@babylonjs/core 5.45.1 → 5.46.0

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 (554) hide show
  1. package/Actions/condition.js +23 -23
  2. package/Actions/condition.js.map +1 -1
  3. package/Animations/animatable.js +48 -48
  4. package/Animations/animatable.js.map +1 -1
  5. package/Animations/animation.js +53 -53
  6. package/Animations/animation.js.map +1 -1
  7. package/Animations/animationGroup.js +53 -53
  8. package/Animations/animationGroup.js.map +1 -1
  9. package/Animations/runtimeAnimation.js +36 -36
  10. package/Animations/runtimeAnimation.js.map +1 -1
  11. package/Audio/audioEngine.js +14 -14
  12. package/Audio/audioEngine.js.map +1 -1
  13. package/Audio/audioSceneComponent.js +14 -14
  14. package/Audio/audioSceneComponent.js.map +1 -1
  15. package/Audio/sound.js +47 -47
  16. package/Audio/sound.js.map +1 -1
  17. package/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +1 -1
  18. package/Behaviors/Meshes/fadeInOutBehavior.js +11 -11
  19. package/Behaviors/Meshes/fadeInOutBehavior.js.map +1 -1
  20. package/Behaviors/Meshes/pointerDragBehavior.js +34 -34
  21. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  22. package/Bones/bone.js +15 -15
  23. package/Bones/bone.js.map +1 -1
  24. package/Bones/boneIKController.js +9 -9
  25. package/Bones/boneIKController.js.map +1 -1
  26. package/Bones/boneLookController.js +50 -50
  27. package/Bones/boneLookController.js.map +1 -1
  28. package/Bones/skeleton.js +35 -35
  29. package/Bones/skeleton.js.map +1 -1
  30. package/Buffers/buffer.js +14 -14
  31. package/Buffers/buffer.js.map +1 -1
  32. package/Buffers/dataBuffer.js +6 -6
  33. package/Buffers/dataBuffer.js.map +1 -1
  34. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +42 -42
  35. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
  36. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +18 -18
  37. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  38. package/Cameras/VR/vrExperienceHelper.js +178 -178
  39. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  40. package/Cameras/arcRotateCamera.js +176 -176
  41. package/Cameras/arcRotateCamera.js.map +1 -1
  42. package/Cameras/camera.js +90 -90
  43. package/Cameras/camera.js.map +1 -1
  44. package/Cameras/flyCamera.js +82 -82
  45. package/Cameras/flyCamera.js.map +1 -1
  46. package/Cameras/freeCamera.js +54 -54
  47. package/Cameras/freeCamera.js.map +1 -1
  48. package/Compute/computeShader.js +12 -12
  49. package/Compute/computeShader.js.map +1 -1
  50. package/Culling/ray.d.ts +1 -1
  51. package/Debug/axesViewer.js +12 -12
  52. package/Debug/axesViewer.js.map +1 -1
  53. package/Debug/debugLayer.js +21 -21
  54. package/Debug/debugLayer.js.map +1 -1
  55. package/Debug/directionalLightFrustumViewer.js +20 -20
  56. package/Debug/directionalLightFrustumViewer.js.map +1 -1
  57. package/Debug/rayHelper.js +10 -10
  58. package/Debug/rayHelper.js.map +1 -1
  59. package/Debug/skeletonViewer.js +81 -81
  60. package/Debug/skeletonViewer.js.map +1 -1
  61. package/DeviceInput/InputDevices/deviceSource.d.ts +1 -1
  62. package/DeviceInput/InputDevices/deviceSourceManager.js +31 -31
  63. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  64. package/DeviceInput/InputDevices/deviceTypes.d.ts +1 -1
  65. package/DeviceInput/internalDeviceSourceManager.d.ts +2 -2
  66. package/Engines/Extensions/engine.computeShader.d.ts +3 -3
  67. package/Engines/Extensions/engine.multiRender.js +1 -1
  68. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  69. package/Engines/Extensions/engine.query.d.ts +1 -1
  70. package/Engines/Extensions/engine.renderTarget.d.ts +1 -1
  71. package/Engines/Extensions/engine.renderTarget.js +1 -1
  72. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  73. package/Engines/Native/nativeDataStream.d.ts +1 -1
  74. package/Engines/Native/nativeHardwareTexture.js +3 -3
  75. package/Engines/Native/nativeHardwareTexture.js.map +1 -1
  76. package/Engines/Native/nativeInterfaces.d.ts +5 -5
  77. package/Engines/Native/nativePipelineContext.js +7 -7
  78. package/Engines/Native/nativePipelineContext.js.map +1 -1
  79. package/Engines/Native/nativeRenderTargetWrapper.js +6 -6
  80. package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
  81. package/Engines/Processors/shaderCodeInliner.js +4 -4
  82. package/Engines/Processors/shaderCodeInliner.js.map +1 -1
  83. package/Engines/Processors/shaderProcessingOptions.d.ts +1 -1
  84. package/Engines/WebGL/webGLHardwareTexture.js +3 -3
  85. package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
  86. package/Engines/WebGPU/webgpuBufferManager.js +3 -3
  87. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  88. package/Engines/WebGPU/webgpuCacheBindGroups.js +6 -6
  89. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  90. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +5 -5
  91. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  92. package/Engines/WebGPU/webgpuClearQuad.js +11 -11
  93. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  94. package/Engines/WebGPU/webgpuComputeContext.js +7 -7
  95. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  96. package/Engines/WebGPU/webgpuComputePipelineContext.js +4 -4
  97. package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
  98. package/Engines/WebGPU/webgpuDrawContext.js +7 -7
  99. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  100. package/Engines/WebGPU/webgpuHardwareTexture.js +9 -9
  101. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  102. package/Engines/WebGPU/webgpuMaterialContext.js +5 -5
  103. package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
  104. package/Engines/WebGPU/webgpuOcclusionQuery.js +10 -10
  105. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  106. package/Engines/WebGPU/webgpuPipelineContext.js +6 -6
  107. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  108. package/Engines/WebGPU/webgpuQuerySet.js +3 -3
  109. package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
  110. package/Engines/WebGPU/webgpuShaderProcessingContext.js +3 -3
  111. package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
  112. package/Engines/WebGPU/webgpuTextureHelper.js +3 -3
  113. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  114. package/Engines/WebGPU/webgpuTimestampQuery.js +3 -3
  115. package/Engines/WebGPU/webgpuTimestampQuery.js.map +1 -1
  116. package/Engines/engine.js +134 -134
  117. package/Engines/engine.js.map +1 -1
  118. package/Engines/nativeEngine.js +6 -6
  119. package/Engines/nativeEngine.js.map +1 -1
  120. package/Engines/nullEngine.js +25 -25
  121. package/Engines/nullEngine.js.map +1 -1
  122. package/Engines/renderTargetWrapper.js +25 -25
  123. package/Engines/renderTargetWrapper.js.map +1 -1
  124. package/Engines/thinEngine.js +243 -243
  125. package/Engines/thinEngine.js.map +1 -1
  126. package/Engines/webgpuEngine.js +132 -132
  127. package/Engines/webgpuEngine.js.map +1 -1
  128. package/Events/keyboardEvents.js +10 -10
  129. package/Events/keyboardEvents.js.map +1 -1
  130. package/Events/pointerEvents.js +9 -9
  131. package/Events/pointerEvents.js.map +1 -1
  132. package/Gamepads/Controllers/poseEnabledController.js +9 -9
  133. package/Gamepads/Controllers/poseEnabledController.js.map +1 -1
  134. package/Gamepads/Controllers/webVRController.js +13 -13
  135. package/Gamepads/Controllers/webVRController.js.map +1 -1
  136. package/Gamepads/gamepad.js +20 -20
  137. package/Gamepads/gamepad.js.map +1 -1
  138. package/Gizmos/axisDragGizmo.js +45 -45
  139. package/Gizmos/axisDragGizmo.js.map +1 -1
  140. package/Gizmos/axisScaleGizmo.js +12 -12
  141. package/Gizmos/axisScaleGizmo.js.map +1 -1
  142. package/Gizmos/boundingBoxGizmo.js +74 -74
  143. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  144. package/Gizmos/gizmo.js +34 -34
  145. package/Gizmos/gizmo.js.map +1 -1
  146. package/Gizmos/gizmoManager.js +40 -40
  147. package/Gizmos/gizmoManager.js.map +1 -1
  148. package/Gizmos/planeDragGizmo.js +23 -23
  149. package/Gizmos/planeDragGizmo.js.map +1 -1
  150. package/Gizmos/planeRotationGizmo.js +12 -12
  151. package/Gizmos/planeRotationGizmo.js.map +1 -1
  152. package/Gizmos/positionGizmo.js +40 -40
  153. package/Gizmos/positionGizmo.js.map +1 -1
  154. package/Gizmos/rotationGizmo.js +47 -47
  155. package/Gizmos/rotationGizmo.js.map +1 -1
  156. package/Gizmos/scaleGizmo.js +41 -41
  157. package/Gizmos/scaleGizmo.js.map +1 -1
  158. package/Helpers/environmentHelper.js +18 -18
  159. package/Helpers/environmentHelper.js.map +1 -1
  160. package/Helpers/textureDome.js +96 -96
  161. package/Helpers/textureDome.js.map +1 -1
  162. package/IAccessibilityTag.d.ts +2 -2
  163. package/Inputs/scene.inputManager.js +12 -1
  164. package/Inputs/scene.inputManager.js.map +1 -1
  165. package/Instrumentation/engineInstrumentation.js +21 -21
  166. package/Instrumentation/engineInstrumentation.js.map +1 -1
  167. package/Instrumentation/sceneInstrumentation.js +90 -90
  168. package/Instrumentation/sceneInstrumentation.js.map +1 -1
  169. package/Layers/effectLayer.js +48 -48
  170. package/Layers/effectLayer.js.map +1 -1
  171. package/Layers/glowLayer.js +32 -32
  172. package/Layers/glowLayer.js.map +1 -1
  173. package/Layers/highlightLayer.js +26 -26
  174. package/Layers/highlightLayer.js.map +1 -1
  175. package/Layers/layer.js +40 -40
  176. package/Layers/layer.js.map +1 -1
  177. package/LensFlares/lensFlare.js +15 -15
  178. package/LensFlares/lensFlare.js.map +1 -1
  179. package/LensFlares/lensFlareSystem.js +4 -4
  180. package/LensFlares/lensFlareSystem.js.map +1 -1
  181. package/Lights/Shadows/cascadedShadowGenerator.js +18 -18
  182. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  183. package/Lights/Shadows/shadowGenerator.js +115 -115
  184. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  185. package/Lights/directionalLight.js +31 -31
  186. package/Lights/directionalLight.js.map +1 -1
  187. package/Lights/light.js +72 -72
  188. package/Lights/light.js.map +1 -1
  189. package/Lights/pointLight.js +18 -18
  190. package/Lights/pointLight.js.map +1 -1
  191. package/Lights/spotLight.js +30 -30
  192. package/Lights/spotLight.js.map +1 -1
  193. package/Loading/sceneLoader.d.ts +1 -1
  194. package/Materials/Background/backgroundMaterial.js +124 -124
  195. package/Materials/Background/backgroundMaterial.js.map +1 -1
  196. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +8 -8
  197. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  198. package/Materials/Node/Blocks/Dual/lightBlock.js +14 -14
  199. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  200. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +9 -9
  201. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  202. package/Materials/Node/Blocks/Dual/textureBlock.js +26 -26
  203. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  204. package/Materials/Node/Blocks/Input/inputBlock.js +34 -34
  205. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  206. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +14 -14
  207. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  208. package/Materials/Node/Blocks/PBR/reflectionBlock.js +16 -16
  209. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  210. package/Materials/Node/Blocks/customBlock.js +7 -7
  211. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  212. package/Materials/Node/Blocks/gradientBlock.js +13 -13
  213. package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
  214. package/Materials/Node/Blocks/triPlanarBlock.js +30 -30
  215. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  216. package/Materials/Node/nodeMaterial.d.ts +1 -1
  217. package/Materials/Node/nodeMaterial.js +60 -60
  218. package/Materials/Node/nodeMaterial.js.map +1 -1
  219. package/Materials/Node/nodeMaterialBlock.js +35 -35
  220. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  221. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +50 -50
  222. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  223. package/Materials/PBR/pbrAnisotropicConfiguration.js +5 -5
  224. package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
  225. package/Materials/PBR/pbrBRDFConfiguration.js +4 -4
  226. package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
  227. package/Materials/PBR/pbrBaseMaterial.js +52 -52
  228. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  229. package/Materials/PBR/pbrBaseSimpleMaterial.js +17 -17
  230. package/Materials/PBR/pbrBaseSimpleMaterial.js.map +1 -1
  231. package/Materials/PBR/pbrClearCoatConfiguration.js +5 -5
  232. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  233. package/Materials/PBR/pbrIridescenceConfiguration.js +5 -5
  234. package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
  235. package/Materials/PBR/pbrMaterial.js +209 -209
  236. package/Materials/PBR/pbrMaterial.js.map +1 -1
  237. package/Materials/PBR/pbrSheenConfiguration.js +5 -5
  238. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  239. package/Materials/PBR/pbrSpecularGlossinessMaterial.js +6 -6
  240. package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
  241. package/Materials/PBR/pbrSubSurfaceConfiguration.js +51 -51
  242. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  243. package/Materials/Textures/baseTexture.js +99 -99
  244. package/Materials/Textures/baseTexture.js.map +1 -1
  245. package/Materials/Textures/cubeTexture.js +61 -61
  246. package/Materials/Textures/cubeTexture.js.map +1 -1
  247. package/Materials/Textures/externalTexture.js +16 -16
  248. package/Materials/Textures/externalTexture.js.map +1 -1
  249. package/Materials/Textures/hdrCubeTexture.js +44 -44
  250. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  251. package/Materials/Textures/internalTexture.js +31 -31
  252. package/Materials/Textures/internalTexture.js.map +1 -1
  253. package/Materials/Textures/mirrorTexture.js +73 -73
  254. package/Materials/Textures/mirrorTexture.js.map +1 -1
  255. package/Materials/Textures/multiRenderTarget.js +47 -47
  256. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  257. package/Materials/Textures/rawTexture2DArray.js +6 -6
  258. package/Materials/Textures/rawTexture2DArray.js.map +1 -1
  259. package/Materials/Textures/renderTargetTexture.js +142 -142
  260. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  261. package/Materials/Textures/texture.d.ts +1 -1
  262. package/Materials/Textures/texture.js +26 -26
  263. package/Materials/Textures/texture.js.map +1 -1
  264. package/Materials/Textures/textureCreationOptions.d.ts +1 -1
  265. package/Materials/Textures/textureSampler.js +20 -20
  266. package/Materials/Textures/textureSampler.js.map +1 -1
  267. package/Materials/Textures/thinRenderTargetTexture.js +6 -6
  268. package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
  269. package/Materials/Textures/thinTexture.js +39 -39
  270. package/Materials/Textures/thinTexture.js.map +1 -1
  271. package/Materials/Textures/videoTexture.d.ts +1 -0
  272. package/Materials/Textures/videoTexture.js +59 -48
  273. package/Materials/Textures/videoTexture.js.map +1 -1
  274. package/Materials/drawWrapper.js +6 -6
  275. package/Materials/drawWrapper.js.map +1 -1
  276. package/Materials/effect.js +18 -18
  277. package/Materials/effect.js.map +1 -1
  278. package/Materials/effectRenderer.js +9 -9
  279. package/Materials/effectRenderer.js.map +1 -1
  280. package/Materials/fresnelParameters.d.ts +2 -2
  281. package/Materials/fresnelParameters.js +13 -13
  282. package/Materials/fresnelParameters.js.map +1 -1
  283. package/Materials/material.detailMapConfiguration.js +5 -5
  284. package/Materials/material.detailMapConfiguration.js.map +1 -1
  285. package/Materials/material.js +223 -223
  286. package/Materials/material.js.map +1 -1
  287. package/Materials/materialPluginBase.js +5 -5
  288. package/Materials/materialPluginBase.js.map +1 -1
  289. package/Materials/materialPluginEvent.d.ts +14 -14
  290. package/Materials/materialPluginManager.d.ts +1 -1
  291. package/Materials/multiMaterial.js +16 -16
  292. package/Materials/multiMaterial.js.map +1 -1
  293. package/Materials/shadowDepthWrapper.js +14 -14
  294. package/Materials/shadowDepthWrapper.js.map +1 -1
