@babylonjs/core 6.23.0 → 6.24.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animationGroup.d.ts +1 -1
- package/Animations/animationGroup.js.map +1 -1
- package/Behaviors/Cameras/framingBehavior.d.ts +0 -5
- package/Behaviors/Cameras/framingBehavior.js +2 -34
- package/Behaviors/Cameras/framingBehavior.js.map +1 -1
- package/Buffers/buffer.d.ts +64 -1
- package/Buffers/buffer.js +30 -23
- package/Buffers/buffer.js.map +1 -1
- package/Buffers/storageBuffer.d.ts +3 -1
- package/Buffers/storageBuffer.js +4 -2
- package/Buffers/storageBuffer.js.map +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +1 -1
- package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphArcRotateCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js +1 -1
- package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphFreeCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphFreeCamera.js +1 -1
- package/Cameras/Stereoscopic/anaglyphFreeCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphGamepadCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphGamepadCamera.js +1 -1
- package/Cameras/Stereoscopic/anaglyphGamepadCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphUniversalCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphUniversalCamera.js +1 -1
- package/Cameras/Stereoscopic/anaglyphUniversalCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js +1 -1
- package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicFreeCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicFreeCamera.js +1 -1
- package/Cameras/Stereoscopic/stereoscopicFreeCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicGamepadCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js +1 -1
- package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicUniversalCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js +1 -1
- package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationArcRotateCamera.d.ts +1 -1
- package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js +1 -1
- package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationFreeCamera.d.ts +1 -1
- package/Cameras/VR/vrDeviceOrientationFreeCamera.js +1 -1
- package/Cameras/VR/vrDeviceOrientationFreeCamera.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationGamepadCamera.d.ts +1 -1
- package/Cameras/VR/vrDeviceOrientationGamepadCamera.js +1 -1
- package/Cameras/VR/vrDeviceOrientationGamepadCamera.js.map +1 -1
- package/Cameras/arcRotateCamera.d.ts +4 -0
- package/Cameras/arcRotateCamera.js +22 -1
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Culling/Octrees/octreeSceneComponent.js +4 -4
- package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
- package/Debug/physicsViewer.js +4 -4
- package/Debug/physicsViewer.js.map +1 -1
- package/Debug/rayHelper.js +1 -1
- package/Debug/rayHelper.js.map +1 -1
- package/Engines/Extensions/engine.storageBuffer.d.ts +2 -1
- package/Engines/Extensions/engine.storageBuffer.js.map +1 -1
- package/Engines/Extensions/engine.uniformBuffer.d.ts +4 -2
- package/Engines/Extensions/engine.uniformBuffer.js +2 -2
- package/Engines/Extensions/engine.uniformBuffer.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.storageBuffer.d.ts +2 -1
- package/Engines/WebGPU/Extensions/engine.storageBuffer.js +3 -3
- package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.uniformBuffer.js +5 -5
- package/Engines/WebGPU/Extensions/engine.uniformBuffer.js.map +1 -1
- package/Engines/WebGPU/webgpuBufferManager.d.ts +3 -2
- package/Engines/WebGPU/webgpuBufferManager.js +16 -3
- package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +2 -0
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +61 -0
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuDrawContext.js +1 -1
- package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
- package/Engines/WebGPU/webgpuPipelineContext.d.ts +3 -0
- package/Engines/WebGPU/webgpuPipelineContext.js +1 -0
- package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
- package/Engines/WebGPU/webgpuQuerySet.js +3 -3
- package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.d.ts +3 -0
- package/Engines/WebGPU/webgpuShaderProcessor.js +5 -0
- package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +11 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +3 -0
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +32 -4
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js +5 -3
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/WebGPU/webgpuTintWASM.js +1 -1
