@babylonjs/core 5.36.0 → 5.37.0

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Files changed (64) hide show
  1. package/Cameras/arcRotateCamera.d.ts +2 -2
  2. package/Cameras/arcRotateCamera.js.map +1 -1
  3. package/Engines/thinEngine.js +2 -2
  4. package/Engines/thinEngine.js.map +1 -1
  5. package/Materials/Node/Blocks/Dual/currentScreenBlock.js +2 -3
  6. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  7. package/Materials/Node/Blocks/Dual/fogBlock.js +4 -4
  8. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  9. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +2 -2
  10. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
  11. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +2 -3
  12. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  13. package/Materials/Node/Blocks/Dual/textureBlock.js +3 -4
  14. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  15. package/Materials/Node/Blocks/Fragment/TBNBlock.js +2 -2
  16. package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
  17. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +2 -2
  18. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  19. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +2 -2
  20. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
  21. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.d.ts +4 -0
  22. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +35 -19
  23. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  24. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +2 -2
  25. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
  26. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js +2 -2
  27. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
  28. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +2 -2
  29. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  30. package/Materials/Node/Blocks/PBR/reflectionBlock.js +2 -2
  31. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  32. package/Materials/Node/Blocks/Particle/particleTextureBlock.js +2 -3
  33. package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
  34. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +2 -2
  35. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  36. package/Materials/Node/Blocks/gradientBlock.js +7 -6
  37. package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
  38. package/Materials/Node/Blocks/normalBlendBlock.js +10 -8
  39. package/Materials/Node/Blocks/normalBlendBlock.js.map +1 -1
  40. package/Materials/Node/Blocks/randomNumberBlock.js +6 -5
  41. package/Materials/Node/Blocks/randomNumberBlock.js.map +1 -1
  42. package/Materials/Node/Blocks/reflectBlock.js +10 -8
  43. package/Materials/Node/Blocks/reflectBlock.js.map +1 -1
  44. package/Materials/Node/Blocks/refractBlock.js +10 -8
  45. package/Materials/Node/Blocks/refractBlock.js.map +1 -1
  46. package/Materials/Node/Blocks/triPlanarBlock.js +4 -4
  47. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  48. package/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes.d.ts +3 -1
  49. package/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes.js +2 -0
  50. package/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes.js.map +1 -1
  51. package/Materials/Node/nodeMaterialBlockConnectionPoint.d.ts +5 -0
  52. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +13 -0
  53. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  54. package/Materials/Textures/videoTexture.d.ts +5 -0
  55. package/Materials/Textures/videoTexture.js +27 -23
  56. package/Materials/Textures/videoTexture.js.map +1 -1
  57. package/Materials/materialHelper.js +3 -0
  58. package/Materials/materialHelper.js.map +1 -1
  59. package/Misc/virtualJoystick.d.ts +1 -0
  60. package/Misc/virtualJoystick.js +6 -0
  61. package/Misc/virtualJoystick.js.map +1 -1
  62. package/Physics/physicsEngineComponent.js +1 -1
  63. package/Physics/physicsEngineComponent.js.map +1 -1
  64. package/package.json +1 -1
@@ -1 +1 @@
1
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type { Nullable } from \"../types\";\r\nimport { Vector3, Vector2 } from \"../Maths/math.vector\";\r\nimport { StringDictionary } from \"./stringDictionary\";\r\n\r\n// Mainly based on these 2 articles :\r\n// Creating an universal virtual touch joystick working for all Touch models thanks to Hand.JS : http://blogs.msdn.com/b/davrous/archive/2013/02/22/creating-an-universal-virtual-touch-joystick-working-for-all-touch-models-thanks-to-hand-js.aspx\r\n// & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/\r\n\r\n/**\r\n * Defines the potential axis of a Joystick\r\n */\r\nexport enum JoystickAxis {\r\n /** X axis */\r\n X,\r\n /** Y axis */\r\n Y,\r\n /** Z axis */\r\n Z,\r\n}\r\n\r\n/**\r\n * Represents the different customization options available\r\n * for VirtualJoystick\r\n */\r\ninterface VirtualJoystickCustomizations {\r\n /**\r\n * Size of the joystick's puck\r\n */\r\n puckSize: number;\r\n /**\r\n * Size of the joystick's container\r\n */\r\n containerSize: number;\r\n /**\r\n * Color of the joystick && puck\r\n */\r\n color: string;\r\n /**\r\n * Image URL for the joystick's puck\r\n */\r\n puckImage?: string;\r\n /**\r\n * Image URL for the joystick's container\r\n */\r\n containerImage?: string;\r\n /**\r\n * Defines the unmoving position of the joystick container\r\n */\r\n position?: { x: number; y: number };\r\n /**\r\n * Defines whether or not the joystick container is always visible\r\n */\r\n alwaysVisible: boolean;\r\n /**\r\n * Defines whether or not to limit the movement of the puck to the joystick's container\r\n */\r\n limitToContainer: boolean;\r\n}\r\n\r\n/**\r\n * Class used to define virtual joystick (used in touch mode)\r\n */\r\nexport class VirtualJoystick {\r\n /**\r\n * Gets or sets a boolean indicating that left and right values must be inverted\r\n */\r\n public reverseLeftRight: boolean;\r\n /**\r\n * Gets or sets a boolean indicating that up and down values must be inverted\r\n */\r\n public reverseUpDown: boolean;\r\n /**\r\n * Gets the offset value for the position (ie. the change of the position value)\r\n */\r\n public deltaPosition: Vector3;\r\n /**\r\n * Gets a boolean indicating if the virtual joystick was pressed\r\n */\r\n public pressed: boolean;\r\n /**\r\n * Canvas the virtual joystick will render onto, default z-index of this is 5\r\n */\r\n public static Canvas: Nullable<HTMLCanvasElement>;\r\n\r\n /**\r\n * boolean indicating whether or not the joystick's puck's movement should be limited to the joystick's container area\r\n */\r\n public limitToContainer: boolean;\r\n\r\n // Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas\r\n private static _GlobalJoystickIndex: number = 0;\r\n private static _AlwaysVisibleSticks: number = 0;\r\n private static _VJCanvasContext: CanvasRenderingContext2D;\r\n private static _VJCanvasWidth: number;\r\n private static _VJCanvasHeight: number;\r\n private static _HalfWidth: number;\r\n private static _GetDefaultOptions(): VirtualJoystickCustomizations {\r\n return {\r\n puckSize: 40,\r\n containerSize: 60,\r\n color: \"cyan\",\r\n puckImage: undefined,\r\n containerImage: undefined,\r\n position: undefined,\r\n alwaysVisible: false,\r\n limitToContainer: false,\r\n };\r\n }\r\n\r\n private _action: () => any;\r\n private _axisTargetedByLeftAndRight: JoystickAxis;\r\n private _axisTargetedByUpAndDown: JoystickAxis;\r\n private _joystickSensibility: number;\r\n private _inversedSensibility: number;\r\n private _joystickPointerId: number;\r\n private _joystickColor: string;\r\n private _joystickPointerPos: Vector2;\r\n private _joystickPreviousPointerPos: Vector2;\r\n private _joystickPointerStartPos: Vector2;\r\n private _deltaJoystickVector: Vector2;\r\n private _leftJoystick: boolean;\r\n private _touches: StringDictionary<{ x: number; y: number; prevX: number; prevY: number } | PointerEvent>;\r\n private _joystickPosition: Nullable<Vector2>;\r\n private _alwaysVisible: boolean;\r\n private _puckImage: HTMLImageElement;\r\n private _containerImage: HTMLImageElement;\r\n\r\n // size properties\r\n private _joystickPuckSize: number;\r\n private _joystickContainerSize: number;\r\n private _clearPuckSize: number;\r\n private _clearContainerSize: number;\r\n private _clearPuckSizeOffset: number;\r\n private _clearContainerSizeOffset: number;\r\n\r\n private _onPointerDownHandlerRef: (e: PointerEvent) => any;\r\n private _onPointerMoveHandlerRef: (e: PointerEvent) => any;\r\n private _onPointerUpHandlerRef: (e: PointerEvent) => any;\r\n private _onResize: (e: any) => any;\r\n\r\n /**\r\n * Creates a new virtual joystick\r\n * @param leftJoystick defines that the joystick is for left hand (false by default)\r\n * @param customizations Defines the options we want to customize the VirtualJoystick\r\n */\r\n constructor(leftJoystick?: boolean, customizations?: Partial<VirtualJoystickCustomizations>) {\r\n const options = {\r\n ...VirtualJoystick._GetDefaultOptions(),\r\n ...customizations,\r\n };\r\n\r\n if (leftJoystick) {\r\n this._leftJoystick = true;\r\n } else {\r\n this._leftJoystick = false;\r\n }\r\n\r\n VirtualJoystick._GlobalJoystickIndex++;\r\n\r\n // By default left & right arrow keys are moving the X\r\n // and up & down keys are moving the Y\r\n this._axisTargetedByLeftAndRight = JoystickAxis.X;\r\n this._axisTargetedByUpAndDown = JoystickAxis.Y;\r\n\r\n this.reverseLeftRight = false;\r\n this.reverseUpDown = false;\r\n\r\n // collections of pointers\r\n this._touches = new StringDictionary<{ x: number; y: number; prevX: number; prevY: number } | PointerEvent>();\r\n this.deltaPosition = Vector3.Zero();\r\n\r\n this._joystickSensibility = 25;\r\n this._inversedSensibility = 1 / (this._joystickSensibility / 1000);\r\n\r\n this._onResize = () => {\r\n VirtualJoystick._VJCanvasWidth = window.innerWidth;\r\n VirtualJoystick._VJCanvasHeight = window.innerHeight;\r\n if (VirtualJoystick.Canvas) {\r\n VirtualJoystick.Canvas.width = VirtualJoystick._VJCanvasWidth;\r\n VirtualJoystick.Canvas.height = VirtualJoystick._VJCanvasHeight;\r\n }\r\n VirtualJoystick._HalfWidth = VirtualJoystick._VJCanvasWidth / 2;\r\n };\r\n\r\n // injecting a canvas element on top of the canvas 3D game\r\n if (!VirtualJoystick.Canvas) {\r\n window.addEventListener(\"resize\", this._onResize, false);\r\n VirtualJoystick.Canvas = document.createElement(\"canvas\");\r\n VirtualJoystick._VJCanvasWidth = window.innerWidth;\r\n VirtualJoystick._VJCanvasHeight = window.innerHeight;\r\n VirtualJoystick.Canvas.width = window.innerWidth;\r\n VirtualJoystick.Canvas.height = window.innerHeight;\r\n VirtualJoystick.Canvas.style.width = \"100%\";\r\n VirtualJoystick.Canvas.style.height = \"100%\";\r\n VirtualJoystick.Canvas.style.position = \"absolute\";\r\n VirtualJoystick.Canvas.style.backgroundColor = \"transparent\";\r\n VirtualJoystick.Canvas.style.top = \"0px\";\r\n VirtualJoystick.Canvas.style.left = \"0px\";\r\n VirtualJoystick.Canvas.style.zIndex = \"5\";\r\n VirtualJoystick.Canvas.style.touchAction = \"none\"; // fix https://forum.babylonjs.com/t/virtualjoystick-needs-to-set-style-touch-action-none-explicitly/9562\r\n // Support for jQuery PEP polyfill\r\n VirtualJoystick.Canvas.setAttribute(\"touch-action\", \"none\");\r\n const context = VirtualJoystick.Canvas.getContext(\"2d\");\r\n\r\n if (!context) {\r\n throw new Error(\"Unable to create canvas for virtual joystick\");\r\n }\r\n\r\n VirtualJoystick._VJCanvasContext = context;\r\n VirtualJoystick._VJCanvasContext.strokeStyle = \"#ffffff\";\r\n VirtualJoystick._VJCanvasContext.lineWidth = 2;\r\n document.body.appendChild(VirtualJoystick.Canvas);\r\n }\r\n VirtualJoystick._HalfWidth = VirtualJoystick.Canvas.width / 2;\r\n this.pressed = false;\r\n this.limitToContainer = options.limitToContainer;\r\n\r\n // default joystick color\r\n this._joystickColor = options.color;\r\n\r\n // default joystick size\r\n this.containerSize = options.containerSize;\r\n this.puckSize = options.puckSize;\r\n\r\n if (options.position) {\r\n this.setPosition(options.position.x, options.position.y);\r\n }\r\n if (options.puckImage) {\r\n this.setPuckImage(options.puckImage);\r\n }\r\n if (options.containerImage) {\r\n this.setContainerImage(options.containerImage);\r\n }\r\n if (options.alwaysVisible) {\r\n VirtualJoystick._AlwaysVisibleSticks++;\r\n }\r\n\r\n // must come after position potentially set\r\n this.alwaysVisible = options.alwaysVisible;\r\n\r\n this._joystickPointerId = -1;\r\n // current joystick position\r\n this._joystickPointerPos = new Vector2(0, 0);\r\n this._joystickPreviousPointerPos = new Vector2(0, 0);\r\n // origin joystick position\r\n this._joystickPointerStartPos = new Vector2(0, 0);\r\n this._deltaJoystickVector = new Vector2(0, 0);\r\n\r\n this._onPointerDownHandlerRef = (evt) => {\r\n this._onPointerDown(evt);\r\n };\r\n this._onPointerMoveHandlerRef = (evt) => {\r\n this._onPointerMove(evt);\r\n };\r\n this._onPointerUpHandlerRef = (evt) => {\r\n this._onPointerUp(evt);\r\n };\r\n\r\n VirtualJoystick.Canvas.addEventListener(\"pointerdown\", this._onPointerDownHandlerRef, false);\r\n VirtualJoystick.Canvas.addEventListener(\"pointermove\", this._onPointerMoveHandlerRef, false);\r\n VirtualJoystick.Canvas.addEventListener(\"pointerup\", this._onPointerUpHandlerRef, false);\r\n VirtualJoystick.Canvas.addEventListener(\"pointerout\", this._onPointerUpHandlerRef, false);\r\n VirtualJoystick.Canvas.addEventListener(\r\n \"contextmenu\",\r\n (evt) => {\r\n evt.preventDefault(); // Disables system menu\r\n },\r\n false\r\n );\r\n requestAnimationFrame(() => {\r\n this._drawVirtualJoystick();\r\n });\r\n }\r\n\r\n /**\r\n * Defines joystick sensibility (ie. the ratio between a physical move and virtual joystick position change)\r\n * @param newJoystickSensibility defines the new sensibility\r\n */\r\n public setJoystickSensibility(newJoystickSensibility: number) {\r\n this._joystickSensibility = newJoystickSensibility;\r\n this._inversedSensibility = 1 / (this._joystickSensibility / 1000);\r\n }\r\n\r\n private _onPointerDown(e: PointerEvent) {\r\n let positionOnScreenCondition: boolean;\r\n\r\n e.preventDefault();\r\n\r\n if (this._leftJoystick === true) {\r\n positionOnScreenCondition = e.clientX < VirtualJoystick._HalfWidth;\r\n } else {\r\n positionOnScreenCondition = e.clientX > VirtualJoystick._HalfWidth;\r\n }\r\n\r\n if (positionOnScreenCondition && this._joystickPointerId < 0) {\r\n // First contact will be dedicated to the virtual joystick\r\n this._joystickPointerId = e.pointerId;\r\n\r\n if (this._joystickPosition) {\r\n this._joystickPointerStartPos = this._joystickPosition.clone();\r\n this._joystickPointerPos = this._joystickPosition.clone();\r\n this._joystickPreviousPointerPos = this._joystickPosition.clone();\r\n\r\n // in case the user only clicks down && doesn't move:\r\n // this ensures the delta is properly set\r\n this._onPointerMove(e);\r\n } else {\r\n this._joystickPointerStartPos.x = e.clientX;\r\n this._joystickPointerStartPos.y = e.clientY;\r\n this._joystickPointerPos = this._joystickPointerStartPos.clone();\r\n this._joystickPreviousPointerPos = this._joystickPointerStartPos.clone();\r\n }\r\n\r\n this._deltaJoystickVector.x = 0;\r\n this._deltaJoystickVector.y = 0;\r\n this.pressed = true;\r\n this._touches.add(e.pointerId.toString(), e);\r\n } else {\r\n // You can only trigger the action buttons with a joystick declared\r\n if (VirtualJoystick._GlobalJoystickIndex < 2 && this._action) {\r\n this._action();\r\n this._touches.add(e.pointerId.toString(), { x: e.clientX, y: e.clientY, prevX: e.clientX, prevY: e.clientY });\r\n }\r\n }\r\n }\r\n\r\n private _onPointerMove(e: PointerEvent) {\r\n // If the current pointer is the one associated to the joystick (first touch contact)\r\n if (this._joystickPointerId == e.pointerId) {\r\n // limit to container if need be\r\n if (this.limitToContainer) {\r\n const