@babylonjs/core 5.42.2 → 5.43.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (79) hide show
  1. package/Actions/actionManager.js +18 -13
  2. package/Actions/actionManager.js.map +1 -1
  3. package/Audio/sound.d.ts +2 -1
  4. package/Audio/sound.js +30 -25
  5. package/Audio/sound.js.map +1 -1
  6. package/Behaviors/Meshes/handConstraintBehavior.d.ts +2 -1
  7. package/Behaviors/Meshes/handConstraintBehavior.js +15 -8
  8. package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
  9. package/Debug/physicsViewer.d.ts +59 -4
  10. package/Debug/physicsViewer.js +115 -7
  11. package/Debug/physicsViewer.js.map +1 -1
  12. package/Engines/IPipelineContext.d.ts +54 -0
  13. package/Engines/IPipelineContext.js.map +1 -1
  14. package/Engines/Native/nativePipelineContext.d.ts +54 -0
  15. package/Engines/Native/nativePipelineContext.js +92 -0
  16. package/Engines/Native/nativePipelineContext.js.map +1 -1
  17. package/Engines/WebGL/webGLPipelineContext.d.ts +54 -0
  18. package/Engines/WebGL/webGLPipelineContext.js +6 -2
  19. package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
  20. package/Engines/WebGPU/webgpuPipelineContext.d.ts +54 -0
  21. package/Engines/WebGPU/webgpuPipelineContext.js +85 -0
  22. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  23. package/Engines/thinEngine.d.ts +62 -0
  24. package/Engines/thinEngine.js +112 -2
  25. package/Engines/thinEngine.js.map +1 -1
  26. package/Materials/PBR/pbrBaseMaterial.js +8 -4
  27. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  28. package/Materials/Textures/htmlElementTexture.js +1 -1
  29. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  30. package/Materials/Textures/texture.js +1 -0
  31. package/Materials/Textures/texture.js.map +1 -1
  32. package/Materials/effect.d.ts +68 -0
  33. package/Materials/effect.js +9 -2
  34. package/Materials/effect.js.map +1 -1
  35. package/Materials/material.d.ts +2 -1
  36. package/Materials/material.js +10 -1
  37. package/Materials/material.js.map +1 -1
  38. package/Materials/pushMaterial.js +3 -0
  39. package/Materials/pushMaterial.js.map +1 -1
  40. package/Materials/shaderMaterial.d.ts +8 -0
  41. package/Materials/shaderMaterial.js +29 -0
  42. package/Materials/shaderMaterial.js.map +1 -1
  43. package/Materials/standardMaterial.js +6 -3
  44. package/Materials/standardMaterial.js.map +1 -1
  45. package/Materials/uniformBuffer.d.ts +41 -0
  46. package/Materials/uniformBuffer.js +53 -1
  47. package/Materials/uniformBuffer.js.map +1 -1
  48. package/Meshes/linesMesh.d.ts +2 -1
  49. package/Meshes/linesMesh.js +1 -2
  50. package/Meshes/linesMesh.js.map +1 -1
  51. package/Physics/joinedPhysicsEngineComponent.d.ts +84 -0
  52. package/Physics/joinedPhysicsEngineComponent.js +144 -0
  53. package/Physics/joinedPhysicsEngineComponent.js.map +1 -0
  54. package/Physics/physicsEngineComponent.d.ts +2 -84
  55. package/Physics/physicsEngineComponent.js +3 -143
  56. package/Physics/physicsEngineComponent.js.map +1 -1
  57. package/Physics/v2/IPhysicsEnginePlugin.d.ts +4 -2
  58. package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
  59. package/Physics/v2/physicsBody.d.ts +126 -28
  60. package/Physics/v2/physicsBody.js +127 -31
  61. package/Physics/v2/physicsBody.js.map +1 -1
  62. package/Physics/v2/physicsConstraint.d.ts +26 -7
  63. package/Physics/v2/physicsConstraint.js +23 -7
  64. package/Physics/v2/physicsConstraint.js.map +1 -1
  65. package/Physics/v2/physicsEngine.js +0 -7
  66. package/Physics/v2/physicsEngine.js.map +1 -1
  67. package/Physics/v2/physicsEngineComponent.d.ts +4 -3
  68. package/Physics/v2/physicsEngineComponent.js +6 -5
  69. package/Physics/v2/physicsEngineComponent.js.map +1 -1
  70. package/Physics/v2/physicsMaterial.d.ts +38 -11
  71. package/Physics/v2/physicsMaterial.js +35 -11
  72. package/Physics/v2/physicsMaterial.js.map +1 -1
  73. package/Physics/v2/physicsShape.d.ts +24 -15
  74. package/Physics/v2/physicsShape.js +17 -11
  75. package/Physics/v2/physicsShape.js.map +1 -1
  76. package/XR/webXRCamera.d.ts +0 -1
  77. package/XR/webXRCamera.js +0 -4
  78. package/XR/webXRCamera.js.map +1 -1
  79. package/package.json +1 -1
@@ -243,7 +243,7 @@ export class ActionManager extends AbstractActionManager {
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  if (triggerOptions.parameter instanceof Node) {
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  triggerObject.properties.push(Action._GetTargetProperty(triggerOptions.parameter));
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  }
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- else {
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+ else if (typeof triggerOptions.parameter === "object") {
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  const parameter = {};
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  DeepCopier.DeepCopy(triggerOptions.parameter, parameter, ["mesh"]);
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  if (triggerOptions.parameter && triggerOptions.parameter.mesh) {
@@ -251,6 +251,9 @@ export class ActionManager extends AbstractActionManager {
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  }
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  triggerObject.properties.push({ name: "parameter", targetType: null, value: parameter });
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  }
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+ else {
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+ triggerObject.properties.push({ name: "parameter", targetType: null, value: triggerOptions.parameter });
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+ }
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  }
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  // Serialize child action, recursively
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  this.actions[i].serialize(triggerObject);
@@ -273,8 +276,8 @@ export class ActionManager extends AbstractActionManager {
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  else {
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  object.actionManager = actionManager;
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  }
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- // instanciate a new object
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- const instanciate = (name, params) => {
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+ // instantiate a new object
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+ const instantiate = (name, params) => {
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  const internalClassType = GetClass("BABYLON." + name);
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  return internalClassType && new internalClassType(...params);
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  };