  295. package/Materials/standardMaterial.js +100 -100
  296. package/Materials/standardMaterial.js.map +1 -1
  297. package/Materials/uniformBufferEffectCommonAccessor.js +3 -3
  298. package/Materials/uniformBufferEffectCommonAccessor.js.map +1 -1
  299. package/Maths/math.functions.js +2 -0
  300. package/Maths/math.functions.js.map +1 -1
  301. package/Maths/math.path.js +11 -11
  302. package/Maths/math.path.js.map +1 -1
  303. package/Maths/math.vector.d.ts +6 -7
  304. package/Maths/math.vector.js +48 -48
  305. package/Maths/math.vector.js.map +1 -1
  306. package/Meshes/Builders/goldbergBuilder.d.ts +2 -2
  307. package/Meshes/Compression/dracoCompression.js +23 -23
  308. package/Meshes/Compression/dracoCompression.js.map +1 -1
  309. package/Meshes/Compression/meshoptCompression.js +9 -9
  310. package/Meshes/Compression/meshoptCompression.js.map +1 -1
  311. package/Meshes/abstractMesh.js +179 -179
  312. package/Meshes/abstractMesh.js.map +1 -1
  313. package/Meshes/geometry.js +32 -32
  314. package/Meshes/geometry.js.map +1 -1
  315. package/Meshes/goldbergMesh.d.ts +1 -1
  316. package/Meshes/linesMesh.js +3 -3
  317. package/Meshes/linesMesh.js.map +1 -1
  318. package/Meshes/mesh.js +165 -165
  319. package/Meshes/mesh.js.map +1 -1
  320. package/Meshes/mesh.vertexData.js.map +1 -1
  321. package/Meshes/polygonMesh.js +5 -5
  322. package/Meshes/polygonMesh.js.map +1 -1
  323. package/Meshes/subMesh.js +59 -59
  324. package/Meshes/subMesh.js.map +1 -1
  325. package/Meshes/transformNode.js +52 -52
  326. package/Meshes/transformNode.js.map +1 -1
  327. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.d.ts +1 -1
  328. package/Misc/PerformanceViewer/performanceViewerCollector.js +12 -12
  329. package/Misc/PerformanceViewer/performanceViewerCollector.js.map +1 -1
  330. package/Misc/arrayTools.d.ts +1 -1
  331. package/Misc/copyTextureToTexture.js +3 -3
  332. package/Misc/copyTextureToTexture.js.map +1 -1
  333. package/Misc/coroutine.d.ts +5 -5
  334. package/Misc/deferred.js +9 -9
  335. package/Misc/deferred.js.map +1 -1
  336. package/Misc/depthReducer.js +7 -7
  337. package/Misc/depthReducer.js.map +1 -1
  338. package/Misc/environmentTextureTools.d.ts +1 -1
  339. package/Misc/error.d.ts +1 -1
  340. package/Misc/fileTools.d.ts +5 -5
  341. package/Misc/filesInput.js +6 -6
  342. package/Misc/filesInput.js.map +1 -1
  343. package/Misc/khronosTextureContainer2.js +9 -9
  344. package/Misc/khronosTextureContainer2.js.map +1 -1
  345. package/Misc/observable.js +12 -12
  346. package/Misc/observable.js.map +1 -1
  347. package/Misc/perfCounter.js +16 -16
  348. package/Misc/perfCounter.js.map +1 -1
  349. package/Misc/sceneOptimizer.js +76 -76
  350. package/Misc/sceneOptimizer.js.map +1 -1
  351. package/Misc/stringDictionary.d.ts +1 -1
  352. package/Misc/trajectoryClassifier.js +67 -67
  353. package/Misc/trajectoryClassifier.js.map +1 -1
  354. package/Misc/videoRecorder.js +15 -15
  355. package/Misc/videoRecorder.js.map +1 -1
  356. package/Misc/virtualJoystick.js +12 -12
  357. package/Misc/virtualJoystick.js.map +1 -1
  358. package/Morph/morphTarget.js +28 -28
  359. package/Morph/morphTarget.js.map +1 -1
  360. package/Morph/morphTargetManager.js +18 -18
  361. package/Morph/morphTargetManager.js.map +1 -1
  362. package/Offline/database.js +12 -12
  363. package/Offline/database.js.map +1 -1
  364. package/Particles/EmitterTypes/coneParticleEmitter.js +25 -25
  365. package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
  366. package/Particles/EmitterTypes/meshParticleEmitter.js +20 -20
  367. package/Particles/EmitterTypes/meshParticleEmitter.js.map +1 -1
  368. package/Particles/baseParticleSystem.js +232 -232
  369. package/Particles/baseParticleSystem.js.map +1 -1
  370. package/Particles/cloudPoint.js +9 -9
  371. package/Particles/cloudPoint.js.map +1 -1
  372. package/Particles/gpuParticleSystem.js +123 -123
  373. package/Particles/gpuParticleSystem.js.map +1 -1
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type { Scene } from \"../scene\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { BackgroundMaterial } from \"../Materials/Background/backgroundMaterial\";\r\nimport { CreateSphere } from \"../Meshes/Builders/sphereBuilder\";\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 { Axis } from \"../Maths/math\";\r\n\r\ndeclare type Camera = import(\"../Cameras/camera\").Camera;\r\n\r\n/**\r\n * Display a 360/180 degree texture on an approximately spherical surface, useful for VR applications or skyboxes.\r\n * As a subclass of TransformNode, this allow parenting to the camera or multiple textures with different locations in the scene.\r\n * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.\r\n * Potential additions to this helper include zoom and and non-infinite distance rendering effects.\r\n */\r\nexport abstract class TextureDome<T extends Texture> extends TransformNode {\r\n /**\r\n * Define the source as a Monoscopic panoramic 360/180.\r\n */\r\n public static readonly MODE_MONOSCOPIC = 0;\r\n /**\r\n * Define the source as a Stereoscopic TopBottom/OverUnder panoramic 360/180.\r\n */\r\n public static readonly MODE_TOPBOTTOM = 1;\r\n /**\r\n * Define the source as a Stereoscopic Side by Side panoramic 360/180.\r\n */\r\n public static readonly MODE_SIDEBYSIDE = 2;\r\n\r\n private _halfDome: boolean = false;\r\n private _crossEye: boolean = false;\r\n\r\n protected _useDirectMapping = false;\r\n\r\n /**\r\n * The texture being displayed on the sphere\r\n */\r\n protected _texture: T;\r\n\r\n /**\r\n * Gets the texture being displayed on the sphere\r\n */\r\n public get texture(): T {\r\n return this._texture;\r\n }\r\n\r\n /**\r\n * Sets the texture being displayed on the sphere\r\n */\r\n public set texture(newTexture: T) {\r\n if (this._texture === newTexture) {\r\n return;\r\n }\r\n this._texture = newTexture;\r\n if (this._useDirectMapping) {\r\n this._texture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._texture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._material.diffuseTexture = this._texture;\r\n } else {\r\n this._texture.coordinatesMode = Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation\r\n this._texture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._material.reflectionTexture = this._texture;\r\n }\r\n this._changeTextureMode(this._textureMode);\r\n }\r\n\r\n /**\r\n * The skybox material\r\n */\r\n protected _material: BackgroundMaterial;\r\n\r\n /**\r\n * The surface used for the dome\r\n */\r\n protected _mesh: Mesh;\r\n /**\r\n * Gets the mesh used for the dome.\r\n */\r\n public get mesh(): Mesh {\r\n return this._mesh;\r\n }\r\n\r\n /**\r\n * A mesh that will be used to mask the back of the dome in case it is a 180 degree movie.\r\n */\r\n private _halfDomeMask: Mesh;\r\n\r\n /**\r\n * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values \"zoom in\" and higher values \"zoom out\".\r\n * Also see the options.resolution property.\r\n */\r\n public get fovMultiplier(): number {\r\n return this._material.fovMultiplier;\r\n }\r\n public set fovMultiplier(value: number) {\r\n this._material.fovMultiplier = value;\r\n }\r\n\r\n protected _textureMode = TextureDome.MODE_MONOSCOPIC;\r\n /**\r\n * Gets or set the current texture mode for the texture. It can be:\r\n * * TextureDome.MODE_MONOSCOPIC : Define the texture source as a Monoscopic panoramic 360.\r\n * * TextureDome.MODE_TOPBOTTOM : Define the texture source as a Stereoscopic TopBottom/OverUnder panoramic 360.\r\n * * TextureDome.MODE_SIDEBYSIDE : Define the texture source as a Stereoscopic Side by Side panoramic 360.\r\n */\r\n public get textureMode(): number {\r\n return this._textureMode;\r\n }\r\n /**\r\n * Sets the current texture mode for the texture. It can be:\r\n * * TextureDome.MODE_MONOSCOPIC : Define the texture source as a Monoscopic panoramic 360.\r\n * * TextureDome.MODE_TOPBOTTOM : Define the texture source as a Stereoscopic TopBottom/OverUnder panoramic 360.\r\n * * TextureDome.MODE_SIDEBYSIDE : Define the texture source as a Stereoscopic Side by Side panoramic 360.\r\n */\r\n public set textureMode(value: number) {\r\n if (this._textureMode === value) {\r\n return;\r\n }\r\n\r\n this._changeTextureMode(value);\r\n }\r\n\r\n /**\r\n * Is it a 180 degrees dome (half dome) or 360 texture (full dome)\r\n */\r\n public get halfDome(): boolean {\r\n return this._halfDome;\r\n }\r\n\r\n /**\r\n * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.\r\n */\r\n public set halfDome(enabled: boolean) {\r\n this._halfDome = enabled;\r\n this._halfDomeMask.setEnabled(enabled);\r\n this._changeTextureMode(this._textureMode);\r\n }\r\n\r\n /**\r\n * Set the cross-eye mode. If set, images that can be seen when crossing eyes will render correctly\r\n */\r\n public set crossEye(enabled: boolean) {\r\n this._crossEye = enabled;\r\n this._changeTextureMode(this._textureMode);\r\n }\r\n\r\n /**\r\n * Is it a cross-eye texture?\r\n */\r\n public get crossEye(): boolean {\r\n return this._crossEye;\r\n }\r\n\r\n /**\r\n * The background material of this dome.\r\n */\r\n public get material(): BackgroundMaterial {\r\n return this._material;\r\n }\r\n\r\n /**\r\n * Oberserver used in Stereoscopic VR Mode.\r\n */\r\n private _onBeforeCameraRenderObserver: Nullable<Observer<Camera>> = null;\r\n /**\r\n * Observable raised when an error occurred while loading the texture\r\n */\r\n public onLoadErrorObservable = new Observable<string>();\r\n /**\r\n * Observable raised when the texture finished loading\r\n */\r\n public onLoadObservable = new Observable<void>();\r\n\r\n /**\r\n * Create an instance of this class and pass through the parameters to the relevant classes- Texture, StandardMaterial, and Mesh.\r\n * @param name Element's name, child elements will append suffixes for their own names.\r\n * @param textureUrlOrElement defines the url(s) or the (video) HTML element to use\r\n * @param options An object containing optional or exposed sub element properties\r\n * @param options.resolution\r\n * @param options.clickToPlay\r\n * @param options.autoPlay\r\n * @param options.loop\r\n * @param options.size\r\n * @param options.poster\r\n * @param options.faceForward\r\n * @param options.useDirectMapping\r\n * @param options.halfDomeMode\r\n * @param options.crossEyeMode\r\n * @param options.generateMipMaps\r\n * @param options.mesh\r\n * @param scene\r\n * @param onError\r\n */\r\n constructor(\r\n name: string,\r\n textureUrlOrElement: string | string[] | HTMLVideoElement,\r\n options: {\r\n resolution?: number;\r\n clickToPlay?: boolean;\r\n autoPlay?: boolean;\r\n loop?: boolean;\r\n size?: number;\r\n poster?: string;\r\n faceForward?: boolean;\r\n useDirectMapping?: boolean;\r\n halfDomeMode?: boolean;\r\n crossEyeMode?: boolean;\r\n generateMipMaps?: boolean;\r\n mesh?: Mesh;\r\n },\r\n scene: Scene,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected onError: Nullable<(message?: string, exception?: any) => void> = null\r\n ) {\r\n super(name, scene);\r\n\r\n scene = this.getScene();\r\n\r\n // set defaults and manage values\r\n name = name || \"textureDome\";\r\n options.resolution = Math.abs(options.resolution as any) | 0 || 32;\r\n options.clickToPlay = Boolean(options.clickToPlay);\r\n options.autoPlay = options.autoPlay === undefined ? true : Boolean(options.autoPlay);\r\n options.loop = options.loop === undefined ? true : Boolean(options.loop);\r\n options.size = Math.abs(options.size as any) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);\r\n\r\n if (options.useDirectMapping === undefined) {\r\n this._useDirectMapping = true;\r\n } else {\r\n this._useDirectMapping = options.useDirectMapping;\r\n }\r\n\r\n if (options.faceForward === undefined) {\r\n options.faceForward = true;\r\n }\r\n\r\n this._setReady(false);\r\n if (!options.mesh) {\r\n this._mesh = CreateSphere(name + \"_mesh\", { segments: options.resolution, diameter: options.size, updatable: false, sideOrientation: Mesh.BACKSIDE }, scene);\r\n } else {\r\n this._mesh = options.mesh;\r\n }\r\n // configure material\r\n const material = (this._material = new BackgroundMaterial(name + \"_material\", scene));\r\n material.useEquirectangularFOV = true;\r\n material.fovMultiplier = 1.0;\r\n material.opacityFresnel = false;\r\n\r\n const texture = this._initTexture(textureUrlOrElement, scene, options);\r\n this.texture = texture;\r\n\r\n // configure mesh\r\n this._mesh.material = material;\r\n this._mesh.parent = this;\r\n\r\n // create a (disabled until needed) mask to cover unneeded segments of 180 texture.\r\n this._halfDomeMask = CreateSphere(\"\", { slice: 0.5, diameter: options.size * 0.98, segments: options.resolution * 2, sideOrientation: Mesh.BACKSIDE }, scene);\r\n this._halfDomeMask.rotate(Axis.X, -Math.PI / 2);\r\n // set the parent, so it will always be positioned correctly AND will be disposed when the main sphere is disposed\r\n this._halfDomeMask.parent = this._mesh;\r\n this._halfDome = !!options.halfDomeMode;\r\n // enable or disable according to the settings\r\n this._halfDomeMask.setEnabled(this._halfDome);\r\n this._crossEye = !!options.crossEyeMode;\r\n\r\n // create\r\n this._texture.anisotropicFilteringLevel = 1;\r\n this._texture.onLoadObservable.addOnce(() => {\r\n this._setReady(true);\r\n });\r\n\r\n // Initial rotation\r\n if (options.faceForward && scene.activeCamera) {\r\n const camera = scene.activeCamera;\r\n\r\n const forward = Vector3.Forward();\r\n const direction = Vector3.TransformNormal(forward, camera.getViewMatrix());\r\n direction.normalize();\r\n\r\n this.rotation.y = Math.acos(Vector3.Dot(forward, direction));\r\n }\r\n\r\n this._changeTextureMode(this._textureMode);\r\n }\r\n\r\n protected abstract _initTexture(urlsOrElement: string | string[] | HTMLElement, scene: Scene, options: any): T;\r\n\r\n protected _changeTextureMode(value: number): void {\r\n this._scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);\r\n this._textureMode = value;\r\n\r\n // Default Setup and Reset.\r\n this._texture.uScale = 1;\r\n this._texture.vScale = 1;\r\n this._texture.uOffset = 0;\r\n this._texture.vOffset = 0;\r\n this._texture.vAng = 0;\r\n\r\n switch (value) {\r\n case TextureDome.MODE_MONOSCOPIC:\r\n if (this._halfDome) {\r\n this._texture.uScale = 2;\r\n this._texture.uOffset = -1;\r\n }\r\n break;\r\n case TextureDome.MODE_SIDEBYSIDE: {\r\n // in half-dome mode the uScale should be double of 360 texture\r\n // Use 0.99999 to boost perf by not switching program\r\n this._texture.uScale = this._halfDome ? 0.99999 : 0.5;\r\n const rightOffset = this._halfDome ? 0.0 : 0.5;\r\n const leftOffset = this._halfDome ? -0.5 : 0.0;\r\n this._onBeforeCameraRenderObserver = this._scene.onBeforeCameraRenderObservable.add((camera) => {\r\n let isRightCamera = camera.isRightCamera;\r\n if (this._crossEye) {\r\n isRightCamera = !isRightCamera;\r\n }\r\n if (isRightCamera) {\r\n this._texture.uOffset = rightOffset;\r\n } else {\r\n this._texture.uOffset = leftOffset;\r\n }\r\n });\r\n break;\r\n }\r\n case TextureDome.MODE_TOPBOTTOM:\r\n // in half-dome mode the vScale should be double of 360 texture\r\n // Use 0.99999 to boost perf by not switching program\r\n this._texture.vScale = this._halfDome ? 0.99999 : 0.5;\r\n this._onBeforeCameraRenderObserver = this._scene.onBeforeCameraRenderObservable.add((camera) => {\r\n let isRightCamera = camera.isRightCamera;\r\n // allow \"cross-eye\" if left and right were switched in this mode\r\n if (this._crossEye) {\r\n isRightCamera = !isRightCamera;\r\n }\r\n this._texture.vOffset = isRightCamera ? 0.5 : 0.0;\r\n });\r\n break;\r\n }\r\n }\r\n\r\n /**\r\n * Releases resources associated with this node.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\r\n */\r\n public dispose(doNotRecurse?: boolean, disposeMaterialAndTextures = false): void {\r\n this._texture.dispose();\r\n this._mesh.dispose();\r\n this._material.dispose();\r\n\r\n this._scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);\r\n this.onLoadErrorObservable.clear();\r\n this.onLoadObservable.clear();\r\n\r\n super.dispose(doNotRecurse, disposeMaterialAndTextures);\r\n }\r\n}\r\n"]}
1
