@babylonjs/core 5.45.2 → 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 (525) 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/Instrumentation/engineInstrumentation.js +21 -21
  164. package/Instrumentation/engineInstrumentation.js.map +1 -1
  165. package/Instrumentation/sceneInstrumentation.js +90 -90
  166. package/Instrumentation/sceneInstrumentation.js.map +1 -1
  167. package/Layers/effectLayer.js +48 -48
  168. package/Layers/effectLayer.js.map +1 -1
  169. package/Layers/glowLayer.js +32 -32
  170. package/Layers/glowLayer.js.map +1 -1
  171. package/Layers/highlightLayer.js +26 -26
  172. package/Layers/highlightLayer.js.map +1 -1
  173. package/Layers/layer.js +40 -40
  174. package/Layers/layer.js.map +1 -1
  175. package/LensFlares/lensFlare.js +15 -15
  176. package/LensFlares/lensFlare.js.map +1 -1
  177. package/LensFlares/lensFlareSystem.js +4 -4
  178. package/LensFlares/lensFlareSystem.js.map +1 -1
  179. package/Lights/Shadows/cascadedShadowGenerator.js +18 -18
  180. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  181. package/Lights/Shadows/shadowGenerator.js +115 -115
  182. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  183. package/Lights/directionalLight.js +31 -31
  184. package/Lights/directionalLight.js.map +1 -1
  185. package/Lights/light.js +72 -72
  186. package/Lights/light.js.map +1 -1
  187. package/Lights/pointLight.js +18 -18
  188. package/Lights/pointLight.js.map +1 -1
  189. package/Lights/spotLight.js +30 -30
  190. package/Lights/spotLight.js.map +1 -1
  191. package/Loading/sceneLoader.d.ts +1 -1
  192. package/Materials/Background/backgroundMaterial.js +124 -124
  193. package/Materials/Background/backgroundMaterial.js.map +1 -1
  194. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +8 -8
  195. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  196. package/Materials/Node/Blocks/Dual/lightBlock.js +14 -14
  197. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  198. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +9 -9
  199. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  200. package/Materials/Node/Blocks/Dual/textureBlock.js +26 -26
  201. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  202. package/Materials/Node/Blocks/Input/inputBlock.js +34 -34
  203. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  204. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +14 -14
  205. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  206. package/Materials/Node/Blocks/PBR/reflectionBlock.js +16 -16
  207. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  208. package/Materials/Node/Blocks/customBlock.js +7 -7
  209. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  210. package/Materials/Node/Blocks/gradientBlock.js +13 -13
  211. package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
  212. package/Materials/Node/Blocks/triPlanarBlock.js +30 -30
  213. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  214. package/Materials/Node/nodeMaterial.d.ts +1 -1
  215. package/Materials/Node/nodeMaterial.js +60 -60
  216. package/Materials/Node/nodeMaterial.js.map +1 -1
  217. package/Materials/Node/nodeMaterialBlock.js +35 -35
  218. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  219. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +50 -50
  220. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  221. package/Materials/PBR/pbrAnisotropicConfiguration.js +5 -5
  222. package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
  223. package/Materials/PBR/pbrBRDFConfiguration.js +4 -4
  224. package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
  225. package/Materials/PBR/pbrBaseMaterial.js +52 -52
  226. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  227. package/Materials/PBR/pbrBaseSimpleMaterial.js +17 -17
  228. package/Materials/PBR/pbrBaseSimpleMaterial.js.map +1 -1
  229. package/Materials/PBR/pbrClearCoatConfiguration.js +5 -5
  230. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  231. package/Materials/PBR/pbrIridescenceConfiguration.js +5 -5
  232. package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
  233. package/Materials/PBR/pbrMaterial.js +209 -209
  234. package/Materials/PBR/pbrMaterial.js.map +1 -1
  235. package/Materials/PBR/pbrSheenConfiguration.js +5 -5
  236. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  237. package/Materials/PBR/pbrSpecularGlossinessMaterial.js +6 -6
  238. package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
  239. package/Materials/PBR/pbrSubSurfaceConfiguration.js +51 -51
  240. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  241. package/Materials/Textures/baseTexture.js +99 -99
  242. package/Materials/Textures/baseTexture.js.map +1 -1
  243. package/Materials/Textures/cubeTexture.js +61 -61
  244. package/Materials/Textures/cubeTexture.js.map +1 -1
  245. package/Materials/Textures/externalTexture.js +16 -16
  246. package/Materials/Textures/externalTexture.js.map +1 -1
  247. package/Materials/Textures/hdrCubeTexture.js +44 -44
  248. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  249. package/Materials/Textures/internalTexture.js +31 -31
  250. package/Materials/Textures/internalTexture.js.map +1 -1
  251. package/Materials/Textures/mirrorTexture.js +73 -73
  252. package/Materials/Textures/mirrorTexture.js.map +1 -1
  253. package/Materials/Textures/multiRenderTarget.js +47 -47
  254. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  255. package/Materials/Textures/rawTexture2DArray.js +6 -6
  256. package/Materials/Textures/rawTexture2DArray.js.map +1 -1
  257. package/Materials/Textures/renderTargetTexture.js +142 -142
  258. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  259. package/Materials/Textures/texture.d.ts +1 -1
  260. package/Materials/Textures/texture.js +26 -26
  261. package/Materials/Textures/texture.js.map +1 -1
  262. package/Materials/Textures/textureCreationOptions.d.ts +1 -1
  263. package/Materials/Textures/textureSampler.js +20 -20
  264. package/Materials/Textures/textureSampler.js.map +1 -1
  265. package/Materials/Textures/thinRenderTargetTexture.js +6 -6
  266. package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
  267. package/Materials/Textures/thinTexture.js +39 -39
  268. package/Materials/Textures/thinTexture.js.map +1 -1
  269. package/Materials/Textures/videoTexture.js +40 -40
  270. package/Materials/Textures/videoTexture.js.map +1 -1
  271. package/Materials/drawWrapper.js +6 -6
  272. package/Materials/drawWrapper.js.map +1 -1
  273. package/Materials/effect.js +18 -18
  274. package/Materials/effect.js.map +1 -1
  275. package/Materials/effectRenderer.js +9 -9
  276. package/Materials/effectRenderer.js.map +1 -1
  277. package/Materials/fresnelParameters.d.ts +2 -2
  278. package/Materials/fresnelParameters.js +13 -13
  279. package/Materials/fresnelParameters.js.map +1 -1
  280. package/Materials/material.detailMapConfiguration.js +5 -5
  281. package/Materials/material.detailMapConfiguration.js.map +1 -1
  282. package/Materials/material.js +223 -223
  283. package/Materials/material.js.map +1 -1
  284. package/Materials/materialPluginBase.js +5 -5
  285. package/Materials/materialPluginBase.js.map +1 -1
  286. package/Materials/materialPluginEvent.d.ts +14 -14
  287. package/Materials/materialPluginManager.d.ts +1 -1
  288. package/Materials/multiMaterial.js +16 -16
  289. package/Materials/multiMaterial.js.map +1 -1
  290. package/Materials/shadowDepthWrapper.js +14 -14
  291. package/Materials/shadowDepthWrapper.js.map +1 -1
  292. package/Materials/standardMaterial.js +100 -100
  293. package/Materials/standardMaterial.js.map +1 -1
  294. package/Materials/uniformBufferEffectCommonAccessor.js +3 -3
  295. package/Materials/uniformBufferEffectCommonAccessor.js.map +1 -1
  296. package/Maths/math.functions.js +2 -0
  297. package/Maths/math.functions.js.map +1 -1
  298. package/Maths/math.path.js +11 -11
  299. package/Maths/math.path.js.map +1 -1
