@babylonjs/core 5.41.0 → 5.42.0

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Files changed (44) hide show
  1. package/Actions/action.d.ts +2 -1
  2. package/Actions/action.js +3 -1
  3. package/Actions/action.js.map +1 -1
  4. package/Actions/actionManager.js +5 -7
  5. package/Actions/actionManager.js.map +1 -1
  6. package/Actions/directActions.js +2 -0
  7. package/Actions/directActions.js.map +1 -1
  8. package/Audio/sound.js +5 -5
  9. package/Audio/sound.js.map +1 -1
  10. package/Behaviors/Meshes/fadeInOutBehavior.d.ts +27 -4
  11. package/Behaviors/Meshes/fadeInOutBehavior.js +74 -9
  12. package/Behaviors/Meshes/fadeInOutBehavior.js.map +1 -1
  13. package/Behaviors/Meshes/pointerDragBehavior.d.ts +8 -1
  14. package/Behaviors/Meshes/pointerDragBehavior.js +8 -2
  15. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  16. package/Engines/WebGL/webGL2ShaderProcessors.js +1 -1
  17. package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
  18. package/Engines/engine.js +25 -26
  19. package/Engines/engine.js.map +1 -1
  20. package/Engines/thinEngine.d.ts +5 -1
  21. package/Engines/thinEngine.js +19 -15
  22. package/Engines/thinEngine.js.map +1 -1
  23. package/Gizmos/axisScaleGizmo.d.ts +2 -1
  24. package/Gizmos/axisScaleGizmo.js +9 -7
  25. package/Gizmos/axisScaleGizmo.js.map +1 -1
  26. package/Gizmos/boundingBoxGizmo.d.ts +3 -0
  27. package/Gizmos/boundingBoxGizmo.js +28 -25
  28. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  29. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.d.ts +2 -1
  30. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +2 -1
  31. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  32. package/Materials/Node/Blocks/Input/animatedInputBlockTypes.d.ts +4 -2
  33. package/Materials/Node/Blocks/Input/animatedInputBlockTypes.js +3 -1
  34. package/Materials/Node/Blocks/Input/animatedInputBlockTypes.js.map +1 -1
  35. package/Materials/Node/Blocks/Input/inputBlock.js +7 -0
  36. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  37. package/Materials/PBR/pbrBaseMaterial.js +1 -1
  38. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  39. package/Materials/material.d.ts +2 -0
  40. package/Materials/material.js +4 -0
  41. package/Materials/material.js.map +1 -1
  42. package/Misc/tools.js +1 -1
  43. package/Misc/tools.js.map +1 -1
  44. package/package.json +1 -1
@@ -1 +1 @@
1
- {"version":3,"file":"fadeInOutBehavior.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Behaviors/Meshes/fadeInOutBehavior.ts"],"names":[],"mappings":"AAKA;;GAEG;AACH,MAAM,OAAO,iBAAiB;IAe1B;;OAEG;IACH;QAjBA;;WAEG;QACI,UAAK,GAAG,CAAC,CAAC;QACjB;;WAEG;QACI,eAAU,GAAG,GAAG,CAAC;QAEhB,0BAAqB,GAAG,IAAI,GAAG,EAAE,CAAC;QAClC,aAAQ,GAAG,KAAK,CAAC;QACjB,gBAAW,GAAG,CAAC,CAAC;QAChB,eAAU,GAAmB,IAAI,CAAC;QA2ClC,YAAO,GAAG,GAAG,EAAE;YACnB,IAAI,IAAI,CAAC,UAAU,EAAE;gBACjB,IAAI,CAAC,WAAW,IAAI,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,qBAAqB,CAAC;gBAE7F,IAAI,CAAC,iBAAiB,CAAC,IAAI,CAAC,UAAU,EAAE,CAAC,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC;gBAE3F,IAAI,IAAI,CAAC,UAAU,CAAC,UAAU,GAAG,CAAC,EAAE;oBAChC,IAAI,CAAC,iBAAiB,CAAC,IAAI,CAAC,UAAU,EAAE,CAAC,CAAC,CAAC;oBAC3C,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,KAAK,CAAC;oBAChD,OAAO;iBACV;qBAAM,IAAI,IAAI,CAAC,UAAU,CAAC,UAAU,GAAG,CAAC,EAAE;oBACvC,IAAI,CAAC,iBAAiB,CAAC,IAAI,CAAC,UAAU,EAAE,CAAC,CAAC,CAAC;oBAC3C,IAAI,IAAI,CAAC,WAAW,GAAG,CAAC,EAAE;wBACtB,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC;wBACrB,OAAO;qBACV;iBACJ;gBACD,UAAU,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,qBAAqB,CAAC,CAAC;aACxD;QACL,CAAC,CAAC;IAzDa,CAAC;IAEhB;;OAEG;IACH,IAAW,IAAI;QACX,OAAO,WAAW,CAAC;IACvB,CAAC;IAED;;OAEG;IACI,IAAI,KAAI,CAAC;IAEhB;;;OAGG;IACI,MAAM,CAAC,SAAe;QACzB,IAAI,CAAC,UAAU,GAAG,SAAS,CAAC;QAC5B,IAAI,CAAC,iBAAiB,CAAC,IAAI,CAAC,UAAU,EAAE,CAAC,CAAC,CAAC;IAC/C,CAAC;IACD;;OAEG;IACI,MAAM;QACT,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;IAC3B,CAAC;IAED;;;OAGG;IACI,MAAM,CAAC,KAAc;QACxB,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;QACtB,IAAI,CAAC,OAAO,EAAE,CAAC;IACnB,CAAC;IAuBO,iBAAiB,CAAC,IAAkB,EAAE,KAAa;QACvD,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;QACxB,IAAI,CAAC,cAAc,EAAE,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,EAAE;YAChC,IAAI,CAAC,iBAAiB,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;QACrC,CAAC,CAAC,CAAC;IACP,CAAC;CACJ","sourcesContent":["import type { Behavior } from \"../behavior\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Nullable } from \"../../types\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to fade in and out\r\n */\r\nexport class FadeInOutBehavior implements Behavior<Mesh> {\r\n /**\r\n * Time in milliseconds to delay before fading in (Default: 0)\r\n */\r\n public delay = 0;\r\n /**\r\n * Time in milliseconds for the mesh to fade in (Default: 300)\r\n */\r\n public fadeInTime = 300;\r\n\r\n private _millisecondsPerFrame = 1000 / 60;\r\n private _hovered = false;\r\n private _hoverValue = 0;\r\n private _ownerNode: Nullable<Mesh> = null;\r\n\r\n /**\r\n * Instantiates the FadeInOutBehavior\r\n */\r\n constructor() {}\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"FadeInOut\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n /**\r\n * Attaches the fade behavior on the passed in mesh\r\n * @param ownerNode The mesh that will be faded in/out once attached\r\n */\r\n public attach(ownerNode: Mesh): void {\r\n this._ownerNode = ownerNode;\r\n this._setAllVisibility(this._ownerNode, 0);\r\n }\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this._ownerNode = null;\r\n }\r\n\r\n /**\r\n * Triggers the mesh to begin fading in or out\r\n * @param value if the object should fade in or out (true to fade in)\r\n */\r\n public fadeIn(value: boolean) {\r\n this._hovered = value;\r\n this._update();\r\n }\r\n\r\n private _update = () => {\r\n if (this._ownerNode) {\r\n this._hoverValue += this._hovered ? this._millisecondsPerFrame : -this._millisecondsPerFrame;\r\n\r\n this._setAllVisibility(this._ownerNode, (this._hoverValue - this.delay) / this.fadeInTime);\r\n\r\n if (this._ownerNode.visibility > 1) {\r\n this._setAllVisibility(this._ownerNode, 1);\r\n this._hoverValue = this.fadeInTime + this.delay;\r\n return;\r\n } else if (this._ownerNode.visibility < 0) {\r\n this._setAllVisibility(this._ownerNode, 0);\r\n if (this._hoverValue < 0) {\r\n this._hoverValue = 0;\r\n return;\r\n }\r\n }\r\n setTimeout(this._update, this._millisecondsPerFrame);\r\n }\r\n };\r\n\r\n private _setAllVisibility(mesh: AbstractMesh, value: number) {\r\n mesh.visibility = value;\r\n mesh.getChildMeshes().forEach((c) => {\r\n this._setAllVisibility(c, value);\r\n });\r\n }\r\n}\r\n"]}
1
+ 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type { Behavior } from \"../behavior\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"core/Misc\";\r\nimport type { Scene } from \"core/scene\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to fade in and out\r\n */\r\nexport class FadeInOutBehavior implements Behavior<Mesh> {\r\n /**\r\n * Time in milliseconds to delay before fading in (Default: 0)\r\n */\r\n public fadeInDelay = 0;\r\n\r\n /**\r\n * Time in milliseconds to delay before fading out (Default: 0)\r\n */\r\n public fadeOutDelay = 0;\r\n\r\n /**\r\n * Time in milliseconds for the mesh to fade in (Default: 300)\r\n */\r\n public fadeInTime = 300;\r\n\r\n /**\r\n * Time in milliseconds for the mesh to fade out (Default: 300)\r\n */\r\n public fadeOutTime = 300;\r\n\r\n /**\r\n * Time in milliseconds to delay before fading in (Default: 0)\r\n * Will set both fade in and out delay to the same value\r\n */\r\n public get delay(): number {\r\n return this.fadeInDelay;\r\n }\r\n\r\n public set delay(value: number) {\r\n this.fadeInDelay = value;\r\n this.fadeOutDelay = value;\r\n }\r\n\r\n private _millisecondsPerFrame = 1000 / 60;\r\n private _hovered = false;\r\n private _hoverValue = 0;\r\n private _ownerNode: Nullable<Mesh> = null;\r\n private _onBeforeRenderObserver: Nullable<Observer<Scene>> | undefined;\r\n private _delay: number = 0;\r\n private _time: number = 300;\r\n\r\n /**\r\n * Instantiates the FadeInOutBehavior\r\n */\r\n constructor() {}\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"FadeInOut\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n /**\r\n * Attaches the fade behavior on the passed in mesh\r\n * @param ownerNode The mesh that will be faded in/out once attached\r\n */\r\n public attach(ownerNode: Mesh): void {\r\n this._ownerNode = ownerNode;\r\n this._setAllVisibility(this._ownerNode, 0);\r\n }\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this._ownerNode = null;\r\n }\r\n\r\n /**\r\n * Triggers the mesh to begin fading in (or out)\r\n * @param fadeIn if the object should fade in or out (true to fade in)\r\n */\r\n public fadeIn(fadeIn: boolean = true) {\r\n this._delay = fadeIn ? this.fadeInDelay : this.fadeOutDelay;\r\n this._time = fadeIn ? this.fadeInTime : this.fadeOutTime;\r\n\r\n // Cancel any pending updates\r\n this._detachObserver();\r\n\r\n // If fading in and already visible or fading out and already not visible do nothing\r\n if (this._ownerNode && ((fadeIn && this._ownerNode.visibility >= 1) || (!fadeIn && this._ownerNode.visibility <= 0))) {\r\n return;\r\n }\r\n\r\n this._hovered = fadeIn;\r\n if (!this._hovered) {\r\n // Make the delay the negative of fadeout delay so the hoverValue is kept above 1 until\r\n // fadeOutDelay has elapsed\r\n this._delay *= -1;\r\n }\r\n\r\n // Reset the hoverValue. This is necessary because we may have been fading out, e.g. but not yet reached\r\n // the delay, so the hover value is greater than 1\r\n if (this._ownerNode!.visibility >= 1) {\r\n this._hoverValue = this._time;\r\n } else if (this._ownerNode!.visibility <= 0) {\r\n this._hoverValue = 0;\r\n }\r\n this._update();\r\n }\r\n\r\n /**\r\n * Triggers the mesh to begin fading out\r\n */\r\n public fadeOut() {\r\n this.fadeIn(false);\r\n }\r\n\r\n private _update = () => {\r\n if (this._ownerNode) {\r\n this._hoverValue += this._hovered ? this._millisecondsPerFrame : -this._millisecondsPerFrame;\r\n\r\n this._setAllVisibility(this._ownerNode, (this._hoverValue - this._delay) / this._time);\r\n\r\n if (this._ownerNode.visibility > 1) {\r\n this._setAllVisibility(this._ownerNode, 1);\r\n if (this._hoverValue > this._time) {\r\n this._hoverValue = this._time;\r\n this._detachObserver();\r\n return;\r\n }\r\n } else if (this._ownerNode.visibility < 0) {\r\n this._setAllVisibility(this._ownerNode, 0);\r\n if (this._hoverValue < 0) {\r\n this._hoverValue = 0;\r\n this._detachObserver();\r\n return;\r\n }\r\n }\r\n\r\n this._attachObserver();\r\n }\r\n };\r\n\r\n private _setAllVisibility(mesh: AbstractMesh, value: number) {\r\n mesh.visibility = value;\r\n mesh.getChildMeshes().forEach((c) => {\r\n this._setAllVisibility(c, value);\r\n });\r\n }\r\n\r\n private _attachObserver() {\r\n if (!this._onBeforeRenderObserver) {\r\n this._onBeforeRenderObserver = this._ownerNode?.getScene().onBeforeRenderObservable.add(this._update);\r\n }\r\n }\r\n\r\n private _detachObserver() {\r\n if (this._onBeforeRenderObserver) {\r\n this._ownerNode?.getScene().onBeforeRenderObservable.remove(this._onBeforeRenderObserver);\r\n this._onBeforeRenderObserver = null;\r\n }\r\n }\r\n}\r\n"]}
@@ -1,7 +1,10 @@
1
1
  import type { Behavior } from "../../Behaviors/behavior";
2
+ import { Mesh } from "../../Meshes/mesh";
2
3
  import type { AbstractMesh } from "../../Meshes/abstractMesh";
4
+ import type { Nullable } from "../../types";
3
5
  import { Observable } from "../../Misc/observable";
4
6
  import { Vector3 } from "../../Maths/math.vector";
7
+ import type { PointerInfo } from "../../Events/pointerEvents";
5
8
  import { Ray } from "../../Culling/ray";
6
9
  /**
7
10
  * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
@@ -12,13 +15,14 @@ export declare class PointerDragBehavior implements Behavior<AbstractMesh> {
12
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  * Abstract mesh the behavior is set on
13
16
  */
14
17
  attachedNode: AbstractMesh;
15
- private _dragPlane;
18
+ protected _dragPlane: Mesh;
16
19
  private _scene;
17
20
  private _pointerObserver;
18
21
  private _beforeRenderObserver;
19
22
  private static _PlaneScene;
20
23
  private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
21
24
  private _activeDragButton;
25
+ private _activePointerInfo;
22
26
  /**
23
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  * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)
24
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  */
@@ -74,6 +78,7 @@ export declare class PointerDragBehavior implements Behavior<AbstractMesh> {
74
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  dragPlaneNormal: Vector3;
75
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  dragDistance: number;
76
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  pointerId: number;
81
+ pointerInfo: Nullable<PointerInfo>;
77
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  }>;
78
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  /**
79
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  * Fires each time a drag begins (eg. mouse down on mesh)
@@ -84,6 +89,7 @@ export declare class PointerDragBehavior implements Behavior<AbstractMesh> {
84
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  onDragStartObservable: Observable<{
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  dragPlanePoint: Vector3;
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  pointerId: number;
92
+ pointerInfo: Nullable<PointerInfo>;
87
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  }>;
88
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  /**
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  * Fires each time a drag ends (eg. mouse release after drag)
@@ -94,6 +100,7 @@ export declare class PointerDragBehavior implements Behavior<AbstractMesh> {
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  onDragEndObservable: Observable<{
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  dragPlanePoint: Vector3;
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  pointerId: number;
103
+ pointerInfo: Nullable<PointerInfo>;
97
104
  }>;
98
105
  /**
99
106
  * Fires each time behavior enabled state changes
@@ -222,6 +222,7 @@ export class PointerDragBehavior {
222
222
  pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
223
223
  if (this._activeDragButton === -1 && this.dragButtons.indexOf(pointerInfo.event.button) !== -1) {
224
224
  this._activeDragButton = pointerInfo.event.button;
225
+ this._activePointerInfo = pointerInfo;
225
226
  this._startDrag(pointerInfo.event.pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);
226
227
  }
227
228
  }
@@ -285,10 +286,11 @@ export class PointerDragBehavior {
285
286
  releaseDrag() {
286
287
  if (this.dragging) {
287
288
  this.dragging = false;
288
- this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerId });
289
+ this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerId, pointerInfo: this._activePointerInfo });
289
290
  }
290
291
  this.currentDraggingPointerId = -1;
291
292
  this._activeDragButton = -1;
293
+ this._activePointerInfo = null;
292
294
  this._moving = false;
293
295
  // Reattach camera controls
294
296
  if (this.detachCameraControls && this._attachedToElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
@@ -340,7 +342,7 @@ export class PointerDragBehavior {
340
342
  this.dragging = true;
341
343
  this.currentDraggingPointerId = pointerId;
342
344
  this.lastDragPosition.copyFrom(pickedPoint);
343
- this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerId });
345
+ this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerId, pointerInfo: this._activePointerInfo });
344
346
  this._targetPosition.copyFrom(this.attachedNode.getAbsolutePosition());
345
347
  // Detatch camera controls
346
348
  if (this.detachCameraControls && this._scene.activeCamera && this._scene.activeCamera.inputs && !this._scene.activeCamera.leftCamera) {
@@ -353,6 +355,9 @@ export class PointerDragBehavior {
353
355
  }
354
356
  }
355
357
  }
358
+ else {
359
+ this.releaseDrag();
360
+ }
356
361
  PivotTools._RestorePivotPoint(this.attachedNode);
357
362
  }
358
363
  _moveDrag(ray) {
@@ -386,6 +391,7 @@ export class PointerDragBehavior {
386
391
  dragPlanePoint: pickedPoint,
387
392
  dragPlaneNormal: this._dragPlane.forward,
388
393
  pointerId: this.currentDraggingPointerId,
394
+ pointerInfo: this._activePointerInfo,
389
395
  });
390
396
  this.lastDragPosition.copyFrom(pickedPoint);
391
397
  PivotTools._RestorePivotPoint(this.attachedNode);
@@ -1 +1 @@
1
