@babylonjs/core 5.52.0 → 5.53.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animatable.js +1 -1
- package/Animations/animatable.js.map +1 -1
- package/Animations/animationGroup.js +8 -1
- package/Animations/animationGroup.js.map +1 -1
- package/Collisions/pickingInfo.d.ts +2 -1
- package/Collisions/pickingInfo.js +4 -3
- package/Collisions/pickingInfo.js.map +1 -1
- package/DeviceInput/eventFactory.js +4 -0
- package/DeviceInput/eventFactory.js.map +1 -1
- package/DeviceInput/webDeviceInputSystem.js +17 -9
- package/DeviceInput/webDeviceInputSystem.js.map +1 -1
- package/Engines/Extensions/engine.cubeTexture.js +3 -0
- package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/Extensions/engine.multiRender.js +74 -19
- package/Engines/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/Extensions/engine.renderTarget.js +2 -5
- package/Engines/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/WebGL/webGLHardwareTexture.d.ts +3 -1
- package/Engines/WebGL/webGLHardwareTexture.js +19 -7
- package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
- package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +14 -1
- package/Engines/WebGL/webGLRenderTargetWrapper.js +76 -6
- package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.js +20 -0
- package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTarget.js +3 -1
- package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/WebGPU/webgpuConstants.d.ts +22 -7
- package/Engines/WebGPU/webgpuConstants.js +24 -8
- package/Engines/WebGPU/webgpuConstants.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +0 -3
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +20 -53
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.d.ts +3 -2
- package/Engines/WebGPU/webgpuTextureHelper.js +33 -14
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/WebGPU/webgpuTintWASM.d.ts +3 -2
- package/Engines/WebGPU/webgpuTintWASM.js +10 -8
- package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
- package/Engines/constants.d.ts +12 -0
- package/Engines/constants.js +12 -0
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.d.ts +130 -72
- package/Engines/engine.js +5 -0
- package/Engines/engine.js.map +1 -1
- package/Engines/nativeEngine.d.ts +1 -0
- package/Engines/nativeEngine.js +16 -5
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/renderTargetWrapper.d.ts +28 -4
- package/Engines/renderTargetWrapper.js +107 -10
- package/Engines/renderTargetWrapper.js.map +1 -1
- package/Engines/thinEngine.d.ts +6 -6
- package/Engines/thinEngine.js +29 -21
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +25 -8
- package/Engines/webgpuEngine.js +112 -48
- package/Engines/webgpuEngine.js.map +1 -1
- package/Inputs/scene.inputManager.js +5 -12
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Materials/PBR/pbrAnisotropicConfiguration.js +0 -1
- package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +3 -0
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/Textures/Filtering/hdrFiltering.js +4 -0
- package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
- package/Materials/Textures/internalTexture.d.ts +4 -0
- package/Materials/Textures/internalTexture.js.map +1 -1
- package/Materials/Textures/multiRenderTarget.d.ts +40 -0
- package/Materials/Textures/multiRenderTarget.js +143 -4
- package/Materials/Textures/multiRenderTarget.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.d.ts +4 -0
- package/Materials/Textures/renderTargetTexture.js +10 -2
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/Textures/texture.d.ts +4 -2
- package/Materials/Textures/texture.js +1 -0
- package/Materials/Textures/texture.js.map +1 -1
- package/Materials/Textures/textureCreationOptions.d.ts +4 -0
- package/Materials/Textures/textureCreationOptions.js.map +1 -1
- package/Materials/materialPluginBase.d.ts +3 -2
- package/Materials/materialPluginBase.js.map +1 -1
- package/Materials/materialPluginManager.js +13 -3
- package/Materials/materialPluginManager.js.map +1 -1
- package/Materials/uniformBuffer.d.ts +2 -0
- package/Materials/uniformBuffer.js +4 -0
- package/Materials/uniformBuffer.js.map +1 -1
- package/Maths/math.frustum.d.ts +8 -1
- package/Maths/math.frustum.js +14 -0
- package/Maths/math.frustum.js.map +1 -1
- package/Meshes/instancedMesh.d.ts +2 -1
- package/Meshes/instancedMesh.js +3 -2
- package/Meshes/instancedMesh.js.map +1 -1
- package/Meshes/mesh.d.ts +10 -5
- package/Meshes/mesh.js +40 -16
- package/Meshes/mesh.js.map +1 -1
- package/Misc/filesInput.d.ts +5 -2
- package/Misc/filesInput.js +39 -20
- package/Misc/filesInput.js.map +1 -1
- package/Misc/interfaces/screenshotSize.d.ts +17 -3
- package/Misc/interfaces/screenshotSize.js.map +1 -1
- package/Misc/sceneOptimizer.js +3 -0
- package/Misc/sceneOptimizer.js.map +1 -1
- package/Misc/screenshotTools.d.ts +2 -2
- package/Misc/screenshotTools.js +49 -9
- package/Misc/screenshotTools.js.map +1 -1
- package/Misc/textureTools.d.ts +1 -1