  300. package/Maths/math.vector.d.ts +6 -7
  301. package/Maths/math.vector.js +48 -48
  302. package/Maths/math.vector.js.map +1 -1
  303. package/Meshes/Builders/goldbergBuilder.d.ts +2 -2
  304. package/Meshes/Compression/dracoCompression.js +23 -23
  305. package/Meshes/Compression/dracoCompression.js.map +1 -1
  306. package/Meshes/Compression/meshoptCompression.js +9 -9
  307. package/Meshes/Compression/meshoptCompression.js.map +1 -1
  308. package/Meshes/abstractMesh.js +179 -179
  309. package/Meshes/abstractMesh.js.map +1 -1
  310. package/Meshes/geometry.js +32 -32
  311. package/Meshes/geometry.js.map +1 -1
  312. package/Meshes/goldbergMesh.d.ts +1 -1
  313. package/Meshes/linesMesh.js +3 -3
  314. package/Meshes/linesMesh.js.map +1 -1
  315. package/Meshes/mesh.js +165 -165
  316. package/Meshes/mesh.js.map +1 -1
  317. package/Meshes/mesh.vertexData.js.map +1 -1
  318. package/Meshes/polygonMesh.js +5 -5
  319. package/Meshes/polygonMesh.js.map +1 -1
  320. package/Meshes/subMesh.js +59 -59
  321. package/Meshes/subMesh.js.map +1 -1
  322. package/Meshes/transformNode.js +52 -52
  323. package/Meshes/transformNode.js.map +1 -1
  324. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.d.ts +1 -1
  325. package/Misc/PerformanceViewer/performanceViewerCollector.js +12 -12
  326. package/Misc/PerformanceViewer/performanceViewerCollector.js.map +1 -1
  327. package/Misc/arrayTools.d.ts +1 -1
  328. package/Misc/copyTextureToTexture.js +3 -3
  329. package/Misc/copyTextureToTexture.js.map +1 -1
  330. package/Misc/coroutine.d.ts +5 -5
  331. package/Misc/deferred.js +9 -9
  332. package/Misc/deferred.js.map +1 -1
  333. package/Misc/depthReducer.js +7 -7
  334. package/Misc/depthReducer.js.map +1 -1
  335. package/Misc/environmentTextureTools.d.ts +1 -1
  336. package/Misc/error.d.ts +1 -1
  337. package/Misc/fileTools.d.ts +5 -5
  338. package/Misc/filesInput.js +6 -6
  339. package/Misc/filesInput.js.map +1 -1
  340. package/Misc/khronosTextureContainer2.js +9 -9
  341. package/Misc/khronosTextureContainer2.js.map +1 -1
  342. package/Misc/observable.js +12 -12
  343. package/Misc/observable.js.map +1 -1
  344. package/Misc/perfCounter.js +16 -16
  345. package/Misc/perfCounter.js.map +1 -1
  346. package/Misc/sceneOptimizer.js +76 -76
  347. package/Misc/sceneOptimizer.js.map +1 -1
  348. package/Misc/stringDictionary.d.ts +1 -1
  349. package/Misc/trajectoryClassifier.js +67 -67
  350. package/Misc/trajectoryClassifier.js.map +1 -1
  351. package/Misc/videoRecorder.js +15 -15
  352. package/Misc/videoRecorder.js.map +1 -1
  353. package/Misc/virtualJoystick.js +12 -12
  354. package/Misc/virtualJoystick.js.map +1 -1
  355. package/Morph/morphTarget.js +28 -28
  356. package/Morph/morphTarget.js.map +1 -1
  357. package/Morph/morphTargetManager.js +18 -18
  358. package/Morph/morphTargetManager.js.map +1 -1
  359. package/Offline/database.js +12 -12
  360. package/Offline/database.js.map +1 -1
  361. package/Particles/EmitterTypes/coneParticleEmitter.js +25 -25
  362. package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
  363. package/Particles/EmitterTypes/meshParticleEmitter.js +20 -20
  364. package/Particles/EmitterTypes/meshParticleEmitter.js.map +1 -1
  365. package/Particles/baseParticleSystem.js +232 -232
  366. package/Particles/baseParticleSystem.js.map +1 -1
  367. package/Particles/cloudPoint.js +9 -9
  368. package/Particles/cloudPoint.js.map +1 -1
  369. package/Particles/gpuParticleSystem.js +123 -123
  370. package/Particles/gpuParticleSystem.js.map +1 -1
  371. package/Particles/particleSystem.js +102 -102
  372. package/Particles/particleSystem.js.map +1 -1
  373. package/Particles/pointsCloudSystem.js +18 -18
  374. package/Particles/pointsCloudSystem.js.map +1 -1
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  379. package/Physics/v1/physicsImpostor.js +149 -149
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  381. package/Physics/v2/physicsEngine.js +14 -14
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  525. package/types.d.ts +11 -11
@@ -24,6 +24,48 @@ FreeCameraInputsManager.prototype.addDeviceOrientation = function (smoothFactor)
24
24
  * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
25
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  */
26
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  export class FreeCameraDeviceOrientationInput {
27
+ /**
28
+ * Can be used to detect if a device orientation sensor is available on a device
29
+ * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
30
+ * @returns a promise that will resolve on orientation change
31
+ */
32
+ static WaitForOrientationChangeAsync(timeout) {
33
+ return new Promise((res, rej) => {
34
+ let gotValue = false;
35
+ const eventHandler = () => {
36
+ window.removeEventListener("deviceorientation", eventHandler);
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+ gotValue = true;
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+ res();
39
+ };
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+ // If timeout is populated reject the promise
41
+ if (timeout) {
42
+ setTimeout(() => {
43
+ if (!gotValue) {
44
+ window.removeEventListener("deviceorientation", eventHandler);
45
+ rej("WaitForOrientationChangeAsync timed out");
46
+ }
47
+ }, timeout);
48
+ }
49
+ if (typeof DeviceOrientationEvent !== "undefined" && typeof DeviceOrientationEvent.requestPermission === "function") {
50
+ DeviceOrientationEvent
51
+ .requestPermission()
52
+ .then((response) => {
53
+ if (response == "granted") {
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+ window.addEventListener("deviceorientation", eventHandler);
55
+ }
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+ else {
57
+ Tools.Warn("Permission not granted.");
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+ }
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+ })
60
+ .catch((error) => {
61
+ Tools.Error(error);
62
+ });
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+ }
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+ else {
65
+ window.addEventListener("deviceorientation", eventHandler);
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+ }
67
+ });
68
+ }
27
69
  /**
28
70
  * Instantiates a new input
29
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  * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
@@ -68,48 +110,6 @@ export class FreeCameraDeviceOrientationInput {
68
110
  this._constantTranform = new Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));
69
111
  this._orientationChanged();
70
112
  }
71
- /**
72
- * Can be used to detect if a device orientation sensor is available on a device
73
- * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
74
- * @returns a promise that will resolve on orientation change
75
- */
76
- static WaitForOrientationChangeAsync(timeout) {
77
- return new Promise((res, rej) => {
78
- let gotValue = false;
79
- const eventHandler = () => {
80
- window.removeEventListener("deviceorientation", eventHandler);
81
- gotValue = true;
82
- res();
83
- };
84
- // If timeout is populated reject the promise
85
- if (timeout) {
86
- setTimeout(() => {
87
- if (!gotValue) {
88
- window.removeEventListener("deviceorientation", eventHandler);
89
- rej("WaitForOrientationChangeAsync timed out");
90
- }
91
- }, timeout);
92
- }
93
- if (typeof DeviceOrientationEvent !== "undefined" && typeof DeviceOrientationEvent.requestPermission === "function") {
94
- DeviceOrientationEvent
95
- .requestPermission()
96
- .then((response) => {
97
- if (response == "granted") {
98
- window.addEventListener("deviceorientation", eventHandler);
99
- }
100
- else {
101
- Tools.Warn("Permission not granted.");
102
- }
103
- })
104
- .catch((error) => {
105
- Tools.Error(error);
106
- });
107
- }
108
- else {
109
- window.addEventListener("deviceorientation", eventHandler);
110
- }
111
- });
112
- }
113
113
  /**
114
114
  * Define the camera controlled by the input.