vector = new Vector2(e.clientX - this._joystickPointerStartPos.x, e.clientY - this._joystickPointerStartPos.y);\r\n const distance = vector.length();\r\n\r\n if (distance > this.containerSize) {\r\n vector.scaleInPlace(this.containerSize / distance);\r\n }\r\n\r\n this._joystickPointerPos.x = this._joystickPointerStartPos.x + vector.x;\r\n this._joystickPointerPos.y = this._joystickPointerStartPos.y + vector.y;\r\n } else {\r\n this._joystickPointerPos.x = e.clientX;\r\n this._joystickPointerPos.y = e.clientY;\r\n }\r\n\r\n // create delta vector\r\n this._deltaJoystickVector = this._joystickPointerPos.clone();\r\n this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);\r\n\r\n // if a joystick is always visible, there will be clipping issues if\r\n // you drag the puck from one over the container of the other\r\n if (0 < VirtualJoystick._AlwaysVisibleSticks) {\r\n if (this._leftJoystick) {\r\n this._joystickPointerPos.x = Math.min(VirtualJoystick._HalfWidth, this._joystickPointerPos.x);\r\n } else {\r\n this._joystickPointerPos.x = Math.max(VirtualJoystick._HalfWidth, this._joystickPointerPos.x);\r\n }\r\n }\r\n\r\n const directionLeftRight = this.reverseLeftRight ? -1 : 1;\r\n const deltaJoystickX = (directionLeftRight * this._deltaJoystickVector.x) / this._inversedSensibility;\r\n switch (this._axisTargetedByLeftAndRight) {\r\n case JoystickAxis.X:\r\n this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));\r\n break;\r\n case JoystickAxis.Y:\r\n this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));\r\n break;\r\n case JoystickAxis.Z:\r\n this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));\r\n break;\r\n }\r\n const directionUpDown = this.reverseUpDown ? 1 : -1;\r\n const deltaJoystickY = (directionUpDown * this._deltaJoystickVector.y) / this._inversedSensibility;\r\n switch (this._axisTargetedByUpAndDown) {\r\n case JoystickAxis.X:\r\n this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));\r\n break;\r\n case JoystickAxis.Y:\r\n this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));\r\n break;\r\n case JoystickAxis.Z:\r\n this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));\r\n break;\r\n }\r\n } else {\r\n const data = this._touches.get(e.pointerId.toString());\r\n if (data) {\r\n (data as any).x = e.clientX;\r\n (data as any).y = e.clientY;\r\n }\r\n }\r\n }\r\n\r\n private _onPointerUp(e: PointerEvent) {\r\n if (this._joystickPointerId == e.pointerId) {\r\n this._clearPreviousDraw();\r\n\r\n this._joystickPointerId = -1;\r\n this.pressed = false;\r\n } else {\r\n const touch = <{ x: number; y: number; prevX: number; prevY: number }>this._touches.get(e.pointerId.toString());\r\n if (touch) {\r\n VirtualJoystick._VJCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);\r\n }\r\n }\r\n this._deltaJoystickVector.x = 0;\r\n this._deltaJoystickVector.y = 0;\r\n\r\n this._touches.remove(e.pointerId.toString());\r\n }\r\n\r\n /**\r\n * Change the color of the virtual joystick\r\n * @param newColor a string that must be a CSS color value (like \"red\") or the hexa value (like \"#FF0000\")\r\n */\r\n public setJoystickColor(newColor: string) {\r\n this._joystickColor = newColor;\r\n }\r\n\r\n /**\r\n * Size of the joystick's container\r\n */\r\n public set containerSize(newSize: number) {\r\n this._joystickContainerSize = newSize;\r\n this._clearContainerSize = ~~(this._joystickContainerSize * 2.1);\r\n this._clearContainerSizeOffset = ~~(this._clearContainerSize / 2);\r\n }\r\n public get containerSize() {\r\n return this._joystickContainerSize;\r\n }\r\n\r\n /**\r\n * Size of the joystick's puck\r\n */\r\n public set puckSize(newSize: number) {\r\n this._joystickPuckSize = newSize;\r\n this._clearPuckSize = ~~(this._joystickPuckSize * 2.1);\r\n this._clearPuckSizeOffset = ~~(this._clearPuckSize / 2);\r\n }\r\n public get puckSize() {\r\n return this._joystickPuckSize;\r\n }\r\n\r\n /**\r\n * Clears the set position of the joystick\r\n */\r\n public clearPosition() {\r\n this.alwaysVisible = false;\r\n\r\n this._joystickPosition = null;\r\n }\r\n\r\n /**\r\n * Defines whether or not the joystick container is always visible\r\n */\r\n public set alwaysVisible(value: boolean) {\r\n if (this._alwaysVisible === value) {\r\n return;\r\n }\r\n\r\n if (value && this._joystickPosition) {\r\n VirtualJoystick._AlwaysVisibleSticks++;\r\n\r\n this._alwaysVisible = true;\r\n } else {\r\n VirtualJoystick._AlwaysVisibleSticks--;\r\n\r\n this._alwaysVisible = false;\r\n }\r\n }\r\n public get alwaysVisible() {\r\n return this._alwaysVisible;\r\n }\r\n\r\n /**\r\n * Sets the constant position of the Joystick container\r\n * @param x X axis coordinate\r\n * @param y Y axis coordinate\r\n */\r\n public setPosition(x: number, y: number) {\r\n // just in case position is moved while the container is visible\r\n if (this._joystickPointerStartPos) {\r\n this._clearPreviousDraw();\r\n }\r\n\r\n this._joystickPosition = new Vector2(x, y);\r\n }\r\n\r\n /**\r\n * Defines a callback to call when the joystick is touched\r\n * @param action defines the callback\r\n */\r\n public setActionOnTouch(action: () => any) {\r\n this._action = action;\r\n }\r\n\r\n /**\r\n * Defines which axis you'd like to control for left & right\r\n * @param axis defines the axis to use\r\n */\r\n public setAxisForLeftRight(axis: JoystickAxis) {\r\n switch (axis) {\r\n case JoystickAxis.X:\r\n case JoystickAxis.Y:\r\n case JoystickAxis.Z:\r\n this._axisTargetedByLeftAndRight = axis;\r\n break;\r\n default:\r\n this._axisTargetedByLeftAndRight = JoystickAxis.X;\r\n break;\r\n }\r\n }\r\n\r\n /**\r\n * Defines which axis you'd like to control for up & down\r\n * @param axis defines the axis to use\r\n */\r\n public setAxisForUpDown(axis: JoystickAxis) {\r\n switch (axis) {\r\n case JoystickAxis.X:\r\n case JoystickAxis.Y:\r\n case JoystickAxis.Z:\r\n this._axisTargetedByUpAndDown = axis;\r\n break;\r\n default:\r\n this._axisTargetedByUpAndDown = JoystickAxis.Y;\r\n break;\r\n }\r\n }\r\n\r\n /**\r\n * Clears the canvas from the previous puck / container draw\r\n */\r\n private _clearPreviousDraw() {\r\n const jp = this._joystickPosition || this._joystickPointerStartPos;\r\n\r\n // clear container pixels\r\n VirtualJoystick._VJCanvasContext.clearRect(\r\n jp.x - this._clearContainerSizeOffset,\r\n jp.y - this._clearContainerSizeOffset,\r\n this._clearContainerSize,\r\n this._clearContainerSize\r\n );\r\n\r\n // clear puck pixels\r\n VirtualJoystick._VJCanvasContext.clearRect(\r\n this._joystickPreviousPointerPos.x - this._clearPuckSizeOffset,\r\n this._joystickPreviousPointerPos.y - this._clearPuckSizeOffset,\r\n this._clearPuckSize,\r\n this._clearPuckSize\r\n );\r\n }\r\n\r\n /**\r\n * Loads `urlPath` to be used for the container's image\r\n * @param urlPath defines the urlPath of an image to use\r\n */\r\n public setContainerImage(urlPath: string) {\r\n const image = new Image();\r\n image.src = urlPath;\r\n\r\n image.onload = () => (this._containerImage = image);\r\n }\r\n\r\n /**\r\n * Loads `urlPath` to be used for the puck's image\r\n * @param urlPath defines the urlPath of an image to use\r\n */\r\n public setPuckImage(urlPath: string) {\r\n const image = new Image();\r\n image.src = urlPath;\r\n\r\n image.onload = () => (this._puckImage = image);\r\n }\r\n\r\n /**\r\n * Draws the Virtual Joystick's container\r\n */\r\n private _drawContainer() {\r\n const jp = this._joystickPosition || this._joystickPointerStartPos;\r\n\r\n this._clearPreviousDraw();\r\n\r\n if (this._containerImage) {\r\n VirtualJoystick._VJCanvasContext.drawImage(this._containerImage, jp.x - this.containerSize, jp.y - this.containerSize, this.containerSize * 2, this.containerSize * 2);\r\n } else {\r\n // outer container\r\n VirtualJoystick._VJCanvasContext.beginPath();\r\n VirtualJoystick._VJCanvasContext.strokeStyle = this._joystickColor;\r\n VirtualJoystick._VJCanvasContext.lineWidth = 2;\r\n VirtualJoystick._VJCanvasContext.arc(jp.x, jp.y, this.containerSize, 