- package/Misc/textureTools.js +4 -2
- package/Misc/textureTools.js.map +1 -1
- package/Physics/v2/physicsAggregate.js +3 -3
- package/Physics/v2/physicsAggregate.js.map +1 -1
- package/Physics/v2/physicsBody.d.ts +27 -16
- package/Physics/v2/physicsBody.js +31 -16
- package/Physics/v2/physicsBody.js.map +1 -1
- package/Physics/v2/physicsConstraint.d.ts +6 -6
- package/Physics/v2/physicsConstraint.js +6 -6
- package/Physics/v2/physicsConstraint.js.map +1 -1
- package/Physics/v2/physicsShape.d.ts +7 -7
- package/Physics/v2/physicsShape.js +7 -7
- package/Physics/v2/physicsShape.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +1 -0
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/postProcessRenderPipelineManager.d.ts +5 -0
- package/PostProcesses/RenderPipeline/postProcessRenderPipelineManager.js +7 -0
- package/PostProcesses/RenderPipeline/postProcessRenderPipelineManager.js.map +1 -1
- package/PostProcesses/depthOfFieldMergePostProcess.d.ts +0 -23
- package/PostProcesses/depthOfFieldMergePostProcess.js +0 -5
- package/PostProcesses/depthOfFieldMergePostProcess.js.map +1 -1
- package/PostProcesses/postProcess.js +1 -0
- package/PostProcesses/postProcess.js.map +1 -1
- package/Probes/reflectionProbe.js +1 -0
- package/Probes/reflectionProbe.js.map +1 -1
- package/Rendering/depthPeelingRenderer.js +3 -1
- package/Rendering/depthPeelingRenderer.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderer.js +1 -1
- package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js +2 -1
- package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingTextures.js +2 -0
- package/Rendering/fluidRenderer/fluidRenderingTextures.js.map +1 -1
- package/Shaders/default.fragment.js +1 -1
- package/Shaders/default.fragment.js.map +1 -1
- package/Shaders/depthOfFieldMerge.fragment.js +10 -5
- package/Shaders/depthOfFieldMerge.fragment.js.map +1 -1
- package/Shaders/fluidRenderingRender.fragment.js +3 -3
- package/Shaders/fluidRenderingRender.fragment.js.map +1 -1
- package/Shaders/motionBlur.fragment.js +8 -2
- package/Shaders/motionBlur.fragment.js.map +1 -1
- package/Shaders/screenSpaceReflection2.fragment.js +11 -4
- package/Shaders/screenSpaceReflection2.fragment.js.map +1 -1
- package/Shaders/screenSpaceReflection2Blur.fragment.js +6 -1
- package/Shaders/screenSpaceReflection2Blur.fragment.js.map +1 -1
- package/Shaders/ssao2.fragment.js +1 -0
- package/Shaders/ssao2.fragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js +9 -9
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bonesVertex.js +16 -16
- package/ShadersWGSL/ShadersInclude/bonesVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js +6 -6
- package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js +6 -6
- package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/instancesVertex.js +1 -1
- package/ShadersWGSL/ShadersInclude/instancesVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +8 -8
- package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
- package/XR/features/WebXRControllerTeleportation.d.ts +9 -0
- package/XR/features/WebXRControllerTeleportation.js +28 -4
- package/XR/features/WebXRControllerTeleportation.js.map +1 -1
- package/package.json +1 -1
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@@ -594,10 +594,6 @@ export class InputManager {
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}
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};
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this._onPointerMove = (evt) => {
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// preserve compatibility with Safari when pointerId is not present
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if (evt.pointerId === undefined) {
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evt.pointerId = 0;
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}
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this._updatePointerPosition(evt);
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// Check if pointer leaves DragMovementThreshold range to determine if swipe is occurring
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if (!this._isSwiping && this._swipeButtonPressed !== -1) {
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@@ -605,6 +601,11 @@ export class InputManager {
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Math.abs(this._startingPointerPosition.x - this._pointerX) > InputManager.DragMovementThreshold ||
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Math.abs(this._startingPointerPosition.y - this._pointerY) > InputManager.DragMovementThreshold;
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}
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+
// Because there's a race condition between pointermove and pointerlockchange events, we need to
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// verify that the pointer is still locked after each pointermove event.