115
115
  */
@@ -1 +1 @@
1
- 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type { Nullable } from \"../../types\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport { Quaternion } from \"../../Maths/math.vector\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { FreeCameraInputsManager } from \"../../Cameras/freeCameraInputsManager\";\r\nimport { Observable } from \"../../Misc/observable\";\r\n\r\n// Module augmentation to abstract orientation inputs from camera.\r\ndeclare module \"../../Cameras/freeCameraInputsManager\" {\r\n export interface FreeCameraInputsManager {\r\n /**\r\n * @internal\r\n */\r\n _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;\r\n /**\r\n * Add orientation input support to the input manager.\r\n * @param smoothFactor deviceOrientation smoothing. 0: no smoothing, 1: new data ignored, 0.9 recommended for smoothing\r\n * @returns the current input manager\r\n */\r\n addDeviceOrientation(smoothFactor?: number): FreeCameraInputsManager;\r\n }\r\n}\r\n\r\n/**\r\n * Add orientation input support to the input manager.\r\n * @param smoothFactor deviceOrientation smoothing. 0: no smoothing, 1: new data ignored, 0.9 recommended for smoothing\r\n * @returns the current input manager\r\n */\r\nFreeCameraInputsManager.prototype.addDeviceOrientation = function (smoothFactor?: number): FreeCameraInputsManager {\r\n if (!this._deviceOrientationInput) {\r\n this._deviceOrientationInput = new FreeCameraDeviceOrientationInput();\r\n if (smoothFactor) {\r\n this._deviceOrientationInput.smoothFactor = smoothFactor;\r\n }\r\n this.add(this._deviceOrientationInput);\r\n }\r\n\r\n return this;\r\n};\r\n\r\n/**\r\n * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.\r\n * Screen rotation is taken into account.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {\r\n private _camera: FreeCamera;\r\n\r\n private _screenOrientationAngle: number = 0;\r\n\r\n private _constantTranform: Quaternion;\r\n private _screenQuaternion: Quaternion = new Quaternion();\r\n\r\n private _alpha: number = 0;\r\n private _beta: number = 0;\r\n private _gamma: number = 0;\r\n\r\n /** alpha+beta+gamma smoothing. 0: no smoothing, 1: new data ignored, 0.9 recommended for smoothing */\r\n public smoothFactor: number = 0;\r\n\r\n /**\r\n * Can be used to detect if a device orientation sensor is available on a device\r\n * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)\r\n * @returns a promise that will resolve on orientation change\r\n */\r\n public static WaitForOrientationChangeAsync(timeout?: number): Promise<void> {\r\n return new Promise((res, rej) => {\r\n let gotValue = false;\r\n const eventHandler = () => {\r\n window.removeEventListener(\"deviceorientation\", eventHandler);\r\n gotValue = true;\r\n res();\r\n };\r\n\r\n // If timeout is populated reject the promise\r\n if (timeout) {\r\n setTimeout(() => {\r\n if (!gotValue) {\r\n window.removeEventListener(\"deviceorientation\", eventHandler);\r\n rej(\"WaitForOrientationChangeAsync timed out\");\r\n }\r\n }, timeout);\r\n }\r\n\r\n if (typeof DeviceOrientationEvent !== \"undefined\" && typeof (<any>DeviceOrientationEvent).requestPermission === \"function\") {\r\n (<any>DeviceOrientationEvent)\r\n .requestPermission()\r\n .then((response: string) => {\r\n if (response == \"granted\") {\r\n window.addEventListener(\"deviceorientation\", eventHandler);\r\n } else {\r\n Tools.Warn(\"Permission not granted.\");\r\n }\r\n })\r\n .catch((error: any) => {\r\n Tools.Error(error);\r\n });\r\n } else {\r\n window.addEventListener(\"deviceorientation\", eventHandler);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _onDeviceOrientationChangedObservable = new Observable<void>();\r\n /**\r\n * Instantiates a new input\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\n constructor() {\r\n this._constantTranform = new Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));\r\n this._orientationChanged();\r\n }\r\n\r\n /**\r\n * Define the camera controlled by the input.\r\n */\r\n public get camera(): FreeCamera {\r\n return this._camera;\r\n }\r\n\r\n public set camera(camera: FreeCamera) {\r\n this._camera = camera;\r\n if (this._camera != null && !this._camera.rotationQuaternion) {\r\n this._camera.rotationQuaternion = new Quaternion();\r\n }\r\n if (this._camera) {\r\n this._camera.onDisposeObservable.add(() => {\r\n this._onDeviceOrientationChangedObservable.clear();\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n */\r\n public attachControl(): void {\r\n const hostWindow = this.camera.getScene().getEngine().getHostWindow();\r\n\r\n if (hostWindow) {\r\n const eventHandler = () => {\r\n hostWindow!.addEventListener(\"orientationchange\", this._orientationChanged);\r\n hostWindow!.addEventListener(\"deviceorientation\", this._deviceOrientation);\r\n //In certain cases, the attach control is called AFTER orientation was changed,\r\n //So this is needed.\r\n this._orientationChanged();\r\n };\r\n if (typeof DeviceOrientationEvent !== \"undefined\" && typeof (<any>DeviceOrientationEvent).requestPermission === \"function\") {\r\n (<any>DeviceOrientationEvent)\r\n .requestPermission()\r\n .then((response: string) => {\r\n if (response === \"granted\") {\r\n eventHandler();\r\n } else {\r\n Tools.Warn(\"Permission not granted.\");\r\n }\r\n })\r\n .catch((error: any) => {\r\n Tools.Error(error);\r\n });\r\n } else {\r\n eventHandler();\r\n }\r\n }\r\n }\r\n\r\n private _orientationChanged = () => {\r\n this._screenOrientationAngle =\r\n <any>window.orientation !== undefined\r\n ? +(<any>window.orientation)\r\n : (<any>window.screen).orientation && (<any>window.screen).orientation[\"angle\"]\r\n ? (<any>window.screen).orientation.angle\r\n : 0;\r\n this._screenOrientationAngle = -Tools.ToRadians(this._screenOrientationAngle / 2);\r\n this._screenQuaternion.copyFromFloats(0, Math.sin(this._screenOrientationAngle), 0, Math.cos(this._screenOrientationAngle));\r\n };\r\n\r\n private _deviceOrientation = (evt: DeviceOrientationEvent) => {\r\n if (this.smoothFactor) {\r\n this._alpha = evt.alpha !