param scene Define the scene the camera belongs to\r\n * @param setActiveOnSceneIfNoneActive Defines whether the camera should be marked as active if not other active cameras have been defined\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, setActiveOnSceneIfNoneActive = true) {\r\n super(name, position, scene, setActiveOnSceneIfNoneActive);\r\n this.inputs = new FreeCameraInputsManager(this);\r\n this.inputs.addKeyboard().addMouse();\r\n }\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 /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param ignored defines an ignored parameter kept for backward compatibility.\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 * BACK COMPAT SIGNATURE ONLY.\r\n */\r\n public attachControl(ignored: any, noPreventDefault?: boolean): void;\r\n /**\r\n * Attached controls to the current camera.\r\n * @param ignored defines an ignored parameter kept for backward compatibility.\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(ignored?: any, noPreventDefault?: boolean): void {\r\n // eslint-disable-next-line prefer-rest-params\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n this.inputs.attachElement(noPreventDefault);\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.inputs.detachElement();\r\n\r\n this.cameraDirection = new Vector3(0, 0, 0);\r\n this.cameraRotation = new Vector2(0, 0);\r\n }\r\n\r\n // Collisions\r\n private _collisionMask = -1;\r\n\r\n /**\r\n * Define a collision mask to limit the list of object the camera can collide with\r\n */\r\n public get collisionMask(): number {\r\n return this._collisionMask;\r\n }\r\n\r\n public set collisionMask(mask: number) {\r\n this._collisionMask = !isNaN(mask) ? mask : -1;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _collideWithWorld(displacement: Vector3): void {\r\n let globalPosition: Vector3;\r\n\r\n if (this.parent) {\r\n globalPosition = Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());\r\n } else {\r\n globalPosition = this.position;\r\n }\r\n\r\n globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);\r\n this._oldPosition.addInPlace(this.ellipsoidOffset);\r\n\r\n const coordinator = this.getScene().collisionCoordinator;\r\n if (!this._collider) {\r\n this._collider = coordinator.createCollider();\r\n }\r\n\r\n this._collider._radius = this.ellipsoid;\r\n this._collider.collisionMask = this._collisionMask;\r\n\r\n //no need for clone, as long as gravity is not on.\r\n let actualDisplacement = displacement;\r\n\r\n //add gravity to the direction to prevent the dual-collision checking\r\n if (this.applyGravity) {\r\n //this prevents mending with cameraDirection, a global variable of the free camera class.\r\n actualDisplacement = displacement.add(this.getScene().gravity);\r\n }\r\n\r\n coordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);\r\n }\r\n\r\n private _onCollisionPositionChange = (collisionId: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh> = null) => {\r\n const updatePosition = (newPos: Vector3) => {\r\n this._newPosition.copyFrom(newPos);\r\n\r\n this._newPosition.subtractToRef(this._oldPosition, this._diffPosition);\r\n\r\n if (this._diffPosition.length() > Engine.CollisionsEpsilon) {\r\n this.position.addInPlace(this._diffPosition);\r\n if (this.onCollide && collidedMesh) {\r\n this.onCollide(collidedMesh);\r\n }\r\n }\r\n };\r\n\r\n updatePosition(newPosition);\r\n };\r\n\r\n /** @internal */\r\n public _checkInputs(): void {\r\n if (!this._localDirection) {\r\n this._localDirection = Vector3.Zero();\r\n this._transformedDirection = Vector3.Zero();\r\n }\r\n\r\n this.inputs.checkInputs();\r\n\r\n super._checkInputs();\r\n }\r\n\r\n /** @internal */\r\n public _decideIfNeedsToMove(): boolean {\r\n return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;\r\n }\r\n\r\n /** @internal */\r\n public _updatePosition(): void {\r\n if (this.checkCollisions && this.getScene().collisionsEnabled) {\r\n this._collideWithWorld(this.cameraDirection);\r\n } else {\r\n super._updatePosition();\r\n }\r\n }\r\n\r\n /**\r\n * Destroy the camera and release the current resources hold by it.\r\n */\r\n public dispose(): void {\r\n this.inputs.clear();\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FreeCamera\";\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable } from \"../types\";\r\nimport { serializeAsVector3, serialize } from \"../Misc/decorators\";\r\nimport { Vector3, Vector2 } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { TargetCamera } from \"./targetCamera\";\r\nimport { FreeCameraInputsManager } from \"./freeCameraInputsManager\";\r\nimport type { FreeCameraMouseInput } from \"../Cameras/Inputs/freeCameraMouseInput\";\r\nimport type { FreeCameraKeyboardMoveInput } from \"../Cameras/Inputs/freeCameraKeyboardMoveInput\";\r\nimport { Tools } from \"../Misc/tools\";\r\n\r\ndeclare type Collider = import(\"../Collisions/collider\").Collider;\r\n\r\n/**\r\n * This represents a free type of camera. It can be useful in First Person Shooter game for instance.