@babylonjs/core 5.8.2 → 5.10.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Buffers/buffer.js +2 -3
- package/Buffers/buffer.js.map +1 -1
- package/Culling/ray.js.map +1 -1
- package/Engines/IPipelineContext.d.ts +7 -1
- package/Engines/IPipelineContext.js.map +1 -1
- package/Engines/Processors/shaderCodeNode.js +3 -4
- package/Engines/Processors/shaderCodeNode.js.map +1 -1
- package/Engines/WebGL/webGLPipelineContext.d.ts +7 -1
- package/Engines/WebGL/webGLPipelineContext.js +12 -0
- package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
- package/Engines/WebGPU/webgpuPipelineContext.d.ts +7 -1
- package/Engines/WebGPU/webgpuPipelineContext.js +8 -0
- package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
- package/Engines/engine.js +1 -0
- package/Engines/engine.js.map +1 -1
- package/Engines/nativeEngine.js +12 -0
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/thinEngine.js +2 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Inputs/scene.inputManager.js +4 -8
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Lights/shadowLight.d.ts +2 -0
- package/Lights/shadowLight.js +8 -0
- package/Lights/shadowLight.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +5 -2
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Loading/sceneLoader.js +1 -2
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildState.js +2 -3
- package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
- package/Materials/PBR/pbrMaterial.js +4 -0
- package/Materials/PBR/pbrMaterial.js.map +1 -1
- package/Materials/PBR/pbrMetallicRoughnessMaterial.js +4 -0
- package/Materials/PBR/pbrMetallicRoughnessMaterial.js.map +1 -1
- package/Materials/PBR/pbrSpecularGlossinessMaterial.js +4 -0
- package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
- package/Materials/Textures/Loaders/basisTextureLoader.js +1 -2
- package/Materials/Textures/Loaders/basisTextureLoader.js.map +1 -1
- package/Materials/Textures/Loaders/ddsTextureLoader.js +1 -2
- package/Materials/Textures/Loaders/ddsTextureLoader.js.map +1 -1
- package/Materials/Textures/Loaders/envTextureLoader.js +1 -2
- package/Materials/Textures/Loaders/envTextureLoader.js.map +1 -1
- package/Materials/Textures/Loaders/hdrTextureLoader.js +1 -2
- package/Materials/Textures/Loaders/hdrTextureLoader.js.map +1 -1
- package/Materials/Textures/Loaders/ktxTextureLoader.js +1 -2
- package/Materials/Textures/Loaders/ktxTextureLoader.js.map +1 -1
- package/Materials/Textures/Loaders/tgaTextureLoader.js +1 -2
- package/Materials/Textures/Loaders/tgaTextureLoader.js.map +1 -1
- package/Materials/Textures/cubeTexture.d.ts +2 -1
- package/Materials/Textures/cubeTexture.js +2 -2
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/texture.d.ts +5 -2
- package/Materials/Textures/texture.js +15 -11
- package/Materials/Textures/texture.js.map +1 -1
- package/Materials/effect.d.ts +8 -1
- package/Materials/effect.js +10 -0
- package/Materials/effect.js.map +1 -1
- package/Maths/math.like.d.ts +6 -0
- package/Maths/math.like.js.map +1 -1
- package/Maths/math.vector.d.ts +45 -0
- package/Maths/math.vector.js +92 -7
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/abstractMesh.js +2 -3
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/geometry.js +3 -3
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/instancedMesh.js +11 -9
- package/Meshes/instancedMesh.js.map +1 -1
- package/Meshes/linesMesh.js +3 -0
- package/Meshes/linesMesh.js.map +1 -1
- package/Meshes/mesh.js +2 -2
- package/Meshes/mesh.js.map +1 -1
- package/Misc/computePressure.js +3 -1
- package/Misc/computePressure.js.map +1 -1
- package/Misc/deepCopier.js +1 -2
- package/Misc/deepCopier.js.map +1 -1
- package/Misc/index.d.ts +0 -1
- package/Misc/index.js +0 -1
- package/Misc/index.js.map +1 -1
- package/Misc/reflector.js +1 -2
- package/Misc/reflector.js.map +1 -1
- package/Misc/sceneSerializer.js +7 -2
- package/Misc/sceneSerializer.js.map +1 -1
- package/Misc/stringTools.d.ts +2 -0
- package/Misc/stringTools.js +4 -2
- package/Misc/stringTools.js.map +1 -1
- package/Misc/tools.d.ts +0 -17
- package/Misc/tools.js +0 -25
- package/Misc/tools.js.map +1 -1
- package/Particles/solidParticleSystem.js +6 -7
- package/Particles/solidParticleSystem.js.map +1 -1
- package/Rendering/edgesRenderer.js +1 -2
- package/Rendering/edgesRenderer.js.map +1 -1
- package/Rendering/utilityLayerRenderer.js +0 -4
- package/Rendering/utilityLayerRenderer.js.map +1 -1
- package/Shaders/extractHighlights.fragment.js +1 -1
- package/Shaders/extractHighlights.fragment.js.map +1 -1
- package/abstractScene.d.ts +1 -0
- package/abstractScene.js +1 -0
- package/abstractScene.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +2 -0
- package/scene.js +4 -6
- package/scene.js.map +1 -1
- package/Misc/promise.d.ts +0 -11
- package/Misc/promise.js +0 -230
- package/Misc/promise.js.map +0 -1
- package/Misc/sliceTools.d.ts +0 -22
- package/Misc/sliceTools.js +0 -37
- package/Misc/sliceTools.js.map +0 -1
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@@ -171,14 +171,10 @@ var InputManager = /** @class */ (function () {
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var isMeshPicked = pickResult && pickResult.hit && pickResult.pickedMesh ? true : false;
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if (isMeshPicked) {
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scene.setPointerOverMesh(pickResult.pickedMesh, evt.pointerId, pickResult);
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if (
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}
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else {
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canvas.style.cursor = scene.hoverCursor;
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}
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if (!scene.doNotHandleCursors && canvas && this._pointerOverMesh) {
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var actionManager = this._pointerOverMesh._getActionManagerForTrigger();
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if (actionManager && actionManager.hasPointerTriggers) {
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canvas.style.cursor = actionManager.hoverCursor || scene.hoverCursor;
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}
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}
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}
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@@ -1 +1 @@
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-
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type { Observable } 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/** @hidden */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nclass _ClickInfo {\r\n private _singleClick = false;\r\n private _doubleClick = false;\r\n private _hasSwiped = false;\r\n private _ignore = false;\r\n\r\n public get singleClick(): boolean {\r\n return this._singleClick;\r\n }\r\n public get doubleClick(): boolean {\r\n return this._doubleClick;\r\n }\r\n public get hasSwiped(): boolean {\r\n return this._hasSwiped;\r\n }\r\n public get ignore(): boolean {\r\n return this._ignore;\r\n }\r\n\r\n public set singleClick(b: boolean) {\r\n this._singleClick = b;\r\n }\r\n public set doubleClick(b: boolean) {\r\n this._doubleClick = b;\r\n }\r\n public set hasSwiped(b: boolean) {\r\n this._hasSwiped = b;\r\n }\r\n public set ignore(b: boolean) {\r\n this._ignore = b;\r\n }\r\n}\r\n\r\n/**\r\n * Class used to manage all inputs for the scene.