- package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
- package/Engines/engine.d.ts +1 -1
- package/Engines/nativeEngine.d.ts +2 -2
- package/Engines/nativeEngine.js +5 -2
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/thinEngine.d.ts +7 -3
- package/Engines/thinEngine.js +11 -7
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +9 -4
- package/Engines/webgpuEngine.js +16 -11
- package/Engines/webgpuEngine.js.map +1 -1
- package/FlowGraph/flowGraph.js +1 -1
- package/FlowGraph/flowGraph.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +1 -1
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/prePassOutputBlock.d.ts +4 -0
- package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js +21 -0
- package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js.map +1 -1
- package/Materials/Textures/equiRectangularCubeTexture.js +1 -1
- package/Materials/Textures/equiRectangularCubeTexture.js.map +1 -1
- package/Materials/Textures/texture.d.ts +2 -0
- package/Materials/Textures/texture.js +8 -0
- package/Materials/Textures/texture.js.map +1 -1
- package/Materials/Textures/videoTexture.d.ts +4 -0
- package/Materials/Textures/videoTexture.js +21 -0
- package/Materials/Textures/videoTexture.js.map +1 -1
- package/Materials/effect.d.ts +8 -3
- package/Materials/effect.js +25 -19
- package/Materials/effect.js.map +1 -1
- package/Materials/material.js +8 -6
- package/Materials/material.js.map +1 -1
- package/Materials/meshDebugPluginMaterial.js +1 -1
- package/Materials/meshDebugPluginMaterial.js.map +1 -1
- package/Materials/uniformBuffer.d.ts +1 -0
- package/Materials/uniformBuffer.js +9 -2
- package/Materials/uniformBuffer.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateBaseBlock.d.ts +66 -0
- package/Meshes/Node/Blocks/Instances/instantiateBaseBlock.js +100 -0
- package/Meshes/Node/Blocks/Instances/instantiateBaseBlock.js.map +1 -0
- package/Meshes/Node/Blocks/Instances/instantiateBlock.d.ts +5 -30
- package/Meshes/Node/Blocks/Instances/instantiateBlock.js +2 -52
- package/Meshes/Node/Blocks/Instances/instantiateBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateLinearBlock.d.ts +31 -0
- package/Meshes/Node/Blocks/Instances/instantiateLinearBlock.js +101 -0
- package/Meshes/Node/Blocks/Instances/instantiateLinearBlock.js.map +1 -0
- package/Meshes/Node/Blocks/Instances/instantiateRadialBlock.d.ts +43 -0
- package/Meshes/Node/Blocks/Instances/instantiateRadialBlock.js +139 -0
- package/Meshes/Node/Blocks/Instances/instantiateRadialBlock.js.map +1 -0
- package/Meshes/Node/index.d.ts +2 -0
- package/Meshes/Node/index.js +2 -0
- package/Meshes/Node/index.js.map +1 -1
- package/Meshes/geometry.js +8 -2
- package/Meshes/geometry.js.map +1 -1
- package/Misc/videoRecorder.js +3 -3
- package/Misc/videoRecorder.js.map +1 -1
- package/Physics/physicsHelper.js +3 -3
- package/Physics/physicsHelper.js.map +1 -1
- package/Physics/v2/Plugins/havokPlugin.js +64 -56
- package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderer.js +4 -4
- package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/shadowsFragmentFunctions.js +1 -0
- package/Shaders/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
- package/XR/features/WebXRSpaceWarp.d.ts +2 -0
- package/XR/features/WebXRSpaceWarp.js +6 -1
- package/XR/features/WebXRSpaceWarp.js.map +1 -1
- package/XR/webXRSessionManager.js +1 -1
- package/XR/webXRSessionManager.js.map +1 -1
- package/package.json +1 -1
- package/scene.js +4 -4
- package/scene.js.map +1 -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"]}
|
|
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 = (evt: Event) => this.onContextMenu(evt as PointerEvent);\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"]}
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@@ -29,7 +29,7 @@ export class ArcRotateCameraVRDeviceOrientationInput {
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this._alpha = 0;
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this._gamma = 0;
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this._dirty = false;
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this._deviceOrientationHandler = this._onOrientationEvent
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this._deviceOrientationHandler = (evt) => this._onOrientationEvent(evt);
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}
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/**
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* Attach the input controls to a specific dom element to get the input from.