0, Math.PI * 2, true);\r\n VirtualJoystick._VJCanvasContext.stroke();\r\n VirtualJoystick._VJCanvasContext.closePath();\r\n\r\n // inner container\r\n VirtualJoystick._VJCanvasContext.beginPath();\r\n VirtualJoystick._VJCanvasContext.lineWidth = 6;\r\n VirtualJoystick._VJCanvasContext.strokeStyle = this._joystickColor;\r\n VirtualJoystick._VJCanvasContext.arc(jp.x, jp.y, this.puckSize, 0, Math.PI * 2, true);\r\n VirtualJoystick._VJCanvasContext.stroke();\r\n VirtualJoystick._VJCanvasContext.closePath();\r\n }\r\n }\r\n\r\n /**\r\n * Draws the Virtual Joystick's puck\r\n */\r\n private _drawPuck() {\r\n if (this._puckImage) {\r\n VirtualJoystick._VJCanvasContext.drawImage(\r\n this._puckImage,\r\n this._joystickPointerPos.x - this.puckSize,\r\n this._joystickPointerPos.y - this.puckSize,\r\n this.puckSize * 2,\r\n this.puckSize * 2\r\n );\r\n } else {\r\n VirtualJoystick._VJCanvasContext.beginPath();\r\n VirtualJoystick._VJCanvasContext.strokeStyle = this._joystickColor;\r\n VirtualJoystick._VJCanvasContext.lineWidth = 2;\r\n VirtualJoystick._VJCanvasContext.arc(this._joystickPointerPos.x, this._joystickPointerPos.y, this.puckSize, 0, Math.PI * 2, true);\r\n VirtualJoystick._VJCanvasContext.stroke();\r\n VirtualJoystick._VJCanvasContext.closePath();\r\n }\r\n }\r\n\r\n private _drawVirtualJoystick() {\r\n if (this.alwaysVisible) {\r\n this._drawContainer();\r\n }\r\n\r\n if (this.pressed) {\r\n this._touches.forEach((key, touch) => {\r\n if ((<PointerEvent>touch).pointerId === this._joystickPointerId) {\r\n if (!this.alwaysVisible) {\r\n this._drawContainer();\r\n }\r\n\r\n this._drawPuck();\r\n\r\n // store current pointer for next clear\r\n this._joystickPreviousPointerPos = this._joystickPointerPos.clone();\r\n } else {\r\n VirtualJoystick._VJCanvasContext.clearRect((<any>touch).prevX - 44, (<any>touch).prevY - 44, 88, 88);\r\n VirtualJoystick._VJCanvasContext.beginPath();\r\n VirtualJoystick._VJCanvasContext.fillStyle = \"white\";\r\n VirtualJoystick._VJCanvasContext.beginPath();\r\n VirtualJoystick._VJCanvasContext.strokeStyle = \"red\";\r\n VirtualJoystick._VJCanvasContext.lineWidth = 6;\r\n VirtualJoystick._VJCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);\r\n VirtualJoystick._VJCanvasContext.stroke();\r\n VirtualJoystick._VJCanvasContext.closePath();\r\n (<any>touch).prevX = touch.x;\r\n (<any>touch).prevY = touch.y;\r\n }\r\n });\r\n }\r\n requestAnimationFrame(() => {\r\n this._drawVirtualJoystick();\r\n });\r\n }\r\n\r\n /**\r\n * Release internal HTML canvas\r\n */\r\n public releaseCanvas() {\r\n if (VirtualJoystick.Canvas) {\r\n VirtualJoystick.Canvas.removeEventListener(\"pointerdown\", this._onPointerDownHandlerRef);\r\n VirtualJoystick.Canvas.removeEventListener(\"pointermove\", this._onPointerMoveHandlerRef);\r\n VirtualJoystick.Canvas.removeEventListener(\"pointerup\", this._onPointerUpHandlerRef);\r\n VirtualJoystick.Canvas.removeEventListener(\"pointerout\", this._onPointerUpHandlerRef);\r\n window.removeEventListener(\"resize\", this._onResize);\r\n document.body.removeChild(VirtualJoystick.Canvas);\r\n VirtualJoystick.Canvas = null;\r\n }\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable } from \"../types\";\r\nimport { Vector3, Vector2 } from \"../Maths/math.vector\";\r\nimport { StringDictionary } from \"./stringDictionary\";\r\n\r\n// Mainly based on these 2 articles :\r\n// Creating an universal virtual touch joystick working for all Touch models thanks to Hand.JS : http://blogs.msdn.com/b/davrous/archive/2013/02/22/creating-an-universal-virtual-touch-joystick-working-for-all-touch-models-thanks-to-hand-js.aspx\r\n// & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/\r\n\r\n/**\r\n * Defines the potential axis of a Joystick\r\n */\r\nexport enum JoystickAxis {\r\n /** X axis */\r\n X,\r\n /** Y axis */\r\n Y,\r\n /** Z axis */\r\n Z,\r\n}\r\n\r\n/**\r\n * Represents the different customization options available\r\n * for VirtualJoystick\r\n */\r\ninterface VirtualJoystickCustomizations {\r\n /**\r\n * Size of the joystick's puck\r\n */\r\n puckSize: number;\r\n /**\r\n * Size of the joystick's container\r\n */\r\n containerSize: number;\r\n /**\r\n * Color of the joystick && puck\r\n */\r\n color: string;\r\n /**\r\n * Image URL for the joystick's puck\r\n */\r\n puckImage?: string;\r\n /**\r\n * Image URL for the joystick's container\r\n */\r\n containerImage?: string;\r\n /**\r\n * Defines the unmoving position of the joystick container\r\n */\r\n position?: { x: number; y: number };\r\n /**\r\n * Defines whether or not the joystick container is always visible\r\n */\r\n alwaysVisible: boolean;\r\n /**\r\n * Defines whether or not to limit the movement of the puck to the joystick's container\r\n */\r\n limitToContainer: boolean;\r\n}\r\n\r\n/**\r\n * Class used to define virtual joystick (used in touch mode)\r\n */\r\nexport class VirtualJoystick {\r\n /**\r\n * Gets or sets a boolean indicating that left and right values must be inverted\r\n */\r\n public reverseLeftRight: boolean;\r\n /**\r\n * Gets or sets a boolean indicating that up and down values must be inverted\r\n */\r\n public reverseUpDown: boolean;\r\n /**\r\n * Gets the offset value for the position (ie. the change of the position value)\r\n */\r\n public deltaPosition: Vector3;\r\n /**\r\n * Gets a boolean indicating if the virtual joystick was pressed\r\n */\r\n public pressed: boolean;\r\n /**\r\n * Canvas the virtual joystick will render onto, default z-index of this is 5\r\n */\r\n public static Canvas: Nullable<HTMLCanvasElement>;\r\n\r\n /**\r\n * boolean indicating whether or not the joystick's puck's movement should be limited to the joystick's container area\r\n */\r\n public limitToContainer: boolean;\r\n\r\n // Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas\r\n private static _GlobalJoystickIndex: number = 0;\r\n private static _AlwaysVisibleSticks: number = 0;\r\n private static _VJCanvasContext: CanvasRenderingContext2D;\r\n private static _VJCanvasWidth: number;\r\n private static _VJCanvasHeight: number;\r\n private static _HalfWidth: number;\r\n private static _GetDefaultOptions(): VirtualJoystickCustomizations {\r\n return {\r\n puckSize: 40,\r\n containerSize: 60,\r\n color: \"cyan\",\r\n puckImage: undefined,\r\n containerImage: undefined,\r\n position: undefined,\r\n alwaysVisible: false,\r\n limitToContainer: false,\r\n };\r\n }\r\n\r\n private _action: () => any;\r\n private _axisTargetedByLeftAndRight: JoystickAxis;\r\n private _axisTargetedByUpAndDown: JoystickAxis;\r\n private _joystickSensibility: number;\r\n private _inversedSensibility: number;\r\n private _joystickPointerId: number;\r\n private _joystickColor: string;\r\n private _joystickPointerPos: Vector2;\r\n private _joystickPreviousPointerPos: Vector2;\r\n private _joystickPointerStartPos: Vector2;\r\n private _deltaJoystickVector: Vector2;\r\n private _leftJoystick: boolean;\r\n private _touches: StringDictionary<{ x: number; y: number; prevX: number; prevY: number } | PointerEvent>;\r\n private _joystickPosition: Nullable<Vector2>;\r\n private _alwaysVisible: boolean;\r\n private _puckImage: HTMLImageElement;\r\n private _containerImage: HTMLImageElement;\r\n private _released = false;\r\n\r\n // size properties\r\n private _joystickPuckSize: number;\r\n private _joystickContainerSize: number;\r\n private _clearPuckSize: number;\r\n private _clearContainerSize: number;\r\n private _clearPuckSizeOffset: number;\r\n private _clearContainerSizeOffset: number;\r\n\r\n private _onPointerDownHandlerRef: (e: PointerEvent) => any;\r\n private _onPointerMoveHandlerRef: (e: PointerEvent) => any;\r\n private _onPointerUpHandlerRef: (e: PointerEvent) => any;\r\n private _onResize: (e: any) => any;\r\n\r\n /**\r\n * Creates a new virtual joystick\r\n * @param leftJoystick defines that the joystick is for left hand (false by default)\r\n * @param customizations Defines the options we