\r\n */\r\nexport class InputManager {\r\n /** The distance in pixel that you have to move to prevent some events */\r\n public static DragMovementThreshold = 10; // in pixels\r\n /** Time in milliseconds to wait to raise long press events if button is still pressed */\r\n public static LongPressDelay = 500; // in milliseconds\r\n /** Time in milliseconds with two consecutive clicks will be considered as a double click */\r\n public static DoubleClickDelay = 300; // in milliseconds\r\n /** If you need to check double click without raising a single click at first click, enable this flag */\r\n public static ExclusiveDoubleClickMode = false;\r\n\r\n /** This is a defensive check to not allow control attachment prior to an already active one. If already attached, previous control is unattached before attaching the new one. */\r\n private _alreadyAttached = false;\r\n private _alreadyAttachedTo: Nullable<HTMLElement>;\r\n\r\n // Pointers\r\n private _onPointerMove: (evt: IMouseEvent) => void;\r\n private _onPointerDown: (evt: IPointerEvent) => void;\r\n private _onPointerUp: (evt: IPointerEvent) => void;\r\n\r\n private _initClickEvent: (\r\n obs1: Observable<PointerInfoPre>,\r\n obs2: Observable<PointerInfo>,\r\n evt: IPointerEvent,\r\n cb: (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => void\r\n ) => void;\r\n private _initActionManager: (act: Nullable<AbstractActionManager>, clickInfo: _ClickInfo) => Nullable<AbstractActionManager>;\r\n private _delayedSimpleClick: (btn: number, clickInfo: _ClickInfo, cb: (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => void) => void;\r\n private _delayedSimpleClickTimeout: number;\r\n private _previousDelayedSimpleClickTimeout: number;\r\n private _meshPickProceed = false;\r\n\r\n private _previousButtonPressed: number;\r\n private _currentPickResult: Nullable<PickingInfo> = null;\r\n private _previousPickResult: Nullable<PickingInfo> = null;\r\n private _totalPointersPressed = 0;\r\n private _doubleClickOccured = false;\r\n\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\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 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 const isMeshPicked = pickResult && pickResult.hit && pickResult.pickedMesh ? true : false;\r\n if (isMeshPicked) {\r\n scene.setPointerOverMesh(pickResult!.pickedMesh, evt.pointerId, pickResult);\r\n\r\n if (this._pointerOverMesh && this._pointerOverMesh.actionManager && this._pointerOverMesh.actionManager.hasPointerTriggers) {\r\n if (!scene.doNotHandleCursors && canvas) {\r\n if (this._pointerOverMesh.actionManager.hoverCursor) {\r\n canvas.style.cursor = this._pointerOverMesh.actionManager.hoverCursor;\r\n } else {\r\n canvas.style.cursor = scene.hoverCursor;\r\n }\r\n }\r\n }\r\n } else {\r\n scene.setPointerOverMesh(null, evt.pointerId, pickResult);\r\n }\r\n\r\n for (const step of scene._pointerMoveStage) {\r\n pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, isMeshPicked, canvas);\r\n }\r\n\r\n if (pickResult) {\r\n const type = evt.type === \"wheel\" || evt.type === \"mousewheel\" || evt.type === \"DOMMouseScroll\" ? PointerEventTypes.POINTERWHEEL : PointerEventTypes.POINTERMOVE;\r\n\r\n if (scene.onPointerMove) {\r\n scene.onPointerMove(evt, pickResult, type);\r\n }\r\n\r\n if (scene.onPointerObservable.hasObservers()) {\r\n const pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n }\r\n\r\n // Pointers handling\r\n private _setRayOnPointerInfo(pointerInfo: PointerInfo) {\r\n const scene = this._scene;\r\n if (pointerInfo.pickInfo && !pointerInfo.pickInfo._pickingUnavailable) {\r\n if (!pointerInfo.pickInfo.ray) {\r\n pointerInfo.pickInfo.ray = scene.createPickingRay(pointerInfo.event.offsetX, pointerInfo.event.offsetY, Matrix.Identity(), scene.activeCamera);\r\n }\r\n }\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.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 /**\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 && pickResult.hit && 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 && pickResult.hit && 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);\r\n }\r\n }\r\n\r\n if (pickResult) {\r\n const type = PointerEventTypes.POINTERDOWN;\r\n\r\n if (scene.onPointerDown) {\r\n scene.onPointerDown(evt, pickResult, type);\r\n }\r\n\r\n if (scene.onPointerObservable.hasObservers()) {\r\n const pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @hidden\r\n * @returns Boolean if delta for pointer exceeds drag movement threshold\r\n */\r\n public _isPointerSwiping(): boolean {\r\n return (\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\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 && pickResult.hit && 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.hasObservers()) {\r\n const type = PointerEventTypes.POINTERPICK;\r\n const pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\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);\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 let type = 0;\r\n if (scene.onPointerObservable.hasObservers()) {\r\n if (!clickInfo.ignore && !clickInfo.hasSwiped) {\r\n if (clickInfo.singleClick && scene.onPointerObservable.hasSpecificMask(PointerEventTypes.POINTERTAP)) {\r\n type = PointerEventTypes.POINTERTAP;\r\n } else if (clickInfo.doubleClick && scene.onPointerObservable.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP)) {\r\n type = PointerEventTypes.POINTERDOUBLETAP;\r\n }\r\n if (type) {\r\n const pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n\r\n if (!clickInfo.ignore) {\r\n type = PointerEventTypes.POINTERUP;\r\n const pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n\r\n if (scene.onPointerUp && !clickInfo.ignore) {\r\n scene.onPointerUp(evt, pickResult, type);\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 = scene.skipPointerUpPicking\r\n ? null\r\n : scene.pick(this._unTranslatedPointerX, this._unTranslatedPointerY, scene.pointerUpPredicate, false, scene.cameraToUseForPointers);\r\n this._currentPickResult = pickResult;\r\n if (pickResult) {\r\n act = pickResult.hit && pickResult.pickedMesh ? pickResult.pickedMesh._getActionManagerForTrigger() : null;\r\n }\r\n this._meshPickProceed = true;\r\n }\r\n return act;\r\n };\r\n\r\n this._delayedSimpleClick = (btn: number, clickInfo: _ClickInfo, cb: (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => void) => {\r\n // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different\r\n if ((Date.now() - this._previousStartingPointerTime > InputManager.DoubleClickDelay && !this._doubleClickOccured) || btn !== this._previousButtonPressed) {\r\n this._doubleClickOccured = false;\r\n clickInfo.singleClick = true;\r\n clickInfo.ignore = false;\r\n cb(clickInfo, this._currentPickResult);\r\n }\r\n };\r\n\r\n this._initClickEvent = (\r\n obs1: Observable<PointerInfoPre>,\r\n obs2: Observable<PointerInfo>,\r\n evt: IPointerEvent,\r\n cb: (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => void\r\n ): void => {\r\n const clickInfo = new _ClickInfo();\r\n this._currentPickResult = null;\r\n let act: Nullable<AbstractActionManager> = null;\r\n\r\n let checkPicking =\r\n obs1.hasSpecificMask(PointerEventTypes.POINTERPICK) ||\r\n obs2.hasSpecificMask(PointerEventTypes.POINTERPICK) ||\r\n obs1.hasSpecificMask(PointerEventTypes.POINTERTAP) ||\r\n obs2.hasSpecificMask(PointerEventTypes.POINTERTAP) ||\r\n obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) ||\r\n obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);\r\n if (!checkPicking && AbstractActionManager) {\r\n act = this._initActionManager(act, clickInfo);\r\n if (act) {\r\n checkPicking = act.hasPickTriggers;\r\n }\r\n }\r\n\r\n let needToIgnoreNext = false;\r\n\r\n if (checkPicking) {\r\n const btn = evt.button;\r\n clickInfo.hasSwiped = this._isPointerSwiping();\r\n\r\n if (!clickInfo.hasSwiped) {\r\n let checkSingleClickImmediately = !InputManager.ExclusiveDoubleClickMode;\r\n\r\n if (!checkSingleClickImmediately) {\r\n checkSingleClickImmediately = !obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) && !obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);\r\n\r\n if (checkSingleClickImmediately && !AbstractActionManager.HasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger)) {\r\n act = this._initActionManager(act, clickInfo);\r\n if (act) {\r\n checkSingleClickImmediately = !act.hasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger);\r\n }\r\n }\r\n }\r\n\r\n if (checkSingleClickImmediately) {\r\n // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required\r\n if (Date.now() - this._previousStartingPointerTime > InputManager.DoubleClickDelay || btn !