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if (engine.isPointerLock) {
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engine._verifyPointerLock();
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}
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// PreObservable support
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if (this._checkPrePointerObservable(null, evt, evt.inputIndex >= PointerInput.MouseWheelX && evt.inputIndex <= PointerInput.MouseWheelZ ? PointerEventTypes.POINTERWHEEL : PointerEventTypes.POINTERMOVE)) {
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return;
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@@ -632,10 +633,6 @@ export class InputManager {
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this._totalPointersPressed++;
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this._pickedDownMesh = null;
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this._meshPickProceed = false;
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// preserve compatibility with Safari when pointerId is not present
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if (evt.pointerId === undefined) {
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evt.pointerId = 0;
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}
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// If ExclusiveDoubleClickMode is true, we need to resolve any pending delayed clicks
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if (InputManager.ExclusiveDoubleClickMode) {
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for (let i = 0; i < this._delayedClicks.length; i++) {
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this._totalPointersPressed--;
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this._pickedUpMesh = null;
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this._meshPickProceed = false;
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if (evt.pointerId === undefined) {
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evt.pointerId = 0;
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}
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this._updatePointerPosition(evt);
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if (scene.preventDefaultOnPointerUp && elementToAttachTo) {
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evt.preventDefault();
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@@ -1 +1 @@
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-
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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/** @internal */\r\ninterface _IClickEvent {\r\n clickInfo: _ClickInfo;\r\n evt: IPointerEvent;\r\n timeoutId: number;\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 /**\r\n * This flag will modify the behavior so that, when true, a click will happen if and only if\r\n * another click DOES NOT happen within the DoubleClickDelay time frame. If another click does\r\n * happen within that time frame, the first click will not fire an event and and a double click will occur.\r\n */\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 _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 private _delayedClicks: Array<Nullable<_IClickEvent>> = [null, null, null, null, null];\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, 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);\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(evt: IPointerEvent): 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, evt, scene);\r\n\r\n return pickResult;\r\n }\r\n\r\n private _setCursorAndPointerOverMesh(pickResult: Nullable<PickingInfo>, evt: IPointerEvent, 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, evt.pointerId, pickResult, evt);\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, evt.pointerId, pickResult, evt);\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\r\n // If we have a delayed click, we need to resolve the TAP event\r\n if (this._delayedClicks[btn]) {\r\n const evt = this._delayedClicks[btn]!.evt;\r\n const type = PointerEventTypes.POINTERTAP;\r\n const pi = new PointerInfo(type, evt, this._currentPickResult);\r\n if (scene.onPointerObservable.hasObservers() && scene.onPointerObservable.hasSpecificMask(type)) {\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n\r\n // Clear the delayed click\r\n this._delayedClicks[btn] = null;\r\n }\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 // Queue up a delayed