+ 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type { Scene } from \"../scene\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { BackgroundMaterial } from \"../Materials/Background/backgroundMaterial\";\r\nimport { CreateSphere } from \"../Meshes/Builders/sphereBuilder\";\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 { Axis } from \"../Maths/math\";\r\n\r\ndeclare type Camera = import(\"../Cameras/camera\").Camera;\r\n\r\n/**\r\n * Display a 360/180 degree texture on an approximately spherical surface, useful for VR applications or skyboxes.\r\n * As a subclass of TransformNode, this allow parenting to the camera or multiple textures with different locations in the scene.\r\n * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.\r\n * Potential additions to this helper include zoom and and non-infinite distance rendering effects.\r\n */\r\nexport abstract class TextureDome<T extends Texture> extends TransformNode {\r\n /**\r\n * Define the source as a Monoscopic panoramic 360/180.\r\n */\r\n public static readonly MODE_MONOSCOPIC = 0;\r\n /**\r\n * Define the source as a Stereoscopic TopBottom/OverUnder panoramic 360/180.\r\n */\r\n public static readonly MODE_TOPBOTTOM = 1;\r\n /**\r\n * Define the source as a Stereoscopic Side by Side panoramic 360/180.\r\n */\r\n public static readonly MODE_SIDEBYSIDE = 2;\r\n\r\n private _halfDome: boolean = false;\r\n private _crossEye: boolean = false;\r\n\r\n protected _useDirectMapping = false;\r\n\r\n /**\r\n * The texture being displayed on the sphere\r\n */\r\n protected _texture: T;\r\n\r\n /**\r\n * Gets the texture being displayed on the sphere\r\n */\r\n public get texture(): T {\r\n return this._texture;\r\n }\r\n\r\n /**\r\n * Sets the texture being displayed on the sphere\r\n */\r\n public set texture(newTexture: T) {\r\n if (this._texture === newTexture) {\r\n return;\r\n }\r\n this._texture = newTexture;\r\n if (this._useDirectMapping) {\r\n this._texture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._texture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._material.diffuseTexture = this._texture;\r\n } else {\r\n this._texture.coordinatesMode = Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation\r\n this._texture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._material.reflectionTexture = this._texture;\r\n }\r\n this._changeTextureMode(this._textureMode);\r\n }\r\n\r\n /**\r\n * The skybox material\r\n */\r\n protected _material: BackgroundMaterial;\r\n\r\n /**\r\n * The surface used for the dome\r\n */\r\n protected _mesh: Mesh;\r\n /**\r\n * Gets the mesh used for the dome.\r\n */\r\n public get mesh(): Mesh {\r\n return this._mesh;\r\n }\r\n\r\n /**\r\n * A mesh that will be used to mask the back of the dome in case it is a 180 degree movie.\r\n */\r\n private _halfDomeMask: Mesh;\r\n\r\n /**\r\n * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values \"zoom in\" and higher values \"zoom out\".\r\n * Also see the options.resolution property.\r\n */\r\n public get fovMultiplier(): number {\r\n return this._material.fovMultiplier;\r\n }\r\n public set fovMultiplier(value: number) {\r\n this._material.fovMultiplier = value;\r\n }\r\n\r\n protected _textureMode = TextureDome.MODE_MONOSCOPIC;\r\n /**\r\n * Gets or set the current texture mode for the texture. It can be:\r\n * * TextureDome.MODE_MONOSCOPIC : Define the texture source as a Monoscopic panoramic 360.\r\n * * TextureDome.MODE_TOPBOTTOM : Define the texture source as a Stereoscopic TopBottom/OverUnder panoramic 360.\r\n * * TextureDome.MODE_SIDEBYSIDE : Define the texture source as a Stereoscopic Side by Side panoramic 360.\r\n */\r\n public get textureMode(): number {\r\n return this._textureMode;\r\n }\r\n /**\r\n * Sets the current texture mode for the texture. It can be:\r\n * * TextureDome.MODE_MONOSCOPIC : Define the texture source as a Monoscopic panoramic 360.\r\n * * TextureDome.MODE_TOPBOTTOM : Define the texture source as a Stereoscopic TopBottom/OverUnder panoramic 360.\r\n * * TextureDome.MODE_SIDEBYSIDE : Define the texture source as a Stereoscopic Side by Side panoramic 360.\r\n */\r\n public set textureMode(value: number) {\r\n if (this._textureMode === value) {\r\n return;\r\n }\r\n\r\n this._changeTextureMode(value);\r\n }\r\n\r\n /**\r\n * Is it a 180 degrees dome (half dome) or 360 texture (full dome)\r\n */\r\n public get halfDome(): boolean {\r\n return this._halfDome;\r\n }\r\n\r\n /**\r\n * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.\r\n */\r\n public set halfDome(enabled: boolean) {\r\n this._halfDome = enabled;\r\n this._halfDomeMask.setEnabled(enabled);\r\n this._changeTextureMode(this._textureMode);\r\n }\r\n\r\n /**\r\n * Set the cross-eye mode. If set, images that can be seen when crossing eyes will render correctly\r\n */\r\n public set crossEye(enabled: boolean) {\r\n this._crossEye = enabled;\r\n this._changeTextureMode(this._textureMode);\r\n }\r\n\r\n /**\r\n * Is it a cross-eye texture?\r\n */\r\n public get crossEye(): boolean {\r\n return this._crossEye;\r\n }\r\n\r\n /**\r\n * The background material of this dome.\r\n */\r\n public get material(): BackgroundMaterial {\r\n return this._material;\r\n }\r\n\r\n /**\r\n * Oberserver used in Stereoscopic VR Mode.\r\n */\r\n private _onBeforeCameraRenderObserver: Nullable<Observer<Camera>> = null;\r\n /**\r\n * Observable raised when an error occurred while loading the texture\r\n */\r\n public onLoadErrorObservable = new Observable<string>();\r\n /**\r\n * Observable raised when the texture finished loading\r\n */\r\n public onLoadObservable = new Observable<void>();\r\n\r\n /**\r\n * Create an instance of this class and pass through the parameters to the relevant classes- Texture, StandardMaterial, and Mesh.\r\n * @param name Element's name, child elements will append suffixes for their own names.\r\n * @param textureUrlOrElement defines the url(s) or the (video) HTML element to use\r\n * @param options An object containing optional or exposed sub element properties\r\n * @param options.resolution\r\n * @param options.clickToPlay\r\n * @param options.autoPlay\r\n * @param options.loop\r\n * @param options.size\r\n * @param options.poster\r\n * @param options.faceForward\r\n * @param options.useDirectMapping\r\n * @param options.halfDomeMode\r\n * @param options.crossEyeMode\r\n * @param options.generateMipMaps\r\n * @param options.mesh\r\n * @param scene\r\n * @param onError\r\n */\r\n constructor(\r\n name: string,\r\n textureUrlOrElement: string | string[] | HTMLVideoElement,\r\n options: {\r\n resolution?: number;\r\n clickToPlay?: boolean;\r\n autoPlay?: boolean;\r\n loop?: boolean;\r\n size?: number;\r\n poster?: string;\r\n faceForward?: boolean;\r\n useDirectMapping?: boolean;\r\n halfDomeMode?: boolean;\r\n crossEyeMode?: boolean;\r\n generateMipMaps?: boolean;\r\n mesh?: Mesh;\r\n },\r\n scene: Scene,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected onError: Nullable<(message?: string, exception?: any) => void> = null\r\n ) {\r\n super(name, scene);\r\n\r\n scene = this.getScene();\r\n\r\n // set defaults and manage values\r\n name = name || \"textureDome\";\r\n options.resolution = Math.abs(options.resolution as any) | 0 || 32;\r\n options.clickToPlay = Boolean(options.clickToPlay);\r\n options.autoPlay = options.autoPlay === undefined ? true : Boolean(options.autoPlay);\r\n options.loop = options.loop === undefined ? true : Boolean(options.loop);\r\n options.size = Math.abs(options.size as any) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);\r\n\r\n if (options.useDirectMapping === undefined) {\r\n this._useDirectMapping = true;\r\n } else {\r\n this._useDirectMapping = options.useDirectMapping;\r\n }\r\n\r\n if (options.faceForward === undefined) {\r\n options.faceForward = true;\r\n }\r\n\r\n this._setReady(false);\r\n if (!options.mesh) {\r\n this._mesh = CreateSphere(name + \"_mesh\", { segments: options.resolution, diameter: options.size, updatable: false, sideOrientation: Mesh.BACKSIDE }, scene);\r\n } else {\r\n this._mesh = options.mesh;\r\n }\r\n // configure material\r\n const material = (this._material = new BackgroundMaterial(name + \"_material\", scene));\r\n material.useEquirectangularFOV = true;\r\n material.fovMultiplier = 1.0;\r\n material.opacityFresnel = false;\r\n\r\n const texture = this._initTexture(textureUrlOrElement, scene, options);\r\n this.texture = texture;\r\n\r\n // configure mesh\r\n this._mesh.material = material;\r\n this._mesh.parent = this;\r\n\r\n // create a (disabled until needed) mask to cover unneeded segments of 180 texture.\r\n this._halfDomeMask = CreateSphere(\"\", { slice: 0.5, diameter: options.size * 0.98, segments: options.resolution * 2, sideOrientation: Mesh.BACKSIDE }, scene);\r\n this._halfDomeMask.rotate(Axis.X, -Math.PI / 2);\r\n // set the parent, so it will always be positioned correctly AND will be disposed when the main sphere is disposed\r\n this._halfDomeMask.parent = this._mesh;\r\n this._halfDome = !!options.halfDomeMode;\r\n // enable or disable according to the settings\r\n this._halfDomeMask.setEnabled(this._halfDome);\r\n this._crossEye = !!options.crossEyeMode;\r\n\r\n // create\r\n this._texture.anisotropicFilteringLevel = 1;\r\n this._texture.onLoadObservable.addOnce(() => {\r\n this._setReady(true);\r\n });\r\n\r\n // Initial rotation\r\n if (options.faceForward && scene.activeCamera) {\r\n const camera = scene.activeCamera;\r\n\r\n const forward = Vector3.Forward();\r\n const direction = Vector3.TransformNormal(forward, camera.getViewMatrix());\r\n direction.normalize();\r\n\r\n this.rotation.y = Math.acos(Vector3.Dot(forward, direction));\r\n }\r\n\r\n this._changeTextureMode(this._textureMode);\r\n }\r\n\r\n protected abstract _initTexture(urlsOrElement: string | string[] | HTMLElement, scene: Scene, options: any): T;\r\n\r\n protected _changeTextureMode(value: number): void {\r\n this._scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);\r\n this._textureMode = value;\r\n\r\n // Default Setup and Reset.\r\n this._texture.uScale = 1;\r\n this._texture.vScale = 1;\r\n this._texture.uOffset = 0;\r\n this._texture.vOffset = 0;\r\n this._texture.vAng = 0;\r\n\r\n switch (value) {\r\n case TextureDome.MODE_MONOSCOPIC:\r\n if (this._halfDome) {\r\n this._texture.uScale = 2;\r\n this._texture.uOffset = -1;\r\n }\r\n break;\r\n case TextureDome.MODE_SIDEBYSIDE: {\r\n // in half-dome mode the uScale should be double of 360 texture\r\n // Use 0.99999 to boost perf by not switching program\r\n this._texture.uScale = this._halfDome ? 0.99999 : 0.5;\r\n const rightOffset = this._halfDome ? 0.0 : 0.5;\r\n const leftOffset = this._halfDome ? -0.5 : 0.0;\r\n this._onBeforeCameraRenderObserver = this._scene.onBeforeCameraRenderObservable.add((camera) => {\r\n let isRightCamera = camera.isRightCamera;\r\n if (this._crossEye) {\r\n isRightCamera = !isRightCamera;\r\n }\r\n if (isRightCamera) {\r\n this._texture.uOffset = rightOffset;\r\n } else {\r\n this._texture.uOffset = leftOffset;\r\n }\r\n });\r\n break;\r\n }\r\n case TextureDome.MODE_TOPBOTTOM:\r\n // in half-dome mode the vScale should be double of 360 texture\r\n // Use 0.99999 to boost perf by not switching program\r\n this._texture.vScale = this._halfDome ? 0.99999 : 0.5;\r\n this._onBeforeCameraRenderObserver = this._scene.onBeforeCameraRenderObservable.add((camera) => {\r\n let isRightCamera = camera.isRightCamera;\r\n // allow \"cross-eye\" if left and right were switched in this mode\r\n if (this._crossEye) {\r\n isRightCamera = !isRightCamera;\r\n }\r\n this._texture.vOffset = isRightCamera ? 0.5 : 0.0;\r\n });\r\n break;\r\n }\r\n }\r\n\r\n /**\r\n * Releases resources associated with this node.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\r\n */\r\n public dispose(doNotRecurse?: boolean, disposeMaterialAndTextures = false): void {\r\n this._texture.dispose();\r\n this._mesh.dispose();\r\n this._material.dispose();\r\n\r\n this._scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);\r\n this.onLoadErrorObservable.clear();\r\n this.onLoadObservable.clear();\r\n\r\n super.dispose(doNotRecurse, disposeMaterialAndTextures);\r\n }\r\n}\r\n"]}
@@ -24,6 +24,6 @@ export interface IAccessibilityTag {
24
24
  [key in AcceptedARIA]: any;
25
25
  };
26
26
  }
27
- declare type AcceptedRole = "toolbar" | "tooltip" | "feed" | "math" | "presentation" | "none" | "note" | "application" | "article" | "cell" | "columnheader" | "definition" | "directory" | "document" | "figure" | "group" | "heading" | "img" | "list" | "listitem" | "meter" | "row" | "rowgroup" | "rowheader" | "separator" | "table" | "term" | "scrollbar" | "searchbox" | "separator" | "slider" | "spinbutton" | "switch" | "tab" | "tabpanel" | "treeitem" | "combobox" | "menu" | "menubar" | "tablist" | "tree" | "treegrid" | "banner" | "complementary" | "contentinfo" | "form" | "main" | "navigation" | "region" | "search" | "alert" | "log" | "marquee" | "status" | "timer" | "alertdialog" | "dialog";
28
- declare type AcceptedARIA = "aria-autocomplete" | "aria-checked" | "aria-disabled" | "aria-errormessage" | "aria-expanded" | "aria-haspopup" | "aria-hidden" | "aria-invalid" | "aria-label" | "aria-level" | "aria-modal" | "aria-multiline" | "aria-multiselectable" | "aria-orientation" | "aria-placeholder" | "aria-pressed" | "aria-readonly" | "aria-required" | "aria-selected" | "aria-sort" | "aria-valuemax" | "aria-valuemin" | "aria-valuenow" | "aria-valuetext" | "aria-busy" | "aria-live" | "aria-relevant" | "aria-atomic" | "aria-dropeffect" | "aria-grabbed" | "aria-activedescendant" | "aria-colcount" | "aria-colindex" | "aria-colspan" | "aria-controls" | "aria-describedby" | "aria-description" | "aria-details" | "aria-errormessage" | "aria-flowto" | "aria-labelledby" | "aria-owns" | "aria-posinset" | "aria-rowcount" | "aria-rowindex" | "aria-rowspan" | "aria-setsize";
27
+ type AcceptedRole = "toolbar" | "tooltip" | "feed" | "math" | "presentation" | "none" | "note" | "application" | "article" | "cell" | "columnheader" | "definition" | "directory" | "document" | "figure" | "group" | "heading" | "img" | "list" | "listitem" | "meter" | "row" | "rowgroup" | "rowheader" | "separator" | "table" | "term" | "scrollbar" | "searchbox" | "separator" | "slider" | "spinbutton" | "switch" | "tab" | "tabpanel" | "treeitem" | "combobox" | "menu" | "menubar" | "tablist" | "tree" | "treegrid" | "banner" | "complementary" | "contentinfo" | "form" | "main" | "navigation" | "region" | "search" | "alert" | "log" | "marquee" | "status" | "timer" | "alertdialog" | "dialog";
28
+ type AcceptedARIA = "aria-autocomplete" | "aria-checked" | "aria-disabled" | "aria-errormessage" | "aria-expanded" | "aria-haspopup" | "aria-hidden" | "aria-invalid" | "aria-label" | "aria-level" | "aria-modal" | "aria-multiline" | "aria-multiselectable" | "aria-orientation" | "aria-placeholder" | "aria-pressed" | "aria-readonly" | "aria-required" | "aria-selected" | "aria-sort" | "aria-valuemax" | "aria-valuemin" | "aria-valuenow" | "aria-valuetext" | "aria-busy" | "aria-live" | "aria-relevant" | "aria-atomic" | "aria-dropeffect" | "aria-grabbed" | "aria-activedescendant" | "aria-colcount" | "aria-colindex" | "aria-colspan" | "aria-controls" | "aria-describedby" | "aria-description" | "aria-details" | "aria-errormessage" | "aria-flowto" | "aria-labelledby" | "aria-owns" | "aria-posinset" | "aria-rowcount" | "aria-rowindex" | "aria-rowspan" | "aria-setsize";
29
29
  export {};
@@ -695,7 +695,18 @@ export class InputManager {
695
695
  }
696
696
  }
697
697
  }
698
- this._pointerCaptures[evt.pointerId] = false;
698
+ // There should be a pointer captured at this point so if there isn't we should reset and return
699
+ if (!this._pointerCaptures[evt.pointerId]) {
700
+ if (this._swipeButtonPressed === evt.button) {
701
+ this._isSwiping = false;
702
+ this._swipeButtonPressed = -1;
703
+ }
704
+ return;
705
+ }
706
+ // Only release capture if all buttons are released
707
+ if (evt.buttons === 0) {
708
+ this._pointerCaptures[evt.pointerId] = false;
709
+ }
699
710
  if (!scene.cameraToUseForPointers && !scene.activeCamera) {
700
711
  return;
701
712
  }
@@ -1 +1 @@
1