== this._previousButtonPressed) {\r\n clickInfo.singleClick = true;\r\n cb(clickInfo, this._currentPickResult);\r\n needToIgnoreNext = true;\r\n }\r\n }\r\n // at least one double click is required to be check and exclusive double click is enabled\r\n else {\r\n // wait that no double click has been raised during the double click delay\r\n this._previousDelayedSimpleClickTimeout = this._delayedSimpleClickTimeout;\r\n this._delayedSimpleClickTimeout = window.setTimeout(this._delayedSimpleClick.bind(this, btn, clickInfo, cb), InputManager.DoubleClickDelay);\r\n }\r\n\r\n let checkDoubleClick = obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);\r\n if (!checkDoubleClick && AbstractActionManager.HasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger)) {\r\n act = this._initActionManager(act, clickInfo);\r\n if (act) {\r\n checkDoubleClick = act.hasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger);\r\n }\r\n }\r\n if (checkDoubleClick) {\r\n // two successive keys pressed are equal, double click delay is not over and double click has not just occurred\r\n if (btn === this._previousButtonPressed && Date.now() - this._previousStartingPointerTime < InputManager.DoubleClickDelay && !this._doubleClickOccured) {\r\n // pointer has not moved for 2 clicks, it's a double click\r\n if (!clickInfo.hasSwiped && !this._isPointerSwiping()) {\r\n this._previousStartingPointerTime = 0;\r\n this._doubleClickOccured = true;\r\n clickInfo.doubleClick = true;\r\n clickInfo.ignore = false;\r\n if (InputManager.ExclusiveDoubleClickMode && this._previousDelayedSimpleClickTimeout) {\r\n clearTimeout(this._previousDelayedSimpleClickTimeout);\r\n }\r\n this._previousDelayedSimpleClickTimeout = this._delayedSimpleClickTimeout;\r\n cb(clickInfo, this._currentPickResult);\r\n }\r\n // if the two successive clicks are too far, it's just two simple clicks\r\n else {\r\n this._doubleClickOccured = false;\r\n this._previousStartingPointerTime = this._startingPointerTime;\r\n this._previousStartingPointerPosition.x = this._startingPointerPosition.x;\r\n this._previousStartingPointerPosition.y = this._startingPointerPosition.y;\r\n this._previousButtonPressed = btn;\r\n if (InputManager.ExclusiveDoubleClickMode) {\r\n if (this._previousDelayedSimpleClickTimeout) {\r\n clearTimeout(this._previousDelayedSimpleClickTimeout);\r\n }\r\n this._previousDelayedSimpleClickTimeout = this._delayedSimpleClickTimeout;\r\n\r\n cb(clickInfo, this._previousPickResult);\r\n } else {\r\n cb(clickInfo, this._currentPickResult);\r\n }\r\n }\r\n needToIgnoreNext = true;\r\n }\r\n // just the first click of the double has been raised\r\n else {\r\n this._doubleClickOccured = false;\r\n this._previousStartingPointerTime = this._startingPointerTime;\r\n this._previousStartingPointerPosition.x = this._startingPointerPosition.x;\r\n this._previousStartingPointerPosition.y = this._startingPointerPosition.y;\r\n this._previousButtonPressed = btn!;\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (!needToIgnoreNext) {\r\n cb(clickInfo, this._currentPickResult);\r\n }\r\n };\r\n\r\n this._onPointerMove = (evt: IMouseEvent) => {\r\n // preserve compatibility with Safari when pointerId is not present\r\n if ((evt as IPointerEvent).pointerId === undefined) {\r\n (evt as IPointerEvent as any).pointerId = 0;\r\n }\r\n\r\n this._updatePointerPosition(evt as IPointerEvent);\r\n\r\n // PreObservable support\r\n if (\r\n this._checkPrePointerObservable(\r\n null,\r\n evt as IPointerEvent,\r\n evt.type === \"wheel\" || evt.type === \"mousewheel\" || evt.type === \"DOMMouseScroll\" ? 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 // Meshes\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._processPointerMove(pickResult, evt as IPointerEvent);\r\n };\r\n\r\n this._onPointerDown = (evt: IPointerEvent) => {\r\n this._totalPointersPressed++;\r\n this._pickedDownMesh = null;\r\n this._meshPickProceed = false;\r\n\r\n // preserve compatibility with Safari when pointerId is not present\r\n if (evt.pointerId === undefined) {\r\n (evt as any).pointerId = 0;\r\n }\r\n\r\n this._updatePointerPosition(evt);\r\n\r\n if (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) {\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 if (!clickInfo.ignore) {\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 return;\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 return;\r\n }\r\n }\r\n }\r\n if (this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERUP)) {\r\n return;\r\n }\r\n }\r\n }\r\n\r\n if (!this._pointerCaptures[evt.pointerId] && evt.buttons > 0) {\r\n return;\r\n }\r\n\r\n this._pointerCaptures[evt.pointerId] = false;\r\n if (!scene.cameraToUseForPointers && !scene.activeCamera) {\r\n return;\r\n }\r\n\r\n if (!scene.pointerUpPredicate) {\r\n scene.pointerUpPredicate = (mesh: AbstractMesh): boolean => {\r\n return (\r\n mesh.isPickable &&\r\n mesh.isVisible &&\r\n mesh.isReady() &&\r\n mesh.isEnabled() &&\r\n (!scene.cameraToUseForPointers || (scene.cameraToUseForPointers.layerMask & mesh.layerMask) !== 0)\r\n );\r\n };\r\n }\r\n\r\n // Meshes\r\n if (!this._meshPickProceed && ((AbstractActionManager && AbstractActionManager.HasTriggers) || scene.onPointerObservable.hasObservers())) {\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 };\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 (eventData.inputIndex === PointerInput.LeftClick || eventData.inputIndex === PointerInput.MiddleClick || eventData.inputIndex === PointerInput.RightClick) {\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 } else if (attachUp && deviceSource.getInput(eventData.inputIndex) === 0) {\r\n this._onPointerUp(eventData);\r\n }\r\n }\r\n\r\n if (attachMove && eventData.inputIndex === PointerInput.Move) {\r\n this._onPointerMove(eventData);\r\n }\r\n });\r\n } else if (deviceSource.deviceType === DeviceType.Keyboard) {\r\n deviceSource.onInputChangedObservable.add((eventData) => {\r\n if (eventData.type === \"keydown\") {\r\n this._onKeyDown(eventData);\r\n } else if (eventData.type === \"keyup\") {\r\n this._onKeyUp(eventData);\r\n }\r\n });\r\n }\r\n });\r\n\r\n this._alreadyAttached = true;\r\n }\r\n\r\n /**\r\n * Detaches all event handlers\r\n */\r\n public detachControl() {\r\n if (this._alreadyAttached) {\r\n this._deviceSourceManager!.dispose();\r\n this._deviceSourceManager = null;\r\n\r\n // Cursor\r\n if (this._alreadyAttachedTo && !this._scene.doNotHandleCursors) {\r\n this._alreadyAttachedTo.style.cursor = this._scene.defaultCursor;\r\n }\r\n\r\n this._alreadyAttached = false;\r\n this._alreadyAttachedTo = null;\r\n }\r\n }\r\n\r\n /**\r\n * Force the value of meshUnderPointer\r\n * @param mesh - defines the mesh to use\r\n * @param pointerId - optional pointer id when using more than one pointer. Defaults to 0\r\n * @param pickResult - optional pickingInfo data used to find mesh\r\n */\r\n public setPointerOverMesh(mesh: Nullable<AbstractMesh>, pointerId: number = 0, pickResult?: Nullable<PickingInfo>): void {\r\n if (this._meshUnderPointerId[pointerId] === mesh) {\r\n return;\r\n }\r\n\r\n const underPointerMesh = this._meshUnderPointerId[pointerId];\r\n\r\n let actionManager: Nullable<AbstractActionManager>;\r\n if (underPointerMesh) {\r\n actionManager = underPointerMesh._getActionManagerForTrigger(Constants.ACTION_OnPointerOutTrigger);\r\n if (actionManager) {\r\n actionManager.processTrigger(Constants.ACTION_OnPointerOutTrigger, ActionEvent.CreateNew(underPointerMesh, undefined, { pointerId }));\r\n }\r\n }\r\n\r\n if (mesh) {\r\n this._meshUnderPointerId[pointerId] = mesh;\r\n this._pointerOverMesh = mesh;\r\n\r\n actionManager = mesh._getActionManagerForTrigger(Constants.ACTION_OnPointerOverTrigger);\r\n if (actionManager) {\r\n actionManager.processTrigger(Constants.ACTION_OnPointerOverTrigger, ActionEvent.CreateNew(mesh, undefined, { pointerId, pickResult }));\r\n }\r\n } else {\r\n delete this._meshUnderPointerId[pointerId];\r\n this._pointerOverMesh = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the mesh under the pointer\r\n * @returns a Mesh or null if no mesh is under the pointer\r\n */\r\n public getPointerOverMesh(): Nullable<AbstractMesh> {\r\n return this._pointerOverMesh;\r\n }\r\n\r\n /**\r\n * @param mesh - Mesh to invalidate\r\n * @hidden\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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1
|
+
