@babylonjs/core 5.32.1 → 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.
- package/Actions/abstractActionManager.d.ts +1 -1
- package/Actions/abstractActionManager.js +1 -1
- package/Actions/abstractActionManager.js.map +1 -1
- package/Actions/action.d.ts +1 -1
- package/Actions/action.js +1 -1
- package/Actions/action.js.map +1 -1
- package/Actions/actionManager.d.ts +18 -18
- package/Actions/actionManager.js +18 -18
- package/Actions/actionManager.js.map +1 -1
- package/Actions/directActions.d.ts +10 -10
- package/Actions/directActions.js +10 -10
- package/Actions/directActions.js.map +1 -1
- package/Actions/interpolateValueAction.d.ts +1 -1
- package/Actions/interpolateValueAction.js +1 -1
- package/Actions/interpolateValueAction.js.map +1 -1
- package/Animations/animatable.d.ts +2 -2
- package/Animations/animatable.js +2 -2
- package/Animations/animatable.js.map +1 -1
- package/Animations/animationGroup.d.ts +3 -3
- package/Animations/animationGroup.js +3 -3
- package/Animations/animationGroup.js.map +1 -1
- package/Animations/easing.d.ts +14 -14
- package/Animations/easing.js +13 -13
- package/Animations/easing.js.map +1 -1
- package/Audio/Interfaces/IAudioEngine.d.ts +2 -2
- package/Audio/Interfaces/IAudioEngine.js.map +1 -1
- package/Audio/Interfaces/ISoundOptions.d.ts +3 -3
- package/Audio/Interfaces/ISoundOptions.js.map +1 -1
- package/Audio/analyser.d.ts +1 -1
- package/Audio/analyser.js +1 -1
- package/Audio/analyser.js.map +1 -1
- package/Audio/audioEngine.d.ts +2 -2
- package/Audio/audioEngine.js +2 -2
- package/Audio/audioEngine.js.map +1 -1
- package/Audio/audioSceneComponent.d.ts +4 -4
- package/Audio/audioSceneComponent.js.map +1 -1
- package/Audio/sound.d.ts +13 -13
- package/Audio/sound.js +13 -13
- package/Audio/sound.js.map +1 -1
- package/Audio/soundTrack.d.ts +5 -5
- package/Audio/soundTrack.js +5 -5
- package/Audio/soundTrack.js.map +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.d.ts +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
- package/Behaviors/Cameras/bouncingBehavior.d.ts +1 -1
- package/Behaviors/Cameras/bouncingBehavior.js +1 -1
- package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
- package/Behaviors/Cameras/framingBehavior.d.ts +1 -1
- package/Behaviors/Cameras/framingBehavior.js +1 -1
- package/Behaviors/Cameras/framingBehavior.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.d.ts +8 -0
- package/Behaviors/Meshes/pointerDragBehavior.js +9 -3
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Bones/bone.d.ts +1 -1
- package/Bones/bone.js +1 -1
- package/Bones/bone.js.map +1 -1
- package/Bones/boneIKController.d.ts +1 -1
- package/Bones/boneIKController.js +1 -1
- package/Bones/boneIKController.js.map +1 -1
- package/Bones/boneLookController.d.ts +1 -1
- package/Bones/boneLookController.js +1 -1
- package/Bones/boneLookController.js.map +1 -1
- package/Bones/skeleton.d.ts +3 -3
- package/Bones/skeleton.js +2 -2
- package/Bones/skeleton.js.map +1 -1
- package/Cameras/Inputs/BaseCameraMouseWheelInput.js +2 -2
- package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js +2 -2
- package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraGamepadInput.d.ts +1 -1
- package/Cameras/Inputs/arcRotateCameraGamepadInput.js +1 -1
- package/Cameras/Inputs/arcRotateCameraGamepadInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.d.ts +1 -1
- package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +1 -1
- package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.d.ts +1 -1
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +3 -3
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraPointersInput.d.ts +1 -1
- package/Cameras/Inputs/arcRotateCameraPointersInput.js +1 -1
- package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +1 -1
- package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +1 -1
- package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.d.ts +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.js +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraMouseInput.d.ts +2 -2
- package/Cameras/Inputs/flyCameraMouseInput.js +4 -4
- package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/followCameraKeyboardMoveInput.d.ts +1 -1
- package/Cameras/Inputs/followCameraKeyboardMoveInput.js +1 -1
- package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/followCameraMouseWheelInput.d.ts +1 -1
- package/Cameras/Inputs/followCameraMouseWheelInput.js +3 -3
- package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/followCameraPointersInput.d.ts +1 -1
- package/Cameras/Inputs/followCameraPointersInput.js +1 -1
- package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +2 -2
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +2 -2
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraGamepadInput.d.ts +1 -1
- package/Cameras/Inputs/freeCameraGamepadInput.js +1 -1
- package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.d.ts +3 -2
- package/Cameras/Inputs/freeCameraMouseInput.js +10 -7
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseWheelInput.d.ts +1 -1
- package/Cameras/Inputs/freeCameraMouseWheelInput.js +1 -1
- package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraTouchInput.d.ts +2 -2
- package/Cameras/Inputs/freeCameraTouchInput.js +4 -4
- package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraVirtualJoystickInput.d.ts +1 -1
- package/Cameras/Inputs/freeCameraVirtualJoystickInput.js +1 -1
- package/Cameras/Inputs/freeCameraVirtualJoystickInput.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphArcRotateCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js +1 -1
- package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphFreeCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphFreeCamera.js +1 -1
- package/Cameras/Stereoscopic/anaglyphFreeCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphGamepadCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphGamepadCamera.js +1 -1
- package/Cameras/Stereoscopic/anaglyphGamepadCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphUniversalCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphUniversalCamera.js +1 -1
- package/Cameras/Stereoscopic/anaglyphUniversalCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js +1 -1
- package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicFreeCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicFreeCamera.js +1 -1
- package/Cameras/Stereoscopic/stereoscopicFreeCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicGamepadCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js +1 -1
- package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicUniversalCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js +1 -1
- package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js.map +1 -1
- package/Cameras/VR/vrCameraMetrics.d.ts +1 -1
- package/Cameras/VR/vrCameraMetrics.js +1 -1
- package/Cameras/VR/vrCameraMetrics.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationArcRotateCamera.d.ts +1 -1
- package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js +1 -1
- package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationFreeCamera.d.ts +1 -1
- package/Cameras/VR/vrDeviceOrientationFreeCamera.js +1 -1
- package/Cameras/VR/vrDeviceOrientationFreeCamera.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationGamepadCamera.d.ts +1 -1
- package/Cameras/VR/vrDeviceOrientationGamepadCamera.js +1 -1
- package/Cameras/VR/vrDeviceOrientationGamepadCamera.js.map +1 -1
- package/Cameras/VR/vrExperienceHelper.d.ts +2 -2
- package/Cameras/VR/vrExperienceHelper.js +2 -2
- package/Cameras/VR/vrExperienceHelper.js.map +1 -1
- package/Cameras/VR/webVRCamera.d.ts +2 -2
- package/Cameras/VR/webVRCamera.js +2 -2
- package/Cameras/VR/webVRCamera.js.map +1 -1
- package/Cameras/arcRotateCamera.d.ts +9 -9
- package/Cameras/arcRotateCamera.js +9 -9
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/arcRotateCameraInputsManager.d.ts +1 -1
- package/Cameras/arcRotateCameraInputsManager.js +1 -1
- package/Cameras/arcRotateCameraInputsManager.js.map +1 -1
- package/Cameras/camera.d.ts +4 -4
- package/Cameras/camera.js +4 -4
- package/Cameras/camera.js.map +1 -1
- package/Cameras/cameraInputsManager.d.ts +1 -1
- package/Cameras/cameraInputsManager.js +1 -1
- package/Cameras/cameraInputsManager.js.map +1 -1
- package/Cameras/flyCamera.d.ts +1 -1
- package/Cameras/flyCamera.js +1 -1
- package/Cameras/flyCamera.js.map +1 -1
- package/Cameras/flyCameraInputsManager.d.ts +1 -1
- package/Cameras/flyCameraInputsManager.js +1 -1
- package/Cameras/flyCameraInputsManager.js.map +1 -1
- package/Cameras/followCamera.d.ts +4 -4
- package/Cameras/followCamera.js +4 -4
- package/Cameras/followCamera.js.map +1 -1
- package/Cameras/followCameraInputsManager.d.ts +1 -1
- package/Cameras/followCameraInputsManager.js +1 -1
- package/Cameras/followCameraInputsManager.js.map +1 -1
- package/Cameras/freeCamera.d.ts +3 -3
- package/Cameras/freeCamera.js +3 -3
- package/Cameras/freeCamera.js.map +1 -1
- package/Cameras/freeCameraInputsManager.d.ts +1 -1
- package/Cameras/freeCameraInputsManager.js +1 -1
- package/Cameras/freeCameraInputsManager.js.map +1 -1
- package/Cameras/gamepadCamera.d.ts +2 -2
- package/Cameras/gamepadCamera.js +2 -2
- package/Cameras/gamepadCamera.js.map +1 -1
- package/Cameras/targetCamera.d.ts +2 -2
- package/Cameras/targetCamera.js +2 -2
- package/Cameras/targetCamera.js.map +1 -1
- package/Cameras/touchCamera.d.ts +2 -2
- package/Cameras/touchCamera.js +2 -2
- package/Cameras/touchCamera.js.map +1 -1
- package/Cameras/universalCamera.d.ts +2 -2
- package/Cameras/universalCamera.js +2 -2
- package/Cameras/universalCamera.js.map +1 -1
- package/Cameras/virtualJoysticksCamera.d.ts +2 -2
- package/Cameras/virtualJoysticksCamera.js +2 -2
- package/Cameras/virtualJoysticksCamera.js.map +1 -1
- package/Collisions/pickingInfo.d.ts +1 -1
- package/Collisions/pickingInfo.js +1 -1
- package/Collisions/pickingInfo.js.map +1 -1
- package/Culling/Octrees/octree.d.ts +2 -2
- package/Culling/Octrees/octree.js +2 -2
- package/Culling/Octrees/octree.js.map +1 -1
- package/Culling/Octrees/octreeBlock.d.ts +1 -1
- package/Culling/Octrees/octreeBlock.js +1 -1
- package/Culling/Octrees/octreeBlock.js.map +1 -1
- package/Culling/Octrees/octreeSceneComponent.d.ts +3 -3
- package/Culling/Octrees/octreeSceneComponent.js +1 -1
- package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
- package/Culling/boundingInfo.d.ts +3 -3
- package/Culling/boundingInfo.js +2 -2
- package/Culling/boundingInfo.js.map +1 -1
- package/Debug/debugLayer.d.ts +1 -1
- package/Debug/debugLayer.js.map +1 -1
- package/Debug/rayHelper.d.ts +2 -2
- package/Debug/rayHelper.js +2 -2
- package/Debug/rayHelper.js.map +1 -1