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type { EventState, Observable, Observer } from \"../Misc/observable\";\r\nimport { PointerInfoPre, PointerInfo, PointerEventTypes } from \"../Events/pointerEvents\";\r\nimport type { Nullable } from \"../types\";\r\nimport { AbstractActionManager } from \"../Actions/abstractActionManager\";\r\nimport { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport { Vector2, Matrix } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { ActionEvent } from \"../Actions/actionEvent\";\r\nimport { KeyboardEventTypes, KeyboardInfoPre, KeyboardInfo } from \"../Events/keyboardEvents\";\r\nimport { DeviceType, PointerInput } from \"../DeviceInput/InputDevices/deviceEnums\";\r\nimport type { IKeyboardEvent, IMouseEvent, IPointerEvent } from \"../Events/deviceInputEvents\";\r\nimport { DeviceSourceManager } from \"../DeviceInput/InputDevices/deviceSourceManager\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\n\r\n/** @internal */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nclass _ClickInfo {\r\n private _singleClick = false;\r\n private _doubleClick = false;\r\n private _hasSwiped = false;\r\n private _ignore = false;\r\n\r\n public get singleClick(): boolean {\r\n return this._singleClick;\r\n }\r\n public get doubleClick(): boolean {\r\n return this._doubleClick;\r\n }\r\n public get hasSwiped(): boolean {\r\n return this._hasSwiped;\r\n }\r\n public get ignore(): boolean {\r\n return this._ignore;\r\n }\r\n\r\n public set singleClick(b: boolean) {\r\n this._singleClick = b;\r\n }\r\n public set doubleClick(b: boolean) {\r\n this._doubleClick = b;\r\n }\r\n public set hasSwiped(b: boolean) {\r\n this._hasSwiped = b;\r\n }\r\n public set ignore(b: boolean) {\r\n this._ignore = b;\r\n }\r\n}\r\n\r\n/**\r\n * Class used to manage all inputs for the scene.\r\n */\r\nexport class InputManager {\r\n /** The distance in pixel that you have to move to prevent some events */\r\n public static DragMovementThreshold = 10; // in pixels\r\n /** Time in milliseconds to wait to raise long press events if button is still pressed */\r\n public static LongPressDelay = 500; // in milliseconds\r\n /** Time in milliseconds with two consecutive clicks will be considered as a double click */\r\n public static DoubleClickDelay = 300; // in milliseconds\r\n /** If you need to check double click without raising a single click at first click, enable this flag */\r\n public static ExclusiveDoubleClickMode = false;\r\n\r\n /** This is a defensive check to not allow control attachment prior to an already active one. If already attached, previous control is unattached before attaching the new one. */\r\n private _alreadyAttached = false;\r\n private _alreadyAttachedTo: Nullable<HTMLElement>;\r\n\r\n // Pointers\r\n private _onPointerMove: (evt: IMouseEvent) => void;\r\n private _onPointerDown: (evt: IPointerEvent) => void;\r\n private _onPointerUp: (evt: IPointerEvent) => void;\r\n\r\n private _initClickEvent: (\r\n obs1: Observable<PointerInfoPre>,\r\n obs2: Observable<PointerInfo>,\r\n evt: IPointerEvent,\r\n cb: (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => void\r\n ) => void;\r\n private _initActionManager: (act: Nullable<AbstractActionManager>, clickInfo: _ClickInfo) => Nullable<AbstractActionManager>;\r\n private _delayedSimpleClick: (btn: number, clickInfo: _ClickInfo, cb: (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => void) => void;\r\n private _delayedSimpleClickTimeout: number;\r\n private _previousDelayedSimpleClickTimeout: number;\r\n private _meshPickProceed = false;\r\n\r\n private _previousButtonPressed: number;\r\n private _currentPickResult: Nullable<PickingInfo> = null;\r\n private _previousPickResult: Nullable<PickingInfo> = null;\r\n private _totalPointersPressed = 0;\r\n private _doubleClickOccured = false;\r\n private _isSwiping: boolean = false;\r\n private _swipeButtonPressed: number = -1;\r\n private _skipPointerTap: boolean = false;\r\n private _isMultiTouchGesture: boolean = false;\r\n\r\n private _pointerOverMesh: Nullable<AbstractMesh>;\r\n\r\n private _pickedDownMesh: Nullable<AbstractMesh>;\r\n private _pickedUpMesh: Nullable<AbstractMesh>;\r\n\r\n private _pointerX: number = 0;\r\n private _pointerY: number = 0;\r\n private _unTranslatedPointerX: number;\r\n private _unTranslatedPointerY: number;\r\n private _startingPointerPosition = new Vector2(0, 0);\r\n private _previousStartingPointerPosition = new Vector2(0, 0);\r\n private _startingPointerTime = 0;\r\n private _previousStartingPointerTime = 0;\r\n private _pointerCaptures: { [pointerId: number]: boolean } = {};\r\n private _meshUnderPointerId: { [pointerId: number]: Nullable<AbstractMesh> } = {};\r\n private _movePointerInfo: Nullable<PointerInfo> = null;\r\n private _cameraObserverCount = 0;\r\n\r\n // Keyboard\r\n private _onKeyDown: (evt: IKeyboardEvent) => void;\r\n private _onKeyUp: (evt: IKeyboardEvent) => void;\r\n\r\n private _scene: Scene;\r\n private _deviceSourceManager: Nullable<DeviceSourceManager> = null;\r\n\r\n /**\r\n * Creates a new InputManager\r\n * @param scene - defines the hosting scene\r\n */\r\n constructor(scene?: Scene) {\r\n this._scene = scene || <Scene>EngineStore.LastCreatedScene;\r\n if (!this._scene) {\r\n return;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the mesh that is currently under the pointer\r\n * @returns Mesh that the pointer is pointer is hovering over\r\n */\r\n public get meshUnderPointer(): Nullable<AbstractMesh> {\r\n if (this._movePointerInfo) {\r\n // Because _pointerOverMesh is populated as part of _pickMove, we need to force a pick to update it.\r\n // Calling _pickMove calls _setCursorAndPointerOverMesh which calls setPointerOverMesh\r\n this._movePointerInfo._generatePickInfo();\r\n // Once we have what we need, we can clear _movePointerInfo because we don't need it anymore\r\n this._movePointerInfo = null;\r\n }\r\n return this._pointerOverMesh;\r\n }\r\n\r\n /**\r\n * When using more than one pointer (for example in XR) you can get the mesh under the specific pointer\r\n * @param pointerId - the pointer id to use\r\n * @returns The mesh under this pointer id or null if not found\r\n */\r\n public getMeshUnderPointerByPointerId(pointerId: number): Nullable<AbstractMesh> {\r\n return this._meshUnderPointerId[pointerId] || null;\r\n }\r\n\r\n /**\r\n * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)\r\n * @returns Vector with X/Y values directly from pointer event\r\n */\r\n public get unTranslatedPointer(): Vector2 {\r\n return new Vector2(this._unTranslatedPointerX, this._unTranslatedPointerY);\r\n }\r\n\r\n /**\r\n * Gets or sets the current on-screen X position of the pointer\r\n * @returns Translated X with respect to screen\r\n */\r\n public get pointerX(): number {\r\n return this._pointerX;\r\n }\r\n\r\n public set pointerX(value: number) {\r\n this._pointerX = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the current on-screen Y position of the pointer\r\n * @returns Translated Y with respect to screen\r\n */\r\n public get pointerY(): number {\r\n return this._pointerY;\r\n }\r\n\r\n public set pointerY(value: number) {\r\n this._pointerY = value;\r\n }\r\n\r\n private _updatePointerPosition(evt: IPointerEvent): void {\r\n const canvasRect = this._scene.getEngine().getInputElementClientRect();\r\n\r\n if (!canvasRect) {\r\n return;\r\n }\r\n\r\n this._pointerX = evt.clientX - canvasRect.left;\r\n this._pointerY = evt.clientY - canvasRect.top;\r\n\r\n this._unTranslatedPointerX = this._pointerX;\r\n this._unTranslatedPointerY = this._pointerY;\r\n }\r\n\r\n private _processPointerMove(pickResult: Nullable<PickingInfo>, evt: IPointerEvent) {\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n const canvas = engine.getInputElement();\r\n\r\n if (canvas) {\r\n canvas.tabIndex = engine.canvasTabIndex;\r\n\r\n // Restore pointer\r\n if (!scene.doNotHandleCursors) {\r\n canvas.style.cursor = scene.defaultCursor;\r\n }\r\n }\r\n\r\n this._setCursorAndPointerOverMesh(pickResult, evt.pointerId, scene);\r\n\r\n for (const step of scene._pointerMoveStage) {\r\n const isMeshPicked = pickResult?.pickedMesh ? true : false;\r\n pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, isMeshPicked, canvas);\r\n }\r\n\r\n const type = evt.inputIndex >= PointerInput.MouseWheelX && evt.inputIndex <= PointerInput.MouseWheelZ ? PointerEventTypes.POINTERWHEEL : PointerEventTypes.POINTERMOVE;\r\n\r\n if (scene.onPointerMove) {\r\n // Because of lazy picking, we need to force a pick to update the pickResult\r\n pickResult = pickResult || this._pickMove(evt.pointerId);\r\n scene.onPointerMove(evt, pickResult, type);\r\n }\r\n\r\n let pointerInfo: PointerInfo;\r\n if (pickResult) {\r\n pointerInfo = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pickResult, evt);\r\n } else {\r\n pointerInfo = new PointerInfo(type, evt, null, this);\r\n this._movePointerInfo = pointerInfo;\r\n }\r\n\r\n if (scene.onPointerObservable.hasObservers()) {\r\n scene.onPointerObservable.notifyObservers(pointerInfo, type);\r\n }\r\n }\r\n\r\n // Pointers handling\r\n /** @internal */\r\n public _setRayOnPointerInfo(pickInfo: Nullable<PickingInfo>, event: IMouseEvent) {\r\n const scene = this._scene;\r\n if (pickInfo && scene._pickingAvailable) {\r\n if (!pickInfo.ray) {\r\n pickInfo.ray = scene.createPickingRay(event.offsetX, event.offsetY, Matrix.Identity(), scene.activeCamera);\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _addCameraPointerObserver(observer: (p: PointerInfo, s: EventState) => void, mask?: number): Nullable<Observer<PointerInfo>> {\r\n this._cameraObserverCount++;\r\n return this._scene.onPointerObservable.add(observer, mask);\r\n }\r\n\r\n /** @internal */\r\n public _removeCameraPointerObserver(observer: Observer<PointerInfo>): boolean {\r\n this._cameraObserverCount--;\r\n return this._scene.onPointerObservable.remove(observer);\r\n }\r\n\r\n private _checkForPicking(): boolean {\r\n return !!(this._scene.onPointerObservable.observers.length > this._cameraObserverCount || this._scene.onPointerPick);\r\n }\r\n\r\n private _checkPrePointerObservable(pickResult: Nullable<PickingInfo>, evt: IPointerEvent, type: number) {\r\n const scene = this._scene;\r\n const pi = new PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);\r\n if (pickResult) {\r\n pi.originalPickingInfo = pickResult;\r\n pi.ray = pickResult.ray;\r\n if (pickResult.originMesh) {\r\n pi.nearInteractionPickingInfo = pickResult;\r\n }\r\n }\r\n\r\n scene.onPrePointerObservable.notifyObservers(pi, type);\r\n if (pi.skipOnPointerObservable) {\r\n return true;\r\n } else {\r\n return false;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _pickMove(pointerId: number): PickingInfo {\r\n const scene = this._scene;\r\n const pickResult = scene.pick(\r\n this._unTranslatedPointerX,\r\n this._unTranslatedPointerY,\r\n scene.pointerMovePredicate,\r\n false,\r\n scene.cameraToUseForPointers,\r\n scene.pointerMoveTrianglePredicate\r\n );\r\n\r\n this._setCursorAndPointerOverMesh(pickResult, pointerId, scene);\r\n\r\n return pickResult;\r\n }\r\n\r\n private _setCursorAndPointerOverMesh(pickResult: Nullable<PickingInfo>, pointerId: number, scene: Scene) {\r\n const engine = scene.getEngine();\r\n const canvas = engine.getInputElement();\r\n\r\n if (pickResult?.pickedMesh) {\r\n this.setPointerOverMesh(pickResult.pickedMesh, pointerId, pickResult);\r\n\r\n if (!scene.doNotHandleCursors && canvas && this._pointerOverMesh) {\r\n const actionManager = this._pointerOverMesh._getActionManagerForTrigger();\r\n if (actionManager && actionManager.hasPointerTriggers) {\r\n canvas.style.cursor = actionManager.hoverCursor || scene.hoverCursor;\r\n }\r\n }\r\n } else {\r\n this.setPointerOverMesh(null, pointerId, pickResult);\r\n }\r\n }\r\n\r\n /**\r\n * Use this method to simulate a pointer move on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult - pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit - pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n */\r\n public simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void {\r\n const evt = new PointerEvent(\"pointermove\", pointerEventInit);\r\n evt.inputIndex = PointerInput.Move;\r\n\r\n if (this._checkPrePointerObservable(pickResult, evt, PointerEventTypes.POINTERMOVE)) {\r\n return;\r\n }\r\n this._processPointerMove(pickResult, evt);\r\n }\r\n\r\n /**\r\n * Use this method to simulate a pointer down on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult - pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit - pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n */\r\n public simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void {\r\n const evt = new PointerEvent(\"pointerdown\", pointerEventInit);\r\n evt.inputIndex = evt.button + 2;\r\n\r\n if (this._checkPrePointerObservable(pickResult, evt, PointerEventTypes.POINTERDOWN)) {\r\n return;\r\n }\r\n\r\n this._processPointerDown(pickResult, evt);\r\n }\r\n\r\n private _processPointerDown(pickResult: Nullable<PickingInfo>, evt: IPointerEvent): void {\r\n const scene = this._scene;\r\n if (pickResult?.pickedMesh) {\r\n this._pickedDownMesh = pickResult.pickedMesh;\r\n const actionManager = pickResult.pickedMesh._getActionManagerForTrigger();\r\n if (actionManager) {\r\n if (actionManager.hasPickTriggers) {\r\n actionManager.processTrigger(Constants.ACTION_OnPickDownTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n switch (evt.button) {\r\n case 0:\r\n actionManager.processTrigger(Constants.ACTION_OnLeftPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n break;\r\n case 1:\r\n actionManager.processTrigger(Constants.ACTION_OnCenterPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n break;\r\n case 2:\r\n actionManager.processTrigger(Constants.ACTION_OnRightPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n break;\r\n }\r\n }\r\n\r\n if (actionManager.hasSpecificTrigger(Constants.ACTION_OnLongPressTrigger)) {\r\n window.setTimeout(() => {\r\n const pickResult = scene.pick(\r\n this._unTranslatedPointerX,\r\n this._unTranslatedPointerY,\r\n (mesh: AbstractMesh): boolean =>\r\n <boolean>(\r\n (mesh.isPickable &&\r\n mesh.isVisible &&\r\n mesh.isReady() &&\r\n mesh.actionManager &&\r\n mesh.actionManager.hasSpecificTrigger(Constants.ACTION_OnLongPressTrigger) &&\r\n mesh === this._pickedDownMesh)\r\n ),\r\n false,\r\n scene.cameraToUseForPointers\r\n );\r\n\r\n if (pickResult?.pickedMesh && actionManager) {\r\n if (this._totalPointersPressed !== 0 && Date.now() - this._startingPointerTime > InputManager.LongPressDelay && !this._isPointerSwiping()) {\r\n this._startingPointerTime = 0;\r\n actionManager.processTrigger(Constants.ACTION_OnLongPressTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n }\r\n }\r\n }, InputManager.LongPressDelay);\r\n }\r\n }\r\n } else {\r\n for (const step of scene._pointerDownStage) {\r\n pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt, false);\r\n }\r\n }\r\n\r\n let pointerInfo: PointerInfo;\r\n const type = PointerEventTypes.POINTERDOWN;\r\n\r\n if (pickResult) {\r\n if (scene.onPointerDown) {\r\n scene.onPointerDown(evt, pickResult, type);\r\n }\r\n\r\n pointerInfo = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pickResult, evt);\r\n } else {\r\n pointerInfo = new PointerInfo(type, evt, null, this);\r\n }\r\n\r\n if (scene.onPointerObservable.hasObservers()) {\r\n scene.onPointerObservable.notifyObservers(pointerInfo, type);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n * @internals Boolean if delta for pointer exceeds drag movement threshold\r\n */\r\n public _isPointerSwiping(): boolean {\r\n return this._isSwiping;\r\n }\r\n\r\n /**\r\n * Use this method to simulate a pointer up on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult - pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit - pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n * @param doubleTap - indicates that the pointer up event should be considered as part of a double click (false by default)\r\n */\r\n public simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void {\r\n const evt = new PointerEvent(\"pointerup\", pointerEventInit);\r\n evt.inputIndex = PointerInput.Move;\r\n const clickInfo = new _ClickInfo();\r\n\r\n if (doubleTap) {\r\n clickInfo.doubleClick = true;\r\n } else {\r\n clickInfo.singleClick = true;\r\n }\r\n\r\n if (this._checkPrePointerObservable(pickResult, evt, PointerEventTypes.POINTERUP)) {\r\n return;\r\n }\r\n\r\n this._processPointerUp(pickResult, evt, clickInfo);\r\n }\r\n\r\n private _processPointerUp(pickResult: Nullable<PickingInfo>, evt: IPointerEvent, clickInfo: _ClickInfo): void {\r\n const scene = this._scene;\r\n if (pickResult?.pickedMesh) {\r\n this._pickedUpMesh = pickResult.pickedMesh;\r\n if (this._pickedDownMesh === this._pickedUpMesh) {\r\n if (scene.onPointerPick) {\r\n scene.onPointerPick(evt, pickResult);\r\n }\r\n if (clickInfo.singleClick && !clickInfo.ignore && scene.onPointerObservable.observers.length > this._cameraObserverCount) {\r\n const type = PointerEventTypes.POINTERPICK;\r\n const pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pickResult, evt);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n const actionManager = pickResult.pickedMesh._getActionManagerForTrigger();\r\n if (actionManager && !clickInfo.ignore) {\r\n actionManager.processTrigger(Constants.ACTION_OnPickUpTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt, pickResult));\r\n\r\n if (!clickInfo.hasSwiped && clickInfo.singleClick) {\r\n actionManager.processTrigger(Constants.ACTION_OnPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt, pickResult));\r\n }\r\n\r\n const doubleClickActionManager = pickResult.pickedMesh._getActionManagerForTrigger(Constants.ACTION_OnDoublePickTrigger);\r\n if (clickInfo.doubleClick && doubleClickActionManager) {\r\n doubleClickActionManager.processTrigger(Constants.ACTION_OnDoublePickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt, pickResult));\r\n }\r\n }\r\n } else {\r\n if (!clickInfo.ignore) {\r\n for (const step of scene._pointerUpStage) {\r\n pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt, clickInfo.doubleClick);\r\n }\r\n }\r\n }\r\n\r\n if (this._pickedDownMesh && this._pickedDownMesh !