want to customize the VirtualJoystick\r\n */\r\n constructor(leftJoystick?: boolean, customizations?: Partial<VirtualJoystickCustomizations>) {\r\n const options = {\r\n ...VirtualJoystick._GetDefaultOptions(),\r\n ...customizations,\r\n };\r\n\r\n if (leftJoystick) {\r\n this._leftJoystick = true;\r\n } else {\r\n this._leftJoystick = false;\r\n }\r\n\r\n VirtualJoystick._GlobalJoystickIndex++;\r\n\r\n // By default left & right arrow keys are moving the X\r\n // and up & down keys are moving the Y\r\n this._axisTargetedByLeftAndRight = JoystickAxis.X;\r\n this._axisTargetedByUpAndDown = JoystickAxis.Y;\r\n\r\n this.reverseLeftRight = false;\r\n this.reverseUpDown = false;\r\n\r\n // collections of pointers\r\n this._touches = new StringDictionary<{ x: number; y: number; prevX: number; prevY: number } | PointerEvent>();\r\n this.deltaPosition = Vector3.Zero();\r\n\r\n this._joystickSensibility = 25;\r\n this._inversedSensibility = 1 / (this._joystickSensibility / 1000);\r\n\r\n this._onResize = () => {\r\n VirtualJoystick._VJCanvasWidth = window.innerWidth;\r\n VirtualJoystick._VJCanvasHeight = window.innerHeight;\r\n if (VirtualJoystick.Canvas) {\r\n VirtualJoystick.Canvas.width = VirtualJoystick._VJCanvasWidth;\r\n VirtualJoystick.Canvas.height = VirtualJoystick._VJCanvasHeight;\r\n }\r\n VirtualJoystick._HalfWidth = VirtualJoystick._VJCanvasWidth / 2;\r\n };\r\n\r\n // injecting a canvas element on top of the canvas 3D game\r\n if (!VirtualJoystick.Canvas) {\r\n window.addEventListener(\"resize\", this._onResize, false);\r\n VirtualJoystick.Canvas = document.createElement(\"canvas\");\r\n VirtualJoystick._VJCanvasWidth = window.innerWidth;\r\n VirtualJoystick._VJCanvasHeight = window.innerHeight;\r\n VirtualJoystick.Canvas.width = window.innerWidth;\r\n VirtualJoystick.Canvas.height = window.innerHeight;\r\n VirtualJoystick.Canvas.style.width = \"100%\";\r\n VirtualJoystick.Canvas.style.height = \"100%\";\r\n VirtualJoystick.Canvas.style.position = \"absolute\";\r\n VirtualJoystick.Canvas.style.backgroundColor = \"transparent\";\r\n VirtualJoystick.Canvas.style.top = \"0px\";\r\n VirtualJoystick.Canvas.style.left = \"0px\";\r\n VirtualJoystick.Canvas.style.zIndex = \"5\";\r\n VirtualJoystick.Canvas.style.touchAction = \"none\"; // fix https://forum.babylonjs.com/t/virtualjoystick-needs-to-set-style-touch-action-none-explicitly/9562\r\n // Support for jQuery PEP polyfill\r\n VirtualJoystick.Canvas.setAttribute(\"touch-action\", \"none\");\r\n const context = VirtualJoystick.Canvas.getContext(\"2d\");\r\n\r\n if (!context) {\r\n throw new Error(\"Unable to create canvas for virtual joystick\");\r\n }\r\n\r\n VirtualJoystick._VJCanvasContext = context;\r\n VirtualJoystick._VJCanvasContext.strokeStyle = \"#ffffff\";\r\n VirtualJoystick._VJCanvasContext.lineWidth = 2;\r\n document.body.appendChild(VirtualJoystick.Canvas);\r\n }\r\n VirtualJoystick._HalfWidth = VirtualJoystick.Canvas.width / 2;\r\n this.pressed = false;\r\n this.limitToContainer = options.limitToContainer;\r\n\r\n // default joystick color\r\n this._joystickColor = options.color;\r\n\r\n // default joystick size\r\n this.containerSize = options.containerSize;\r\n this.puckSize = options.puckSize;\r\n\r\n if (options.position) {\r\n this.setPosition(options.position.x, options.position.y);\r\n }\r\n if (options.puckImage) {\r\n this.setPuckImage(options.puckImage);\r\n }\r\n if (options.containerImage) {\r\n this.setContainerImage(options.containerImage);\r\n }\r\n if (options.alwaysVisible) {\r\n VirtualJoystick._AlwaysVisibleSticks++;\r\n }\r\n\r\n // must come after position potentially set\r\n this.alwaysVisible = options.alwaysVisible;\r\n\r\n this._joystickPointerId = -1;\r\n // current joystick position\r\n this._joystickPointerPos = new Vector2(0, 0);\r\n this._joystickPreviousPointerPos = new Vector2(0, 0);\r\n // origin joystick position\r\n this._joystickPointerStartPos = new Vector2(0, 0);\r\n this._deltaJoystickVector = new Vector2(0, 0);\r\n\r\n this._onPointerDownHandlerRef = (evt) => {\r\n this._onPointerDown(evt);\r\n };\r\n this._onPointerMoveHandlerRef = (evt) => {\r\n this._onPointerMove(evt);\r\n };\r\n this._onPointerUpHandlerRef = (evt) => {\r\n this._onPointerUp(evt);\r\n };\r\n\r\n VirtualJoystick.Canvas.addEventListener(\"pointerdown\", this._onPointerDownHandlerRef, false);\r\n VirtualJoystick.Canvas.addEventListener(\"pointermove\", this._onPointerMoveHandlerRef, false);\r\n VirtualJoystick.Canvas.addEventListener(\"pointerup\", this._onPointerUpHandlerRef, false);\r\n VirtualJoystick.Canvas.addEventListener(\"pointerout\", this._onPointerUpHandlerRef, false);\r\n VirtualJoystick.Canvas.addEventListener(\r\n \"contextmenu\",\r\n (evt) => {\r\n evt.preventDefault(); // Disables system menu\r\n },\r\n false\r\n );\r\n requestAnimationFrame(() => {\r\n this._drawVirtualJoystick();\r\n });\r\n }\r\n\r\n /**\r\n * Defines joystick sensibility (ie. the ratio between a physical move and virtual joystick position change)\r\n * @param newJoystickSensibility defines the new sensibility\r\n */\r\n public setJoystickSensibility(newJoystickSensibility: number) {\r\n this._joystickSensibility = newJoystickSensibility;\r\n this._inversedSensibility = 1 / (this._joystickSensibility / 1000);\r\n }\r\n\r\n private _onPointerDown(e: PointerEvent) {\r\n let positionOnScreenCondition: boolean;\r\n\r\n e.preventDefault();\r\n\r\n if (this._leftJoystick === true) {\r\n positionOnScreenCondition = e.clientX < VirtualJoystick._HalfWidth;\r\n } else {\r\n positionOnScreenCondition = e.clientX > VirtualJoystick._HalfWidth;\r\n }\r\n\r\n if (positionOnScreenCondition && this._joystickPointerId < 0) {\r\n // First contact will be dedicated to the virtual joystick\r\n this._joystickPointerId = e.pointerId;\r\n\r\n if (this._joystickPosition) {\r\n this._joystickPointerStartPos = this._joystickPosition.clone();\r\n this._joystickPointerPos = this._joystickPosition.clone();\r\n this._joystickPreviousPointerPos = this._joystickPosition.clone();\r\n\r\n // in case the user only clicks down && doesn't move:\r\n // this ensures the delta is properly set\r\n this._onPointerMove(e);\r\n } else {\r\n this._joystickPointerStartPos.x = e.clientX;\r\n this._joystickPointerStartPos.y = e.clientY;\r\n this._joystickPointerPos = this._joystickPointerStartPos.clone();\r\n this._joystickPreviousPointerPos = this._joystickPointerStartPos.clone();\r\n }\r\n\r\n this._deltaJoystickVector.x = 0;\r\n this._deltaJoystickVector.y = 0;\r\n this.pressed = true;\r\n this._touches.add(e.pointerId.toString(), e);\r\n } else {\r\n // You can only trigger the action buttons with a joystick declared\r\n if (VirtualJoystick._GlobalJoystickIndex < 2 && this._action) {\r\n this._action();\r\n this._touches.add(e.pointerId.toString(), { x: e.clientX, y: e.clientY, prevX: e.clientX, prevY: e.clientY });\r\n }\r\n }\r\n }\r\n\r\n private _onPointerMove(e: PointerEvent) {\r\n // If the current pointer is the one associated to the joystick (first touch contact)\r\n if (this._joystickPointerId == e.pointerId) {\r\n // limit to container if need be\r\n if (this.limitToContainer) {\r\n const vector = new Vector2(e.clientX - this._joystickPointerStartPos.x, e.clientY - this._joystickPointerStartPos.y);\r\n const distance = vector.length();\r\n\r\n if (distance > this.containerSize) {\r\n vector.scaleInPlace(this.containerSize / distance);\r\n }\r\n\r\n this._joystickPointerPos.x = this._joystickPointerStartPos.x + vector.x;\r\n this._joystickPointerPos.y = this._joystickPointerStartPos.y + vector.y;\r\n } else {\r\n this._joystickPointerPos.x = e.clientX;\r\n this._joystickPointerPos.y = e.clientY;\r\n }\r\n\r\n // create delta vector\r\n this._deltaJoystickVector = this._joystickPointerPos.clone();\r\n this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);\r\n\r\n // if a joystick is always visible, there will be clipping issues if\r\n // you drag the puck from one over the container of the other\r\n if (0 < VirtualJoystick._AlwaysVisibleSticks) {\r\n if (this._leftJoystick) {\r\n this._joystickPointerPos.x = Math.min(VirtualJoystick._HalfWidth, this._joystickPointerPos.x);\r\n } else {\r\n this._joystickPointerPos.x = Math.max(VirtualJoystick._HalfWidth, this._joystickPointerPos.x);\r\n }\r\n }\r\n\r\n const directionLeftRight = this.reverseLeftRight ? -1 : 1;\r\n const deltaJoystickX = (directionLeftRight * this._deltaJoystickVector.x) / this._inversedSensibility;\r\n switch (this._axisTargetedByLeftAndRight) {\r\n case JoystickAxis.X:\r\n this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));\r\n break;\r\n case JoystickAxis.Y:\r\n this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));\r\n break;\r\n case JoystickAxis.Z:\r\n this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));\r\n break;\r\n }\r\n const directionUpDown = this.reverseUpDown ? 