@@ -396,7 +399,7 @@ export class ActionManager extends AbstractActionManager {
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  parameters[parameters.length - 2] = condition;
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  }
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  // Action or condition(s) and not CombineAction
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- let newAction = instanciate(parsedAction.name, parameters);
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+ let newAction = instantiate(parsedAction.name, parameters);
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  if (newAction instanceof Condition && condition !== null) {
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  const nothing = new DoNothingAction(trigger, condition);
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  if (action) {
@@ -471,24 +474,26 @@ export class ActionManager extends AbstractActionManager {
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  case 5:
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  return "OnPickDownTrigger";
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  case 6:
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- return "OnPickUpTrigger";
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+ return "OnDoublePickTrigger"; // start;
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  case 7:
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- return "OnLongPressTrigger";
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+ return "OnPickUpTrigger";
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  case 8:
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- return "OnPointerOverTrigger";
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+ return "OnLongPressTrigger";
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  case 9:
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- return "OnPointerOutTrigger";
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+ return "OnPointerOverTrigger";
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  case 10:
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- return "OnEveryFrameTrigger";
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+ return "OnPointerOutTrigger";
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  case 11:
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- return "OnIntersectionEnterTrigger";
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+ return "OnEveryFrameTrigger";
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  case 12:
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- return "OnIntersectionExitTrigger";
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+ return "OnIntersectionEnterTrigger";
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  case 13:
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- return "OnKeyDownTrigger";
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+ return "OnIntersectionExitTrigger";
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  case 14:
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- return "OnKeyUpTrigger";
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+ return "OnKeyDownTrigger";
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  case 15:
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+ return "OnKeyUpTrigger";
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+ case 16:
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  return "OnPickOutTrigger";
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  default:
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  return "";
@@ -1 +1 @@
1
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type { Nullable } from \"../types\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector3, Vector4 } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport { Condition, ValueCondition } from \"./condition\";\r\nimport type { IAction } from \"./action\";\r\nimport { Action } from \"./action\";\r\nimport { DoNothingAction } from \"./directActions\";\r\n\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { IActionEvent } from \"../Actions/actionEvent\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport { GetClass } from \"../Misc/typeStore\";\r\nimport { AbstractActionManager } from \"./abstractActionManager\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\n/**\r\n * Action Manager manages all events to be triggered on a given mesh or the global scene.\r\n * A single scene can have many Action Managers to handle predefined actions on specific meshes.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions\r\n */\r\nexport class ActionManager extends AbstractActionManager {\r\n /**\r\n * Nothing\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly NothingTrigger = Constants.ACTION_NothingTrigger;\r\n\r\n /**\r\n * On pick\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPickTrigger = Constants.ACTION_OnPickTrigger;\r\n\r\n /**\r\n * On left pick\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnLeftPickTrigger = Constants.ACTION_OnLeftPickTrigger;\r\n\r\n /**\r\n * On right pick\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnRightPickTrigger = Constants.ACTION_OnRightPickTrigger;\r\n\r\n /**\r\n * On center pick\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnCenterPickTrigger = Constants.ACTION_OnCenterPickTrigger;\r\n\r\n /**\r\n * On pick down\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPickDownTrigger = Constants.ACTION_OnPickDownTrigger;\r\n\r\n /**\r\n * On double pick\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnDoublePickTrigger = Constants.ACTION_OnDoublePickTrigger;\r\n\r\n /**\r\n * On pick up\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPickUpTrigger = Constants.ACTION_OnPickUpTrigger;\r\n /**\r\n * On pick out.