click, just in case this isn't a double click\r\n // It should be noted that while this delayed event happens\r\n // because of user input, it shouldn't be considered as a direct,\r\n // timing-dependent result of that input. It's meant to just fire the TAP event\r\n const delayedClick = {\r\n evt: evt,\r\n clickInfo: clickInfo,\r\n timeoutId: window.setTimeout(this._delayedSimpleClick.bind(this, btn, clickInfo, cb), InputManager.DoubleClickDelay),\r\n };\r\n\r\n this._delayedClicks[btn] = delayedClick;\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 we have a pending click, we need to cancel it\r\n if (InputManager.ExclusiveDoubleClickMode && this._delayedClicks[btn]) {\r\n clearTimeout(this._delayedClicks[btn]?.timeoutId);\r\n this._delayedClicks[btn] = null;\r\n }\r\n\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 we have a delayed click, we need to cancel it\r\n if (this._delayedClicks[btn]) {\r\n clearTimeout(this._delayedClicks[btn]?.timeoutId);\r\n this._delayedClicks[btn] = null;\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 // Even if ExclusiveDoubleClickMode is true, we need to always handle\r\n // up events at time of execution, unless we're explicitly ignoring them.\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) : 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 // If ExclusiveDoubleClickMode is true, we need to resolve any pending delayed clicks\r\n if (InputManager.ExclusiveDoubleClickMode) {\r\n for (let i = 0; i < this._delayedClicks.length; i++) {\r\n if (this._delayedClicks[i]) {\r\n // If the button that was pressed is the same as the one that was released,\r\n // just clear the timer. This will be resolved in the up event.\r\n if (evt.button === i) {\r\n clearTimeout(this._delayedClicks[i]?.timeoutId);\r\n } else {\r\n // Otherwise, we need to resolve the click\r\n const clickInfo = this._delayedClicks[i]!.clickInfo;\r\n this._doubleClickOccured = false;\r\n clickInfo.singleClick = true;\r\n clickInfo.ignore = false;\r\n\r\n const prevEvt = this._delayedClicks[i]!.evt;\r\n const type = PointerEventTypes.POINTERTAP;\r\n const pi = new PointerInfo(type, prevEvt, this._currentPickResult);\r\n if (scene.onPointerObservable.hasObservers() && scene.onPointerObservable.hasSpecificMask(type)) {\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n\r\n // Clear the delayed click\r\n this._delayedClicks[i] = null;\r\n }\r\n }\r\n }\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 * @param evt - optional pointer event\r\n */\r\n public setPointerOverMesh(mesh: Nullable<AbstractMesh>, pointerId: number = 0, pickResult?: Nullable<PickingInfo>, evt?: IPointerEvent): 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, evt, { 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, evt, { 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/** @internal */\r\ninterface _IClickEvent {\r\n clickInfo: _ClickInfo;\r\n evt: IPointerEvent;\r\n timeoutId: number;\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 /**\r\n * This flag will modify the behavior so that, when true, a click will happen if and only if\r\n * another click DOES NOT happen within the DoubleClickDelay time frame. If another click does\r\n * happen within that time frame, the first click will not fire an event and and a double click will occur.\r\n */\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 _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 private _delayedClicks: Array<Nullable<_IClickEvent>> = [null, null, null, null, null];\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, 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);\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(evt: IPointerEvent): 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, evt, scene);\r\n\r\n return pickResult;\r\n }\r\n\r\n private _setCursorAndPointerOverMesh(pickResult: Nullable<PickingInfo>, evt: IPointerEvent, 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, evt.pointerId, pickResult, evt);\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, evt.pointerId, pickResult, evt);\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\r\n // If we have a delayed click, we need to resolve the TAP event\r\n if (this._delayedClicks[btn]) {\r\n const evt = this._delayedClicks[btn]!.evt;\r\n const type = PointerEventTypes.POINTERTAP;\r\n const pi = new PointerInfo(type, evt, this._currentPickResult);\r\n if (scene.onPointerObservable.hasObservers() && scene.onPointerObservable.hasSpecificMask(type)) {\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n\r\n // Clear the delayed click\r\n this._delayedClicks[btn] = null;\r\n }\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 // Queue up a delayed click, just in case this isn't a double click\r\n // It should be noted that while this delayed event happens\r\n // because of user input, it shouldn't be considered as a direct,\r\n // timing-dependent result of that input. It's meant to just fire the TAP event\r\n const delayedClick = {\r\n evt: evt,\r\n clickInfo: clickInfo,\r\n timeoutId: window.setTimeout(this._delayedSimpleClick.bind(this, btn, clickInfo, cb), InputManager.DoubleClickDelay),\r\n };\r\n\r\n this._delayedClicks[btn] = delayedClick;\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 we have a pending click, we need to cancel it\r\n if (InputManager.ExclusiveDoubleClickMode && this._delayedClicks[btn]) {\r\n clearTimeout(this._delayedClicks[btn]?.timeoutId);\r\n this._delayedClicks[btn] = null;\r\n }\r\n\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 we have a delayed click, we need to cancel it\r\n if (this._delayedClicks[btn]) {\r\n clearTimeout(this._delayedClicks[btn]?.timeoutId);\r\n this._delayedClicks[btn] = null;\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 // Even if ExclusiveDoubleClickMode is true, we need to always handle\r\n // up events at time of execution, unless we're explicitly ignoring them.\r\n if (!needToIgnoreNext) {\r\n cb(clickInfo, this._currentPickResult);\r\n }\r\n };\r\n\r\n this._onPointerMove = (evt: IMouseEvent) => {\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 // Because there's a race condition between pointermove and pointerlockchange events, we need to\r\n // verify that the pointer is still locked after each pointermove event.\r\n if (engine.isPointerLock) {\r\n engine._verifyPointerLock();\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) : 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 // If ExclusiveDoubleClickMode is true, we need to resolve any pending delayed clicks\r\n if (InputManager.ExclusiveDoubleClickMode) {\r\n for (let i = 0; i < this._delayedClicks.length; i++) {\r\n if (this._delayedClicks[i]) {\r\n // If the button that was pressed is the same as the one that was released,\r\n // just clear the timer. This will be resolved in the up event.\r\n if (evt.button === i) {\r\n clearTimeout(this._delayedClicks[i]?.timeoutId);\r\n } else {\r\n // Otherwise, we need to resolve the click\r\n const clickInfo = this._delayedClicks[i]!.clickInfo;\r\n this._doubleClickOccured = false;\r\n clickInfo.singleClick = true;\r\n clickInfo.ignore = false;\r\n\r\n const prevEvt = this._delayedClicks[i]!.evt;\r\n const type = PointerEventTypes.POINTERTAP;\r\n const pi = new PointerInfo(type, prevEvt, this._currentPickResult);\r\n if (scene.onPointerObservable.hasObservers() && scene.onPointerObservable.hasSpecificMask(type)) {\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n\r\n // Clear the delayed click\r\n this._delayedClicks[i] = null;\r\n }\r\n }\r\n }\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 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 * @param evt - optional pointer event\r\n */\r\n public setPointerOverMesh(mesh: Nullable<AbstractMesh>, pointerId: number = 0, pickResult?: Nullable<PickingInfo>, evt?: IPointerEvent): 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, evt, { 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, evt, { 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"]}
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@@ -91,7 +91,6 @@ export class PBRAnisotropicConfiguration extends MaterialPluginBase {
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defines.ANISOTROPIC = false;
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defines.ANISOTROPIC_TEXTURE = false;
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defines.ANISOTROPIC_TEXTUREDIRECTUV = 0;
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-
defines.MAINUV1 = false;
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}
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}
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bindForSubMesh(uniformBuffer, scene) {
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@@ -1 +1 @@
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1
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-