\r\n * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#universal-camera\r\n */\r\nexport class FreeCamera extends TargetCamera {\r\n /**\r\n * Define the collision ellipsoid of the camera.\r\n * This is helpful to simulate a camera body like the player body around the camera\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_collisions#arcrotatecamera\r\n */\r\n @serializeAsVector3()\r\n public ellipsoid = new Vector3(0.5, 1, 0.5);\r\n\r\n /**\r\n * Define an offset for the position of the ellipsoid around the camera.\r\n * This can be helpful to determine the center of the body near the gravity center of the body\r\n * instead of its head.\r\n */\r\n @serializeAsVector3()\r\n public ellipsoidOffset = new Vector3(0, 0, 0);\r\n\r\n /**\r\n * Enable or disable collisions of the camera with the rest of the scene objects.\r\n */\r\n @serialize()\r\n public checkCollisions = false;\r\n\r\n /**\r\n * Enable or disable gravity on the camera.\r\n */\r\n @serialize()\r\n public applyGravity = false;\r\n\r\n /**\r\n * Define the input manager associated to the camera.\r\n */\r\n public inputs: FreeCameraInputsManager;\r\n\r\n /**\r\n * Gets the input sensibility for a mouse input. (default is 2000.0)\r\n * Higher values reduce sensitivity.\r\n */\r\n public get angularSensibility(): number {\r\n const mouse = <FreeCameraMouseInput>this.inputs.attached[\"mouse\"];\r\n if (mouse) {\r\n return mouse.angularSensibility;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n /**\r\n * Sets the input sensibility for a mouse input. (default is 2000.0)\r\n * Higher values reduce sensitivity.\r\n */\r\n public set angularSensibility(value: number) {\r\n const mouse = <FreeCameraMouseInput>this.inputs.attached[\"mouse\"];\r\n if (mouse) {\r\n mouse.angularSensibility = value;\r\n }\r\n }\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 public get keysUp(): number[] {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysUp;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysUp(value: number[]) {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysUp = value;\r\n }\r\n }\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 public get keysUpward(): number[] {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysUpward;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysUpward(value: number[]) {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysUpward = value;\r\n }\r\n }\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 public get keysDown(): number[] {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysDown;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysDown(value: number[]) {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysDown = value;\r\n }\r\n }\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 public get keysDownward(): number[] {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysDownward;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysDownward(value: number[]) {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysDownward = value;\r\n }\r\n }\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 public get keysLeft(): number[] {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysLeft;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysLeft(value: number[]) {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysLeft = value;\r\n }\r\n }\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 public get keysRight(): number[] {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysRight;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysRight(value: number[]) {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysRight = value;\r\n }\r\n }\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 public get keysRotateLeft(): number[] {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysRotateLeft;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysRotateLeft(value: number[]) {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysRotateLeft = value;\r\n }\r\n }\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 public get keysRotateRight(): number[] {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysRotateRight;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysRotateRight(value: number[]) {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysRotateRight = value;\r\n }\r\n }\r\n\r\n /**\r\n * Event raised when the camera collide with a mesh in the scene.\r\n */\r\n public onCollide: (collidedMesh: AbstractMesh) => void;\r\n\r\n private _collider: Collider;\r\n private _needMoveForGravity = false;\r\n private _oldPosition = Vector3.Zero();\r\n private _diffPosition = Vector3.Zero();\r\n private _newPosition = Vector3.Zero();\r\n\r\n /** @internal */\r\n public _localDirection: Vector3;\r\n /** @internal */\r\n public _transformedDirection: Vector3;\r\n\r\n /**\r\n * Instantiates a Free Camera.