- 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type { Behavior } from \"../../Behaviors/behavior\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { PivotTools } from \"../../Misc/pivotTools\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { CreatePlane } from \"../../Meshes/Builders/planeBuilder\";\r\n\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events\r\n */\r\nexport class PointerDragBehavior implements Behavior<AbstractMesh> {\r\n private static _AnyMouseId = -2;\r\n /**\r\n * Abstract mesh the behavior is set on\r\n */\r\n public attachedNode: AbstractMesh;\r\n private _dragPlane: Mesh;\r\n private _scene: Scene;\r\n private _pointerObserver: Nullable<Observer<PointerInfo>>;\r\n private _beforeRenderObserver: Nullable<Observer<Scene>>;\r\n private static _PlaneScene: Scene;\r\n private _useAlternatePickedPointAboveMaxDragAngleDragSpeed = -1.1;\r\n private _activeDragButton: number = -1;\r\n /**\r\n * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)\r\n */\r\n public maxDragAngle = 0;\r\n /**\r\n * Butttons that can be used to initiate a drag\r\n */\r\n public dragButtons = [0, 1, 2];\r\n /**\r\n * @internal\r\n */\r\n public _useAlternatePickedPointAboveMaxDragAngle = false;\r\n /**\r\n * Get or set the currentDraggingPointerId\r\n * @deprecated Please use currentDraggingPointerId instead\r\n */\r\n public get currentDraggingPointerID(): number {\r\n return this.currentDraggingPointerId;\r\n }\r\n public set currentDraggingPointerID(currentDraggingPointerID: number) {\r\n this.currentDraggingPointerId = currentDraggingPointerID;\r\n }\r\n /**\r\n * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)\r\n */\r\n public currentDraggingPointerId = -1;\r\n /**\r\n * The last position where the pointer hit the drag plane in world space\r\n */\r\n public lastDragPosition: Vector3;\r\n /**\r\n * If the behavior is currently in a dragging state\r\n */\r\n public dragging = false;\r\n /**\r\n * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)\r\n */\r\n public dragDeltaRatio = 0.2;\r\n /**\r\n * If the drag plane orientation should be updated during the dragging (Default: true)\r\n */\r\n public updateDragPlane = true;\r\n // Debug mode will display drag planes to help visualize behavior\r\n private _debugMode = false;\r\n private _moving = false;\r\n /**\r\n * Fires each time the attached mesh is dragged with the pointer\r\n * * delta between last drag position and current drag position in world space\r\n * * dragDistance along the drag axis\r\n * * dragPlaneNormal normal of the current drag plane used during the drag\r\n * * dragPlanePoint in world space where the drag intersects the drag plane\r\n *\r\n * (if validatedDrag is used, the position of the attached mesh might not equal dragPlanePoint)\r\n */\r\n public onDragObservable = new Observable<{ delta: Vector3; dragPlanePoint: Vector3; dragPlaneNormal: Vector3; dragDistance: number; pointerId: number }>();\r\n /**\r\n * Fires each time a drag begins (eg. mouse down on mesh)\r\n * * dragPlanePoint in world space where the drag intersects the drag plane\r\n *\r\n * (if validatedDrag is used, the position of the attached mesh might not equal dragPlanePoint)\r\n */\r\n public onDragStartObservable = new Observable<{ dragPlanePoint: Vector3; pointerId: number }>();\r\n /**\r\n * Fires each time a drag ends (eg. mouse release after drag)\r\n * * dragPlanePoint in world space where the drag intersects the drag plane\r\n *\r\n * (if validatedDrag is used, the position of the attached mesh might not equal dragPlanePoint)\r\n */\r\n public onDragEndObservable = new Observable<{ dragPlanePoint: Vector3; pointerId: number }>();\r\n /**\r\n * Fires each time behavior enabled state changes\r\n */\r\n public onEnabledObservable = new Observable<boolean>();\r\n\r\n /**\r\n * If the attached mesh should be moved when dragged\r\n */\r\n public moveAttached = true;\r\n\r\n /**\r\n * If the drag behavior will react to drag events (Default: true)\r\n */\r\n public set enabled(value: boolean) {\r\n if (value != this._enabled) {\r\n this.onEnabledObservable.notifyObservers(value);\r\n }\r\n this._enabled = value;\r\n }\r\n\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n private _enabled = true;\r\n\r\n /**\r\n * If pointer events should start and release the drag (Default: true)\r\n */\r\n public startAndReleaseDragOnPointerEvents = true;\r\n /**\r\n * If camera controls should be detached during the drag\r\n */\r\n public detachCameraControls = true;\r\n\r\n /**\r\n * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)\r\n */\r\n public useObjectOrientationForDragging = true;\r\n\r\n private _options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 };\r\n\r\n /**\r\n * Gets the options used by the behavior\r\n */\r\n public get options(): { dragAxis?: Vector3; dragPlaneNormal?: Vector3 } {\r\n return this._options;\r\n }\r\n\r\n /**\r\n * Sets the options used by the behavior\r\n */\r\n public set options(options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options;\r\n }\r\n\r\n /**\r\n * Creates a pointer drag behavior that can be attached to a mesh\r\n * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)\r\n * @param options.dragAxis\r\n * @param options.dragPlaneNormal\r\n */\r\n constructor(options?: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options ? options : {};\r\n\r\n let optionCount = 0;\r\n if (this._options.dragAxis) {\r\n optionCount++;\r\n }\r\n if (this._options.dragPlaneNormal) {\r\n optionCount++;\r\n }\r\n if (optionCount > 1) {\r\n throw \"Multiple drag modes specified in dragBehavior options. Only one expected\";\r\n }\r\n }\r\n\r\n /**\r\n * Predicate to determine if it is valid to move the object to a new position when it is moved\r\n * @param targetPosition\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public validateDrag = (targetPosition: Vector3) => {\r\n return true;\r\n };\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"PointerDrag\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n private _tmpVector = new Vector3(0, 0, 0);\r\n private _alternatePickedPoint = new Vector3(0, 0, 0);\r\n private _worldDragAxis = new Vector3(0, 0, 0);\r\n private _targetPosition = new Vector3(0, 0, 0);\r\n private _attachedToElement: boolean = false;\r\n /**\r\n * Attaches the drag behavior the passed in mesh\r\n * @param ownerNode The mesh that will be dragged around once attached\r\n * @param predicate Predicate to use for pick filtering\r\n */\r\n public attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void {\r\n this._scene = ownerNode.getScene();\r\n ownerNode.isNearGrabbable = true;\r\n this.attachedNode = ownerNode;\r\n\r\n // Initialize drag plane to not interfere with existing scene\r\n if (!PointerDragBehavior._PlaneScene) {\r\n if (this._debugMode) {\r\n PointerDragBehavior._PlaneScene = this._scene;\r\n } else {\r\n PointerDragBehavior._PlaneScene = new Scene(this._scene.getEngine(), { virtual: true });\r\n PointerDragBehavior._PlaneScene.detachControl();\r\n this._scene.onDisposeObservable.addOnce(() => {\r\n PointerDragBehavior._PlaneScene.dispose();\r\n (<any>PointerDragBehavior._PlaneScene) = null;\r\n });\r\n }\r\n }\r\n this._dragPlane = CreatePlane(\r\n \"pointerDragPlane\",\r\n { size: this._debugMode ? 1 : 10000, updatable: false, sideOrientation: Mesh.DOUBLESIDE },\r\n PointerDragBehavior._PlaneScene\r\n );\r\n\r\n // State of the drag\r\n this.lastDragPosition = new Vector3(0, 0, 0);\r\n\r\n const pickPredicate = predicate\r\n ? predicate\r\n : (m: AbstractMesh) => {\r\n return this.attachedNode == m || m.isDescendantOf(this.attachedNode);\r\n };\r\n\r\n this._pointerObserver = this._scene.onPointerObservable.add((pointerInfo) => {\r\n if (!this.enabled) {\r\n // If behavior is disabled before releaseDrag is ever called, call it now.\r\n if (this._attachedToElement) {\r\n this.releaseDrag();\r\n }\r\n\r\n return;\r\n }\r\n\r\n if (pointerInfo.type == PointerEventTypes.POINTERDOWN) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n !this.dragging &&\r\n pointerInfo.pickInfo &&\r\n pointerInfo.pickInfo.hit &&\r\n pointerInfo.pickInfo.pickedMesh &&\r\n pointerInfo.pickInfo.pickedPoint &&\r\n pointerInfo.pickInfo.ray &&\r\n pickPredicate(pointerInfo.pickInfo.pickedMesh)\r\n ) {\r\n if (this._activeDragButton === -1 && this.dragButtons.indexOf(pointerInfo.event.button) !== -1) {\r\n this._activeDragButton = pointerInfo.event.button;\r\n this._startDrag((<IPointerEvent>pointerInfo.event).pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);\r\n }\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERUP) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n this.currentDraggingPointerId == (<IPointerEvent>pointerInfo.event).pointerId &&\r\n this._activeDragButton === pointerInfo.event.button\r\n ) {\r\n this.releaseDrag();\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERMOVE) {\r\n const pointerId = (<IPointerEvent>pointerInfo.event).pointerId;\r\n\r\n // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved\r\n if (this.currentDraggingPointerId === PointerDragBehavior._AnyMouseId && pointerId !