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@@ -1 +1 @@
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1
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-
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1
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+
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type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { ArcRotateCameraInputsManager } from \"../../Cameras/arcRotateCameraInputsManager\";\r\nimport { Tools } from \"../../Misc/tools\";\r\n\r\n// Module augmentation to abstract orientation inputs from camera.\r\ndeclare module \"../../Cameras/arcRotateCameraInputsManager\" {\r\n export interface ArcRotateCameraInputsManager {\r\n /**\r\n * Add orientation input support to the input manager.\r\n * @returns the current input manager\r\n */\r\n addVRDeviceOrientation(): ArcRotateCameraInputsManager;\r\n }\r\n}\r\n\r\n/**\r\n * Add orientation input support to the input manager.\r\n * @returns the current input manager\r\n */\r\nArcRotateCameraInputsManager.prototype.addVRDeviceOrientation = function (): ArcRotateCameraInputsManager {\r\n this.add(new ArcRotateCameraVRDeviceOrientationInput());\r\n return this;\r\n};\r\n\r\n/**\r\n * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {\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 * Defines a correction factor applied on the alpha value retrieved from the orientation events.\r\n */\r\n public alphaCorrection = 1;\r\n\r\n /**\r\n * Defines a correction factor applied on the gamma value retrieved from the orientation events.\r\n */\r\n public gammaCorrection = 1;\r\n\r\n private _alpha = 0;\r\n private _gamma = 0;\r\n private _dirty = false;\r\n\r\n private _deviceOrientationHandler: (evt: DeviceOrientationEvent) => void;\r\n\r\n /**\r\n * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.\r\n */\r\n constructor() {\r\n this._deviceOrientationHandler = (evt: DeviceOrientationEvent) => this._onOrientationEvent(evt);\r\n }\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\r\n this.camera.attachControl(noPreventDefault);\r\n\r\n const hostWindow = this.camera.getScene().getEngine().getHostWindow();\r\n\r\n if (hostWindow) {\r\n // check iOS 13+ support\r\n if (typeof DeviceOrientationEvent !== \"undefined\" && typeof (<any>DeviceOrientationEvent).requestPermission === \"function\") {\r\n (<any>DeviceOrientationEvent)\r\n .requestPermission()\r\n .then((response: string) => {\r\n if (response === \"granted\") {\r\n hostWindow!.addEventListener(\"deviceorientation\", this._deviceOrientationHandler);\r\n } else {\r\n Tools.Warn(\"Permission not granted.\");\r\n }\r\n })\r\n .catch((error: any) => {\r\n Tools.Error(error);\r\n });\r\n } else {\r\n hostWindow.addEventListener(\"deviceorientation\", this._deviceOrientationHandler);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _onOrientationEvent(evt: DeviceOrientationEvent): void {\r\n if (evt.alpha !== null) {\r\n this._alpha = (+evt.alpha | 0) * this.alphaCorrection;\r\n }\r\n\r\n if (evt.gamma !== null) {\r\n this._gamma = (+evt.gamma | 0) * this.gammaCorrection;\r\n }\r\n this._dirty = true;\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (this._dirty) {\r\n this._dirty = false;\r\n\r\n if (this._gamma < 0) {\r\n this._gamma = 180 + this._gamma;\r\n }\r\n\r\n this.camera.alpha = (((-this._alpha / 180.0) * Math.PI) % Math.PI) * 2;\r\n this.camera.beta = (this._gamma / 180.0) * Math.PI;\r\n }\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n window.removeEventListener(\"deviceorientation\", this._deviceOrientationHandler);\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 \"ArcRotateCameraVRDeviceOrientationInput\";\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 \"VRDeviceOrientation\";\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"ArcRotateCameraVRDeviceOrientationInput\"] = ArcRotateCameraVRDeviceOrientationInput;\r\n"]}
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@@ -155,7 +155,7 @@ export class FreeCameraMouseInput {
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.getScene()
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._inputManager._addCameraPointerObserver(this._pointerInput, PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE);
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this._contextMenuBind = this.onContextMenu
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this._contextMenuBind = (evt) => this.onContextMenu(evt);
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element.addEventListener("contextmenu", this._contextMenuBind, false); // TODO: We need to figure out how to handle this for Native