\r\n * This trigger will only be raised if you also declared a OnPickDown\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPickOutTrigger = Constants.ACTION_OnPickOutTrigger;\r\n\r\n /**\r\n * On long press\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnLongPressTrigger = Constants.ACTION_OnLongPressTrigger;\r\n\r\n /**\r\n * On pointer over\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPointerOverTrigger = Constants.ACTION_OnPointerOverTrigger;\r\n\r\n /**\r\n * On pointer out\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPointerOutTrigger = Constants.ACTION_OnPointerOutTrigger;\r\n\r\n /**\r\n * On every frame\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnEveryFrameTrigger = Constants.ACTION_OnEveryFrameTrigger;\r\n /**\r\n * On intersection enter\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnIntersectionEnterTrigger = Constants.ACTION_OnIntersectionEnterTrigger;\r\n\r\n /**\r\n * On intersection exit\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnIntersectionExitTrigger = Constants.ACTION_OnIntersectionExitTrigger;\r\n\r\n /**\r\n * On key down\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnKeyDownTrigger = Constants.ACTION_OnKeyDownTrigger;\r\n\r\n /**\r\n * On key up\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnKeyUpTrigger = 15;\r\n\r\n // Members\r\n private _scene: Scene;\r\n\r\n /**\r\n * Creates a new action manager\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(scene?: Nullable<Scene>) {\r\n super();\r\n scene = scene || EngineStore.LastCreatedScene;\r\n if (!scene) {\r\n return;\r\n }\r\n this._scene = scene;\r\n\r\n scene.actionManagers.push(this);\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose(): void {\r\n const index = this._scene.actionManagers.indexOf(this);\r\n\r\n for (let i = 0; i < this.actions.length; i++) {\r\n const action = this.actions[i];\r\n ActionManager.Triggers[action.trigger]--;\r\n if (ActionManager.Triggers[action.trigger] === 0) {\r\n delete ActionManager.Triggers[action.trigger];\r\n }\r\n }\r\n\r\n if (index > -1) {\r\n this._scene.actionManagers.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Gets hosting scene\r\n * @returns the hosting scene\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of any of the given triggers\r\n * @param triggers defines the triggers to be tested\r\n * @returns a boolean indicating whether one (or more) of the triggers is handled\r\n */\r\n public hasSpecificTriggers(triggers: number[]): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (triggers.indexOf(action.trigger) > -1) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of any of the given triggers. This function takes two arguments for\r\n * speed.\r\n * @param triggerA defines the trigger to be tested\r\n * @param triggerB defines the trigger to be tested\r\n * @returns a boolean indicating whether one (or more) of the triggers is handled\r\n */\r\n public hasSpecificTriggers2(triggerA: number, triggerB: number): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (triggerA == action.trigger || triggerB == action.trigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of a given trigger\r\n * @param trigger defines the trigger to be tested\r\n * @param parameterPredicate defines an optional predicate to filter triggers by parameter\r\n * @returns whether the trigger is handled\r\n */\r\n public hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger === trigger) {\r\n if (parameterPredicate) {\r\n if (parameterPredicate(action.getTriggerParameter())) {\r\n return true;\r\n }\r\n } else {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager has pointer triggers\r\n */\r\n public get hasPointerTriggers(): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager has pick triggers\r\n */\r\n public get hasPickTriggers(): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Registers an action to this action manager\r\n * @param action defines the action to be registered\r\n * @returns the action amended (prepared) after registration\r\n */\r\n public registerAction(action: IAction): Nullable<IAction> {\r\n if (action.trigger === ActionManager.OnEveryFrameTrigger) {\r\n if (this.getScene().actionManager !== this) {\r\n Logger.Warn(\"OnEveryFrameTrigger can only be used with scene.actionManager\");\r\n return null;\r\n }\r\n }\r\n\r\n this.actions.push(action);\r\n this.getScene()._registeredActions++;\r\n\r\n if (ActionManager.Triggers[action.trigger]) {\r\n ActionManager.Triggers[action.trigger]++;\r\n } else {\r\n ActionManager.Triggers[action.trigger] = 1;\r\n }\r\n\r\n action._actionManager = this;\r\n action._prepare();\r\n\r\n return action;\r\n }\r\n\r\n /**\r\n * Unregisters an action to this action manager\r\n * @param action defines the action to be unregistered\r\n * @returns a boolean indicating whether the action has been unregistered\r\n */\r\n public unregisterAction(action: IAction): Boolean {\r\n const index = this.actions.indexOf(action);\r\n if (index !== -1) {\r\n this.actions.splice(index, 1);\r\n ActionManager.Triggers[action.trigger] -= 1;\r\n if (ActionManager.Triggers[action.trigger] === 0) {\r\n delete ActionManager.Triggers[action.trigger];\r\n }\r\n action._actionManager = null;\r\n this.getScene()._registeredActions--;\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Process a specific trigger\r\n * @param trigger defines the trigger to process\r\n * @param evt defines the event details to be processed\r\n */\r\n public processTrigger(trigger: number, evt?: IActionEvent): void {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger === trigger) {\r\n if (evt) {\r\n if (trigger === ActionManager.OnKeyUpTrigger || trigger === ActionManager.OnKeyDownTrigger) {\r\n const parameter = action.getTriggerParameter();\r\n\r\n if (parameter && parameter !== evt.sourceEvent.keyCode) {\r\n if (!parameter.toLowerCase) {\r\n continue;\r\n }\r\n const lowerCase = parameter.toLowerCase();\r\n\r\n if (lowerCase !== evt.sourceEvent.key) {\r\n const unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;\r\n const actualkey = String.fromCharCode(unicode).toLowerCase();\r\n if (actualkey !== lowerCase) {\r\n continue;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n action._executeCurrent(evt);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getEffectiveTarget(target: any, propertyPath: string): any {\r\n const properties = propertyPath.split(\".\");\r\n\r\n for (let index = 0; index < properties.length - 1; index++) {\r\n target = target[properties[index]];\r\n }\r\n\r\n return target;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getProperty(propertyPath: string): string {\r\n const properties = propertyPath.split(\".\");\r\n\r\n return properties[properties.length - 1];\r\n }\r\n\r\n /**\r\n * Serialize this manager to a JSON object\r\n * @param name defines the property name to store this manager\r\n * @returns a JSON representation of this manager\r\n */\r\n public serialize(name: string): any {\r\n const root = {\r\n children: new Array(),\r\n name: name,\r\n type: 3, // Root node\r\n properties: new Array(), // Empty for root but required\r\n };\r\n\r\n for (let i = 0; i < this.actions.length; i++) {\r\n const triggerObject = {\r\n type: 0, // Trigger\r\n children: new Array(),\r\n name: ActionManager.GetTriggerName(this.actions[i].trigger),\r\n properties: new Array(),\r\n };\r\n\r\n const triggerOptions = this.actions[i].triggerOptions;\r\n\r\n if (triggerOptions && typeof triggerOptions !