\r\n * This represents a free type of camera. It can be useful in First Person Shooter game for instance.\r\n * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#universal-camera\r\n * @param name Define the name of the camera in the scene\r\n * @param position Define the start position of the camera in the scene\r\n * @param scene Define the scene the camera belongs to\r\n * @param setActiveOnSceneIfNoneActive Defines whether the camera should be marked as active if not other active cameras have been defined\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, setActiveOnSceneIfNoneActive = true) {\r\n super(name, position, scene, setActiveOnSceneIfNoneActive);\r\n this.inputs = new FreeCameraInputsManager(this);\r\n this.inputs.addKeyboard().addMouse();\r\n }\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 /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param ignored defines an ignored parameter kept for backward compatibility.\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 * BACK COMPAT SIGNATURE ONLY.\r\n */\r\n public attachControl(ignored: any, noPreventDefault?: boolean): void;\r\n /**\r\n * Attached controls to the current camera.\r\n * @param ignored defines an ignored parameter kept for backward compatibility.\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(ignored?: any, noPreventDefault?: boolean): void {\r\n // eslint-disable-next-line prefer-rest-params\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n this.inputs.attachElement(noPreventDefault);\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.inputs.detachElement();\r\n\r\n this.cameraDirection = new Vector3(0, 0, 0);\r\n this.cameraRotation = new Vector2(0, 0);\r\n }\r\n\r\n // Collisions\r\n private _collisionMask = -1;\r\n\r\n /**\r\n * Define a collision mask to limit the list of object the camera can collide with\r\n */\r\n public get collisionMask(): number {\r\n return this._collisionMask;\r\n }\r\n\r\n public set collisionMask(mask: number) {\r\n this._collisionMask = !isNaN(mask) ? mask : -1;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _collideWithWorld(displacement: Vector3): void {\r\n let globalPosition: Vector3;\r\n\r\n if (this.parent) {\r\n globalPosition = Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());\r\n } else {\r\n globalPosition = this.position;\r\n }\r\n\r\n globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);\r\n this._oldPosition.addInPlace(this.ellipsoidOffset);\r\n\r\n const coordinator = this.getScene().collisionCoordinator;\r\n if (!this._collider) {\r\n this._collider = coordinator.createCollider();\r\n }\r\n\r\n this._collider._radius = this.ellipsoid;\r\n this._collider.collisionMask = this._collisionMask;\r\n\r\n //no need for clone, as long as gravity is not on.\r\n let actualDisplacement = displacement;\r\n\r\n //add gravity to the direction to prevent the dual-collision checking\r\n if (this.applyGravity) {\r\n //this prevents mending with cameraDirection, a global variable of the free camera class.\r\n actualDisplacement = displacement.add(this.getScene().gravity);\r\n }\r\n\r\n coordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);\r\n }\r\n\r\n private _onCollisionPositionChange = (collisionId: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh> = null) => {\r\n const updatePosition = (newPos: Vector3) => {\r\n this._newPosition.copyFrom(newPos);\r\n\r\n this._newPosition.subtractToRef(this._oldPosition, this._diffPosition);\r\n\r\n if (this._diffPosition.length() > Engine.CollisionsEpsilon) {\r\n this.position.addInPlace(this._diffPosition);\r\n if (this.onCollide && collidedMesh) {\r\n this.onCollide(collidedMesh);\r\n }\r\n }\r\n };\r\n\r\n updatePosition(newPosition);\r\n };\r\n\r\n /** @internal */\r\n public _checkInputs(): void {\r\n if (!this._localDirection) {\r\n this._localDirection = Vector3.Zero();\r\n this._transformedDirection = Vector3.Zero();\r\n }\r\n\r\n this.inputs.checkInputs();\r\n\r\n super._checkInputs();\r\n }\r\n\r\n /** @internal */\r\n public _decideIfNeedsToMove(): boolean {\r\n return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;\r\n }\r\n\r\n /** @internal */\r\n public _updatePosition(): void {\r\n if (this.checkCollisions && this.getScene().collisionsEnabled) {\r\n this._collideWithWorld(this.cameraDirection);\r\n } else {\r\n super._updatePosition();\r\n }\r\n }\r\n\r\n /**\r\n * Destroy the camera and release the current resources hold by it.\r\n */\r\n public dispose(): void {\r\n this.inputs.clear();\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FreeCamera\";\r\n }\r\n}\r\n"]}
@@ -6,7 +6,7 @@ import type { Nullable } from "../types";
6
6
  /**
7
7
  * Default Inputs manager for the FreeCamera.
