@babylonjs/core 6.19.0 → 6.19.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -85,16 +85,16 @@ export declare abstract class BaseCameraPointersInput implements ICameraInput<Ca
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  * Called each time a new POINTERDOWN event occurs. Ie, for each button
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  * press.
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  * Override this method to provide functionality.
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- * @param evt
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+ * @param _evt Defines the event to track
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  */
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- onButtonDown(evt: IPointerEvent): void;
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+ onButtonDown(_evt: IPointerEvent): void;
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  /**
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  * Called each time a new POINTERUP event occurs. Ie, for each button
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  * release.
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  * Override this method to provide functionality.
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- * @param evt
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+ * @param _evt Defines the event to track
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  */
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- onButtonUp(evt: IPointerEvent): void;
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+ onButtonUp(_evt: IPointerEvent): void;
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  /**
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  * Called when window becomes inactive.
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  * Override this method to provide functionality.
@@ -272,18 +272,16 @@ export class BaseCameraPointersInput {
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  * Called each time a new POINTERDOWN event occurs. Ie, for each button
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  * press.
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  * Override this method to provide functionality.
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- * @param evt
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+ * @param _evt Defines the event to track
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  */
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- // eslint-disable-next-line @typescript-eslint/no-unused-vars
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- onButtonDown(evt) { }
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+ onButtonDown(_evt) { }
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  /**
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  * Called each time a new POINTERUP event occurs. Ie, for each button
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  * release.
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  * Override this method to provide functionality.
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- * @param evt
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+ * @param _evt Defines the event to track
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  */
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- // eslint-disable-next-line @typescript-eslint/no-unused-vars
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- onButtonUp(evt) { }
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+ onButtonUp(_evt) { }
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  /**
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  * Called when window becomes inactive.
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  * Override this method to provide functionality.
@@ -1 +1 @@
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- 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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport type { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { EventState, Observer } from \"../../Misc/observable\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport type { PointerInfo, PointerTouch } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n\r\n/**\r\n * Base class for Camera Pointer Inputs.\r\n * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts\r\n * for example usage.\r\n */\r\nexport abstract class BaseCameraPointersInput implements ICameraInput<Camera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public abstract camera: Camera;\r\n\r\n /**\r\n * Whether keyboard modifier keys are pressed at time of last mouse event.\r\n */\r\n protected _altKey: boolean;\r\n protected _ctrlKey: boolean;\r\n protected _metaKey: boolean;\r\n protected _shiftKey: boolean;\r\n\r\n /**\r\n * Which mouse buttons were pressed at time of last mouse event.\r\n * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons\r\n */\r\n protected _buttonsPressed: number;\r\n\r\n private _currentActiveButton: number = -1;\r\n private _contextMenuBind: EventListener;\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera move.\r\n */\r\n @serialize()\r\n public buttons = [0, 1, 2];\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n // eslint-disable-next-line prefer-rest-params\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n const engine = this.camera.getEngine();\r\n const element = engine.getInputElement();\r\n let previousPinchSquaredDistance = 0;\r\n let previousMultiTouchPanPosition: Nullable<PointerTouch> = null;\r\n\r\n this._pointA = null;\r\n this._pointB = null;\r\n\r\n this._altKey = false;\r\n this._ctrlKey = false;\r\n this._metaKey = false;\r\n this._shiftKey = false;\r\n this._buttonsPressed = 0;\r\n\r\n this._pointerInput = (p) => {\r\n const evt = <IPointerEvent>p.event;\r\n const isTouch = evt.pointerType === \"touch\";\r\n\r\n if (engine.isInVRExclusivePointerMode) {\r\n return;\r\n }\r\n\r\n if (p.type !