== null ? Tools.SmoothAngleChange(this._alpha, evt.alpha, this.smoothFactor) : 0;\r\n this._beta = evt.beta !== null ? Tools.SmoothAngleChange(this._beta, evt.beta, this.smoothFactor) : 0;\r\n this._gamma = evt.gamma !== null ? Tools.SmoothAngleChange(this._gamma, evt.gamma, this.smoothFactor) : 0;\r\n } else {\r\n this._alpha = evt.alpha !== null ? evt.alpha : 0;\r\n this._beta = evt.beta !== null ? evt.beta : 0;\r\n this._gamma = evt.gamma !== null ? evt.gamma : 0;\r\n }\r\n\r\n if (evt.alpha !== null) {\r\n this._onDeviceOrientationChangedObservable.notifyObservers();\r\n }\r\n };\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n window.removeEventListener(\"orientationchange\", this._orientationChanged);\r\n window.removeEventListener(\"deviceorientation\", this._deviceOrientation);\r\n this._alpha = 0;\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n //if no device orientation provided, don't update the rotation.\r\n //Only testing against alpha under the assumption thatnorientation will never be so exact when set.\r\n if (!this._alpha) {\r\n return;\r\n }\r\n Quaternion.RotationYawPitchRollToRef(Tools.ToRadians(this._alpha), Tools.ToRadians(this._beta), -Tools.ToRadians(this._gamma), this.camera.rotationQuaternion);\r\n this._camera.rotationQuaternion.multiplyInPlace(this._screenQuaternion);\r\n this._camera.rotationQuaternion.multiplyInPlace(this._constantTranform);\r\n //Mirror on XY Plane\r\n this._camera.rotationQuaternion.z *= -1;\r\n this._camera.rotationQuaternion.w *= -1;\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FreeCameraDeviceOrientationInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"deviceOrientation\";\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FreeCameraDeviceOrientationInput\"] = FreeCameraDeviceOrientationInput;\r\n"]}
1
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type { Nullable } from \"../../types\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport { Quaternion } from \"../../Maths/math.vector\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { FreeCameraInputsManager } from \"../../Cameras/freeCameraInputsManager\";\r\nimport { Observable } from \"../../Misc/observable\";\r\n\r\n// Module augmentation to abstract orientation inputs from camera.\r\ndeclare module \"../../Cameras/freeCameraInputsManager\" {\r\n export interface FreeCameraInputsManager {\r\n /**\r\n * @internal\r\n */\r\n _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;\r\n /**\r\n * Add orientation input support to the input manager.\r\n * @param smoothFactor deviceOrientation smoothing. 0: no smoothing, 1: new data ignored, 0.9 recommended for smoothing\r\n * @returns the current input manager\r\n */\r\n addDeviceOrientation(smoothFactor?: number): FreeCameraInputsManager;\r\n }\r\n}\r\n\r\n/**\r\n * Add orientation input support to the input manager.\r\n * @param smoothFactor deviceOrientation smoothing. 0: no smoothing, 1: new data ignored, 0.9 recommended for smoothing\r\n * @returns the current input manager\r\n */\r\nFreeCameraInputsManager.prototype.addDeviceOrientation = function (smoothFactor?: number): FreeCameraInputsManager {\r\n if (!this._deviceOrientationInput) {\r\n this._deviceOrientationInput = new FreeCameraDeviceOrientationInput();\r\n if (smoothFactor) {\r\n this._deviceOrientationInput.smoothFactor = smoothFactor;\r\n }\r\n this.add(this._deviceOrientationInput);\r\n }\r\n\r\n return this;\r\n};\r\n\r\n/**\r\n * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.\r\n * Screen rotation is taken into account.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {\r\n private _camera: FreeCamera;\r\n\r\n private _screenOrientationAngle: number = 0;\r\n\r\n private _constantTranform: Quaternion;\r\n private _screenQuaternion: Quaternion = new Quaternion();\r\n\r\n private _alpha: number = 0;\r\n private _beta: number = 0;\r\n private _gamma: number = 0;\r\n\r\n /** alpha+beta+gamma smoothing. 0: no smoothing, 1: new data ignored, 0.9 recommended for smoothing */\r\n public smoothFactor: number = 0;\r\n\r\n /**\r\n * Can be used to detect if a device orientation sensor is available on a device\r\n * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)\r\n * @returns a promise that will resolve on orientation change\r\n */\r\n public static WaitForOrientationChangeAsync(timeout?: number): Promise<void> {\r\n return new Promise((res, rej) => {\r\n let gotValue = false;\r\n const eventHandler = () => {\r\n window.removeEventListener(\"deviceorientation\", eventHandler);\r\n gotValue = true;\r\n res();\r\n };\r\n\r\n // If timeout is populated reject the promise\r\n if (timeout) {\r\n setTimeout(() => {\r\n if (!gotValue) {\r\n window.removeEventListener(\"deviceorientation\", eventHandler);\r\n rej(\"WaitForOrientationChangeAsync timed out\");\r\n }\r\n }, timeout);\r\n }\r\n\r\n if (typeof DeviceOrientationEvent !== \"undefined\" && typeof (<any>DeviceOrientationEvent).requestPermission === \"function\") {\r\n (<any>DeviceOrientationEvent)\r\n .requestPermission()\r\n .then((response: string) => {\r\n if (response == \"granted\") {\r\n window.addEventListener(\"deviceorientation\", eventHandler);\r\n } else {\r\n Tools.Warn(\"Permission not granted.\");\r\n }\r\n })\r\n .catch((error: any) => {\r\n Tools.Error(error);\r\n });\r\n } else {\r\n window.addEventListener(\"deviceorientation\", eventHandler);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _onDeviceOrientationChangedObservable = new Observable<void>();\r\n /**\r\n * Instantiates a new input\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\n constructor() {\r\n this._constantTranform = new Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));\r\n this._orientationChanged();\r\n }\r\n\r\n /**\r\n * Define the camera controlled by the input.