== this._pickedUpMesh) {\r\n const pickedDownActionManager = this._pickedDownMesh._getActionManagerForTrigger(Constants.ACTION_OnPickOutTrigger);\r\n if (pickedDownActionManager) {\r\n pickedDownActionManager.processTrigger(Constants.ACTION_OnPickOutTrigger, ActionEvent.CreateNew(this._pickedDownMesh, evt));\r\n }\r\n }\r\n\r\n if (!clickInfo.ignore) {\r\n const pi = new PointerInfo(PointerEventTypes.POINTERUP, evt, pickResult);\r\n // Set ray on picking info. Note that this info will also be reused for the tap notification.\r\n this._setRayOnPointerInfo(pickResult, evt);\r\n scene.onPointerObservable.notifyObservers(pi, PointerEventTypes.POINTERUP);\r\n\r\n if (scene.onPointerUp) {\r\n scene.onPointerUp(evt, pickResult, PointerEventTypes.POINTERUP);\r\n }\r\n\r\n if (!clickInfo.hasSwiped && !this._skipPointerTap && !this._isMultiTouchGesture) {\r\n let type = 0;\r\n if (clickInfo.singleClick) {\r\n type = PointerEventTypes.POINTERTAP;\r\n } else if (clickInfo.doubleClick) {\r\n type = PointerEventTypes.POINTERDOUBLETAP;\r\n }\r\n\r\n if (type) {\r\n const pi = new PointerInfo(type, evt, pickResult);\r\n if (scene.onPointerObservable.hasObservers() && scene.onPointerObservable.hasSpecificMask(type)) {\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)\r\n * @param pointerId - defines the pointer id to use in a multi-touch scenario (0 by default)\r\n * @returns true if the pointer was captured\r\n */\r\n public isPointerCaptured(pointerId = 0): boolean {\r\n return this._pointerCaptures[pointerId];\r\n }\r\n\r\n /**\r\n * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp\r\n * @param attachUp - defines if you want to attach events to pointerup\r\n * @param attachDown - defines if you want to attach events to pointerdown\r\n * @param attachMove - defines if you want to attach events to pointermove\r\n * @param elementToAttachTo - defines the target DOM element to attach to (will use the canvas by default)\r\n */\r\n public attachControl(attachUp = true, attachDown = true, attachMove = true, elementToAttachTo: Nullable<HTMLElement> = null): void {\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n\r\n if (!elementToAttachTo) {\r\n elementToAttachTo = engine.getInputElement();\r\n }\r\n\r\n if (this._alreadyAttached) {\r\n this.detachControl();\r\n }\r\n\r\n if (elementToAttachTo) {\r\n this._alreadyAttachedTo = elementToAttachTo;\r\n }\r\n this._deviceSourceManager = new DeviceSourceManager(engine);\r\n\r\n // Because this is only called from _initClickEvent, which is called in _onPointerUp, we'll use the pointerUpPredicate for the pick call\r\n this._initActionManager = (act: Nullable<AbstractActionManager>): Nullable<AbstractActionManager> => {\r\n if (!this._meshPickProceed) {\r\n const pickResult =\r\n scene.skipPointerUpPicking || (scene._registeredActions === 0 && !this._checkForPicking() && !scene.onPointerUp)\r\n ? null\r\n : scene.pick(this._unTranslatedPointerX, this._unTranslatedPointerY, scene.pointerUpPredicate, false, scene.cameraToUseForPointers);\r\n this._currentPickResult = pickResult;\r\n if (pickResult) {\r\n act = pickResult.hit && pickResult.pickedMesh ? pickResult.pickedMesh._getActionManagerForTrigger() : null;\r\n }\r\n this._meshPickProceed = true;\r\n }\r\n return act;\r\n };\r\n\r\n this._delayedSimpleClick = (btn: number, clickInfo: _ClickInfo, cb: (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => void) => {\r\n // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different\r\n if ((Date.now() - this._previousStartingPointerTime > InputManager.DoubleClickDelay && !this._doubleClickOccured) || btn !== this._previousButtonPressed) {\r\n this._doubleClickOccured = false;\r\n clickInfo.singleClick = true;\r\n clickInfo.ignore = false;\r\n cb(clickInfo, this._currentPickResult);\r\n }\r\n };\r\n\r\n this._initClickEvent = (\r\n obs1: Observable<PointerInfoPre>,\r\n obs2: Observable<PointerInfo>,\r\n evt: IPointerEvent,\r\n cb: (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => void\r\n ): void => {\r\n const clickInfo = new _ClickInfo();\r\n this._currentPickResult = null;\r\n let act: Nullable<AbstractActionManager> = null;\r\n\r\n let checkPicking =\r\n obs1.hasSpecificMask(PointerEventTypes.POINTERPICK) ||\r\n obs2.hasSpecificMask(PointerEventTypes.POINTERPICK) ||\r\n obs1.hasSpecificMask(PointerEventTypes.POINTERTAP) ||\r\n obs2.hasSpecificMask(PointerEventTypes.POINTERTAP) ||\r\n obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) ||\r\n obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);\r\n if (!checkPicking && AbstractActionManager) {\r\n act = this._initActionManager(act, clickInfo);\r\n if (act) {\r\n checkPicking = act.hasPickTriggers;\r\n }\r\n }\r\n\r\n let needToIgnoreNext = false;\r\n\r\n if (checkPicking) {\r\n const btn = evt.button;\r\n clickInfo.hasSwiped = this._isPointerSwiping();\r\n\r\n if (!clickInfo.hasSwiped) {\r\n let checkSingleClickImmediately = !InputManager.ExclusiveDoubleClickMode;\r\n\r\n if (!checkSingleClickImmediately) {\r\n checkSingleClickImmediately = !obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) && !obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);\r\n\r\n if (checkSingleClickImmediately && !AbstractActionManager.HasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger)) {\r\n act = this._initActionManager(act, clickInfo);\r\n if (act) {\r\n checkSingleClickImmediately = !act.hasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger);\r\n }\r\n }\r\n }\r\n\r\n if (checkSingleClickImmediately) {\r\n // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required\r\n if (Date.now() - this._previousStartingPointerTime > InputManager.DoubleClickDelay || btn !== this._previousButtonPressed) {\r\n clickInfo.singleClick = true;\r\n cb(clickInfo, this._currentPickResult);\r\n needToIgnoreNext = true;\r\n }\r\n }\r\n // at least one double click is required to be check and exclusive double click is enabled\r\n else {\r\n // wait that no double click has been raised during the double click delay\r\n this._previousDelayedSimpleClickTimeout = this._delayedSimpleClickTimeout;\r\n this._delayedSimpleClickTimeout = window.setTimeout(this._delayedSimpleClick.bind(this, btn, clickInfo, cb), InputManager.DoubleClickDelay);\r\n }\r\n\r\n let checkDoubleClick = obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);\r\n if (!checkDoubleClick && AbstractActionManager.HasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger)) {\r\n act = this._initActionManager(act, clickInfo);\r\n if (act) {\r\n checkDoubleClick = act.hasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger);\r\n }\r\n }\r\n if (checkDoubleClick) {\r\n // two successive keys pressed are equal, double click delay is not over and double click has not just occurred\r\n if (btn === this._previousButtonPressed && Date.now() - this._previousStartingPointerTime < InputManager.DoubleClickDelay && !this._doubleClickOccured) {\r\n // pointer has not moved for 2 clicks, it's a double click\r\n if (!clickInfo.hasSwiped && !this._isPointerSwiping()) {\r\n this._previousStartingPointerTime = 0;\r\n this._doubleClickOccured = true;\r\n clickInfo.doubleClick = true;\r\n clickInfo.ignore = false;\r\n if (InputManager.ExclusiveDoubleClickMode && this._previousDelayedSimpleClickTimeout) {\r\n clearTimeout(this._previousDelayedSimpleClickTimeout);\r\n }\r\n this._previousDelayedSimpleClickTimeout = this._delayedSimpleClickTimeout;\r\n cb(clickInfo, this._currentPickResult);\r\n }\r\n // if the two successive clicks are too far, it's just two simple clicks\r\n else {\r\n this._doubleClickOccured = false;\r\n this._previousStartingPointerTime = this._startingPointerTime;\r\n this._previousStartingPointerPosition.x = this._startingPointerPosition.x;\r\n this._previousStartingPointerPosition.y = this._startingPointerPosition.y;\r\n this._previousButtonPressed = btn;\r\n if (InputManager.ExclusiveDoubleClickMode) {\r\n if (this._previousDelayedSimpleClickTimeout) {\r\n clearTimeout(this._previousDelayedSimpleClickTimeout);\r\n }\r\n this._previousDelayedSimpleClickTimeout = this._delayedSimpleClickTimeout;\r\n\r\n cb(clickInfo, this._previousPickResult);\r\n } else {\r\n cb(clickInfo, this._currentPickResult);\r\n }\r\n }\r\n needToIgnoreNext = true;\r\n }\r\n // just the first click of the double has been raised\r\n else {\r\n this._doubleClickOccured = false;\r\n this._previousStartingPointerTime = this._startingPointerTime;\r\n this._previousStartingPointerPosition.x = this._startingPointerPosition.x;\r\n this._previousStartingPointerPosition.y = this._startingPointerPosition.y;\r\n this._previousButtonPressed = btn!;\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (!needToIgnoreNext) {\r\n cb(clickInfo, this._currentPickResult);\r\n }\r\n };\r\n\r\n this._onPointerMove = (evt: IMouseEvent) => {\r\n // preserve compatibility with Safari when pointerId is not present\r\n if ((evt as IPointerEvent).pointerId === undefined) {\r\n (evt as IPointerEvent as any).pointerId = 0;\r\n }\r\n\r\n this._updatePointerPosition(evt as IPointerEvent);\r\n\r\n // Check if pointer leaves DragMovementThreshold range to determine if swipe is occurring\r\n if (!this._isSwiping && this._swipeButtonPressed !== -1) {\r\n this._isSwiping =\r\n Math.abs(this._startingPointerPosition.x - this._pointerX) > InputManager.DragMovementThreshold ||\r\n Math.abs(this._startingPointerPosition.y - this._pointerY) > InputManager.DragMovementThreshold;\r\n }\r\n\r\n // PreObservable support\r\n if (\r\n this._checkPrePointerObservable(\r\n null,\r\n evt as IPointerEvent,\r\n evt.inputIndex >= PointerInput.MouseWheelX && evt.inputIndex <= PointerInput.MouseWheelZ ? PointerEventTypes.POINTERWHEEL : PointerEventTypes.POINTERMOVE\r\n )\r\n ) {\r\n return;\r\n }\r\n\r\n if (!scene.cameraToUseForPointers && !scene.activeCamera) {\r\n return;\r\n }\r\n\r\n if (scene.skipPointerMovePicking) {\r\n this._processPointerMove(new PickingInfo(), evt as IPointerEvent);\r\n return;\r\n }\r\n\r\n if (!scene.pointerMovePredicate) {\r\n scene.pointerMovePredicate = (mesh: AbstractMesh): boolean =>\r\n mesh.isPickable &&\r\n mesh.isVisible &&\r\n mesh.isReady() &&\r\n mesh.isEnabled() &&\r\n (mesh.enablePointerMoveEvents || scene.constantlyUpdateMeshUnderPointer || mesh._getActionManagerForTrigger() !== null) &&\r\n (!scene.cameraToUseForPointers || (scene.cameraToUseForPointers.layerMask & mesh.layerMask) !== 0);\r\n }\r\n\r\n const pickResult = scene._registeredActions > 0 ? this._pickMove((evt as IPointerEvent).pointerId) : null;\r\n this._processPointerMove(pickResult, evt as IPointerEvent);\r\n };\r\n\r\n this._onPointerDown = (evt: IPointerEvent) => {\r\n this._totalPointersPressed++;\r\n this._pickedDownMesh = null;\r\n this._meshPickProceed = false;\r\n\r\n // preserve compatibility with Safari when pointerId is not present\r\n if (evt.pointerId === undefined) {\r\n (evt as any).pointerId = 0;\r\n }\r\n\r\n this._updatePointerPosition(evt);\r\n\r\n if (this._swipeButtonPressed === -1) {\r\n this._swipeButtonPressed = evt.button;\r\n }\r\n\r\n if (scene.preventDefaultOnPointerDown && elementToAttachTo) {\r\n evt.preventDefault();\r\n elementToAttachTo.focus();\r\n }\r\n\r\n this._startingPointerPosition.x = this._pointerX;\r\n this._startingPointerPosition.y = this._pointerY;\r\n this._startingPointerTime = Date.now();\r\n\r\n // PreObservable support\r\n if (this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERDOWN)) {\r\n return;\r\n }\r\n\r\n if (!scene.cameraToUseForPointers && !scene.activeCamera) {\r\n return;\r\n }\r\n\r\n this._pointerCaptures[evt.pointerId] = true;\r\n\r\n if (!scene.pointerDownPredicate) {\r\n scene.pointerDownPredicate = (mesh: AbstractMesh): boolean => {\r\n return (\r\n mesh.isPickable &&\r\n mesh.isVisible &&\r\n mesh.isReady() &&\r\n mesh.isEnabled() &&\r\n (!scene.cameraToUseForPointers || (scene.cameraToUseForPointers.layerMask & mesh.layerMask) !== 0)\r\n );\r\n };\r\n }\r\n\r\n // Meshes\r\n this._pickedDownMesh = null;\r\n let pickResult;\r\n if (scene.skipPointerDownPicking || (scene._registeredActions === 0 && !this._checkForPicking() && !scene.onPointerDown)) {\r\n pickResult = new PickingInfo();\r\n } else {\r\n pickResult = scene.pick(this._unTranslatedPointerX, this._unTranslatedPointerY, scene.pointerDownPredicate, false, scene.cameraToUseForPointers);\r\n }\r\n\r\n this._processPointerDown(pickResult, evt);\r\n };\r\n\r\n this._onPointerUp = (evt: IPointerEvent) => {\r\n if (this._totalPointersPressed === 0) {\r\n // We are attaching the pointer up to windows because of a bug in FF\r\n return; // So we need to test it the pointer down was pressed before.\r\n }\r\n\r\n this._totalPointersPressed--;\r\n this._pickedUpMesh = null;\r\n this._meshPickProceed = false;\r\n\r\n // preserve compatibility with Safari when pointerId is not present\r\n if (evt.pointerId === undefined) {\r\n (evt as any).pointerId = 0;\r\n }\r\n\r\n this._updatePointerPosition(evt);\r\n\r\n if (scene.preventDefaultOnPointerUp && elementToAttachTo) {\r\n evt.preventDefault();\r\n elementToAttachTo.focus();\r\n }\r\n\r\n this._initClickEvent(scene.onPrePointerObservable, scene.onPointerObservable, evt, (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => {\r\n // PreObservable support\r\n if (scene.onPrePointerObservable.hasObservers()) {\r\n this._skipPointerTap = false;\r\n if (!clickInfo.ignore) {\r\n if (this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERUP)) {\r\n // If we're skipping the next observable, we need to reset the swipe state before returning\r\n if (this._swipeButtonPressed === evt.button) {\r\n this._isSwiping = false;\r\n this._swipeButtonPressed = -1;\r\n }\r\n return;\r\n }\r\n if (!clickInfo.hasSwiped) {\r\n if (clickInfo.singleClick && scene.onPrePointerObservable.hasSpecificMask(PointerEventTypes.POINTERTAP)) {\r\n if (this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERTAP)) {\r\n this._skipPointerTap = true;\r\n }\r\n }\r\n if (clickInfo.doubleClick && scene.onPrePointerObservable.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP)) {\r\n if (this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERDOUBLETAP)) {\r\n this._skipPointerTap = true;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._pointerCaptures[evt.pointerId] = false;\r\n if (!scene.cameraToUseForPointers && !scene.activeCamera) {\r\n return;\r\n }\r\n\r\n if (!scene.pointerUpPredicate) {\r\n scene.pointerUpPredicate = (mesh: AbstractMesh): boolean => {\r\n return (\r\n mesh.isPickable &&\r\n mesh.isVisible &&\r\n mesh.isReady() &&\r\n mesh.isEnabled() &&\r\n (!scene.cameraToUseForPointers || (scene.cameraToUseForPointers.layerMask & mesh.layerMask) !