== PointerEventTypes.POINTERMOVE && this.buttons.indexOf(evt.button) === -1) {\r\n return;\r\n }\r\n\r\n const srcElement = <HTMLElement>evt.target;\r\n\r\n this._altKey = evt.altKey;\r\n this._ctrlKey = evt.ctrlKey;\r\n this._metaKey = evt.metaKey;\r\n this._shiftKey = evt.shiftKey;\r\n this._buttonsPressed = evt.buttons;\r\n\r\n if (engine.isPointerLock) {\r\n const offsetX = evt.movementX;\r\n const offsetY = evt.movementY;\r\n\r\n this.onTouch(null, offsetX, offsetY);\r\n this._pointA = null;\r\n this._pointB = null;\r\n } else if (p.type !== PointerEventTypes.POINTERDOWN && isTouch && this._pointA?.pointerId !== evt.pointerId && this._pointB?.pointerId !== evt.pointerId) {\r\n return; // If we get a non-down event for a touch that we're not tracking, ignore it\r\n } else if (p.type === PointerEventTypes.POINTERDOWN && (this._currentActiveButton === -1 || isTouch)) {\r\n try {\r\n srcElement?.setPointerCapture(evt.pointerId);\r\n } catch (e) {\r\n //Nothing to do with the error. Execution will continue.\r\n }\r\n\r\n if (this._pointA === null) {\r\n this._pointA = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n pointerId: evt.pointerId,\r\n type: evt.pointerType,\r\n };\r\n } else if (this._pointB === null) {\r\n this._pointB = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n pointerId: evt.pointerId,\r\n type: evt.pointerType,\r\n };\r\n } else {\r\n return; // We are already tracking two pointers so ignore this one\r\n }\r\n\r\n if (this._currentActiveButton === -1 && !isTouch) {\r\n this._currentActiveButton = evt.button;\r\n }\r\n this.onButtonDown(evt);\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n element && element.focus();\r\n }\r\n } else if (p.type === PointerEventTypes.POINTERDOUBLETAP) {\r\n this.onDoubleTap(evt.pointerType);\r\n } else if (p.type === PointerEventTypes.POINTERUP && (this._currentActiveButton === evt.button || isTouch)) {\r\n try {\r\n srcElement?.releasePointerCapture(evt.pointerId);\r\n } catch (e) {\r\n //Nothing to do with the error.\r\n }\r\n\r\n if (!isTouch) {\r\n this._pointB = null; // Mouse and pen are mono pointer\r\n }\r\n\r\n //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,\r\n //but emptying completely pointers collection is required to fix a bug on iPhone :\r\n //when changing orientation while pinching camera,\r\n //one pointer stay pressed forever if we don't release all pointers\r\n //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected\r\n if (engine._badOS) {\r\n this._pointA = this._pointB = null;\r\n } else {\r\n //only remove the impacted pointer in case of multitouch allowing on most\r\n //platforms switching from rotate to zoom and pan seamlessly.\r\n if (this._pointB && this._pointA && this._pointA.pointerId == evt.pointerId) {\r\n this._pointA = this._pointB;\r\n this._pointB = null;\r\n } else if (this._pointA && this._pointB && this._pointB.pointerId == evt.pointerId) {\r\n this._pointB = null;\r\n } else {\r\n this._pointA = this._pointB = null;\r\n }\r\n }\r\n\r\n if (previousPinchSquaredDistance !== 0 || previousMultiTouchPanPosition) {\r\n // Previous pinch data is populated but a button has been lifted\r\n // so pinch has ended.\r\n this.onMultiTouch(\r\n this._pointA,\r\n this._pointB,\r\n previousPinchSquaredDistance,\r\n 0, // pinchSquaredDistance\r\n previousMultiTouchPanPosition,\r\n null // multiTouchPanPosition\r\n );\r\n previousPinchSquaredDistance = 0;\r\n previousMultiTouchPanPosition = null;\r\n }\r\n\r\n this._currentActiveButton = -1;\r\n this.onButtonUp(evt);\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n } else if (p.type === PointerEventTypes.POINTERMOVE) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n\r\n // One button down\r\n if (this._pointA && this._pointB === null) {\r\n const offsetX = evt.clientX - this._pointA.x;\r\n const offsetY = evt.clientY - this._pointA.y;\r\n this.onTouch(this._pointA, offsetX, offsetY);\r\n\r\n this._pointA.x = evt.clientX;\r\n this._pointA.y = evt.clientY;\r\n }\r\n // Two buttons down: pinch\r\n else if (this._pointA && this._pointB) {\r\n const ed = this._pointA.pointerId === evt.pointerId ? this._pointA : this._pointB;\r\n ed.x = evt.clientX;\r\n ed.y = evt.clientY;\r\n const distX = this._pointA.x - this._pointB.x;\r\n const distY = this._pointA.y - this._pointB.y;\r\n const pinchSquaredDistance = distX * distX + distY * distY;\r\n const multiTouchPanPosition = {\r\n x: (this._pointA.x + this._pointB.x) / 2,\r\n y: (this._pointA.y + this._pointB.y) / 2,\r\n pointerId: evt.pointerId,\r\n type: p.type,\r\n };\r\n\r\n this.onMultiTouch(this._pointA, this._pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition);\r\n\r\n previousMultiTouchPanPosition = multiTouchPanPosition;\r\n previousPinchSquaredDistance = pinchSquaredDistance;\r\n }\r\n }\r\n };\r\n\r\n this._observer = this.camera\r\n .getScene()\r\n ._inputManager._addCameraPointerObserver(\r\n this._pointerInput,\r\n PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE | PointerEventTypes.POINTERDOUBLETAP\r\n );\r\n\r\n this._onLostFocus = () => {\r\n this._pointA = this._pointB = null;\r\n previousPinchSquaredDistance = 0;\r\n previousMultiTouchPanPosition = null;\r\n this.onLostFocus();\r\n };\r\n\r\n this._contextMenuBind = this.onContextMenu.bind(this);\r\n\r\n element && element.addEventListener(\"contextmenu\", this._contextMenuBind, false);\r\n\r\n const hostWindow = this.camera.getScene().getEngine().getHostWindow();\r\n\r\n if (hostWindow) {\r\n Tools.RegisterTopRootEvents(hostWindow, [{ name: \"blur\", handler: this._onLostFocus }]);\r\n }\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._onLostFocus) {\r\n const hostWindow = this.camera.getScene().getEngine().getHostWindow();\r\n if (hostWindow) {\r\n Tools.UnregisterTopRootEvents(hostWindow, [{ name: \"blur\", handler: this._onLostFocus }]);\r\n }\r\n }\r\n\r\n if (this._observer) {\r\n this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);\r\n this._observer = null;\r\n\r\n if (this._contextMenuBind) {\r\n const inputElement = this.camera.getScene().getEngine().getInputElement();\r\n inputElement && inputElement.removeEventListener(\"contextmenu\", this._contextMenuBind);\r\n }\r\n\r\n this._onLostFocus = null;\r\n }\r\n\r\n this._altKey = false;\r\n this._ctrlKey = false;\r\n this._metaKey = false;\r\n this._shiftKey = false;\r\n this._buttonsPressed = 0;\r\n this._currentActiveButton = -1;\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"BaseCameraPointersInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"pointers\";\r\n }\r\n\r\n /**\r\n * Called on pointer POINTERDOUBLETAP event.\r\n * Override this method to provide functionality on POINTERDOUBLETAP event.\r\n * @param type\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public onDoubleTap(type: string) {}\r\n\r\n /**\r\n * Called on pointer POINTERMOVE event if only a single touch is active.\r\n * Override this method to provide functionality.\r\n * @param point\r\n * @param offsetX\r\n * @param offsetY\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void {}\r\n\r\n /**\r\n * Called on pointer POINTERMOVE event if multiple touches are active.\r\n * Override this method to provide functionality.\r\n * @param _pointA\r\n * @param _pointB\r\n * @param previousPinchSquaredDistance\r\n * @param pinchSquaredDistance\r\n * @param previousMultiTouchPanPosition\r\n * @param multiTouchPanPosition\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public onMultiTouch(\r\n _pointA: Nullable<PointerTouch>,\r\n _pointB: Nullable<PointerTouch>,\r\n previousPinchSquaredDistance: number,\r\n pinchSquaredDistance: number,\r\n previousMultiTouchPanPosition: Nullable<PointerTouch>,\r\n multiTouchPanPosition: Nullable<PointerTouch>\r\n ): void {}\r\n\r\n /**\r\n * Called on JS contextmenu event.\r\n * Override this method to provide functionality.\r\n * @param evt\r\n */\r\n public onContextMenu(evt: PointerEvent): void {\r\n evt.preventDefault();\r\n }\r\n\r\n /**\r\n * Called each time a new POINTERDOWN event occurs. Ie, for each button\r\n * press.\r\n * Override this method to provide functionality.\r\n * @param evt\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public onButtonDown(evt: IPointerEvent): void {}\r\n\r\n /**\r\n * Called each time a new POINTERUP event occurs. Ie, for each button\r\n * release.\r\n * Override this method to provide functionality.\r\n * @param evt\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public onButtonUp(evt: IPointerEvent): void {}\r\n\r\n /**\r\n * Called when window becomes inactive.\r\n * Override this method to provide functionality.\r\n */\r\n public onLostFocus(): void {}\r\n\r\n private _pointerInput: (p: PointerInfo, s: EventState) => void;\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _onLostFocus: Nullable<(e: FocusEvent) => any>;\r\n private _pointA: Nullable<PointerTouch>;\r\n private _pointB: Nullable<PointerTouch>;\r\n}\r\n"]}
1
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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport type { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { EventState, Observer } from \"../../Misc/observable\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport type { PointerInfo, PointerTouch } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n\r\n/**\r\n * Base class for Camera Pointer Inputs.\r\n * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts\r\n * for example usage.\r\n */\r\nexport abstract class BaseCameraPointersInput implements ICameraInput<Camera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public abstract camera: Camera;\r\n\r\n /**\r\n * Whether keyboard modifier keys are pressed at time of last mouse event.\r\n */\r\n protected _altKey: boolean;\r\n protected _ctrlKey: boolean;\r\n protected _metaKey: boolean;\r\n protected _shiftKey: boolean;\r\n\r\n /**\r\n * Which mouse buttons were pressed at time of last mouse event.\r\n * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons\r\n */\r\n protected _buttonsPressed: number;\r\n\r\n private _currentActiveButton: number = -1;\r\n private _contextMenuBind: EventListener;\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera move.\r\n */\r\n @serialize()\r\n public buttons = [0, 1, 2];\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n // eslint-disable-next-line prefer-rest-params\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n const engine = this.camera.getEngine();\r\n const element = engine.getInputElement();\r\n let previousPinchSquaredDistance = 0;\r\n let previousMultiTouchPanPosition: Nullable<PointerTouch> = null;\r\n\r\n this._pointA = null;\r\n this._pointB = null;\r\n\r\n this._altKey = false;\r\n this._ctrlKey = false;\r\n this._metaKey = false;\r\n this._shiftKey = false;\r\n this._buttonsPressed = 0;\r\n\r\n this._pointerInput = (p) => {\r\n const evt = <IPointerEvent>p.event;\r\n const isTouch = evt.pointerType === \"touch\";\r\n\r\n if (engine.isInVRExclusivePointerMode) {\r\n return;\r\n }\r\n\r\n if (p.type !