\r\n */\r\n public get camera(): FreeCamera {\r\n return this._camera;\r\n }\r\n\r\n public set camera(camera: FreeCamera) {\r\n this._camera = camera;\r\n if (this._camera != null && !this._camera.rotationQuaternion) {\r\n this._camera.rotationQuaternion = new Quaternion();\r\n }\r\n if (this._camera) {\r\n this._camera.onDisposeObservable.add(() => {\r\n this._onDeviceOrientationChangedObservable.clear();\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n */\r\n public attachControl(): void {\r\n const hostWindow = this.camera.getScene().getEngine().getHostWindow();\r\n\r\n if (hostWindow) {\r\n const eventHandler = () => {\r\n hostWindow!.addEventListener(\"orientationchange\", this._orientationChanged);\r\n hostWindow!.addEventListener(\"deviceorientation\", this._deviceOrientation);\r\n //In certain cases, the attach control is called AFTER orientation was changed,\r\n //So this is needed.\r\n this._orientationChanged();\r\n };\r\n if (typeof DeviceOrientationEvent !== \"undefined\" && typeof (<any>DeviceOrientationEvent).requestPermission === \"function\") {\r\n (<any>DeviceOrientationEvent)\r\n .requestPermission()\r\n .then((response: string) => {\r\n if (response === \"granted\") {\r\n eventHandler();\r\n } else {\r\n Tools.Warn(\"Permission not granted.\");\r\n }\r\n })\r\n .catch((error: any) => {\r\n Tools.Error(error);\r\n });\r\n } else {\r\n eventHandler();\r\n }\r\n }\r\n }\r\n\r\n private _orientationChanged = () => {\r\n this._screenOrientationAngle =\r\n <any>window.orientation !== undefined\r\n ? +(<any>window.orientation)\r\n : (<any>window.screen).orientation && (<any>window.screen).orientation[\"angle\"]\r\n ? (<any>window.screen).orientation.angle\r\n : 0;\r\n this._screenOrientationAngle = -Tools.ToRadians(this._screenOrientationAngle / 2);\r\n this._screenQuaternion.copyFromFloats(0, Math.sin(this._screenOrientationAngle), 0, Math.cos(this._screenOrientationAngle));\r\n };\r\n\r\n private _deviceOrientation = (evt: DeviceOrientationEvent) => {\r\n if (this.smoothFactor) {\r\n this._alpha = evt.alpha !== null ? Tools.SmoothAngleChange(this._alpha, evt.alpha, this.smoothFactor) : 0;\r\n this._beta = evt.beta !== null ? Tools.SmoothAngleChange(this._beta, evt.beta, this.smoothFactor) : 0;\r\n this._gamma = evt.gamma !== null ? Tools.SmoothAngleChange(this._gamma, evt.gamma, this.smoothFactor) : 0;\r\n } else {\r\n this._alpha = evt.alpha !== null ? evt.alpha : 0;\r\n this._beta = evt.beta !== null ? evt.beta : 0;\r\n this._gamma = evt.gamma !== null ? evt.gamma : 0;\r\n }\r\n\r\n if (evt.alpha !== null) {\r\n this._onDeviceOrientationChangedObservable.notifyObservers();\r\n }\r\n };\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n window.removeEventListener(\"orientationchange\", this._orientationChanged);\r\n window.removeEventListener(\"deviceorientation\", this._deviceOrientation);\r\n this._alpha = 0;\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n //if no device orientation provided, don't update the rotation.\r\n //Only testing against alpha under the assumption thatnorientation will never be so exact when set.\r\n if (!this._alpha) {\r\n return;\r\n }\r\n Quaternion.RotationYawPitchRollToRef(Tools.ToRadians(this._alpha), Tools.ToRadians(this._beta), -Tools.ToRadians(this._gamma), this.camera.rotationQuaternion);\r\n this._camera.rotationQuaternion.multiplyInPlace(this._screenQuaternion);\r\n this._camera.rotationQuaternion.multiplyInPlace(this._constantTranform);\r\n //Mirror on XY Plane\r\n this._camera.rotationQuaternion.z *= -1;\r\n this._camera.rotationQuaternion.w *= -1;\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FreeCameraDeviceOrientationInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"deviceOrientation\";\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FreeCameraDeviceOrientationInput\"] = FreeCameraDeviceOrientationInput;\r\n"]}
@@ -9,24 +9,6 @@ import { Viewport } from "../../Maths/math.viewport.js";
9
9
  * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras
10
10
  */
11
11
  export class StereoscopicScreenUniversalCamera extends UniversalCamera {
12
- /**
13
- * Creates a new StereoscopicScreenUniversalCamera
14
- * @param name defines camera name
15
- * @param position defines initial position
16
- * @param scene defines the hosting scene
17
- * @param distanceToProjectionPlane defines distance between each color axis. The rig cameras will receive this as their negative z position!
18
- * @param distanceBetweenEyes defines is stereoscopic is done side by side or over under
19
- */
20
- constructor(name, position, scene, distanceToProjectionPlane = 1, distanceBetweenEyes = 0.065) {
21
- super(name, position, scene);
22
- this._distanceBetweenEyes = distanceBetweenEyes;
23
- this._distanceToProjectionPlane = distanceToProjectionPlane;
24
- this.setCameraRigMode(Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL, {
25
- stereoHalfAngle: 0,
26
- });
27
- this._cameraRigParams.stereoHalfAngle = 0;
28
- this._cameraRigParams.interaxialDistance = distanceBetweenEyes;
29
- }
30
12
  set distanceBetweenEyes(newValue) {
31
13
  this._distanceBetweenEyes = newValue;
32
14
  }
@@ -45,6 +27,24 @@ export class StereoscopicScreenUniversalCamera extends UniversalCamera {
45
27
  get distanceToProjectionPlane() {
46
28
  return this._distanceToProjectionPlane;
47
29
  }
30
+ /**
31
+ * Creates a new StereoscopicScreenUniversalCamera
32
+ * @param name defines camera name
33
+ * @param position defines initial position
34
+ * @param scene defines the hosting scene
35
+ * @param distanceToProjectionPlane defines distance between each color axis. The rig cameras will receive this as their negative z position!