== 0)\r\n );\r\n };\r\n }\r\n\r\n // Meshes\r\n if (!this._meshPickProceed && ((AbstractActionManager && AbstractActionManager.HasTriggers) || this._checkForPicking() || scene.onPointerUp)) {\r\n this._initActionManager(null, clickInfo);\r\n }\r\n if (!pickResult) {\r\n pickResult = this._currentPickResult;\r\n }\r\n\r\n this._processPointerUp(pickResult, evt, clickInfo);\r\n\r\n this._previousPickResult = this._currentPickResult;\r\n\r\n if (this._swipeButtonPressed === evt.button) {\r\n this._isSwiping = false;\r\n this._swipeButtonPressed = -1;\r\n }\r\n });\r\n };\r\n\r\n this._onKeyDown = (evt: IKeyboardEvent) => {\r\n const type = KeyboardEventTypes.KEYDOWN;\r\n if (scene.onPreKeyboardObservable.hasObservers()) {\r\n const pi = new KeyboardInfoPre(type, evt);\r\n scene.onPreKeyboardObservable.notifyObservers(pi, type);\r\n if (pi.skipOnKeyboardObservable) {\r\n return;\r\n }\r\n }\r\n\r\n if (scene.onKeyboardObservable.hasObservers()) {\r\n const pi = new KeyboardInfo(type, evt);\r\n scene.onKeyboardObservable.notifyObservers(pi, type);\r\n }\r\n\r\n if (scene.actionManager) {\r\n scene.actionManager.processTrigger(Constants.ACTION_OnKeyDownTrigger, ActionEvent.CreateNewFromScene(scene, evt));\r\n }\r\n };\r\n\r\n this._onKeyUp = (evt: IKeyboardEvent) => {\r\n const type = KeyboardEventTypes.KEYUP;\r\n if (scene.onPreKeyboardObservable.hasObservers()) {\r\n const pi = new KeyboardInfoPre(type, evt);\r\n scene.onPreKeyboardObservable.notifyObservers(pi, type);\r\n if (pi.skipOnKeyboardObservable) {\r\n return;\r\n }\r\n }\r\n\r\n if (scene.onKeyboardObservable.hasObservers()) {\r\n const pi = new KeyboardInfo(type, evt);\r\n scene.onKeyboardObservable.notifyObservers(pi, type);\r\n }\r\n\r\n if (scene.actionManager) {\r\n scene.actionManager.processTrigger(Constants.ACTION_OnKeyUpTrigger, ActionEvent.CreateNewFromScene(scene, evt));\r\n }\r\n };\r\n\r\n // If a device connects that we can handle, wire up the observable\r\n this._deviceSourceManager.onDeviceConnectedObservable.add((deviceSource) => {\r\n if (deviceSource.deviceType === DeviceType.Mouse) {\r\n deviceSource.onInputChangedObservable.add((eventData) => {\r\n if (\r\n eventData.inputIndex === PointerInput.LeftClick ||\r\n eventData.inputIndex === PointerInput.MiddleClick ||\r\n eventData.inputIndex === PointerInput.RightClick ||\r\n eventData.inputIndex === PointerInput.BrowserBack ||\r\n eventData.inputIndex === PointerInput.BrowserForward\r\n ) {\r\n if (attachDown && deviceSource.getInput(eventData.inputIndex) === 1) {\r\n this._onPointerDown(eventData);\r\n } else if (attachUp && deviceSource.getInput(eventData.inputIndex) === 0) {\r\n this._onPointerUp(eventData);\r\n }\r\n } else if (attachMove) {\r\n if (eventData.inputIndex === PointerInput.Move) {\r\n this._onPointerMove(eventData);\r\n } else if (\r\n eventData.inputIndex === PointerInput.MouseWheelX ||\r\n eventData.inputIndex === PointerInput.MouseWheelY ||\r\n eventData.inputIndex === PointerInput.MouseWheelZ\r\n ) {\r\n this._onPointerMove(eventData);\r\n }\r\n }\r\n });\r\n } else if (deviceSource.deviceType === DeviceType.Touch) {\r\n deviceSource.onInputChangedObservable.add((eventData) => {\r\n if (eventData.inputIndex === PointerInput.LeftClick) {\r\n if (attachDown && deviceSource.getInput(eventData.inputIndex) === 1) {\r\n this._onPointerDown(eventData);\r\n if (this._totalPointersPressed > 1) {\r\n this._isMultiTouchGesture = true;\r\n }\r\n } else if (attachUp && deviceSource.getInput(eventData.inputIndex) === 0) {\r\n this._onPointerUp(eventData);\r\n if (this._totalPointersPressed === 0) {\r\n this._isMultiTouchGesture = false;\r\n }\r\n }\r\n }\r\n\r\n if (attachMove && eventData.inputIndex === PointerInput.Move) {\r\n this._onPointerMove(eventData);\r\n }\r\n });\r\n } else if (deviceSource.deviceType === DeviceType.Keyboard) {\r\n deviceSource.onInputChangedObservable.add((eventData) => {\r\n if (eventData.type === \"keydown\") {\r\n this._onKeyDown(eventData);\r\n } else if (eventData.type === \"keyup\") {\r\n this._onKeyUp(eventData);\r\n }\r\n });\r\n }\r\n });\r\n\r\n this._alreadyAttached = true;\r\n }\r\n\r\n /**\r\n * Detaches all event handlers\r\n */\r\n public detachControl() {\r\n if (this._alreadyAttached) {\r\n this._deviceSourceManager!.dispose();\r\n this._deviceSourceManager = null;\r\n\r\n // Cursor\r\n if (this._alreadyAttachedTo && !this._scene.doNotHandleCursors) {\r\n this._alreadyAttachedTo.style.cursor = this._scene.defaultCursor;\r\n }\r\n\r\n this._alreadyAttached = false;\r\n this._alreadyAttachedTo = null;\r\n }\r\n }\r\n\r\n /**\r\n * Force the value of meshUnderPointer\r\n * @param mesh - defines the mesh to use\r\n * @param pointerId - optional pointer id when using more than one pointer. Defaults to 0\r\n * @param pickResult - optional pickingInfo data used to find mesh\r\n */\r\n public setPointerOverMesh(mesh: Nullable<AbstractMesh>, pointerId: number = 0, pickResult?: Nullable<PickingInfo>): void {\r\n if (this._meshUnderPointerId[pointerId] === mesh && (!mesh || !mesh._internalAbstractMeshDataInfo._pointerOverDisableMeshTesting)) {\r\n return;\r\n }\r\n\r\n const underPointerMesh = this._meshUnderPointerId[pointerId];\r\n\r\n let actionManager: Nullable<AbstractActionManager>;\r\n if (underPointerMesh) {\r\n actionManager = underPointerMesh._getActionManagerForTrigger(Constants.ACTION_OnPointerOutTrigger);\r\n if (actionManager) {\r\n actionManager.processTrigger(Constants.ACTION_OnPointerOutTrigger, ActionEvent.CreateNew(underPointerMesh, undefined, { pointerId }));\r\n }\r\n }\r\n\r\n if (mesh) {\r\n this._meshUnderPointerId[pointerId] = mesh;\r\n this._pointerOverMesh = mesh;\r\n\r\n actionManager = mesh._getActionManagerForTrigger(Constants.ACTION_OnPointerOverTrigger);\r\n if (actionManager) {\r\n actionManager.processTrigger(Constants.ACTION_OnPointerOverTrigger, ActionEvent.CreateNew(mesh, undefined, { pointerId, pickResult }));\r\n }\r\n } else {\r\n delete this._meshUnderPointerId[pointerId];\r\n this._pointerOverMesh = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the mesh under the pointer\r\n * @returns a Mesh or null if no mesh is under the pointer\r\n */\r\n public getPointerOverMesh(): Nullable<AbstractMesh> {\r\n return this.meshUnderPointer;\r\n }\r\n\r\n /**\r\n * @param mesh - Mesh to invalidate\r\n * @internal\r\n */\r\n public _invalidateMesh(mesh: AbstractMesh) {\r\n if (this._pointerOverMesh === mesh) {\r\n this._pointerOverMesh = null;\r\n }\r\n if (this._pickedDownMesh === mesh) {\r\n this._pickedDownMesh = null;\r\n }\r\n if (this._pickedUpMesh === mesh) {\r\n this._pickedUpMesh = null;\r\n }\r\n for (const pointerId in this._meshUnderPointerId) {\r\n if (this._meshUnderPointerId[pointerId] === mesh) {\r\n delete this._meshUnderPointerId[pointerId];\r\n }\r\n }\r\n }\r\n}\r\n"]}
1
+ 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type { EventState, Observable, Observer } from \"../Misc/observable\";\r\nimport { PointerInfoPre, PointerInfo, PointerEventTypes } from \"../Events/pointerEvents\";\r\nimport type { Nullable } from \"../types\";\r\nimport { AbstractActionManager } from \"../Actions/abstractActionManager\";\r\nimport { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport { Vector2, Matrix } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { ActionEvent } from \"../Actions/actionEvent\";\r\nimport { KeyboardEventTypes, KeyboardInfoPre, KeyboardInfo } from \"../Events/keyboardEvents\";\r\nimport { DeviceType, PointerInput } from \"../DeviceInput/InputDevices/deviceEnums\";\r\nimport type { IKeyboardEvent, IMouseEvent, IPointerEvent } from \"../Events/deviceInputEvents\";\r\nimport { DeviceSourceManager } from \"../DeviceInput/InputDevices/deviceSourceManager\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\n\r\n/** @internal */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nclass _ClickInfo {\r\n private _singleClick = false;\r\n private _doubleClick = false;\r\n private _hasSwiped = false;\r\n private _ignore = false;\r\n\r\n public get singleClick(): boolean {\r\n return this._singleClick;\r\n }\r\n public get doubleClick(): boolean {\r\n return this._doubleClick;\r\n }\r\n public get hasSwiped(): boolean {\r\n return this._hasSwiped;\r\n }\r\n public get ignore(): boolean {\r\n return this._ignore;\r\n }\r\n\r\n public set singleClick(b: boolean) {\r\n this._singleClick = b;\r\n }\r\n public set doubleClick(b: boolean) {\r\n this._doubleClick = b;\r\n }\r\n public set hasSwiped(b: boolean) {\r\n this._hasSwiped = b;\r\n }\r\n public set ignore(b: boolean) {\r\n this._ignore = b;\r\n }\r\n}\r\n\r\n/**\r\n * Class used to manage all inputs for the scene.\r\n */\r\nexport class InputManager {\r\n /** The distance in pixel that you have to move to prevent some events */\r\n public static DragMovementThreshold = 10; // in pixels\r\n /** Time in milliseconds to wait to raise long press events if button is still pressed */\r\n public static LongPressDelay = 500; // in milliseconds\r\n /** Time in milliseconds with two consecutive clicks will be considered as a double click */\r\n public static DoubleClickDelay = 300; // in milliseconds\r\n /** If you need to check double click without raising a single click at first click, enable this flag */\r\n public static ExclusiveDoubleClickMode = false;\r\n\r\n /** This is a defensive check to not allow control attachment prior to an already active one. If already attached, previous control is unattached before attaching the new one. */\r\n private _alreadyAttached = false;\r\n private _alreadyAttachedTo: Nullable<HTMLElement>;\r\n\r\n // Pointers\r\n private _onPointerMove: (evt: IMouseEvent) => void;\r\n private _onPointerDown: (evt: IPointerEvent) => void;\r\n private _onPointerUp: (evt: IPointerEvent) => void;\r\n\r\n private _initClickEvent: (\r\n obs1: Observable<PointerInfoPre>,\r\n obs2: Observable<PointerInfo>,\r\n evt: IPointerEvent,\r\n cb: (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => void\r\n ) => void;\r\n private _initActionManager: (act: Nullable<AbstractActionManager>, clickInfo: _ClickInfo) => Nullable<AbstractActionManager>;\r\n private _delayedSimpleClick: (btn: number, clickInfo: _ClickInfo, cb: (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => void) => void;\r\n private _delayedSimpleClickTimeout: number;\r\n private _previousDelayedSimpleClickTimeout: number;\r\n private _meshPickProceed = false;\r\n\r\n private _previousButtonPressed: number;\r\n private _currentPickResult: Nullable<PickingInfo> = null;\r\n private _previousPickResult: Nullable<PickingInfo> = null;\r\n private _totalPointersPressed = 0;\r\n private _doubleClickOccured = false;\r\n private _isSwiping: boolean = false;\r\n private _swipeButtonPressed: number = -1;\r\n private _skipPointerTap: boolean = false;\r\n private _isMultiTouchGesture: boolean = false;\r\n\r\n private _pointerOverMesh: Nullable<AbstractMesh>;\r\n\r\n private _pickedDownMesh: Nullable<AbstractMesh>;\r\n private _pickedUpMesh: Nullable<AbstractMesh>;\r\n\r\n private _pointerX: number = 0;\r\n private _pointerY: number = 0;\r\n private _unTranslatedPointerX: number;\r\n private _unTranslatedPointerY: number;\r\n private _startingPointerPosition = new Vector2(0, 0);\r\n private _previousStartingPointerPosition = new Vector2(0, 0);\r\n private _startingPointerTime = 0;\r\n private _previousStartingPointerTime = 0;\r\n private _pointerCaptures: { [pointerId: number]: boolean } = {};\r\n private _meshUnderPointerId: { [pointerId: number]: Nullable<AbstractMesh> } = {};\r\n private _movePointerInfo: Nullable<PointerInfo> = null;\r\n private _cameraObserverCount = 0;\r\n\r\n // Keyboard\r\n private _onKeyDown: (evt: IKeyboardEvent) => void;\r\n private _onKeyUp: (evt: IKeyboardEvent) => void;\r\n\r\n private _scene: Scene;\r\n private _deviceSourceManager: Nullable<DeviceSourceManager> = null;\r\n\r\n /**\r\n * Creates a new InputManager\r\n * @param scene - defines the hosting scene\r\n */\r\n constructor(scene?: Scene) {\r\n this._scene = scene || <Scene>EngineStore.LastCreatedScene;\r\n if (!this._scene) {\r\n return;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the mesh that is currently under the pointer\r\n * @returns Mesh that the pointer is pointer is hovering over\r\n */\r\n public get meshUnderPointer(): Nullable<AbstractMesh> {\r\n if (this._movePointerInfo) {\r\n // Because _pointerOverMesh is populated as part of _pickMove, we need to force a pick to update it.\r\n // Calling _pickMove calls _setCursorAndPointerOverMesh which calls setPointerOverMesh\r\n this._movePointerInfo._generatePickInfo();\r\n // Once we have what we need, we can clear _movePointerInfo because we don't need it anymore\r\n this._movePointerInfo = null;\r\n }\r\n return this._pointerOverMesh;\r\n }\r\n\r\n /**\r\n * When using more than one pointer (for example in XR) you can get the mesh under the specific pointer\r\n * @param pointerId - the pointer id to use\r\n * @returns The mesh under this pointer id or null if not found\r\n */\r\n public getMeshUnderPointerByPointerId(pointerId: number): Nullable<AbstractMesh> {\r\n return this._meshUnderPointerId[pointerId] || null;\r\n }\r\n\r\n /**\r\n * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)\r\n * @returns Vector with X/Y values directly from pointer event\r\n */\r\n public get unTranslatedPointer(): Vector2 {\r\n return new Vector2(this._unTranslatedPointerX, this._unTranslatedPointerY);\r\n }\r\n\r\n /**\r\n * Gets or sets the current on-screen X position of the pointer\r\n * @returns Translated X with respect to screen\r\n */\r\n public get pointerX(): number {\r\n return this._pointerX;\r\n }\r\n\r\n public set pointerX(value: number) {\r\n this._pointerX = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the current on-screen Y position of the pointer\r\n * @returns Translated Y with respect to screen\r\n */\r\n public get pointerY(): number {\r\n return this._pointerY;\r\n }\r\n\r\n public set pointerY(value: number) {\r\n this._pointerY = value;\r\n }\r\n\r\n private _updatePointerPosition(evt: IPointerEvent): void {\r\n const canvasRect = this._scene.getEngine().getInputElementClientRect();\r\n\r\n if (!canvasRect) {\r\n return;\r\n }\r\n\r\n this._pointerX = evt.clientX - canvasRect.left;\r\n this._pointerY = evt.clientY - canvasRect.top;\r\n\r\n this._unTranslatedPointerX = this._pointerX;\r\n this._unTranslatedPointerY = this._pointerY;\r\n }\r\n\r\n private _processPointerMove(pickResult: Nullable<PickingInfo>, evt: IPointerEvent) {\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n const canvas = engine.getInputElement();\r\n\r\n if (canvas) {\r\n canvas.tabIndex = engine.canvasTabIndex;\r\n\r\n // Restore pointer\r\n if (!scene.doNotHandleCursors) {\r\n canvas.style.cursor = scene.defaultCursor;\r\n }\r\n }\r\n\r\n this._setCursorAndPointerOverMesh(pickResult, evt.pointerId, scene);\r\n\r\n for (const step of scene._pointerMoveStage) {\r\n const isMeshPicked = pickResult?.pickedMesh ? true : false;\r\n pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, isMeshPicked, canvas);\r\n }\r\n\r\n const type = evt.inputIndex >= PointerInput.MouseWheelX && evt.inputIndex <= PointerInput.MouseWheelZ ? PointerEventTypes.POINTERWHEEL : PointerEventTypes.POINTERMOVE;\r\n\r\n if (scene.onPointerMove) {\r\n // Because of lazy picking, we need to force a pick to update the pickResult\r\n pickResult = pickResult || this._pickMove(evt.pointerId);\r\n scene.onPointerMove(evt, pickResult, type);\r\n }\r\n\r\n let pointerInfo: PointerInfo;\r\n if (pickResult) {\r\n pointerInfo = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pickResult, evt);\r\n } else {\r\n pointerInfo = new PointerInfo(type, evt, null, this);\r\n this._movePointerInfo = pointerInfo;\r\n }\r\n\r\n if (scene.onPointerObservable.hasObservers()) {\r\n scene.onPointerObservable.notifyObservers(pointerInfo, type);\r\n }\r\n }\r\n\r\n // Pointers handling\r\n /** @internal */\r\n public _setRayOnPointerInfo(pickInfo: Nullable<PickingInfo>, event: IMouseEvent) {\r\n const scene = this._scene;\r\n if (pickInfo && scene._pickingAvailable) {\r\n if (!pickInfo.ray) {\r\n pickInfo.ray = scene.createPickingRay(event.offsetX, event.offsetY, Matrix.Identity(), scene.activeCamera);\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _addCameraPointerObserver(observer: (p: PointerInfo, s: EventState) => void, mask?: number): Nullable<Observer<PointerInfo>> {\r\n this._cameraObserverCount++;\r\n return this._scene.onPointerObservable.add(observer, mask);\r\n }\r\n\r\n /** @internal */\r\n public _removeCameraPointerObserver(observer: Observer<PointerInfo>): boolean {\r\n this._cameraObserverCount--;\r\n return this._scene.onPointerObservable.remove(observer);\r\n }\r\n\r\n private _checkForPicking(): boolean {\r\n return !!