== \"number\") {\r\n if (triggerOptions.parameter instanceof Node) {\r\n triggerObject.properties.push(Action._GetTargetProperty(triggerOptions.parameter));\r\n } else {\r\n const parameter = <any>{};\r\n DeepCopier.DeepCopy(triggerOptions.parameter, parameter, [\"mesh\"]);\r\n\r\n if (triggerOptions.parameter && triggerOptions.parameter.mesh) {\r\n parameter._meshId = triggerOptions.parameter.mesh.id;\r\n }\r\n\r\n triggerObject.properties.push({ name: \"parameter\", targetType: null, value: parameter });\r\n }\r\n }\r\n\r\n // Serialize child action, recursively\r\n this.actions[i].serialize(triggerObject);\r\n\r\n // Add serialized trigger\r\n root.children.push(triggerObject);\r\n }\r\n\r\n return root;\r\n }\r\n\r\n /**\r\n * Creates a new ActionManager from a JSON data\r\n * @param parsedActions defines the JSON data to read from\r\n * @param object defines the hosting mesh\r\n * @param scene defines the hosting scene\r\n */\r\n public static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void {\r\n const actionManager = new ActionManager(scene);\r\n if (object === null) {\r\n scene.actionManager = actionManager;\r\n } else {\r\n object.actionManager = actionManager;\r\n }\r\n\r\n // instanciate a new object\r\n const instanciate = (name: string, params: Array<any>): any => {\r\n const internalClassType = GetClass(\"BABYLON.\" + name);\r\n return internalClassType && new internalClassType(...params);\r\n };\r\n\r\n const parseParameter = (name: string, value: string, target: any, propertyPath: Nullable<string>): any => {\r\n if (propertyPath === null) {\r\n // String, boolean or float\r\n const floatValue = parseFloat(value);\r\n\r\n if (value === \"true\" || value === \"false\") {\r\n return value === \"true\";\r\n } else {\r\n return isNaN(floatValue) ? value : floatValue;\r\n }\r\n }\r\n\r\n const effectiveTarget = propertyPath.split(\".\");\r\n const values = value.split(\",\");\r\n\r\n // Get effective Target\r\n for (let i = 0; i < effectiveTarget.length; i++) {\r\n target = target[effectiveTarget[i]];\r\n }\r\n\r\n // Return appropriate value with its type\r\n if (typeof target === \"boolean\") {\r\n return values[0] === \"true\";\r\n }\r\n\r\n if (typeof target === \"string\") {\r\n return values[0];\r\n }\r\n\r\n // Parameters with multiple values such as Vector3 etc.\r\n const split = new Array<number>();\r\n for (let i = 0; i < values.length; i++) {\r\n split.push(parseFloat(values[i]));\r\n }\r\n\r\n if (target instanceof Vector3) {\r\n return Vector3.FromArray(split);\r\n }\r\n\r\n if (target instanceof Vector4) {\r\n return Vector4.FromArray(split);\r\n }\r\n\r\n if (target instanceof Color3) {\r\n return Color3.FromArray(split);\r\n }\r\n\r\n if (target instanceof Color4) {\r\n return Color4.FromArray(split);\r\n }\r\n\r\n return parseFloat(values[0]);\r\n };\r\n\r\n // traverse graph per trigger\r\n const traverse = (parsedAction: any, trigger: any, condition: Nullable<Condition>, action: Nullable<Action>, combineArray: Nullable<Array<Action>> = null) => {\r\n if (parsedAction.detached) {\r\n return;\r\n }\r\n\r\n const parameters = new Array<any>();\r\n let target: any = null;\r\n let propertyPath: Nullable<string> = null;\r\n const combine = parsedAction.combine && parsedAction.combine.length > 0;\r\n\r\n // Parameters\r\n if (parsedAction.type === 2) {\r\n parameters.push(actionManager);\r\n } else {\r\n parameters.push(trigger);\r\n }\r\n\r\n if (combine) {\r\n const actions = new Array<Action>();\r\n for (let j = 0; j < parsedAction.combine.length; j++) {\r\n traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);\r\n }\r\n parameters.push(actions);\r\n } else {\r\n for (let i = 0; i < parsedAction.properties.length; i++) {\r\n let value = parsedAction.properties[i].value;\r\n const name = parsedAction.properties[i].name;\r\n const targetType = parsedAction.properties[i].targetType;\r\n\r\n if (name === \"target\") {\r\n if (targetType === \"SceneProperties\") {\r\n value = target = scene;\r\n } else if (targetType === \"MaterialProperties\") {\r\n value = target = scene.getMaterialByName(value);\r\n } else {\r\n value = target = scene.getNodeByName(value);\r\n }\r\n } else if (name === \"parent\") {\r\n value = scene.getNodeByName(value);\r\n } else if (name === \"sound\") {\r\n // Can not externalize to component, so only checks for the presence off the API.\r\n if (scene.getSoundByName) {\r\n value = scene.getSoundByName(value);\r\n }\r\n } else if (name !== \"propertyPath\") {\r\n if (parsedAction.type === 2 && name === \"operator\") {\r\n value = (<any>ValueCondition)[value];\r\n } else {\r\n value = parseParameter(name, value, target, name === \"value\" ? propertyPath : null);\r\n }\r\n } else {\r\n propertyPath = value;\r\n }\r\n\r\n parameters.push(value);\r\n }\r\n }\r\n\r\n if (combineArray === null) {\r\n parameters.push(condition);\r\n } else {\r\n parameters.push(null);\r\n }\r\n\r\n // If interpolate value action\r\n if (parsedAction.name === \"InterpolateValueAction\") {\r\n const param = parameters[parameters.length - 2];\r\n parameters[parameters.length - 1] = param;\r\n parameters[parameters.length - 2] = condition;\r\n }\r\n\r\n // Action or condition(s) and not CombineAction\r\n let newAction = instanciate(parsedAction.name, parameters);\r\n\r\n if (newAction instanceof Condition && condition !== null) {\r\n const nothing = new DoNothingAction(trigger, condition);\r\n\r\n if (action) {\r\n action.then(nothing);\r\n } else {\r\n actionManager.registerAction(nothing);\r\n }\r\n\r\n action = nothing;\r\n }\r\n\r\n if (combineArray === null) {\r\n if (newAction instanceof Condition) {\r\n condition = newAction;\r\n newAction = action;\r\n } else {\r\n condition = null;\r\n if (action) {\r\n action.then(newAction);\r\n } else {\r\n actionManager.registerAction(newAction);\r\n }\r\n }\r\n } else {\r\n combineArray.push(newAction);\r\n }\r\n\r\n for (let i = 0; i < parsedAction.children.length; i++) {\r\n traverse(parsedAction.children[i], trigger, condition, newAction, null);\r\n }\r\n };\r\n\r\n // triggers\r\n for (let i = 0; i < parsedActions.children.length; i++) {\r\n let triggerParams: any;\r\n const trigger = parsedActions.children[i];\r\n\r\n if (trigger.properties.length > 0) {\r\n const param = trigger.properties[0].value;\r\n const value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);\r\n\r\n if (value._meshId) {\r\n value.mesh = scene.getMeshById(value._meshId);\r\n }\r\n\r\n triggerParams = { trigger: (<any>ActionManager)[trigger.name], parameter: value };\r\n } else {\r\n triggerParams = (<any>ActionManager)[trigger.name];\r\n }\r\n\r\n for (let j = 0; j < trigger.children.length; j++) {\r\n if (!trigger.detached) {\r\n traverse(trigger.children[j], triggerParams, null, null);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Get a trigger name by index\r\n * @param trigger defines the trigger index\r\n * @returns a trigger name\r\n */\r\n public static GetTriggerName(trigger: number): string {\r\n switch (trigger) {\r\n case 0:\r\n return \"NothingTrigger\";\r\n case 1:\r\n return \"OnPickTrigger\";\r\n case 2:\r\n return \"OnLeftPickTrigger\";\r\n case 