- package/Engines/Extensions/engine.alpha.d.ts +2 -2
- package/Engines/Extensions/engine.alpha.js.map +1 -1
- package/Engines/Extensions/engine.multiRender.d.ts +2 -2
- package/Engines/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/Extensions/engine.query.d.ts +8 -8
- package/Engines/Extensions/engine.query.js.map +1 -1
- package/Engines/Extensions/engine.renderTarget.d.ts +1 -1
- package/Engines/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/Extensions/engine.uniformBuffer.d.ts +3 -3
- package/Engines/Extensions/engine.uniformBuffer.js.map +1 -1
- package/Engines/Extensions/engine.views.d.ts +2 -2
- package/Engines/Extensions/engine.views.js +1 -1
- package/Engines/Extensions/engine.views.js.map +1 -1
- package/Engines/Extensions/engine.webVR.d.ts +1 -1
- package/Engines/Extensions/engine.webVR.js.map +1 -1
- package/Engines/Processors/shaderProcessor.d.ts +2 -2
- package/Engines/Processors/shaderProcessor.js +2 -2
- package/Engines/Processors/shaderProcessor.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js +11 -9
- package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
- package/Engines/constants.d.ts +17 -17
- package/Engines/constants.js +17 -17
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.d.ts +12 -12
- package/Engines/engine.js +11 -11
- package/Engines/engine.js.map +1 -1
- package/Engines/nativeEngine.d.ts +2 -2
- package/Engines/nativeEngine.js +23 -2
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.d.ts +5 -5
- package/Engines/nullEngine.js +5 -5
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/thinEngine.d.ts +8 -8
- package/Engines/thinEngine.js +6 -6
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +4 -4
- package/Engines/webgpuEngine.js +1 -1
- package/Engines/webgpuEngine.js.map +1 -1
- package/Gamepads/gamepadSceneComponent.d.ts +1 -1
- package/Gamepads/gamepadSceneComponent.js.map +1 -1
- package/Gizmos/gizmo.d.ts +6 -7
- package/Gizmos/gizmo.js +43 -36
- package/Gizmos/gizmo.js.map +1 -1
- package/Gizmos/planeRotationGizmo.js +17 -7
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Gizmos/positionGizmo.d.ts +4 -0
- package/Gizmos/positionGizmo.js +21 -0
- package/Gizmos/positionGizmo.js.map +1 -1
- package/Gizmos/rotationGizmo.d.ts +4 -0
- package/Gizmos/rotationGizmo.js +20 -0
- package/Gizmos/rotationGizmo.js.map +1 -1
- package/Gizmos/scaleGizmo.d.ts +2 -0
- package/Gizmos/scaleGizmo.js +10 -0
- package/Gizmos/scaleGizmo.js.map +1 -1
- package/Helpers/sceneHelpers.d.ts +7 -7
- package/Helpers/sceneHelpers.js.map +1 -1
- package/Inputs/scene.inputManager.js +34 -25
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Instrumentation/engineInstrumentation.d.ts +2 -2
- package/Instrumentation/engineInstrumentation.js +2 -2
- package/Instrumentation/engineInstrumentation.js.map +1 -1
- package/Instrumentation/sceneInstrumentation.d.ts +2 -2
- package/Instrumentation/sceneInstrumentation.js +2 -2
- package/Instrumentation/sceneInstrumentation.js.map +1 -1
- package/Layers/effectLayerSceneComponent.d.ts +2 -2
- package/Layers/effectLayerSceneComponent.js.map +1 -1
- package/Layers/glowLayer.d.ts +1 -1
- package/Layers/glowLayer.js +1 -1
- package/Layers/glowLayer.js.map +1 -1
- package/LensFlares/lensFlare.d.ts +3 -3
- package/LensFlares/lensFlare.js +3 -3
- package/LensFlares/lensFlare.js.map +1 -1
- package/LensFlares/lensFlareSystem.d.ts +2 -2
- package/LensFlares/lensFlareSystem.js +2 -2
- package/LensFlares/lensFlareSystem.js.map +1 -1
- package/LensFlares/lensFlareSystemSceneComponent.d.ts +1 -1
- package/LensFlares/lensFlareSystemSceneComponent.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.d.ts +2 -2
- package/Lights/Shadows/shadowGenerator.js +2 -2
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/directionalLight.d.ts +2 -2
- package/Lights/directionalLight.js +2 -2
- package/Lights/directionalLight.js.map +1 -1
- package/Lights/hemisphericLight.d.ts +1 -1
- package/Lights/hemisphericLight.js +1 -1
- package/Lights/hemisphericLight.js.map +1 -1
- package/Lights/light.d.ts +1 -1
- package/Lights/light.js +1 -1
- package/Lights/light.js.map +1 -1
- package/Lights/pointLight.d.ts +2 -2
- package/Lights/pointLight.js +2 -2
- package/Lights/pointLight.js.map +1 -1
- package/Lights/spotLight.d.ts +2 -2
- package/Lights/spotLight.js +2 -2
- package/Lights/spotLight.js.map +1 -1
- package/Loading/loadingScreen.d.ts +2 -2
- package/Loading/loadingScreen.js +1 -1
- package/Loading/loadingScreen.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/instancesBlock.d.ts +1 -1
- package/Materials/Node/Blocks/Vertex/instancesBlock.js +1 -1
- package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
- package/Materials/Node/Blocks/reciprocalBlock.js +6 -2
- package/Materials/Node/Blocks/reciprocalBlock.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +1 -1
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrMaterial.d.ts +1 -1
- package/Materials/PBR/pbrMaterial.js +1 -1
- package/Materials/PBR/pbrMaterial.js.map +1 -1
- package/Materials/Textures/Packer/packer.d.ts +1 -1
- package/Materials/Textures/Packer/packer.js +1 -1
- package/Materials/Textures/Packer/packer.js.map +1 -1
- package/Materials/Textures/Procedurals/customProceduralTexture.d.ts +2 -2
- package/Materials/Textures/Procedurals/customProceduralTexture.js +2 -2
- package/Materials/Textures/Procedurals/customProceduralTexture.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.d.ts +2 -2
- package/Materials/Textures/Procedurals/proceduralTexture.js +2 -2
- package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTextureSceneComponent.d.ts +1 -1
- package/Materials/Textures/Procedurals/proceduralTextureSceneComponent.js.map +1 -1
- package/Materials/Textures/cubeTexture.d.ts +2 -2
- package/Materials/Textures/cubeTexture.js +2 -2
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/dynamicTexture.d.ts +1 -1
- package/Materials/Textures/dynamicTexture.js +1 -1
- package/Materials/Textures/dynamicTexture.js.map +1 -1
- package/Materials/Textures/mirrorTexture.d.ts +3 -3
- package/Materials/Textures/mirrorTexture.js +3 -3
- package/Materials/Textures/mirrorTexture.js.map +1 -1
- package/Materials/Textures/refractionTexture.d.ts +3 -3
- package/Materials/Textures/refractionTexture.js +3 -3
- package/Materials/Textures/refractionTexture.js.map +1 -1
- package/Materials/Textures/texture.d.ts +10 -10
- package/Materials/Textures/texture.js +10 -10
- package/Materials/Textures/texture.js.map +1 -1
- package/Materials/Textures/videoTexture.d.ts +2 -2
- package/Materials/Textures/videoTexture.js +2 -2
- package/Materials/Textures/videoTexture.js.map +1 -1
- package/Materials/effect.d.ts +20 -2
- package/Materials/effect.js +28 -4
- package/Materials/effect.js.map +1 -1
- package/Materials/fresnelParameters.d.ts +1 -1
- package/Materials/fresnelParameters.js +1 -1
- package/Materials/fresnelParameters.js.map +1 -1
- package/Materials/material.d.ts +1 -1
- package/Materials/material.js.map +1 -1
- package/Materials/multiMaterial.d.ts +2 -2
- package/Materials/multiMaterial.js +2 -2
- package/Materials/multiMaterial.js.map +1 -1
- package/Materials/shaderMaterial.d.ts +2 -2
- package/Materials/shaderMaterial.js +2 -2
- package/Materials/shaderMaterial.js.map +1 -1
- package/Materials/shadowDepthWrapper.d.ts +1 -1
- package/Materials/shadowDepthWrapper.js +2 -2
- package/Materials/shadowDepthWrapper.js.map +1 -1
- package/Materials/standardMaterial.d.ts +18 -18
- package/Materials/standardMaterial.js +6 -6
- package/Materials/standardMaterial.js.map +1 -1
- package/Maths/math.path.d.ts +7 -7
- package/Maths/math.path.js +7 -7
- package/Maths/math.path.js.map +1 -1
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+
{"version":3,"file":"abstractActionManager.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Actions/abstractActionManager.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAGjD;;;;GAIG;AACH,MAAM,OAAgB,qBAAqB;IAA3C;QAII,iDAAiD;QAC1C,gBAAW,GAAW,EAAE,CAAC;QAEhC,+BAA+B;QACxB,YAAO,GAAG,IAAI,KAAK,EAAW,CAAC;QAEtC;;WAEG;QACI,gBAAW,GAAG,KAAK,CAAC;IAgH/B,CAAC;IA3CG;;QAEI;IACG,MAAM,KAAK,WAAW;QACzB,KAAK,MAAM,CAAC,IAAI,qBAAqB,CAAC,QAAQ,EAAE;YAC5C,IAAI,MAAM,CAAC,SAAS,CAAC,cAAc,CAAC,IAAI,CAAC,qBAAqB,CAAC,QAAQ,EAAE,CAAC,CAAC,EAAE;gBACzE,OAAO,IAAI,CAAC;aACf;SACJ;QACD,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;QAEI;IACG,MAAM,KAAK,eAAe;QAC7B,KAAK,MAAM,CAAC,IAAI,qBAAqB,CAAC,QAAQ,EAAE;YAC5C,IAAI,MAAM,CAAC,SAAS,CAAC,cAAc,CAAC,IAAI,CAAC,qBAAqB,CAAC,QAAQ,EAAE,CAAC,CAAC,EAAE;gBACzE,MAAM,MAAM,GAAG,QAAQ,CAAC,CAAC,CAAC,CAAC;gBAC3B,IAAI,MAAM,IAAI,SAAS,CAAC,oBAAoB,IAAI,MAAM,IAAI,SAAS,CAAC,sBAAsB,EAAE;oBACxF,OAAO,IAAI,CAAC;iBACf;aACJ;SACJ;QACD,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;;QAII;IACG,MAAM,CAAC,kBAAkB,CAAC,OAAe;QAC5C,KAAK,MAAM,CAAC,IAAI,qBAAqB,CAAC,QAAQ,EAAE;YAC5C,IAAI,MAAM,CAAC,SAAS,CAAC,cAAc,CAAC,IAAI,CAAC,qBAAqB,CAAC,QAAQ,EAAE,CAAC,CAAC,EAAE;gBACzE,MAAM,MAAM,GAAG,QAAQ,CAAC,CAAC,CAAC,CAAC;gBAC3B,IAAI,MAAM,KAAK,OAAO,EAAE;oBACpB,OAAO,IAAI,CAAC;iBACf;aACJ;SACJ;QACD,OAAO,KAAK,CAAC;IACjB,CAAC;;AA3HD,uCAAuC;AACzB,8BAAQ,GAA8B,EAAE,CAAC","sourcesContent":["import type { IDisposable } from \"../scene\";\r\nimport type { IActionEvent } from \"./actionEvent\";\r\nimport type { IAction } from \"./action\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Nullable } from \"../types\";\r\n\r\n/**\r\n * Abstract class used to decouple action Manager from scene and meshes.\r\n * Do not instantiate.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions\r\n */\r\nexport abstract class AbstractActionManager implements IDisposable {\r\n /** Gets the list of active triggers */\r\n public static Triggers: { [key: string]: number } = {};\r\n\r\n /** Gets the cursor to use when hovering items */\r\n public hoverCursor: string = \"\";\r\n\r\n /** Gets the list of actions */\r\n public actions = new Array<IAction>();\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children\r\n */\r\n public isRecursive = false;\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public abstract dispose(): void;\r\n\r\n /**\r\n * Does this action manager has pointer triggers\r\n */\r\n public abstract get hasPointerTriggers(): boolean;\r\n\r\n /**\r\n * Does this action manager has pick triggers\r\n */\r\n public abstract get hasPickTriggers(): boolean;\r\n\r\n /**\r\n * Process a specific trigger\r\n * @param trigger defines the trigger to process\r\n * @param evt defines the event details to be processed\r\n */\r\n public abstract processTrigger(trigger: number, evt?: IActionEvent): void;\r\n\r\n /**\r\n * Does this action manager handles actions of any of the given triggers\r\n * @param triggers defines the triggers to be tested\r\n * @returns a boolean indicating whether one (or more) of the triggers is handled\r\n */\r\n public abstract hasSpecificTriggers(triggers: number[]): boolean;\r\n\r\n /**\r\n * Does this action manager handles actions of any of the given triggers. This function takes two arguments for\r\n * speed.