(this._scene.onPointerObservable.observers.length > this._cameraObserverCount || this._scene.onPointerPick);\r\n }\r\n\r\n private _checkPrePointerObservable(pickResult: Nullable<PickingInfo>, evt: IPointerEvent, type: number) {\r\n const scene = this._scene;\r\n const pi = new PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);\r\n if (pickResult) {\r\n pi.originalPickingInfo = pickResult;\r\n pi.ray = pickResult.ray;\r\n if (pickResult.originMesh) {\r\n pi.nearInteractionPickingInfo = pickResult;\r\n }\r\n }\r\n\r\n scene.onPrePointerObservable.notifyObservers(pi, type);\r\n if (pi.skipOnPointerObservable) {\r\n return true;\r\n } else {\r\n return false;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _pickMove(pointerId: number): PickingInfo {\r\n const scene = this._scene;\r\n const pickResult = scene.pick(\r\n this._unTranslatedPointerX,\r\n this._unTranslatedPointerY,\r\n scene.pointerMovePredicate,\r\n false,\r\n scene.cameraToUseForPointers,\r\n scene.pointerMoveTrianglePredicate\r\n );\r\n\r\n this._setCursorAndPointerOverMesh(pickResult, pointerId, scene);\r\n\r\n return pickResult;\r\n }\r\n\r\n private _setCursorAndPointerOverMesh(pickResult: Nullable<PickingInfo>, pointerId: number, scene: Scene) {\r\n const engine = scene.getEngine();\r\n const canvas = engine.getInputElement();\r\n\r\n if (pickResult?.pickedMesh) {\r\n this.setPointerOverMesh(pickResult.pickedMesh, pointerId, pickResult);\r\n\r\n if (!scene.doNotHandleCursors && canvas && this._pointerOverMesh) {\r\n const actionManager = this._pointerOverMesh._getActionManagerForTrigger();\r\n if (actionManager && actionManager.hasPointerTriggers) {\r\n canvas.style.cursor = actionManager.hoverCursor || scene.hoverCursor;\r\n }\r\n }\r\n } else {\r\n this.setPointerOverMesh(null, pointerId, pickResult);\r\n }\r\n }\r\n\r\n /**\r\n * Use this method to simulate a pointer move on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult - pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit - pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n */\r\n public simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void {\r\n const evt = new PointerEvent(\"pointermove\", pointerEventInit);\r\n evt.inputIndex = PointerInput.Move;\r\n\r\n if (this._checkPrePointerObservable(pickResult, evt, PointerEventTypes.POINTERMOVE)) {\r\n return;\r\n }\r\n this._processPointerMove(pickResult, evt);\r\n }\r\n\r\n /**\r\n * Use this method to simulate a pointer down on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult - pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit - pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n */\r\n public simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void {\r\n const evt = new PointerEvent(\"pointerdown\", pointerEventInit);\r\n evt.inputIndex = evt.button + 2;\r\n\r\n if (this._checkPrePointerObservable(pickResult, evt, PointerEventTypes.POINTERDOWN)) {\r\n return;\r\n }\r\n\r\n this._processPointerDown(pickResult, evt);\r\n }\r\n\r\n private _processPointerDown(pickResult: Nullable<PickingInfo>, evt: IPointerEvent): void {\r\n const scene = this._scene;\r\n if (pickResult?.pickedMesh) {\r\n this._pickedDownMesh = pickResult.pickedMesh;\r\n const actionManager = pickResult.pickedMesh._getActionManagerForTrigger();\r\n if (actionManager) {\r\n if (actionManager.hasPickTriggers) {\r\n actionManager.processTrigger(Constants.ACTION_OnPickDownTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n switch (evt.button) {\r\n case 0:\r\n actionManager.processTrigger(Constants.ACTION_OnLeftPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n break;\r\n case 1:\r\n actionManager.processTrigger(Constants.ACTION_OnCenterPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n break;\r\n case 2:\r\n actionManager.processTrigger(Constants.ACTION_OnRightPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n break;\r\n }\r\n }\r\n\r\n if (actionManager.hasSpecificTrigger(Constants.ACTION_OnLongPressTrigger)) {\r\n window.setTimeout(() => {\r\n const pickResult = scene.pick(\r\n this._unTranslatedPointerX,\r\n this._unTranslatedPointerY,\r\n (mesh: AbstractMesh): boolean =>\r\n <boolean>(\r\n (mesh.isPickable &&\r\n mesh.isVisible &&\r\n mesh.isReady() &&\r\n mesh.actionManager &&\r\n mesh.actionManager.hasSpecificTrigger(Constants.ACTION_OnLongPressTrigger) &&\r\n mesh === this._pickedDownMesh)\r\n ),\r\n false,\r\n scene.cameraToUseForPointers\r\n );\r\n\r\n if (pickResult?.pickedMesh && actionManager) {\r\n if (this._totalPointersPressed !== 0 && Date.now() - this._startingPointerTime > InputManager.LongPressDelay && !this._isPointerSwiping()) {\r\n this._startingPointerTime = 0;\r\n actionManager.processTrigger(Constants.ACTION_OnLongPressTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n }\r\n }\r\n }, InputManager.LongPressDelay);\r\n }\r\n }\r\n } else {\r\n for (const step of scene._pointerDownStage) {\r\n pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt, false);\r\n }\r\n }\r\n\r\n let pointerInfo: PointerInfo;\r\n const type = PointerEventTypes.POINTERDOWN;\r\n\r\n if (pickResult) {\r\n if (scene.onPointerDown) {\r\n scene.onPointerDown(evt, pickResult, type);\r\n }\r\n\r\n pointerInfo = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pickResult, evt);\r\n } else {\r\n pointerInfo = new PointerInfo(type, evt, null, this);\r\n }\r\n\r\n if (scene.onPointerObservable.hasObservers()) {\r\n scene.onPointerObservable.notifyObservers(pointerInfo, type);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n * @internals Boolean if delta for pointer exceeds drag movement threshold\r\n */\r\n public _isPointerSwiping(): boolean {\r\n return this._isSwiping;\r\n }\r\n\r\n /**\r\n * Use this method to simulate a pointer up on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult - pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit - pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n * @param doubleTap - indicates that the pointer up event should be considered as part of a double click (false by default)\r\n */\r\n public simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void {\r\n const evt = new PointerEvent(\"pointerup\", pointerEventInit);\r\n evt.inputIndex = PointerInput.Move;\r\n const clickInfo = new _ClickInfo();\r\n\r\n if (doubleTap) {\r\n clickInfo.doubleClick = true;\r\n } else {\r\n clickInfo.singleClick = true;\r\n }\r\n\r\n if (this._checkPrePointerObservable(pickResult, evt, PointerEventTypes.POINTERUP)) {\r\n return;\r\n }\r\n\r\n this._processPointerUp(pickResult, evt, clickInfo);\r\n }\r\n\r\n private _processPointerUp(pickResult: Nullable<PickingInfo>, evt: IPointerEvent, clickInfo: _ClickInfo): void {\r\n const scene = this._scene;\r\n if (pickResult?.pickedMesh) {\r\n this._pickedUpMesh = pickResult.pickedMesh;\r\n if (this._pickedDownMesh === this._pickedUpMesh) {\r\n if (scene.onPointerPick) {\r\n scene.onPointerPick(evt, pickResult);\r\n }\r\n if (clickInfo.singleClick && !clickInfo.ignore && scene.onPointerObservable.observers.length > this._cameraObserverCount) {\r\n const type = PointerEventTypes.POINTERPICK;\r\n const pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pickResult, evt);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n const actionManager = pickResult.pickedMesh._getActionManagerForTrigger();\r\n if (actionManager && !clickInfo.ignore) {\r\n actionManager.processTrigger(Constants.ACTION_OnPickUpTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt, pickResult));\r\n\r\n if (!clickInfo.hasSwiped && clickInfo.singleClick) {\r\n actionManager.processTrigger(Constants.ACTION_OnPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt, pickResult));\r\n }\r\n\r\n const doubleClickActionManager = pickResult.pickedMesh._getActionManagerForTrigger(Constants.ACTION_OnDoublePickTrigger);\r\n if (clickInfo.doubleClick && doubleClickActionManager) {\r\n doubleClickActionManager.processTrigger(Constants.ACTION_OnDoublePickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt, pickResult));\r\n }\r\n }\r\n } else {\r\n if (!clickInfo.ignore) {\r\n for (const step of scene._pointerUpStage) {\r\n pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt, clickInfo.doubleClick);\r\n }\r\n }\r\n }\r\n\r\n if (this._pickedDownMesh && this._pickedDownMesh !== this._pickedUpMesh) {\r\n const pickedDownActionManager = this._pickedDownMesh._getActionManagerForTrigger(Constants.ACTION_OnPickOutTrigger);\r\n if (pickedDownActionManager) {\r\n pickedDownActionManager.processTrigger(Constants.ACTION_OnPickOutTrigger, ActionEvent.CreateNew(this._pickedDownMesh, evt));\r\n }\r\n }\r\n\r\n if (!clickInfo.ignore) {\r\n const pi = new PointerInfo(PointerEventTypes.POINTERUP, evt, pickResult);\r\n // Set ray on picking info. Note that this info will also be reused for the tap notification.\r\n this._setRayOnPointerInfo(pickResult, evt);\r\n scene.onPointerObservable.notifyObservers(pi, PointerEventTypes.POINTERUP);\r\n\r\n if (scene.onPointerUp) {\r\n scene.onPointerUp(evt, pickResult, PointerEventTypes.POINTERUP);\r\n }\r\n\r\n if (!clickInfo.hasSwiped && !this._skipPointerTap && !this._isMultiTouchGesture) {\r\n let type = 0;\r\n if (clickInfo.singleClick) {\r\n type = PointerEventTypes.POINTERTAP;\r\n } else if (clickInfo.doubleClick) {\r\n type = PointerEventTypes.POINTERDOUBLETAP;\r\n }\r\n\r\n if (type) {\r\n const pi = new PointerInfo(type, evt, pickResult);\r\n if (scene.onPointerObservable.hasObservers() && scene.onPointerObservable.hasSpecificMask(type)) {\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)\r\n * @param pointerId - defines the pointer id to use in a multi-touch scenario (0 by default)\r\n * @returns true if the pointer was captured\r\n */\r\n public isPointerCaptured(pointerId = 0): boolean {\r\n return this._pointerCaptures[pointerId];\r\n }\r\n\r\n /**\r\n * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp\r\n * @param attachUp - defines if you want to attach events to pointerup\r\n * @param attachDown - defines if you want to attach events to pointerdown\r\n * @param attachMove - defines if you want to attach events to pointermove\r\n * @param elementToAttachTo - defines the target DOM element to attach to (will use the canvas by default)\r\n */\r\n public attachControl(attachUp = true, attachDown = true, attachMove = true, elementToAttachTo: Nullable<HTMLElement> = null): void {\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n\r\n if (!elementToAttachTo) {\r\n elementToAttachTo = engine.getInputElement();\r\n }\r\n\r\n if (this._alreadyAttached) {\r\n this.detachControl();\r\n }\r\n\r\n if (elementToAttachTo) {\r\n this._alreadyAttachedTo = elementToAttachTo;\r\n }\r\n this._deviceSourceManager = new DeviceSourceManager(engine);\r\n\r\n // Because this is only called from _initClickEvent, which is called in _onPointerUp, we'll use the pointerUpPredicate for the pick call\r\n this._initActionManager = (act: Nullable<AbstractActionManager>): Nullable<AbstractActionManager> => {\r\n if (!this._meshPickProceed) {\r\n const pickResult =\r\n scene.skipPointerUpPicking || (scene._registeredActions === 0 && !this._checkForPicking() && !scene.onPointerUp)\r\n ? null\r\n : scene.pick(this._unTranslatedPointerX, this._unTranslatedPointerY, scene.pointerUpPredicate, false, scene.cameraToUseForPointers);\r\n this._currentPickResult = pickResult;\r\n if (pickResult) {\r\n act = pickResult.hit && pickResult.pickedMesh ? pickResult.pickedMesh._getActionManagerForTrigger() : null;\r\n }\r\n this._meshPickProceed = true;\r\n }\r\n return act;\r\n };\r\n\r\n this._delayedSimpleClick = (btn: number, clickInfo: _ClickInfo, cb: (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => void) => {\r\n // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different\r\n if ((Date.now() - this._previousStartingPointerTime > InputManager.DoubleClickDelay && !this._doubleClickOccured) || btn !== this._previousButtonPressed) {\r\n this._doubleClickOccured = false;\r\n clickInfo.singleClick = true;\r\n clickInfo.ignore = false;\r\n cb(clickInfo, this._currentPickResult);\r\n }\r\n };\r\n\r\n this._initClickEvent = (\r\n obs1: Observable<PointerInfoPre>,\r\n obs2: Observable<PointerInfo>,\r\n evt: IPointerEvent,\r\n cb: (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => void\r\n ): void => {\r\n const clickInfo = new _ClickInfo();\r\n this._currentPickResult = null;\r\n let act: Nullable<AbstractActionManager> = null;\r\n\r\n let checkPicking =\r\n obs1.hasSpecificMask(PointerEventTypes.POINTERPICK) ||\r\n obs2.hasSpecificMask(PointerEventTypes.POINTERPICK) ||\r\n obs1.hasSpecificMask(PointerEventTypes.POINTERTAP) ||\r\n obs2.hasSpecificMask(PointerEventTypes.POINTERTAP) ||\r\n obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) ||\r\n obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);\r\n if (!checkPicking && AbstractActionManager) {\r\n act = this._initActionManager(act, clickInfo);\r\n if (act) {\r\n checkPicking = act.hasPickTriggers;\r\n }\r\n }\r\n\r\n let needToIgnoreNext = false;\r\n\r\n if (checkPicking) {\r\n const btn = evt.button;\r\n clickInfo.hasSwiped = this._isPointerSwiping();\r\n\r\n if (!clickInfo.hasSwiped) {\r\n let checkSingleClickImmediately = !InputManager.ExclusiveDoubleClickMode;\r\n\r\n if (!checkSingleClickImmediately) {\r\n checkSingleClickImmediately = !obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) && !obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);\r\n\r\n if (checkSingleClickImmediately && !AbstractActionManager.HasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger)) {\r\n act = this._initActionManager(act, clickInfo);\r\n if (act) {\r\n checkSingleClickImmediately = !act.hasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger);\r\n }\r\n }\r\n }\r\n\r\n if (checkSingleClickImmediately) {\r\n // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required\r\n if (Date.now() - this._previousStartingPointerTime > InputManager.DoubleClickDelay || btn !== this._previousButtonPressed) {\r\n clickInfo.singleClick = true;\r\n cb(clickInfo, this._currentPickResult);\r\n needToIgnoreNext = true;\r\n }\r\n }\r\n // at least one double click is required to be check and exclusive double click is enabled\r\n else {\r\n // wait that no double click has been raised during the double click delay\r\n this._previousDelayedSimpleClickTimeout = this._delayedSimpleClickTimeout;\r\n this._delayedSimpleClickTimeout = window.setTimeout(this._delayedSimpleClick.bind(this, btn, clickInfo, cb), InputManager.DoubleClickDelay);\r\n }\r\n\r\n let checkDoubleClick = obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);\r\n if (!checkDoubleClick && AbstractActionManager.HasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger)) {\r\n act = this._initActionManager(act, clickInfo);\r\n if (act) {\r\n checkDoubleClick = act.hasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger);\r\n }\r\n }\r\n if (checkDoubleClick) {\r\n // two successive keys pressed are equal, double click delay is not over and double click has not just occurred\r\n if (btn === this._previousButtonPressed && Date.now() - this._previousStartingPointerTime < InputManager.DoubleClickDelay && !this._doubleClickOccured) {\r\n // pointer has not moved for 2 clicks, it's a double click\r\n if (!clickInfo.hasSwiped && !this._isPointerSwiping()) {\r\n this._previousStartingPointerTime = 0;\r\n this._doubleClickOccured = true;\r\n clickInfo.doubleClick = true;\r\n clickInfo.ignore = false;\r\n if (InputManager.ExclusiveDoubleClickMode && this._previousDelayedSimpleClickTimeout) {\r\n clearTimeout(this._previousDelayedSimpleClickTimeout);\r\n }\r\n this._previousDelayedSimpleClickTimeout = this._delayedSimpleClickTimeout;\r\n cb(clickInfo, this._currentPickResult);\r\n }\r\n // if the two successive clicks are too far, it's just two simple clicks\r\n else {\r\n this._doubleClickOccured = false;\r\n this._previousStartingPointerTime = this._startingPointerTime;\r\n this._previousStartingPointerPosition.x = this._startingPointerPosition.x;\r\n this._previousStartingPointerPosition.y = this._startingPointerPosition.y;\r\n this._previousButtonPressed = btn;\r\n if (InputManager.ExclusiveDoubleClickMode) {\r\n if (this._previousDelayedSimpleClickTimeout) {\r\n clearTimeout(this._previousDelayedSimpleClickTimeout);\r\n }\r\n this._previousDelayedSimpleClickTimeout = this._delayedSimpleClickTimeout;\r\n\r\n cb(clickInfo, this._previousPickResult);\r\n } else {\r\n cb(clickInfo, this._currentPickResult);\r\n }\r\n }\r\n needToIgnoreNext = true;\r\n }\r\n // just the first click of the double has been raised\r\n else {\r\n this._doubleClickOccured = false;\r\n this._previousStartingPointerTime = this._startingPointerTime;\r\n this._previousStartingPointerPosition.x = this._startingPointerPosition.x;\r\n this._previousStartingPointerPosition.y = this._startingPointerPosition.y;\r\n this._previousButtonPressed = btn!;\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (!needToIgnoreNext) {\r\n cb(clickInfo, this._currentPickResult);\r\n }\r\n };\r\n\r\n this._onPointerMove = (evt: IMouseEvent) => {\r\n // preserve compatibility with Safari when pointerId is not present\r\n if ((evt as IPointerEvent).pointerId === undefined) {\r\n (evt as IPointerEvent as any).pointerId = 0;\r\n }\r\n\r\n this._updatePointerPosition(evt as IPointerEvent);\r\n\r\n // Check if pointer leaves DragMovementThreshold range to determine if swipe is occurring\r\n if (!this._isSwiping && this._swipeButtonPressed !