== PointerDragBehavior._AnyMouseId) {\r\n const evt = <IPointerEvent>pointerInfo.event;\r\n const isMouseEvent = evt.pointerType === \"mouse\" || (!this._scene.getEngine().hostInformation.isMobile && evt instanceof MouseEvent);\r\n if (isMouseEvent) {\r\n if (this._lastPointerRay[this.currentDraggingPointerId]) {\r\n this._lastPointerRay[pointerId] = this._lastPointerRay[this.currentDraggingPointerId];\r\n delete this._lastPointerRay[this.currentDraggingPointerId];\r\n }\r\n this.currentDraggingPointerId = pointerId;\r\n }\r\n }\r\n\r\n // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()\r\n if (!this._lastPointerRay[pointerId]) {\r\n this._lastPointerRay[pointerId] = new Ray(new Vector3(), new Vector3());\r\n }\r\n if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {\r\n this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);\r\n this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);\r\n\r\n if (this.currentDraggingPointerId == pointerId && this.dragging) {\r\n this._moveDrag(pointerInfo.pickInfo.ray);\r\n }\r\n }\r\n }\r\n });\r\n\r\n this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n if (this._moving && this.moveAttached) {\r\n let needMatrixUpdate = false;\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Slowly move mesh to avoid jitter\r\n this._targetPosition.subtractToRef(this.attachedNode.absolutePosition, this._tmpVector);\r\n this._tmpVector.scaleInPlace(this.dragDeltaRatio);\r\n this.attachedNode.getAbsolutePosition().addToRef(this._tmpVector, this._tmpVector);\r\n if (this.validateDrag(this._tmpVector)) {\r\n this.attachedNode.setAbsolutePosition(this._tmpVector);\r\n needMatrixUpdate = true;\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n if (needMatrixUpdate) {\r\n this.attachedNode.computeWorldMatrix();\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Force release the drag action by code.\r\n */\r\n public releaseDrag() {\r\n if (this.dragging) {\r\n this.dragging = false;\r\n this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerId });\r\n }\r\n\r\n this.currentDraggingPointerId = -1;\r\n this._activeDragButton = -1;\r\n this._moving = false;\r\n\r\n // Reattach camera controls\r\n if (this.detachCameraControls && this._attachedToElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.getClassName() === \"ArcRotateCamera\") {\r\n const arcRotateCamera = this._scene.activeCamera as ArcRotateCamera;\r\n arcRotateCamera.attachControl(\r\n arcRotateCamera.inputs ? arcRotateCamera.inputs.noPreventDefault : true,\r\n arcRotateCamera._useCtrlForPanning,\r\n arcRotateCamera._panningMouseButton\r\n );\r\n } else {\r\n this._scene.activeCamera.attachControl(this._scene.activeCamera.inputs ? this._scene.activeCamera.inputs.noPreventDefault : true);\r\n }\r\n this._attachedToElement = false;\r\n }\r\n }\r\n\r\n private _startDragRay = new Ray(new Vector3(), new Vector3());\r\n private _lastPointerRay: { [key: number]: Ray } = {};\r\n /**\r\n * Simulates the start of a pointer drag event on the behavior\r\n * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)\r\n * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)\r\n * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)\r\n */\r\n public startDrag(pointerId: number = PointerDragBehavior._AnyMouseId, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n this._startDrag(pointerId, fromRay, startPickedPoint);\r\n\r\n let lastRay = this._lastPointerRay[pointerId];\r\n if (pointerId === PointerDragBehavior._AnyMouseId) {\r\n lastRay = this._lastPointerRay[<any>Object.keys(this._lastPointerRay)[0]];\r\n }\r\n\r\n if (lastRay) {\r\n // if there was a last pointer ray drag the object there\r\n this._moveDrag(lastRay);\r\n }\r\n }\r\n\r\n protected _startDrag(pointerId: number, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n if (!this._scene.activeCamera || this.dragging || !this.attachedNode) {\r\n return;\r\n }\r\n\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Create start ray from the camera to the object\r\n if (fromRay) {\r\n this._startDragRay.direction.copyFrom(fromRay.direction);\r\n this._startDragRay.origin.copyFrom(fromRay.origin);\r\n } else {\r\n this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);\r\n this.attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);\r\n this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);\r\n }\r\n\r\n this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);\r\n\r\n const pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);\r\n if (pickedPoint) {\r\n this.dragging = true;\r\n this.currentDraggingPointerId = pointerId;\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerId });\r\n this._targetPosition.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n // Detatch camera controls\r\n if (this.detachCameraControls && this._scene.activeCamera && this._scene.activeCamera.inputs && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.inputs.attachedToElement) {\r\n this._scene.activeCamera.detachControl();\r\n this._attachedToElement = true;\r\n } else {\r\n this._attachedToElement = false;\r\n }\r\n }\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n\r\n private _dragDelta = new Vector3();\r\n protected _moveDrag(ray: Ray) {\r\n this._moving = true;\r\n const pickedPoint = this._pickWithRayOnDragPlane(ray);\r\n\r\n if (pickedPoint) {\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n\r\n if (this.updateDragPlane) {\r\n this._updateDragPlanePosition(ray, pickedPoint);\r\n }\r\n let dragLength = 0;\r\n // depending on the drag mode option drag accordingly\r\n if (this._options.dragAxis) {\r\n // Convert local drag axis to world if useObjectOrientationForDragging\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis)\r\n : this._worldDragAxis.copyFrom(this._options.dragAxis);\r\n\r\n // Project delta drag from the drag plane onto the drag axis\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);\r\n dragLength = Vector3.Dot(this._tmpVector, this._worldDragAxis);\r\n this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);\r\n } else {\r\n dragLength = this._dragDelta.length();\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);\r\n }\r\n this._targetPosition.addInPlace(this._dragDelta);\r\n this.onDragObservable.notifyObservers({\r\n dragDistance: dragLength,\r\n delta: this._dragDelta,\r\n dragPlanePoint: pickedPoint,\r\n dragPlaneNormal: this._dragPlane.forward,\r\n pointerId: this.currentDraggingPointerId,\r\n });\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n }\r\n\r\n private _pickWithRayOnDragPlane(ray: Nullable<Ray>) {\r\n if (!ray) {\r\n return null;\r\n }\r\n\r\n // Calculate angle between plane normal and ray\r\n let angle = Math.acos(Vector3.Dot(this._dragPlane.forward, ray.direction));\r\n // Correct if ray is casted from oposite side\r\n if (angle > Math.PI / 2) {\r\n angle = Math.PI - angle;\r\n }\r\n\r\n // If the angle is too perpendicular to the plane pick another point on the plane where it is looking\r\n if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {\r\n if (this._useAlternatePickedPointAboveMaxDragAngle) {\r\n // Invert ray direction along the towards object axis\r\n this._tmpVector.copyFrom(ray.direction);\r\n this.attachedNode.absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);\r\n this._alternatePickedPoint.normalize();\r\n this._alternatePickedPoint.scaleInPlace(this._useAlternatePickedPointAboveMaxDragAngleDragSpeed * Vector3.Dot(this._alternatePickedPoint, this._tmpVector));\r\n this._tmpVector.addInPlace(this._alternatePickedPoint);\r\n\r\n // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point\r\n const dot = Vector3.Dot(this._dragPlane.forward, this._tmpVector);\r\n this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);\r\n this._alternatePickedPoint.addInPlace(this._tmpVector);\r\n this._alternatePickedPoint.addInPlace(this.attachedNode.absolutePosition);\r\n return this._alternatePickedPoint;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n const pickResult = PointerDragBehavior._PlaneScene.pickWithRay(ray, (m) => {\r\n return m == this._dragPlane;\r\n });\r\n if (pickResult && pickResult.hit && pickResult.pickedMesh && pickResult.pickedPoint) {\r\n return pickResult.pickedPoint;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n // Variables to avoid instantiation in the below method\r\n private _pointA = new Vector3(0, 0, 0);\r\n private _pointC = new Vector3(0, 0, 0);\r\n private _localAxis = new Vector3(0, 0, 0);\r\n private _lookAt = new Vector3(0, 0, 0);\r\n // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera\r\n private _updateDragPlanePosition(ray: Ray, dragPlanePosition: Vector3) {\r\n this._pointA.copyFrom(dragPlanePosition);\r\n if (this._options.dragAxis) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragAxis);\r\n\r\n // Calculate plane normal that is the cross product of local axis and (eye-dragPlanePosition)\r\n ray.origin.subtractToRef(this._pointA, this._pointC);\r\n this._pointC.normalize();\r\n if (Math.abs(Vector3.Dot(this._localAxis, this._pointC)) > 0.999) {\r\n // the drag axis is colinear with the (eye to position) ray. The cross product will give jittered values.