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { serialize, expandToProperty, serializeAsVector2, serializeAsTexture } from \"../../Misc/decorators\";\r\nimport type { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { Vector2 } from \"../../Maths/math.vector\";\r\nimport { MaterialFlags } from \"../../Materials/materialFlags\";\r\nimport { MaterialHelper } from \"../../Materials/materialHelper\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { IAnimatable } from \"../../Animations/animatable.interface\";\r\nimport type { EffectFallbacks } from \"../effectFallbacks\";\r\nimport { MaterialPluginBase } from \"../materialPluginBase\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { MaterialDefines } from \"../materialDefines\";\r\n\r\ndeclare type Scene = import(\"../../scene\").Scene;\r\ndeclare type AbstractMesh = import(\"../../Meshes/abstractMesh\").AbstractMesh;\r\ndeclare type PBRBaseMaterial = import(\"./pbrBaseMaterial\").PBRBaseMaterial;\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class MaterialAnisotropicDefines extends MaterialDefines {\r\n public ANISOTROPIC = false;\r\n public ANISOTROPIC_TEXTURE = false;\r\n public ANISOTROPIC_TEXTUREDIRECTUV = 0;\r\n public MAINUV1 = false;\r\n}\r\n\r\n/**\r\n * Plugin that implements the anisotropic component of the PBR material\r\n */\r\nexport class PBRAnisotropicConfiguration extends MaterialPluginBase {\r\n private _isEnabled = false;\r\n /**\r\n * Defines if the anisotropy is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isEnabled = false;\r\n\r\n /**\r\n * Defines the anisotropy strength (between 0 and 1) it defaults to 1.\r\n */\r\n @serialize()\r\n public intensity: number = 1;\r\n\r\n /**\r\n * Defines if the effect is along the tangents, bitangents or in between.\r\n * By default, the effect is \"stretching\" the highlights along the tangents.\r\n */\r\n @serializeAsVector2()\r\n public direction = new Vector2(1, 0);\r\n\r\n private _texture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the anisotropy values in a texture.\r\n * rg is direction (like normal from -1 to 1)\r\n * b is a intensity\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public texture: Nullable<BaseTexture> = null;\r\n\r\n /** @internal */\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n\r\n /** @internal */\r\n public _markAllSubMeshesAsTexturesDirty(): void {\r\n this._enable(this._isEnabled);\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n constructor(material: PBRBaseMaterial, addToPluginList = true) {\r\n super(material, \"PBRAnisotropic\", 110, new MaterialAnisotropicDefines(), addToPluginList);\r\n\r\n this._internalMarkAllSubMeshesAsTexturesDirty = material._dirtyCallbacks[Constants.MATERIAL_TextureDirtyFlag];\r\n }\r\n\r\n public isReadyForSubMesh(defines: MaterialAnisotropicDefines, scene: Scene): boolean {\r\n if (!this._isEnabled) {\r\n return true;\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.AnisotropicTextureEnabled) {\r\n if (!this._texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public prepareDefinesBeforeAttributes(defines: MaterialAnisotropicDefines, scene: Scene, mesh: AbstractMesh): void {\r\n if (this._isEnabled) {\r\n defines.ANISOTROPIC = this._isEnabled;\r\n if (this._isEnabled && !mesh.isVerticesDataPresent(VertexBuffer.TangentKind)) {\r\n defines._needUVs = true;\r\n defines.MAINUV1 = true;\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.AnisotropicTextureEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._texture, defines, \"ANISOTROPIC_TEXTURE\");\r\n } else {\r\n defines.ANISOTROPIC_TEXTURE = false;\r\n }\r\n }\r\n }\r\n } else {\r\n defines.ANISOTROPIC = false;\r\n defines.ANISOTROPIC_TEXTURE = false;\r\n defines.ANISOTROPIC_TEXTUREDIRECTUV = 0;\r\n defines.MAINUV1 = false;\r\n }\r\n }\r\n\r\n public bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene): void {\r\n if (!this._isEnabled) {\r\n return;\r\n }\r\n\r\n const isFrozen = this._material.isFrozen;\r\n\r\n if (!uniformBuffer.useUbo || !isFrozen || !uniformBuffer.isSync) {\r\n if (this._texture && MaterialFlags.AnisotropicTextureEnabled) {\r\n uniformBuffer.updateFloat2(\"vAnisotropyInfos\", this._texture.coordinatesIndex, this._texture.level);\r\n MaterialHelper.BindTextureMatrix(this._texture, uniformBuffer, \"anisotropy\");\r\n }\r\n\r\n // Anisotropy\r\n uniformBuffer.updateFloat3(\"vAnisotropy\", this.direction.x, this.direction.y, this.intensity);\r\n }\r\n\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.AnisotropicTextureEnabled) {\r\n uniformBuffer.setTexture(\"anisotropySampler\", this._texture);\r\n }\r\n }\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (this._texture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public getActiveTextures(activeTextures: BaseTexture[]): void {\r\n if (this._texture) {\r\n activeTextures.push(this._texture);\r\n }\r\n }\r\n\r\n public getAnimatables(animatables: IAnimatable[]): void {\r\n if (this._texture && this._texture.animations && this._texture.animations.length > 0) {\r\n animatables.push(this._texture);\r\n }\r\n }\r\n\r\n public dispose(forceDisposeTextures?: boolean): void {\r\n if (forceDisposeTextures) {\r\n if (this._texture) {\r\n this._texture.dispose();\r\n }\r\n }\r\n }\r\n\r\n public getClassName(): string {\r\n return \"PBRAnisotropicConfiguration\";\r\n }\r\n\r\n public addFallbacks(defines: MaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number {\r\n if (defines.ANISOTROPIC) {\r\n fallbacks.addFallback(currentRank++, \"ANISOTROPIC\");\r\n }\r\n return currentRank;\r\n }\r\n\r\n public getSamplers(samplers: string[]): void {\r\n samplers.push(\"anisotropySampler\");\r\n }\r\n\r\n public getUniforms(): { ubo?: Array<{ name: string; size: number; type: string }>; vertex?: string; fragment?: string } {\r\n return {\r\n ubo: [\r\n { name: \"vAnisotropy\", size: 3, type: \"vec3\" },\r\n { name: \"vAnisotropyInfos\", size: 2, type: \"vec2\" },\r\n { name: \"anisotropyMatrix\", size: 16, type: \"mat4\" },\r\n ],\r\n };\r\n }\r\n}\r\n"]}
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+
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { serialize, expandToProperty, serializeAsVector2, serializeAsTexture } from \"../../Misc/decorators\";\r\nimport type { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { Vector2 } from \"../../Maths/math.vector\";\r\nimport { MaterialFlags } from \"../../Materials/materialFlags\";\r\nimport { MaterialHelper } from \"../../Materials/materialHelper\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { IAnimatable } from \"../../Animations/animatable.interface\";\r\nimport type { EffectFallbacks } from \"../effectFallbacks\";\r\nimport { MaterialPluginBase } from \"../materialPluginBase\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { MaterialDefines } from \"../materialDefines\";\r\n\r\ndeclare type Scene = import(\"../../scene\").Scene;\r\ndeclare type AbstractMesh = import(\"../../Meshes/abstractMesh\").AbstractMesh;\r\ndeclare type PBRBaseMaterial = import(\"./pbrBaseMaterial\").PBRBaseMaterial;\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class MaterialAnisotropicDefines extends MaterialDefines {\r\n public ANISOTROPIC = false;\r\n public ANISOTROPIC_TEXTURE = false;\r\n public ANISOTROPIC_TEXTUREDIRECTUV = 0;\r\n public MAINUV1 = false;\r\n}\r\n\r\n/**\r\n * Plugin that implements the anisotropic component of the PBR material\r\n */\r\nexport class PBRAnisotropicConfiguration extends MaterialPluginBase {\r\n private _isEnabled = false;\r\n /**\r\n * Defines if the anisotropy is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isEnabled = false;\r\n\r\n /**\r\n * Defines the anisotropy strength (between 0 and 1) it defaults to 1.\r\n */\r\n @serialize()\r\n public intensity: number = 1;\r\n\r\n /**\r\n * Defines if the effect is along the tangents, bitangents or in between.\r\n * By default, the effect is \"stretching\" the highlights along the tangents.\r\n */\r\n @serializeAsVector2()\r\n public direction = new Vector2(1, 0);\r\n\r\n private _texture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the anisotropy values in a texture.\r\n * rg is direction (like normal from -1 to 1)\r\n * b is a intensity\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public texture: Nullable<BaseTexture> = null;\r\n\r\n /** @internal */\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n\r\n /** @internal */\r\n public _markAllSubMeshesAsTexturesDirty(): void {\r\n this._enable(this._isEnabled);\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n constructor(material: PBRBaseMaterial, addToPluginList = true) {\r\n super(material, \"PBRAnisotropic\", 110, new MaterialAnisotropicDefines(), addToPluginList);\r\n\r\n this._internalMarkAllSubMeshesAsTexturesDirty = material._dirtyCallbacks[Constants.MATERIAL_TextureDirtyFlag];\r\n }\r\n\r\n public isReadyForSubMesh(defines: MaterialAnisotropicDefines, scene: Scene): boolean {\r\n if (!this._isEnabled) {\r\n return true;\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.AnisotropicTextureEnabled) {\r\n if (!this._texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public prepareDefinesBeforeAttributes(defines: MaterialAnisotropicDefines, scene: Scene, mesh: AbstractMesh): void {\r\n if (this._isEnabled) {\r\n defines.ANISOTROPIC = this._isEnabled;\r\n if (this._isEnabled && !mesh.isVerticesDataPresent(VertexBuffer.TangentKind)) {\r\n defines._needUVs = true;\r\n defines.MAINUV1 = true;\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.AnisotropicTextureEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._texture, defines, \"ANISOTROPIC_TEXTURE\");\r\n } else {\r\n defines.ANISOTROPIC_TEXTURE = false;\r\n }\r\n }\r\n }\r\n } else {\r\n defines.ANISOTROPIC = false;\r\n defines.ANISOTROPIC_TEXTURE = false;\r\n defines.ANISOTROPIC_TEXTUREDIRECTUV = 0;\r\n }\r\n }\r\n\r\n public bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene): void {\r\n if (!this._isEnabled) {\r\n return;\r\n }\r\n\r\n const isFrozen = this._material.isFrozen;\r\n\r\n if (!uniformBuffer.useUbo || !isFrozen || !uniformBuffer.isSync) {\r\n if (this._texture && MaterialFlags.AnisotropicTextureEnabled) {\r\n uniformBuffer.updateFloat2(\"vAnisotropyInfos\", this._texture.coordinatesIndex, this._texture.level);\r\n MaterialHelper.BindTextureMatrix(this._texture, uniformBuffer, \"anisotropy\");\r\n }\r\n\r\n // Anisotropy\r\n uniformBuffer.updateFloat3(\"vAnisotropy\", this.direction.x, this.direction.y, this.intensity);\r\n }\r\n\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.AnisotropicTextureEnabled) {\r\n uniformBuffer.setTexture(\"anisotropySampler\", this._texture);\r\n }\r\n }\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (this._texture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public getActiveTextures(activeTextures: BaseTexture[]): void {\r\n if (this._texture) {\r\n activeTextures.push(this._texture);\r\n }\r\n }\r\n\r\n public getAnimatables(animatables: IAnimatable[]): void {\r\n if (this._texture && this._texture.animations && this._texture.animations.length > 0) {\r\n animatables.push(this._texture);\r\n }\r\n }\r\n\r\n public dispose(forceDisposeTextures?: boolean): void {\r\n if (forceDisposeTextures) {\r\n if (this._texture) {\r\n this._texture.dispose();\r\n }\r\n }\r\n }\r\n\r\n public getClassName(): string {\r\n return \"PBRAnisotropicConfiguration\";\r\n }\r\n\r\n public addFallbacks(defines: MaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number {\r\n if (defines.ANISOTROPIC) {\r\n fallbacks.addFallback(currentRank++, \"ANISOTROPIC\");\r\n }\r\n return currentRank;\r\n }\r\n\r\n public getSamplers(samplers: string[]): void {\r\n samplers.push(\"anisotropySampler\");\r\n }\r\n\r\n public getUniforms(): { ubo?: Array<{ name: string; size: number; type: string }>; vertex?: string; fragment?: string } {\r\n return {\r\n ubo: [\r\n { name: \"vAnisotropy\", size: 3, type: \"vec3\" },\r\n { name: \"vAnisotropyInfos\", size: 2, type: \"vec2\" },\r\n { name: \"anisotropyMatrix\", size: 16, type: \"mat4\" },\r\n ],\r\n };\r\n }\r\n}\r\n"]}
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@@ -1206,6 +1206,9 @@ export class PBRBaseMaterial extends PushMaterial {
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1206
1206
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defines.METALLICWORKFLOW = this.isMetallicWorkflow();
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1207
1207
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if (defines._areTexturesDirty) {
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1208
1208
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defines._needUVs = false;
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1209
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+
for (let i = 1; i <= 6; ++i) {
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1210
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+
defines["MAINUV" + i] = false;
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1211
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+
}
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1209
1212
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if (scene.texturesEnabled) {
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1210
1213
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defines.ALBEDODIRECTUV = 0;
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1211
1214
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defines.AMBIENTDIRECTUV = 0;
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