\r\n * @param triggerA defines the trigger to be tested\r\n * @param triggerB defines the trigger to be tested\r\n * @returns a boolean indicating whether one (or more) of the triggers is handled\r\n */\r\n public abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;\r\n\r\n /**\r\n * Does this action manager handles actions of a given trigger\r\n * @param trigger defines the trigger to be tested\r\n * @param parameterPredicate defines an optional predicate to filter triggers by parameter\r\n * @returns whether the trigger is handled\r\n */\r\n public abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;\r\n\r\n /**\r\n * Serialize this manager to a JSON object\r\n * @param name defines the property name to store this manager\r\n * @returns a JSON representation of this manager\r\n */\r\n public abstract serialize(name: string): any;\r\n\r\n /**\r\n * Registers an action to this action manager\r\n * @param action defines the action to be registered\r\n * @returns the action amended (prepared) after registration\r\n */\r\n public abstract registerAction(action: IAction): Nullable<IAction>;\r\n\r\n /**\r\n * Unregisters an action to this action manager\r\n * @param action defines the action to be unregistered\r\n * @returns a boolean indicating whether the action has been unregistered\r\n */\r\n public abstract unregisterAction(action: IAction): Boolean;\r\n\r\n /**\r\n * Does exist one action manager with at least one trigger\r\n **/\r\n public static get HasTriggers(): boolean {\r\n for (const t in AbstractActionManager.Triggers) {\r\n if (Object.prototype.hasOwnProperty.call(AbstractActionManager.Triggers, t)) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Does exist one action manager with at least one pick trigger\r\n **/\r\n public static get HasPickTriggers(): boolean {\r\n for (const t in AbstractActionManager.Triggers) {\r\n if (Object.prototype.hasOwnProperty.call(AbstractActionManager.Triggers, t)) {\r\n const tAsInt = parseInt(t);\r\n if (tAsInt >= Constants.ACTION_OnPickTrigger && tAsInt <= Constants.ACTION_OnPickUpTrigger) {\r\n return true;\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Does exist one action manager that handles actions of a given trigger\r\n * @param trigger defines the trigger to be tested\r\n * @returns a boolean indicating whether the trigger is handled by at least one action manager\r\n **/\r\n public static HasSpecificTrigger(trigger: number): boolean {\r\n for (const t in AbstractActionManager.Triggers) {\r\n if (Object.prototype.hasOwnProperty.call(AbstractActionManager.Triggers, t)) {\r\n const tAsInt = parseInt(t);\r\n if (tAsInt === trigger) {\r\n return true;\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n}\r\n"]}
|
package/Actions/action.d.ts
CHANGED
|
@@ -52,7 +52,7 @@ export interface IAction {
|
|
|
52
52
|
}
|
|
53
53
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/**
|
|
54
54
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* The action to be carried out following a trigger
|
|
55
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-
* @see https://doc.babylonjs.com/
|
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+
* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#available-actions
|
|
56
56
|
*/
|
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57
57
|
export declare class Action implements IAction {
|
|
58
58
|
/** the trigger, with or without parameters, for the action */
|
package/Actions/action.js
CHANGED
|
@@ -4,7 +4,7 @@ import { Color3, Color4 } from "../Maths/math.color.js";
|
|
|
4
4
|
import { RegisterClass } from "../Misc/typeStore.js";
|
|
5
5
|
/**
|
|
6
6
|
* The action to be carried out following a trigger
|
|
7
|
-
* @see https://doc.babylonjs.com/
|
|
7
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#available-actions
|
|
8
8
|
*/
|
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9
9
|
export class Action {
|
|
10
10
|
/**
|
package/Actions/action.js.map
CHANGED
|
@@ -1 +1 @@
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1
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-
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{ Observable } from \"../Misc/observable\";\r\nimport { Vector2, Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport type { Condition } from \"./condition\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport type { AbstractActionManager } from \"./abstractActionManager\";\r\nimport type { Nullable } from \"../types\";\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\ndeclare type ActionManager = import(\"./actionManager\").ActionManager;\r\ndeclare type ActionEvent = import(\"./actionEvent\").ActionEvent;\r\ndeclare type Mesh = import(\"../Meshes/mesh\").Mesh;\r\ndeclare type Light = import(\"../Lights/light\").Light;\r\ndeclare type Camera = import(\"../Cameras/camera\").Camera;\r\ndeclare type Node = import(\"../node\").Node;\r\n\r\n/**\r\n * Interface used to define Action\r\n */\r\nexport interface IAction {\r\n /**\r\n * Trigger for the action\r\n */\r\n trigger: number;\r\n\r\n /** Options of the trigger */\r\n triggerOptions: any;\r\n\r\n /**\r\n * Gets the trigger parameters\r\n * @returns the trigger parameters\r\n */\r\n getTriggerParameter(): any;\r\n\r\n /**\r\n * Internal only - executes current action event\r\n * @internal\r\n */\r\n _executeCurrent(evt?: ActionEvent): void;\r\n\r\n /**\r\n * Serialize placeholder for child classes\r\n * @param parent of child\r\n * @returns the serialized object\r\n */\r\n serialize(parent: any): any;\r\n\r\n /**\r\n * Internal only\r\n * @internal\r\n */\r\n _prepare(): void;\r\n\r\n /**\r\n * Internal only - manager for action\r\n * @internal\r\n */\r\n _actionManager: Nullable<AbstractActionManager>;\r\n\r\n /**\r\n * Adds action to chain of actions, may be a DoNothingAction\r\n * @param action defines the next action to execute\r\n * @returns The action passed in\r\n * @see https://www.babylonjs-playground.com/#1T30HR#0\r\n */\r\n then(action: IAction): IAction;\r\n}\r\n\r\n/**\r\n * The action to be carried out following a trigger\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#available-actions\r\n */\r\nexport class Action implements IAction {\r\n /**\r\n * Trigger for the action\r\n */\r\n public trigger: number;\r\n\r\n /**\r\n * Internal only - manager for action\r\n * @internal\r\n */\r\n public _actionManager: ActionManager;\r\n\r\n private _nextActiveAction: Action;\r\n private _child: Action;\r\n private _condition?: Condition;\r\n private _triggerParameter: any;\r\n\r\n /**\r\n * An event triggered prior to action being executed.\r\n */\r\n public onBeforeExecuteObservable = new Observable<Action>();\r\n\r\n /**\r\n * Creates a new Action\r\n * @param triggerOptions the trigger, with or without parameters, for the action\r\n * @param condition an optional determinant of action\r\n */\r\n constructor(\r\n /** the trigger, with or without parameters, for the action */\r\n public triggerOptions: any,\r\n condition?: Condition\r\n ) {\r\n if (triggerOptions.parameter) {\r\n this.trigger = triggerOptions.trigger;\r\n this._triggerParameter = triggerOptions.parameter;\r\n } else if (triggerOptions.trigger) {\r\n this.trigger = triggerOptions.trigger;\r\n } else {\r\n this.trigger = triggerOptions;\r\n }\r\n\r\n this._nextActiveAction = this;\r\n this._condition = condition;\r\n }\r\n\r\n /**\r\n * Internal only\r\n * @internal\r\n */\r\n public _prepare(): void {}\r\n\r\n /**\r\n * Gets the trigger parameter\r\n * @returns the trigger parameter\r\n */\r\n public getTriggerParameter(): any {\r\n return this._triggerParameter;\r\n }\r\n\r\n /**\r\n * Sets the trigger parameter\r\n * @param value defines the new trigger parameter\r\n */\r\n public setTriggerParameter(value: any) {\r\n this._triggerParameter = value;\r\n }\r\n\r\n /**\r\n * Internal only - Returns if the current condition allows to run the action\r\n * @internal\r\n */\r\n public _evaluateConditionForCurrentFrame(): boolean {\r\n const condition = this._condition;\r\n if (!condition) {\r\n return true;\r\n }\r\n\r\n const currentRenderId = this._actionManager.getScene().getRenderId();\r\n\r\n // We cache the current evaluation for the current frame\r\n if (condition._evaluationId !== currentRenderId) {\r\n condition._evaluationId = currentRenderId;\r\n condition._currentResult = condition.isValid();\r\n }\r\n\r\n return condition._currentResult;\r\n }\r\n\r\n /**\r\n * Internal only - executes current action event\r\n * @internal\r\n */\r\n public _executeCurrent(evt?: ActionEvent): void {\r\n const isConditionValid = this._evaluateConditionForCurrentFrame();\r\n if (!isConditionValid) {\r\n return;\r\n }\r\n\r\n this.onBeforeExecuteObservable.notifyObservers(this);\r\n this._nextActiveAction.execute(evt);\r\n\r\n this.skipToNextActiveAction();\r\n }\r\n\r\n /**\r\n * Execute placeholder for child classes\r\n * @param evt optional action event\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public execute(evt?: ActionEvent): void {}\r\n\r\n /**\r\n * Skips to next active action\r\n */\r\n public skipToNextActiveAction(): void {\r\n if (this._nextActiveAction._child) {\r\n if (!this._nextActiveAction._child._actionManager) {\r\n this._nextActiveAction._child._actionManager = this._actionManager;\r\n }\r\n\r\n this._nextActiveAction = this._nextActiveAction._child;\r\n } else {\r\n this._nextActiveAction = this;\r\n }\r\n }\r\n\r\n /**\r\n * Adds action to chain of actions, may be a DoNothingAction\r\n * @param action defines the next action to execute\r\n * @returns The action passed in\r\n * @see https://www.babylonjs-playground.com/#1T30HR#0\r\n */\r\n public then(action: Action): Action {\r\n this._child = action;\r\n\r\n action._actionManager = this._actionManager;\r\n action._prepare();\r\n\r\n return action;\r\n }\r\n\r\n /**\r\n * Internal only\r\n * @internal\r\n */\r\n public _getProperty(propertyPath: string): string {\r\n return this._actionManager._getProperty(propertyPath);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getEffectiveTarget(target: any, propertyPath: string): any {\r\n return this._actionManager._getEffectiveTarget(target, propertyPath);\r\n }\r\n\r\n /**\r\n * Serialize placeholder for child classes\r\n * @param parent of child\r\n * @returns the serialized object\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public serialize(parent: any): any {}\r\n\r\n /**\r\n * Internal only called by serialize\r\n * @internal\r\n */\r\n protected _serialize(serializedAction: any, parent?: any): any {\r\n const serializationObject: any = {\r\n type: 1,\r\n children: [],\r\n name: serializedAction.name,\r\n properties: serializedAction.properties || [],\r\n };\r\n\r\n // Serialize child\r\n if (this._child) {\r\n this._child.serialize(serializationObject);\r\n }\r\n\r\n // Check if \"this\" has a condition\r\n if (this._condition) {\r\n const serializedCondition = this._condition.serialize();\r\n serializedCondition.children.push(serializationObject);\r\n\r\n if (parent) {\r\n parent.children.push(serializedCondition);\r\n }\r\n return serializedCondition;\r\n }\r\n\r\n if (parent) {\r\n parent.children.push(serializationObject);\r\n }\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Internal only\r\n * @internal\r\n */\r\n public static _SerializeValueAsString = (value: any): string => {\r\n if (typeof value === \"number\") {\r\n return value.toString();\r\n }\r\n\r\n if (typeof value === \"boolean\") {\r\n return value ? \"true\" : \"false\";\r\n }\r\n\r\n if (value instanceof Vector2) {\r\n return value.x + \", \" + value.y;\r\n }\r\n if (value instanceof Vector3) {\r\n return value.x + \", \" + value.y + \", \" + value.z;\r\n }\r\n\r\n if (value instanceof Color3) {\r\n return value.r + \", \" + value.g + \", \" + value.b;\r\n }\r\n if (value instanceof Color4) {\r\n return value.r + \", \" + value.g + \", \" + value.b + \", \" + value.a;\r\n }\r\n\r\n return value; // string\r\n };\r\n\r\n /**\r\n * Internal only\r\n * @internal\r\n */\r\n public static _GetTargetProperty = (target: Scene | Node) => {\r\n return {\r\n name: \"target\",\r\n targetType: (<Mesh>target)._isMesh\r\n ? \"MeshProperties\"\r\n : (<Light>target)._isLight\r\n ? \"LightProperties\"\r\n : (<Camera>target)._isCamera\r\n ? \"CameraProperties\"\r\n : \"SceneProperties\",\r\n value: (<Scene>target)._isScene ? \"Scene\" : (<Node>target).name,\r\n };\r\n };\r\n}\r\n\r\nRegisterClass(\"BABYLON.Action\", Action);\r\n"]}
|
|
1
|
+
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{ Observable } from \"../Misc/observable\";\r\nimport { Vector2, Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport type { Condition } from \"./condition\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport type { AbstractActionManager } from \"./abstractActionManager\";\r\nimport type { Nullable } from \"../types\";\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\ndeclare type ActionManager = import(\"./actionManager\").ActionManager;\r\ndeclare type ActionEvent = import(\"./actionEvent\").ActionEvent;\r\ndeclare type Mesh = import(\"../Meshes/mesh\").Mesh;\r\ndeclare type Light = import(\"../Lights/light\").Light;\r\ndeclare type Camera = import(\"../Cameras/camera\").Camera;\r\ndeclare type Node = import(\"../node\").Node;\r\n\r\n/**\r\n * Interface used to define Action\r\n */\r\nexport interface IAction {\r\n /**\r\n * Trigger for the action\r\n */\r\n trigger: number;\r\n\r\n /** Options of the trigger */\r\n triggerOptions: any;\r\n\r\n /**\r\n * Gets the trigger parameters\r\n * @returns the trigger parameters\r\n */\r\n getTriggerParameter(): any;\r\n\r\n /**\r\n * Internal only - executes current action event\r\n * @internal\r\n */\r\n _executeCurrent(evt?: ActionEvent): void;\r\n\r\n /**\r\n * Serialize placeholder for child classes\r\n * @param parent of child\r\n * @returns the serialized object\r\n */\r\n serialize(parent: any): any;\r\n\r\n /**\r\n * Internal only\r\n * @internal\r\n */\r\n _prepare(): void;\r\n\r\n /**\r\n * Internal only - manager for action\r\n * @internal\r\n */\r\n _actionManager: Nullable<AbstractActionManager>;\r\n\r\n /**\r\n * Adds action to chain of actions, may be a DoNothingAction\r\n * @param action defines the next action to execute\r\n * @returns The action passed in\r\n * @see https://www.babylonjs-playground.com/#1T30HR#0\r\n */\r\n then(action: IAction): IAction;\r\n}\r\n\r\n/**\r\n * The action to be carried out following a trigger\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#available-actions\r\n */\r\nexport class Action implements IAction {\r\n /**\r\n * Trigger for the action\r\n */\r\n public trigger: number;\r\n\r\n /**\r\n * Internal only - manager for action\r\n * @internal\r\n */\r\n public _actionManager: ActionManager;\r\n\r\n private _nextActiveAction: Action;\r\n private _child: Action;\r\n private _condition?: Condition;\r\n private _triggerParameter: any;\r\n\r\n /**\r\n * An event triggered prior to action being executed.\r\n */\r\n public onBeforeExecuteObservable = new Observable<Action>();\r\n\r\n /**\r\n * Creates a new Action\r\n * @param triggerOptions the trigger, with or without parameters, for the action\r\n * @param condition an optional determinant of action\r\n */\r\n constructor(\r\n /** the trigger, with or without parameters, for the action */\r\n public triggerOptions: any,\r\n condition?: Condition\r\n ) {\r\n if (triggerOptions.parameter) {\r\n this.trigger = triggerOptions.trigger;\r\n this._triggerParameter = triggerOptions.parameter;\r\n } else if (triggerOptions.trigger) {\r\n this.trigger = triggerOptions.trigger;\r\n } else {\r\n this.trigger = triggerOptions;\r\n }\r\n\r\n this._nextActiveAction = this;\r\n this._condition = condition;\r\n }\r\n\r\n /**\r\n * Internal only\r\n * @internal\r\n */\r\n public _prepare(): void {}\r\n\r\n /**\r\n * Gets the trigger parameter\r\n * @returns the trigger parameter\r\n */\r\n public getTriggerParameter(): any {\r\n return this._triggerParameter;\r\n }\r\n\r\n /**\r\n * Sets the trigger parameter\r\n * @param value defines the new trigger parameter\r\n */\r\n public setTriggerParameter(value: any) {\r\n this._triggerParameter = value;\r\n }\r\n\r\n /**\r\n * Internal only - Returns if the current condition allows to run the action\r\n * @internal\r\n */\r\n public _evaluateConditionForCurrentFrame(): boolean {\r\n const condition = this._condition;\r\n if (!condition) {\r\n return true;\r\n }\r\n\r\n const currentRenderId = this._actionManager.getScene().getRenderId();\r\n\r\n // We cache the current evaluation for the current frame\r\n if (condition._evaluationId !== currentRenderId) {\r\n condition._evaluationId = currentRenderId;\r\n condition._currentResult = condition.isValid();\r\n }\r\n\r\n return condition._currentResult;\r\n }\r\n\r\n /**\r\n * Internal only - executes current action event\r\n * @internal\r\n */\r\n public _executeCurrent(evt?: ActionEvent): void {\r\n const isConditionValid = this._evaluateConditionForCurrentFrame();\r\n if (!isConditionValid) {\r\n return;\r\n }\r\n\r\n this.onBeforeExecuteObservable.notifyObservers(this);\r\n this._nextActiveAction.execute(evt);\r\n\r\n this.skipToNextActiveAction();\r\n }\r\n\r\n /**\r\n * Execute placeholder for child classes\r\n * @param evt optional action event\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public execute(evt?: ActionEvent): void {}\r\n\r\n /**\r\n * Skips to next active action\r\n */\r\n public skipToNextActiveAction(): void {\r\n if (this._nextActiveAction._child) {\r\n if (!this._nextActiveAction._child._actionManager) {\r\n this._nextActiveAction._child._actionManager = this._actionManager;\r\n }\r\n\r\n this._nextActiveAction = this._nextActiveAction._child;\r\n } else {\r\n this._nextActiveAction = this;\r\n }\r\n }\r\n\r\n /**\r\n * Adds action to chain of actions, may be a DoNothingAction\r\n * @param action defines the next action to execute\r\n * @returns The action passed in\r\n * @see https://www.babylonjs-playground.com/#1T30HR#0\r\n */\r\n public then(action: Action): Action {\r\n this._child = action;\r\n\r\n action._actionManager = this._actionManager;\r\n action._prepare();\r\n\r\n return action;\r\n }\r\n\r\n /**\r\n * Internal only\r\n * @internal\r\n */\r\n public _getProperty(propertyPath: string): string {\r\n return this._actionManager._getProperty(propertyPath);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getEffectiveTarget(target: any, propertyPath: string): any {\r\n return this._actionManager._getEffectiveTarget(target, propertyPath);\r\n }\r\n\r\n /**\r\n * Serialize placeholder for child classes\r\n * @param parent of child\r\n * @returns the serialized object\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public serialize(parent: any): any {}\r\n\r\n /**\r\n * Internal only called by serialize\r\n * @internal\r\n */\r\n protected _serialize(serializedAction: any, parent?: any): any {\r\n const serializationObject: any = {\r\n type: 1,\r\n children: [],\r\n name: serializedAction.name,\r\n properties: serializedAction.properties || [],\r\n };\r\n\r\n // Serialize child\r\n if (this._child) {\r\n this._child.serialize(serializationObject);\r\n }\r\n\r\n // Check if \"this\" has a condition\r\n if (this._condition) {\r\n const serializedCondition = this._condition.serialize();\r\n serializedCondition.children.push(serializationObject);\r\n\r\n if (parent) {\r\n parent.children.push(serializedCondition);\r\n }\r\n return serializedCondition;\r\n }\r\n\r\n if (parent) {\r\n parent.children.push(serializationObject);\r\n }\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Internal only\r\n * @internal\r\n */\r\n public static _SerializeValueAsString = (value: any): string => {\r\n if (typeof value === \"number\") {\r\n return value.toString();\r\n }\r\n\r\n if (typeof value === \"boolean\") {\r\n return value ? \"true\" : \"false\";\r\n }\r\n\r\n if (value instanceof Vector2) {\r\n return value.x + \", \" + value.y;\r\n }\r\n if (value instanceof Vector3) {\r\n return value.x + \", \" + value.y + \", \" + value.z;\r\n }\r\n\r\n if (value instanceof Color3) {\r\n return value.r + \", \" + value.g + \", \" + value.b;\r\n }\r\n if (value instanceof Color4) {\r\n return value.r + \", \" + value.g + \", \" + value.b + \", \" + value.a;\r\n }\r\n\r\n return value; // string\r\n };\r\n\r\n /**\r\n * Internal only\r\n * @internal\r\n */\r\n public static _GetTargetProperty = (target: Scene | Node) => {\r\n return {\r\n name: \"target\",\r\n targetType: (<Mesh>target)._isMesh\r\n ? \"MeshProperties\"\r\n : (<Light>target)._isLight\r\n ? \"LightProperties\"\r\n : (<Camera>target)._isCamera\r\n ? \"CameraProperties\"\r\n : \"SceneProperties\",\r\n value: (<Scene>target)._isScene ? \"Scene\" : (<Node>target).name,\r\n };\r\n };\r\n}\r\n\r\nRegisterClass(\"BABYLON.Action\", Action);\r\n"]}
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@@ -7,93 +7,93 @@ import { AbstractActionManager } from "./abstractActionManager";
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/**
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* Action Manager manages all events to be triggered on a given mesh or the global scene.