36
+ * @param distanceBetweenEyes defines is stereoscopic is done side by side or over under
37
+ */
38
+ constructor(name, position, scene, distanceToProjectionPlane = 1, distanceBetweenEyes = 0.065) {
39
+ super(name, position, scene);
40
+ this._distanceBetweenEyes = distanceBetweenEyes;
41
+ this._distanceToProjectionPlane = distanceToProjectionPlane;
42
+ this.setCameraRigMode(Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL, {
43
+ stereoHalfAngle: 0,
44
+ });
45
+ this._cameraRigParams.stereoHalfAngle = 0;
46
+ this._cameraRigParams.interaxialDistance = distanceBetweenEyes;
47
+ }
48
48
  /**
49
49
  * Gets camera class name
50
50
  * @returns StereoscopicScreenUniversalCamera
@@ -1 +1 @@
1
- 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{ Camera } from \"../../Cameras/camera\";\r\nimport { UniversalCamera } from \"../../Cameras/universalCamera\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, Vector3 } from \"../../Maths/math.vector\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { TargetCamera } from \"../targetCamera\";\r\nimport { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Viewport } from \"../../Maths/math.viewport\";\r\n\r\n/**\r\n * Camera used to simulate stereoscopic rendering on real screens (based on UniversalCamera)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n */\r\nexport class StereoscopicScreenUniversalCamera extends UniversalCamera {\r\n private _distanceToProjectionPlane: number;\r\n private _distanceBetweenEyes: number;\r\n\r\n public set distanceBetweenEyes(newValue: number) {\r\n this._distanceBetweenEyes = newValue;\r\n }\r\n\r\n /**\r\n * distance between the eyes\r\n */\r\n public get distanceBetweenEyes(): number {\r\n return this._distanceBetweenEyes;\r\n }\r\n\r\n public set distanceToProjectionPlane(newValue: number) {\r\n this._distanceToProjectionPlane = newValue;\r\n }\r\n\r\n /**\r\n * Distance to projection plane (should be the same units the like distance between the eyes)\r\n */\r\n public get distanceToProjectionPlane(): number {\r\n return this._distanceToProjectionPlane;\r\n }\r\n /**\r\n * Creates a new StereoscopicScreenUniversalCamera\r\n * @param name defines camera name\r\n * @param position defines initial position\r\n * @param scene defines the hosting scene\r\n * @param distanceToProjectionPlane defines distance between each color axis. The rig cameras will receive this as their negative z position!\r\n * @param distanceBetweenEyes defines is stereoscopic is done side by side or over under\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, distanceToProjectionPlane: number = 1, distanceBetweenEyes: number = 0.065) {\r\n super(name, position, scene);\r\n this._distanceBetweenEyes = distanceBetweenEyes;\r\n this._distanceToProjectionPlane = distanceToProjectionPlane;\r\n this.setCameraRigMode(Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL, {\r\n stereoHalfAngle: 0,\r\n });\r\n this._cameraRigParams.stereoHalfAngle = 0;\r\n this._cameraRigParams.interaxialDistance = distanceBetweenEyes;\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns StereoscopicScreenUniversalCamera\r\n */\r\n public getClassName(): string {\r\n return \"StereoscopicUniversalCamera\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public createRigCamera(name: string): Nullable<Camera> {\r\n const camera = new TargetCamera(name, Vector3.Zero(), this.getScene());\r\n const transform = new TransformNode(\"tm_\" + name, this.getScene());\r\n camera.parent = transform;\r\n transform.setPivotMatrix(Matrix.Identity(), false);\r\n camera.isRigCamera = true;\r\n camera.rigParent = this;\r\n return camera;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _updateRigCameras() {\r\n for (let cameraIndex = 0; cameraIndex < this._rigCameras.length; cameraIndex++) {\r\n const cam = this._rigCameras[cameraIndex] as TargetCamera;\r\n cam.minZ = this.minZ;\r\n cam.maxZ = this.maxZ;\r\n cam.fov = this.fov;\r\n cam.upVector.copyFrom(this.upVector);\r\n if (cam.rotationQuaternion) {\r\n cam.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n } else {\r\n cam.rotation.copyFrom(this.rotation);\r\n }\r\n this._updateCamera(this._rigCameras[cameraIndex] as TargetCamera, cameraIndex);\r\n }\r\n }\r\n\r\n private _updateCamera(camera: TargetCamera, cameraIndex: number) {\r\n const b = this.distanceBetweenEyes / 2;\r\n const z = b / this.distanceToProjectionPlane;\r\n camera.position.copyFrom(this.position);\r\n camera.position.addInPlaceFromFloats(cameraIndex === 0 ? -b : b, 0, -this._distanceToProjectionPlane);\r\n const transform = camera.parent as TransformNode;\r\n const m = transform.getPivotMatrix();\r\n m.setTranslationFromFloats(cameraIndex === 0 ? b : -b, 0, 0);\r\n m.setRowFromFloats(2, cameraIndex === 0 ? z : -z, 0, 1, 0);\r\n transform.setPivotMatrix(m, false);\r\n }\r\n\r\n protected _setRigMode() {\r\n this._rigCameras[0].viewport = new Viewport(0, 0, 0.5, 1);\r\n this._rigCameras[1].viewport = new Viewport(0.5, 0, 0.5, 1.0);\r\n for (let cameraIndex = 0; cameraIndex < this._rigCameras.length; cameraIndex++) {\r\n this._updateCamera(this._rigCameras[cameraIndex] as TargetCamera, cameraIndex);\r\n }\r\n }\r\n}\r\n"]}
1
+ 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{ Camera } from \"../../Cameras/camera\";\r\nimport { UniversalCamera } from \"../../Cameras/universalCamera\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, Vector3 } from \"../../Maths/math.vector\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { TargetCamera } from \"../targetCamera\";\r\nimport { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Viewport } from \"../../Maths/math.viewport\";\r\n\r\n/**\r\n * Camera used to simulate stereoscopic rendering on real screens (based on UniversalCamera)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n */\r\nexport class StereoscopicScreenUniversalCamera extends UniversalCamera {\r\n private _distanceToProjectionPlane: number;\r\n private _distanceBetweenEyes: number;\r\n\r\n public set distanceBetweenEyes(newValue: number) {\r\n this._distanceBetweenEyes = newValue;\r\n }\r\n\r\n /**\r\n * distance between the eyes\r\n */\r\n public get distanceBetweenEyes(): number {\r\n return this._distanceBetweenEyes;\r\n }\r\n\r\n public set distanceToProjectionPlane(newValue: number) {\r\n this._distanceToProjectionPlane = newValue;\r\n }\r\n\r\n /**\r\n * Distance to projection plane (should be the same units the like distance between the eyes)\r\n */\r\n public get distanceToProjectionPlane(): number {\r\n return this._distanceToProjectionPlane;\r\n }\r\n /**\r\n * Creates a new StereoscopicScreenUniversalCamera\r\n * @param name defines camera name\r\n * @param position defines initial position\r\n * @param scene defines the hosting scene\r\n * @param distanceToProjectionPlane defines distance between each color axis. The rig cameras will receive this as their negative z position!