8
8
  * It groups all the default supported inputs for ease of use.
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 declare class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
12
12
  /**
@@ -6,7 +6,7 @@ import { FreeCameraTouchInput } from "../Cameras/Inputs/freeCameraTouchInput.js"
6
6
  /**
7
7
  * Default Inputs manager for the FreeCamera.
8
8
  * It groups all the default supported inputs for ease of use.
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 FreeCameraInputsManager extends CameraInputsManager {
12
12
  /**
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"freeCameraInputsManager.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Cameras/freeCameraInputsManager.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,mBAAmB,EAAE,MAAM,uBAAuB,CAAC;AAC5D,OAAO,EAAE,2BAA2B,EAAE,MAAM,+CAA+C,CAAC;AAC5F,OAAO,EAAE,oBAAoB,EAAE,MAAM,wCAAwC,CAAC;AAC9E,OAAO,EAAE,yBAAyB,EAAE,MAAM,6CAA6C,CAAC;AACxF,OAAO,EAAE,oBAAoB,EAAE,MAAM,wCAAwC,CAAC;AAG9E;;;;GAIG;AACH,MAAM,OAAO,uBAAwB,SAAQ,mBAA+B;IASxE;;;OAGG;IACH,YAAY,MAAkB;QAC1B,KAAK,CAAC,MAAM,CAAC,CAAC;QAblB;;WAEG;QACI,gBAAW,GAAmC,IAAI,CAAC;QAC1D;;WAEG;QACI,qBAAgB,GAAwC,IAAI,CAAC;IAOpE,CAAC;IAED;;;OAGG;IACH,WAAW;QACP,IAAI,CAAC,GAAG,CAAC,IAAI,2BAA2B,EAAE,CAAC,CAAC;QAC5C,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;OAIG;IACH,QAAQ,CAAC,YAAY,GAAG,IAAI;QACxB,IAAI,CAAC,IAAI,CAAC,WAAW,EAAE;YACnB,IAAI,CAAC,WAAW,GAAG,IAAI,oBAAoB,CAAC,YAAY,CAAC,CAAC;YAC1D,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;SAC9B;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACH,WAAW;QACP,IAAI,IAAI,CAAC,WAAW,EAAE;YAClB,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;SACjC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACH,aAAa;QACT,IAAI,CAAC,IAAI,CAAC,gBAAgB,EAAE;YACxB,IAAI,CAAC,gBAAgB,GAAG,IAAI,yBAAyB,EAAE,CAAC;YACxD,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;SACnC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACH,gBAAgB;QACZ,IAAI,IAAI,CAAC,gBAAgB,EAAE;YACvB,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;SACtC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACH,QAAQ;QACJ,IAAI,CAAC,GAAG,CAAC,IAAI,oBAAoB,EAAE,CAAC,CAAC;QACrC,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;OAEG;IACI,KAAK;QACR,KAAK,CAAC,KAAK,EAAE,CAAC;QACd,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;IAC5B,CAAC;CACJ","sourcesContent":["import type { FreeCamera } from \"./freeCamera\";\r\nimport { CameraInputsManager } from \"./cameraInputsManager\";\r\nimport { FreeCameraKeyboardMoveInput } from \"../Cameras/Inputs/freeCameraKeyboardMoveInput\";\r\nimport { FreeCameraMouseInput } from \"../Cameras/Inputs/freeCameraMouseInput\";\r\nimport { FreeCameraMouseWheelInput } from \"../Cameras/Inputs/freeCameraMouseWheelInput\";\r\nimport { FreeCameraTouchInput } from \"../Cameras/Inputs/freeCameraTouchInput\";\r\nimport type { Nullable } from \"../types\";\r\n\r\n/**\r\n * Default Inputs manager for the FreeCamera.\r\n * It groups all the default supported inputs for ease of use.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {\r\n /**\r\n * @internal\r\n */\r\n public _mouseInput: Nullable<FreeCameraMouseInput> = null;\r\n /**\r\n * @internal\r\n */\r\n public _mouseWheelInput: Nullable<FreeCameraMouseWheelInput> = null;\r\n /**\r\n * Instantiates a new FreeCameraInputsManager.