3:\r\n return \"OnRightPickTrigger\";\r\n case 4:\r\n return \"OnCenterPickTrigger\";\r\n case 5:\r\n return \"OnPickDownTrigger\";\r\n case 6:\r\n return \"OnPickUpTrigger\";\r\n case 7:\r\n return \"OnLongPressTrigger\";\r\n case 8:\r\n return \"OnPointerOverTrigger\";\r\n case 9:\r\n return \"OnPointerOutTrigger\";\r\n case 10:\r\n return \"OnEveryFrameTrigger\";\r\n case 11:\r\n return \"OnIntersectionEnterTrigger\";\r\n case 12:\r\n return \"OnIntersectionExitTrigger\";\r\n case 13:\r\n return \"OnKeyDownTrigger\";\r\n case 14:\r\n return \"OnKeyUpTrigger\";\r\n case 15:\r\n return \"OnPickOutTrigger\";\r\n default:\r\n return \"\";\r\n }\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable } from \"../types\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector3, Vector4 } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport { Condition, ValueCondition } from \"./condition\";\r\nimport type { IAction } from \"./action\";\r\nimport { Action } from \"./action\";\r\nimport { DoNothingAction } from \"./directActions\";\r\n\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { IActionEvent } from \"../Actions/actionEvent\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport { GetClass } from \"../Misc/typeStore\";\r\nimport { AbstractActionManager } from \"./abstractActionManager\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\n/**\r\n * Action Manager manages all events to be triggered on a given mesh or the global scene.\r\n * A single scene can have many Action Managers to handle predefined actions on specific meshes.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions\r\n */\r\nexport class ActionManager extends AbstractActionManager {\r\n /**\r\n * Nothing\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly NothingTrigger = Constants.ACTION_NothingTrigger;\r\n\r\n /**\r\n * On pick\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPickTrigger = Constants.ACTION_OnPickTrigger;\r\n\r\n /**\r\n * On left pick\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnLeftPickTrigger = Constants.ACTION_OnLeftPickTrigger;\r\n\r\n /**\r\n * On right pick\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnRightPickTrigger = Constants.ACTION_OnRightPickTrigger;\r\n\r\n /**\r\n * On center pick\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnCenterPickTrigger = Constants.ACTION_OnCenterPickTrigger;\r\n\r\n /**\r\n * On pick down\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPickDownTrigger = Constants.ACTION_OnPickDownTrigger;\r\n\r\n /**\r\n * On double pick\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnDoublePickTrigger = Constants.ACTION_OnDoublePickTrigger;\r\n\r\n /**\r\n * On pick up\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPickUpTrigger = Constants.ACTION_OnPickUpTrigger;\r\n /**\r\n * On pick out.\r\n * This trigger will only be raised if you also declared a OnPickDown\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPickOutTrigger = Constants.ACTION_OnPickOutTrigger;\r\n\r\n /**\r\n * On long press\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnLongPressTrigger = Constants.ACTION_OnLongPressTrigger;\r\n\r\n /**\r\n * On pointer over\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPointerOverTrigger = Constants.ACTION_OnPointerOverTrigger;\r\n\r\n /**\r\n * On pointer out\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPointerOutTrigger = Constants.ACTION_OnPointerOutTrigger;\r\n\r\n /**\r\n * On every frame\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnEveryFrameTrigger = Constants.ACTION_OnEveryFrameTrigger;\r\n /**\r\n * On intersection enter\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnIntersectionEnterTrigger = Constants.ACTION_OnIntersectionEnterTrigger;\r\n\r\n /**\r\n * On intersection exit\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnIntersectionExitTrigger = Constants.ACTION_OnIntersectionExitTrigger;\r\n\r\n /**\r\n * On key down\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnKeyDownTrigger = Constants.ACTION_OnKeyDownTrigger;\r\n\r\n /**\r\n * On key up\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnKeyUpTrigger = Constants.ACTION_OnKeyUpTrigger;\r\n\r\n // Members\r\n private _scene: Scene;\r\n\r\n /**\r\n * Creates a new action manager\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(scene?: Nullable<Scene>) {\r\n super();\r\n scene = scene || EngineStore.LastCreatedScene;\r\n if (!scene) {\r\n return;\r\n }\r\n this._scene = scene;\r\n\r\n scene.actionManagers.push(this);\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose(): void {\r\n const index = this._scene.actionManagers.indexOf(this);\r\n\r\n for (let i = 0; i < this.actions.length; i++) {\r\n const action = this.actions[i];\r\n ActionManager.Triggers[action.trigger]--;\r\n if (ActionManager.Triggers[action.trigger] === 0) {\r\n delete ActionManager.Triggers[action.trigger];\r\n }\r\n }\r\n\r\n if (index > -1) {\r\n this._scene.actionManagers.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Gets hosting scene\r\n * @returns the hosting scene\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of any of the given triggers\r\n * @param triggers defines the triggers to be tested\r\n * @returns a boolean indicating whether one (or more) of the triggers is handled\r\n */\r\n public hasSpecificTriggers(triggers: number[]): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (triggers.indexOf(action.trigger) > -1) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of any of the given triggers. This function takes two arguments for\r\n * speed.\r\n * @param triggerA defines the trigger to be tested\r\n * @param triggerB defines the trigger to be tested\r\n * @returns a boolean indicating whether one (or more) of the triggers is handled\r\n */\r\n public hasSpecificTriggers2(triggerA: number, triggerB: number): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (triggerA == action.trigger || triggerB == action.trigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of a given trigger\r\n * @param trigger defines the trigger to be tested\r\n * @param parameterPredicate defines an optional predicate to filter triggers by parameter\r\n * @returns whether the trigger is handled\r\n */\r\n public hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger === trigger) {\r\n if (parameterPredicate) {\r\n if (parameterPredicate(action.getTriggerParameter())) {\r\n return true;\r\n }\r\n } else {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager has pointer triggers\r\n */\r\n public get hasPointerTriggers(): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager has pick triggers\r\n */\r\n public get hasPickTriggers(): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Registers an action to this action manager\r\n * @param action defines the action to be registered\r\n * @returns the action amended (prepared) after registration\r\n */\r\n public registerAction(action: IAction): Nullable<IAction> {\r\n if (action.trigger === ActionManager.OnEveryFrameTrigger) {\r\n if (this.getScene().actionManager !