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* A single scene can have many Action Managers to handle predefined actions on specific meshes.
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* @see https://doc.babylonjs.com/
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* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions
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*/
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export declare class ActionManager extends AbstractActionManager {
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/**
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* Nothing
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* @see https://doc.babylonjs.com/
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* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
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*/
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static readonly NothingTrigger = 0;
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/**
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* On pick
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* @see https://doc.babylonjs.com/
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* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
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21
21
|
*/
|
|
22
22
|
static readonly OnPickTrigger = 1;
|
|
23
23
|
/**
|
|
24
24
|
* On left pick
|
|
25
|
-
* @see https://doc.babylonjs.com/
|
|
25
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
|
|
26
26
|
*/
|
|
27
27
|
static readonly OnLeftPickTrigger = 2;
|
|
28
28
|
/**
|
|
29
29
|
* On right pick
|
|
30
|
-
* @see https://doc.babylonjs.com/
|
|
30
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
|
|
31
31
|
*/
|
|
32
32
|
static readonly OnRightPickTrigger = 3;
|
|
33
33
|
/**
|
|
34
34
|
* On center pick
|
|
35
|
-
* @see https://doc.babylonjs.com/
|
|
35
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
|
|
36
36
|
*/
|
|
37
37
|
static readonly OnCenterPickTrigger = 4;
|
|
38
38
|
/**
|
|
39
39
|
* On pick down
|
|
40
|
-
* @see https://doc.babylonjs.com/
|
|
40
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
|
|
41
41
|
*/
|
|
42
42
|
static readonly OnPickDownTrigger = 5;
|
|
43
43
|
/**
|
|
44
44
|
* On double pick
|
|
45
|
-
* @see https://doc.babylonjs.com/
|
|
45
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
|
|
46
46
|
*/
|
|
47
47
|
static readonly OnDoublePickTrigger = 6;
|
|
48
48
|
/**
|
|
49
49
|
* On pick up
|
|
50
|
-
* @see https://doc.babylonjs.com/
|
|
50
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
|
|
51
51
|
*/
|
|
52
52
|
static readonly OnPickUpTrigger = 7;
|
|
53
53
|
/**
|
|
54
54
|
* On pick out.
|
|
55
55
|
* This trigger will only be raised if you also declared a OnPickDown
|
|
56
|
-
* @see https://doc.babylonjs.com/
|
|
56
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
|
|
57
57
|
*/
|
|
58
58
|
static readonly OnPickOutTrigger = 16;
|
|
59
59
|
/**
|
|
60
60
|
* On long press
|
|
61
|
-
* @see https://doc.babylonjs.com/
|
|
61
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
|
|
62
62
|
*/
|
|
63
63
|
static readonly OnLongPressTrigger = 8;
|
|
64
64
|
/**
|
|
65
65
|
* On pointer over
|
|
66
|
-
* @see https://doc.babylonjs.com/
|
|
66
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
|
|
67
67
|
*/
|
|
68
68
|
static readonly OnPointerOverTrigger = 9;
|
|
69
69
|
/**
|
|
70
70
|
* On pointer out
|
|
71
|
-
* @see https://doc.babylonjs.com/
|
|
71
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
|
|
72
72
|
*/
|
|
73
73
|
static readonly OnPointerOutTrigger = 10;
|
|
74
74
|
/**
|
|
75
75
|
* On every frame
|
|
76
|
-
* @see https://doc.babylonjs.com/
|
|
76
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
|
|
77
77
|
*/
|
|
78
78
|
static readonly OnEveryFrameTrigger = 11;
|
|
79
79
|
/**
|
|
80
80
|
* On intersection enter
|
|
81
|
-
* @see https://doc.babylonjs.com/
|
|
81
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
|
|
82
82
|
*/
|
|
83
83
|
static readonly OnIntersectionEnterTrigger = 12;
|
|
84
84
|
/**
|
|
85
85
|
* On intersection exit
|
|
86
|
-
* @see https://doc.babylonjs.com/
|
|
86
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
|
|
87
87
|
*/
|
|
88
88
|
static readonly OnIntersectionExitTrigger = 13;
|
|
89
89
|
/**
|
|
90
90
|
* On key down
|
|
91
|
-
* @see https://doc.babylonjs.com/
|
|
91
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
|
|
92
92
|
*/
|
|
93
93
|
static readonly OnKeyDownTrigger = 14;
|
|
94
94
|
/**
|
|
95
95
|
* On key up
|
|
96
|
-
* @see https://doc.babylonjs.com/
|
|
96
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
|
|
97
97
|
*/
|
|
98
98
|
static readonly OnKeyUpTrigger = 15;
|
|
99
99
|
private _scene;
|
package/Actions/actionManager.js
CHANGED
|
@@ -12,7 +12,7 @@ import { AbstractActionManager } from "./abstractActionManager.js";
|
|
|
12
12
|
/**
|
|
13
13
|
* Action Manager manages all events to be triggered on a given mesh or the global scene.
|
|
14
14
|
* A single scene can have many Action Managers to handle predefined actions on specific meshes.
|
|
15
|
-
* @see https://doc.babylonjs.com/
|
|
15
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions
|
|
16
16
|
*/
|
|
17
17
|
export class ActionManager extends AbstractActionManager {
|
|
18
18
|
/**
|
|
@@ -499,88 +499,88 @@ export class ActionManager extends AbstractActionManager {
|
|
|
499
499
|
}
|
|
500
500
|
/**
|
|
501
501
|
* Nothing
|
|
502
|
-
* @see https://doc.babylonjs.com/
|
|
502
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
|
|
503
503
|
*/
|
|
504
504
|
ActionManager.NothingTrigger = 0;
|
|
505
505
|
/**
|
|
506
506
|
* On pick
|
|
507
|
-
* @see https://doc.babylonjs.com/
|
|
507
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
|
|
508
508
|
*/
|
|
509
509
|
ActionManager.OnPickTrigger = 1;
|
|
510
510
|
/**
|
|
511
511
|
* On left pick
|
|
512
|
-
* @see https://doc.babylonjs.com/
|
|
512
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
|
|
513
513
|
*/
|
|
514
514
|
ActionManager.OnLeftPickTrigger = 2;
|
|
515
515
|
/**
|
|
516
516
|
* On right pick
|
|
517
|
-
* @see https://doc.babylonjs.com/
|
|
517
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
|
|
518
518
|
*/
|
|
519
519
|
ActionManager.OnRightPickTrigger = 3;
|
|
520
520
|
/**
|
|
521
521
|
* On center pick
|
|
522
|
-
* @see https://doc.babylonjs.com/
|
|
522
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
|
|
523
523
|
*/
|
|
524
524
|
ActionManager.OnCenterPickTrigger = 4;
|
|
525
525
|
/**
|
|
526
526
|
* On pick down
|
|
527
|
-
* @see https://doc.babylonjs.com/
|
|
527
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
|
|
528
528
|
*/
|
|
529
529
|
ActionManager.OnPickDownTrigger = 5;
|
|
530
530
|
/**
|
|
531
531
|
* On double pick
|
|
532
|
-
* @see https://doc.babylonjs.com/
|
|
532
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
|
|
533
533
|
*/
|
|
534
534
|
ActionManager.OnDoublePickTrigger = 6;
|
|
535
535
|
/**
|
|
536
536
|
* On pick up
|
|
537
|
-
* @see https://doc.babylonjs.com/
|
|
537
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
|
|
538
538
|
*/
|
|
539
539
|
ActionManager.OnPickUpTrigger = 7;
|
|
540
540
|
/**
|
|
541
541
|
* On pick out.
|
|
542
542
|
* This trigger will only be raised if you also declared a OnPickDown
|
|
543
|
-
* @see https://doc.babylonjs.com/
|
|
543
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
|
|
544
544
|
*/
|
|
545
545
|
ActionManager.OnPickOutTrigger = 16;
|
|
546
546
|
/**
|
|
547
547
|
* On long press
|
|
548
|
-
* @see https://doc.babylonjs.com/
|
|
548
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
|
|
549
549
|
*/
|
|
550
550
|
ActionManager.OnLongPressTrigger = 8;
|
|
551
551
|
/**
|
|
552
552
|
* On pointer over
|
|
553
|
-
* @see https://doc.babylonjs.com/
|
|
553
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
|
|
554
554
|
*/
|
|
555
555
|
ActionManager.OnPointerOverTrigger = 9;
|
|
556
556
|
/**
|
|
557
557
|
* On pointer out
|
|
558
|
-
* @see https://doc.babylonjs.com/
|
|
558
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
|
|
559
559
|
*/
|
|
560
560
|
ActionManager.OnPointerOutTrigger = 10;
|
|
561
561
|
/**
|
|
562
562
|
* On every frame
|
|
563
|
-
* @see https://doc.babylonjs.com/
|
|
563
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
|
|
564
564
|
*/
|
|
565
565
|
ActionManager.OnEveryFrameTrigger = 11;
|
|
566
566
|
/**
|
|
567
567
|
* On intersection enter
|
|
568
|
-
* @see https://doc.babylonjs.com/
|
|
568
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
|
|
569
569
|
*/
|
|
570
570
|
ActionManager.OnIntersectionEnterTrigger = 12;
|
|
571
571
|
/**
|
|
572
572
|
* On intersection exit
|
|
573
|
-
* @see https://doc.babylonjs.com/
|
|
573
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
|
|
574
574
|
*/
|
|
575
575
|
ActionManager.OnIntersectionExitTrigger = 13;
|
|
576
576
|
/**
|
|
577
577
|
* On key down
|
|
578
|
-
* @see https://doc.babylonjs.com/
|
|
578
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
|
|
579
579
|
*/
|
|
580
580
|
ActionManager.OnKeyDownTrigger = 14;
|
|
581
581
|
/**
|
|
582
582
|
* On key up
|
|
583
|
-
* @see https://doc.babylonjs.com/
|
|
583
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
|
|
584
584
|
*/
|
|
585
585
|
ActionManager.OnKeyUpTrigger = 15;
|
|
586
586
|
//# sourceMappingURL=actionManager.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { Nullable } from \"../types\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector3, Vector4 } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport { Condition, ValueCondition } from \"./condition\";\r\nimport type { IAction } from \"./action\";\r\nimport { Action } from \"./action\";\r\nimport { DoNothingAction } from \"./directActions\";\r\n\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { IActionEvent } from \"../Actions/actionEvent\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport { GetClass } from \"../Misc/typeStore\";\r\nimport { AbstractActionManager } from \"./abstractActionManager\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\n/**\r\n * Action Manager manages all events to be triggered on a given mesh or the global scene.\r\n * A single scene can have many Action Managers to handle predefined actions on specific meshes.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions\r\n */\r\nexport class ActionManager extends AbstractActionManager {\r\n /**\r\n * Nothing\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly NothingTrigger = Constants.ACTION_NothingTrigger;\r\n\r\n /**\r\n * On pick\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnPickTrigger = Constants.ACTION_OnPickTrigger;\r\n\r\n /**\r\n * On left pick\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnLeftPickTrigger = Constants.ACTION_OnLeftPickTrigger;\r\n\r\n /**\r\n * On right pick\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnRightPickTrigger = Constants.ACTION_OnRightPickTrigger;\r\n\r\n /**\r\n * On center pick\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnCenterPickTrigger = Constants.ACTION_OnCenterPickTrigger;\r\n\r\n /**\r\n * On pick down\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnPickDownTrigger = Constants.ACTION_OnPickDownTrigger;\r\n\r\n /**\r\n * On double pick\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnDoublePickTrigger = Constants.ACTION_OnDoublePickTrigger;\r\n\r\n /**\r\n * On pick up\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnPickUpTrigger = Constants.ACTION_OnPickUpTrigger;\r\n /**\r\n * On pick out.