\r\n // A new axis vector need to be computed\r\n if (Math.abs(Vector3.Dot(Vector3.UpReadOnly, this._pointC)) > 0.999) {\r\n this._lookAt.copyFrom(Vector3.Right());\r\n } else {\r\n this._lookAt.copyFrom(Vector3.UpReadOnly);\r\n }\r\n } else {\r\n Vector3.CrossToRef(this._localAxis, this._pointC, this._lookAt);\r\n // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendicular to camera\r\n Vector3.CrossToRef(this._localAxis, this._lookAt, this._lookAt);\r\n this._lookAt.normalize();\r\n }\r\n\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._lookAt, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else if (this._options.dragPlaneNormal) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragPlaneNormal);\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._localAxis, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else {\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._dragPlane.lookAt(ray.origin);\r\n }\r\n // Update the position of the drag plane so it doesn't get out of sync with the node (eg. when moving back and forth quickly)\r\n this._dragPlane.position.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n this._dragPlane.computeWorldMatrix(true);\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this._lastPointerRay = {};\r\n if (this.attachedNode) {\r\n this.attachedNode.isNearGrabbable = false;\r\n }\r\n if (this._pointerObserver) {\r\n this._scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n if (this._beforeRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n }\r\n if (this._dragPlane) {\r\n this._dragPlane.dispose();\r\n }\r\n this.releaseDrag();\r\n }\r\n}\r\n"]}
1
+ 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type { Behavior } from \"../../Behaviors/behavior\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { PivotTools } from \"../../Misc/pivotTools\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { CreatePlane } from \"../../Meshes/Builders/planeBuilder\";\r\n\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events\r\n */\r\nexport class PointerDragBehavior implements Behavior<AbstractMesh> {\r\n private static _AnyMouseId = -2;\r\n /**\r\n * Abstract mesh the behavior is set on\r\n */\r\n public attachedNode: AbstractMesh;\r\n protected _dragPlane: Mesh;\r\n private _scene: Scene;\r\n private _pointerObserver: Nullable<Observer<PointerInfo>>;\r\n private _beforeRenderObserver: Nullable<Observer<Scene>>;\r\n private static _PlaneScene: Scene;\r\n private _useAlternatePickedPointAboveMaxDragAngleDragSpeed = -1.1;\r\n private _activeDragButton: number = -1;\r\n private _activePointerInfo: Nullable<PointerInfo>;\r\n /**\r\n * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)\r\n */\r\n public maxDragAngle = 0;\r\n /**\r\n * Butttons that can be used to initiate a drag\r\n */\r\n public dragButtons = [0, 1, 2];\r\n /**\r\n * @internal\r\n */\r\n public _useAlternatePickedPointAboveMaxDragAngle = false;\r\n /**\r\n * Get or set the currentDraggingPointerId\r\n * @deprecated Please use currentDraggingPointerId instead\r\n */\r\n public get currentDraggingPointerID(): number {\r\n return this.currentDraggingPointerId;\r\n }\r\n public set currentDraggingPointerID(currentDraggingPointerID: number) {\r\n this.currentDraggingPointerId = currentDraggingPointerID;\r\n }\r\n /**\r\n * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)\r\n */\r\n public currentDraggingPointerId = -1;\r\n /**\r\n * The last position where the pointer hit the drag plane in world space\r\n */\r\n public lastDragPosition: Vector3;\r\n /**\r\n * If the behavior is currently in a dragging state\r\n */\r\n public dragging = false;\r\n /**\r\n * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)\r\n */\r\n public dragDeltaRatio = 0.2;\r\n /**\r\n * If the drag plane orientation should be updated during the dragging (Default: true)\r\n */\r\n public updateDragPlane = true;\r\n // Debug mode will display drag planes to help visualize behavior\r\n private _debugMode = false;\r\n private _moving = false;\r\n /**\r\n * Fires each time the attached mesh is dragged with the pointer\r\n * * delta between last drag position and current drag position in world space\r\n * * dragDistance along the drag axis\r\n * * dragPlaneNormal normal of the current drag plane used during the drag\r\n * * dragPlanePoint in world space where the drag intersects the drag plane\r\n *\r\n * (if validatedDrag is used, the position of the attached mesh might not equal dragPlanePoint)\r\n */\r\n public onDragObservable = new Observable<{\r\n delta: Vector3;\r\n dragPlanePoint: Vector3;\r\n dragPlaneNormal: Vector3;\r\n dragDistance: number;\r\n pointerId: number;\r\n pointerInfo: Nullable<PointerInfo>;\r\n }>();\r\n /**\r\n * Fires each time a drag begins (eg. mouse down on mesh)\r\n * * dragPlanePoint in world space where the drag intersects the drag plane\r\n *\r\n * (if validatedDrag is used, the position of the attached mesh might not equal dragPlanePoint)\r\n */\r\n public onDragStartObservable = new Observable<{ dragPlanePoint: Vector3; pointerId: number; pointerInfo: Nullable<PointerInfo> }>();\r\n /**\r\n * Fires each time a drag ends (eg. mouse release after drag)\r\n * * dragPlanePoint in world space where the drag intersects the drag plane\r\n *\r\n * (if validatedDrag is used, the position of the attached mesh might not equal dragPlanePoint)\r\n */\r\n public onDragEndObservable = new Observable<{ dragPlanePoint: Vector3; pointerId: number; pointerInfo: Nullable<PointerInfo> }>();\r\n /**\r\n * Fires each time behavior enabled state changes\r\n */\r\n public onEnabledObservable = new Observable<boolean>();\r\n\r\n /**\r\n * If the attached mesh should be moved when dragged\r\n */\r\n public moveAttached = true;\r\n\r\n /**\r\n * If the drag behavior will react to drag events (Default: true)\r\n */\r\n public set enabled(value: boolean) {\r\n if (value != this._enabled) {\r\n this.onEnabledObservable.notifyObservers(value);\r\n }\r\n this._enabled = value;\r\n }\r\n\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n private _enabled = true;\r\n\r\n /**\r\n * If pointer events should start and release the drag (Default: true)\r\n */\r\n public startAndReleaseDragOnPointerEvents = true;\r\n /**\r\n * If camera controls should be detached during the drag\r\n */\r\n public detachCameraControls = true;\r\n\r\n /**\r\n * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)\r\n */\r\n public useObjectOrientationForDragging = true;\r\n\r\n private _options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 };\r\n\r\n /**\r\n * Gets the options used by the behavior\r\n */\r\n public get options(): { dragAxis?: Vector3; dragPlaneNormal?: Vector3 } {\r\n return this._options;\r\n }\r\n\r\n /**\r\n * Sets the options used by the behavior\r\n */\r\n public set options(options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options;\r\n }\r\n\r\n /**\r\n * Creates a pointer drag behavior that can be attached to a mesh\r\n * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)\r\n * @param options.dragAxis\r\n * @param options.dragPlaneNormal\r\n */\r\n constructor(options?: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options ? options : {};\r\n\r\n let optionCount = 0;\r\n if (this._options.dragAxis) {\r\n optionCount++;\r\n }\r\n if (this._options.dragPlaneNormal) {\r\n optionCount++;\r\n }\r\n if (optionCount > 1) {\r\n throw \"Multiple drag modes specified in dragBehavior options. Only one expected\";\r\n }\r\n }\r\n\r\n /**\r\n * Predicate to determine if it is valid to move the object to a new position when it is moved\r\n * @param targetPosition\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public validateDrag = (targetPosition: Vector3) => {\r\n return true;\r\n };\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"PointerDrag\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n private _tmpVector = new Vector3(0, 0, 0);\r\n private _alternatePickedPoint = new Vector3(0, 0, 0);\r\n private _worldDragAxis = new Vector3(0, 0, 0);\r\n private _targetPosition = new Vector3(0, 0, 0);\r\n private _attachedToElement: boolean = false;\r\n /**\r\n * Attaches the drag behavior the passed in mesh\r\n * @param ownerNode The mesh that will be dragged around once attached\r\n * @param predicate Predicate to use for pick filtering\r\n */\r\n public attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void {\r\n this._scene = ownerNode.getScene();\r\n ownerNode.isNearGrabbable = true;\r\n this.attachedNode = ownerNode;\r\n\r\n // Initialize drag plane to not interfere with existing scene\r\n if (!PointerDragBehavior._PlaneScene) {\r\n if (this._debugMode) {\r\n PointerDragBehavior._PlaneScene = this._scene;\r\n } else {\r\n PointerDragBehavior._PlaneScene = new Scene(this._scene.getEngine(), { virtual: true });\r\n PointerDragBehavior._PlaneScene.detachControl();\r\n this._scene.onDisposeObservable.addOnce(() => {\r\n PointerDragBehavior._PlaneScene.dispose();\r\n (<any>PointerDragBehavior._PlaneScene) = null;\r\n });\r\n }\r\n }\r\n this._dragPlane = CreatePlane(\r\n \"pointerDragPlane\",\r\n { size: this._debugMode ? 