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type { Observable } 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/** @hidden */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nclass _ClickInfo {\r\n private _singleClick = false;\r\n private _doubleClick = false;\r\n private _hasSwiped = false;\r\n private _ignore = false;\r\n\r\n public get singleClick(): boolean {\r\n return this._singleClick;\r\n }\r\n public get doubleClick(): boolean {\r\n return this._doubleClick;\r\n }\r\n public get hasSwiped(): boolean {\r\n return this._hasSwiped;\r\n }\r\n public get ignore(): boolean {\r\n return this._ignore;\r\n }\r\n\r\n public set singleClick(b: boolean) {\r\n this._singleClick = b;\r\n }\r\n public set doubleClick(b: boolean) {\r\n this._doubleClick = b;\r\n }\r\n public set hasSwiped(b: boolean) {\r\n this._hasSwiped = b;\r\n }\r\n public set ignore(b: boolean) {\r\n this._ignore = b;\r\n }\r\n}\r\n\r\n/**\r\n * Class used to manage all inputs for the scene.\r\n */\r\nexport class InputManager {\r\n /** The distance in pixel that you have to move to prevent some events */\r\n public static DragMovementThreshold = 10; // in pixels\r\n /** Time in milliseconds to wait to raise long press events if button is still pressed */\r\n public static LongPressDelay = 500; // in milliseconds\r\n /** Time in milliseconds with two consecutive clicks will be considered as a double click */\r\n public static DoubleClickDelay = 300; // in milliseconds\r\n /** If you need to check double click without raising a single click at first click, enable this flag */\r\n public static ExclusiveDoubleClickMode = false;\r\n\r\n /** This is a defensive check to not allow control attachment prior to an already active one. If already attached, previous control is unattached before attaching the new one. */\r\n private _alreadyAttached = false;\r\n private _alreadyAttachedTo: Nullable<HTMLElement>;\r\n\r\n // Pointers\r\n private _onPointerMove: (evt: IMouseEvent) => void;\r\n private _onPointerDown: (evt: IPointerEvent) => void;\r\n private _onPointerUp: (evt: IPointerEvent) => void;\r\n\r\n private _initClickEvent: (\r\n obs1: Observable<PointerInfoPre>,\r\n obs2: Observable<PointerInfo>,\r\n evt: IPointerEvent,\r\n cb: (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => void\r\n ) => void;\r\n private _initActionManager: (act: Nullable<AbstractActionManager>, clickInfo: _ClickInfo) => Nullable<AbstractActionManager>;\r\n private _delayedSimpleClick: (btn: number, clickInfo: _ClickInfo, cb: (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => void) => void;\r\n private _delayedSimpleClickTimeout: number;\r\n private _previousDelayedSimpleClickTimeout: number;\r\n private _meshPickProceed = false;\r\n\r\n private _previousButtonPressed: number;\r\n private _currentPickResult: Nullable<PickingInfo> = null;\r\n private _previousPickResult: Nullable<PickingInfo> = null;\r\n private _totalPointersPressed = 0;\r\n private _doubleClickOccured = false;\r\n\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\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 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 const isMeshPicked = pickResult && pickResult.hit && pickResult.pickedMesh ? true : false;\r\n if (isMeshPicked) {\r\n scene.setPointerOverMesh(pickResult!.pickedMesh, evt.pointerId, pickResult);\r\n\r\n if (!scene.doNotHandleCursors && canvas && this._pointerOverMesh) {\r\n const actionManager = this._pointerOverMesh._getActionManagerForTrigger();\r\n if (actionManager && actionManager.hasPointerTriggers) {\r\n canvas.style.cursor = actionManager.hoverCursor || scene.hoverCursor;\r\n }\r\n }\r\n } else {\r\n scene.setPointerOverMesh(null, evt.pointerId, pickResult);\r\n }\r\n\r\n for (const step of scene._pointerMoveStage) {\r\n pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, isMeshPicked, canvas);\r\n }\r\n\r\n if (pickResult) {\r\n const type = evt.type === \"wheel\" || evt.type === \"mousewheel\" || evt.type === \"DOMMouseScroll\" ? PointerEventTypes.POINTERWHEEL : PointerEventTypes.POINTERMOVE;\r\n\r\n if (scene.onPointerMove) {\r\n scene.onPointerMove(evt, pickResult, type);\r\n }\r\n\r\n if (scene.onPointerObservable.hasObservers()) {\r\n const pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n }\r\n\r\n // Pointers handling\r\n private _setRayOnPointerInfo(pointerInfo: PointerInfo) {\r\n const scene = this._scene;\r\n if (pointerInfo.pickInfo && !pointerInfo.pickInfo._pickingUnavailable) {\r\n if (!pointerInfo.pickInfo.ray) {\r\n pointerInfo.pickInfo.ray = scene.createPickingRay(pointerInfo.event.offsetX, pointerInfo.event.offsetY, Matrix.Identity(), scene.activeCamera);\r\n }\r\n }\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.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 /**\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 && pickResult.hit && 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 && pickResult.hit && 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);\r\n }\r\n }\r\n\r\n if (pickResult) {\r\n const type = PointerEventTypes.POINTERDOWN;\r\n\r\n if (scene.onPointerDown) {\r\n scene.onPointerDown(evt, pickResult, type);\r\n }\r\n\r\n if (scene.onPointerObservable.hasObservers()) {\r\n const pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @hidden\r\n * @returns Boolean if delta for pointer exceeds drag movement threshold\r\n */\r\n public _isPointerSwiping(): boolean {\r\n return (\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\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 && pickResult.hit && 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.hasObservers()) {\r\n const type = PointerEventTypes.POINTERPICK;\r\n const pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\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);\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 let type = 0;\r\n if (scene.onPointerObservable.hasObservers()) {\r\n if (!clickInfo.ignore && !clickInfo.hasSwiped) {\r\n if (clickInfo.singleClick && scene.onPointerObservable.hasSpecificMask(PointerEventTypes.POINTERTAP)) {\r\n type = PointerEventTypes.POINTERTAP;\r\n } else if (clickInfo.doubleClick && scene.onPointerObservable.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP)) {\r\n type = PointerEventTypes.POINTERDOUBLETAP;\r\n }\r\n if (type) {\r\n const pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n\r\n if (!clickInfo.ignore) {\r\n type = PointerEventTypes.POINTERUP;\r\n const pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n\r\n if (scene.onPointerUp && !clickInfo.ignore) {\r\n scene.onPointerUp(evt, pickResult, type);\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 = scene.skipPointerUpPicking\r\n ? null\r\n : scene.pick(this._unTranslatedPointerX, this._unTranslatedPointerY, scene.pointerUpPredicate, false, scene.cameraToUseForPointers);\r\n this._currentPickResult = pickResult;\r\n if (pickResult) {\r\n act = pickResult.hit && pickResult.pickedMesh ? pickResult.pickedMesh._getActionManagerForTrigger() : null;\r\n }\r\n this._meshPickProceed = true;\r\n }\r\n return act;\r\n };\r\n\r\n this._delayedSimpleClick = (btn: number, clickInfo: _ClickInfo, cb: (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => void) => {\r\n // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different\r\n if ((Date.now() - this._previousStartingPointerTime > InputManager.DoubleClickDelay && !this._doubleClickOccured) || btn !== this._previousButtonPressed) {\r\n this._doubleClickOccured = false;\r\n clickInfo.singleClick = true;\r\n clickInfo.ignore = false;\r\n cb(clickInfo, this._currentPickResult);\r\n }\r\n };\r\n\r\n this._initClickEvent = (\r\n obs1: Observable<PointerInfoPre>,\r\n obs2: Observable<PointerInfo>,\r\n evt: IPointerEvent,\r\n cb: (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => void\r\n ): void => {\r\n const clickInfo = new _ClickInfo();\r\n this._currentPickResult = null;\r\n let act: Nullable<AbstractActionManager> = null;\r\n\r\n let checkPicking =\r\n obs1.hasSpecificMask(PointerEventTypes.POINTERPICK) ||\r\n obs2.hasSpecificMask(PointerEventTypes.POINTERPICK) ||\r\n obs1.hasSpecificMask(PointerEventTypes.POINTERTAP) ||\r\n obs2.hasSpecificMask(PointerEventTypes.POINTERTAP) ||\r\n obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) ||\r\n obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);\r\n if (!checkPicking && AbstractActionManager) {\r\n act = this._initActionManager(act, clickInfo);\r\n if (act) {\r\n checkPicking = act.hasPickTriggers;\r\n }\r\n }\r\n\r\n let needToIgnoreNext = false;\r\n\r\n if (checkPicking) {\r\n const btn = evt.button;\r\n clickInfo.hasSwiped = this._isPointerSwiping();\r\n\r\n if (!clickInfo.hasSwiped) {\r\n let checkSingleClickImmediately = !InputManager.ExclusiveDoubleClickMode;\r\n\r\n if (!checkSingleClickImmediately) {\r\n checkSingleClickImmediately = !obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) && !obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);\r\n\r\n if (checkSingleClickImmediately && !AbstractActionManager.HasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger)) {\r\n act = this._initActionManager(act, clickInfo);\r\n if (act) {\r\n checkSingleClickImmediately = !act.hasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger);\r\n }\r\n }\r\n }\r\n\r\n if (checkSingleClickImmediately) {\r\n // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required\r\n if (Date.now() - this._previousStartingPointerTime > InputManager.DoubleClickDelay || btn !