@babylonjs/core 6.15.0 → 6.16.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1065) hide show
  1. package/Actions/actionManager.js +8 -3
  2. package/Actions/actionManager.js.map +1 -1
  3. package/Behaviors/Cameras/framingBehavior.d.ts +2 -1
  4. package/Behaviors/Cameras/framingBehavior.js +3 -1
  5. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  6. package/Bones/skeleton.js +1 -0
  7. package/Bones/skeleton.js.map +1 -1
  8. package/Compute/computeEffect.js +1 -1
  9. package/Compute/computeEffect.js.map +1 -1
  10. package/{Materials/Node/nodeMaterialDecorator.d.ts → Decorators/nodeDecorator.d.ts} +6 -7
  11. package/{Materials/Node/nodeMaterialDecorator.js → Decorators/nodeDecorator.js} +3 -3
  12. package/Decorators/nodeDecorator.js.map +1 -0
  13. package/Engines/Processors/shaderCodeNode.js +1 -1
  14. package/Engines/Processors/shaderCodeNode.js.map +1 -1
  15. package/Engines/WebGPU/webgpuShaderProcessor.js +3 -0
  16. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  17. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +9 -9
  18. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  19. package/Engines/WebGPU/webgpuTextureHelper.js +3 -3
  20. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  21. package/Engines/nativeEngine.js +5 -4
  22. package/Engines/nativeEngine.js.map +1 -1
  23. package/Engines/thinEngine.d.ts +2 -0
  24. package/Engines/thinEngine.js +33 -2
  25. package/Engines/thinEngine.js.map +1 -1
  26. package/Engines/webgpuEngine.js +12 -2
  27. package/Engines/webgpuEngine.js.map +1 -1
  28. package/FlowGraph/Blocks/Data/flowGraphBinaryOpBlocks.d.ts +34 -0
  29. package/FlowGraph/Blocks/Data/flowGraphBinaryOpBlocks.js +29 -0
  30. package/FlowGraph/Blocks/Data/flowGraphBinaryOpBlocks.js.map +1 -0
  31. package/FlowGraph/Blocks/Data/index.d.ts +1 -0
  32. package/FlowGraph/Blocks/Data/index.js +2 -0
  33. package/FlowGraph/Blocks/Data/index.js.map +1 -0
  34. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.d.ts +23 -0
  35. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js +51 -0
  36. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -0
  37. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.d.ts +20 -0
  38. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.js +29 -0
  39. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.js.map +1 -0
  40. package/FlowGraph/Blocks/Event/index.d.ts +2 -0
  41. package/FlowGraph/Blocks/Event/index.js +3 -0
  42. package/FlowGraph/Blocks/Event/index.js.map +1 -0
  43. package/FlowGraph/Blocks/Execution/flowGraphForLoopBlock.d.ts +43 -0
  44. package/FlowGraph/Blocks/Execution/flowGraphForLoopBlock.js +40 -0
  45. package/FlowGraph/Blocks/Execution/flowGraphForLoopBlock.js.map +1 -0
  46. package/FlowGraph/Blocks/Execution/flowGraphLogBlock.d.ts +18 -0
  47. package/FlowGraph/Blocks/Execution/flowGraphLogBlock.js +21 -0
  48. package/FlowGraph/Blocks/Execution/flowGraphLogBlock.js.map +1 -0
  49. package/FlowGraph/Blocks/Execution/index.d.ts +2 -0
  50. package/FlowGraph/Blocks/Execution/index.js +3 -0
  51. package/FlowGraph/Blocks/Execution/index.js.map +1 -0
  52. package/FlowGraph/Blocks/index.d.ts +3 -0
  53. package/FlowGraph/Blocks/index.js +5 -0
  54. package/FlowGraph/Blocks/index.js.map +1 -0
  55. package/FlowGraph/flowGraph.d.ts +34 -0
  56. package/FlowGraph/flowGraph.js +54 -0
  57. package/FlowGraph/flowGraph.js.map +1 -0
  58. package/FlowGraph/flowGraphBlock.d.ts +33 -0
  59. package/FlowGraph/flowGraphBlock.js +39 -0
  60. package/FlowGraph/flowGraphBlock.js.map +1 -0
  61. package/FlowGraph/flowGraphConnection.d.ts +38 -0
  62. package/FlowGraph/flowGraphConnection.js +40 -0
  63. package/FlowGraph/flowGraphConnection.js.map +1 -0
  64. package/FlowGraph/flowGraphDataConnection.d.ts +15 -0
  65. package/FlowGraph/flowGraphDataConnection.js +30 -0
  66. package/FlowGraph/flowGraphDataConnection.js.map +1 -0
  67. package/FlowGraph/flowGraphEventBlock.d.ts +20 -0
  68. package/FlowGraph/flowGraphEventBlock.js +15 -0
  69. package/FlowGraph/flowGraphEventBlock.js.map +1 -0
  70. package/FlowGraph/flowGraphExecutionBlock.d.ts +24 -0
  71. package/FlowGraph/flowGraphExecutionBlock.js +27 -0
  72. package/FlowGraph/flowGraphExecutionBlock.js.map +1 -0
  73. package/FlowGraph/flowGraphSignalConnection.d.ts +14 -0
  74. package/FlowGraph/flowGraphSignalConnection.js +22 -0
  75. package/FlowGraph/flowGraphSignalConnection.js.map +1 -0
  76. package/FlowGraph/flowGraphWithOnDoneExecutionBlock.d.ts +7 -0
  77. package/FlowGraph/flowGraphWithOnDoneExecutionBlock.js +8 -0
  78. package/FlowGraph/flowGraphWithOnDoneExecutionBlock.js.map +1 -0
  79. package/FlowGraph/index.d.ts +6 -0
  80. package/FlowGraph/index.js +8 -0
  81. package/FlowGraph/index.js.map +1 -0
  82. package/Gizmos/lightGizmo.d.ts +5 -0
  83. package/Gizmos/lightGizmo.js +21 -7
  84. package/Gizmos/lightGizmo.js.map +1 -1
  85. package/Gizmos/planeRotationGizmo.d.ts +6 -0
  86. package/Gizmos/planeRotationGizmo.js +5 -1
  87. package/Gizmos/planeRotationGizmo.js.map +1 -1
  88. package/Gizmos/rotationGizmo.d.ts +8 -0
  89. package/Gizmos/rotationGizmo.js +15 -0
  90. package/Gizmos/rotationGizmo.js.map +1 -1
  91. package/Layers/layer.js +1 -1
  92. package/Layers/layer.js.map +1 -1
  93. package/Lights/Shadows/cascadedShadowGenerator.d.ts +2 -1
  94. package/Lights/Shadows/cascadedShadowGenerator.js +4 -3
  95. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  96. package/Lights/Shadows/shadowGenerator.d.ts +3 -1
  97. package/Lights/Shadows/shadowGenerator.js +4 -2
  98. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  99. package/Lights/directionalLight.d.ts +1 -1
  100. package/Lights/directionalLight.js.map +1 -1
  101. package/Lights/hemisphericLight.d.ts +1 -1
  102. package/Lights/hemisphericLight.js.map +1 -1
  103. package/Lights/light.d.ts +1 -1
  104. package/Lights/light.js.map +1 -1
  105. package/Lights/pointLight.d.ts +1 -1
  106. package/Lights/pointLight.js.map +1 -1
  107. package/Lights/spotLight.d.ts +1 -1
  108. package/Lights/spotLight.js.map +1 -1
  109. package/Loading/sceneLoader.js +2 -0
  110. package/Loading/sceneLoader.js.map +1 -1
  111. package/Materials/Node/Blocks/Dual/currentScreenBlock.js +13 -13
  112. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  113. package/Materials/Node/Blocks/Dual/fogBlock.js +6 -6
  114. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  115. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +11 -11
  116. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  117. package/Materials/Node/Blocks/Dual/lightBlock.js +16 -16
  118. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  119. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +27 -27
  120. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  121. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +1 -1
  122. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
  123. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +8 -8
  124. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  125. package/Materials/Node/Blocks/Dual/textureBlock.js +28 -28
  126. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  127. package/Materials/Node/Blocks/Fragment/TBNBlock.js +3 -5
  128. package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
  129. package/Materials/Node/Blocks/Fragment/derivativeBlock.js +2 -2
  130. package/Materials/Node/Blocks/Fragment/derivativeBlock.js.map +1 -1
  131. package/Materials/Node/Blocks/Fragment/discardBlock.js +1 -1
  132. package/Materials/Node/Blocks/Fragment/discardBlock.js.map +1 -1
  133. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +1 -1
  134. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
  135. package/Materials/Node/Blocks/Fragment/fragDepthBlock.js +1 -1
  136. package/Materials/Node/Blocks/Fragment/fragDepthBlock.js.map +1 -1
  137. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +15 -15
  138. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  139. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js +1 -1
  140. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js.map +1 -1
  141. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +6 -6
  142. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
  143. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +13 -13
  144. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  145. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +13 -13
  146. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  147. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +1 -1
  148. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
  149. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +5 -5
  150. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
  151. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js +7 -7
  152. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
  153. package/Materials/Node/Blocks/Fragment/twirlBlock.js +3 -3
  154. package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -1
  155. package/Materials/Node/Blocks/Input/inputBlock.js +11 -11
  156. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  157. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +6 -6
  158. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  159. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +9 -9
  160. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  161. package/Materials/Node/Blocks/PBR/iridescenceBlock.js +1 -1
  162. package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
  163. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +47 -47
  164. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  165. package/Materials/Node/Blocks/PBR/reflectionBlock.js +9 -9
  166. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  167. package/Materials/Node/Blocks/PBR/refractionBlock.js +14 -14
  168. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  169. package/Materials/Node/Blocks/PBR/sheenBlock.js +4 -4
  170. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  171. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +1 -1
  172. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  173. package/Materials/Node/Blocks/Particle/particleTextureBlock.js +8 -8
  174. package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
  175. package/Materials/Node/Blocks/Teleport/index.d.ts +2 -0
  176. package/Materials/Node/Blocks/Teleport/index.js +3 -0
  177. package/Materials/Node/Blocks/Teleport/index.js.map +1 -0
  178. package/Materials/Node/Blocks/Teleport/teleportInBlock.d.ts +42 -0
  179. package/Materials/Node/Blocks/Teleport/teleportInBlock.js +83 -0
  180. package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -0
  181. package/Materials/Node/Blocks/Teleport/teleportOutBlock.d.ts +59 -0
  182. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js +122 -0
  183. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -0
  184. package/Materials/Node/Blocks/Vertex/bonesBlock.js +5 -5
  185. package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
  186. package/Materials/Node/Blocks/Vertex/instancesBlock.js +11 -11
  187. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  188. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +11 -11
  189. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
  190. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +39 -39
  191. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  192. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js +3 -3
  193. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
  194. package/Materials/Node/Blocks/addBlock.js +1 -1
  195. package/Materials/Node/Blocks/addBlock.js.map +1 -1
  196. package/Materials/Node/Blocks/arcTan2Block.js +1 -1
  197. package/Materials/Node/Blocks/arcTan2Block.js.map +1 -1
  198. package/Materials/Node/Blocks/clampBlock.js +4 -4
  199. package/Materials/Node/Blocks/clampBlock.js.map +1 -1
  200. package/Materials/Node/Blocks/cloudBlock.js +7 -7
  201. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  202. package/Materials/Node/Blocks/colorMergerBlock.js +8 -8
  203. package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
  204. package/Materials/Node/Blocks/colorSplitterBlock.js +5 -5
  205. package/Materials/Node/Blocks/colorSplitterBlock.js.map +1 -1
  206. package/Materials/Node/Blocks/conditionalBlock.js +10 -10
  207. package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
  208. package/Materials/Node/Blocks/crossBlock.js +1 -1
  209. package/Materials/Node/Blocks/crossBlock.js.map +1 -1
  210. package/Materials/Node/Blocks/curveBlock.js +5 -5
  211. package/Materials/Node/Blocks/curveBlock.js.map +1 -1
  212. package/Materials/Node/Blocks/customBlock.js +4 -4
  213. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  214. package/Materials/Node/Blocks/desaturateBlock.js +4 -4
  215. package/Materials/Node/Blocks/desaturateBlock.js.map +1 -1