1 : 10000, updatable: false, sideOrientation: Mesh.DOUBLESIDE },\r\n PointerDragBehavior._PlaneScene\r\n );\r\n\r\n // State of the drag\r\n this.lastDragPosition = new Vector3(0, 0, 0);\r\n\r\n const pickPredicate = predicate\r\n ? predicate\r\n : (m: AbstractMesh) => {\r\n return this.attachedNode == m || m.isDescendantOf(this.attachedNode);\r\n };\r\n\r\n this._pointerObserver = this._scene.onPointerObservable.add((pointerInfo) => {\r\n if (!this.enabled) {\r\n // If behavior is disabled before releaseDrag is ever called, call it now.\r\n if (this._attachedToElement) {\r\n this.releaseDrag();\r\n }\r\n\r\n return;\r\n }\r\n\r\n if (pointerInfo.type == PointerEventTypes.POINTERDOWN) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n !this.dragging &&\r\n pointerInfo.pickInfo &&\r\n pointerInfo.pickInfo.hit &&\r\n pointerInfo.pickInfo.pickedMesh &&\r\n pointerInfo.pickInfo.pickedPoint &&\r\n pointerInfo.pickInfo.ray &&\r\n pickPredicate(pointerInfo.pickInfo.pickedMesh)\r\n ) {\r\n if (this._activeDragButton === -1 && this.dragButtons.indexOf(pointerInfo.event.button) !== -1) {\r\n this._activeDragButton = pointerInfo.event.button;\r\n this._activePointerInfo = pointerInfo;\r\n this._startDrag((<IPointerEvent>pointerInfo.event).pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);\r\n }\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERUP) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n this.currentDraggingPointerId == (<IPointerEvent>pointerInfo.event).pointerId &&\r\n this._activeDragButton === pointerInfo.event.button\r\n ) {\r\n this.releaseDrag();\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERMOVE) {\r\n const pointerId = (<IPointerEvent>pointerInfo.event).pointerId;\r\n\r\n // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved\r\n if (this.currentDraggingPointerId === PointerDragBehavior._AnyMouseId && pointerId !== PointerDragBehavior._AnyMouseId) {\r\n const evt = <IPointerEvent>pointerInfo.event;\r\n const isMouseEvent = evt.pointerType === \"mouse\" || (!this._scene.getEngine().hostInformation.isMobile && evt instanceof MouseEvent);\r\n if (isMouseEvent) {\r\n if (this._lastPointerRay[this.currentDraggingPointerId]) {\r\n this._lastPointerRay[pointerId] = this._lastPointerRay[this.currentDraggingPointerId];\r\n delete this._lastPointerRay[this.currentDraggingPointerId];\r\n }\r\n this.currentDraggingPointerId = pointerId;\r\n }\r\n }\r\n\r\n // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()\r\n if (!this._lastPointerRay[pointerId]) {\r\n this._lastPointerRay[pointerId] = new Ray(new Vector3(), new Vector3());\r\n }\r\n if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {\r\n this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);\r\n this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);\r\n\r\n if (this.currentDraggingPointerId == pointerId && this.dragging) {\r\n this._moveDrag(pointerInfo.pickInfo.ray);\r\n }\r\n }\r\n }\r\n });\r\n\r\n this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n if (this._moving && this.moveAttached) {\r\n let needMatrixUpdate = false;\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Slowly move mesh to avoid jitter\r\n this._targetPosition.subtractToRef(this.attachedNode.absolutePosition, this._tmpVector);\r\n this._tmpVector.scaleInPlace(this.dragDeltaRatio);\r\n this.attachedNode.getAbsolutePosition().addToRef(this._tmpVector, this._tmpVector);\r\n if (this.validateDrag(this._tmpVector)) {\r\n this.attachedNode.setAbsolutePosition(this._tmpVector);\r\n needMatrixUpdate = true;\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n if (needMatrixUpdate) {\r\n this.attachedNode.computeWorldMatrix();\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Force release the drag action by code.\r\n */\r\n public releaseDrag() {\r\n if (this.dragging) {\r\n this.dragging = false;\r\n this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerId, pointerInfo: this._activePointerInfo });\r\n }\r\n\r\n this.currentDraggingPointerId = -1;\r\n this._activeDragButton = -1;\r\n this._activePointerInfo = null;\r\n this._moving = false;\r\n\r\n // Reattach camera controls\r\n if (this.detachCameraControls && this._attachedToElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.getClassName() === \"ArcRotateCamera\") {\r\n const arcRotateCamera = this._scene.activeCamera as ArcRotateCamera;\r\n arcRotateCamera.attachControl(\r\n arcRotateCamera.inputs ? arcRotateCamera.inputs.noPreventDefault : true,\r\n arcRotateCamera._useCtrlForPanning,\r\n arcRotateCamera._panningMouseButton\r\n );\r\n } else {\r\n this._scene.activeCamera.attachControl(this._scene.activeCamera.inputs ? this._scene.activeCamera.inputs.noPreventDefault : true);\r\n }\r\n this._attachedToElement = false;\r\n }\r\n }\r\n\r\n private _startDragRay = new Ray(new Vector3(), new Vector3());\r\n private _lastPointerRay: { [key: number]: Ray } = {};\r\n /**\r\n * Simulates the start of a pointer drag event on the behavior\r\n * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)\r\n * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)\r\n * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)\r\n */\r\n public startDrag(pointerId: number = PointerDragBehavior._AnyMouseId, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n this._startDrag(pointerId, fromRay, startPickedPoint);\r\n\r\n let lastRay = this._lastPointerRay[pointerId];\r\n if (pointerId === PointerDragBehavior._AnyMouseId) {\r\n lastRay = this._lastPointerRay[<any>Object.keys(this._lastPointerRay)[0]];\r\n }\r\n\r\n if (lastRay) {\r\n // if there was a last pointer ray drag the object there\r\n this._moveDrag(lastRay);\r\n }\r\n }\r\n\r\n protected _startDrag(pointerId: number, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n if (!this._scene.activeCamera || this.dragging || !this.attachedNode) {\r\n return;\r\n }\r\n\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Create start ray from the camera to the object\r\n if (fromRay) {\r\n this._startDragRay.direction.copyFrom(fromRay.direction);\r\n this._startDragRay.origin.copyFrom(fromRay.origin);\r\n } else {\r\n this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);\r\n this.attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);\r\n this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);\r\n }\r\n\r\n this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);\r\n\r\n const pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);\r\n if (pickedPoint) {\r\n this.dragging = true;\r\n this.currentDraggingPointerId = pointerId;\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerId, pointerInfo: this._activePointerInfo });\r\n this._targetPosition.