== this._previousButtonPressed) {\r\n clickInfo.singleClick = true;\r\n cb(clickInfo, this._currentPickResult);\r\n needToIgnoreNext = true;\r\n }\r\n }\r\n // at least one double click is required to be check and exclusive double click is enabled\r\n else {\r\n // wait that no double click has been raised during the double click delay\r\n this._previousDelayedSimpleClickTimeout = this._delayedSimpleClickTimeout;\r\n this._delayedSimpleClickTimeout = window.setTimeout(this._delayedSimpleClick.bind(this, btn, clickInfo, cb), InputManager.DoubleClickDelay);\r\n }\r\n\r\n let checkDoubleClick = obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);\r\n if (!checkDoubleClick && AbstractActionManager.HasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger)) {\r\n act = this._initActionManager(act, clickInfo);\r\n if (act) {\r\n checkDoubleClick = act.hasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger);\r\n }\r\n }\r\n if (checkDoubleClick) {\r\n // two successive keys pressed are equal, double click delay is not over and double click has not just occurred\r\n if (btn === this._previousButtonPressed && Date.now() - this._previousStartingPointerTime < InputManager.DoubleClickDelay && !this._doubleClickOccured) {\r\n // pointer has not moved for 2 clicks, it's a double click\r\n if (!clickInfo.hasSwiped && !this._isPointerSwiping()) {\r\n this._previousStartingPointerTime = 0;\r\n this._doubleClickOccured = true;\r\n clickInfo.doubleClick = true;\r\n clickInfo.ignore = false;\r\n if (InputManager.ExclusiveDoubleClickMode && this._previousDelayedSimpleClickTimeout) {\r\n clearTimeout(this._previousDelayedSimpleClickTimeout);\r\n }\r\n this._previousDelayedSimpleClickTimeout = this._delayedSimpleClickTimeout;\r\n cb(clickInfo, this._currentPickResult);\r\n }\r\n // if the two successive clicks are too far, it's just two simple clicks\r\n else {\r\n this._doubleClickOccured = false;\r\n this._previousStartingPointerTime = this._startingPointerTime;\r\n this._previousStartingPointerPosition.x = this._startingPointerPosition.x;\r\n this._previousStartingPointerPosition.y = this._startingPointerPosition.y;\r\n this._previousButtonPressed = btn;\r\n if (InputManager.ExclusiveDoubleClickMode) {\r\n if (this._previousDelayedSimpleClickTimeout) {\r\n clearTimeout(this._previousDelayedSimpleClickTimeout);\r\n }\r\n this._previousDelayedSimpleClickTimeout = this._delayedSimpleClickTimeout;\r\n\r\n cb(clickInfo, this._previousPickResult);\r\n } else {\r\n cb(clickInfo, this._currentPickResult);\r\n }\r\n }\r\n needToIgnoreNext = true;\r\n }\r\n // just the first click of the double has been raised\r\n else {\r\n this._doubleClickOccured = false;\r\n this._previousStartingPointerTime = this._startingPointerTime;\r\n this._previousStartingPointerPosition.x = this._startingPointerPosition.x;\r\n this._previousStartingPointerPosition.y = this._startingPointerPosition.y;\r\n this._previousButtonPressed = btn!;\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (!needToIgnoreNext) {\r\n cb(clickInfo, this._currentPickResult);\r\n }\r\n };\r\n\r\n this._onPointerMove = (evt: IMouseEvent) => {\r\n // preserve compatibility with Safari when pointerId is not present\r\n if ((evt as IPointerEvent).pointerId === undefined) {\r\n (evt as IPointerEvent as any).pointerId = 0;\r\n }\r\n\r\n this._updatePointerPosition(evt as IPointerEvent);\r\n\r\n // PreObservable support\r\n if (\r\n this._checkPrePointerObservable(\r\n null,\r\n evt as IPointerEvent,\r\n evt.type === \"wheel\" || evt.type === \"mousewheel\" || evt.type === \"DOMMouseScroll\" ? 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 // Meshes\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._processPointerMove(pickResult, evt as IPointerEvent);\r\n };\r\n\r\n this._onPointerDown = (evt: IPointerEvent) => {\r\n this._totalPointersPressed++;\r\n this._pickedDownMesh = null;\r\n this._meshPickProceed = false;\r\n\r\n // preserve compatibility with Safari when pointerId is not present\r\n if (evt.pointerId === undefined) {\r\n (evt as any).pointerId = 0;\r\n }\r\n\r\n this._updatePointerPosition(evt);\r\n\r\n if (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) {\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 if (!clickInfo.ignore) {\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 return;\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 return;\r\n }\r\n }\r\n }\r\n if (this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERUP)) {\r\n return;\r\n }\r\n }\r\n }\r\n\r\n if (!this._pointerCaptures[evt.pointerId] && evt.buttons > 0) {\r\n return;\r\n }\r\n\r\n this._pointerCaptures[evt.pointerId] = false;\r\n if (!scene.cameraToUseForPointers && !scene.activeCamera) {\r\n return;\r\n }\r\n\r\n if (!scene.pointerUpPredicate) {\r\n scene.pointerUpPredicate = (mesh: AbstractMesh): boolean => {\r\n return (\r\n mesh.isPickable &&\r\n mesh.isVisible &&\r\n mesh.isReady() &&\r\n mesh.isEnabled() &&\r\n (!scene.cameraToUseForPointers || (scene.cameraToUseForPointers.layerMask & mesh.layerMask) !== 0)\r\n );\r\n };\r\n }\r\n\r\n // Meshes\r\n if (!this._meshPickProceed && ((AbstractActionManager && AbstractActionManager.HasTriggers) || scene.onPointerObservable.hasObservers())) {\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 };\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 (eventData.inputIndex === PointerInput.LeftClick || eventData.inputIndex === PointerInput.MiddleClick || eventData.inputIndex === PointerInput.RightClick) {\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 } else if (attachUp && deviceSource.getInput(eventData.inputIndex) === 0) {\r\n this._onPointerUp(eventData);\r\n }\r\n }\r\n\r\n if (attachMove && eventData.inputIndex === PointerInput.Move) {\r\n this._onPointerMove(eventData);\r\n }\r\n });\r\n } else if (deviceSource.deviceType === DeviceType.Keyboard) {\r\n deviceSource.onInputChangedObservable.add((eventData) => {\r\n if (eventData.type === \"keydown\") {\r\n this._onKeyDown(eventData);\r\n } else if (eventData.type === \"keyup\") {\r\n this._onKeyUp(eventData);\r\n }\r\n });\r\n }\r\n });\r\n\r\n this._alreadyAttached = true;\r\n }\r\n\r\n /**\r\n * Detaches all event handlers\r\n */\r\n public detachControl() {\r\n if (this._alreadyAttached) {\r\n this._deviceSourceManager!.dispose();\r\n this._deviceSourceManager = null;\r\n\r\n // Cursor\r\n if (this._alreadyAttachedTo && !this._scene.doNotHandleCursors) {\r\n this._alreadyAttachedTo.style.cursor = this._scene.defaultCursor;\r\n }\r\n\r\n this._alreadyAttached = false;\r\n this._alreadyAttachedTo = null;\r\n }\r\n }\r\n\r\n /**\r\n * Force the value of meshUnderPointer\r\n * @param mesh - defines the mesh to use\r\n * @param pointerId - optional pointer id when using more than one pointer. Defaults to 0\r\n * @param pickResult - optional pickingInfo data used to find mesh\r\n */\r\n public setPointerOverMesh(mesh: Nullable<AbstractMesh>, pointerId: number = 0, pickResult?: Nullable<PickingInfo>): void {\r\n if (this._meshUnderPointerId[pointerId] === mesh) {\r\n return;\r\n }\r\n\r\n const underPointerMesh = this._meshUnderPointerId[pointerId];\r\n\r\n let actionManager: Nullable<AbstractActionManager>;\r\n if (underPointerMesh) {\r\n actionManager = underPointerMesh._getActionManagerForTrigger(Constants.ACTION_OnPointerOutTrigger);\r\n if (actionManager) {\r\n actionManager.processTrigger(Constants.ACTION_OnPointerOutTrigger, ActionEvent.CreateNew(underPointerMesh, undefined, { pointerId }));\r\n }\r\n }\r\n\r\n if (mesh) {\r\n this._meshUnderPointerId[pointerId] = mesh;\r\n this._pointerOverMesh = mesh;\r\n\r\n actionManager = mesh._getActionManagerForTrigger(Constants.ACTION_OnPointerOverTrigger);\r\n if (actionManager) {\r\n actionManager.processTrigger(Constants.ACTION_OnPointerOverTrigger, ActionEvent.CreateNew(mesh, undefined, { pointerId, pickResult }));\r\n }\r\n } else {\r\n delete this._meshUnderPointerId[pointerId];\r\n this._pointerOverMesh = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the mesh under the pointer\r\n * @returns a Mesh or null if no mesh is under the pointer\r\n */\r\n public getPointerOverMesh(): Nullable<AbstractMesh> {\r\n return this._pointerOverMesh;\r\n }\r\n\r\n /**\r\n * @param mesh - Mesh to invalidate\r\n * @hidden\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"]}
|
package/Lights/shadowLight.d.ts
CHANGED
|
@@ -240,4 +240,6 @@ export declare abstract class ShadowLight extends Light implements IShadowLight
|
|
|
240
240
|
* @returns The current light
|
|
241
241
|
*/
|
|
242
242
|
setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
|
|
243
|
+
/** @hidden */
|
|
244
|
+
protected _syncParentEnabledState(): void;
|
|
243
245
|
}
|
package/Lights/shadowLight.js
CHANGED
|
@@ -241,6 +241,14 @@ var ShadowLight = /** @class */ (function (_super) {
|
|
|
241
241
|
}
|
|
242
242
|
return this;
|
|
243
243
|
};
|
|
244
|
+
/** @hidden */
|
|
245
|
+