== this) {\r\n Logger.Warn(\"OnEveryFrameTrigger can only be used with scene.actionManager\");\r\n return null;\r\n }\r\n }\r\n\r\n this.actions.push(action);\r\n this.getScene()._registeredActions++;\r\n\r\n if (ActionManager.Triggers[action.trigger]) {\r\n ActionManager.Triggers[action.trigger]++;\r\n } else {\r\n ActionManager.Triggers[action.trigger] = 1;\r\n }\r\n\r\n action._actionManager = this;\r\n action._prepare();\r\n\r\n return action;\r\n }\r\n\r\n /**\r\n * Unregisters an action to this action manager\r\n * @param action defines the action to be unregistered\r\n * @returns a boolean indicating whether the action has been unregistered\r\n */\r\n public unregisterAction(action: IAction): Boolean {\r\n const index = this.actions.indexOf(action);\r\n if (index !== -1) {\r\n this.actions.splice(index, 1);\r\n ActionManager.Triggers[action.trigger] -= 1;\r\n if (ActionManager.Triggers[action.trigger] === 0) {\r\n delete ActionManager.Triggers[action.trigger];\r\n }\r\n action._actionManager = null;\r\n this.getScene()._registeredActions--;\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Process a specific trigger\r\n * @param trigger defines the trigger to process\r\n * @param evt defines the event details to be processed\r\n */\r\n public processTrigger(trigger: number, evt?: IActionEvent): void {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger === trigger) {\r\n if (evt) {\r\n if (trigger === ActionManager.OnKeyUpTrigger || trigger === ActionManager.OnKeyDownTrigger) {\r\n const parameter = action.getTriggerParameter();\r\n\r\n if (parameter && parameter !== evt.sourceEvent.keyCode) {\r\n if (!parameter.toLowerCase) {\r\n continue;\r\n }\r\n const lowerCase = parameter.toLowerCase();\r\n\r\n if (lowerCase !== evt.sourceEvent.key) {\r\n const unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;\r\n const actualkey = String.fromCharCode(unicode).toLowerCase();\r\n if (actualkey !== lowerCase) {\r\n continue;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n action._executeCurrent(evt);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getEffectiveTarget(target: any, propertyPath: string): any {\r\n const properties = propertyPath.split(\".\");\r\n\r\n for (let index = 0; index < properties.length - 1; index++) {\r\n target = target[properties[index]];\r\n }\r\n\r\n return target;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getProperty(propertyPath: string): string {\r\n const properties = propertyPath.split(\".\");\r\n\r\n return properties[properties.length - 1];\r\n }\r\n\r\n /**\r\n * Serialize this manager to a JSON object\r\n * @param name defines the property name to store this manager\r\n * @returns a JSON representation of this manager\r\n */\r\n public serialize(name: string): any {\r\n const root = {\r\n children: new Array(),\r\n name: name,\r\n type: 3, // Root node\r\n properties: new Array(), // Empty for root but required\r\n };\r\n\r\n for (let i = 0; i < this.actions.length; i++) {\r\n const triggerObject = {\r\n type: 0, // Trigger\r\n children: new Array(),\r\n name: ActionManager.GetTriggerName(this.actions[i].trigger),\r\n properties: new Array(),\r\n };\r\n\r\n const triggerOptions = this.actions[i].triggerOptions;\r\n\r\n if (triggerOptions && typeof triggerOptions !== \"number\") {\r\n if (triggerOptions.parameter instanceof Node) {\r\n triggerObject.properties.push(Action._GetTargetProperty(triggerOptions.parameter));\r\n } else if (typeof triggerOptions.parameter === \"object\") {\r\n const parameter = <any>{};\r\n DeepCopier.DeepCopy(triggerOptions.parameter, parameter, [\"mesh\"]);\r\n\r\n if (triggerOptions.parameter && triggerOptions.parameter.mesh) {\r\n parameter._meshId = triggerOptions.parameter.mesh.id;\r\n }\r\n\r\n triggerObject.properties.push({ name: \"parameter\", targetType: null, value: parameter });\r\n } else {\r\n triggerObject.properties.push({ name: \"parameter\", targetType: null, value: triggerOptions.parameter });\r\n }\r\n }\r\n\r\n // Serialize child action, recursively\r\n this.actions[i].serialize(triggerObject);\r\n\r\n // Add serialized trigger\r\n root.children.push(triggerObject);\r\n }\r\n\r\n return root;\r\n }\r\n\r\n /**\r\n * Creates a new ActionManager from a JSON data\r\n * @param parsedActions defines the JSON data to read from\r\n * @param object defines the hosting mesh\r\n * @param scene defines the hosting scene\r\n */\r\n public static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void {\r\n const actionManager = new ActionManager(scene);\r\n if (object === null) {\r\n scene.actionManager = actionManager;\r\n } else {\r\n object.actionManager = actionManager;\r\n }\r\n\r\n // instantiate a new object\r\n const instantiate = (name: string, params: Array<any>): any => {\r\n const internalClassType = GetClass(\"BABYLON.\" + name);\r\n return internalClassType && new internalClassType(...params);\r\n };\r\n\r\n const parseParameter = (name: string, value: string, target: any, propertyPath: Nullable<string>): any => {\r\n if (propertyPath === null) {\r\n // String, boolean or float\r\n const floatValue = parseFloat(value);\r\n\r\n if (value === \"true\" || value === \"false\") {\r\n return value === \"true\";\r\n } else {\r\n return isNaN(floatValue) ? value : floatValue;\r\n }\r\n }\r\n\r\n const effectiveTarget = propertyPath.split(\".\");\r\n const values = value.split(\",\");\r\n\r\n // Get effective Target\r\n for (let i = 0; i < effectiveTarget.length; i++) {\r\n target = target[effectiveTarget[i]];\r\n }\r\n\r\n // Return appropriate value with its type\r\n if (typeof target === \"boolean\") {\r\n return values[0] === \"true\";\r\n }\r\n\r\n if (typeof target === \"string\") {\r\n return values[0];\r\n }\r\n\r\n // Parameters with multiple values such as Vector3 etc.