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n // Detatch camera controls\r\n if (this.detachCameraControls && this._scene.activeCamera && this._scene.activeCamera.inputs && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.inputs.attachedToElement) {\r\n this._scene.activeCamera.detachControl();\r\n this._attachedToElement = true;\r\n } else {\r\n this._attachedToElement = false;\r\n }\r\n }\r\n } else {\r\n this.releaseDrag();\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n\r\n private _dragDelta = new Vector3();\r\n protected _moveDrag(ray: Ray) {\r\n this._moving = true;\r\n const pickedPoint = this._pickWithRayOnDragPlane(ray);\r\n\r\n if (pickedPoint) {\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n\r\n if (this.updateDragPlane) {\r\n this._updateDragPlanePosition(ray, pickedPoint);\r\n }\r\n let dragLength = 0;\r\n // depending on the drag mode option drag accordingly\r\n if (this._options.dragAxis) {\r\n // Convert local drag axis to world if useObjectOrientationForDragging\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis)\r\n : this._worldDragAxis.copyFrom(this._options.dragAxis);\r\n\r\n // Project delta drag from the drag plane onto the drag axis\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);\r\n dragLength = Vector3.Dot(this._tmpVector, this._worldDragAxis);\r\n this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);\r\n } else {\r\n dragLength = this._dragDelta.length();\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);\r\n }\r\n this._targetPosition.addInPlace(this._dragDelta);\r\n this.onDragObservable.notifyObservers({\r\n dragDistance: dragLength,\r\n delta: this._dragDelta,\r\n dragPlanePoint: pickedPoint,\r\n dragPlaneNormal: this._dragPlane.forward,\r\n pointerId: this.currentDraggingPointerId,\r\n pointerInfo: this._activePointerInfo,\r\n });\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n }\r\n\r\n private _pickWithRayOnDragPlane(ray: Nullable<Ray>) {\r\n if (!ray) {\r\n return null;\r\n }\r\n\r\n // Calculate angle between plane normal and ray\r\n let angle = Math.acos(Vector3.Dot(this._dragPlane.forward, ray.direction));\r\n // Correct if ray is casted from oposite side\r\n if (angle > Math.PI / 2) {\r\n angle = Math.PI - angle;\r\n }\r\n\r\n // If the angle is too perpendicular to the plane pick another point on the plane where it is looking\r\n if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {\r\n if (this._useAlternatePickedPointAboveMaxDragAngle) {\r\n // Invert ray direction along the towards object axis\r\n this._tmpVector.copyFrom(ray.direction);\r\n this.attachedNode.absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);\r\n this._alternatePickedPoint.normalize();\r\n this._alternatePickedPoint.scaleInPlace(this._useAlternatePickedPointAboveMaxDragAngleDragSpeed * Vector3.Dot(this._alternatePickedPoint, this._tmpVector));\r\n this._tmpVector.addInPlace(this._alternatePickedPoint);\r\n\r\n // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point\r\n const dot = Vector3.Dot(this._dragPlane.forward, this._tmpVector);\r\n this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);\r\n this._alternatePickedPoint.addInPlace(this._tmpVector);\r\n this._alternatePickedPoint.addInPlace(this.attachedNode.absolutePosition);\r\n return this._alternatePickedPoint;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n const pickResult = PointerDragBehavior._PlaneScene.pickWithRay(ray, (m) => {\r\n return m == this._dragPlane;\r\n });\r\n if (pickResult && pickResult.hit && pickResult.pickedMesh && pickResult.pickedPoint) {\r\n return pickResult.pickedPoint;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n // Variables to avoid instantiation in the below method\r\n private _pointA = new Vector3(0, 0, 0);\r\n private _pointC = new Vector3(0, 0, 0);\r\n private _localAxis = new Vector3(0, 0, 0);\r\n private _lookAt = new Vector3(0, 0, 0);\r\n // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera\r\n private _updateDragPlanePosition(ray: Ray, dragPlanePosition: Vector3) {\r\n this._pointA.copyFrom(dragPlanePosition);\r\n if (this._options.dragAxis) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragAxis);\r\n\r\n // Calculate plane normal that is the cross product of local axis and (eye-dragPlanePosition)\r\n ray.origin.subtractToRef(this._pointA, this._pointC);\r\n this._pointC.normalize();\r\n if (Math.abs(Vector3.Dot(this._localAxis, this._pointC)) > 0.999) {\r\n // the drag axis is colinear with the (eye to position) ray. The cross product will give jittered values.\r\n // A new axis vector need to be computed\r\n if (Math.abs(Vector3.Dot(Vector3.UpReadOnly, this._pointC)) > 0.999) {\r\n this._lookAt.copyFrom(Vector3.Right());\r\n } else {\r\n this._lookAt.copyFrom(Vector3.UpReadOnly);\r\n }\r\n } else {\r\n Vector3.CrossToRef(this._localAxis, this._pointC, this._lookAt);\r\n // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendicular to camera\r\n Vector3.CrossToRef(this._localAxis, this._lookAt, this._lookAt);\r\n this._lookAt.normalize();\r\n }\r\n\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._lookAt, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else if (this._options.dragPlaneNormal) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragPlaneNormal);\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._localAxis, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else {\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._dragPlane.lookAt(ray.origin);\r\n }\r\n // Update the position of the drag plane so it doesn't get out of sync with the node (eg. when moving back and forth quickly)\r\n this._dragPlane.position.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n this._dragPlane.computeWorldMatrix(true);\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this._lastPointerRay = {};\r\n if (this.attachedNode) {\r\n this.attachedNode.isNearGrabbable = false;\r\n }\r\n if (this._pointerObserver) {\r\n this._scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n if (this._beforeRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n }\r\n if (this._dragPlane) {\r\n this._dragPlane.dispose();\r\n }\r\n this.releaseDrag();\r\n }\r\n}\r\n"]}
@@ -24,7 +24,7 @@ export class WebGL2ShaderProcessor {
24
24
  code = code.replace(/gl_FragDepthEXT/g, "gl_FragDepth");
25
25
  code = code.replace(/gl_FragColor/g, "glFragColor");
26
26
  code = code.replace(/gl_FragData/g, "glFragData");
27
- code = code.replace(/void\s+?main\s*\(/g, (hasDrawBuffersExtension ? "" : "out vec4 glFragColor;\n") + "void main(");
27
+ code = code.replace(/void\s+?main\s*\(/g, (hasDrawBuffersExtension ? "" : "layout(location = 0) out vec4 glFragColor;\n") + "void main(");
28
28
  }
29
29
  else {
30
30
  const hasMultiviewExtension = defines.indexOf("#define MULTIVIEW") !== -1;
@@ -1 +1 @@
1
- {"version":3,"file":"webGL2ShaderProcessors.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Engines/WebGL/webGL2ShaderProcessors.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAAE,MAAM,gCAAgC,CAAC;AAGhE,gBAAgB;AAChB,MAAM,OAAO,qBAAqB;IAAlC;QACW,mBAAc,GAAG,cAAc,CAAC,IAAI,CAAC;IAoChD,CAAC;IAlCU,kBAAkB,CAAC,SAAiB;QACvC,OAAO,SAAS,CAAC,OAAO,CAAC,WAAW,EAAE,IAAI,CAAC,CAAC;IAChD,CAAC;IAEM,gBAAgB,CAAC,OAAe,EAAE,UAAmB;QACxD,OAAO,OAAO,CAAC,OAAO,CAAC,SAAS,EAAE,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC;IACjE,CAAC;IAEM,aAAa,CAAC,IAAY,EAAE,OAAiB,EAAE,UAAmB;QACrE,MAAM,uBAAuB,GAAG,IAAI,CAAC,MAAM,CAAC,0CAA0C,CAAC,KAAK,CAAC,CAAC,CAAC;QAE/F,oBAAoB;QACpB,MAAM,KAAK,GAAG,gJAAgJ,CAAC;QAC/J,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC;QAE/B,uBAAuB;QACvB,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,iBAAiB,EAAE,UAAU,CAAC,CAAC;QACnD,IAAI,UAAU,EAAE;YACZ,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,uBAAuB,EAAE,aAAa,CAAC,CAAC;YAC5D,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,yBAAyB,EAAE,aAAa,CAAC,CAAC;YAC9D,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,mBAAmB,EAAE,UAAU,CAAC,CAAC;YACrD,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,EAAE,cAAc,CAAC,CAAC;YACxD,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE,aAAa,CAAC,CAAC;YACpD,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE,YAAY,CAAC,CAAC;YAClD,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,oBAAoB,EAAE,CAAC,uBAAuB,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,yBAAyB,CAAC,GAAG,YAAY,CAAC,CAAC;SACxH;aAAM;YACH,MAAM,qBAAqB,GAAG,OAAO,CAAC,OAAO,CAAC,mBAAmB,CAAC,KAAK,CAAC,CAAC,CAAC;YAC1E,IAAI,qBAAqB,EAAE;gBACvB,OAAO,sEAAsE,GAAG,IAAI,CAAC;aACxF;SACJ;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ","sourcesContent":["import { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\nimport type { IShaderProcessor } from \"../Processors/iShaderProcessor\";\r\n\r\n/** @internal */\r\nexport class WebGL2ShaderProcessor implements IShaderProcessor {\r\n public shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n public attributeProcessor(attribute: string) {\r\n return attribute.replace(\"attribute\", \"in\");\r\n }\r\n\r\n public varyingProcessor(varying: string, isFragment: boolean) {\r\n return varying.replace(\"varying\", isFragment ? \"in\" : \"out\");\r\n }\r\n\r\n public postProcessor(code: string, defines: string[], isFragment: boolean) {\r\n const hasDrawBuffersExtension = code.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;\r\n\r\n // Remove extensions\r\n const regex = /#extension.