  216. package/Materials/Node/Blocks/distanceBlock.js +1 -1
  217. package/Materials/Node/Blocks/distanceBlock.js.map +1 -1
  218. package/Materials/Node/Blocks/divideBlock.js +1 -1
  219. package/Materials/Node/Blocks/divideBlock.js.map +1 -1
  220. package/Materials/Node/Blocks/dotBlock.js +1 -1
  221. package/Materials/Node/Blocks/dotBlock.js.map +1 -1
  222. package/Materials/Node/Blocks/elbowBlock.js +1 -1
  223. package/Materials/Node/Blocks/elbowBlock.js.map +1 -1
  224. package/Materials/Node/Blocks/fresnelBlock.js +1 -1
  225. package/Materials/Node/Blocks/fresnelBlock.js.map +1 -1
  226. package/Materials/Node/Blocks/gradientBlock.js +8 -8
  227. package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
  228. package/Materials/Node/Blocks/index.d.ts +1 -0
  229. package/Materials/Node/Blocks/index.js +1 -0
  230. package/Materials/Node/Blocks/index.js.map +1 -1
  231. package/Materials/Node/Blocks/lengthBlock.js +1 -1
  232. package/Materials/Node/Blocks/lengthBlock.js.map +1 -1
  233. package/Materials/Node/Blocks/lerpBlock.js +1 -1
  234. package/Materials/Node/Blocks/lerpBlock.js.map +1 -1
  235. package/Materials/Node/Blocks/matrixBuilderBlock.js +1 -1
  236. package/Materials/Node/Blocks/matrixBuilderBlock.js.map +1 -1
  237. package/Materials/Node/Blocks/matrixDeterminantBlock.js +1 -1
  238. package/Materials/Node/Blocks/matrixDeterminantBlock.js.map +1 -1
  239. package/Materials/Node/Blocks/matrixTransposeBlock.js +1 -1
  240. package/Materials/Node/Blocks/matrixTransposeBlock.js.map +1 -1
  241. package/Materials/Node/Blocks/maxBlock.js +1 -1
  242. package/Materials/Node/Blocks/maxBlock.js.map +1 -1
  243. package/Materials/Node/Blocks/meshAttributeExistsBlock.js +7 -7
  244. package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
  245. package/Materials/Node/Blocks/minBlock.js +1 -1
  246. package/Materials/Node/Blocks/minBlock.js.map +1 -1
  247. package/Materials/Node/Blocks/modBlock.js +1 -1
  248. package/Materials/Node/Blocks/modBlock.js.map +1 -1
  249. package/Materials/Node/Blocks/multiplyBlock.js +1 -1
  250. package/Materials/Node/Blocks/multiplyBlock.js.map +1 -1
  251. package/Materials/Node/Blocks/nLerpBlock.js +1 -1
  252. package/Materials/Node/Blocks/nLerpBlock.js.map +1 -1
  253. package/Materials/Node/Blocks/negateBlock.js +1 -1
  254. package/Materials/Node/Blocks/negateBlock.js.map +1 -1
  255. package/Materials/Node/Blocks/normalBlendBlock.js +6 -6
  256. package/Materials/Node/Blocks/normalBlendBlock.js.map +1 -1
  257. package/Materials/Node/Blocks/normalizeBlock.js +1 -1
  258. package/Materials/Node/Blocks/normalizeBlock.js.map +1 -1
  259. package/Materials/Node/Blocks/oneMinusBlock.js +1 -1
  260. package/Materials/Node/Blocks/oneMinusBlock.js.map +1 -1
  261. package/Materials/Node/Blocks/posterizeBlock.js +1 -1
  262. package/Materials/Node/Blocks/posterizeBlock.js.map +1 -1
  263. package/Materials/Node/Blocks/powBlock.js +1 -1
  264. package/Materials/Node/Blocks/powBlock.js.map +1 -1
  265. package/Materials/Node/Blocks/randomNumberBlock.js +1 -1
  266. package/Materials/Node/Blocks/randomNumberBlock.js.map +1 -1
  267. package/Materials/Node/Blocks/reciprocalBlock.js +2 -2
  268. package/Materials/Node/Blocks/reciprocalBlock.js.map +1 -1
  269. package/Materials/Node/Blocks/reflectBlock.js +1 -1
  270. package/Materials/Node/Blocks/reflectBlock.js.map +1 -1
  271. package/Materials/Node/Blocks/refractBlock.js +1 -1
  272. package/Materials/Node/Blocks/refractBlock.js.map +1 -1
  273. package/Materials/Node/Blocks/remapBlock.js +4 -4
  274. package/Materials/Node/Blocks/remapBlock.js.map +1 -1
  275. package/Materials/Node/Blocks/replaceColorBlock.js +6 -6
  276. package/Materials/Node/Blocks/replaceColorBlock.js.map +1 -1
  277. package/Materials/Node/Blocks/rotate2dBlock.js +1 -1
  278. package/Materials/Node/Blocks/rotate2dBlock.js.map +1 -1
  279. package/Materials/Node/Blocks/scaleBlock.js +1 -1
  280. package/Materials/Node/Blocks/scaleBlock.js.map +1 -1
  281. package/Materials/Node/Blocks/simplexPerlin3DBlock.js +41 -41
  282. package/Materials/Node/Blocks/simplexPerlin3DBlock.js.map +1 -1
  283. package/Materials/Node/Blocks/smoothStepBlock.js +1 -1
  284. package/Materials/Node/Blocks/smoothStepBlock.js.map +1 -1
  285. package/Materials/Node/Blocks/stepBlock.js +1 -1
  286. package/Materials/Node/Blocks/stepBlock.js.map +1 -1
  287. package/Materials/Node/Blocks/subtractBlock.js +1 -1
  288. package/Materials/Node/Blocks/subtractBlock.js.map +1 -1
  289. package/Materials/Node/Blocks/transformBlock.js +13 -14
  290. package/Materials/Node/Blocks/transformBlock.js.map +1 -1
  291. package/Materials/Node/Blocks/triPlanarBlock.js +17 -17
  292. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  293. package/Materials/Node/Blocks/trigonometryBlock.js +2 -2
  294. package/Materials/Node/Blocks/trigonometryBlock.js.map +1 -1
  295. package/Materials/Node/Blocks/vectorMergerBlock.js +22 -22
  296. package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
  297. package/Materials/Node/Blocks/vectorSplitterBlock.js +8 -8
  298. package/Materials/Node/Blocks/vectorSplitterBlock.js.map +1 -1
  299. package/Materials/Node/Blocks/viewDirectionBlock.js +1 -1
  300. package/Materials/Node/Blocks/viewDirectionBlock.js.map +1 -1
  301. package/Materials/Node/Blocks/voronoiNoiseBlock.js +5 -5
  302. package/Materials/Node/Blocks/voronoiNoiseBlock.js.map +1 -1
  303. package/Materials/Node/Blocks/waveBlock.js +3 -4
  304. package/Materials/Node/Blocks/waveBlock.js.map +1 -1
  305. package/Materials/Node/Blocks/worleyNoise3DBlock.js +155 -155
  306. package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
  307. package/Materials/Node/index.d.ts +1 -1
  308. package/Materials/Node/index.js +1 -1
  309. package/Materials/Node/index.js.map +1 -1
  310. package/Materials/Node/nodeMaterial.d.ts +1 -0
  311. package/Materials/Node/nodeMaterial.js +50 -15
  312. package/Materials/Node/nodeMaterial.js.map +1 -1
  313. package/Materials/Node/nodeMaterialBlock.d.ts +14 -2
  314. package/Materials/Node/nodeMaterialBlock.js +34 -11
  315. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  316. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +1 -1
  317. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  318. package/Materials/Node/nodeMaterialBuildState.js +36 -36
  319. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  320. package/Materials/Node/nodeMaterialBuildStateSharedData.js +4 -4
  321. package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
  322. package/Materials/Textures/Filtering/hdrFiltering.js +1 -0
  323. package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
  324. package/Materials/effect.js +1 -1
  325. package/Materials/effect.js.map +1 -1
  326. package/Materials/effectRenderer.d.ts +4 -0
  327. package/Materials/effectRenderer.js +8 -2
  328. package/Materials/effectRenderer.js.map +1 -1
  329. package/Materials/greasedLinePluginMaterial.d.ts +4 -0
  330. package/Materials/greasedLinePluginMaterial.js +12 -1
  331. package/Materials/greasedLinePluginMaterial.js.map +1 -1
  332. package/Materials/materialPluginManager.js +5 -5
  333. package/Materials/materialPluginManager.js.map +1 -1
  334. package/Materials/meshDebugPluginMaterial.d.ts +4 -15
  335. package/Materials/meshDebugPluginMaterial.js +8 -29
  336. package/Materials/meshDebugPluginMaterial.js.map +1 -1
  337. package/Materials/shadowDepthWrapper.js +5 -5
  338. package/Materials/shadowDepthWrapper.js.map +1 -1
  339. package/Meshes/Builders/boxBuilder.d.ts +31 -0
  340. package/Meshes/Builders/boxBuilder.js +65 -1
  341. package/Meshes/Builders/boxBuilder.js.map +1 -1
  342. package/Meshes/Builders/capsuleBuilder.js +3 -3
  343. package/Meshes/Builders/capsuleBuilder.js.map +1 -1
  344. package/Meshes/Builders/cylinderBuilder.js +2 -2
  345. package/Meshes/Builders/cylinderBuilder.js.map +1 -1
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  1006. package/Shaders/velocity.fragment.js +8 -4
  1007. package/Shaders/velocity.fragment.js.map +1 -1
  1008. package/Shaders/velocity.vertex.js +18 -9
  1009. package/Shaders/velocity.vertex.js.map +1 -1
  1010. package/Shaders/volumetricLightScattering.fragment.js +9 -4
  1011. package/Shaders/volumetricLightScattering.fragment.js.map +1 -1
  1012. package/Shaders/volumetricLightScatteringPass.fragment.js +12 -5
  1013. package/Shaders/volumetricLightScatteringPass.fragment.js.map +1 -1
  1014. package/Shaders/volumetricLightScatteringPass.vertex.js +23 -11
  1015. package/Shaders/volumetricLightScatteringPass.vertex.js.map +1 -1
  1016. package/Shaders/vrDistortionCorrection.fragment.js +6 -2
  1017. package/Shaders/vrDistortionCorrection.fragment.js.map +1 -1
  1018. package/Shaders/vrMultiviewToSingleview.fragment.js +4 -2
  1019. package/Shaders/vrMultiviewToSingleview.fragment.js.map +1 -1
  1020. package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js +24 -12
  1021. package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js.map +1 -1
  1022. package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js +7 -3
  1023. package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -1
  1024. package/ShadersWGSL/ShadersInclude/bonesDeclaration.js +14 -6
  1025. package/ShadersWGSL/ShadersInclude/bonesDeclaration.js.map +1 -1
  1026. package/ShadersWGSL/ShadersInclude/bonesVertex.js +36 -18
  1027. package/ShadersWGSL/ShadersInclude/bonesVertex.js.map +1 -1
  1028. package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js +20 -7
  1029. package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js.map +1 -1
  1030. package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js +12 -6
  1031. package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js.map +1 -1
  1032. package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js +12 -6
  1033. package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js.map +1 -1
  1034. package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js +12 -6
  1035. package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js.map +1 -1
  1036. package/ShadersWGSL/ShadersInclude/instancesDeclaration.js +14 -7
  1037. package/ShadersWGSL/ShadersInclude/instancesDeclaration.js.map +1 -1
  1038. package/ShadersWGSL/ShadersInclude/instancesVertex.js +16 -8
  1039. package/ShadersWGSL/ShadersInclude/instancesVertex.js.map +1 -1
  1040. package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js +3 -1
  1041. package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js.map +1 -1
  1042. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +16 -8
  1043. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
  1044. package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js +8 -4
  1045. package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js.map +1 -1
  1046. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js +2 -1
  1047. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js.map +1 -1
  1048. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js +6 -2
  1049. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js.map +1 -1
  1050. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js +8 -3
  1051. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js.map +1 -1
  1052. package/ShadersWGSL/gpuUpdateParticles.compute.js +229 -90
  1053. package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
  1054. package/ShadersWGSL/postprocess.vertex.js +9 -4
  1055. package/ShadersWGSL/postprocess.vertex.js.map +1 -1
  1056. package/assetContainer.d.ts +7 -0
  1057. package/assetContainer.js +46 -0
  1058. package/assetContainer.js.map +1 -1
  1059. package/index.d.ts +1 -0
  1060. package/index.js +1 -0
  1061. package/index.js.map +1 -1
  1062. package/package.json +1 -1
  1063. package/scene.js +5 -0
  1064. package/scene.js.map +1 -1
  1065. package/Materials/Node/nodeMaterialDecorator.js.map +0 -1
@@ -33,7 +33,7 @@ export class ActionManager extends AbstractActionManager {
33
33
  * Releases all associated resources
34
34
  */
35
35
  dispose() {
36
- const index = this._scene.actionManagers.indexOf(this);
36
+ const sceneIndex = this._scene.actionManagers.indexOf(this);
37
37
  for (let i = 0; i < this.actions.length; i++) {
38
38
  const action = this.actions[i];
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39
  ActionManager.Triggers[action.trigger]--;
@@ -41,8 +41,13 @@ export class ActionManager extends AbstractActionManager {
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41
  delete ActionManager.Triggers[action.trigger];
42
42
  }
43
43
  }
44
- if (index > -1) {
45
- this._scene.actionManagers.splice(index, 1);
44
+ this.actions.length = 0;
45
+ if (sceneIndex > -1) {
46
+ this._scene.actionManagers.splice(sceneIndex, 1);
47
+ }
48
+ const ownerMesh = this._scene.meshes.find((m) => m.actionManager === this);
49
+ if (ownerMesh) {
50
+ ownerMesh.actionManager = null;
46
51
  }
47
52
  }
48