\r\n * This trigger will only be raised if you also declared a OnPickDown\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnPickOutTrigger = Constants.ACTION_OnPickOutTrigger;\r\n\r\n /**\r\n * On long press\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnLongPressTrigger = Constants.ACTION_OnLongPressTrigger;\r\n\r\n /**\r\n * On pointer over\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnPointerOverTrigger = Constants.ACTION_OnPointerOverTrigger;\r\n\r\n /**\r\n * On pointer out\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnPointerOutTrigger = Constants.ACTION_OnPointerOutTrigger;\r\n\r\n /**\r\n * On every frame\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnEveryFrameTrigger = Constants.ACTION_OnEveryFrameTrigger;\r\n /**\r\n * On intersection enter\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnIntersectionEnterTrigger = Constants.ACTION_OnIntersectionEnterTrigger;\r\n\r\n /**\r\n * On intersection exit\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnIntersectionExitTrigger = Constants.ACTION_OnIntersectionExitTrigger;\r\n\r\n /**\r\n * On key down\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnKeyDownTrigger = Constants.ACTION_OnKeyDownTrigger;\r\n\r\n /**\r\n * On key up\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnKeyUpTrigger = 15;\r\n\r\n // Members\r\n private _scene: Scene;\r\n\r\n /**\r\n * Creates a new action manager\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(scene?: Nullable<Scene>) {\r\n super();\r\n scene = scene || EngineStore.LastCreatedScene;\r\n if (!scene) {\r\n return;\r\n }\r\n this._scene = scene;\r\n\r\n scene.actionManagers.push(this);\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose(): void {\r\n const index = this._scene.actionManagers.indexOf(this);\r\n\r\n for (let i = 0; i < this.actions.length; i++) {\r\n const action = this.actions[i];\r\n ActionManager.Triggers[action.trigger]--;\r\n if (ActionManager.Triggers[action.trigger] === 0) {\r\n delete ActionManager.Triggers[action.trigger];\r\n }\r\n }\r\n\r\n if (index > -1) {\r\n this._scene.actionManagers.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Gets hosting scene\r\n * @returns the hosting scene\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of any of the given triggers\r\n * @param triggers defines the triggers to be tested\r\n * @returns a boolean indicating whether one (or more) of the triggers is handled\r\n */\r\n public hasSpecificTriggers(triggers: number[]): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (triggers.indexOf(action.trigger) > -1) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of any of the given triggers. This function takes two arguments for\r\n * speed.\r\n * @param triggerA defines the trigger to be tested\r\n * @param triggerB defines the trigger to be tested\r\n * @returns a boolean indicating whether one (or more) of the triggers is handled\r\n */\r\n public hasSpecificTriggers2(triggerA: number, triggerB: number): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (triggerA == action.trigger || triggerB == action.trigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of a given trigger\r\n * @param trigger defines the trigger to be tested\r\n * @param parameterPredicate defines an optional predicate to filter triggers by parameter\r\n * @returns whether the trigger is handled\r\n */\r\n public hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger === trigger) {\r\n if (parameterPredicate) {\r\n if (parameterPredicate(action.getTriggerParameter())) {\r\n return true;\r\n }\r\n } else {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager has pointer triggers\r\n */\r\n public get hasPointerTriggers(): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager has pick triggers\r\n */\r\n public get hasPickTriggers(): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Registers an action to this action manager\r\n * @param action defines the action to be registered\r\n * @returns the action amended (prepared) after registration\r\n */\r\n public registerAction(action: IAction): Nullable<IAction> {\r\n if (action.trigger === ActionManager.OnEveryFrameTrigger) {\r\n if (this.getScene().actionManager !== this) {\r\n Logger.Warn(\"OnEveryFrameTrigger can only be used with scene.actionManager\");\r\n return null;\r\n }\r\n }\r\n\r\n this.actions.push(action);\r\n this.getScene()._registeredActions++;\r\n\r\n if (ActionManager.Triggers[action.trigger]) {\r\n ActionManager.Triggers[action.trigger]++;\r\n } else {\r\n ActionManager.Triggers[action.trigger] = 1;\r\n }\r\n\r\n action._actionManager = this;\r\n action._prepare();\r\n\r\n return action;\r\n }\r\n\r\n /**\r\n * Unregisters an action to this action manager\r\n * @param action defines the action to be unregistered\r\n * @returns a boolean indicating whether the action has been unregistered\r\n */\r\n public unregisterAction(action: IAction): Boolean {\r\n const index = this.actions.indexOf(action);\r\n if (index !== -1) {\r\n this.actions.splice(index, 1);\r\n ActionManager.Triggers[action.trigger] -= 1;\r\n if (ActionManager.Triggers[action.trigger] === 0) {\r\n delete ActionManager.Triggers[action.trigger];\r\n }\r\n action._actionManager = null;\r\n this.getScene()._registeredActions--;\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Process a specific trigger\r\n * @param trigger defines the trigger to process\r\n * @param evt defines the event details to be processed\r\n */\r\n public processTrigger(trigger: number, evt?: IActionEvent): void {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger === trigger) {\r\n if (evt) {\r\n if (trigger === ActionManager.OnKeyUpTrigger || trigger === ActionManager.OnKeyDownTrigger) {\r\n const parameter = action.getTriggerParameter();\r\n\r\n if (parameter && parameter !== evt.sourceEvent.keyCode) {\r\n if (!parameter.toLowerCase) {\r\n continue;\r\n }\r\n const lowerCase = parameter.toLowerCase();\r\n\r\n if (lowerCase !== evt.sourceEvent.key) {\r\n const unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;\r\n const actualkey = String.fromCharCode(unicode).toLowerCase();\r\n if (actualkey !== lowerCase) {\r\n continue;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n action._executeCurrent(evt);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getEffectiveTarget(target: any, propertyPath: string): any {\r\n const properties = propertyPath.split(\".\");\r\n\r\n for (let index = 0; index < properties.length - 1; index++) {\r\n target = target[properties[index]];\r\n }\r\n\r\n return target;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getProperty(propertyPath: string): string {\r\n const properties = propertyPath.split(\".\");\r\n\r\n return properties[properties.length - 1];\r\n }\r\n\r\n /**\r\n * Serialize this manager to a JSON object\r\n * @param name defines the property name to store this manager\r\n * @returns a JSON representation of this manager\r\n */\r\n public serialize(name: string): any {\r\n const root = {\r\n children: new Array(),\r\n name: name,\r\n type: 3, // Root node\r\n properties: new Array(), // Empty for root but required\r\n };\r\n\r\n for (let i = 0; i < this.actions.length; i++) {\r\n const triggerObject = {\r\n type: 0, // Trigger\r\n children: new Array(),\r\n name: ActionManager.GetTriggerName(this.actions[i].trigger),\r\n properties: new Array(),\r\n };\r\n\r\n const triggerOptions = this.actions[i].triggerOptions;\r\n\r\n if (triggerOptions && typeof triggerOptions !== \"number\") {\r\n if (triggerOptions.parameter instanceof Node) {\r\n triggerObject.properties.push(Action._GetTargetProperty(triggerOptions.parameter));\r\n } else {\r\n const parameter = <any>{};\r\n DeepCopier.DeepCopy(triggerOptions.parameter, parameter, [\"mesh\"]);\r\n\r\n if (triggerOptions.parameter && triggerOptions.parameter.mesh) {\r\n parameter._meshId = triggerOptions.parameter.mesh.id;\r\n }\r\n\r\n triggerObject.properties.push({ name: \"parameter\", targetType: null, value: parameter });\r\n }\r\n }\r\n\r\n // Serialize child action, recursively\r\n this.actions[i].serialize(triggerObject);\r\n\r\n // Add serialized trigger\r\n root.children.push(triggerObject);\r\n }\r\n\r\n return root;\r\n }\r\n\r\n /**\r\n * Creates a new ActionManager from a JSON data\r\n * @param parsedActions defines the JSON data to read from\r\n * @param object defines the hosting mesh\r\n * @param scene defines the hosting scene\r\n */\r\n public static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void {\r\n const actionManager = new ActionManager(scene);\r\n if (object === null) {\r\n scene.actionManager = actionManager;\r\n } else {\r\n object.actionManager = actionManager;\r\n }\r\n\r\n // instanciate a new object\r\n const instanciate = (name: string, params: Array<any>): any => {\r\n const internalClassType = GetClass(\"BABYLON.\" + name);\r\n if (internalClassType) {\r\n const newInstance: Object = Object.create(internalClassType.prototype);\r\n // eslint-disable-next-line prefer-spread\r\n newInstance.constructor.apply(newInstance, params);\r\n return newInstance;\r\n }\r\n };\r\n\r\n const parseParameter = (name: string, value: string, target: any, propertyPath: Nullable<string>): any => {\r\n if (propertyPath === null) {\r\n // String, boolean or float\r\n const floatValue = parseFloat(value);\r\n\r\n if (value === \"true\" || value === \"false\") {\r\n return value === \"true\";\r\n } else {\r\n return isNaN(floatValue) ? value : floatValue;\r\n }\r\n }\r\n\r\n const effectiveTarget = propertyPath.split(\".\");\r\n const values = value.split(\",\");\r\n\r\n // Get effective Target\r\n for (let i = 0; i < effectiveTarget.length; i++) {\r\n target = target[effectiveTarget[i]];\r\n }\r\n\r\n // Return appropriate value with its type\r\n if (typeof target === \"boolean\") {\r\n return values[0] === \"true\";\r\n }\r\n\r\n if (typeof target === \"string\") {\r\n return values[0];\r\n }\r\n\r\n // Parameters with multiple values such as Vector3 etc.