1 : -1;\r\n const deltaJoystickY = (directionUpDown * this._deltaJoystickVector.y) / this._inversedSensibility;\r\n switch (this._axisTargetedByUpAndDown) {\r\n case JoystickAxis.X:\r\n this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));\r\n break;\r\n case JoystickAxis.Y:\r\n this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));\r\n break;\r\n case JoystickAxis.Z:\r\n this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));\r\n break;\r\n }\r\n } else {\r\n const data = this._touches.get(e.pointerId.toString());\r\n if (data) {\r\n (data as any).x = e.clientX;\r\n (data as any).y = e.clientY;\r\n }\r\n }\r\n }\r\n\r\n private _onPointerUp(e: PointerEvent) {\r\n if (this._joystickPointerId == e.pointerId) {\r\n this._clearPreviousDraw();\r\n\r\n this._joystickPointerId = -1;\r\n this.pressed = false;\r\n } else {\r\n const touch = <{ x: number; y: number; prevX: number; prevY: number }>this._touches.get(e.pointerId.toString());\r\n if (touch) {\r\n VirtualJoystick._VJCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);\r\n }\r\n }\r\n this._deltaJoystickVector.x = 0;\r\n this._deltaJoystickVector.y = 0;\r\n\r\n this._touches.remove(e.pointerId.toString());\r\n }\r\n\r\n /**\r\n * Change the color of the virtual joystick\r\n * @param newColor a string that must be a CSS color value (like \"red\") or the hexa value (like \"#FF0000\")\r\n */\r\n public setJoystickColor(newColor: string) {\r\n this._joystickColor = newColor;\r\n }\r\n\r\n /**\r\n * Size of the joystick's container\r\n */\r\n public set containerSize(newSize: number) {\r\n this._joystickContainerSize = newSize;\r\n this._clearContainerSize = ~~(this._joystickContainerSize * 2.1);\r\n this._clearContainerSizeOffset = ~~(this._clearContainerSize / 2);\r\n }\r\n public get containerSize() {\r\n return this._joystickContainerSize;\r\n }\r\n\r\n /**\r\n * Size of the joystick's puck\r\n */\r\n public set puckSize(newSize: number) {\r\n this._joystickPuckSize = newSize;\r\n this._clearPuckSize = ~~(this._joystickPuckSize * 2.1);\r\n this._clearPuckSizeOffset = ~~(this._clearPuckSize / 2);\r\n }\r\n public get puckSize() {\r\n return this._joystickPuckSize;\r\n }\r\n\r\n /**\r\n * Clears the set position of the joystick\r\n */\r\n public clearPosition() {\r\n this.alwaysVisible = false;\r\n\r\n this._joystickPosition = null;\r\n }\r\n\r\n /**\r\n * Defines whether or not the joystick container is always visible\r\n */\r\n public set alwaysVisible(value: boolean) {\r\n if (this._alwaysVisible === value) {\r\n return;\r\n }\r\n\r\n if (value && this._joystickPosition) {\r\n VirtualJoystick._AlwaysVisibleSticks++;\r\n\r\n this._alwaysVisible = true;\r\n } else {\r\n VirtualJoystick._AlwaysVisibleSticks--;\r\n\r\n this._alwaysVisible = false;\r\n }\r\n }\r\n public get alwaysVisible() {\r\n return this._alwaysVisible;\r\n }\r\n\r\n /**\r\n * Sets the constant position of the Joystick container\r\n * @param x X axis coordinate\r\n * @param y Y axis coordinate\r\n */\r\n public setPosition(x: number, y: number) {\r\n // just in case position is moved while the container is visible\r\n if (this._joystickPointerStartPos) {\r\n this._clearPreviousDraw();\r\n }\r\n\r\n this._joystickPosition = new Vector2(x, y);\r\n }\r\n\r\n /**\r\n * Defines a callback to call when the joystick is touched\r\n * @param action defines the callback\r\n */\r\n public setActionOnTouch(action: () => any) {\r\n this._action = action;\r\n }\r\n\r\n /**\r\n * Defines which axis you'd like to control for left & right\r\n * @param axis defines the axis to use\r\n */\r\n public setAxisForLeftRight(axis: JoystickAxis) {\r\n switch (axis) {\r\n case JoystickAxis.X:\r\n case JoystickAxis.Y:\r\n case JoystickAxis.Z:\r\n this._axisTargetedByLeftAndRight = axis;\r\n break;\r\n default:\r\n this._axisTargetedByLeftAndRight = JoystickAxis.X;\r\n break;\r\n }\r\n }\r\n\r\n /**\r\n * Defines which axis you'd like to control for up & down\r\n * @param axis defines the axis to use\r\n */\r\n public setAxisForUpDown(axis: JoystickAxis) {\r\n switch (axis) {\r\n case JoystickAxis.X:\r\n case JoystickAxis.Y:\r\n case JoystickAxis.Z:\r\n this._axisTargetedByUpAndDown = axis;\r\n break;\r\n default:\r\n this._axisTargetedByUpAndDown = JoystickAxis.Y;\r\n break;\r\n }\r\n }\r\n\r\n /**\r\n * Clears the canvas from the previous puck / container draw\r\n */\r\n private _clearPreviousDraw() {\r\n const jp = this._joystickPosition || this._joystickPointerStartPos;\r\n\r\n // clear container pixels\r\n VirtualJoystick._VJCanvasContext.clearRect(\r\n jp.x - this._clearContainerSizeOffset,\r\n jp.y - this._clearContainerSizeOffset,\r\n this._clearContainerSize,\r\n this._clearContainerSize\r\n );\r\n\r\n // clear puck pixels\r\n VirtualJoystick._VJCanvasContext.clearRect(\r\n this._joystickPreviousPointerPos.x - this._clearPuckSizeOffset,\r\n this._joystickPreviousPointerPos.y - this._clearPuckSizeOffset,\r\n this._clearPuckSize,\r\n this._clearPuckSize\r\n );\r\n }\r\n\r\n /**\r\n * Loads `urlPath` to be used for the container's image\r\n * @param urlPath defines the urlPath of an image to use\r\n */\r\n public setContainerImage(urlPath: string) {\r\n const image = new Image();\r\n image.src = urlPath;\r\n\r\n image.onload = () => (this._containerImage = image);\r\n }\r\n\r\n /**\r\n * Loads `urlPath` to be used for the puck's image\r\n * @param urlPath defines the urlPath of an image to use\r\n */\r\n public setPuckImage(urlPath: string) {\r\n const image = new Image();\r\n image.src = urlPath;\r\n\r\n image.onload = () => (this._puckImage = image);\r\n }\r\n\r\n /**\r\n * Draws the Virtual Joystick's container\r\n */\r\n private _drawContainer() {\r\n const jp = this._joystickPosition || this._joystickPointerStartPos;\r\n\r\n this._clearPreviousDraw();\r\n\r\n if (this._containerImage) {\r\n VirtualJoystick._VJCanvasContext.drawImage(this._containerImage, jp.x - this.containerSize, jp.y - this.containerSize, this.containerSize * 2, this.containerSize * 2);\r\n } else {\r\n // outer container\r\n VirtualJoystick._VJCanvasContext.beginPath();\r\n VirtualJoystick._VJCanvasContext.strokeStyle = this._joystickColor;\r\n VirtualJoystick._VJCanvasContext.lineWidth = 2;\r\n VirtualJoystick._VJCanvasContext.arc(jp.x, jp.y, this.containerSize, 0, Math.PI * 2, true);\r\n VirtualJoystick._VJCanvasContext.stroke();\r\n VirtualJoystick._VJCanvasContext.closePath();\r\n\r\n // inner container\r\n VirtualJoystick._VJCanvasContext.beginPath();\r\n VirtualJoystick._VJCanvasContext.lineWidth = 6;\r\n VirtualJoystick._VJCanvasContext.strokeStyle = this._joystickColor;\r\n VirtualJoystick._VJCanvasContext.arc(jp.x, jp.y, this.puckSize, 0, Math.PI * 2, true);\r\n VirtualJoystick._VJCanvasContext.stroke();\r\n VirtualJoystick._VJCanvasContext.closePath();\r\n }\r\n }\r\n\r\n /**\r\n * Draws the Virtual Joystick's puck\r\n */\r\n private _drawPuck() {\r\n if (this._puckImage) {\r\n VirtualJoystick._VJCanvasContext.drawImage(\r\n this._puckImage,\r\n this._joystickPointerPos.x - this.puckSize,\r\n this._joystickPointerPos.y - this.puckSize,\r\n this.puckSize * 2,\r\n this.puckSize * 2\r\n );\r\n } else {\r\n VirtualJoystick._VJCanvasContext.beginPath();\r\n VirtualJoystick._VJCanvasContext.strokeStyle = this._joystickColor;\r\n VirtualJoystick._VJCanvasContext.lineWidth = 2;\r\n VirtualJoystick._VJCanvasContext.arc(this._joystickPointerPos.x, this._joystickPointerPos.y, this.puckSize, 0, Math.PI * 2, true);\r\n VirtualJoystick._VJCanvasContext.stroke();\r\n VirtualJoystick._VJCanvasContext.closePath();\r\n }\r\n }\r\n\r\n private _drawVirtualJoystick() {\r\n // canvas released? don't continue iterating\r\n if (this._released) {\r\n return;\r\n }\r\n if (this.alwaysVisible) {\r\n this._drawContainer();\r\n }\r\n\r\n if (this.pressed) {\r\n this._touches.forEach((key, touch) => {\r\n if ((<PointerEvent>touch).pointerId === this._joystickPointerId) {\r\n if (!this.alwaysVisible) {\r\n this._drawContainer();\r\n }\r\n\r\n this._drawPuck();\r\n\r\n // store current pointer for next clear\r\n this._joystickPreviousPointerPos = this._joystickPointerPos.clone();\r\n } else {\r\n VirtualJoystick._VJCanvasContext.clearRect((<any>touch).prevX - 44, (<any>touch).prevY - 44, 88, 88);\r\n VirtualJoystick._VJCanvasContext.beginPath();\r\n VirtualJoystick._VJCanvasContext.fillStyle = \"white\";\r\n VirtualJoystick._VJCanvasContext.beginPath();\r\n VirtualJoystick._VJCanvasContext.strokeStyle = \"red\";\r\n VirtualJoystick._VJCanvasContext.lineWidth = 6;\r\n VirtualJoystick._VJCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);\r\n VirtualJoystick._VJCanvasContext.stroke();\r\n VirtualJoystick._VJCanvasContext.closePath();\r\n (<any>touch).prevX = touch.x;\r\n (<any>touch).prevY = touch.y;\r\n }\r\n });\r\n }\r\n requestAnimationFrame(() => {\r\n this._drawVirtualJoystick();\r\n });\r\n }\r\n\r\n /**\r\n * Release internal HTML canvas\r\n */\r\n public releaseCanvas() {\r\n if (VirtualJoystick.Canvas) {\r\n VirtualJoystick.Canvas.removeEventListener(\"pointerdown\", this._onPointerDownHandlerRef);\r\n VirtualJoystick.Canvas.removeEventListener(\"pointermove\", this._onPointerMoveHandlerRef);\r\n VirtualJoystick.Canvas.removeEventListener(\"pointerup\", this._onPointerUpHandlerRef);\r\n VirtualJoystick.Canvas.removeEventListener(\"pointerout\", this._onPointerUpHandlerRef);\r\n window.removeEventListener(\"resize\", this._onResize);\r\n document.body.removeChild(VirtualJoystick.Canvas);\r\n VirtualJoystick.Canvas = null;\r\n }\r\n this._released = true;\r\n }\r\n}\r\n"]}
@@ -28,7 +28,7 @@ Scene.prototype.enablePhysics = function (gravity = null, plugin) {
28
28
  this._addComponent(component);
29
29
  }
30
30
  try {
31
- if ((plugin === null || plugin === void 0 ? void 0 : plugin.getPluginVersion()) === 1) {
31
+ if (!plugin || (plugin === null || plugin === void 0 ? void 0 : plugin.getPluginVersion()) === 1) {
32
32
  this._physicsEngine = new PhysicsEngineV1(gravity, plugin);
33
33
  }
34
34
  else if ((plugin === null || plugin === void 0 ? void 0 : plugin.getPluginVersion()) === 2) {
@@ -1 +1 @@
1
- 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type { Nullable } from \"../types\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Vector3 } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { Scene } from \"../scene\";\r\nimport type { IPhysicsEngine } from \"./IPhysicsEngine\";\r\nimport type { IPhysicsEnginePlugin as IPhysicsEnginePluginV1 } from \"./v1/IPhysicsEnginePlugin\";\r\nimport type { IPhysicsEnginePlugin as IPhysicsEnginePluginV2 } from \"./v2/IPhysicsEnginePlugin\";\r\nimport { PhysicsEngine as PhysicsEngineV1 } from \"./v1/physicsEngine\";\r\nimport { PhysicsEngine as PhysicsEngineV2 } from \"./v2/physicsEngine\";\r\n\r\ndeclare module \"../scene\" {\r\n /**\r\n *\r\n */\r\n export interface Scene {\r\n /** @internal (Backing field) */\r\n _physicsEngine: Nullable<IPhysicsEngine>;\r\n /** @internal */\r\n _physicsTimeAccumulator: number;\r\n\r\n /**\r\n * Gets the current physics engine\r\n * @returns a IPhysicsEngine or null if none attached\r\n */\r\n getPhysicsEngine(): Nullable<IPhysicsEngine>;\r\n\r\n /**\r\n * Enables physics to the current scene\r\n * @param gravity defines the scene's gravity for the physics engine. defaults to real earth gravity : (0, -9.81, 0)\r\n * @param plugin defines the physics engine to be used. defaults to CannonJS.\r\n * @returns a boolean indicating if the physics engine was initialized\r\n */\r\n enablePhysics(gravity?: Nullable<Vector3>, plugin?: IPhysicsEnginePluginV1 | IPhysicsEnginePluginV2): boolean;\r\n\r\n /**\r\n * Disables and disposes the physics engine associated with the scene\r\n */\r\n disablePhysicsEngine(): void;\r\n\r\n /**\r\n * Gets a boolean indicating if there is an active physics engine\r\n * @returns a boolean indicating if there is an active physics engine\r\n */\r\n isPhysicsEnabled(): boolean;\r\n\r\n /**\r\n * Deletes a physics compound impostor\r\n * @param compound defines the compound to delete\r\n */\r\n deleteCompoundImpostor(compound: any): void;\r\n\r\n /**\r\n * An event triggered when physic simulation is about to be run\r\n */\r\n onBeforePhysicsObservable: Observable<Scene>;\r\n\r\n /**\r\n * An event triggered when physic simulation has been done\r\n */\r\n onAfterPhysicsObservable: Observable<Scene>;\r\n }\r\n}\r\n\r\n/**\r\n * Gets the current physics engine\r\n * @returns a IPhysicsEngine or null if none attached\r\n */\r\nScene.prototype.getPhysicsEngine = function (): Nullable<IPhysicsEngine> {\r\n return this._physicsEngine;\r\n};\r\n\r\n/**\r\n * Enables physics to the current scene\r\n * @param gravity defines the scene's gravity for the physics engine\r\n * @param plugin defines the physics engine to be used. defaults to CannonJS.\r\n * @returns a boolean indicating if the physics engine was initialized\r\n */\r\nScene.prototype.enablePhysics = function (gravity: Nullable<Vector3> = null, plugin?: IPhysicsEnginePluginV1 | IPhysicsEnginePluginV2): boolean {\r\n if (this._physicsEngine) {\r\n return true;\r\n }\r\n\r\n // Register the component to the scene\r\n let component = this._getComponent(SceneComponentConstants.NAME_PHYSICSENGINE) as PhysicsEngineSceneComponent;\r\n if (!component) {\r\n component = new PhysicsEngineSceneComponent(this);\r\n this._addComponent(component);\r\n }\r\n\r\n try {\r\n if (plugin?.getPluginVersion() === 1) {\r\n this._physicsEngine = new PhysicsEngineV1(gravity, plugin as IPhysicsEnginePluginV1);\r\n } else if (plugin?.getPluginVersion() === 2) {\r\n this._physicsEngine = new PhysicsEngineV2(gravity, plugin as IPhysicsEnginePluginV2);\r\n } else {\r\n throw new Error(\"Unsupported Physics plugin version.\");\r\n }\r\n this._physicsTimeAccumulator = 0;\r\n return true;\r\n } catch (e) {\r\n Logger.Error(e.message);\r\n return false;\r\n }\r\n};\r\n\r\n/**\r\n * Disables and disposes the physics engine associated with the scene\r\n */\r\nScene.prototype.disablePhysicsEngine = function (): void {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n\r\n this._physicsEngine.dispose();\r\n this._physicsEngine = null;\r\n};\r\n\r\n/**\r\n * Gets a boolean indicating if there is an active physics engine\r\n * @returns a boolean indicating if there is an active physics engine\r\n */\r\nScene.prototype.isPhysicsEnabled = function (): boolean {\r\n return this._physicsEngine !