53
  /**
@@ -1 +1 @@
1
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type { Nullable } from \"../types\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector3, Vector4 } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport { Condition, ValueCondition } from \"./condition\";\r\nimport type { IAction } from \"./action\";\r\nimport { Action } from \"./action\";\r\nimport { DoNothingAction } from \"./directActions\";\r\n\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { IActionEvent } from \"../Actions/actionEvent\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport { GetClass } from \"../Misc/typeStore\";\r\nimport { AbstractActionManager } from \"./abstractActionManager\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\n/**\r\n * Action Manager manages all events to be triggered on a given mesh or the global scene.\r\n * A single scene can have many Action Managers to handle predefined actions on specific meshes.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions\r\n */\r\nexport class ActionManager extends AbstractActionManager {\r\n /**\r\n * Nothing\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly NothingTrigger = Constants.ACTION_NothingTrigger;\r\n\r\n /**\r\n * On pick\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPickTrigger = Constants.ACTION_OnPickTrigger;\r\n\r\n /**\r\n * On left pick\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnLeftPickTrigger = Constants.ACTION_OnLeftPickTrigger;\r\n\r\n /**\r\n * On right pick\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnRightPickTrigger = Constants.ACTION_OnRightPickTrigger;\r\n\r\n /**\r\n * On center pick\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnCenterPickTrigger = Constants.ACTION_OnCenterPickTrigger;\r\n\r\n /**\r\n * On pick down\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPickDownTrigger = Constants.ACTION_OnPickDownTrigger;\r\n\r\n /**\r\n * On double pick\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnDoublePickTrigger = Constants.ACTION_OnDoublePickTrigger;\r\n\r\n /**\r\n * On pick up\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPickUpTrigger = Constants.ACTION_OnPickUpTrigger;\r\n /**\r\n * On pick out.\r\n * This trigger will only be raised if you also declared a OnPickDown\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPickOutTrigger = Constants.ACTION_OnPickOutTrigger;\r\n\r\n /**\r\n * On long press\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnLongPressTrigger = Constants.ACTION_OnLongPressTrigger;\r\n\r\n /**\r\n * On pointer over\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPointerOverTrigger = Constants.ACTION_OnPointerOverTrigger;\r\n\r\n /**\r\n * On pointer out\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPointerOutTrigger = Constants.ACTION_OnPointerOutTrigger;\r\n\r\n /**\r\n * On every frame\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnEveryFrameTrigger = Constants.ACTION_OnEveryFrameTrigger;\r\n /**\r\n * On intersection enter\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnIntersectionEnterTrigger = Constants.ACTION_OnIntersectionEnterTrigger;\r\n\r\n /**\r\n * On intersection exit\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnIntersectionExitTrigger = Constants.ACTION_OnIntersectionExitTrigger;\r\n\r\n /**\r\n * On key down\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnKeyDownTrigger = Constants.ACTION_OnKeyDownTrigger;\r\n\r\n /**\r\n * On key up\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnKeyUpTrigger = Constants.ACTION_OnKeyUpTrigger;\r\n\r\n // Members\r\n private _scene: Scene;\r\n\r\n /**\r\n * Creates a new action manager\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(scene?: Nullable<Scene>) {\r\n super();\r\n scene = scene || EngineStore.LastCreatedScene;\r\n if (!scene) {\r\n return;\r\n }\r\n this._scene = scene;\r\n\r\n scene.actionManagers.push(this);\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose(): void {\r\n const index = this._scene.actionManagers.indexOf(this);\r\n\r\n for (let i = 0; i < this.actions.length; i++) {\r\n const action = this.actions[i];\r\n ActionManager.Triggers[action.trigger]--;\r\n if (ActionManager.Triggers[action.trigger] === 0) {\r\n delete ActionManager.Triggers[action.trigger];\r\n }\r\n }\r\n\r\n if (index > -1) {\r\n this._scene.actionManagers.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Gets hosting scene\r\n * @returns the hosting scene\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of any of the given triggers\r\n * @param triggers defines the triggers to be tested\r\n * @returns a boolean indicating whether one (or more) of the triggers is handled\r\n */\r\n public hasSpecificTriggers(triggers: number[]): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (triggers.indexOf(action.trigger) > -1) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of any of the given triggers. This function takes two arguments for\r\n * speed.\r\n * @param triggerA defines the trigger to be tested\r\n * @param triggerB defines the trigger to be tested\r\n * @returns a boolean indicating whether one (or more) of the triggers is handled\r\n */\r\n public hasSpecificTriggers2(triggerA: number, triggerB: number): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (triggerA == action.trigger || triggerB == action.trigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of a given trigger\r\n * @param trigger defines the trigger to be tested\r\n * @param parameterPredicate defines an optional predicate to filter triggers by parameter\r\n * @returns whether the trigger is handled\r\n */\r\n public hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger === trigger) {\r\n if (parameterPredicate) {\r\n if (parameterPredicate(action.getTriggerParameter())) {\r\n return true;\r\n }\r\n } else {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager has pointer triggers\r\n */\r\n public get hasPointerTriggers(): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager has pick triggers\r\n */\r\n public get hasPickTriggers(): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Registers an action to this action manager\r\n * @param action defines the action to be registered\r\n * @returns the action amended (prepared) after registration\r\n */\r\n public registerAction(action: IAction): Nullable<IAction> {\r\n if (action.trigger === ActionManager.OnEveryFrameTrigger) {\r\n if (this.getScene().actionManager !== this) {\r\n Logger.Warn(\"OnEveryFrameTrigger can only be used with scene.actionManager\");\r\n return null;\r\n }\r\n }\r\n\r\n this.actions.push(action);\r\n this.getScene()._registeredActions++;\r\n\r\n if (ActionManager.Triggers[action.trigger]) {\r\n ActionManager.Triggers[action.trigger]++;\r\n } else {\r\n ActionManager.Triggers[action.trigger] = 1;\r\n }\r\n\r\n action._actionManager = this;\r\n action._prepare();\r\n\r\n return action;\r\n }\r\n\r\n /**\r\n * Unregisters an action to this action manager\r\n * @param action defines the action to be unregistered\r\n * @returns a boolean indicating whether the action has been unregistered\r\n */\r\n public unregisterAction(action: IAction): Boolean {\r\n const index = this.actions.indexOf(action);\r\n if (index !== -1) {\r\n this.actions.splice(index, 1);\r\n ActionManager.Triggers[action.trigger] -= 1;\r\n if (ActionManager.Triggers[action.trigger] === 0) {\r\n delete ActionManager.Triggers[action.trigger];\r\n }\r\n action._actionManager = null;\r\n this.getScene()._registeredActions--;\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Process a specific trigger\r\n * @param trigger defines the trigger to process\r\n * @param evt defines the event details to be processed\r\n */\r\n public processTrigger(trigger: number, evt?: IActionEvent): void {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger === trigger) {\r\n if (evt) {\r\n if (trigger === ActionManager.OnKeyUpTrigger || trigger === ActionManager.OnKeyDownTrigger) {\r\n const parameter = action.getTriggerParameter();\r\n\r\n if (typeof parameter === \"function\") {\r\n if (!parameter(evt)) {\r\n continue;\r\n }\r\n } else if (parameter && parameter !== evt.sourceEvent.keyCode) {\r\n if (!parameter.toLowerCase) {\r\n continue;\r\n }\r\n const lowerCase = parameter.toLowerCase();\r\n\r\n if (lowerCase !== evt.sourceEvent.key) {\r\n const unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;\r\n const actualkey = String.fromCharCode(unicode).toLowerCase();\r\n if (actualkey !== lowerCase) {\r\n continue;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n action._executeCurrent(evt);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getEffectiveTarget(target: any, propertyPath: string): any {\r\n const properties = propertyPath.split(\".\");\r\n\r\n for (let index = 0; index < properties.length - 1; index++) {\r\n target = target[properties[index]];\r\n }\r\n\r\n return target;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getProperty(propertyPath: string): string {\r\n const properties = propertyPath.split(\".\");\r\n\r\n return properties[properties.length - 1];\r\n }\r\n\r\n /**\r\n * Serialize this manager to a JSON object\r\n * @param name defines the property name to store this manager\r\n * @returns a JSON representation of this manager\r\n */\r\n public serialize(name: string): any {\r\n const root = {\r\n children: new Array(),\r\n name: name,\r\n type: 3, // Root node\r\n properties: new Array(), // Empty for root but required\r\n };\r\n\r\n for (let i = 0; i < this.actions.length; i++) {\r\n const triggerObject = {\r\n type: 0, // Trigger\r\n children: new Array(),\r\n name: ActionManager.GetTriggerName(this.actions[i].trigger),\r\n properties: new Array(),\r\n };\r\n\r\n const triggerOptions = this.actions[i].triggerOptions;\r\n\r\n if (triggerOptions && typeof triggerOptions !== \"number\") {\r\n if (triggerOptions.parameter instanceof Node) {\r\n triggerObject.properties.push(Action._GetTargetProperty(triggerOptions.parameter));\r\n } else if (typeof triggerOptions.parameter === \"object\") {\r\n const parameter = <any>{};\r\n DeepCopier.DeepCopy(triggerOptions.parameter, parameter, [\"mesh\"]);\r\n\r\n if (triggerOptions.parameter && triggerOptions.parameter.mesh) {\r\n parameter._meshId = triggerOptions.parameter.mesh.id;\r\n }\r\n\r\n triggerObject.properties.push({ name: \"parameter\", targetType: null, value: parameter });\r\n } else {\r\n triggerObject.properties.push({ name: \"parameter\", targetType: null, value: triggerOptions.parameter });\r\n }\r\n }\r\n\r\n // Serialize child action, recursively\r\n this.actions[i].serialize(triggerObject);\r\n\r\n // Add serialized trigger\r\n root.children.push(triggerObject);\r\n }\r\n\r\n return root;\r\n }\r\n\r\n /**\r\n * Creates a new ActionManager from a JSON data\r\n * @param parsedActions defines the JSON data to read from\r\n * @param object defines the hosting mesh\r\n * @param scene defines the hosting scene\r\n */\r\n public static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void {\r\n const actionManager = new ActionManager(scene);\r\n if (object === null) {\r\n scene.actionManager = actionManager;\r\n } else {\r\n object.actionManager = actionManager;\r\n }\r\n\r\n // instantiate a new object\r\n const instantiate = (name: string, params: Array<any>): any => {\r\n const internalClassType = GetClass(\"BABYLON.\" + name);\r\n return internalClassType && new internalClassType(...params);\r\n };\r\n\r\n const parseParameter = (name: string, value: string, target: any, propertyPath: Nullable<string>): any => {\r\n if (propertyPath === null) {\r\n // String, boolean or float\r\n const floatValue = parseFloat(value);\r\n\r\n if (value === \"true\" || value === \"false\") {\r\n return value === \"true\";\r\n } else {\r\n return isNaN(floatValue) ? value : floatValue;\r\n }\r\n }\r\n\r\n const effectiveTarget = propertyPath.split(\".\");\r\n const values = value.split(\",\");\r\n\r\n // Get effective Target\r\n for (let i = 0; i < effectiveTarget.length; i++) {\r\n target = target[effectiveTarget[i]];\r\n }\r\n\r\n // Return appropriate value with its type\r\n if (typeof target === \"boolean\") {\r\n return values[0] === \"true\";\r\n }\r\n\r\n if (typeof target === \"string\") {\r\n return values[0];\r\n }\r\n\r\n // Parameters with multiple values such as Vector3 etc.