ShadowLight.prototype._syncParentEnabledState = function () {
|
|
246
|
+
_super.prototype._syncParentEnabledState.call(this);
|
|
247
|
+
if (!this.parent || !this.parent.getWorldMatrix) {
|
|
248
|
+
this.transformedPosition = null;
|
|
249
|
+
this.transformedDirection = null;
|
|
250
|
+
}
|
|
251
|
+
};
|
|
244
252
|
__decorate([
|
|
245
253
|
serializeAsVector3()
|
|
246
254
|
], ShadowLight.prototype, "position", null);
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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{ serialize, serializeAsVector3 } from \"../Misc/decorators\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Light } from \"./light\";\r\nimport { Axis } from \"../Maths/math.axis\";\r\n/**\r\n * Interface describing all the common properties and methods a shadow light needs to implement.\r\n * This helps both the shadow generator and materials to generate the corresponding shadow maps\r\n * as well as binding the different shadow properties to the effects.\r\n */\r\nexport interface IShadowLight extends Light {\r\n /**\r\n * The light id in the scene (used in scene.getLightById for instance)\r\n */\r\n id: string;\r\n /**\r\n * The position the shadow will be casted from.\r\n */\r\n position: Vector3;\r\n /**\r\n * In 2d mode (needCube being false), the direction used to cast the shadow.\r\n */\r\n direction: Vector3;\r\n /**\r\n * The transformed position. Position of the light in world space taking parenting in account.\r\n */\r\n transformedPosition: Vector3;\r\n /**\r\n * The transformed direction. Direction of the light in world space taking parenting in account.\r\n */\r\n transformedDirection: Vector3;\r\n /**\r\n * The friendly name of the light in the scene.\r\n */\r\n name: string;\r\n /**\r\n * Defines the shadow projection clipping minimum z value.\r\n */\r\n shadowMinZ: number;\r\n /**\r\n * Defines the shadow projection clipping maximum z value.\r\n */\r\n shadowMaxZ: number;\r\n\r\n /**\r\n * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light\r\n * @returns true if the information has been computed, false if it does not need to (no parenting)\r\n */\r\n computeTransformedInformation(): boolean;\r\n\r\n /**\r\n * Gets the scene the light belongs to.\r\n * @returns The scene\r\n */\r\n getScene(): Scene;\r\n\r\n /**\r\n * Callback defining a custom Projection Matrix Builder.\r\n * This can be used to override the default projection matrix computation.\r\n */\r\n customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;\r\n\r\n /**\r\n * Sets the shadow projection matrix in parameter to the generated projection matrix.\r\n * @param matrix The matrix to updated with the projection information\r\n * @param viewMatrix The transform matrix of the light\r\n * @param renderList The list of mesh to render in the map\r\n * @returns The current light\r\n */\r\n setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;\r\n\r\n /**\r\n * Gets the current depth scale used in ESM.\r\n * @returns The scale\r\n */\r\n getDepthScale(): number;\r\n\r\n /**\r\n * Returns whether or not the shadow generation require a cube texture or a 2d texture.\r\n * @returns true if a cube texture needs to be use\r\n */\r\n needCube(): boolean;\r\n\r\n /**\r\n * Detects if the projection matrix requires to be recomputed this frame.\r\n * @returns true if it requires to be recomputed otherwise, false.\r\n */\r\n needProjectionMatrixCompute(): boolean;\r\n\r\n /**\r\n * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.\r\n */\r\n forceProjectionMatrixCompute(): void;\r\n\r\n /**\r\n * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.\r\n * @param faceIndex The index of the face we are computed the direction to generate shadow\r\n * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true\r\n */\r\n getShadowDirection(faceIndex?: number): Vector3;\r\n\r\n /**\r\n * Gets the minZ used for shadow according to both the scene and the light.\r\n * @param activeCamera The camera we are returning the min for\r\n * @returns the depth min z\r\n */\r\n getDepthMinZ(activeCamera: Camera): number;\r\n\r\n /**\r\n * Gets the maxZ used for shadow according to both the scene and the light.\r\n * @param activeCamera The camera we are returning the max for\r\n * @returns the depth max z\r\n */\r\n getDepthMaxZ(activeCamera: Camera): number;\r\n}\r\n\r\n/**\r\n * Base implementation IShadowLight\r\n * It groups all the common behaviour in order to reduce duplication and better follow the DRY pattern.\r\n */\r\nexport abstract class ShadowLight extends Light implements IShadowLight {\r\n protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;\r\n\r\n protected _position: Vector3;\r\n protected _setPosition(value: Vector3) {\r\n this._position = value;\r\n }\r\n /**\r\n * Sets the position the shadow will be casted from. Also use as the light position for both\r\n * point and spot lights.\r\n */\r\n @serializeAsVector3()\r\n public get position(): Vector3 {\r\n return this._position;\r\n }\r\n /**\r\n * Sets the position the shadow will be casted from. Also use as the light position for both\r\n * point and spot lights.\r\n */\r\n public set position(value: Vector3) {\r\n this._setPosition(value);\r\n }\r\n\r\n protected _direction: Vector3;\r\n protected _setDirection(value: Vector3) {\r\n this._direction = value;\r\n }\r\n /**\r\n * In 2d mode (needCube being false), gets the direction used to cast the shadow.\r\n * Also use as the light direction on spot and directional lights.\r\n */\r\n @serializeAsVector3()\r\n public get direction(): Vector3 {\r\n return this._direction;\r\n }\r\n /**\r\n * In 2d mode (needCube being false), sets the direction used to cast the shadow.\r\n * Also use as the light direction on spot and directional lights.\r\n */\r\n public set direction(value: Vector3) {\r\n this._setDirection(value);\r\n }\r\n\r\n protected _shadowMinZ: number;\r\n /**\r\n * Gets the shadow projection clipping minimum z value.\r\n */\r\n @serialize()\r\n public get shadowMinZ(): number {\r\n return this._shadowMinZ;\r\n }\r\n /**\r\n * Sets the shadow projection clipping minimum z value.\r\n */\r\n public set shadowMinZ(value: number) {\r\n this._shadowMinZ = value;\r\n this.forceProjectionMatrixCompute();\r\n }\r\n\r\n protected _shadowMaxZ: number;\r\n /**\r\n * Sets the shadow projection clipping maximum z value.\r\n */\r\n @serialize()\r\n public get shadowMaxZ(): number {\r\n return this._shadowMaxZ;\r\n }\r\n /**\r\n * Gets the shadow projection clipping maximum z value.\r\n */\r\n public set shadowMaxZ(value: number) {\r\n this._shadowMaxZ = value;\r\n this.forceProjectionMatrixCompute();\r\n }\r\n\r\n /**\r\n * Callback defining a custom Projection Matrix Builder.\r\n * This can be used to override the default projection matrix computation.\r\n */\r\n public customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;\r\n\r\n /**\r\n * The transformed position. Position of the light in world space taking parenting in account.\r\n */\r\n public transformedPosition: Vector3;\r\n\r\n /**\r\n * The transformed direction. Direction of the light in world space taking parenting in account.\r\n */\r\n public transformedDirection: Vector3;\r\n\r\n private _needProjectionMatrixCompute: boolean = true;\r\n\r\n /**\r\n * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light\r\n * @returns true if the information has been computed, false if it does not need to (no parenting)\r\n */\r\n public computeTransformedInformation(): boolean {\r\n if (this.parent && this.parent.getWorldMatrix) {\r\n if (!this.transformedPosition) {\r\n this.transformedPosition = Vector3.Zero();\r\n }\r\n Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);\r\n\r\n // In case the direction is present.\r\n if (this.direction) {\r\n if (!this.transformedDirection) {\r\n this.transformedDirection = Vector3.Zero();\r\n }\r\n Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this.transformedDirection);\r\n }\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Return the depth scale used for the shadow map.\r\n * @returns the depth scale.\r\n */\r\n public getDepthScale(): number {\r\n return 50.0;\r\n }\r\n\r\n /**\r\n * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.\r\n * @param faceIndex The index of the face we are computed the direction to generate shadow\r\n * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public getShadowDirection(faceIndex?: number): Vector3 {\r\n return this.transformedDirection ? this.transformedDirection : this.direction;\r\n }\r\n\r\n /**\r\n * Returns the ShadowLight absolute position in the World.