== PointerEventTypes.POINTERMOVE && this.buttons.indexOf(evt.button) === -1) {\r\n return;\r\n }\r\n\r\n const srcElement = <HTMLElement>evt.target;\r\n\r\n this._altKey = evt.altKey;\r\n this._ctrlKey = evt.ctrlKey;\r\n this._metaKey = evt.metaKey;\r\n this._shiftKey = evt.shiftKey;\r\n this._buttonsPressed = evt.buttons;\r\n\r\n if (engine.isPointerLock) {\r\n const offsetX = evt.movementX;\r\n const offsetY = evt.movementY;\r\n\r\n this.onTouch(null, offsetX, offsetY);\r\n this._pointA = null;\r\n this._pointB = null;\r\n } else if (p.type !== PointerEventTypes.POINTERDOWN && isTouch && this._pointA?.pointerId !== evt.pointerId && this._pointB?.pointerId !== evt.pointerId) {\r\n return; // If we get a non-down event for a touch that we're not tracking, ignore it\r\n } else if (p.type === PointerEventTypes.POINTERDOWN && (this._currentActiveButton === -1 || isTouch)) {\r\n try {\r\n srcElement?.setPointerCapture(evt.pointerId);\r\n } catch (e) {\r\n //Nothing to do with the error. Execution will continue.\r\n }\r\n\r\n if (this._pointA === null) {\r\n this._pointA = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n pointerId: evt.pointerId,\r\n type: evt.pointerType,\r\n };\r\n } else if (this._pointB === null) {\r\n this._pointB = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n pointerId: evt.pointerId,\r\n type: evt.pointerType,\r\n };\r\n } else {\r\n return; // We are already tracking two pointers so ignore this one\r\n }\r\n\r\n if (this._currentActiveButton === -1 && !isTouch) {\r\n this._currentActiveButton = evt.button;\r\n }\r\n this.onButtonDown(evt);\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n element && element.focus();\r\n }\r\n } else if (p.type === PointerEventTypes.POINTERDOUBLETAP) {\r\n this.onDoubleTap(evt.pointerType);\r\n } else if (p.type === PointerEventTypes.POINTERUP && (this._currentActiveButton === evt.button || isTouch)) {\r\n try {\r\n srcElement?.releasePointerCapture(evt.pointerId);\r\n } catch (e) {\r\n //Nothing to do with the error.\r\n }\r\n\r\n if (!isTouch) {\r\n this._pointB = null; // Mouse and pen are mono pointer\r\n }\r\n\r\n //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,\r\n //but emptying completely pointers collection is required to fix a bug on iPhone :\r\n //when changing orientation while pinching camera,\r\n //one pointer stay pressed forever if we don't release all pointers\r\n //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected\r\n if (engine._badOS) {\r\n this._pointA = this._pointB = null;\r\n } else {\r\n //only remove the impacted pointer in case of multitouch allowing on most\r\n //platforms switching from rotate to zoom and pan seamlessly.\r\n if (this._pointB && this._pointA && this._pointA.pointerId == evt.pointerId) {\r\n this._pointA = this._pointB;\r\n this._pointB = null;\r\n } else if (this._pointA && this._pointB && this._pointB.pointerId == evt.pointerId) {\r\n this._pointB = null;\r\n } else {\r\n this._pointA = this._pointB = null;\r\n }\r\n }\r\n\r\n if (previousPinchSquaredDistance !== 0 || previousMultiTouchPanPosition) {\r\n // Previous pinch data is populated but a button has been lifted\r\n // so pinch has ended.\r\n this.onMultiTouch(\r\n this._pointA,\r\n this._pointB,\r\n previousPinchSquaredDistance,\r\n 0, // pinchSquaredDistance\r\n previousMultiTouchPanPosition,\r\n null // multiTouchPanPosition\r\n );\r\n previousPinchSquaredDistance = 0;\r\n previousMultiTouchPanPosition = null;\r\n }\r\n\r\n this._currentActiveButton = -1;\r\n this.onButtonUp(evt);\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n } else if (p.type === PointerEventTypes.POINTERMOVE) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n\r\n // One button down\r\n if (this._pointA && this._pointB === null) {\r\n const offsetX = evt.clientX - this._pointA.x;\r\n const offsetY = evt.clientY - this._pointA.y;\r\n this.onTouch(this._pointA, offsetX, offsetY);\r\n\r\n this._pointA.x = evt.clientX;\r\n this._pointA.y = evt.clientY;\r\n }\r\n // Two buttons down: pinch\r\n else if (this._pointA && this._pointB) {\r\n const ed = this._pointA.pointerId === evt.pointerId ? this._pointA : this._pointB;\r\n ed.x = evt.clientX;\r\n ed.y = evt.clientY;\r\n const distX = this._pointA.x - this._pointB.x;\r\n const distY = this._pointA.y - this._pointB.y;\r\n const pinchSquaredDistance = distX * distX + distY * distY;\r\n const multiTouchPanPosition = {\r\n x: (this._pointA.x + this._pointB.x) / 2,\r\n y: (this._pointA.y + this._pointB.y) / 2,\r\n pointerId: evt.pointerId,\r\n type: p.type,\r\n };\r\n\r\n this.onMultiTouch(this._pointA, this._pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition);\r\n\r\n previousMultiTouchPanPosition = multiTouchPanPosition;\r\n previousPinchSquaredDistance = pinchSquaredDistance;\r\n }\r\n }\r\n };\r\n\r\n this._observer = this.camera\r\n .getScene()\r\n ._inputManager._addCameraPointerObserver(\r\n this._pointerInput,\r\n PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE | PointerEventTypes.POINTERDOUBLETAP\r\n );\r\n\r\n this._onLostFocus = () => {\r\n this._pointA = this._pointB = null;\r\n previousPinchSquaredDistance = 0;\r\n previousMultiTouchPanPosition = null;\r\n this.onLostFocus();\r\n };\r\n\r\n this._contextMenuBind = this.onContextMenu.bind(this);\r\n\r\n element && element.addEventListener(\"contextmenu\", this._contextMenuBind, false);\r\n\r\n const hostWindow = this.camera.getScene().getEngine().getHostWindow();\r\n\r\n if (hostWindow) {\r\n Tools.RegisterTopRootEvents(hostWindow, [{ name: \"blur\", handler: this._onLostFocus }]);\r\n }\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._onLostFocus) {\r\n const hostWindow = this.camera.getScene().getEngine().getHostWindow();\r\n if (hostWindow) {\r\n Tools.UnregisterTopRootEvents(hostWindow, [{ name: \"blur\", handler: this._onLostFocus }]);\r\n }\r\n }\r\n\r\n if (this._observer) {\r\n this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);\r\n this._observer = null;\r\n\r\n if (this._contextMenuBind) {\r\n const inputElement = this.camera.getScene().getEngine().getInputElement();\r\n inputElement && inputElement.removeEventListener(\"contextmenu\", this._contextMenuBind);\r\n }\r\n\r\n this._onLostFocus = null;\r\n }\r\n\r\n this._altKey = false;\r\n this._ctrlKey = false;\r\n this._metaKey = false;\r\n this._shiftKey = false;\r\n this._buttonsPressed = 0;\r\n this._currentActiveButton = -1;\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"BaseCameraPointersInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"pointers\";\r\n }\r\n\r\n /**\r\n * Called on pointer POINTERDOUBLETAP event.