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type { Observer, EventState } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { IMouseEvent, IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n/**\r\n * Manage the mouse inputs to control the movement of a free camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FreeCameraMouseInput implements ICameraInput<FreeCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FreeCamera;\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 and Y axis or how fast is the camera rotating.\r\n */\r\n @serialize()\r\n public angularSensibility = 2000.0;\r\n\r\n private _pointerInput: (p: PointerInfo, s: EventState) => void;\r\n private _onMouseMove: Nullable<(e: IMouseEvent) => any>;\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _previousPosition: Nullable<{ x: number; y: number }> = null;\r\n\r\n /**\r\n * Observable for when a pointer move event occurs containing the move offset\r\n */\r\n public onPointerMovedObservable = new Observable<{ offsetX: number; offsetY: number }>();\r\n /**\r\n * @internal\r\n * If the camera should be rotated automatically based on pointer movement\r\n */\r\n public _allowCameraRotation = true;\r\n\r\n private _currentActiveButton: number = -1;\r\n private _activePointerId: number = -1;\r\n private _contextMenuBind: () => void;\r\n\r\n /**\r\n * Manage the mouse inputs to control the movement of a free camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n * @param touchEnabled Defines if touch is enabled or not\r\n */\r\n constructor(\r\n /**\r\n * Define if touch is enabled in the mouse input\r\n */\r\n public touchEnabled = true\r\n ) {}\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\r\n if (!this._pointerInput) {\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 (!this.touchEnabled && isTouch) {\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 if (p.type === PointerEventTypes.POINTERDOWN) {\r\n // If the input is touch with more than one touch OR if the input is mouse and there is already an active button, return\r\n if ((isTouch && this._activePointerId !== -1) || (!isTouch && this._currentActiveButton !== -1)) {\r\n return;\r\n }\r\n\r\n this._activePointerId = evt.pointerId;\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._currentActiveButton === -1) {\r\n this._currentActiveButton = evt.button;\r\n }\r\n\r\n this._previousPosition = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n };\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n element && element.focus();\r\n }\r\n\r\n // This is required to move while pointer button is down\r\n if (engine.isPointerLock && this._onMouseMove) {\r\n this._onMouseMove(p.event);\r\n }\r\n } else if (p.type === PointerEventTypes.POINTERUP) {\r\n // If input is touch with a different touch id OR if input is mouse with a different button, return\r\n if ((isTouch && this._activePointerId !== evt.pointerId) || (!isTouch && this._currentActiveButton !== evt.button)) {\r\n return;\r\n }\r\n\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 this._currentActiveButton = -1;\r\n\r\n this._previousPosition = null;\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n\r\n this._activePointerId = -1;\r\n } else if (p.type === PointerEventTypes.POINTERMOVE && (this._activePointerId === evt.pointerId || !isTouch)) {\r\n if (engine.isPointerLock && this._onMouseMove) {\r\n this._onMouseMove(p.event);\r\n } else if (this._previousPosition) {\r\n const handednessMultiplier = this.camera._calculateHandednessMultiplier();\r\n const offsetX = (evt.clientX - this._previousPosition.x) * handednessMultiplier;\r\n const offsetY = evt.clientY - this._previousPosition.y;\r\n\r\n if (this._allowCameraRotation) {\r\n this.camera.cameraRotation.y += offsetX / this.angularSensibility;\r\n this.camera.cameraRotation.x += offsetY / this.angularSensibility;\r\n }\r\n this.onPointerMovedObservable.notifyObservers({ offsetX: offsetX, offsetY: offsetY });\r\n\r\n this._previousPosition = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n };\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n };\r\n }\r\n\r\n this._onMouseMove = (evt) => {\r\n if (!engine.isPointerLock) {\r\n return;\r\n }\r\n\r\n if (engine.isInVRExclusivePointerMode) {\r\n return;\r\n }\r\n\r\n const handednessMultiplier = this.camera._calculateHandednessMultiplier();\r\n const offsetX = evt.movementX * handednessMultiplier;\r\n\r\n this.camera.cameraRotation.y += offsetX / this.angularSensibility;\r\n\r\n const offsetY = evt.movementY;\r\n this.camera.cameraRotation.x += offsetY / this.angularSensibility;\r\n\r\n this._previousPosition = null;\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n };\r\n\r\n this._observer = this.camera\r\n .getScene()\r\n ._inputManager._addCameraPointerObserver(this._pointerInput, PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE);\r\n\r\n if (element) {\r\n this._contextMenuBind = this.onContextMenu.bind(this);\r\n element.addEventListener(\"contextmenu\", this._contextMenuBind, false); // TODO: We need to figure out how to handle this for Native\r\n }\r\n }\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 * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._observer) {\r\n this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);\r\n\r\n if (this._contextMenuBind) {\r\n const engine = this.camera.getEngine();\r\n const element = engine.getInputElement();\r\n element && element.removeEventListener(\"contextmenu\", this._contextMenuBind);\r\n }\r\n\r\n if (this.onPointerMovedObservable) {\r\n this.onPointerMovedObservable.clear();\r\n }\r\n\r\n this._observer = null;\r\n this._onMouseMove = null;\r\n this._previousPosition = null;\r\n }\r\n\r\n this._activePointerId = -1;\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 \"FreeCameraMouseInput\";\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 \"mouse\";\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FreeCameraMouseInput\"] = FreeCameraMouseInput;\r\n"]}
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type { Observer, EventState } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { IMouseEvent, IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n/**\r\n * Manage the mouse inputs to control the movement of a free camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FreeCameraMouseInput implements ICameraInput<FreeCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FreeCamera;\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 and Y axis or how fast is the camera rotating.\r\n */\r\n @serialize()\r\n public angularSensibility = 2000.0;\r\n\r\n private _pointerInput: (p: PointerInfo, s: EventState) => void;\r\n private _onMouseMove: Nullable<(e: IMouseEvent) => any>;\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _previousPosition: Nullable<{ x: number; y: number }> = null;\r\n\r\n /**\r\n * Observable for when a pointer move event occurs containing the move offset\r\n */\r\n public onPointerMovedObservable = new Observable<{ offsetX: number; offsetY: number }>();\r\n /**\r\n * @internal\r\n * If the camera should be rotated automatically based on pointer movement\r\n */\r\n public _allowCameraRotation = true;\r\n\r\n private _currentActiveButton: number = -1;\r\n private _activePointerId: number = -1;\r\n private _contextMenuBind: (evt: MouseEvent) => void;\r\n\r\n /**\r\n * Manage the mouse inputs to control the movement of a free camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n * @param touchEnabled Defines if touch is enabled or not\r\n */\r\n constructor(\r\n /**\r\n * Define if touch is enabled in the mouse input\r\n */\r\n public touchEnabled = true\r\n ) {}\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\r\n if (!this._pointerInput) {\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 (!this.touchEnabled && isTouch) {\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 if (p.type === PointerEventTypes.POINTERDOWN) {\r\n // If the input is touch with more than one touch OR if the input is mouse and there is already an active button, return\r\n if ((isTouch && this._activePointerId !== -1) || (!isTouch && this._currentActiveButton !== -1)) {\r\n return;\r\n }\r\n\r\n this._activePointerId = evt.pointerId;\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._currentActiveButton === -1) {\r\n this._currentActiveButton = evt.button;\r\n }\r\n\r\n this._previousPosition = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n };\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n element && element.focus();\r\n }\r\n\r\n // This is required to move while pointer button is down\r\n if (engine.isPointerLock && this._onMouseMove) {\r\n this._onMouseMove(p.event);\r\n }\r\n } else if (p.type === PointerEventTypes.POINTERUP) {\r\n // If input is touch with a different touch id OR if input is mouse with a different button, return\r\n if ((isTouch && this._activePointerId !== evt.pointerId) || (!isTouch && this._currentActiveButton !== evt.button)) {\r\n return;\r\n }\r\n\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 this._currentActiveButton = -1;\r\n\r\n this._previousPosition = null;\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n\r\n this._activePointerId = -1;\r\n } else if (p.type === PointerEventTypes.POINTERMOVE && (this._activePointerId === evt.pointerId || !isTouch)) {\r\n if (engine.isPointerLock && this._onMouseMove) {\r\n this._onMouseMove(p.event);\r\n } else if (this._previousPosition) {\r\n const handednessMultiplier = this.camera._calculateHandednessMultiplier();\r\n const offsetX = (evt.clientX - this._previousPosition.x) * handednessMultiplier;\r\n const offsetY = evt.clientY - this._previousPosition.y;\r\n\r\n if (this._allowCameraRotation) {\r\n this.camera.cameraRotation.y += offsetX / this.angularSensibility;\r\n this.camera.cameraRotation.x += offsetY / this.angularSensibility;\r\n }\r\n this.onPointerMovedObservable.notifyObservers({ offsetX: offsetX, offsetY: offsetY });\r\n\r\n this._previousPosition = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n };\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n };\r\n }\r\n\r\n this._onMouseMove = (evt) => {\r\n if (!engine.isPointerLock) {\r\n return;\r\n }\r\n\r\n if (engine.isInVRExclusivePointerMode) {\r\n return;\r\n }\r\n\r\n const handednessMultiplier = this.camera._calculateHandednessMultiplier();\r\n const offsetX = evt.movementX * handednessMultiplier;\r\n\r\n this.camera.cameraRotation.y += offsetX / this.angularSensibility;\r\n\r\n const offsetY = evt.movementY;\r\n this.camera.cameraRotation.x += offsetY / this.angularSensibility;\r\n\r\n this._previousPosition = null;\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n };\r\n\r\n this._observer = this.camera\r\n .getScene()\r\n ._inputManager._addCameraPointerObserver(this._pointerInput, PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE);\r\n\r\n if (element) {\r\n this._contextMenuBind = (evt: MouseEvent) => this.onContextMenu(evt as PointerEvent);\r\n element.addEventListener(\"contextmenu\", this._contextMenuBind, false); // TODO: We need to figure out how to handle this for Native\r\n }\r\n }\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 * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._observer) {\r\n this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);\r\n\r\n if (this._contextMenuBind) {\r\n const engine = this.camera.getEngine();\r\n const element = engine.getInputElement();\r\n element && element.removeEventListener(\"contextmenu\", this._contextMenuBind);\r\n }\r\n\r\n if (this.onPointerMovedObservable) {\r\n this.onPointerMovedObservable.clear();\r\n }\r\n\r\n this._observer = null;\r\n this._onMouseMove = null;\r\n this._previousPosition = null;\r\n }\r\n\r\n this._activePointerId = -1;\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 \"FreeCameraMouseInput\";\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 \"mouse\";\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FreeCameraMouseInput\"] = FreeCameraMouseInput;\r\n"]}
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@@ -23,7 +23,7 @@ export class AnaglyphArcRotateCamera extends ArcRotateCamera {
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23
23
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*/
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24
24
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constructor(name, alpha, beta, radius, target, interaxialDistance, scene) {
|
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25
25
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super(name, alpha, beta, radius, target, scene);
|
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26
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-
this._setRigMode = setStereoscopicAnaglyphRigMode
|
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26
|
+
this._setRigMode = () => setStereoscopicAnaglyphRigMode(this);
|
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27
27
|
this.interaxialDistance = interaxialDistance;
|
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28
28
|
this.setCameraRigMode(Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
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29
29
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}
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@@ -1 +1 @@
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1
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-
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1
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+
{"version":3,"file":"anaglyphArcRotateCamera.js","sourceRoot":"","sources":["../../../../../dev/core/src/Cameras/Stereoscopic/anaglyphArcRotateCamera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,eAAe,EAAE,MAAM,+BAA+B,CAAC;AAEhE,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAClC,OAAO,EAAE,8BAA8B,EAAE,MAAM,yCAAyC,CAAC;AAEzF,IAAI,CAAC,kBAAkB,CAAC,yBAAyB,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,EAAE,EAAE;IACxE,OAAO,GAAG,EAAE,CAAC,IAAI,uBAAuB,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,OAAO,CAAC,mBAAmB,EAAE,KAAK,CAAC,CAAC;AAClH,CAAC,CAAC,CAAC;AAEH;;;GAGG;AACH,MAAM,OAAO,uBAAwB,SAAQ,eAAe;IACxD;;;;;;;;;OASG;IACH,YAAY,IAAY,EAAE,KAAa,EAAE,IAAY,EAAE,MAAc,EAAE,MAAe,EAAE,kBAA0B,EAAE,KAAa;QAC7H,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,CAAC,CAAC;QAa1C,gBAAW,GAAG,GAAG,EAAE,CAAC,8BAA8B,CAAC,IAAI,CAAC,CAAC;QAZ/D,IAAI,CAAC,kBAAkB,GAAG,kBAAkB,CAAC;QAC7C,IAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC,8BAA8B,EAAE,EAAE,kBAAkB,EAAE,kBAAkB,EAAE,CAAC,CAAC;IAC7G,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,yBAAyB,CAAC;IACrC,CAAC;CAGJ","sourcesContent":["import { Camera } from \"../../Cameras/camera\";\r\nimport { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\nimport { setStereoscopicAnaglyphRigMode } from \"../RigModes/stereoscopicAnaglyphRigMode\";\r\n\r\nNode.AddNodeConstructor(\"AnaglyphArcRotateCamera\", (name, scene, options) => {\r\n return () => new AnaglyphArcRotateCamera(name, 0, 0, 1.0, Vector3.Zero(), options.interaxial_distance, scene);\r\n});\r\n\r\n/**\r\n * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#anaglyph-cameras\r\n */\r\nexport class AnaglyphArcRotateCamera extends ArcRotateCamera {\r\n /**\r\n * Creates a new AnaglyphArcRotateCamera\r\n * @param name defines camera name\r\n * @param alpha defines alpha angle (in radians)\r\n * @param beta defines beta angle (in radians)\r\n * @param radius defines radius\r\n * @param target defines camera target\r\n * @param interaxialDistance defines distance between each color axis\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene?: Scene) {\r\n super(name, alpha, beta, radius, target, scene);\r\n this.interaxialDistance = interaxialDistance;\r\n this.setCameraRigMode(Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns AnaglyphArcRotateCamera\r\n */\r\n public getClassName(): string {\r\n return \"AnaglyphArcRotateCamera\";\r\n }\r\n\r\n protected _setRigMode = () => setStereoscopicAnaglyphRigMode(this);\r\n}\r\n"]}
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@@ -20,7 +20,7 @@ export class AnaglyphFreeCamera extends FreeCamera {
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*/
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constructor(name, position, interaxialDistance, scene) {
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super(name, position, scene);
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this._setRigMode = setStereoscopicAnaglyphRigMode
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this._setRigMode = () => setStereoscopicAnaglyphRigMode(this);
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this.interaxialDistance = interaxialDistance;
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this.setCameraRigMode(Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
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}
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{"version":3,"file":"anaglyphFreeCamera.js","sourceRoot":"","sources":["../../../../../dev/core/src/Cameras/Stereoscopic/anaglyphFreeCamera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,UAAU,EAAE,MAAM,0BAA0B,CAAC;AAEtD,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAClC,OAAO,EAAE,8BAA8B,EAAE,MAAM,yCAAyC,CAAC;AAEzF,IAAI,CAAC,kBAAkB,CAAC,oBAAoB,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,EAAE,EAAE;IACnE,OAAO,GAAG,EAAE,CAAC,IAAI,kBAAkB,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,OAAO,CAAC,mBAAmB,EAAE,KAAK,CAAC,CAAC;AAClG,CAAC,CAAC,CAAC;AAEH;;;GAGG;AACH,MAAM,OAAO,kBAAmB,SAAQ,UAAU;IAC9C;;;;;;OAMG;IACH,YAAY,IAAY,EAAE,QAAiB,EAAE,kBAA0B,EAAE,KAAa;QAClF,KAAK,CAAC,IAAI,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;QAavB,gBAAW,GAAG,
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{"version":3,"file":"anaglyphFreeCamera.js","sourceRoot":"","sources":["../../../../../dev/core/src/Cameras/Stereoscopic/anaglyphFreeCamera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,UAAU,EAAE,MAAM,0BAA0B,CAAC;AAEtD,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAClC,OAAO,EAAE,8BAA8B,EAAE,MAAM,yCAAyC,CAAC;AAEzF,IAAI,CAAC,kBAAkB,CAAC,oBAAoB,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,EAAE,EAAE;IACnE,OAAO,GAAG,EAAE,CAAC,IAAI,kBAAkB,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,OAAO,CAAC,mBAAmB,EAAE,KAAK,CAAC,CAAC;AAClG,CAAC,CAAC,CAAC;AAEH;;;GAGG;AACH,MAAM,OAAO,kBAAmB,SAAQ,UAAU;IAC9C;;;;;;OAMG;IACH,YAAY,IAAY,EAAE,QAAiB,EAAE,kBAA0B,EAAE,KAAa;QAClF,KAAK,CAAC,IAAI,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;QAavB,gBAAW,GAAG,GAAG,EAAE,CAAC,8BAA8B,CAAC,IAAI,CAAC,CAAC;QAZ/D,IAAI,CAAC,kBAAkB,GAAG,kBAAkB,CAAC;QAC7C,IAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC,8BAA8B,EAAE,EAAE,kBAAkB,EAAE,kBAAkB,EAAE,CAAC,CAAC;IAC7G,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,oBAAoB,CAAC;IAChC,CAAC;CAGJ","sourcesContent":["import { Camera } from \"../../Cameras/camera\";\r\nimport { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\nimport { setStereoscopicAnaglyphRigMode } from \"../RigModes/stereoscopicAnaglyphRigMode\";\r\n\r\nNode.AddNodeConstructor(\"AnaglyphFreeCamera\", (name, scene, options) => {\r\n return () => new AnaglyphFreeCamera(name, Vector3.Zero(), options.interaxial_distance, scene);\r\n});\r\n\r\n/**\r\n * Camera used to simulate anaglyphic rendering (based on FreeCamera)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#anaglyph-cameras\r\n */\r\nexport class AnaglyphFreeCamera extends FreeCamera {\r\n /**\r\n * Creates a new AnaglyphFreeCamera\r\n * @param name defines camera name\r\n * @param position defines initial position\r\n * @param interaxialDistance defines distance between each color axis\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(name: string, position: Vector3, interaxialDistance: number, scene?: Scene) {\r\n super(name, position, scene);\r\n this.interaxialDistance = interaxialDistance;\r\n this.setCameraRigMode(Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns AnaglyphFreeCamera\r\n */\r\n public getClassName(): string {\r\n return \"AnaglyphFreeCamera\";\r\n }\r\n\r\n protected _setRigMode = () => setStereoscopicAnaglyphRigMode(this);\r\n}\r\n"]}