+(GL_OVR_multiview2|GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;\r\n code = code.replace(regex, \"\");\r\n\r\n // Replace instructions\r\n code = code.replace(/texture2D\\s*\\(/g, \"texture(\");\r\n if (isFragment) {\r\n code = code.replace(/texture2DLodEXT\\s*\\(/g, \"textureLod(\");\r\n code = code.replace(/textureCubeLodEXT\\s*\\(/g, \"textureLod(\");\r\n code = code.replace(/textureCube\\s*\\(/g, \"texture(\");\r\n code = code.replace(/gl_FragDepthEXT/g, \"gl_FragDepth\");\r\n code = code.replace(/gl_FragColor/g, \"glFragColor\");\r\n code = code.replace(/gl_FragData/g, \"glFragData\");\r\n code = code.replace(/void\\s+?main\\s*\\(/g, (hasDrawBuffersExtension ? \"\" : \"out vec4 glFragColor;\\n\") + \"void main(\");\r\n } else {\r\n const hasMultiviewExtension = defines.indexOf(\"#define MULTIVIEW\") !== -1;\r\n if (hasMultiviewExtension) {\r\n return \"#extension GL_OVR_multiview2 : require\\nlayout (num_views = 2) in;\\n\" + code;\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"webGL2ShaderProcessors.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Engines/WebGL/webGL2ShaderProcessors.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAAE,MAAM,gCAAgC,CAAC;AAGhE,gBAAgB;AAChB,MAAM,OAAO,qBAAqB;IAAlC;QACW,mBAAc,GAAG,cAAc,CAAC,IAAI,CAAC;IAoChD,CAAC;IAlCU,kBAAkB,CAAC,SAAiB;QACvC,OAAO,SAAS,CAAC,OAAO,CAAC,WAAW,EAAE,IAAI,CAAC,CAAC;IAChD,CAAC;IAEM,gBAAgB,CAAC,OAAe,EAAE,UAAmB;QACxD,OAAO,OAAO,CAAC,OAAO,CAAC,SAAS,EAAE,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC;IACjE,CAAC;IAEM,aAAa,CAAC,IAAY,EAAE,OAAiB,EAAE,UAAmB;QACrE,MAAM,uBAAuB,GAAG,IAAI,CAAC,MAAM,CAAC,0CAA0C,CAAC,KAAK,CAAC,CAAC,CAAC;QAE/F,oBAAoB;QACpB,MAAM,KAAK,GAAG,gJAAgJ,CAAC;QAC/J,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC;QAE/B,uBAAuB;QACvB,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,iBAAiB,EAAE,UAAU,CAAC,CAAC;QACnD,IAAI,UAAU,EAAE;YACZ,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,uBAAuB,EAAE,aAAa,CAAC,CAAC;YAC5D,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,yBAAyB,EAAE,aAAa,CAAC,CAAC;YAC9D,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,mBAAmB,EAAE,UAAU,CAAC,CAAC;YACrD,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,EAAE,cAAc,CAAC,CAAC;YACxD,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE,aAAa,CAAC,CAAC;YACpD,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE,YAAY,CAAC,CAAC;YAClD,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,oBAAoB,EAAE,CAAC,uBAAuB,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,8CAA8C,CAAC,GAAG,YAAY,CAAC,CAAC;SAC7I;aAAM;YACH,MAAM,qBAAqB,GAAG,OAAO,CAAC,OAAO,CAAC,mBAAmB,CAAC,KAAK,CAAC,CAAC,CAAC;YAC1E,IAAI,qBAAqB,EAAE;gBACvB,OAAO,sEAAsE,GAAG,IAAI,CAAC;aACxF;SACJ;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ","sourcesContent":["import { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\nimport type { IShaderProcessor } from \"../Processors/iShaderProcessor\";\r\n\r\n/** @internal */\r\nexport class WebGL2ShaderProcessor implements IShaderProcessor {\r\n public shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n public attributeProcessor(attribute: string) {\r\n return attribute.replace(\"attribute\", \"in\");\r\n }\r\n\r\n public varyingProcessor(varying: string, isFragment: boolean) {\r\n return varying.replace(\"varying\", isFragment ? \"in\" : \"out\");\r\n }\r\n\r\n public postProcessor(code: string, defines: string[], isFragment: boolean) {\r\n const hasDrawBuffersExtension = code.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;\r\n\r\n // Remove extensions\r\n const regex = /#extension.+(GL_OVR_multiview2|GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;\r\n code = code.replace(regex, \"\");\r\n\r\n // Replace instructions\r\n code = code.replace(/texture2D\\s*\\(/g, \"texture(\");\r\n if (isFragment) {\r\n code = code.replace(/texture2DLodEXT\\s*\\(/g, \"textureLod(\");\r\n code = code.replace(/textureCubeLodEXT\\s*\\(/g, \"textureLod(\");\r\n code = code.replace(/textureCube\\s*\\(/g, \"texture(\");\r\n code = code.replace(/gl_FragDepthEXT/g, \"gl_FragDepth\");\r\n code = code.replace(/gl_FragColor/g, \"glFragColor\");\r\n code = code.replace(/gl_FragData/g, \"glFragData\");\r\n code = code.replace(/void\\s+?main\\s*\\(/g, (hasDrawBuffersExtension ? \"\" : \"layout(location = 0) out vec4 glFragColor;\\n\") + \"void main(\");\r\n } else {\r\n const hasMultiviewExtension = defines.indexOf(\"#define MULTIVIEW\") !== -1;\r\n if (hasMultiviewExtension) {\r\n return \"#extension GL_OVR_multiview2 : require\\nlayout (num_views = 2) in;\\n\" + code;\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n}\r\n"]}
package/Engines/engine.js CHANGED
@@ -125,7 +125,7 @@ export class Engine extends ThinEngine {
125
125
  if (canvasOrContext.getContext) {
126
126
  const canvas = canvasOrContext;
127
127
  this._sharedInit(canvas, !!options.doNotHandleTouchAction, options.audioEngine);
128
- if (IsWindowObjectExist()) {
128
+ if (IsDocumentAvailable()) {
129
129
  // Fullscreen
130
130
  this._onFullscreenChange = () => {
131
131
  this.isFullscreen = !!document.fullscreenElement;
@@ -338,12 +338,10 @@ export class Engine extends ThinEngine {
338
338
  this.onCanvasPointerOutObservable.notifyObservers(ev);
339
339
  }
340
340
  };
341
- if (IsWindowObjectExist()) {
342
- const hostWindow = this.getHostWindow();
343
- if (hostWindow) {
344
- hostWindow.addEventListener("blur", this._onBlur);
345
- hostWindow.addEventListener("focus", this._onFocus);
346
- }
341
+ const hostWindow = this.getHostWindow(); // it calls IsWindowObjectExist()
342
+ if (hostWindow && typeof hostWindow.addEventListener === "function") {
343
+ hostWindow.addEventListener("blur", this._onBlur);
344
+ hostWindow.addEventListener("focus", this._onFocus);
347
345
  }
348
346
  canvas.addEventListener("pointerout", this._onCanvasPointerOut);
349
347
  if (!doNotHandleTouchAction) {
@@ -1332,25 +1330,26 @@ export class Engine extends ThinEngine {
1332
1330
  //WebVR
1333
1331
  this.disableVR();
1334
1332
  // Events
1335
- if (IsWindowObjectExist()) {
1336
- window.removeEventListener("blur", this._onBlur);
1337
- window.removeEventListener("focus", this._onFocus);
1338
- if (this._renderingCanvas) {
1339
- this._renderingCanvas.removeEventListener("focus", this._onCanvasFocus);
1340
- this._renderingCanvas.removeEventListener("blur", this._onCanvasBlur);
1341
- this._renderingCanvas.removeEventListener("pointerout", this._onCanvasPointerOut);
1342
- this._renderingCanvas.removeEventListener("contextmenu", this._onCanvasContextMenu);
1343
- }
1344
- if (IsDocumentAvailable()) {
1345
- document.removeEventListener("fullscreenchange", this._onFullscreenChange);
1346
- document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
1347
- document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
1348
- document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
1349
- document.removeEventListener("pointerlockchange", this._onPointerLockChange);
1350
- document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
1351
- document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
1352
- document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
1353
- }
1333
+ const hostWindow = this.getHostWindow(); // it calls IsWindowObjectExist()
1334
+ if (hostWindow && typeof hostWindow.removeEventListener === "function") {
1335
+ hostWindow.removeEventListener("blur", this._onBlur);
1336
+ hostWindow.removeEventListener("focus", this._onFocus);
1337
+ }
1338
+ if (this._renderingCanvas) {
1339
+ this._renderingCanvas.removeEventListener("focus", this._onCanvasFocus);
1340
+ this._renderingCanvas.removeEventListener("blur", this._onCanvasBlur);
1341
+ this._renderingCanvas.removeEventListener("pointerout", this._onCanvasPointerOut);
1342
+ this._renderingCanvas.removeEventListener("contextmenu", this._onCanvasContextMenu);
1343
+ }
1344
+ if (IsDocumentAvailable()) {
1345
+ document.removeEventListener("fullscreenchange", this._onFullscreenChange);
1346
+ document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
1347
+ document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
1348
+ document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
1349
+ document.removeEventListener("pointerlockchange", this._onPointerLockChange);
1350
+ document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
1351
+ document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
1352
+ document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
1354
1353
  }
1355
1354
  super.dispose();
1356
1355
  // Remove from Instances