\r\n * @returns the position vector in world space\r\n */\r\n public getAbsolutePosition(): Vector3 {\r\n return this.transformedPosition ? this.transformedPosition : this.position;\r\n }\r\n\r\n /**\r\n * Sets the ShadowLight direction toward the passed target.\r\n * @param target The point to target in local space\r\n * @returns the updated ShadowLight direction\r\n */\r\n public setDirectionToTarget(target: Vector3): Vector3 {\r\n this.direction = Vector3.Normalize(target.subtract(this.position));\r\n return this.direction;\r\n }\r\n\r\n /**\r\n * Returns the light rotation in euler definition.\r\n * @returns the x y z rotation in local space.\r\n */\r\n public getRotation(): Vector3 {\r\n this.direction.normalize();\r\n const xaxis = Vector3.Cross(this.direction, Axis.Y);\r\n const yaxis = Vector3.Cross(xaxis, this.direction);\r\n return Vector3.RotationFromAxis(xaxis, yaxis, this.direction);\r\n }\r\n\r\n /**\r\n * Returns whether or not the shadow generation require a cube texture or a 2d texture.\r\n * @returns true if a cube texture needs to be use\r\n */\r\n public needCube(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Detects if the projection matrix requires to be recomputed this frame.\r\n * @returns true if it requires to be recomputed otherwise, false.\r\n */\r\n public needProjectionMatrixCompute(): boolean {\r\n return this._needProjectionMatrixCompute;\r\n }\r\n\r\n /**\r\n * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.\r\n */\r\n public forceProjectionMatrixCompute(): void {\r\n this._needProjectionMatrixCompute = true;\r\n }\r\n\r\n /** @hidden */\r\n public _initCache() {\r\n super._initCache();\r\n\r\n this._cache.position = Vector3.Zero();\r\n }\r\n\r\n /** @hidden */\r\n public _isSynchronized(): boolean {\r\n if (!this._cache.position.equals(this.position)) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Computes the world matrix of the node\r\n * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch\r\n * @returns the world matrix\r\n */\r\n public computeWorldMatrix(force?: boolean): Matrix {\r\n if (!force && this.isSynchronized()) {\r\n this._currentRenderId = this.getScene().getRenderId();\r\n return this._worldMatrix;\r\n }\r\n\r\n this._updateCache();\r\n this._cache.position.copyFrom(this.position);\r\n\r\n if (!this._worldMatrix) {\r\n this._worldMatrix = Matrix.Identity();\r\n }\r\n\r\n Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);\r\n\r\n if (this.parent && this.parent.getWorldMatrix) {\r\n this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);\r\n\r\n this._markSyncedWithParent();\r\n }\r\n\r\n // Cache the determinant\r\n this._worldMatrixDeterminantIsDirty = true;\r\n\r\n return this._worldMatrix;\r\n }\r\n\r\n /**\r\n * Gets the minZ used for shadow according to both the scene and the light.\r\n * @param activeCamera The camera we are returning the min for\r\n * @returns the depth min z\r\n */\r\n public getDepthMinZ(activeCamera: Camera): number {\r\n return this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;\r\n }\r\n\r\n /**\r\n * Gets the maxZ used for shadow according to both the scene and the light.\r\n * @param activeCamera The camera we are returning the max for\r\n * @returns the depth max z\r\n */\r\n public getDepthMaxZ(activeCamera: Camera): number {\r\n return this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;\r\n }\r\n\r\n /**\r\n * Sets the shadow projection matrix in parameter to the generated projection matrix.\r\n * @param matrix The matrix to updated with the projection information\r\n * @param viewMatrix The transform matrix of the light\r\n * @param renderList The list of mesh to render in the map\r\n * @returns The current light\r\n */\r\n public setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight {\r\n if (this.customProjectionMatrixBuilder) {\r\n this.customProjectionMatrixBuilder(viewMatrix, renderList, matrix);\r\n } else {\r\n this._setDefaultShadowProjectionMatrix(matrix, viewMatrix, renderList);\r\n }\r\n return this;\r\n }\r\n}\r\n"]}
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AA,AApRD,CAA0C,KAAK,GAoR9C;SApRqB,WAAW","sourcesContent":["import { serialize, serializeAsVector3 } from \"../Misc/decorators\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Light } from \"./light\";\r\nimport { Axis } from \"../Maths/math.axis\";\r\n/**\r\n * Interface describing all the common properties and methods a shadow light needs to implement.\r\n * This helps both the shadow generator and materials to generate the corresponding shadow maps\r\n * as well as binding the different shadow properties to the effects.\r\n */\r\nexport interface IShadowLight extends Light {\r\n /**\r\n * The light id in the scene (used in scene.getLightById for instance)\r\n */\r\n id: string;\r\n /**\r\n * The position the shadow will be casted from.\r\n */\r\n position: Vector3;\r\n /**\r\n * In 2d mode (needCube being false), the direction used to cast the shadow.\r\n */\r\n direction: Vector3;\r\n /**\r\n * The transformed position. Position of the light in world space taking parenting in account.\r\n */\r\n transformedPosition: Vector3;\r\n /**\r\n * The transformed direction. Direction of the light in world space taking parenting in account.\r\n */\r\n transformedDirection: Vector3;\r\n /**\r\n * The friendly name of the light in the scene.\r\n */\r\n name: string;\r\n /**\r\n * Defines the shadow projection clipping minimum z value.\r\n */\r\n shadowMinZ: number;\r\n /**\r\n * Defines the shadow projection clipping maximum z value.\r\n */\r\n shadowMaxZ: number;\r\n\r\n /**\r\n * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light\r\n * @returns true if the information has been computed, false if it does not need to (no parenting)\r\n */\r\n computeTransformedInformation(): boolean;\r\n\r\n /**\r\n * Gets the scene the light belongs to.\r\n * @returns The scene\r\n */\r\n getScene(): Scene;\r\n\r\n /**\r\n * Callback defining a custom Projection Matrix Builder.\r\n * This can be used to override the default projection matrix computation.\r\n */\r\n customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;\r\n\r\n /**\r\n * Sets the shadow projection matrix in parameter to the generated projection matrix.\r\n * @param matrix The matrix to updated with the projection information\r\n * @param viewMatrix The transform matrix of the light\r\n * @param renderList The list of mesh to render in the map\r\n * @returns The current light\r\n */\r\n setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;\r\n\r\n /**\r\n * Gets the current depth scale used in ESM.\r\n * @returns The scale\r\n */\r\n getDepthScale(): number;\r\n\r\n /**\r\n * Returns whether or not the shadow generation require a cube texture or a 2d texture.\r\n * @returns true if a cube texture needs to be use\r\n */\r\n needCube(): boolean;\r\n\r\n /**\r\n * Detects if the projection matrix requires to be recomputed this frame.\r\n * @returns true if it requires to be recomputed otherwise, false.\r\n */\r\n needProjectionMatrixCompute(): boolean;\r\n\r\n /**\r\n * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.\r\n */\r\n forceProjectionMatrixCompute(): void;\r\n\r\n /**\r\n * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.\r\n * @param faceIndex The index of the face we are computed the direction to generate shadow\r\n * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true\r\n */\r\n getShadowDirection(faceIndex?: number): Vector3;\r\n\r\n /**\r\n * Gets the minZ used for shadow according to both the scene and the light.\r\n * @param activeCamera The camera we are returning the min for\r\n * @returns the depth min z\r\n */\r\n getDepthMinZ(activeCamera: Camera): number;\r\n\r\n /**\r\n * Gets the maxZ used for shadow according to both the scene and the light.\r\n * @param activeCamera The camera we are returning the max for\r\n * @returns the depth max z\r\n */\r\n getDepthMaxZ(activeCamera: Camera): number;\r\n}\r\n\r\n/**\r\n * Base implementation IShadowLight\r\n * It groups all the common behaviour in order to reduce duplication and better follow the DRY pattern.\r\n */\r\nexport abstract class ShadowLight extends Light implements IShadowLight {\r\n protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;\r\n\r\n protected _position: Vector3;\r\n protected _setPosition(value: Vector3) {\r\n this._position = value;\r\n }\r\n /**\r\n * Sets the position the shadow will be casted from. Also use as the light position for both\r\n * point and spot lights.\r\n */\r\n @serializeAsVector3()\r\n public get position(): Vector3 {\r\n return this._position;\r\n }\r\n /**\r\n * Sets the position the shadow will be casted from. Also use as the light position for both\r\n * point and spot lights.