\r\n * Override this method to provide functionality on POINTERDOUBLETAP event.\r\n * @param type\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public onDoubleTap(type: string) {}\r\n\r\n /**\r\n * Called on pointer POINTERMOVE event if only a single touch is active.\r\n * Override this method to provide functionality.\r\n * @param point\r\n * @param offsetX\r\n * @param offsetY\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void {}\r\n\r\n /**\r\n * Called on pointer POINTERMOVE event if multiple touches are active.\r\n * Override this method to provide functionality.\r\n * @param _pointA\r\n * @param _pointB\r\n * @param previousPinchSquaredDistance\r\n * @param pinchSquaredDistance\r\n * @param previousMultiTouchPanPosition\r\n * @param multiTouchPanPosition\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public onMultiTouch(\r\n _pointA: Nullable<PointerTouch>,\r\n _pointB: Nullable<PointerTouch>,\r\n previousPinchSquaredDistance: number,\r\n pinchSquaredDistance: number,\r\n previousMultiTouchPanPosition: Nullable<PointerTouch>,\r\n multiTouchPanPosition: Nullable<PointerTouch>\r\n ): void {}\r\n\r\n /**\r\n * Called on JS contextmenu event.\r\n * Override this method to provide functionality.\r\n * @param evt\r\n */\r\n public onContextMenu(evt: PointerEvent): void {\r\n evt.preventDefault();\r\n }\r\n\r\n /**\r\n * Called each time a new POINTERDOWN event occurs. Ie, for each button\r\n * press.\r\n * Override this method to provide functionality.\r\n * @param _evt Defines the event to track\r\n */\r\n public onButtonDown(_evt: IPointerEvent): void {}\r\n\r\n /**\r\n * Called each time a new POINTERUP event occurs. Ie, for each button\r\n * release.\r\n * Override this method to provide functionality.\r\n * @param _evt Defines the event to track\r\n */\r\n public onButtonUp(_evt: IPointerEvent): void {}\r\n\r\n /**\r\n * Called when window becomes inactive.\r\n * Override this method to provide functionality.\r\n */\r\n public onLostFocus(): void {}\r\n\r\n private _pointerInput: (p: PointerInfo, s: EventState) => void;\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _onLostFocus: Nullable<(e: FocusEvent) => any>;\r\n private _pointA: Nullable<PointerTouch>;\r\n private _pointB: Nullable<PointerTouch>;\r\n}\r\n"]}
@@ -113,14 +113,15 @@ export declare class ArcRotateCameraPointersInput extends BaseCameraPointersInpu
113
113
  /**
114
114
  * Called each time a new POINTERDOWN event occurs. Ie, for each button
115
115
  * press.
116
- * @param evt
116
+ * @param evt Defines the event to track
117
117
  */
118
118
  onButtonDown(evt: IPointerEvent): void;
119
119
  /**
120
120
  * Called each time a new POINTERUP event occurs. Ie, for each button
121
121
  * release.
122
+ * @param _evt Defines the event to track
122
123
  */
123
- onButtonUp(): void;
124
+ onButtonUp(_evt: IPointerEvent): void;
124
125
  /**
125
126
  * Called when window becomes inactive.
126
127
  */
@@ -181,7 +181,7 @@ export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
181
181
  /**
182
182
  * Called each time a new POINTERDOWN event occurs. Ie, for each button
183
183
  * press.
184
- * @param evt
184
+ * @param evt Defines the event to track
185
185
  */
186
186
  onButtonDown(evt) {
187
187
  this._isPanClick = evt.button === this.camera._panningMouseButton;
@@ -189,8 +189,9 @@ export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
189
189
  /**
190
190
  * Called each time a new POINTERUP event occurs. Ie, for each button
191
191
  * release.
192
+ * @param _evt Defines the event to track
192
193
  */
193
- onButtonUp() {
194
+ onButtonUp(_evt) {
194
195
  this._twoFingerActivityCount = 0;
195
196
  this._isPinching = false;
196
197
  }
@@ -1 +1 @@
1
- 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type { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { BaseCameraPointersInput } from \"../../Cameras/Inputs/BaseCameraPointersInput\";\r\nimport type { PointerTouch } from \"../../Events/pointerEvents\";\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n\r\n/**\r\n * Manage the pointers inputs to control an arc rotate camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class ArcRotateCameraPointersInput extends BaseCameraPointersInput {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: ArcRotateCamera;\r\n\r\n /**\r\n * The minimum radius used for pinch, to avoid radius lock at 0\r\n */\r\n public static MinimumRadiusForPinch: number = 0.001;\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"ArcRotateCameraPointersInput\";\r\n }\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera move.\r\n */\r\n @serialize()\r\n public buttons = [0, 1, 2];\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the X axis or how fast is\r\n * the camera rotating.\r\n */\r\n @serialize()\r\n public angularSensibilityX = 1000.0;\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the Y axis or how fast is\r\n * the camera rotating.