\r\n const split = new Array<number>();\r\n for (let i = 0; i < values.length; i++) {\r\n split.push(parseFloat(values[i]));\r\n }\r\n\r\n if (target instanceof Vector3) {\r\n return Vector3.FromArray(split);\r\n }\r\n\r\n if (target instanceof Vector4) {\r\n return Vector4.FromArray(split);\r\n }\r\n\r\n if (target instanceof Color3) {\r\n return Color3.FromArray(split);\r\n }\r\n\r\n if (target instanceof Color4) {\r\n return Color4.FromArray(split);\r\n }\r\n\r\n return parseFloat(values[0]);\r\n };\r\n\r\n // traverse graph per trigger\r\n const traverse = (parsedAction: any, trigger: any, condition: Nullable<Condition>, action: Nullable<Action>, combineArray: Nullable<Array<Action>> = null) => {\r\n if (parsedAction.detached) {\r\n return;\r\n }\r\n\r\n const parameters = new Array<any>();\r\n let target: any = null;\r\n let propertyPath: Nullable<string> = null;\r\n const combine = parsedAction.combine && parsedAction.combine.length > 0;\r\n\r\n // Parameters\r\n if (parsedAction.type === 2) {\r\n parameters.push(actionManager);\r\n } else {\r\n parameters.push(trigger);\r\n }\r\n\r\n if (combine) {\r\n const actions = new Array<Action>();\r\n for (let j = 0; j < parsedAction.combine.length; j++) {\r\n traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);\r\n }\r\n parameters.push(actions);\r\n } else {\r\n for (let i = 0; i < parsedAction.properties.length; i++) {\r\n let value = parsedAction.properties[i].value;\r\n const name = parsedAction.properties[i].name;\r\n const targetType = parsedAction.properties[i].targetType;\r\n\r\n if (name === \"target\") {\r\n if (targetType !== null && targetType === \"SceneProperties\") {\r\n value = target = scene;\r\n } else {\r\n value = target = scene.getNodeByName(value);\r\n }\r\n } else if (name === \"parent\") {\r\n value = scene.getNodeByName(value);\r\n } else if (name === \"sound\") {\r\n // Can not externalize to component, so only checks for the presence off the API.\r\n if (scene.getSoundByName) {\r\n value = scene.getSoundByName(value);\r\n }\r\n } else if (name !== \"propertyPath\") {\r\n if (parsedAction.type === 2 && name === \"operator\") {\r\n value = (<any>ValueCondition)[value];\r\n } else {\r\n value = parseParameter(name, value, target, name === \"value\" ? propertyPath : null);\r\n }\r\n } else {\r\n propertyPath = value;\r\n }\r\n\r\n parameters.push(value);\r\n }\r\n }\r\n\r\n if (combineArray === null) {\r\n parameters.push(condition);\r\n } else {\r\n parameters.push(null);\r\n }\r\n\r\n // If interpolate value action\r\n if (parsedAction.name === \"InterpolateValueAction\") {\r\n const param = parameters[parameters.length - 2];\r\n parameters[parameters.length - 1] = param;\r\n parameters[parameters.length - 2] = condition;\r\n }\r\n\r\n // Action or condition(s) and not CombineAction\r\n let newAction = instanciate(parsedAction.name, parameters);\r\n\r\n if (newAction instanceof Condition && condition !== null) {\r\n const nothing = new DoNothingAction(trigger, condition);\r\n\r\n if (action) {\r\n action.then(nothing);\r\n } else {\r\n actionManager.registerAction(nothing);\r\n }\r\n\r\n action = nothing;\r\n }\r\n\r\n if (combineArray === null) {\r\n if (newAction instanceof Condition) {\r\n condition = newAction;\r\n newAction = action;\r\n } else {\r\n condition = null;\r\n if (action) {\r\n action.then(newAction);\r\n } else {\r\n actionManager.registerAction(newAction);\r\n }\r\n }\r\n } else {\r\n combineArray.push(newAction);\r\n }\r\n\r\n for (let i = 0; i < parsedAction.children.length; i++) {\r\n traverse(parsedAction.children[i], trigger, condition, newAction, null);\r\n }\r\n };\r\n\r\n // triggers\r\n for (let i = 0; i < parsedActions.children.length; i++) {\r\n let triggerParams: any;\r\n const trigger = parsedActions.children[i];\r\n\r\n if (trigger.properties.length > 0) {\r\n const param = trigger.properties[0].value;\r\n const value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);\r\n\r\n if (value._meshId) {\r\n value.mesh = scene.getMeshById(value._meshId);\r\n }\r\n\r\n triggerParams = { trigger: (<any>ActionManager)[trigger.name], parameter: value };\r\n } else {\r\n triggerParams = (<any>ActionManager)[trigger.name];\r\n }\r\n\r\n for (let j = 0; j < trigger.children.length; j++) {\r\n if (!trigger.detached) {\r\n traverse(trigger.children[j], triggerParams, null, null);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Get a trigger name by index\r\n * @param trigger defines the trigger index\r\n * @returns a trigger name\r\n */\r\n public static GetTriggerName(trigger: number): string {\r\n switch (trigger) {\r\n case 0:\r\n return \"NothingTrigger\";\r\n case 1:\r\n return \"OnPickTrigger\";\r\n case 2:\r\n return \"OnLeftPickTrigger\";\r\n case 3:\r\n return \"OnRightPickTrigger\";\r\n case 4:\r\n return \"OnCenterPickTrigger\";\r\n case 5:\r\n return \"OnPickDownTrigger\";\r\n case 6:\r\n return \"OnPickUpTrigger\";\r\n case 7:\r\n return \"OnLongPressTrigger\";\r\n case 8:\r\n return \"OnPointerOverTrigger\";\r\n case 9:\r\n return \"OnPointerOutTrigger\";\r\n case 10:\r\n return \"OnEveryFrameTrigger\";\r\n case 11:\r\n return \"OnIntersectionEnterTrigger\";\r\n case 12:\r\n return \"OnIntersectionExitTrigger\";\r\n case 13:\r\n return \"OnKeyDownTrigger\";\r\n case 14:\r\n return \"OnKeyUpTrigger\";\r\n case 15:\r\n return \"OnPickOutTrigger\";\r\n default:\r\n return \"\";\r\n }\r\n }\r\n}\r\n"]}
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1
|
+
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type { Nullable } from \"../types\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector3, Vector4 } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport { Condition, ValueCondition } from \"./condition\";\r\nimport type { IAction } from \"./action\";\r\nimport { Action } from \"./action\";\r\nimport { DoNothingAction } from \"./directActions\";\r\n\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { IActionEvent } from \"../Actions/actionEvent\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport { GetClass } from \"../Misc/typeStore\";\r\nimport { AbstractActionManager } from \"./abstractActionManager\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\n/**\r\n * Action Manager manages all events to be triggered on a given mesh or the global scene.\r\n * A single scene can have many Action Managers to handle predefined actions on specific meshes.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions\r\n */\r\nexport class ActionManager extends AbstractActionManager {\r\n /**\r\n * Nothing\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly NothingTrigger = Constants.ACTION_NothingTrigger;\r\n\r\n /**\r\n * On pick\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPickTrigger = Constants.ACTION_OnPickTrigger;\r\n\r\n /**\r\n * On left pick\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnLeftPickTrigger = Constants.ACTION_OnLeftPickTrigger;\r\n\r\n /**\r\n * On right pick\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnRightPickTrigger = Constants.ACTION_OnRightPickTrigger;\r\n\r\n /**\r\n * On center pick\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnCenterPickTrigger = Constants.ACTION_OnCenterPickTrigger;\r\n\r\n /**\r\n * On pick down\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPickDownTrigger = Constants.ACTION_OnPickDownTrigger;\r\n\r\n /**\r\n * On double pick\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnDoublePickTrigger = Constants.ACTION_OnDoublePickTrigger;\r\n\r\n /**\r\n * On pick up\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPickUpTrigger = Constants.ACTION_OnPickUpTrigger;\r\n /**\r\n * On pick out.\r\n * This trigger will only be raised if you also declared a OnPickDown\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPickOutTrigger = Constants.ACTION_OnPickOutTrigger;\r\n\r\n /**\r\n * On long press\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnLongPressTrigger = Constants.ACTION_OnLongPressTrigger;\r\n\r\n /**\r\n * On pointer over\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPointerOverTrigger = Constants.ACTION_OnPointerOverTrigger;\r\n\r\n /**\r\n * On pointer out\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPointerOutTrigger = Constants.ACTION_OnPointerOutTrigger;\r\n\r\n /**\r\n * On every frame\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnEveryFrameTrigger = Constants.ACTION_OnEveryFrameTrigger;\r\n /**\r\n * On intersection enter\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnIntersectionEnterTrigger = Constants.ACTION_OnIntersectionEnterTrigger;\r\n\r\n /**\r\n * On intersection exit\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnIntersectionExitTrigger = Constants.ACTION_OnIntersectionExitTrigger;\r\n\r\n /**\r\n * On key down\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnKeyDownTrigger = Constants.ACTION_OnKeyDownTrigger;\r\n\r\n /**\r\n * On key up\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnKeyUpTrigger = 15;\r\n\r\n // Members\r\n private _scene: Scene;\r\n\r\n /**\r\n * Creates a new action manager\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(scene?: Nullable<Scene>) {\r\n super();\r\n scene = scene || EngineStore.LastCreatedScene;\r\n if (!scene) {\r\n return;\r\n }\r\n this._scene = scene;\r\n\r\n scene.actionManagers.push(this);\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose(): void {\r\n const index = this._scene.actionManagers.indexOf(this);\r\n\r\n for (let i = 0; i < this.actions.length; i++) {\r\n const action = this.actions[i];\r\n ActionManager.Triggers[action.trigger]--;\r\n if (ActionManager.Triggers[action.trigger] === 0) {\r\n delete ActionManager.Triggers[action.trigger];\r\n }\r\n }\r\n\r\n if (index > -1) {\r\n this._scene.actionManagers.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Gets hosting scene\r\n * @returns the hosting scene\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of any of the given triggers\r\n * @param triggers defines the triggers to be tested\r\n * @returns a boolean indicating whether one (or more) of the triggers is handled\r\n */\r\n public hasSpecificTriggers(triggers: number[]): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (triggers.indexOf(action.trigger) > -1) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of any of the given triggers. This function takes two arguments for\r\n * speed.\r\n * @param triggerA defines the trigger to be tested\r\n * @param triggerB defines the trigger to be tested\r\n * @returns a boolean indicating whether one (or more) of the triggers is handled\r\n */\r\n public hasSpecificTriggers2(triggerA: number, triggerB: number): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (triggerA == action.trigger || triggerB == action.trigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of a given trigger\r\n * @param trigger defines the trigger to be tested\r\n * @param parameterPredicate defines an optional predicate to filter triggers by parameter\r\n * @returns whether the trigger is handled\r\n */\r\n public hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger === trigger) {\r\n if (parameterPredicate) {\r\n if (parameterPredicate(action.getTriggerParameter())) {\r\n return true;\r\n }\r\n } else {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager has pointer triggers\r\n */\r\n public get hasPointerTriggers(): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager has pick triggers\r\n */\r\n public get hasPickTriggers(): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Registers an action to this action manager\r\n * @param action defines the action to be registered\r\n * @returns the action amended (prepared) after registration\r\n */\r\n public registerAction(action: IAction): Nullable<IAction> {\r\n if (action.trigger === ActionManager.OnEveryFrameTrigger) {\r\n if (this.getScene().actionManager !