\r\n * @param camera Defines the camera the inputs belong to\r\n */\r\n constructor(camera: FreeCamera) {\r\n super(camera);\r\n }\r\n\r\n /**\r\n * Add keyboard input support to the input manager.\r\n * @returns the current input manager\r\n */\r\n addKeyboard(): FreeCameraInputsManager {\r\n this.add(new FreeCameraKeyboardMoveInput());\r\n return this;\r\n }\r\n\r\n /**\r\n * Add mouse input support to the input manager.\r\n * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)\r\n * @returns the current input manager\r\n */\r\n addMouse(touchEnabled = true): FreeCameraInputsManager {\r\n if (!this._mouseInput) {\r\n this._mouseInput = new FreeCameraMouseInput(touchEnabled);\r\n this.add(this._mouseInput);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Removes the mouse input support from the manager\r\n * @returns the current input manager\r\n */\r\n removeMouse(): FreeCameraInputsManager {\r\n if (this._mouseInput) {\r\n this.remove(this._mouseInput);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Add mouse wheel input support to the input manager.\r\n * @returns the current input manager\r\n */\r\n addMouseWheel(): FreeCameraInputsManager {\r\n if (!this._mouseWheelInput) {\r\n this._mouseWheelInput = new FreeCameraMouseWheelInput();\r\n this.add(this._mouseWheelInput);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Removes the mouse wheel input support from the manager\r\n * @returns the current input manager\r\n */\r\n removeMouseWheel(): FreeCameraInputsManager {\r\n if (this._mouseWheelInput) {\r\n this.remove(this._mouseWheelInput);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Add touch input support to the input manager.\r\n * @returns the current input manager\r\n */\r\n addTouch(): FreeCameraInputsManager {\r\n this.add(new FreeCameraTouchInput());\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove all attached input methods from a camera\r\n */\r\n public clear(): void {\r\n super.clear();\r\n this._mouseInput = null;\r\n }\r\n}\r\n"]}
@@ -4,14 +4,14 @@ import { Vector3 } from "../Maths/math.vector";
4
4
  /**
5
5
  * This represents a FPS type of camera. This is only here for back compat purpose.
6
6
  * Please use the UniversalCamera instead as both are identical.
7
- * @see https://doc.babylonjs.com/features/cameras#universal-camera
7
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#universal-camera
8
8
  */
9
9
  export declare class GamepadCamera extends UniversalCamera {
10
10
  /**
11
11
  * Instantiates a new Gamepad Camera
12
12
  * This represents a FPS type of camera. This is only here for back compat purpose.
13
13
  * Please use the UniversalCamera instead as both are identical.
14
- * @see https://doc.babylonjs.com/features/cameras#universal-camera
14
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#universal-camera
15
15
  * @param name Define the name of the camera in the scene
16
16
  * @param position Define the start position of the camera in the scene
17
17
  * @param scene Define the scene the camera belongs to