\r\n */\r\n @serialize()\r\n public angularSensibilityY = 1000.0;\r\n\r\n /**\r\n * Defines the pointer pinch precision or how fast is the camera zooming.\r\n */\r\n @serialize()\r\n public pinchPrecision = 12.0;\r\n\r\n /**\r\n * pinchDeltaPercentage will be used instead of pinchPrecision if different\r\n * from 0.\r\n * It defines the percentage of current camera.radius to use as delta when\r\n * pinch zoom is used.\r\n */\r\n @serialize()\r\n public pinchDeltaPercentage = 0;\r\n\r\n /**\r\n * When useNaturalPinchZoom is true, multi touch zoom will zoom in such\r\n * that any object in the plane at the camera's target point will scale\r\n * perfectly with finger motion.\r\n * Overrides pinchDeltaPercentage and pinchPrecision.\r\n */\r\n @serialize()\r\n public useNaturalPinchZoom: boolean = false;\r\n\r\n /**\r\n * Defines whether zoom (2 fingers pinch) is enabled through multitouch\r\n */\r\n @serialize()\r\n public pinchZoom: boolean = true;\r\n\r\n /**\r\n * Defines the pointer panning sensibility or how fast is the camera moving.\r\n */\r\n @serialize()\r\n public panningSensibility: number = 1000.0;\r\n\r\n /**\r\n * Defines whether panning (2 fingers swipe) is enabled through multitouch.\r\n */\r\n @serialize()\r\n public multiTouchPanning: boolean = true;\r\n\r\n /**\r\n * Defines whether panning is enabled for both pan (2 fingers swipe) and\r\n * zoom (pinch) through multitouch.\r\n */\r\n @serialize()\r\n public multiTouchPanAndZoom: boolean = true;\r\n\r\n /**\r\n * Revers pinch action direction.\r\n */\r\n public pinchInwards = true;\r\n\r\n private _isPanClick: boolean = false;\r\n private _twoFingerActivityCount: number = 0;\r\n private _isPinching: boolean = false;\r\n\r\n /**\r\n * Move camera from multi touch panning positions.\r\n * @param previousMultiTouchPanPosition\r\n * @param multiTouchPanPosition\r\n */\r\n private _computeMultiTouchPanning(previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void {\r\n if (this.panningSensibility !== 0 && previousMultiTouchPanPosition && multiTouchPanPosition) {\r\n const moveDeltaX = multiTouchPanPosition.x - previousMultiTouchPanPosition.x;\r\n const moveDeltaY = multiTouchPanPosition.y - previousMultiTouchPanPosition.y;\r\n this.camera.inertialPanningX += -moveDeltaX / this.panningSensibility;\r\n this.camera.inertialPanningY += moveDeltaY / this.panningSensibility;\r\n }\r\n }\r\n\r\n /**\r\n * Move camera from pinch zoom distances.\r\n * @param previousPinchSquaredDistance\r\n * @param pinchSquaredDistance\r\n */\r\n private _computePinchZoom(previousPinchSquaredDistance: number, pinchSquaredDistance: number): void {\r\n const radius = this.camera.radius || ArcRotateCameraPointersInput.MinimumRadiusForPinch;\r\n if (this.useNaturalPinchZoom) {\r\n this.camera.radius = (radius * Math.sqrt(previousPinchSquaredDistance)) / Math.sqrt(pinchSquaredDistance);\r\n } else if (this.pinchDeltaPercentage) {\r\n this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) * 0.001 * radius * this.pinchDeltaPercentage;\r\n } else {\r\n this.camera.inertialRadiusOffset +=\r\n (pinchSquaredDistance - previousPinchSquaredDistance) /\r\n ((this.pinchPrecision * (this.pinchInwards ? 1 : -1) * (this.angularSensibilityX + this.angularSensibilityY)) / 2);\r\n }\r\n }\r\n\r\n /**\r\n * Called on pointer POINTERMOVE event if only a single touch is active.\r\n * @param point\r\n * @param offsetX\r\n * @param offsetY\r\n */\r\n public onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void {\r\n if (this.panningSensibility !== 0 && ((this._ctrlKey && this.camera._useCtrlForPanning) || this._isPanClick)) {\r\n this.camera.inertialPanningX += -offsetX / this.panningSensibility;\r\n this.camera.inertialPanningY += offsetY / this.panningSensibility;\r\n } else {\r\n this.camera.inertialAlphaOffset -= offsetX / this.angularSensibilityX;\r\n this.camera.inertialBetaOffset -= offsetY / this.angularSensibilityY;\r\n }\r\n }\r\n\r\n /**\r\n * Called on pointer POINTERDOUBLETAP event.\r\n */\r\n public onDoubleTap() {\r\n if (this.camera.useInputToRestoreState) {\r\n this.camera.restoreState();\r\n }\r\n }\r\n\r\n /**\r\n * Called on pointer POINTERMOVE event if multiple touches are active.\r\n * @param pointA\r\n * @param pointB\r\n * @param previousPinchSquaredDistance\r\n * @param pinchSquaredDistance\r\n * @param previousMultiTouchPanPosition\r\n * @param multiTouchPanPosition\r\n */\r\n public onMultiTouch(\r\n pointA: Nullable<PointerTouch>,\r\n pointB: Nullable<PointerTouch>,\r\n previousPinchSquaredDistance: number,\r\n pinchSquaredDistance: number,\r\n previousMultiTouchPanPosition: Nullable<PointerTouch>,\r\n multiTouchPanPosition: Nullable<PointerTouch>\r\n ): void {\r\n if (previousPinchSquaredDistance === 0 && previousMultiTouchPanPosition === null) {\r\n // First time this method is called for new pinch.\r\n // Next time this is called there will be a\r\n // previousPinchSquaredDistance and pinchSquaredDistance to compare.\r\n return;\r\n }\r\n if (pinchSquaredDistance === 0 && multiTouchPanPosition === null) {\r\n // Last time this method is called at the end of a pinch.\r\n return;\r\n }\r\n\r\n // Zoom and panning enabled together\r\n if (this.multiTouchPanAndZoom) {\r\n this._computePinchZoom(previousPinchSquaredDistance, pinchSquaredDistance);\r\n this._computeMultiTouchPanning(previousMultiTouchPanPosition, multiTouchPanPosition);\r\n\r\n // Zoom and panning enabled but only one at a time\r\n } else if (this.multiTouchPanning && this.pinchZoom) {\r\n this._twoFingerActivityCount++;\r\n\r\n if (\r\n this._isPinching ||\r\n (this._twoFingerActivityCount < 20 && Math.abs(Math.sqrt(pinchSquaredDistance) - Math.sqrt(previousPinchSquaredDistance)) > this.camera.pinchToPanMaxDistance)\r\n ) {\r\n // Since pinch has not been active long, assume we intend to zoom.