\r\n const split = new Array<number>();\r\n for (let i = 0; i < values.length; i++) {\r\n split.push(parseFloat(values[i]));\r\n }\r\n\r\n if (target instanceof Vector3) {\r\n return Vector3.FromArray(split);\r\n }\r\n\r\n if (target instanceof Vector4) {\r\n return Vector4.FromArray(split);\r\n }\r\n\r\n if (target instanceof Color3) {\r\n return Color3.FromArray(split);\r\n }\r\n\r\n if (target instanceof Color4) {\r\n return Color4.FromArray(split);\r\n }\r\n\r\n return parseFloat(values[0]);\r\n };\r\n\r\n // traverse graph per trigger\r\n const traverse = (parsedAction: any, trigger: any, condition: Nullable<Condition>, action: Nullable<Action>, combineArray: Nullable<Array<Action>> = null) => {\r\n if (parsedAction.detached) {\r\n return;\r\n }\r\n\r\n const parameters = new Array<any>();\r\n let target: any = null;\r\n let propertyPath: Nullable<string> = null;\r\n const combine = parsedAction.combine && parsedAction.combine.length > 0;\r\n\r\n // Parameters\r\n if (parsedAction.type === 2) {\r\n parameters.push(actionManager);\r\n } else {\r\n parameters.push(trigger);\r\n }\r\n\r\n if (combine) {\r\n const actions = new Array<Action>();\r\n for (let j = 0; j < parsedAction.combine.length; j++) {\r\n traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);\r\n }\r\n parameters.push(actions);\r\n } else {\r\n for (let i = 0; i < parsedAction.properties.length; i++) {\r\n let value = parsedAction.properties[i].value;\r\n const name = parsedAction.properties[i].name;\r\n const targetType = parsedAction.properties[i].targetType;\r\n\r\n if (name === \"target\") {\r\n if (targetType === \"SceneProperties\") {\r\n value = target = scene;\r\n } else if (targetType === \"MaterialProperties\") {\r\n value = target = scene.getMaterialByName(value);\r\n } else {\r\n value = target = scene.getNodeByName(value);\r\n }\r\n } else if (name === \"parent\") {\r\n value = scene.getNodeByName(value);\r\n } else if (name === \"sound\") {\r\n // Can not externalize to component, so only checks for the presence off the API.\r\n if (scene.getSoundByName) {\r\n value = scene.getSoundByName(value);\r\n }\r\n } else if (name !== \"propertyPath\") {\r\n if (parsedAction.type === 2 && name === \"operator\") {\r\n value = (<any>ValueCondition)[value];\r\n } else {\r\n value = parseParameter(name, value, target, name === \"value\" ? propertyPath : null);\r\n }\r\n } else {\r\n propertyPath = value;\r\n }\r\n\r\n parameters.push(value);\r\n }\r\n }\r\n\r\n if (combineArray === null) {\r\n parameters.push(condition);\r\n } else {\r\n parameters.push(null);\r\n }\r\n\r\n // If interpolate value action\r\n if (parsedAction.name === \"InterpolateValueAction\") {\r\n const param = parameters[parameters.length - 2];\r\n parameters[parameters.length - 1] = param;\r\n parameters[parameters.length - 2] = condition;\r\n }\r\n\r\n // Action or condition(s) and not CombineAction\r\n let newAction = instantiate(parsedAction.name, parameters);\r\n\r\n if (newAction instanceof Condition && condition !== null) {\r\n const nothing = new DoNothingAction(trigger, condition);\r\n\r\n if (action) {\r\n action.then(nothing);\r\n } else {\r\n actionManager.registerAction(nothing);\r\n }\r\n\r\n action = nothing;\r\n }\r\n\r\n if (combineArray === null) {\r\n if (newAction instanceof Condition) {\r\n condition = newAction;\r\n newAction = action;\r\n } else {\r\n condition = null;\r\n if (action) {\r\n action.then(newAction);\r\n } else {\r\n actionManager.registerAction(newAction);\r\n }\r\n }\r\n } else {\r\n combineArray.push(newAction);\r\n }\r\n\r\n for (let i = 0; i < parsedAction.children.length; i++) {\r\n traverse(parsedAction.children[i], trigger, condition, newAction, null);\r\n }\r\n };\r\n\r\n // triggers\r\n for (let i = 0; i < parsedActions.children.length; i++) {\r\n let triggerParams: any;\r\n const trigger = parsedActions.children[i];\r\n\r\n if (trigger.properties.length > 0) {\r\n const param = trigger.properties[0].value;\r\n const value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);\r\n\r\n if (value._meshId) {\r\n value.mesh = scene.getMeshById(value._meshId);\r\n }\r\n\r\n triggerParams = { trigger: (<any>ActionManager)[trigger.name], parameter: value };\r\n } else {\r\n triggerParams = (<any>ActionManager)[trigger.name];\r\n }\r\n\r\n for (let j = 0; j < trigger.children.length; j++) {\r\n if (!trigger.detached) {\r\n traverse(trigger.children[j], triggerParams, null, null);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Get a trigger name by index\r\n * @param trigger defines the trigger index\r\n * @returns a trigger name\r\n */\r\n public static GetTriggerName(trigger: number): string {\r\n switch (trigger) {\r\n case Constants.ACTION_NothingTrigger:\r\n return \"NothingTrigger\";\r\n case Constants.ACTION_OnPickTrigger:\r\n return \"OnPickTrigger\";\r\n case Constants.ACTION_OnLeftPickTrigger:\r\n return \"OnLeftPickTrigger\";\r\n case Constants.ACTION_OnRightPickTrigger:\r\n return \"OnRightPickTrigger\";\r\n case Constants.ACTION_OnCenterPickTrigger:\r\n return \"OnCenterPickTrigger\";\r\n case Constants.ACTION_OnPickDownTrigger:\r\n return \"OnPickDownTrigger\";\r\n case Constants.ACTION_OnDoublePickTrigger:\r\n return \"OnDoublePickTrigger\"; // start;\r\n case Constants.ACTION_OnPickUpTrigger:\r\n return \"OnPickUpTrigger\";\r\n case Constants.ACTION_OnLongPressTrigger:\r\n return \"OnLongPressTrigger\";\r\n case Constants.ACTION_OnPointerOverTrigger:\r\n return \"OnPointerOverTrigger\";\r\n case Constants.ACTION_OnPointerOutTrigger:\r\n return \"OnPointerOutTrigger\";\r\n case Constants.ACTION_OnEveryFrameTrigger:\r\n return \"OnEveryFrameTrigger\";\r\n case Constants.ACTION_OnIntersectionEnterTrigger:\r\n return \"OnIntersectionEnterTrigger\";\r\n case Constants.ACTION_OnIntersectionExitTrigger:\r\n return \"OnIntersectionExitTrigger\";\r\n case Constants.ACTION_OnKeyDownTrigger:\r\n return \"OnKeyDownTrigger\";\r\n case Constants.ACTION_OnKeyUpTrigger:\r\n return \"OnKeyUpTrigger\";\r\n case Constants.ACTION_OnPickOutTrigger:\r\n return \"OnPickOutTrigger\";\r\n default:\r\n return \"\";\r\n }\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable } from \"../types\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector3, Vector4 } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport { Condition, ValueCondition } from \"./condition\";\r\nimport type { IAction } from \"./action\";\r\nimport { Action } from \"./action\";\r\nimport { DoNothingAction } from \"./directActions\";\r\n\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { IActionEvent } from \"../Actions/actionEvent\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport { GetClass } from \"../Misc/typeStore\";\r\nimport { AbstractActionManager } from \"./abstractActionManager\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\n/**\r\n * Action Manager manages all events to be triggered on a given mesh or the global scene.\r\n * A single scene can have many Action Managers to handle predefined actions on specific meshes.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions\r\n */\r\nexport class ActionManager extends AbstractActionManager {\r\n /**\r\n * Nothing\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly NothingTrigger = Constants.ACTION_NothingTrigger;\r\n\r\n /**\r\n * On pick\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPickTrigger = Constants.ACTION_OnPickTrigger;\r\n\r\n /**\r\n * On left pick\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnLeftPickTrigger = Constants.ACTION_OnLeftPickTrigger;\r\n\r\n /**\r\n * On right pick\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnRightPickTrigger = Constants.ACTION_OnRightPickTrigger;\r\n\r\n /**\r\n * On center pick\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnCenterPickTrigger = Constants.ACTION_OnCenterPickTrigger;\r\n\r\n /**\r\n * On pick down\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPickDownTrigger = Constants.ACTION_OnPickDownTrigger;\r\n\r\n /**\r\n * On double pick\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnDoublePickTrigger = Constants.ACTION_OnDoublePickTrigger;\r\n\r\n /**\r\n * On pick up\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPickUpTrigger = Constants.ACTION_OnPickUpTrigger;\r\n /**\r\n * On pick out.\r\n * This trigger will only be raised if you also declared a OnPickDown\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPickOutTrigger = Constants.ACTION_OnPickOutTrigger;\r\n\r\n /**\r\n * On long press\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnLongPressTrigger = Constants.ACTION_OnLongPressTrigger;\r\n\r\n /**\r\n * On pointer over\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPointerOverTrigger = Constants.ACTION_OnPointerOverTrigger;\r\n\r\n /**\r\n * On pointer out\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPointerOutTrigger = Constants.ACTION_OnPointerOutTrigger;\r\n\r\n /**\r\n * On every frame\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnEveryFrameTrigger = Constants.ACTION_OnEveryFrameTrigger;\r\n /**\r\n * On intersection enter\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnIntersectionEnterTrigger = Constants.ACTION_OnIntersectionEnterTrigger;\r\n\r\n /**\r\n * On intersection exit\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnIntersectionExitTrigger = Constants.ACTION_OnIntersectionExitTrigger;\r\n\r\n /**\r\n * On key down\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnKeyDownTrigger = Constants.ACTION_OnKeyDownTrigger;\r\n\r\n /**\r\n * On key up\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnKeyUpTrigger = Constants.ACTION_OnKeyUpTrigger;\r\n\r\n // Members\r\n private _scene: Scene;\r\n\r\n /**\r\n * Creates a new action manager\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(scene?: Nullable<Scene>) {\r\n super();\r\n scene = scene || EngineStore.LastCreatedScene;\r\n if (!scene) {\r\n return;\r\n }\r\n this._scene = scene;\r\n\r\n scene.actionManagers.push(this);\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose(): void {\r\n const sceneIndex = this._scene.actionManagers.indexOf(this);\r\n\r\n for (let i = 0; i < this.actions.length; i++) {\r\n const action = this.actions[i];\r\n ActionManager.Triggers[action.trigger]--;\r\n if (ActionManager.Triggers[action.trigger] === 0) {\r\n delete ActionManager.Triggers[action.trigger];\r\n }\r\n }\r\n\r\n this.actions.length = 0;\r\n\r\n if (sceneIndex > -1) {\r\n this._scene.actionManagers.splice(sceneIndex, 1);\r\n }\r\n\r\n const ownerMesh = this._scene.meshes.find((m) => m.actionManager === this);\r\n if (ownerMesh) {\r\n ownerMesh.actionManager = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets hosting scene\r\n * @returns the hosting scene\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of any of the given triggers\r\n * @param triggers defines the triggers to be tested\r\n * @returns a boolean indicating whether one (or more) of the triggers is handled\r\n */\r\n public hasSpecificTriggers(triggers: number[]): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (triggers.indexOf(action.trigger) > -1) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of any of the given triggers. This function takes two arguments for\r\n * speed.\r\n * @param triggerA defines the trigger to be tested\r\n * @param triggerB defines the trigger to be tested\r\n * @returns a boolean indicating whether one (or more) of the triggers is handled\r\n */\r\n public hasSpecificTriggers2(triggerA: number, triggerB: number): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (triggerA == action.trigger || triggerB == action.trigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of a given trigger\r\n * @param trigger defines the trigger to be tested\r\n * @param parameterPredicate defines an optional predicate to filter triggers by parameter\r\n * @returns whether the trigger is handled\r\n */\r\n public hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger === trigger) {\r\n if (parameterPredicate) {\r\n if (parameterPredicate(action.getTriggerParameter())) {\r\n return true;\r\n }\r\n } else {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager has pointer triggers\r\n */\r\n public get hasPointerTriggers(): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager has pick triggers\r\n */\r\n public get hasPickTriggers(): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Registers an action to this action manager\r\n * @param action defines the action to be registered\r\n * @returns the action amended (prepared) after registration\r\n */\r\n public registerAction(action: IAction): Nullable<IAction> {\r\n if (action.trigger === ActionManager.OnEveryFrameTrigger) {\r\n if (this.getScene().actionManager !== this) {\r\n Logger.Warn(\"OnEveryFrameTrigger can only be used with scene.actionManager\");\r\n return null;\r\n }\r\n }\r\n\r\n this.actions.push(action);\r\n this.getScene()._registeredActions++;\r\n\r\n if (ActionManager.Triggers[action.trigger]) {\r\n ActionManager.Triggers[action.trigger]++;\r\n } else {\r\n ActionManager.Triggers[action.trigger] = 1;\r\n }\r\n\r\n action._actionManager = this;\r\n action._prepare();\r\n\r\n return action;\r\n }\r\n\r\n /**\r\n * Unregisters an action to this action manager\r\n * @param action defines the action to be unregistered\r\n * @returns a boolean indicating whether the action has been unregistered\r\n */\r\n public unregisterAction(action: IAction): Boolean {\r\n const index = this.actions.indexOf(action);\r\n if (index !