\r\n const split = new Array<number>();\r\n for (let i = 0; i < values.length; i++) {\r\n split.push(parseFloat(values[i]));\r\n }\r\n\r\n if (target instanceof Vector3) {\r\n return Vector3.FromArray(split);\r\n }\r\n\r\n if (target instanceof Vector4) {\r\n return Vector4.FromArray(split);\r\n }\r\n\r\n if (target instanceof Color3) {\r\n return Color3.FromArray(split);\r\n }\r\n\r\n if (target instanceof Color4) {\r\n return Color4.FromArray(split);\r\n }\r\n\r\n return parseFloat(values[0]);\r\n };\r\n\r\n // traverse graph per trigger\r\n const traverse = (parsedAction: any, trigger: any, condition: Nullable<Condition>, action: Nullable<Action>, combineArray: Nullable<Array<Action>> = null) => {\r\n if (parsedAction.detached) {\r\n return;\r\n }\r\n\r\n const parameters = new Array<any>();\r\n let target: any = null;\r\n let propertyPath: Nullable<string> = null;\r\n const combine = parsedAction.combine && parsedAction.combine.length > 0;\r\n\r\n // Parameters\r\n if (parsedAction.type === 2) {\r\n parameters.push(actionManager);\r\n } else {\r\n parameters.push(trigger);\r\n }\r\n\r\n if (combine) {\r\n const actions = new Array<Action>();\r\n for (let j = 0; j < parsedAction.combine.length; j++) {\r\n traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);\r\n }\r\n parameters.push(actions);\r\n } else {\r\n for (let i = 0; i < parsedAction.properties.length; i++) {\r\n let value = parsedAction.properties[i].value;\r\n const name = parsedAction.properties[i].name;\r\n const targetType = parsedAction.properties[i].targetType;\r\n\r\n if (name === \"target\") {\r\n if (targetType === \"SceneProperties\") {\r\n value = target = scene;\r\n } else if (targetType === \"MaterialProperties\") {\r\n value = target = scene.getMaterialByName(value);\r\n } else {\r\n value = target = scene.getNodeByName(value);\r\n }\r\n } else if (name === \"parent\") {\r\n value = scene.getNodeByName(value);\r\n } else if (name === \"sound\") {\r\n // Can not externalize to component, so only checks for the presence off the API.\r\n if (scene.getSoundByName) {\r\n value = scene.getSoundByName(value);\r\n }\r\n } else if (name !== \"propertyPath\") {\r\n if (parsedAction.type === 2 && name === \"operator\") {\r\n value = (<any>ValueCondition)[value];\r\n } else {\r\n value = parseParameter(name, value, target, name === \"value\" ? propertyPath : null);\r\n }\r\n } else {\r\n propertyPath = value;\r\n }\r\n\r\n parameters.push(value);\r\n }\r\n }\r\n\r\n if (combineArray === null) {\r\n parameters.push(condition);\r\n } else {\r\n parameters.push(null);\r\n }\r\n\r\n // If interpolate value action\r\n if (parsedAction.name === \"InterpolateValueAction\") {\r\n const param = parameters[parameters.length - 2];\r\n parameters[parameters.length - 1] = param;\r\n parameters[parameters.length - 2] = condition;\r\n }\r\n\r\n // Action or condition(s) and not CombineAction\r\n let newAction = instantiate(parsedAction.name, parameters);\r\n\r\n if (newAction instanceof Condition && condition !== null) {\r\n const nothing = new DoNothingAction(trigger, condition);\r\n\r\n if (action) {\r\n action.then(nothing);\r\n } else {\r\n actionManager.registerAction(nothing);\r\n }\r\n\r\n action = nothing;\r\n }\r\n\r\n if (combineArray === null) {\r\n if (newAction instanceof Condition) {\r\n condition = newAction;\r\n newAction = action;\r\n } else {\r\n condition = null;\r\n if (action) {\r\n action.then(newAction);\r\n } else {\r\n actionManager.registerAction(newAction);\r\n }\r\n }\r\n } else {\r\n combineArray.push(newAction);\r\n }\r\n\r\n for (let i = 0; i < parsedAction.children.length; i++) {\r\n traverse(parsedAction.children[i], trigger, condition, newAction, null);\r\n }\r\n };\r\n\r\n // triggers\r\n for (let i = 0; i < parsedActions.children.length; i++) {\r\n let triggerParams: any;\r\n const trigger = parsedActions.children[i];\r\n\r\n if (trigger.properties.length > 0) {\r\n const param = trigger.properties[0].value;\r\n const value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);\r\n\r\n if (value._meshId) {\r\n value.mesh = scene.getMeshById(value._meshId);\r\n }\r\n\r\n triggerParams = { trigger: (<any>ActionManager)[trigger.name], parameter: value };\r\n } else {\r\n triggerParams = (<any>ActionManager)[trigger.name];\r\n }\r\n\r\n for (let j = 0; j < trigger.children.length; j++) {\r\n if (!trigger.detached) {\r\n traverse(trigger.children[j], triggerParams, null, null);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Get a trigger name by index\r\n * @param trigger defines the trigger index\r\n * @returns a trigger name\r\n */\r\n public static GetTriggerName(trigger: number): string {\r\n switch (trigger) {\r\n case Constants.ACTION_NothingTrigger:\r\n return \"NothingTrigger\";\r\n case Constants.ACTION_OnPickTrigger:\r\n return \"OnPickTrigger\";\r\n case Constants.ACTION_OnLeftPickTrigger:\r\n return \"OnLeftPickTrigger\";\r\n case Constants.ACTION_OnRightPickTrigger:\r\n return \"OnRightPickTrigger\";\r\n case Constants.ACTION_OnCenterPickTrigger:\r\n return \"OnCenterPickTrigger\";\r\n case Constants.ACTION_OnPickDownTrigger:\r\n return \"OnPickDownTrigger\";\r\n case Constants.ACTION_OnDoublePickTrigger:\r\n return \"OnDoublePickTrigger\"; // start;\r\n case Constants.ACTION_OnPickUpTrigger:\r\n return \"OnPickUpTrigger\";\r\n case Constants.ACTION_OnLongPressTrigger:\r\n return \"OnLongPressTrigger\";\r\n case Constants.ACTION_OnPointerOverTrigger:\r\n return \"OnPointerOverTrigger\";\r\n case Constants.ACTION_OnPointerOutTrigger:\r\n return \"OnPointerOutTrigger\";\r\n case Constants.ACTION_OnEveryFrameTrigger:\r\n return \"OnEveryFrameTrigger\";\r\n case Constants.ACTION_OnIntersectionEnterTrigger:\r\n return \"OnIntersectionEnterTrigger\";\r\n case Constants.ACTION_OnIntersectionExitTrigger:\r\n return \"OnIntersectionExitTrigger\";\r\n case Constants.ACTION_OnKeyDownTrigger:\r\n return \"OnKeyDownTrigger\";\r\n case Constants.ACTION_OnKeyUpTrigger:\r\n return \"OnKeyUpTrigger\";\r\n case Constants.ACTION_OnPickOutTrigger:\r\n return \"OnPickOutTrigger\";\r\n default:\r\n return \"\";\r\n }\r\n }\r\n}\r\n"]}
package/Audio/sound.d.ts CHANGED
@@ -94,7 +94,7 @@ export declare class Sound {
94
94
  private _playbackRate;
95
95
  private _streaming;
96
96
  private _startTime;
97
- private _startOffset;
97
+ private _currentTime;
98
98
  private _position;
99
99
  private _localDirection;
100
100
  private _volume;
@@ -306,4 +306,5 @@ export declare class Sound {
306
306
  */
307
307
  static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
308
308
  private _setOffset;
309
+ private _stopSoundSource;
309
310
  }
package/Audio/sound.js CHANGED
@@ -73,7 +73,7 @@ export class Sound {
73
73
  this._playbackRate = 1;
74
74
  this._streaming = false;
75
75
  this._startTime = 0;
76
- this._startOffset = 0;
76
+ this._currentTime = 0;
77
77
  this._position = Vector3.Zero();
78
78
  this._localDirection = new Vector3(1, 0, 0);
79
79
  this._volume = 1;
@@ -306,11 +306,13 @@ export class Sound {
306
306
  if (this._htmlAudioElement) {
307
307
  return this._htmlAudioElement.currentTime;
308
308
  }
309
- let currentTime = this._startOffset;
310
- if (this.isPlaying && ((_a = Engine.audioEngine) === null || _a === void 0 ? void 0 : _a.audioContext)) {
311
- currentTime += Engine.audioEngine.audioContext.currentTime - this._startTime;
309
+ if (((_a = Engine.audioEngine) === null || _a === void 0 ? void 0 : _a.audioContext) && (this.isPlaying || this.isPaused)) {
310
+ // The `_currentTime` member is only updated when the sound is paused. Add the time since the last start
311
+ // to get the actual current time.