== -1) {\r\n this._isSwiping =\r\n Math.abs(this._startingPointerPosition.x - this._pointerX) > InputManager.DragMovementThreshold ||\r\n Math.abs(this._startingPointerPosition.y - this._pointerY) > InputManager.DragMovementThreshold;\r\n }\r\n\r\n // PreObservable support\r\n if (\r\n this._checkPrePointerObservable(\r\n null,\r\n evt as IPointerEvent,\r\n evt.inputIndex >= PointerInput.MouseWheelX && evt.inputIndex <= PointerInput.MouseWheelZ ? PointerEventTypes.POINTERWHEEL : PointerEventTypes.POINTERMOVE\r\n )\r\n ) {\r\n return;\r\n }\r\n\r\n if (!scene.cameraToUseForPointers && !scene.activeCamera) {\r\n return;\r\n }\r\n\r\n if (scene.skipPointerMovePicking) {\r\n this._processPointerMove(new PickingInfo(), evt as IPointerEvent);\r\n return;\r\n }\r\n\r\n if (!scene.pointerMovePredicate) {\r\n scene.pointerMovePredicate = (mesh: AbstractMesh): boolean =>\r\n mesh.isPickable &&\r\n mesh.isVisible &&\r\n mesh.isReady() &&\r\n mesh.isEnabled() &&\r\n (mesh.enablePointerMoveEvents || scene.constantlyUpdateMeshUnderPointer || mesh._getActionManagerForTrigger() !== null) &&\r\n (!scene.cameraToUseForPointers || (scene.cameraToUseForPointers.layerMask & mesh.layerMask) !== 0);\r\n }\r\n\r\n const pickResult = scene._registeredActions > 0 ? this._pickMove((evt as IPointerEvent).pointerId) : null;\r\n this._processPointerMove(pickResult, evt as IPointerEvent);\r\n };\r\n\r\n this._onPointerDown = (evt: IPointerEvent) => {\r\n this._totalPointersPressed++;\r\n this._pickedDownMesh = null;\r\n this._meshPickProceed = false;\r\n\r\n // preserve compatibility with Safari when pointerId is not present\r\n if (evt.pointerId === undefined) {\r\n (evt as any).pointerId = 0;\r\n }\r\n\r\n this._updatePointerPosition(evt);\r\n\r\n if (this._swipeButtonPressed === -1) {\r\n this._swipeButtonPressed = evt.button;\r\n }\r\n\r\n if (scene.preventDefaultOnPointerDown && elementToAttachTo) {\r\n evt.preventDefault();\r\n elementToAttachTo.focus();\r\n }\r\n\r\n this._startingPointerPosition.x = this._pointerX;\r\n this._startingPointerPosition.y = this._pointerY;\r\n this._startingPointerTime = Date.now();\r\n\r\n // PreObservable support\r\n if (this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERDOWN)) {\r\n return;\r\n }\r\n\r\n if (!scene.cameraToUseForPointers && !scene.activeCamera) {\r\n return;\r\n }\r\n\r\n this._pointerCaptures[evt.pointerId] = true;\r\n\r\n if (!scene.pointerDownPredicate) {\r\n scene.pointerDownPredicate = (mesh: AbstractMesh): boolean => {\r\n return (\r\n mesh.isPickable &&\r\n mesh.isVisible &&\r\n mesh.isReady() &&\r\n mesh.isEnabled() &&\r\n (!scene.cameraToUseForPointers || (scene.cameraToUseForPointers.layerMask & mesh.layerMask) !== 0)\r\n );\r\n };\r\n }\r\n\r\n // Meshes\r\n this._pickedDownMesh = null;\r\n let pickResult;\r\n if (scene.skipPointerDownPicking || (scene._registeredActions === 0 && !this._checkForPicking() && !scene.onPointerDown)) {\r\n pickResult = new PickingInfo();\r\n } else {\r\n pickResult = scene.pick(this._unTranslatedPointerX, this._unTranslatedPointerY, scene.pointerDownPredicate, false, scene.cameraToUseForPointers);\r\n }\r\n\r\n this._processPointerDown(pickResult, evt);\r\n };\r\n\r\n this._onPointerUp = (evt: IPointerEvent) => {\r\n if (this._totalPointersPressed === 0) {\r\n // We are attaching the pointer up to windows because of a bug in FF\r\n return; // So we need to test it the pointer down was pressed before.\r\n }\r\n\r\n this._totalPointersPressed--;\r\n this._pickedUpMesh = null;\r\n this._meshPickProceed = false;\r\n\r\n // preserve compatibility with Safari when pointerId is not present\r\n if (evt.pointerId === undefined) {\r\n (evt as any).pointerId = 0;\r\n }\r\n\r\n this._updatePointerPosition(evt);\r\n\r\n if (scene.preventDefaultOnPointerUp && elementToAttachTo) {\r\n evt.preventDefault();\r\n elementToAttachTo.focus();\r\n }\r\n\r\n this._initClickEvent(scene.onPrePointerObservable, scene.onPointerObservable, evt, (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => {\r\n // PreObservable support\r\n if (scene.onPrePointerObservable.hasObservers()) {\r\n this._skipPointerTap = false;\r\n if (!clickInfo.ignore) {\r\n if (this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERUP)) {\r\n // If we're skipping the next observable, we need to reset the swipe state before returning\r\n if (this._swipeButtonPressed === evt.button) {\r\n this._isSwiping = false;\r\n this._swipeButtonPressed = -1;\r\n }\r\n return;\r\n }\r\n if (!clickInfo.hasSwiped) {\r\n if (clickInfo.singleClick && scene.onPrePointerObservable.hasSpecificMask(PointerEventTypes.POINTERTAP)) {\r\n if (this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERTAP)) {\r\n this._skipPointerTap = true;\r\n }\r\n }\r\n if (clickInfo.doubleClick && scene.onPrePointerObservable.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP)) {\r\n if (this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERDOUBLETAP)) {\r\n this._skipPointerTap = true;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n // There should be a pointer captured at this point so if there isn't we should reset and return\r\n if (!this._pointerCaptures[evt.pointerId]) {\r\n if (this._swipeButtonPressed === evt.button) {\r\n this._isSwiping = false;\r\n this._swipeButtonPressed = -1;\r\n }\r\n return;\r\n }\r\n\r\n // Only release capture if all buttons are released\r\n if (evt.buttons === 0) {\r\n this._pointerCaptures[evt.pointerId] = false;\r\n }\r\n if (!scene.cameraToUseForPointers && !scene.activeCamera) {\r\n return;\r\n }\r\n\r\n if (!scene.pointerUpPredicate) {\r\n scene.pointerUpPredicate = (mesh: AbstractMesh): boolean => {\r\n return (\r\n mesh.isPickable &&\r\n mesh.isVisible &&\r\n mesh.isReady() &&\r\n mesh.isEnabled() &&\r\n (!scene.cameraToUseForPointers || (scene.cameraToUseForPointers.layerMask & mesh.layerMask) !== 0)\r\n );\r\n };\r\n }\r\n\r\n // Meshes\r\n if (!this._meshPickProceed && ((AbstractActionManager && AbstractActionManager.HasTriggers) || this._checkForPicking() || scene.onPointerUp)) {\r\n this._initActionManager(null, clickInfo);\r\n }\r\n if (!pickResult) {\r\n pickResult = this._currentPickResult;\r\n }\r\n\r\n this._processPointerUp(pickResult, evt, clickInfo);\r\n\r\n this._previousPickResult = this._currentPickResult;\r\n\r\n if (this._swipeButtonPressed === evt.button) {\r\n this._isSwiping = false;\r\n this._swipeButtonPressed = -1;\r\n }\r\n });\r\n };\r\n\r\n this._onKeyDown = (evt: IKeyboardEvent) => {\r\n const type = KeyboardEventTypes.KEYDOWN;\r\n if (scene.onPreKeyboardObservable.hasObservers()) {\r\n const pi = new KeyboardInfoPre(type, evt);\r\n scene.onPreKeyboardObservable.notifyObservers(pi, type);\r\n if (pi.skipOnKeyboardObservable) {\r\n return;\r\n }\r\n }\r\n\r\n if (scene.onKeyboardObservable.hasObservers()) {\r\n const pi = new KeyboardInfo(type, evt);\r\n scene.onKeyboardObservable.notifyObservers(pi, type);\r\n }\r\n\r\n if (scene.actionManager) {\r\n scene.actionManager.processTrigger(Constants.ACTION_OnKeyDownTrigger, ActionEvent.CreateNewFromScene(scene, evt));\r\n }\r\n };\r\n\r\n this._onKeyUp = (evt: IKeyboardEvent) => {\r\n const type = KeyboardEventTypes.KEYUP;\r\n if (scene.onPreKeyboardObservable.hasObservers()) {\r\n const pi = new KeyboardInfoPre(type, evt);\r\n scene.onPreKeyboardObservable.notifyObservers(pi, type);\r\n if (pi.skipOnKeyboardObservable) {\r\n return;\r\n }\r\n }\r\n\r\n if (scene.onKeyboardObservable.hasObservers()) {\r\n const pi = new KeyboardInfo(type, evt);\r\n scene.onKeyboardObservable.notifyObservers(pi, type);\r\n }\r\n\r\n if (scene.actionManager) {\r\n scene.actionManager.processTrigger(Constants.ACTION_OnKeyUpTrigger, ActionEvent.CreateNewFromScene(scene, evt));\r\n }\r\n };\r\n\r\n // If a device connects that we can handle, wire up the observable\r\n this._deviceSourceManager.onDeviceConnectedObservable.add((deviceSource) => {\r\n if (deviceSource.deviceType === DeviceType.Mouse) {\r\n deviceSource.onInputChangedObservable.add((eventData) => {\r\n if (\r\n eventData.inputIndex === PointerInput.LeftClick ||\r\n eventData.inputIndex === PointerInput.MiddleClick ||\r\n eventData.inputIndex === PointerInput.RightClick ||\r\n eventData.inputIndex === PointerInput.BrowserBack ||\r\n eventData.inputIndex === PointerInput.BrowserForward\r\n ) {\r\n if (attachDown && deviceSource.getInput(eventData.inputIndex) === 1) {\r\n this._onPointerDown(eventData);\r\n } else if (attachUp && deviceSource.getInput(eventData.inputIndex) === 0) {\r\n this._onPointerUp(eventData);\r\n }\r\n } else if (attachMove) {\r\n if (eventData.inputIndex === PointerInput.Move) {\r\n this._onPointerMove(eventData);\r\n } else if (\r\n eventData.inputIndex === PointerInput.MouseWheelX ||\r\n eventData.inputIndex === PointerInput.MouseWheelY ||\r\n eventData.inputIndex === PointerInput.MouseWheelZ\r\n ) {\r\n this._onPointerMove(eventData);\r\n }\r\n }\r\n });\r\n } else if (deviceSource.deviceType === DeviceType.Touch) {\r\n deviceSource.onInputChangedObservable.add((eventData) => {\r\n if (eventData.inputIndex === PointerInput.LeftClick) {\r\n if (attachDown && deviceSource.getInput(eventData.inputIndex) === 1) {\r\n this._onPointerDown(eventData);\r\n if (this._totalPointersPressed > 1) {\r\n this._isMultiTouchGesture = true;\r\n }\r\n } else if (attachUp && deviceSource.getInput(eventData.inputIndex) === 0) {\r\n this._onPointerUp(eventData);\r\n if (this._totalPointersPressed === 0) {\r\n this._isMultiTouchGesture = false;\r\n }\r\n }\r\n }\r\n\r\n if (attachMove && eventData.inputIndex === PointerInput.Move) {\r\n this._onPointerMove(eventData);\r\n }\r\n });\r\n } else if (deviceSource.deviceType === DeviceType.Keyboard) {\r\n deviceSource.onInputChangedObservable.add((eventData) => {\r\n if (eventData.type === \"keydown\") {\r\n this._onKeyDown(eventData);\r\n } else if (eventData.type === \"keyup\") {\r\n this._onKeyUp(eventData);\r\n }\r\n });\r\n }\r\n });\r\n\r\n this._alreadyAttached = true;\r\n }\r\n\r\n /**\r\n * Detaches all event handlers\r\n */\r\n public detachControl() {\r\n if (this._alreadyAttached) {\r\n this._deviceSourceManager!.dispose();\r\n this._deviceSourceManager = null;\r\n\r\n // Cursor\r\n if (this._alreadyAttachedTo && !this._scene.doNotHandleCursors) {\r\n this._alreadyAttachedTo.style.cursor = this._scene.defaultCursor;\r\n }\r\n\r\n this._alreadyAttached = false;\r\n this._alreadyAttachedTo = null;\r\n }\r\n }\r\n\r\n /**\r\n * Force the value of meshUnderPointer\r\n * @param mesh - defines the mesh to use\r\n * @param pointerId - optional pointer id when using more than one pointer. Defaults to 0\r\n * @param pickResult - optional pickingInfo data used to find mesh\r\n */\r\n public setPointerOverMesh(mesh: Nullable<AbstractMesh>, pointerId: number = 0, pickResult?: Nullable<PickingInfo>): void {\r\n if (this._meshUnderPointerId[pointerId] === mesh && (!mesh || !mesh._internalAbstractMeshDataInfo._pointerOverDisableMeshTesting)) {\r\n return;\r\n }\r\n\r\n const underPointerMesh = this._meshUnderPointerId[pointerId];\r\n\r\n let actionManager: Nullable<AbstractActionManager>;\r\n if (underPointerMesh) {\r\n actionManager = underPointerMesh._getActionManagerForTrigger(Constants.ACTION_OnPointerOutTrigger);\r\n if (actionManager) {\r\n actionManager.processTrigger(Constants.ACTION_OnPointerOutTrigger, ActionEvent.CreateNew(underPointerMesh, undefined, { pointerId }));\r\n }\r\n }\r\n\r\n if (mesh) {\r\n this._meshUnderPointerId[pointerId] = mesh;\r\n this._pointerOverMesh = mesh;\r\n\r\n actionManager = mesh._getActionManagerForTrigger(Constants.ACTION_OnPointerOverTrigger);\r\n if (actionManager) {\r\n actionManager.processTrigger(Constants.ACTION_OnPointerOverTrigger, ActionEvent.CreateNew(mesh, undefined, { pointerId, pickResult }));\r\n }\r\n } else {\r\n delete this._meshUnderPointerId[pointerId];\r\n this._pointerOverMesh = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the mesh under the pointer\r\n * @returns a Mesh or null if no mesh is under the pointer\r\n */\r\n public getPointerOverMesh(): Nullable<AbstractMesh> {\r\n return this.meshUnderPointer;\r\n }\r\n\r\n /**\r\n * @param mesh - Mesh to invalidate\r\n * @internal\r\n */\r\n public _invalidateMesh(mesh: AbstractMesh) {\r\n if (this._pointerOverMesh === mesh) {\r\n this._pointerOverMesh = null;\r\n }\r\n if (this._pickedDownMesh === mesh) {\r\n this._pickedDownMesh = null;\r\n }\r\n if (this._pickedUpMesh === mesh) {\r\n this._pickedUpMesh = null;\r\n }\r\n for (const pointerId in this._meshUnderPointerId) {\r\n if (this._meshUnderPointerId[pointerId] === mesh) {\r\n delete this._meshUnderPointerId[pointerId];\r\n }\r\n }\r\n }\r\n}\r\n"]}
@@ -4,27 +4,6 @@ import { PerfCounter } from "../Misc/perfCounter.js";
4
4
  * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/optimize_your_scene#engineinstrumentation
5
5
  */
6
6
  export class EngineInstrumentation {
7
- /**
8
- * Instantiates a new engine instrumentation.
9
- * This class can be used to get instrumentation data from a Babylon engine
10
- * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/optimize_your_scene#engineinstrumentation
11
- * @param engine Defines the engine to instrument
12
- */
13
- constructor(
14
- /**
15
- * Define the instrumented engine.
16
- */
17
- engine) {
18
- this.engine = engine;
19
- this._captureGPUFrameTime = false;
20
- this._captureShaderCompilationTime = false;
21
- this._shaderCompilationTime = new PerfCounter();
22
- // Observers
23
- this._onBeginFrameObserver = null;
24
- this._onEndFrameObserver = null;
25
- this._onBeforeShaderCompilationObserver = null;
26
- this._onAfterShaderCompilationObserver = null;
27
- }
28
7
  // Properties
29
8
  /**
30
9
  * Gets the perf counter used for GPU frame time
@@ -84,6 +63,27 @@ export class EngineInstrumentation {
84
63
  this._onAfterShaderCompilationObserver = null;
85
64
  }
86
65
  }
66
+ /**
67
+ * Instantiates a new engine instrumentation.
68
+ * This class can be used to get instrumentation data from a Babylon engine
69
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/optimize_your_scene#engineinstrumentation
70
+ * @param engine Defines the engine to instrument
71
+ */
72
+ constructor(
73
+ /**
74
+ * Define the instrumented engine.
75
+ */
76
+ engine) {
77
+ this.engine = engine;
78
+ this._captureGPUFrameTime = false;
79
+ this._captureShaderCompilationTime = false;
80
+ this._shaderCompilationTime = new PerfCounter();
81
+ // Observers
82
+ this._onBeginFrameObserver = null;
83
+ this._onEndFrameObserver = null;
84
+ this._onBeforeShaderCompilationObserver = null;
85
+ this._onAfterShaderCompilationObserver = null;
86
+ }
87
87
  /**
88
88
  * Dispose and release associated resources.
89
89
  */