== -1) {\r\n this.actions.splice(index, 1);\r\n ActionManager.Triggers[action.trigger] -= 1;\r\n if (ActionManager.Triggers[action.trigger] === 0) {\r\n delete ActionManager.Triggers[action.trigger];\r\n }\r\n action._actionManager = null;\r\n this.getScene()._registeredActions--;\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Process a specific trigger\r\n * @param trigger defines the trigger to process\r\n * @param evt defines the event details to be processed\r\n */\r\n public processTrigger(trigger: number, evt?: IActionEvent): void {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger === trigger) {\r\n if (evt) {\r\n if (trigger === ActionManager.OnKeyUpTrigger || trigger === ActionManager.OnKeyDownTrigger) {\r\n const parameter = action.getTriggerParameter();\r\n\r\n if (typeof parameter === \"function\") {\r\n if (!parameter(evt)) {\r\n continue;\r\n }\r\n } else if (parameter && parameter !== evt.sourceEvent.keyCode) {\r\n if (!parameter.toLowerCase) {\r\n continue;\r\n }\r\n const lowerCase = parameter.toLowerCase();\r\n\r\n if (lowerCase !== evt.sourceEvent.key) {\r\n const unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;\r\n const actualkey = String.fromCharCode(unicode).toLowerCase();\r\n if (actualkey !== lowerCase) {\r\n continue;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n action._executeCurrent(evt);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getEffectiveTarget(target: any, propertyPath: string): any {\r\n const properties = propertyPath.split(\".\");\r\n\r\n for (let index = 0; index < properties.length - 1; index++) {\r\n target = target[properties[index]];\r\n }\r\n\r\n return target;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getProperty(propertyPath: string): string {\r\n const properties = propertyPath.split(\".\");\r\n\r\n return properties[properties.length - 1];\r\n }\r\n\r\n /**\r\n * Serialize this manager to a JSON object\r\n * @param name defines the property name to store this manager\r\n * @returns a JSON representation of this manager\r\n */\r\n public serialize(name: string): any {\r\n const root = {\r\n children: new Array(),\r\n name: name,\r\n type: 3, // Root node\r\n properties: new Array(), // Empty for root but required\r\n };\r\n\r\n for (let i = 0; i < this.actions.length; i++) {\r\n const triggerObject = {\r\n type: 0, // Trigger\r\n children: new Array(),\r\n name: ActionManager.GetTriggerName(this.actions[i].trigger),\r\n properties: new Array(),\r\n };\r\n\r\n const triggerOptions = this.actions[i].triggerOptions;\r\n\r\n if (triggerOptions && typeof triggerOptions !== \"number\") {\r\n if (triggerOptions.parameter instanceof Node) {\r\n triggerObject.properties.push(Action._GetTargetProperty(triggerOptions.parameter));\r\n } else if (typeof triggerOptions.parameter === \"object\") {\r\n const parameter = <any>{};\r\n DeepCopier.DeepCopy(triggerOptions.parameter, parameter, [\"mesh\"]);\r\n\r\n if (triggerOptions.parameter && triggerOptions.parameter.mesh) {\r\n parameter._meshId = triggerOptions.parameter.mesh.id;\r\n }\r\n\r\n triggerObject.properties.push({ name: \"parameter\", targetType: null, value: parameter });\r\n } else {\r\n triggerObject.properties.push({ name: \"parameter\", targetType: null, value: triggerOptions.parameter });\r\n }\r\n }\r\n\r\n // Serialize child action, recursively\r\n this.actions[i].serialize(triggerObject);\r\n\r\n // Add serialized trigger\r\n root.children.push(triggerObject);\r\n }\r\n\r\n return root;\r\n }\r\n\r\n /**\r\n * Creates a new ActionManager from a JSON data\r\n * @param parsedActions defines the JSON data to read from\r\n * @param object defines the hosting mesh\r\n * @param scene defines the hosting scene\r\n */\r\n public static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void {\r\n const actionManager = new ActionManager(scene);\r\n if (object === null) {\r\n scene.actionManager = actionManager;\r\n } else {\r\n object.actionManager = actionManager;\r\n }\r\n\r\n // instantiate a new object\r\n const instantiate = (name: string, params: Array<any>): any => {\r\n const internalClassType = GetClass(\"BABYLON.\" + name);\r\n return internalClassType && new internalClassType(...params);\r\n };\r\n\r\n const parseParameter = (name: string, value: string, target: any, propertyPath: Nullable<string>): any => {\r\n if (propertyPath === null) {\r\n // String, boolean or float\r\n const floatValue = parseFloat(value);\r\n\r\n if (value === \"true\" || value === \"false\") {\r\n return value === \"true\";\r\n } else {\r\n return isNaN(floatValue) ? value : floatValue;\r\n }\r\n }\r\n\r\n const effectiveTarget = propertyPath.split(\".\");\r\n const values = value.split(\",\");\r\n\r\n // Get effective Target\r\n for (let i = 0; i < effectiveTarget.length; i++) {\r\n target = target[effectiveTarget[i]];\r\n }\r\n\r\n // Return appropriate value with its type\r\n if (typeof target === \"boolean\") {\r\n return values[0] === \"true\";\r\n }\r\n\r\n if (typeof target === \"string\") {\r\n return values[0];\r\n }\r\n\r\n // Parameters with multiple values such as Vector3 etc.\r\n const split = new Array<number>();\r\n for (let i = 0; i < values.length; i++) {\r\n split.push(parseFloat(values[i]));\r\n }\r\n\r\n if (target instanceof Vector3) {\r\n return Vector3.FromArray(split);\r\n }\r\n\r\n if (target instanceof Vector4) {\r\n return Vector4.FromArray(split);\r\n }\r\n\r\n if (target instanceof Color3) {\r\n return Color3.FromArray(split);\r\n }\r\n\r\n if (target instanceof Color4) {\r\n return Color4.FromArray(split);\r\n }\r\n\r\n return parseFloat(values[0]);\r\n };\r\n\r\n // traverse graph per trigger\r\n const traverse = (parsedAction: any, trigger: any, condition: Nullable<Condition>, action: Nullable<Action>, combineArray: Nullable<Array<Action>> = null) => {\r\n if (parsedAction.detached) {\r\n return;\r\n }\r\n\r\n const parameters = new Array<any>();\r\n let target: any = null;\r\n let propertyPath: Nullable<string> = null;\r\n const combine = parsedAction.combine && parsedAction.combine.length > 0;\r\n\r\n // Parameters\r\n if (parsedAction.type === 2) {\r\n parameters.push(actionManager);\r\n } else {\r\n parameters.push(trigger);\r\n }\r\n\r\n if (combine) {\r\n const actions = new Array<Action>();\r\n for (let j = 0; j < parsedAction.combine.length; j++) {\r\n traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);\r\n }\r\n parameters.push(actions);\r\n } else {\r\n for (let i = 0; i < parsedAction.properties.length; i++) {\r\n let value = parsedAction.properties[i].value;\r\n const name = parsedAction.properties[i].name;\r\n const targetType = parsedAction.properties[i].targetType;\r\n\r\n if (name === \"target\") {\r\n if (targetType === \"SceneProperties\") {\r\n value = target = scene;\r\n } else if (targetType === \"MaterialProperties\") {\r\n value = target = scene.getMaterialByName(value);\r\n } else {\r\n value = target = scene.getNodeByName(value);\r\n }\r\n } else if (name === \"parent\") {\r\n value = scene.getNodeByName(value);\r\n } else if (name === \"sound\") {\r\n // Can not externalize to component, so only checks for the presence off the API.\r\n if (scene.getSoundByName) {\r\n value = scene.getSoundByName(value);\r\n }\r\n } else if (name !== \"propertyPath\") {\r\n if (parsedAction.type === 2 && name === \"operator\") {\r\n value = (<any>ValueCondition)[value];\r\n } else {\r\n value = parseParameter(name, value, target, name === \"value\" ? propertyPath : null);\r\n }\r\n } else {\r\n propertyPath = value;\r\n }\r\n\r\n parameters.push(value);\r\n }\r\n }\r\n\r\n if (combineArray === null) {\r\n parameters.push(condition);\r\n } else {\r\n parameters.push(null);\r\n }\r\n\r\n // If interpolate value action\r\n if (parsedAction.name === \"InterpolateValueAction\") {\r\n const param = parameters[parameters.length - 2];\r\n parameters[parameters.length - 1] = param;\r\n parameters[parameters.length - 2] = condition;\r\n }\r\n\r\n // Action or condition(s) and not CombineAction\r\n let newAction = instantiate(parsedAction.name, parameters);\r\n\r\n if (newAction instanceof Condition && condition !== null) {\r\n const nothing = new DoNothingAction(trigger, condition);\r\n\r\n if (action) {\r\n action.then(nothing);\r\n } else {\r\n actionManager.registerAction(nothing);\r\n }\r\n\r\n action = nothing;\r\n }\r\n\r\n if (combineArray === null) {\r\n if (newAction instanceof Condition) {\r\n condition = newAction;\r\n newAction = action;\r\n } else {\r\n condition = null;\r\n if (action) {\r\n action.then(newAction);\r\n } else {\r\n actionManager.registerAction(newAction);\r\n }\r\n }\r\n } else {\r\n combineArray.push(newAction);\r\n }\r\n\r\n for (let i = 0; i < parsedAction.children.length; i++) {\r\n traverse(parsedAction.children[i], trigger, condition, newAction, null);\r\n }\r\n };\r\n\r\n // triggers\r\n for (let i = 0; i < parsedActions.children.length; i++) {\r\n let triggerParams: any;\r\n const trigger = parsedActions.children[i];\r\n\r\n if (trigger.properties.length > 0) {\r\n const param = trigger.properties[0].value;\r\n const value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);\r\n\r\n if (value._meshId) {\r\n value.mesh = scene.getMeshById(value._meshId);\r\n }\r\n\r\n triggerParams = { trigger: (<any>ActionManager)[trigger.name], parameter: value };\r\n } else {\r\n triggerParams = (<any>ActionManager)[trigger.name];\r\n }\r\n\r\n for (let j = 0; j < trigger.children.length; j++) {\r\n if (!trigger.detached) {\r\n traverse(trigger.children[j], triggerParams, null, null);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Get a trigger name by index\r\n * @param trigger defines the trigger index\r\n * @returns a trigger name\r\n */\r\n public static GetTriggerName(trigger: number): string {\r\n switch (trigger) {\r\n case Constants.ACTION_NothingTrigger:\r\n return \"NothingTrigger\";\r\n case Constants.ACTION_OnPickTrigger:\r\n return \"OnPickTrigger\";\r\n case Constants.ACTION_OnLeftPickTrigger:\r\n return \"OnLeftPickTrigger\";\r\n case Constants.ACTION_OnRightPickTrigger:\r\n return \"OnRightPickTrigger\";\r\n case Constants.ACTION_OnCenterPickTrigger:\r\n return \"OnCenterPickTrigger\";\r\n case Constants.ACTION_OnPickDownTrigger:\r\n return \"OnPickDownTrigger\";\r\n case Constants.ACTION_OnDoublePickTrigger:\r\n return \"OnDoublePickTrigger\"; // start;\r\n case Constants.ACTION_OnPickUpTrigger:\r\n return \"OnPickUpTrigger\";\r\n case Constants.ACTION_OnLongPressTrigger:\r\n return \"OnLongPressTrigger\";\r\n case Constants.ACTION_OnPointerOverTrigger:\r\n return \"OnPointerOverTrigger\";\r\n case Constants.ACTION_OnPointerOutTrigger:\r\n return \"OnPointerOutTrigger\";\r\n case Constants.ACTION_OnEveryFrameTrigger:\r\n return \"OnEveryFrameTrigger\";\r\n case Constants.ACTION_OnIntersectionEnterTrigger:\r\n return \"OnIntersectionEnterTrigger\";\r\n case Constants.ACTION_OnIntersectionExitTrigger:\r\n return \"OnIntersectionExitTrigger\";\r\n case Constants.ACTION_OnKeyDownTrigger:\r\n return \"OnKeyDownTrigger\";\r\n case Constants.ACTION_OnKeyUpTrigger:\r\n return \"OnKeyUpTrigger\";\r\n case Constants.ACTION_OnPickOutTrigger:\r\n return \"OnPickOutTrigger\";\r\n default:\r\n return \"\";\r\n }\r\n }\r\n}\r\n"]}
@@ -158,8 +158,9 @@ export declare class FramingBehavior implements Behavior<ArcRotateCamera> {
158
158
  * @param maximumWorld Determines the bigger position of the bounding box extend
159
159
  * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
160
160
  * @param onAnimationEnd Callback triggered at the end of the framing animation
161
+ * @returns true if the zoom was done
161
162
  */
162
- zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
163
+ zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): boolean;
163
164
  /**
164
165
  * Calculates the lowest radius for the camera based on the bounding box of the mesh.
165
166
  * @param minimumWorld
@@ -240,11 +240,12 @@ export class FramingBehavior {
240
240
  * @param maximumWorld Determines the bigger position of the bounding box extend
241
241
  * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
242
242
  * @param onAnimationEnd Callback triggered at the end of the framing animation
243
+ * @returns true if the zoom was done
243
244
  */
244
245
  zoomOnBoundingInfo(minimumWorld, maximumWorld, focusOnOriginXZ = false, onAnimationEnd = null) {
245
246
  let zoomTarget;
246
247
  if (!this._attachedCamera) {
247
- return;
248
+ return false;
248
249
  }
249
250
  // Find target by interpolating from bottom of bounding box in world-space to top via framingPositionY
250
251
  const bottom = minimumWorld.y;
@@ -304,6 +305,7 @@ export class FramingBehavior {
304
305
  if (animatable) {
305
306
  this._animatables.push(animatable);
306
307
  }
308
+ return true;
307
309
  }
308
310
  /**
309
311
  * Calculates the lowest radius for the camera based on the bounding box of the mesh.