== undefined;\r\n};\r\n\r\n/**\r\n * Deletes a physics compound impostor\r\n * @param compound defines the compound to delete\r\n */\r\nScene.prototype.deleteCompoundImpostor = function (compound: any): void {\r\n const mesh: AbstractMesh = compound.parts[0].mesh;\r\n\r\n if (mesh.physicsImpostor) {\r\n mesh.physicsImpostor.dispose(/*true*/);\r\n mesh.physicsImpostor = null;\r\n }\r\n};\r\n\r\n/**\r\n * @internal\r\n */\r\nScene.prototype._advancePhysicsEngineStep = function (step: number) {\r\n if (this._physicsEngine) {\r\n const subTime = this._physicsEngine.getSubTimeStep();\r\n if (subTime > 0) {\r\n this._physicsTimeAccumulator += step;\r\n while (this._physicsTimeAccumulator > subTime) {\r\n this.onBeforePhysicsObservable.notifyObservers(this);\r\n this._physicsEngine._step(subTime / 1000);\r\n this.onAfterPhysicsObservable.notifyObservers(this);\r\n this._physicsTimeAccumulator -= subTime;\r\n }\r\n } else {\r\n this.onBeforePhysicsObservable.notifyObservers(this);\r\n this._physicsEngine._step(step / 1000);\r\n this.onAfterPhysicsObservable.notifyObservers(this);\r\n }\r\n }\r\n};\r\n\r\n/**\r\n * Defines the physics engine scene component responsible to manage a physics engine\r\n */\r\nexport class PhysicsEngineSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_PHYSICSENGINE;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n this.scene.onBeforePhysicsObservable = new Observable<Scene>();\r\n this.scene.onAfterPhysicsObservable = new Observable<Scene>();\r\n\r\n // Replace the function used to get the deterministic frame time\r\n this.scene.getDeterministicFrameTime = () => {\r\n if (this.scene._physicsEngine) {\r\n return this.scene._physicsEngine.getTimeStep() * 1000;\r\n }\r\n\r\n return 1000.0 / 60.0;\r\n };\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {}\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n this.scene.onBeforePhysicsObservable.clear();\r\n this.scene.onAfterPhysicsObservable.clear();\r\n\r\n if (this.scene._physicsEngine) {\r\n this.scene.disablePhysicsEngine();\r\n }\r\n }\r\n}\r\n"]}
1
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type { Nullable } from \"../types\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Vector3 } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { Scene } from \"../scene\";\r\nimport type { IPhysicsEngine } from \"./IPhysicsEngine\";\r\nimport type { IPhysicsEnginePlugin as IPhysicsEnginePluginV1 } from \"./v1/IPhysicsEnginePlugin\";\r\nimport type { IPhysicsEnginePlugin as IPhysicsEnginePluginV2 } from \"./v2/IPhysicsEnginePlugin\";\r\nimport { PhysicsEngine as PhysicsEngineV1 } from \"./v1/physicsEngine\";\r\nimport { PhysicsEngine as PhysicsEngineV2 } from \"./v2/physicsEngine\";\r\n\r\ndeclare module \"../scene\" {\r\n /**\r\n *\r\n */\r\n export interface Scene {\r\n /** @internal (Backing field) */\r\n _physicsEngine: Nullable<IPhysicsEngine>;\r\n /** @internal */\r\n _physicsTimeAccumulator: number;\r\n\r\n /**\r\n * Gets the current physics engine\r\n * @returns a IPhysicsEngine or null if none attached\r\n */\r\n getPhysicsEngine(): Nullable<IPhysicsEngine>;\r\n\r\n /**\r\n * Enables physics to the current scene\r\n * @param gravity defines the scene's gravity for the physics engine. defaults to real earth gravity : (0, -9.81, 0)\r\n * @param plugin defines the physics engine to be used. defaults to CannonJS.\r\n * @returns a boolean indicating if the physics engine was initialized\r\n */\r\n enablePhysics(gravity?: Nullable<Vector3>, plugin?: IPhysicsEnginePluginV1 | IPhysicsEnginePluginV2): boolean;\r\n\r\n /**\r\n * Disables and disposes the physics engine associated with the scene\r\n */\r\n disablePhysicsEngine(): void;\r\n\r\n /**\r\n * Gets a boolean indicating if there is an active physics engine\r\n * @returns a boolean indicating if there is an active physics engine\r\n */\r\n isPhysicsEnabled(): boolean;\r\n\r\n /**\r\n * Deletes a physics compound impostor\r\n * @param compound defines the compound to delete\r\n */\r\n deleteCompoundImpostor(compound: any): void;\r\n\r\n /**\r\n * An event triggered when physic simulation is about to be run\r\n */\r\n onBeforePhysicsObservable: Observable<Scene>;\r\n\r\n /**\r\n * An event triggered when physic simulation has been done\r\n */\r\n onAfterPhysicsObservable: Observable<Scene>;\r\n }\r\n}\r\n\r\n/**\r\n * Gets the current physics engine\r\n * @returns a IPhysicsEngine or null if none attached\r\n */\r\nScene.prototype.getPhysicsEngine = function (): Nullable<IPhysicsEngine> {\r\n return this._physicsEngine;\r\n};\r\n\r\n/**\r\n * Enables physics to the current scene\r\n * @param gravity defines the scene's gravity for the physics engine\r\n * @param plugin defines the physics engine to be used. defaults to CannonJS.\r\n * @returns a boolean indicating if the physics engine was initialized\r\n */\r\nScene.prototype.enablePhysics = function (gravity: Nullable<Vector3> = null, plugin?: IPhysicsEnginePluginV1 | IPhysicsEnginePluginV2): boolean {\r\n if (this._physicsEngine) {\r\n return true;\r\n }\r\n\r\n // Register the component to the scene\r\n let component = this._getComponent(SceneComponentConstants.NAME_PHYSICSENGINE) as PhysicsEngineSceneComponent;\r\n if (!component) {\r\n component = new PhysicsEngineSceneComponent(this);\r\n this._addComponent(component);\r\n }\r\n\r\n try {\r\n if (!plugin || plugin?.getPluginVersion() === 1) {\r\n this._physicsEngine = new PhysicsEngineV1(gravity, plugin as IPhysicsEnginePluginV1);\r\n } else if (plugin?.getPluginVersion() === 2) {\r\n this._physicsEngine = new PhysicsEngineV2(gravity, plugin as IPhysicsEnginePluginV2);\r\n } else {\r\n throw new Error(\"Unsupported Physics plugin version.\");\r\n }\r\n this._physicsTimeAccumulator = 0;\r\n return true;\r\n } catch (e) {\r\n Logger.Error(e.message);\r\n return false;\r\n }\r\n};\r\n\r\n/**\r\n * Disables and disposes the physics engine associated with the scene\r\n */\r\nScene.prototype.disablePhysicsEngine = function (): void {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n\r\n this._physicsEngine.dispose();\r\n this._physicsEngine = null;\r\n};\r\n\r\n/**\r\n * Gets a boolean indicating if there is an active physics engine\r\n * @returns a boolean indicating if there is an active physics engine\r\n */\r\nScene.prototype.isPhysicsEnabled = function (): boolean {\r\n return this._physicsEngine !== undefined;\r\n};\r\n\r\n/**\r\n * Deletes a physics compound impostor\r\n * @param compound defines the compound to delete\r\n */\r\nScene.prototype.deleteCompoundImpostor = function (compound: any): void {\r\n const mesh: AbstractMesh = compound.parts[0].mesh;\r\n\r\n if (mesh.physicsImpostor) {\r\n mesh.physicsImpostor.dispose(/*true*/);\r\n mesh.physicsImpostor = null;\r\n }\r\n};\r\n\r\n/**\r\n * @internal\r\n */\r\nScene.prototype._advancePhysicsEngineStep = function (step: number) {\r\n if (this._physicsEngine) {\r\n const subTime = this._physicsEngine.getSubTimeStep();\r\n if (subTime > 0) {\r\n this._physicsTimeAccumulator += step;\r\n while (this._physicsTimeAccumulator > subTime) {\r\n this.onBeforePhysicsObservable.notifyObservers(this);\r\n this._physicsEngine._step(subTime / 1000);\r\n this.onAfterPhysicsObservable.notifyObservers(this);\r\n this._physicsTimeAccumulator -= subTime;\r\n }\r\n } else {\r\n this.onBeforePhysicsObservable.notifyObservers(this);\r\n this._physicsEngine._step(step / 1000);\r\n this.onAfterPhysicsObservable.notifyObservers(this);\r\n }\r\n }\r\n};\r\n\r\n/**\r\n * Defines the physics engine scene component responsible to manage a physics engine\r\n */\r\nexport class PhysicsEngineSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_PHYSICSENGINE;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n this.scene.onBeforePhysicsObservable = new Observable<Scene>();\r\n this.scene.onAfterPhysicsObservable = new Observable<Scene>();\r\n\r\n // Replace the function used to get the deterministic frame time\r\n this.scene.getDeterministicFrameTime = () => {\r\n if (this.scene._physicsEngine) {\r\n return this.scene._physicsEngine.getTimeStep() * 1000;\r\n }\r\n\r\n return 1000.0 / 60.0;\r\n };\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {}\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n this.scene.onBeforePhysicsObservable.clear();\r\n this.scene.onAfterPhysicsObservable.clear();\r\n\r\n if (this.scene._physicsEngine) {\r\n this.scene.disablePhysicsEngine();\r\n }\r\n }\r\n}\r\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/core",
3
- "version": "5.36.0",
3
+ "version": "5.37.0",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",