\r\n this._computePinchZoom(previousPinchSquaredDistance, pinchSquaredDistance);\r\n\r\n // Since we are pinching, remain pinching on next iteration.\r\n this._isPinching = true;\r\n } else {\r\n // Pause between pinch starting and moving implies not a zoom event. Pan instead.\r\n this._computeMultiTouchPanning(previousMultiTouchPanPosition, multiTouchPanPosition);\r\n }\r\n\r\n // Panning enabled, zoom disabled\r\n } else if (this.multiTouchPanning) {\r\n this._computeMultiTouchPanning(previousMultiTouchPanPosition, multiTouchPanPosition);\r\n\r\n // Zoom enabled, panning disabled\r\n } else if (this.pinchZoom) {\r\n this._computePinchZoom(previousPinchSquaredDistance, pinchSquaredDistance);\r\n }\r\n }\r\n\r\n /**\r\n * Called each time a new POINTERDOWN event occurs. Ie, for each button\r\n * press.\r\n * @param evt\r\n */\r\n public onButtonDown(evt: IPointerEvent): void {\r\n this._isPanClick = evt.button === this.camera._panningMouseButton;\r\n }\r\n\r\n /**\r\n * Called each time a new POINTERUP event occurs. Ie, for each button\r\n * release.\r\n */\r\n public onButtonUp(): void {\r\n this._twoFingerActivityCount = 0;\r\n this._isPinching = false;\r\n }\r\n\r\n /**\r\n * Called when window becomes inactive.\r\n */\r\n public onLostFocus(): void {\r\n this._isPanClick = false;\r\n this._twoFingerActivityCount = 0;\r\n this._isPinching = false;\r\n }\r\n}\r\n(<any>CameraInputTypes)[\"ArcRotateCameraPointersInput\"] = ArcRotateCameraPointersInput;\r\n"]}
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type { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { BaseCameraPointersInput } from \"../../Cameras/Inputs/BaseCameraPointersInput\";\r\nimport type { PointerTouch } from \"../../Events/pointerEvents\";\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n\r\n/**\r\n * Manage the pointers inputs to control an arc rotate camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class ArcRotateCameraPointersInput extends BaseCameraPointersInput {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: ArcRotateCamera;\r\n\r\n /**\r\n * The minimum radius used for pinch, to avoid radius lock at 0\r\n */\r\n public static MinimumRadiusForPinch: number = 0.001;\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"ArcRotateCameraPointersInput\";\r\n }\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera move.\r\n */\r\n @serialize()\r\n public buttons = [0, 1, 2];\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the X axis or how fast is\r\n * the camera rotating.\r\n */\r\n @serialize()\r\n public angularSensibilityX = 1000.0;\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the Y axis or how fast is\r\n * the camera rotating.\r\n */\r\n @serialize()\r\n public angularSensibilityY = 1000.0;\r\n\r\n /**\r\n * Defines the pointer pinch precision or how fast is the camera zooming.\r\n */\r\n @serialize()\r\n public pinchPrecision = 12.0;\r\n\r\n /**\r\n * pinchDeltaPercentage will be used instead of pinchPrecision if different\r\n * from 0.\r\n * It defines the percentage of current camera.radius to use as delta when\r\n * pinch zoom is used.\r\n */\r\n @serialize()\r\n public pinchDeltaPercentage = 0;\r\n\r\n /**\r\n * When useNaturalPinchZoom is true, multi touch zoom will zoom in such\r\n * that any object in the plane at the camera's target point will scale\r\n * perfectly with finger motion.\r\n * Overrides pinchDeltaPercentage and pinchPrecision.\r\n */\r\n @serialize()\r\n public useNaturalPinchZoom: boolean = false;\r\n\r\n /**\r\n * Defines whether zoom (2 fingers pinch) is enabled through multitouch\r\n */\r\n @serialize()\r\n public pinchZoom: boolean = true;\r\n\r\n /**\r\n * Defines the pointer panning sensibility or how fast is the camera moving.\r\n */\r\n @serialize()\r\n public panningSensibility: number = 1000.0;\r\n\r\n /**\r\n * Defines whether panning (2 fingers swipe) is enabled through multitouch.\r\n */\r\n @serialize()\r\n public multiTouchPanning: boolean = true;\r\n\r\n /**\r\n * Defines whether panning is enabled for both pan (2 fingers swipe) and\r\n * zoom (pinch) through multitouch.\r\n */\r\n @serialize()\r\n public multiTouchPanAndZoom: boolean = true;\r\n\r\n /**\r\n * Revers pinch action direction.\r\n */\r\n public pinchInwards = true;\r\n\r\n private _isPanClick: boolean = false;\r\n private _twoFingerActivityCount: number = 0;\r\n private _isPinching: boolean = false;\r\n\r\n /**\r\n * Move camera from multi touch panning positions.\r\n * @param previousMultiTouchPanPosition\r\n * @param multiTouchPanPosition\r\n */\r\n private _computeMultiTouchPanning(previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void {\r\n if (this.panningSensibility !== 0 && previousMultiTouchPanPosition && multiTouchPanPosition) {\r\n const moveDeltaX = multiTouchPanPosition.x - previousMultiTouchPanPosition.x;\r\n const moveDeltaY = multiTouchPanPosition.y - previousMultiTouchPanPosition.y;\r\n this.camera.inertialPanningX += -moveDeltaX / this.panningSensibility;\r\n this.camera.inertialPanningY += moveDeltaY / this.panningSensibility;\r\n }\r\n }\r\n\r\n /**\r\n * Move camera from pinch zoom distances.\r\n * @param previousPinchSquaredDistance\r\n * @param pinchSquaredDistance\r\n */\r\n private _computePinchZoom(previousPinchSquaredDistance: number, pinchSquaredDistance: number): void {\r\n const radius = this.camera.radius || ArcRotateCameraPointersInput.MinimumRadiusForPinch;\r\n if (this.useNaturalPinchZoom) {\r\n this.camera.radius = (radius * Math.sqrt(previousPinchSquaredDistance)) / Math.sqrt(pinchSquaredDistance);\r\n } else if (this.pinchDeltaPercentage) {\r\n this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) * 0.001 * radius * this.pinchDeltaPercentage;\r\n } else {\r\n this.camera.inertialRadiusOffset +=\r\n (pinchSquaredDistance - previousPinchSquaredDistance) /\r\n ((this.pinchPrecision * (this.pinchInwards ? 