@@ -1 +1 @@
1
- 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type { Behavior } from \"../../Behaviors/behavior\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { ExponentialEase, EasingFunction } from \"../../Animations/easing\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { PointerInfoPre } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { PrecisionDate } from \"../../Misc/precisionDate\";\r\n\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport type { Animatable } from \"../../Animations/animatable\";\r\nimport { Animation } from \"../../Animations/animation\";\r\n\r\n/**\r\n * The framing behavior (FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/behaviors/cameraBehaviors#framing-behavior\r\n */\r\nexport class FramingBehavior implements Behavior<ArcRotateCamera> {\r\n /**\r\n * Gets the name of the behavior.\r\n */\r\n public get name(): string {\r\n return \"Framing\";\r\n }\r\n\r\n /**\r\n * An event triggered when the animation to zoom on target mesh has ended\r\n */\r\n public onTargetFramingAnimationEndObservable = new Observable<void>();\r\n\r\n private _mode = FramingBehavior.FitFrustumSidesMode;\r\n private _radiusScale = 1.0;\r\n private _positionScale = 0.5;\r\n private _defaultElevation = 0.3;\r\n private _elevationReturnTime = 1500;\r\n private _elevationReturnWaitTime = 1000;\r\n private _zoomStopsAnimation = false;\r\n private _framingTime = 1500;\r\n\r\n /**\r\n * The easing function used by animations\r\n */\r\n public static EasingFunction = new ExponentialEase();\r\n\r\n /**\r\n * The easing mode used by animations\r\n */\r\n public static EasingMode = EasingFunction.EASINGMODE_EASEINOUT;\r\n\r\n /**\r\n * Sets the current mode used by the behavior\r\n */\r\n public set mode(mode: number) {\r\n this._mode = mode;\r\n }\r\n\r\n /**\r\n * Gets current mode used by the behavior.\r\n */\r\n public get mode(): number {\r\n return this._mode;\r\n }\r\n\r\n /**\r\n * Sets the scale applied to the radius (1 by default)\r\n */\r\n public set radiusScale(radius: number) {\r\n this._radiusScale = radius;\r\n }\r\n\r\n /**\r\n * Gets the scale applied to the radius\r\n */\r\n public get radiusScale(): number {\r\n return this._radiusScale;\r\n }\r\n\r\n /**\r\n * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.\r\n */\r\n public set positionScale(scale: number) {\r\n this._positionScale = scale;\r\n }\r\n\r\n /**\r\n * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.\r\n */\r\n public get positionScale(): number {\r\n return this._positionScale;\r\n }\r\n\r\n /**\r\n * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle\r\n * behaviour is triggered, in radians.\r\n */\r\n public set defaultElevation(elevation: number) {\r\n this._defaultElevation = elevation;\r\n }\r\n\r\n /**\r\n * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle\r\n * behaviour is triggered, in radians.\r\n */\r\n public get defaultElevation() {\r\n return this._defaultElevation;\r\n }\r\n\r\n /**\r\n * Sets the time (in milliseconds) taken to return to the default beta position.\r\n * Negative value indicates camera should not return to default.\r\n */\r\n public set elevationReturnTime(speed: number) {\r\n this._elevationReturnTime = speed;\r\n }\r\n\r\n /**\r\n * Gets the time (in milliseconds) taken to return to the default beta position.\r\n * Negative value indicates camera should not return to default.\r\n */\r\n public get elevationReturnTime(): number {\r\n return this._elevationReturnTime;\r\n }\r\n\r\n /**\r\n * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.\r\n */\r\n public set elevationReturnWaitTime(time: number) {\r\n this._elevationReturnWaitTime = time;\r\n }\r\n\r\n /**\r\n * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.\r\n */\r\n public get elevationReturnWaitTime(): number {\r\n return this._elevationReturnWaitTime;\r\n }\r\n\r\n /**\r\n * Sets the flag that indicates if user zooming should stop animation.\r\n */\r\n public set zoomStopsAnimation(flag: boolean) {\r\n this._zoomStopsAnimation = flag;\r\n }\r\n\r\n /**\r\n * Gets the flag that indicates if user zooming should stop animation.\r\n */\r\n public get zoomStopsAnimation(): boolean {\r\n return this._zoomStopsAnimation;\r\n }\r\n\r\n /**\r\n * Sets the transition time when framing the mesh, in milliseconds\r\n */\r\n public set framingTime(time: number) {\r\n this._framingTime = time;\r\n }\r\n\r\n /**\r\n * Gets the transition time when framing the mesh, in milliseconds\r\n */\r\n public get framingTime() {\r\n return this._framingTime;\r\n }\r\n\r\n /**\r\n * Define if the behavior should automatically change the configured\r\n * camera limits and sensibilities.\r\n */\r\n public autoCorrectCameraLimitsAndSensibility = true;\r\n\r\n // Default behavior functions\r\n private _onPrePointerObservableObserver: Nullable<Observer<PointerInfoPre>>;\r\n private _onAfterCheckInputsObserver: Nullable<Observer<Camera>>;\r\n private _onMeshTargetChangedObserver: Nullable<Observer<Nullable<AbstractMesh>>>;\r\n private _attachedCamera: Nullable<ArcRotateCamera>;\r\n private _isPointerDown = false;\r\n private _lastInteractionTime = -Infinity;\r\n\r\n /**\r\n * Initializes the behavior.\r\n */\r\n public init(): void {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Attaches the behavior to its arc rotate camera.\r\n * @param camera Defines the camera to attach the behavior to\r\n */\r\n public attach(camera: ArcRotateCamera): void {\r\n this._attachedCamera = camera;\r\n const scene = this._attachedCamera.getScene();\r\n\r\n FramingBehavior.EasingFunction.setEasingMode(FramingBehavior.EasingMode);\r\n\r\n this._onPrePointerObservableObserver = scene.onPrePointerObservable.add((pointerInfoPre) => {\r\n if (pointerInfoPre.type === PointerEventTypes.POINTERDOWN) {\r\n this._isPointerDown = true;\r\n return;\r\n }\r\n\r\n if (pointerInfoPre.type === PointerEventTypes.POINTERUP) {\r\n this._isPointerDown = false;\r\n }\r\n });\r\n\r\n this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add((mesh) => {\r\n if (mesh) {\r\n this.zoomOnMesh(mesh, undefined, () => {\r\n this.onTargetFramingAnimationEndObservable.notifyObservers();\r\n });\r\n }\r\n });\r\n\r\n this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(() => {\r\n // Stop the animation if there is user interaction and the animation should stop for this interaction\r\n this._applyUserInteraction();\r\n\r\n // Maintain the camera above the ground. If the user pulls the camera beneath the ground plane, lift it\r\n // back to the default position after a given timeout\r\n this._maintainCameraAboveGround();\r\n });\r\n }\r\n\r\n /**\r\n * Detaches the behavior from its current arc rotate camera.\r\n */\r\n public detach(): void {\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n\r\n const scene = this._attachedCamera.getScene();\r\n\r\n if (this._onPrePointerObservableObserver) {\r\n scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);\r\n }\r\n\r\n if (this._onAfterCheckInputsObserver) {\r\n this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);\r\n }\r\n\r\n if (this._onMeshTargetChangedObserver) {\r\n this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);\r\n }\r\n\r\n this._attachedCamera = null;\r\n }\r\n\r\n // Framing control\r\n private _animatables = new Array<Animatable>();\r\n private _betaIsAnimating = false;\r\n private _betaTransition: Animation;\r\n private _radiusTransition: Animation;\r\n private _vectorTransition: Animation;\r\n\r\n /**\r\n * Targets the given mesh and updates zoom level accordingly.\r\n * @param mesh The mesh to target.\r\n * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh\r\n * @param onAnimationEnd Callback triggered at the end of the framing animation\r\n */\r\n public zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ: boolean = false, onAnimationEnd: Nullable<() => void> = null): void {\r\n mesh.computeWorldMatrix(true);\r\n\r\n const boundingBox = mesh.getBoundingInfo().boundingBox;\r\n this.zoomOnBoundingInfo(boundingBox.minimumWorld, boundingBox.maximumWorld, focusOnOriginXZ, onAnimationEnd);\r\n }\r\n\r\n /**\r\n * Targets the given mesh with its children and updates zoom level accordingly.\r\n * @param mesh The mesh to target.\r\n * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh\r\n * @param onAnimationEnd Callback triggered at the end of the framing animation\r\n */\r\n public zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ: boolean = false, onAnimationEnd: Nullable<() => void> = null): void {\r\n mesh.computeWorldMatrix(true);\r\n\r\n const boundingBox = mesh.getHierarchyBoundingVectors(true);\r\n this.zoomOnBoundingInfo(boundingBox.min, boundingBox.max, focusOnOriginXZ, onAnimationEnd);\r\n }\r\n\r\n /**\r\n * Targets the given meshes with their children and updates zoom level accordingly.\r\n * @param meshes The mesh to target.\r\n * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh\r\n * @param onAnimationEnd Callback triggered at the end of the framing animation\r\n */\r\n public zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ: boolean = false, onAnimationEnd: Nullable<() => void> = null): void {\r\n const min = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n const max = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n\r\n for (let i = 0; i < meshes.length; i++) {\r\n const boundingInfo = meshes[i].getHierarchyBoundingVectors(true);\r\n Vector3.CheckExtends(boundingInfo.min, min, max);\r\n Vector3.CheckExtends(boundingInfo.max, min, max);\r\n }\r\n\r\n this.zoomOnBoundingInfo(min, max, focusOnOriginXZ, onAnimationEnd);\r\n }\r\n\r\n /**\r\n * Targets the bounding box info defined by its extends and updates zoom level accordingly.\r\n * @param minimumWorld Determines the smaller position of the bounding box extend\r\n * @param maximumWorld Determines the bigger position of the bounding box extend\r\n * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh\r\n * @param onAnimationEnd Callback triggered at the end of the framing animation\r\n */\r\n public zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ: boolean = false, onAnimationEnd: Nullable<() => void> = null): void {\r\n let zoomTarget: Vector3;\r\n\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n\r\n // Find target by interpolating from bottom of bounding box in world-space to top via framingPositionY\r\n const bottom = minimumWorld.y;\r\n const top = maximumWorld.y;\r\n const zoomTargetY = bottom + (top - bottom) * this._positionScale;\r\n const radiusWorld = maximumWorld.subtract(minimumWorld).scale(0.5);\r\n\r\n if (focusOnOriginXZ) {\r\n zoomTarget = new Vector3(0, zoomTargetY, 0);\r\n } else {\r\n const centerWorld = minimumWorld.add(radiusWorld);\r\n zoomTarget = new Vector3(centerWorld.x, zoomTargetY, centerWorld.z);\r\n }\r\n\r\n if (!this._vectorTransition) {\r\n this._vectorTransition = Animation.CreateAnimation(\"target\", Animation.ANIMATIONTYPE_VECTOR3, 60, FramingBehavior.EasingFunction);\r\n }\r\n\r\n this._betaIsAnimating = true;\r\n let animatable = Animation.TransitionTo(\"target\", zoomTarget, this._attachedCamera, this._attachedCamera.getScene(), 60, this._vectorTransition, this._framingTime);\r\n if (animatable) {\r\n this._animatables.push(animatable);\r\n }\r\n\r\n // sets the radius and lower radius bounds\r\n // Small delta ensures camera is not always at lower zoom limit.\r\n let radius = 0;\r\n if (this._mode === FramingBehavior.FitFrustumSidesMode) {\r\n const position = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);\r\n if (this.autoCorrectCameraLimitsAndSensibility) {\r\n this._attachedCamera.lowerRadiusLimit = radiusWorld.length() + this._attachedCamera.minZ;\r\n }\r\n radius = position;\r\n } else if (this._mode === FramingBehavior.IgnoreBoundsSizeMode) {\r\n radius = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);\r\n if (this.autoCorrectCameraLimitsAndSensibility && this._attachedCamera.lowerRadiusLimit === null) {\r\n this._attachedCamera.lowerRadiusLimit = this._attachedCamera.minZ;\r\n }\r\n }\r\n\r\n // Set sensibilities\r\n if (this.autoCorrectCameraLimitsAndSensibility) {\r\n const extend = maximumWorld.subtract(minimumWorld).length();\r\n this._attachedCamera.panningSensibility = 5000 / extend;\r\n this._attachedCamera.wheelPrecision = 100 / radius;\r\n }\r\n\r\n // transition to new radius\r\n if (!this._radiusTransition) {\r\n this._radiusTransition = Animation.CreateAnimation(\"radius\", Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);\r\n }\r\n\r\n animatable = Animation.TransitionTo(\"radius\", radius, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusTransition, this._framingTime, () => {\r\n this.stopAllAnimations();\r\n if (onAnimationEnd) {\r\n onAnimationEnd();\r\n }\r\n\r\n if (this._attachedCamera && this._attachedCamera.useInputToRestoreState) {\r\n this._attachedCamera.storeState();\r\n }\r\n });\r\n\r\n if (animatable) {\r\n this._animatables.push(animatable);\r\n }\r\n }\r\n\r\n /**\r\n * Calculates the lowest radius for the camera based on the bounding box of the mesh.