312
+ const timeSinceLastStart = this.isPaused ? 0 : Engine.audioEngine.audioContext.currentTime - this._startTime;
313
+ return this._currentTime + timeSinceLastStart;
312
314
  }
313
- return currentTime;
315
+ return 0;
314
316
  }
315
317
  /**
316
318
  * Does this sound enables spatial sound.
@@ -664,10 +666,6 @@ export class Sound {
664
666
  var _a, _b, _c, _d;
665
667
  if (this._isReadyToPlay && this._scene.audioEnabled && ((_a = Engine.audioEngine) === null || _a === void 0 ? void 0 : _a.audioContext)) {
666
668
  try {
667
- if (this._startOffset < 0) {
668
- time = -this._startOffset;
669
- this._startOffset = 0;
670
- }
671
669
  let startTime = time ? ((_b = Engine.audioEngine) === null || _b === void 0 ? void 0 : _b.audioContext.currentTime) + time : (_c = Engine.audioEngine) === null || _c === void 0 ? void 0 : _c.audioContext.currentTime;
672
670
  if (!this._soundSource || !this._streamingSource) {
673
671
  if (this._spatialSound && this._soundPanner) {
@@ -767,7 +765,7 @@ export class Sound {
767
765
  this._onended();
768
766
  };
769
767
  startTime = time ? ((_c = Engine.audioEngine) === null || _c === void 0 ? void 0 : _c.audioContext.currentTime) + time : Engine.audioEngine.audioContext.currentTime;
770
- const actualOffset = ((this.isPaused ? this._startOffset : 0) + ((_d = this._offset) !== null && _d !== void 0 ? _d : 0)) % this._soundSource.buffer.duration;
768
+ const actualOffset = ((this.isPaused ? this.currentTime : 0) + ((_d = this._offset) !== null && _d !== void 0 ? _d : 0)) % this._soundSource.buffer.duration;
771
769
  this._soundSource.start(startTime, actualOffset, this.loop ? undefined : length);
772
770
  }
773
771
  }
@@ -806,7 +804,6 @@ export class Sound {
806
804
  }
807
805
  _onended() {
808
806
  this.isPlaying = false;
809
- this._startOffset = 0;
810
807
  if (this.onended) {
811
808
  this.onended();
812
809
  }
@@ -834,21 +831,21 @@ export class Sound {
834
831
  }
835
832
  else if (((_a = Engine.audioEngine) === null || _a === void 0 ? void 0 : _a.audioContext) && this._soundSource) {
836
833
  const stopTime = time ? Engine.audioEngine.audioContext.currentTime + time : undefined;
837
- this._soundSource.stop(stopTime);
838
- if (stopTime === undefined) {
834
+ this._soundSource.onended = () => {
839
835
  this.isPlaying = false;
836
+ this.isPaused = false;
837
+ this._startTime = 0;
838
+ this._currentTime = 0;
840
839
  this._soundSource.onended = () => void 0;
841
- }
842
- else {
843
- this._soundSource.onended = () => {
844
- this.isPlaying = false;
845
- };
846
- }
847
- if (!this.isPaused) {
848
- this._startOffset = 0;
849
- }
840
+ };
841
+ this._stopSoundSource(stopTime);
850
842
  }
851
843
  }
844
+ else if (this.isPaused) {
845
+ this.isPaused = false;
846
+ this._startTime = 0;
847
+ this._currentTime = 0;
848
+ }
852
849
  }
853
850
  /**
854
851
  * Put the sound in pause
@@ -856,7 +853,6 @@ export class Sound {
856
853
  pause() {
857
854
  var _a;
858
855
  if (this.isPlaying) {
859
- this.isPaused = true;
860
856
  if (this._streaming) {
861
857
  if (this._htmlAudioElement) {
862
858
  this._htmlAudioElement.pause();
@@ -865,10 +861,13 @@ export class Sound {
865
861
  this._streamingSource.disconnect();
866
862
  }
867
863
  this.isPlaying = false;
864
+ this.isPaused = true;
868
865
  }
869
866
  else if ((_a = Engine.audioEngine) === null || _a === void 0 ? void 0 : _a.audioContext) {
870
- this.stop(0);
871
- this._startOffset += Engine.audioEngine.audioContext.currentTime - this._startTime;
867
+ this._stopSoundSource();
868
+ this.isPlaying = false;
869
+ this.isPaused = true;
870
+ this._currentTime += Engine.audioEngine.audioContext.currentTime - this._startTime;
872
871
  }
873
872
  }
874
873
  }
@@ -1151,6 +1150,12 @@ export class Sound {
1151
1150
  }
1152
1151
  this._offset = value;
1153
1152
  }
1153
+ _stopSoundSource(stopTime) {
1154
+ if (this._soundSource) {
1155
+ this._soundSource.stop(stopTime);
1156
+ this._soundSource.disconnect();
1157
+ }
1158
+ }
1154
1159
  }
1155
1160
  /**
1156
1161
  * @internal