\r\n * @param distanceBetweenEyes defines is stereoscopic is done side by side or over under\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, distanceToProjectionPlane: number = 1, distanceBetweenEyes: number = 0.065) {\r\n super(name, position, scene);\r\n this._distanceBetweenEyes = distanceBetweenEyes;\r\n this._distanceToProjectionPlane = distanceToProjectionPlane;\r\n this.setCameraRigMode(Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL, {\r\n stereoHalfAngle: 0,\r\n });\r\n this._cameraRigParams.stereoHalfAngle = 0;\r\n this._cameraRigParams.interaxialDistance = distanceBetweenEyes;\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns StereoscopicScreenUniversalCamera\r\n */\r\n public getClassName(): string {\r\n return \"StereoscopicUniversalCamera\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public createRigCamera(name: string): Nullable<Camera> {\r\n const camera = new TargetCamera(name, Vector3.Zero(), this.getScene());\r\n const transform = new TransformNode(\"tm_\" + name, this.getScene());\r\n camera.parent = transform;\r\n transform.setPivotMatrix(Matrix.Identity(), false);\r\n camera.isRigCamera = true;\r\n camera.rigParent = this;\r\n return camera;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _updateRigCameras() {\r\n for (let cameraIndex = 0; cameraIndex < this._rigCameras.length; cameraIndex++) {\r\n const cam = this._rigCameras[cameraIndex] as TargetCamera;\r\n cam.minZ = this.minZ;\r\n cam.maxZ = this.maxZ;\r\n cam.fov = this.fov;\r\n cam.upVector.copyFrom(this.upVector);\r\n if (cam.rotationQuaternion) {\r\n cam.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n } else {\r\n cam.rotation.copyFrom(this.rotation);\r\n }\r\n this._updateCamera(this._rigCameras[cameraIndex] as TargetCamera, cameraIndex);\r\n }\r\n }\r\n\r\n private _updateCamera(camera: TargetCamera, cameraIndex: number) {\r\n const b = this.distanceBetweenEyes / 2;\r\n const z = b / this.distanceToProjectionPlane;\r\n camera.position.copyFrom(this.position);\r\n camera.position.addInPlaceFromFloats(cameraIndex === 0 ? -b : b, 0, -this._distanceToProjectionPlane);\r\n const transform = camera.parent as TransformNode;\r\n const m = transform.getPivotMatrix();\r\n m.setTranslationFromFloats(cameraIndex === 0 ? b : -b, 0, 0);\r\n m.setRowFromFloats(2, cameraIndex === 0 ? z : -z, 0, 1, 0);\r\n transform.setPivotMatrix(m, false);\r\n }\r\n\r\n protected _setRigMode() {\r\n this._rigCameras[0].viewport = new Viewport(0, 0, 0.5, 1);\r\n this._rigCameras[1].viewport = new Viewport(0.5, 0, 0.5, 1.0);\r\n for (let cameraIndex = 0; cameraIndex < this._rigCameras.length; cameraIndex++) {\r\n this._updateCamera(this._rigCameras[cameraIndex] as TargetCamera, cameraIndex);\r\n }\r\n }\r\n}\r\n"]}
@@ -232,6 +232,184 @@ export class OnAfterEnteringVRObservableEvent {
232
232
  * @deprecated
233
233
  */
234
234
  export class VRExperienceHelper {
235
+ /** Return this.onEnteringVRObservable
236
+ * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
237
+ */
238
+ get onEnteringVR() {
239
+ return this.onEnteringVRObservable;
240
+ }
241
+ /** Return this.onExitingVRObservable
242
+ * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
243
+ */
244
+ get onExitingVR() {
245
+ return this.onExitingVRObservable;
246
+ }
247
+ /** Return this.onControllerMeshLoadedObservable
248
+ * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
249
+ */
250
+ get onControllerMeshLoaded() {
251
+ return this.onControllerMeshLoadedObservable;
252
+ }
253
+ /**
254
+ * The mesh used to display where the user is going to teleport.
255
+ */
256
+ get teleportationTarget() {
257
+ return this._teleportationTarget;
258
+ }
259
+ /**
260
+ * Sets the mesh to be used to display where the user is going to teleport.
261
+ */
262
+ set teleportationTarget(value) {
263
+ if (value) {
264
+ value.name = "teleportationTarget";
265
+ this._isDefaultTeleportationTarget = false;
266
+ this._teleportationTarget = value;
267
+ }
268
+ }
269
+ /**
270
+ * The mesh used to display where the user is selecting, this mesh will be cloned and set as the gazeTracker for the left and right controller
271
+ * when set bakeCurrentTransformIntoVertices will be called on the mesh.
272
+ * See https://doc.babylonjs.com/features/featuresDeepDive/mesh/transforms/center_origin/bakingTransforms
273
+ */
274
+ get gazeTrackerMesh() {
275
+ return this._cameraGazer._gazeTracker;
276
+ }
277
+ set gazeTrackerMesh(value) {
278
+ if (value) {
279
+ // Dispose of existing meshes
280
+ if (this._cameraGazer._gazeTracker) {
281
+ this._cameraGazer._gazeTracker.dispose();
282
+ }
283
+ if (this._leftController && this._leftController._gazeTracker) {
284
+ this._leftController._gazeTracker.dispose();
285
+ }
286
+ if (this._rightController && this._rightController._gazeTracker) {
287
+ this._rightController._gazeTracker.dispose();
288
+ }
289
+ // Set and create gaze trackers on head and controllers
290
+ this._cameraGazer._gazeTracker = value;
291
+ this._cameraGazer._gazeTracker.bakeCurrentTransformIntoVertices();
292
+ this._cameraGazer._gazeTracker.isPickable = false;
293
+ this._cameraGazer._gazeTracker.isVisible = false;
294
+ this._cameraGazer._gazeTracker.name = "gazeTracker";
295
+ if (this._leftController) {
296
+ this._leftController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
297
+ }
298
+ if (this._rightController) {
299
+ this._rightController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
300
+ }
301
+ }
302
+ }
303
+ /**
304
+ * The gaze tracking mesh corresponding to the left controller
305
+ */
306
+ get leftControllerGazeTrackerMesh() {
307
+ if (this._leftController) {
308
+ return this._leftController._gazeTracker;
309
+ }
310
+ return null;
311
+ }
312
+ /**
313
+ * The gaze tracking mesh corresponding to the right controller
314
+ */
315
+ get rightControllerGazeTrackerMesh() {
316
+ if (this._rightController) {
317
+ return this._rightController._gazeTracker;
318
+ }
319
+ return null;
320
+ }
321
+ /**
322
+ * If the ray of the gaze should be displayed.
323
+ */
324
+ get displayGaze() {
325
+ return this._displayGaze;
326
+ }
327
+ /**
328
+ * Sets if the ray of the gaze should be displayed.
329
+ */
330
+ set displayGaze(value) {
331
+ this._displayGaze = value;
332
+ if (!value) {
333
+ this._cameraGazer._gazeTracker.isVisible = false;
334
+ if (this._leftController) {
335
+ this._leftController._gazeTracker.isVisible = false;
336
+ }
337
+ if (this._rightController) {
338
+ this._rightController._gazeTracker.isVisible = false;
339
+ }
340
+ }
341
+ }
342
+ /**
343
+ * If the ray of the LaserPointer should be displayed.
344
+ */
345
+ get displayLaserPointer() {
346
+ return this._displayLaserPointer;
347
+ }
348
+ /**
349
+ * Sets if the ray of the LaserPointer should be displayed.
350
+ */
351
+ set displayLaserPointer(value) {
352
+ this._displayLaserPointer = value;
353
+ if (!value) {
354
+ if (this._rightController) {
355
+ this._rightController._deactivatePointer();
356
+ this._rightController._gazeTracker.isVisible = false;
357
+ }
358
+ if (this._leftController) {
359
+ this._leftController._deactivatePointer();
360
+ this._leftController._gazeTracker.isVisible = false;
361
+ }
362
+ }
363
+ else {
364
+ if (this._rightController) {
365
+ this._rightController._activatePointer();
366
+ }
367
+ if (this._leftController) {
368
+ this._leftController._activatePointer();
369
+ }
370
+ }
371
+ }
372
+ /**
373
+ * The deviceOrientationCamera used as the camera when not in VR.
374
+ */
375
+ get deviceOrientationCamera() {
376
+ return this._deviceOrientationCamera;
377
+ }
378
+ /**
379
+ * Based on the current WebVR support, returns the current VR camera used.
380
+ */
381
+ get currentVRCamera() {
382
+ if (this._webVRready) {
383
+ return this._webVRCamera;
384
+ }
385
+ else {
386
+ return this._scene.activeCamera;
387
+ }
388
+ }
389
+ /**
390
+ * The webVRCamera which is used when in VR.