\r\n * @param minimumWorld\r\n * @param maximumWorld\r\n * @returns The minimum distance from the primary mesh's center point at which the camera must be kept in order\r\n *\t\t to fully enclose the mesh in the viewing frustum.\r\n */\r\n protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number {\r\n const size = maximumWorld.subtract(minimumWorld);\r\n const boxVectorGlobalDiagonal = size.length();\r\n const frustumSlope: Vector2 = this._getFrustumSlope();\r\n\r\n // Formula for setting distance\r\n // (Good explanation: http://stackoverflow.com/questions/2866350/move-camera-to-fit-3d-scene)\r\n const radiusWithoutFraming = boxVectorGlobalDiagonal * 0.5;\r\n\r\n // Horizon distance\r\n const radius = radiusWithoutFraming * this._radiusScale;\r\n const distanceForHorizontalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.x * frustumSlope.x));\r\n const distanceForVerticalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.y * frustumSlope.y));\r\n let distance = Math.max(distanceForHorizontalFrustum, distanceForVerticalFrustum);\r\n const camera = this._attachedCamera;\r\n\r\n if (!camera) {\r\n return 0;\r\n }\r\n\r\n if (camera.lowerRadiusLimit && this._mode === FramingBehavior.IgnoreBoundsSizeMode) {\r\n // Don't exceed the requested limit\r\n distance = distance < camera.lowerRadiusLimit ? camera.lowerRadiusLimit : distance;\r\n }\r\n\r\n // Don't exceed the upper radius limit\r\n if (camera.upperRadiusLimit) {\r\n distance = distance > camera.upperRadiusLimit ? camera.upperRadiusLimit : distance;\r\n }\r\n\r\n return distance;\r\n }\r\n\r\n /**\r\n * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera\r\n * is automatically returned to its default position (expected to be above ground plane).\r\n */\r\n private _maintainCameraAboveGround(): void {\r\n if (this._elevationReturnTime < 0) {\r\n return;\r\n }\r\n\r\n const timeSinceInteraction = PrecisionDate.Now - this._lastInteractionTime;\r\n const defaultBeta = Math.PI * 0.5 - this._defaultElevation;\r\n const limitBeta = Math.PI * 0.5;\r\n\r\n // Bring the camera back up if below the ground plane\r\n if (this._attachedCamera && !this._betaIsAnimating && this._attachedCamera.beta > limitBeta && timeSinceInteraction >= this._elevationReturnWaitTime) {\r\n this._betaIsAnimating = true;\r\n\r\n //Transition to new position\r\n this.stopAllAnimations();\r\n\r\n if (!this._betaTransition) {\r\n this._betaTransition = Animation.CreateAnimation(\"beta\", Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);\r\n }\r\n\r\n const animatabe = Animation.TransitionTo(\r\n \"beta\",\r\n defaultBeta,\r\n this._attachedCamera,\r\n this._attachedCamera.getScene(),\r\n 60,\r\n this._betaTransition,\r\n this._elevationReturnTime,\r\n () => {\r\n this._clearAnimationLocks();\r\n this.stopAllAnimations();\r\n }\r\n );\r\n\r\n if (animatabe) {\r\n this._animatables.push(animatabe);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Returns the frustum slope based on the canvas ratio and camera FOV\r\n * @returns The frustum slope represented as a Vector2 with X and Y slopes\r\n */\r\n private _getFrustumSlope(): Vector2 {\r\n // Calculate the viewport ratio\r\n // Aspect Ratio is Height/Width.\r\n const camera = this._attachedCamera;\r\n\r\n if (!camera) {\r\n return Vector2.Zero();\r\n }\r\n\r\n const engine = camera.getScene().getEngine();\r\n const aspectRatio = engine.getAspectRatio(camera);\r\n\r\n // Camera FOV is the vertical field of view (top-bottom) in radians.\r\n // Slope of the frustum top/bottom planes in view space, relative to the forward vector.\r\n const frustumSlopeY = Math.tan(camera.fov / 2);\r\n\r\n // Slope of the frustum left/right planes in view space, relative to the forward vector.\r\n // Provides the amount that one side (e.g. left) of the frustum gets wider for every unit\r\n // along the forward vector.\r\n const frustumSlopeX = frustumSlopeY * aspectRatio;\r\n\r\n return new Vector2(frustumSlopeX, frustumSlopeY);\r\n }\r\n\r\n /**\r\n * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.\r\n */\r\n private _clearAnimationLocks(): void {\r\n this._betaIsAnimating = false;\r\n }\r\n\r\n /**\r\n * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.\r\n */\r\n private _applyUserInteraction(): void {\r\n if (this.isUserIsMoving) {\r\n this._lastInteractionTime = PrecisionDate.Now;\r\n this.stopAllAnimations();\r\n this._clearAnimationLocks();\r\n }\r\n }\r\n\r\n /**\r\n * Stops and removes all animations that have been applied to the camera\r\n */\r\n public stopAllAnimations(): void {\r\n if (this._attachedCamera) {\r\n this._attachedCamera.animations = [];\r\n }\r\n\r\n while (this._animatables.length) {\r\n if (this._animatables[0]) {\r\n this._animatables[0].onAnimationEnd = null;\r\n this._animatables[0].stop();\r\n }\r\n this._animatables.shift();\r\n }\r\n }\r\n\r\n /**\r\n * Gets a value indicating if the user is moving the camera\r\n */\r\n public get isUserIsMoving(): boolean {\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n\r\n return (\r\n this._attachedCamera.inertialAlphaOffset !== 0 ||\r\n this._attachedCamera.inertialBetaOffset !== 0 ||\r\n this._attachedCamera.inertialRadiusOffset !== 0 ||\r\n this._attachedCamera.inertialPanningX !== 0 ||\r\n this._attachedCamera.inertialPanningY !== 0 ||\r\n this._isPointerDown\r\n );\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * The camera can move all the way towards the mesh.\r\n */\r\n public static IgnoreBoundsSizeMode = 0;\r\n\r\n /**\r\n * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides\r\n */\r\n public static FitFrustumSidesMode = 1;\r\n}\r\n"]}
1
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type { Behavior } from \"../../Behaviors/behavior\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { ExponentialEase, EasingFunction } from \"../../Animations/easing\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { PointerInfoPre } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { PrecisionDate } from \"../../Misc/precisionDate\";\r\n\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport type { Animatable } from \"../../Animations/animatable\";\r\nimport { Animation } from \"../../Animations/animation\";\r\n\r\n/**\r\n * The framing behavior (FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/behaviors/cameraBehaviors#framing-behavior\r\n */\r\nexport class FramingBehavior implements Behavior<ArcRotateCamera> {\r\n /**\r\n * Gets the name of the behavior.\r\n */\r\n public get name(): string {\r\n return \"Framing\";\r\n }\r\n\r\n /**\r\n * An event triggered when the animation to zoom on target mesh has ended\r\n */\r\n public onTargetFramingAnimationEndObservable = new Observable<void>();\r\n\r\n private _mode = FramingBehavior.FitFrustumSidesMode;\r\n private _radiusScale = 1.0;\r\n private _positionScale = 0.5;\r\n private _defaultElevation = 0.3;\r\n private _elevationReturnTime = 1500;\r\n private _elevationReturnWaitTime = 1000;\r\n private _zoomStopsAnimation = false;\r\n private _framingTime = 1500;\r\n\r\n /**\r\n * The easing function used by animations\r\n */\r\n public static EasingFunction = new ExponentialEase();\r\n\r\n /**\r\n * The easing mode used by animations\r\n */\r\n public static EasingMode = EasingFunction.EASINGMODE_EASEINOUT;\r\n\r\n /**\r\n * Sets the current mode used by the behavior\r\n */\r\n public set mode(mode: number) {\r\n this._mode = mode;\r\n }\r\n\r\n /**\r\n * Gets current mode used by the behavior.\r\n */\r\n public get mode(): number {\r\n return this._mode;\r\n }\r\n\r\n /**\r\n * Sets the scale applied to the radius (1 by default)\r\n */\r\n public set radiusScale(radius: number) {\r\n this._radiusScale = radius;\r\n }\r\n\r\n /**\r\n * Gets the scale applied to the radius\r\n */\r\n public get radiusScale(): number {\r\n return this._radiusScale;\r\n }\r\n\r\n /**\r\n * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.\r\n */\r\n public set positionScale(scale: number) {\r\n this._positionScale = scale;\r\n }\r\n\r\n /**\r\n * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.\r\n */\r\n public get positionScale(): number {\r\n return this._positionScale;\r\n }\r\n\r\n /**\r\n * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle\r\n * behaviour is triggered, in radians.\r\n */\r\n public set defaultElevation(elevation: number) {\r\n this._defaultElevation = elevation;\r\n }\r\n\r\n /**\r\n * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle\r\n * behaviour is triggered, in radians.\r\n */\r\n public get defaultElevation() {\r\n return this._defaultElevation;\r\n }\r\n\r\n /**\r\n * Sets the time (in milliseconds) taken to return to the default beta position.\r\n * Negative value indicates camera should not return to default.\r\n */\r\n public set elevationReturnTime(speed: number) {\r\n this._elevationReturnTime = speed;\r\n }\r\n\r\n /**\r\n * Gets the time (in milliseconds) taken to return to the default beta position.\r\n * Negative value indicates camera should not return to default.\r\n */\r\n public get elevationReturnTime(): number {\r\n return this._elevationReturnTime;\r\n }\r\n\r\n /**\r\n * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.\r\n */\r\n public set elevationReturnWaitTime(time: number) {\r\n this._elevationReturnWaitTime = time;\r\n }\r\n\r\n /**\r\n * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.\r\n */\r\n public get elevationReturnWaitTime(): number {\r\n return this._elevationReturnWaitTime;\r\n }\r\n\r\n /**\r\n * Sets the flag that indicates if user zooming should stop animation.\r\n */\r\n public set zoomStopsAnimation(flag: boolean) {\r\n this._zoomStopsAnimation = flag;\r\n }\r\n\r\n /**\r\n * Gets the flag that indicates if user zooming should stop animation.\r\n */\r\n public get zoomStopsAnimation(): boolean {\r\n return this._zoomStopsAnimation;\r\n }\r\n\r\n /**\r\n * Sets the transition time when framing the mesh, in milliseconds\r\n */\r\n public set framingTime(time: number) {\r\n this._framingTime = time;\r\n }\r\n\r\n /**\r\n * Gets the transition time when framing the mesh, in milliseconds\r\n */\r\n public get framingTime() {\r\n return this._framingTime;\r\n }\r\n\r\n /**\r\n * Define if the behavior should automatically change the configured\r\n * camera limits and sensibilities.\r\n */\r\n public autoCorrectCameraLimitsAndSensibility = true;\r\n\r\n // Default behavior functions\r\n private _onPrePointerObservableObserver: Nullable<Observer<PointerInfoPre>>;\r\n private _onAfterCheckInputsObserver: Nullable<Observer<Camera>>;\r\n private _onMeshTargetChangedObserver: Nullable<Observer<Nullable<AbstractMesh>>>;\r\n private _attachedCamera: Nullable<ArcRotateCamera>;\r\n private _isPointerDown = false;\r\n private _lastInteractionTime = -Infinity;\r\n\r\n /**\r\n * Initializes the behavior.\r\n */\r\n public init(): void {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Attaches the behavior to its arc rotate camera.\r\n * @param camera Defines the camera to attach the behavior to\r\n */\r\n public attach(camera: ArcRotateCamera): void {\r\n this._attachedCamera = camera;\r\n const scene = this._attachedCamera.getScene();\r\n\r\n FramingBehavior.EasingFunction.setEasingMode(FramingBehavior.EasingMode);\r\n\r\n this._onPrePointerObservableObserver = scene.onPrePointerObservable.add((pointerInfoPre) => {\r\n if (pointerInfoPre.type === PointerEventTypes.POINTERDOWN) {\r\n this._isPointerDown = true;\r\n return;\r\n }\r\n\r\n if (pointerInfoPre.type === PointerEventTypes.POINTERUP) {\r\n this._isPointerDown = false;\r\n }\r\n });\r\n\r\n this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add((mesh) => {\r\n if (mesh) {\r\n this.zoomOnMesh(mesh, undefined, () => {\r\n this.onTargetFramingAnimationEndObservable.notifyObservers();\r\n });\r\n }\r\n });\r\n\r\n this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(() => {\r\n // Stop the animation if there is user interaction and the animation should stop for this interaction\r\n this._applyUserInteraction();\r\n\r\n // Maintain the camera above the ground. If the user pulls the camera beneath the ground plane, lift it\r\n // back to the default position after a given timeout\r\n this._maintainCameraAboveGround();\r\n });\r\n }\r\n\r\n /**\r\n * Detaches the behavior from its current arc rotate camera.