1 : -1) * (this.angularSensibilityX + this.angularSensibilityY)) / 2);\r\n }\r\n }\r\n\r\n /**\r\n * Called on pointer POINTERMOVE event if only a single touch is active.\r\n * @param point\r\n * @param offsetX\r\n * @param offsetY\r\n */\r\n public onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void {\r\n if (this.panningSensibility !== 0 && ((this._ctrlKey && this.camera._useCtrlForPanning) || this._isPanClick)) {\r\n this.camera.inertialPanningX += -offsetX / this.panningSensibility;\r\n this.camera.inertialPanningY += offsetY / this.panningSensibility;\r\n } else {\r\n this.camera.inertialAlphaOffset -= offsetX / this.angularSensibilityX;\r\n this.camera.inertialBetaOffset -= offsetY / this.angularSensibilityY;\r\n }\r\n }\r\n\r\n /**\r\n * Called on pointer POINTERDOUBLETAP event.\r\n */\r\n public onDoubleTap() {\r\n if (this.camera.useInputToRestoreState) {\r\n this.camera.restoreState();\r\n }\r\n }\r\n\r\n /**\r\n * Called on pointer POINTERMOVE event if multiple touches are active.\r\n * @param pointA\r\n * @param pointB\r\n * @param previousPinchSquaredDistance\r\n * @param pinchSquaredDistance\r\n * @param previousMultiTouchPanPosition\r\n * @param multiTouchPanPosition\r\n */\r\n public onMultiTouch(\r\n pointA: Nullable<PointerTouch>,\r\n pointB: Nullable<PointerTouch>,\r\n previousPinchSquaredDistance: number,\r\n pinchSquaredDistance: number,\r\n previousMultiTouchPanPosition: Nullable<PointerTouch>,\r\n multiTouchPanPosition: Nullable<PointerTouch>\r\n ): void {\r\n if (previousPinchSquaredDistance === 0 && previousMultiTouchPanPosition === null) {\r\n // First time this method is called for new pinch.\r\n // Next time this is called there will be a\r\n // previousPinchSquaredDistance and pinchSquaredDistance to compare.\r\n return;\r\n }\r\n if (pinchSquaredDistance === 0 && multiTouchPanPosition === null) {\r\n // Last time this method is called at the end of a pinch.\r\n return;\r\n }\r\n\r\n // Zoom and panning enabled together\r\n if (this.multiTouchPanAndZoom) {\r\n this._computePinchZoom(previousPinchSquaredDistance, pinchSquaredDistance);\r\n this._computeMultiTouchPanning(previousMultiTouchPanPosition, multiTouchPanPosition);\r\n\r\n // Zoom and panning enabled but only one at a time\r\n } else if (this.multiTouchPanning && this.pinchZoom) {\r\n this._twoFingerActivityCount++;\r\n\r\n if (\r\n this._isPinching ||\r\n (this._twoFingerActivityCount < 20 && Math.abs(Math.sqrt(pinchSquaredDistance) - Math.sqrt(previousPinchSquaredDistance)) > this.camera.pinchToPanMaxDistance)\r\n ) {\r\n // Since pinch has not been active long, assume we intend to zoom.\r\n this._computePinchZoom(previousPinchSquaredDistance, pinchSquaredDistance);\r\n\r\n // Since we are pinching, remain pinching on next iteration.\r\n this._isPinching = true;\r\n } else {\r\n // Pause between pinch starting and moving implies not a zoom event. Pan instead.\r\n this._computeMultiTouchPanning(previousMultiTouchPanPosition, multiTouchPanPosition);\r\n }\r\n\r\n // Panning enabled, zoom disabled\r\n } else if (this.multiTouchPanning) {\r\n this._computeMultiTouchPanning(previousMultiTouchPanPosition, multiTouchPanPosition);\r\n\r\n // Zoom enabled, panning disabled\r\n } else if (this.pinchZoom) {\r\n this._computePinchZoom(previousPinchSquaredDistance, pinchSquaredDistance);\r\n }\r\n }\r\n\r\n /**\r\n * Called each time a new POINTERDOWN event occurs. Ie, for each button\r\n * press.\r\n * @param evt Defines the event to track\r\n */\r\n public onButtonDown(evt: IPointerEvent): void {\r\n this._isPanClick = evt.button === this.camera._panningMouseButton;\r\n }\r\n\r\n /**\r\n * Called each time a new POINTERUP event occurs. Ie, for each button\r\n * release.\r\n * @param _evt Defines the event to track\r\n */\r\n public onButtonUp(_evt: IPointerEvent): void {\r\n this._twoFingerActivityCount = 0;\r\n this._isPinching = false;\r\n }\r\n\r\n /**\r\n * Called when window becomes inactive.\r\n */\r\n public onLostFocus(): void {\r\n this._isPanClick = false;\r\n this._twoFingerActivityCount = 0;\r\n this._isPinching = false;\r\n }\r\n}\r\n(<any>CameraInputTypes)[\"ArcRotateCameraPointersInput\"] = ArcRotateCameraPointersInput;\r\n"]}
@@ -34,13 +34,13 @@ export class ThinEngine {
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  */
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  // Not mixed with Version for tooling purpose.
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  static get NpmPackage() {
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- return "babylonjs@6.19.0";
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+ return "babylonjs@6.19.1";
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  }
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  /**
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  * Returns the current version of the framework
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  */
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  static get Version() {
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- return "6.19.0";
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+ return "6.19.1";
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  }
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  /**
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  * Returns a string describing the current engine