391
+ */
392
+ get webVRCamera() {
393
+ return this._webVRCamera;
394
+ }
395
+ /**
396
+ * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
397
+ */
398
+ get vrDeviceOrientationCamera() {
399
+ return this._vrDeviceOrientationCamera;
400
+ }
401
+ /**
402
+ * The html button that is used to trigger entering into VR.
403
+ */
404
+ get vrButton() {
405
+ return this._btnVR;
406
+ }
407
+ get _teleportationRequestInitiated() {
408
+ const result = this._cameraGazer._teleportationRequestInitiated ||
409
+ (this._leftController !== null && this._leftController._teleportationRequestInitiated) ||
410
+ (this._rightController !== null && this._rightController._teleportationRequestInitiated);
411
+ return result;
412
+ }
235
413
  /**
236
414
  * Instantiates a VRExperienceHelper.
237
415
  * Helps to quickly add VR support to an existing scene.
@@ -581,184 +759,6 @@ export class VRExperienceHelper {
581
759
  this._completeVRInit(scene, webVROptions);
582
760
  }
583
761
  }
584
- /** Return this.onEnteringVRObservable
585
- * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
586
- */
587
- get onEnteringVR() {
588
- return this.onEnteringVRObservable;
589
- }
590
- /** Return this.onExitingVRObservable
591
- * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
592
- */
593
- get onExitingVR() {
594
- return this.onExitingVRObservable;
595
- }
596
- /** Return this.onControllerMeshLoadedObservable
597
- * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
598
- */
599
- get onControllerMeshLoaded() {
600
- return this.onControllerMeshLoadedObservable;
601
- }
602
- /**
603
- * The mesh used to display where the user is going to teleport.
604
- */
605
- get teleportationTarget() {
606
- return this._teleportationTarget;
607
- }
608
- /**
609
- * Sets the mesh to be used to display where the user is going to teleport.
610
- */
611
- set teleportationTarget(value) {
612
- if (value) {
613
- value.name = "teleportationTarget";
614
- this._isDefaultTeleportationTarget = false;
615
- this._teleportationTarget = value;
616
- }
617
- }
618
- /**
619
- * The mesh used to display where the user is selecting, this mesh will be cloned and set as the gazeTracker for the left and right controller
620
- * when set bakeCurrentTransformIntoVertices will be called on the mesh.
621
- * See https://doc.babylonjs.com/features/featuresDeepDive/mesh/transforms/center_origin/bakingTransforms
622
- */
623
- get gazeTrackerMesh() {
624
- return this._cameraGazer._gazeTracker;
625
- }
626
- set gazeTrackerMesh(value) {
627
- if (value) {
628
- // Dispose of existing meshes
629
- if (this._cameraGazer._gazeTracker) {
630
- this._cameraGazer._gazeTracker.dispose();
631
- }
632
- if (this._leftController && this._leftController._gazeTracker) {
633
- this._leftController._gazeTracker.dispose();
634
- }
635
- if (this._rightController && this._rightController._gazeTracker) {
636
- this._rightController._gazeTracker.dispose();
637
- }
638
- // Set and create gaze trackers on head and controllers
639
- this._cameraGazer._gazeTracker = value;
640
- this._cameraGazer._gazeTracker.bakeCurrentTransformIntoVertices();
641
- this._cameraGazer._gazeTracker.isPickable = false;
642
- this._cameraGazer._gazeTracker.isVisible = false;
643
- this._cameraGazer._gazeTracker.name = "gazeTracker";
644
- if (this._leftController) {
645
- this._leftController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
646
- }
647
- if (this._rightController) {
648
- this._rightController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
649
- }
650
- }
651
- }
652
- /**
653
- * The gaze tracking mesh corresponding to the left controller
654
- */
655
- get leftControllerGazeTrackerMesh() {
656
- if (this._leftController) {
657
- return this._leftController._gazeTracker;
658
- }
659
- return null;
660
- }
661
- /**
662
- * The gaze tracking mesh corresponding to the right controller
663
- */
664
- get rightControllerGazeTrackerMesh() {
665
- if (this._rightController) {
666
- return this._rightController._gazeTracker;
667
- }
668
- return null;
669
- }
670
- /**
671
- * If the ray of the gaze should be displayed.
672
- */
673
- get displayGaze() {
674
- return this._displayGaze;
675
- }
676
- /**
677
- * Sets if the ray of the gaze should be displayed.
678
- */
679
- set displayGaze(value) {
680
- this._displayGaze = value;
681
- if (!value) {
682
- this._cameraGazer._gazeTracker.isVisible = false;
683
- if (this._leftController) {
684
- this._leftController._gazeTracker.isVisible = false;
685
- }
686
- if (this._rightController) {
687
- this._rightController._gazeTracker.isVisible = false;
688
- }
689
- }
690
- }
691
- /**
692
- * If the ray of the LaserPointer should be displayed.
693
- */
694
- get displayLaserPointer() {
695
- return this._displayLaserPointer;
696
- }
697
- /**
698
- * Sets if the ray of the LaserPointer should be displayed.
699
- */
700
- set displayLaserPointer(value) {
701
- this._displayLaserPointer = value;
702
- if (!value) {
703
- if (this._rightController) {
704
- this._rightController._deactivatePointer();
705
- this._rightController._gazeTracker.isVisible = false;
706
- }
707
- if (this._leftController) {
708
- this._leftController._deactivatePointer();
709
- this._leftController._gazeTracker.isVisible = false;
710
- }
711
- }
712
- else {
713
- if (this._rightController) {
714
- this._rightController._activatePointer();
715
- }
716
- if (this._leftController) {
717
- this._leftController._activatePointer();
718
- }
719
- }
720
- }
721
- /**
722
- * The deviceOrientationCamera used as the camera when not in VR.
723
- */
724
- get deviceOrientationCamera() {
725
- return this._deviceOrientationCamera;
726
- }
727
- /**
728
- * Based on the current WebVR support, returns the current VR camera used.
729
- */
730
- get currentVRCamera() {
731
- if (this._webVRready) {
732
- return this._webVRCamera;
733
- }
734
- else {
735
- return this._scene.activeCamera;
736
- }
737
- }
738
- /**
739
- * The webVRCamera which is used when in VR.
740
- */
741
- get webVRCamera() {
742
- return this._webVRCamera;
743
- }
744
- /**
745
- * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
746
- */
747
- get vrDeviceOrientationCamera() {
748
- return this._vrDeviceOrientationCamera;
749
- }
750
- /**
751
- * The html button that is used to trigger entering into VR.
752
- */
753
- get vrButton() {
754
- return this._btnVR;
755
- }
756
- get _teleportationRequestInitiated() {
757
- const result = this._cameraGazer._teleportationRequestInitiated ||
758
- (this._leftController !== null && this._leftController._teleportationRequestInitiated) ||
759
- (this._rightController !== null && this._rightController._teleportationRequestInitiated);
760
- return result;
761
- }
762
762
  _completeVRInit(scene, webVROptions) {
763
763
  this.xrTestDone = true;
764
764
  // Create VR cameras