\r\n */\r\n public set position(value: Vector3) {\r\n this._setPosition(value);\r\n }\r\n\r\n protected _direction: Vector3;\r\n protected _setDirection(value: Vector3) {\r\n this._direction = value;\r\n }\r\n /**\r\n * In 2d mode (needCube being false), gets the direction used to cast the shadow.\r\n * Also use as the light direction on spot and directional lights.\r\n */\r\n @serializeAsVector3()\r\n public get direction(): Vector3 {\r\n return this._direction;\r\n }\r\n /**\r\n * In 2d mode (needCube being false), sets the direction used to cast the shadow.\r\n * Also use as the light direction on spot and directional lights.\r\n */\r\n public set direction(value: Vector3) {\r\n this._setDirection(value);\r\n }\r\n\r\n protected _shadowMinZ: number;\r\n /**\r\n * Gets the shadow projection clipping minimum z value.\r\n */\r\n @serialize()\r\n public get shadowMinZ(): number {\r\n return this._shadowMinZ;\r\n }\r\n /**\r\n * Sets the shadow projection clipping minimum z value.\r\n */\r\n public set shadowMinZ(value: number) {\r\n this._shadowMinZ = value;\r\n this.forceProjectionMatrixCompute();\r\n }\r\n\r\n protected _shadowMaxZ: number;\r\n /**\r\n * Sets the shadow projection clipping maximum z value.\r\n */\r\n @serialize()\r\n public get shadowMaxZ(): number {\r\n return this._shadowMaxZ;\r\n }\r\n /**\r\n * Gets the shadow projection clipping maximum z value.\r\n */\r\n public set shadowMaxZ(value: number) {\r\n this._shadowMaxZ = value;\r\n this.forceProjectionMatrixCompute();\r\n }\r\n\r\n /**\r\n * Callback defining a custom Projection Matrix Builder.\r\n * This can be used to override the default projection matrix computation.\r\n */\r\n public customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;\r\n\r\n /**\r\n * The transformed position. Position of the light in world space taking parenting in account.\r\n */\r\n public transformedPosition: Vector3;\r\n\r\n /**\r\n * The transformed direction. Direction of the light in world space taking parenting in account.\r\n */\r\n public transformedDirection: Vector3;\r\n\r\n private _needProjectionMatrixCompute: boolean = true;\r\n\r\n /**\r\n * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light\r\n * @returns true if the information has been computed, false if it does not need to (no parenting)\r\n */\r\n public computeTransformedInformation(): boolean {\r\n if (this.parent && this.parent.getWorldMatrix) {\r\n if (!this.transformedPosition) {\r\n this.transformedPosition = Vector3.Zero();\r\n }\r\n Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);\r\n\r\n // In case the direction is present.\r\n if (this.direction) {\r\n if (!this.transformedDirection) {\r\n this.transformedDirection = Vector3.Zero();\r\n }\r\n Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this.transformedDirection);\r\n }\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Return the depth scale used for the shadow map.\r\n * @returns the depth scale.\r\n */\r\n public getDepthScale(): number {\r\n return 50.0;\r\n }\r\n\r\n /**\r\n * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.\r\n * @param faceIndex The index of the face we are computed the direction to generate shadow\r\n * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public getShadowDirection(faceIndex?: number): Vector3 {\r\n return this.transformedDirection ? this.transformedDirection : this.direction;\r\n }\r\n\r\n /**\r\n * Returns the ShadowLight absolute position in the World.\r\n * @returns the position vector in world space\r\n */\r\n public getAbsolutePosition(): Vector3 {\r\n return this.transformedPosition ? this.transformedPosition : this.position;\r\n }\r\n\r\n /**\r\n * Sets the ShadowLight direction toward the passed target.\r\n * @param target The point to target in local space\r\n * @returns the updated ShadowLight direction\r\n */\r\n public setDirectionToTarget(target: Vector3): Vector3 {\r\n this.direction = Vector3.Normalize(target.subtract(this.position));\r\n return this.direction;\r\n }\r\n\r\n /**\r\n * Returns the light rotation in euler definition.\r\n * @returns the x y z rotation in local space.\r\n */\r\n public getRotation(): Vector3 {\r\n this.direction.normalize();\r\n const xaxis = Vector3.Cross(this.direction, Axis.Y);\r\n const yaxis = Vector3.Cross(xaxis, this.direction);\r\n return Vector3.RotationFromAxis(xaxis, yaxis, this.direction);\r\n }\r\n\r\n /**\r\n * Returns whether or not the shadow generation require a cube texture or a 2d texture.\r\n * @returns true if a cube texture needs to be use\r\n */\r\n public needCube(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Detects if the projection matrix requires to be recomputed this frame.\r\n * @returns true if it requires to be recomputed otherwise, false.\r\n */\r\n public needProjectionMatrixCompute(): boolean {\r\n return this._needProjectionMatrixCompute;\r\n }\r\n\r\n /**\r\n * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.\r\n */\r\n public forceProjectionMatrixCompute(): void {\r\n this._needProjectionMatrixCompute = true;\r\n }\r\n\r\n /** @hidden */\r\n public _initCache() {\r\n super._initCache();\r\n\r\n this._cache.position = Vector3.Zero();\r\n }\r\n\r\n /** @hidden */\r\n public _isSynchronized(): boolean {\r\n if (!this._cache.position.equals(this.position)) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Computes the world matrix of the node\r\n * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch\r\n * @returns the world matrix\r\n */\r\n public computeWorldMatrix(force?: boolean): Matrix {\r\n if (!force && this.isSynchronized()) {\r\n this._currentRenderId = this.getScene().getRenderId();\r\n return this._worldMatrix;\r\n }\r\n\r\n this._updateCache();\r\n this._cache.position.copyFrom(this.position);\r\n\r\n if (!this._worldMatrix) {\r\n this._worldMatrix = Matrix.Identity();\r\n }\r\n\r\n Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);\r\n\r\n if (this.parent && this.parent.getWorldMatrix) {\r\n this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);\r\n\r\n this._markSyncedWithParent();\r\n }\r\n\r\n // Cache the determinant\r\n this._worldMatrixDeterminantIsDirty = true;\r\n\r\n return this._worldMatrix;\r\n }\r\n\r\n /**\r\n * Gets the minZ used for shadow according to both the scene and the light.\r\n * @param activeCamera The camera we are returning the min for\r\n * @returns the depth min z\r\n */\r\n public getDepthMinZ(activeCamera: Camera): number {\r\n return this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;\r\n }\r\n\r\n /**\r\n * Gets the maxZ used for shadow according to both the scene and the light.\r\n * @param activeCamera The camera we are returning the max for\r\n * @returns the depth max z\r\n */\r\n public getDepthMaxZ(activeCamera: Camera): number {\r\n return this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;\r\n }\r\n\r\n /**\r\n * Sets the shadow projection matrix in parameter to the generated projection matrix.\r\n * @param matrix The matrix to updated with the projection information\r\n * @param viewMatrix The transform matrix of the light\r\n * @param renderList The list of mesh to render in the map\r\n * @returns The current light\r\n */\r\n public setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight {\r\n if (this.customProjectionMatrixBuilder) {\r\n this.customProjectionMatrixBuilder(viewMatrix, renderList, matrix);\r\n } else {\r\n this._setDefaultShadowProjectionMatrix(matrix, viewMatrix, renderList);\r\n }\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n protected _syncParentEnabledState() {\r\n super._syncParentEnabledState();\r\n if (!this.parent || !this.parent.getWorldMatrix) {\r\n (this.transformedPosition as any) = null;\r\n (this.transformedDirection as any) = null;\r\n }\r\n }\r\n}\r\n"]}
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|
+
if (typeof parsedData.environmentTexture === "object") {
|
|
156
|
+
var environmentTexture = CubeTexture.Parse(parsedData.environmentTexture, scene, rootUrl);
|
|
157
|
+
scene.environmentTexture = environmentTexture;
|
|
158
|
+
}
|
|
159
|
+
else if (parsedData.environmentTexture.endsWith(".env")) {
|
|
157
160
|
var compressedTexture = new CubeTexture((parsedData.environmentTexture.match(/https?:\/\//g) ? "" : rootUrl) + parsedData.environmentTexture, scene, parsedData.environmentTextureForcedExtension);
|
|
158
161
|
if (parsedData.environmentTextureRotationY) {
|
|
159
162
|
compressedTexture.rotationY = parsedData.environmentTextureRotationY;
|