\r\n */\r\n public detach(): void {\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n\r\n const scene = this._attachedCamera.getScene();\r\n\r\n if (this._onPrePointerObservableObserver) {\r\n scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);\r\n }\r\n\r\n if (this._onAfterCheckInputsObserver) {\r\n this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);\r\n }\r\n\r\n if (this._onMeshTargetChangedObserver) {\r\n this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);\r\n }\r\n\r\n this._attachedCamera = null;\r\n }\r\n\r\n // Framing control\r\n private _animatables = new Array<Animatable>();\r\n private _betaIsAnimating = false;\r\n private _betaTransition: Animation;\r\n private _radiusTransition: Animation;\r\n private _vectorTransition: Animation;\r\n\r\n /**\r\n * Targets the given mesh and updates zoom level accordingly.\r\n * @param mesh The mesh to target.\r\n * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh\r\n * @param onAnimationEnd Callback triggered at the end of the framing animation\r\n */\r\n public zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ: boolean = false, onAnimationEnd: Nullable<() => void> = null): void {\r\n mesh.computeWorldMatrix(true);\r\n\r\n const boundingBox = mesh.getBoundingInfo().boundingBox;\r\n this.zoomOnBoundingInfo(boundingBox.minimumWorld, boundingBox.maximumWorld, focusOnOriginXZ, onAnimationEnd);\r\n }\r\n\r\n /**\r\n * Targets the given mesh with its children and updates zoom level accordingly.\r\n * @param mesh The mesh to target.\r\n * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh\r\n * @param onAnimationEnd Callback triggered at the end of the framing animation\r\n */\r\n public zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ: boolean = false, onAnimationEnd: Nullable<() => void> = null): void {\r\n mesh.computeWorldMatrix(true);\r\n\r\n const boundingBox = mesh.getHierarchyBoundingVectors(true);\r\n this.zoomOnBoundingInfo(boundingBox.min, boundingBox.max, focusOnOriginXZ, onAnimationEnd);\r\n }\r\n\r\n /**\r\n * Targets the given meshes with their children and updates zoom level accordingly.\r\n * @param meshes The mesh to target.\r\n * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh\r\n * @param onAnimationEnd Callback triggered at the end of the framing animation\r\n */\r\n public zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ: boolean = false, onAnimationEnd: Nullable<() => void> = null): void {\r\n const min = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n const max = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n\r\n for (let i = 0; i < meshes.length; i++) {\r\n const boundingInfo = meshes[i].getHierarchyBoundingVectors(true);\r\n Vector3.CheckExtends(boundingInfo.min, min, max);\r\n Vector3.CheckExtends(boundingInfo.max, min, max);\r\n }\r\n\r\n this.zoomOnBoundingInfo(min, max, focusOnOriginXZ, onAnimationEnd);\r\n }\r\n\r\n /**\r\n * Targets the bounding box info defined by its extends and updates zoom level accordingly.\r\n * @param minimumWorld Determines the smaller position of the bounding box extend\r\n * @param maximumWorld Determines the bigger position of the bounding box extend\r\n * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh\r\n * @param onAnimationEnd Callback triggered at the end of the framing animation\r\n * @returns true if the zoom was done\r\n */\r\n public zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ: boolean = false, onAnimationEnd: Nullable<() => void> = null): boolean {\r\n let zoomTarget: Vector3;\r\n\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n\r\n // Find target by interpolating from bottom of bounding box in world-space to top via framingPositionY\r\n const bottom = minimumWorld.y;\r\n const top = maximumWorld.y;\r\n const zoomTargetY = bottom + (top - bottom) * this._positionScale;\r\n const radiusWorld = maximumWorld.subtract(minimumWorld).scale(0.5);\r\n\r\n if (focusOnOriginXZ) {\r\n zoomTarget = new Vector3(0, zoomTargetY, 0);\r\n } else {\r\n const centerWorld = minimumWorld.add(radiusWorld);\r\n zoomTarget = new Vector3(centerWorld.x, zoomTargetY, centerWorld.z);\r\n }\r\n\r\n if (!this._vectorTransition) {\r\n this._vectorTransition = Animation.CreateAnimation(\"target\", Animation.ANIMATIONTYPE_VECTOR3, 60, FramingBehavior.EasingFunction);\r\n }\r\n\r\n this._betaIsAnimating = true;\r\n let animatable = Animation.TransitionTo(\"target\", zoomTarget, this._attachedCamera, this._attachedCamera.getScene(), 60, this._vectorTransition, this._framingTime);\r\n if (animatable) {\r\n this._animatables.push(animatable);\r\n }\r\n\r\n // sets the radius and lower radius bounds\r\n // Small delta ensures camera is not always at lower zoom limit.\r\n let radius = 0;\r\n if (this._mode === FramingBehavior.FitFrustumSidesMode) {\r\n const position = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);\r\n if (this.autoCorrectCameraLimitsAndSensibility) {\r\n this._attachedCamera.lowerRadiusLimit = radiusWorld.length() + this._attachedCamera.minZ;\r\n }\r\n radius = position;\r\n } else if (this._mode === FramingBehavior.IgnoreBoundsSizeMode) {\r\n radius = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);\r\n if (this.autoCorrectCameraLimitsAndSensibility && this._attachedCamera.lowerRadiusLimit === null) {\r\n this._attachedCamera.lowerRadiusLimit = this._attachedCamera.minZ;\r\n }\r\n }\r\n\r\n // Set sensibilities\r\n if (this.autoCorrectCameraLimitsAndSensibility) {\r\n const extend = maximumWorld.subtract(minimumWorld).length();\r\n this._attachedCamera.panningSensibility = 5000 / extend;\r\n this._attachedCamera.wheelPrecision = 100 / radius;\r\n }\r\n\r\n // transition to new radius\r\n if (!this._radiusTransition) {\r\n this._radiusTransition = Animation.CreateAnimation(\"radius\", Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);\r\n }\r\n\r\n animatable = Animation.TransitionTo(\"radius\", radius, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusTransition, this._framingTime, () => {\r\n this.stopAllAnimations();\r\n if (onAnimationEnd) {\r\n onAnimationEnd();\r\n }\r\n\r\n if (this._attachedCamera && this._attachedCamera.useInputToRestoreState) {\r\n this._attachedCamera.storeState();\r\n }\r\n });\r\n\r\n if (animatable) {\r\n this._animatables.push(animatable);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Calculates the lowest radius for the camera based on the bounding box of the mesh.\r\n * @param minimumWorld\r\n * @param maximumWorld\r\n * @returns The minimum distance from the primary mesh's center point at which the camera must be kept in order\r\n *\t\t to fully enclose the mesh in the viewing frustum.\r\n */\r\n protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number {\r\n const size = maximumWorld.subtract(minimumWorld);\r\n const boxVectorGlobalDiagonal = size.length();\r\n const frustumSlope: Vector2 = this._getFrustumSlope();\r\n\r\n // Formula for setting distance\r\n // (Good explanation: http://stackoverflow.com/questions/2866350/move-camera-to-fit-3d-scene)\r\n const radiusWithoutFraming = boxVectorGlobalDiagonal * 0.5;\r\n\r\n // Horizon distance\r\n const radius = radiusWithoutFraming * this._radiusScale;\r\n const distanceForHorizontalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.x * frustumSlope.x));\r\n const distanceForVerticalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.y * frustumSlope.y));\r\n let distance = Math.max(distanceForHorizontalFrustum, distanceForVerticalFrustum);\r\n const camera = this._attachedCamera;\r\n\r\n if (!camera) {\r\n return 0;\r\n }\r\n\r\n if (camera.lowerRadiusLimit && this._mode === FramingBehavior.IgnoreBoundsSizeMode) {\r\n // Don't exceed the requested limit\r\n distance = distance < camera.lowerRadiusLimit ? camera.lowerRadiusLimit : distance;\r\n }\r\n\r\n // Don't exceed the upper radius limit\r\n if (camera.upperRadiusLimit) {\r\n distance = distance > camera.upperRadiusLimit ? camera.upperRadiusLimit : distance;\r\n }\r\n\r\n return distance;\r\n }\r\n\r\n /**\r\n * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera\r\n * is automatically returned to its default position (expected to be above ground plane).\r\n */\r\n private _maintainCameraAboveGround(): void {\r\n if (this._elevationReturnTime < 0) {\r\n return;\r\n }\r\n\r\n const timeSinceInteraction = PrecisionDate.Now - this._lastInteractionTime;\r\n const defaultBeta = Math.PI * 0.5 - this._defaultElevation;\r\n const limitBeta = Math.PI * 0.5;\r\n\r\n // Bring the camera back up if below the ground plane\r\n if (this._attachedCamera && !this._betaIsAnimating && this._attachedCamera.beta > limitBeta && timeSinceInteraction >= this._elevationReturnWaitTime) {\r\n this._betaIsAnimating = true;\r\n\r\n //Transition to new position\r\n this.stopAllAnimations();\r\n\r\n if (!this._betaTransition) {\r\n this._betaTransition = Animation.CreateAnimation(\"beta\", Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);\r\n }\r\n\r\n const animatabe = Animation.TransitionTo(\r\n \"beta\",\r\n defaultBeta,\r\n this._attachedCamera,\r\n this._attachedCamera.getScene(),\r\n 60,\r\n this._betaTransition,\r\n this._elevationReturnTime,\r\n () => {\r\n this._clearAnimationLocks();\r\n this.stopAllAnimations();\r\n }\r\n );\r\n\r\n if (animatabe) {\r\n this._animatables.push(animatabe);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Returns the frustum slope based on the canvas ratio and camera FOV\r\n * @returns The frustum slope represented as a Vector2 with X and Y slopes\r\n */\r\n private _getFrustumSlope(): Vector2 {\r\n // Calculate the viewport ratio\r\n // Aspect Ratio is Height/Width.\r\n const camera = this._attachedCamera;\r\n\r\n if (!camera) {\r\n return Vector2.Zero();\r\n }\r\n\r\n const engine = camera.getScene().getEngine();\r\n const aspectRatio = engine.getAspectRatio(camera);\r\n\r\n // Camera FOV is the vertical field of view (top-bottom) in radians.\r\n // Slope of the frustum top/bottom planes in view space, relative to the forward vector.\r\n const frustumSlopeY = Math.tan(camera.fov / 2);\r\n\r\n // Slope of the frustum left/right planes in view space, relative to the forward vector.\r\n // Provides the amount that one side (e.g. left) of the frustum gets wider for every unit\r\n // along the forward vector.\r\n const frustumSlopeX = frustumSlopeY * aspectRatio;\r\n\r\n return new Vector2(frustumSlopeX, frustumSlopeY);\r\n }\r\n\r\n /**\r\n * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.\r\n */\r\n private _clearAnimationLocks(): void {\r\n this._betaIsAnimating = false;\r\n }\r\n\r\n /**\r\n * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.\r\n */\r\n private _applyUserInteraction(): void {\r\n if (this.isUserIsMoving) {\r\n this._lastInteractionTime = PrecisionDate.Now;\r\n this.stopAllAnimations();\r\n this._clearAnimationLocks();\r\n }\r\n }\r\n\r\n /**\r\n * Stops and removes all animations that have been applied to the camera\r\n */\r\n public stopAllAnimations(): void {\r\n if (this._attachedCamera) {\r\n this._attachedCamera.animations = [];\r\n }\r\n\r\n while (this._animatables.length) {\r\n if (this._animatables[0]) {\r\n this._animatables[0].onAnimationEnd = null;\r\n this._animatables[0].stop();\r\n }\r\n this._animatables.shift();\r\n }\r\n }\r\n\r\n /**\r\n * Gets a value indicating if the user is moving the camera\r\n */\r\n public get isUserIsMoving(): boolean {\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n\r\n return (\r\n this._attachedCamera.inertialAlphaOffset !== 0 ||\r\n this._attachedCamera.inertialBetaOffset !== 0 ||\r\n this._attachedCamera.inertialRadiusOffset !== 0 ||\r\n this._attachedCamera.inertialPanningX !== 0 ||\r\n this._attachedCamera.inertialPanningY !== 0 ||\r\n this._isPointerDown\r\n );\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * The camera can move all the way towards the mesh.\r\n */\r\n public static IgnoreBoundsSizeMode = 0;\r\n\r\n /**\r\n * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides\r\n */\r\n public static FitFrustumSidesMode = 1;\r\n}\r\n"]}
package/Bones/skeleton.js CHANGED
@@ -529,6 +529,7 @@ export class Skeleton {
529
529
  }
530
530
  }
531
531
  this._isDirty = true;
532
+ result.prepare();
532
533
  return result;
533
534
  }
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535
  /**