== this) {\r\n Logger.Warn(\"OnEveryFrameTrigger can only be used with scene.actionManager\");\r\n return null;\r\n }\r\n }\r\n\r\n this.actions.push(action);\r\n this.getScene()._registeredActions++;\r\n\r\n if (ActionManager.Triggers[action.trigger]) {\r\n ActionManager.Triggers[action.trigger]++;\r\n } else {\r\n ActionManager.Triggers[action.trigger] = 1;\r\n }\r\n\r\n action._actionManager = this;\r\n action._prepare();\r\n\r\n return action;\r\n }\r\n\r\n /**\r\n * Unregisters an action to this action manager\r\n * @param action defines the action to be unregistered\r\n * @returns a boolean indicating whether the action has been unregistered\r\n */\r\n public unregisterAction(action: IAction): Boolean {\r\n const index = this.actions.indexOf(action);\r\n if (index !== -1) {\r\n this.actions.splice(index, 1);\r\n ActionManager.Triggers[action.trigger] -= 1;\r\n if (ActionManager.Triggers[action.trigger] === 0) {\r\n delete ActionManager.Triggers[action.trigger];\r\n }\r\n action._actionManager = null;\r\n this.getScene()._registeredActions--;\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Process a specific trigger\r\n * @param trigger defines the trigger to process\r\n * @param evt defines the event details to be processed\r\n */\r\n public processTrigger(trigger: number, evt?: IActionEvent): void {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger === trigger) {\r\n if (evt) {\r\n if (trigger === ActionManager.OnKeyUpTrigger || trigger === ActionManager.OnKeyDownTrigger) {\r\n const parameter = action.getTriggerParameter();\r\n\r\n if (parameter && parameter !== evt.sourceEvent.keyCode) {\r\n if (!parameter.toLowerCase) {\r\n continue;\r\n }\r\n const lowerCase = parameter.toLowerCase();\r\n\r\n if (lowerCase !== evt.sourceEvent.key) {\r\n const unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;\r\n const actualkey = String.fromCharCode(unicode).toLowerCase();\r\n if (actualkey !== lowerCase) {\r\n continue;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n action._executeCurrent(evt);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getEffectiveTarget(target: any, propertyPath: string): any {\r\n const properties = propertyPath.split(\".\");\r\n\r\n for (let index = 0; index < properties.length - 1; index++) {\r\n target = target[properties[index]];\r\n }\r\n\r\n return target;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getProperty(propertyPath: string): string {\r\n const properties = propertyPath.split(\".\");\r\n\r\n return properties[properties.length - 1];\r\n }\r\n\r\n /**\r\n * Serialize this manager to a JSON object\r\n * @param name defines the property name to store this manager\r\n * @returns a JSON representation of this manager\r\n */\r\n public serialize(name: string): any {\r\n const root = {\r\n children: new Array(),\r\n name: name,\r\n type: 3, // Root node\r\n properties: new Array(), // Empty for root but required\r\n };\r\n\r\n for (let i = 0; i < this.actions.length; i++) {\r\n const triggerObject = {\r\n type: 0, // Trigger\r\n children: new Array(),\r\n name: ActionManager.GetTriggerName(this.actions[i].trigger),\r\n properties: new Array(),\r\n };\r\n\r\n const triggerOptions = this.actions[i].triggerOptions;\r\n\r\n if (triggerOptions && typeof triggerOptions !== \"number\") {\r\n if (triggerOptions.parameter instanceof Node) {\r\n triggerObject.properties.push(Action._GetTargetProperty(triggerOptions.parameter));\r\n } else {\r\n const parameter = <any>{};\r\n DeepCopier.DeepCopy(triggerOptions.parameter, parameter, [\"mesh\"]);\r\n\r\n if (triggerOptions.parameter && triggerOptions.parameter.mesh) {\r\n parameter._meshId = triggerOptions.parameter.mesh.id;\r\n }\r\n\r\n triggerObject.properties.push({ name: \"parameter\", targetType: null, value: parameter });\r\n }\r\n }\r\n\r\n // Serialize child action, recursively\r\n this.actions[i].serialize(triggerObject);\r\n\r\n // Add serialized trigger\r\n root.children.push(triggerObject);\r\n }\r\n\r\n return root;\r\n }\r\n\r\n /**\r\n * Creates a new ActionManager from a JSON data\r\n * @param parsedActions defines the JSON data to read from\r\n * @param object defines the hosting mesh\r\n * @param scene defines the hosting scene\r\n */\r\n public static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void {\r\n const actionManager = new ActionManager(scene);\r\n if (object === null) {\r\n scene.actionManager = actionManager;\r\n } else {\r\n object.actionManager = actionManager;\r\n }\r\n\r\n // instanciate a new object\r\n const instanciate = (name: string, params: Array<any>): any => {\r\n const internalClassType = GetClass(\"BABYLON.\" + name);\r\n if (internalClassType) {\r\n const newInstance: Object = Object.create(internalClassType.prototype);\r\n // eslint-disable-next-line prefer-spread\r\n newInstance.constructor.apply(newInstance, params);\r\n return newInstance;\r\n }\r\n };\r\n\r\n const parseParameter = (name: string, value: string, target: any, propertyPath: Nullable<string>): any => {\r\n if (propertyPath === null) {\r\n // String, boolean or float\r\n const floatValue = parseFloat(value);\r\n\r\n if (value === \"true\" || value === \"false\") {\r\n return value === \"true\";\r\n } else {\r\n return isNaN(floatValue) ? value : floatValue;\r\n }\r\n }\r\n\r\n const effectiveTarget = propertyPath.split(\".\");\r\n const values = value.split(\",\");\r\n\r\n // Get effective Target\r\n for (let i = 0; i < effectiveTarget.length; i++) {\r\n target = target[effectiveTarget[i]];\r\n }\r\n\r\n // Return appropriate value with its type\r\n if (typeof target === \"boolean\") {\r\n return values[0] === \"true\";\r\n }\r\n\r\n if (typeof target === \"string\") {\r\n return values[0];\r\n }\r\n\r\n // Parameters with multiple values such as Vector3 etc.\r\n const split = new Array<number>();\r\n for (let i = 0; i < values.length; i++) {\r\n split.push(parseFloat(values[i]));\r\n }\r\n\r\n if (target instanceof Vector3) {\r\n return Vector3.FromArray(split);\r\n }\r\n\r\n if (target instanceof Vector4) {\r\n return Vector4.FromArray(split);\r\n }\r\n\r\n if (target instanceof Color3) {\r\n return Color3.FromArray(split);\r\n }\r\n\r\n if (target instanceof Color4) {\r\n return Color4.FromArray(split);\r\n }\r\n\r\n return parseFloat(values[0]);\r\n };\r\n\r\n // traverse graph per trigger\r\n const traverse = (parsedAction: any, trigger: any, condition: Nullable<Condition>, action: Nullable<Action>, combineArray: Nullable<Array<Action>> = null) => {\r\n if (parsedAction.detached) {\r\n return;\r\n }\r\n\r\n const parameters = new Array<any>();\r\n let target: any = null;\r\n let propertyPath: Nullable<string> = null;\r\n const combine = parsedAction.combine && parsedAction.combine.length > 0;\r\n\r\n // Parameters\r\n if (parsedAction.type === 2) {\r\n parameters.push(actionManager);\r\n } else {\r\n parameters.push(trigger);\r\n }\r\n\r\n if (combine) {\r\n const actions = new Array<Action>();\r\n for (let j = 0; j < parsedAction.combine.length; j++) {\r\n traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);\r\n }\r\n parameters.push(actions);\r\n } else {\r\n for (let i = 0; i < parsedAction.properties.length; i++) {\r\n let value = parsedAction.properties[i].value;\r\n const name = parsedAction.properties[i].name;\r\n const targetType = parsedAction.properties[i].targetType;\r\n\r\n if (name === \"target\") {\r\n if (targetType !== null && targetType === \"SceneProperties\") {\r\n value = target = scene;\r\n } else {\r\n value = target = scene.getNodeByName(value);\r\n }\r\n } else if (name === \"parent\") {\r\n value = scene.getNodeByName(value);\r\n } else if (name === \"sound\") {\r\n // Can not externalize to component, so only checks for the presence off the API.\r\n if (scene.getSoundByName) {\r\n value = scene.getSoundByName(value);\r\n }\r\n } else if (name !== \"propertyPath\") {\r\n if (parsedAction.type === 2 && name === \"operator\") {\r\n value = (<any>ValueCondition)[value];\r\n } else {\r\n value = parseParameter(name, value, target, name === \"value\" ? propertyPath : null);\r\n }\r\n } else {\r\n propertyPath = value;\r\n }\r\n\r\n parameters.push(value);\r\n }\r\n }\r\n\r\n if (combineArray === null) {\r\n parameters.push(condition);\r\n } else {\r\n parameters.push(null);\r\n }\r\n\r\n // If interpolate value action\r\n if (parsedAction.name === \"InterpolateValueAction\") {\r\n const param = parameters[parameters.length - 2];\r\n parameters[parameters.length - 1] = param;\r\n parameters[parameters.length - 2] = condition;\r\n }\r\n\r\n // Action or condition(s) and not CombineAction\r\n let newAction = instanciate(parsedAction.name, parameters);\r\n\r\n if (newAction instanceof Condition && condition !== null) {\r\n const nothing = new DoNothingAction(trigger, condition);\r\n\r\n if (action) {\r\n action.then(nothing);\r\n } else {\r\n actionManager.registerAction(nothing);\r\n }\r\n\r\n action = nothing;\r\n }\r\n\r\n if (combineArray === null) {\r\n if (newAction instanceof Condition) {\r\n condition = newAction;\r\n newAction = action;\r\n } else {\r\n condition = null;\r\n if (action) {\r\n action.then(newAction);\r\n } else {\r\n actionManager.registerAction(newAction);\r\n }\r\n }\r\n } else {\r\n combineArray.push(newAction);\r\n }\r\n\r\n for (let i = 0; i < parsedAction.children.length; i++) {\r\n traverse(parsedAction.children[i], trigger, condition, newAction, null);\r\n }\r\n };\r\n\r\n // triggers\r\n for (let i = 0; i < parsedActions.children.length; i++) {\r\n let triggerParams: any;\r\n const trigger = parsedActions.children[i];\r\n\r\n if (trigger.properties.length > 0) {\r\n const param = trigger.properties[0].value;\r\n const value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);\r\n\r\n if (value._meshId) {\r\n value.mesh = scene.getMeshById(value._meshId);\r\n }\r\n\r\n triggerParams = { trigger: (<any>ActionManager)[trigger.name], parameter: value };\r\n } else {\r\n triggerParams = (<any>ActionManager)[trigger.name];\r\n }\r\n\r\n for (let j = 0; j < trigger.children.length; j++) {\r\n if (!trigger.detached) {\r\n traverse(trigger.children[j], triggerParams, null, null);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Get a trigger name by index\r\n * @param trigger defines the trigger index\r\n * @returns a trigger name\r\n */\r\n public static GetTriggerName(trigger: number): string {\r\n switch (trigger) {\r\n case 0:\r\n return \"NothingTrigger\";\r\n case 1:\r\n return \"OnPickTrigger\";\r\n case 2:\r\n return \"OnLeftPickTrigger\";\r\n case 3:\r\n return \"OnRightPickTrigger\";\r\n case 4:\r\n return \"OnCenterPickTrigger\";\r\n case 5:\r\n return \"OnPickDownTrigger\";\r\n case 6:\r\n return \"OnPickUpTrigger\";\r\n case 7:\r\n return \"OnLongPressTrigger\";\r\n case 8:\r\n return \"OnPointerOverTrigger\";\r\n case 9:\r\n return \"OnPointerOutTrigger\";\r\n case 10:\r\n return \"OnEveryFrameTrigger\";\r\n case 11:\r\n return \"OnIntersectionEnterTrigger\";\r\n case 12:\r\n return \"OnIntersectionExitTrigger\";\r\n case 13:\r\n return \"OnKeyDownTrigger\";\r\n case 14:\r\n return \"OnKeyUpTrigger\";\r\n case 15:\r\n return \"OnPickOutTrigger\";\r\n default:\r\n return \"\";\r\n }\r\n }\r\n}\r\n"]}
|