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@@ -20,7 +20,7 @@ export class AnaglyphGamepadCamera extends GamepadCamera {
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*/
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constructor(name, position, interaxialDistance, scene) {
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super(name, position, scene);
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this._setRigMode = setStereoscopicAnaglyphRigMode
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this._setRigMode = () => setStereoscopicAnaglyphRigMode(this);
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this.interaxialDistance = interaxialDistance;
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this.setCameraRigMode(Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
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}
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{"version":3,"file":"anaglyphGamepadCamera.js","sourceRoot":"","sources":["../../../../../dev/core/src/Cameras/Stereoscopic/anaglyphGamepadCamera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,aAAa,EAAE,MAAM,6BAA6B,CAAC;AAE5D,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAClC,OAAO,EAAE,8BAA8B,EAAE,MAAM,yCAAyC,CAAC;AAEzF,IAAI,CAAC,kBAAkB,CAAC,uBAAuB,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,EAAE,EAAE;IACtE,OAAO,GAAG,EAAE,CAAC,IAAI,qBAAqB,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,OAAO,CAAC,mBAAmB,EAAE,KAAK,CAAC,CAAC;AACrG,CAAC,CAAC,CAAC;AAEH;;;GAGG;AACH,MAAM,OAAO,qBAAsB,SAAQ,aAAa;IACpD;;;;;;OAMG;IACH,YAAY,IAAY,EAAE,QAAiB,EAAE,kBAA0B,EAAE,KAAa;QAClF,KAAK,CAAC,IAAI,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;QAavB,gBAAW,GAAG,
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1
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{"version":3,"file":"anaglyphGamepadCamera.js","sourceRoot":"","sources":["../../../../../dev/core/src/Cameras/Stereoscopic/anaglyphGamepadCamera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,aAAa,EAAE,MAAM,6BAA6B,CAAC;AAE5D,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAClC,OAAO,EAAE,8BAA8B,EAAE,MAAM,yCAAyC,CAAC;AAEzF,IAAI,CAAC,kBAAkB,CAAC,uBAAuB,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,EAAE,EAAE;IACtE,OAAO,GAAG,EAAE,CAAC,IAAI,qBAAqB,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,OAAO,CAAC,mBAAmB,EAAE,KAAK,CAAC,CAAC;AACrG,CAAC,CAAC,CAAC;AAEH;;;GAGG;AACH,MAAM,OAAO,qBAAsB,SAAQ,aAAa;IACpD;;;;;;OAMG;IACH,YAAY,IAAY,EAAE,QAAiB,EAAE,kBAA0B,EAAE,KAAa;QAClF,KAAK,CAAC,IAAI,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;QAavB,gBAAW,GAAG,GAAG,EAAE,CAAC,8BAA8B,CAAC,IAAI,CAAC,CAAC;QAZ/D,IAAI,CAAC,kBAAkB,GAAG,kBAAkB,CAAC;QAC7C,IAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC,8BAA8B,EAAE,EAAE,kBAAkB,EAAE,kBAAkB,EAAE,CAAC,CAAC;IAC7G,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,uBAAuB,CAAC;IACnC,CAAC;CAGJ","sourcesContent":["import { Camera } from \"../../Cameras/camera\";\r\nimport { GamepadCamera } from \"../../Cameras/gamepadCamera\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\nimport { setStereoscopicAnaglyphRigMode } from \"../RigModes/stereoscopicAnaglyphRigMode\";\r\n\r\nNode.AddNodeConstructor(\"AnaglyphGamepadCamera\", (name, scene, options) => {\r\n return () => new AnaglyphGamepadCamera(name, Vector3.Zero(), options.interaxial_distance, scene);\r\n});\r\n\r\n/**\r\n * Camera used to simulate anaglyphic rendering (based on GamepadCamera)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#anaglyph-cameras\r\n */\r\nexport class AnaglyphGamepadCamera extends GamepadCamera {\r\n /**\r\n * Creates a new AnaglyphGamepadCamera\r\n * @param name defines camera name\r\n * @param position defines initial position\r\n * @param interaxialDistance defines distance between each color axis\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(name: string, position: Vector3, interaxialDistance: number, scene?: Scene) {\r\n super(name, position, scene);\r\n this.interaxialDistance = interaxialDistance;\r\n this.setCameraRigMode(Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns AnaglyphGamepadCamera\r\n */\r\n public getClassName(): string {\r\n return \"AnaglyphGamepadCamera\";\r\n }\r\n\r\n protected _setRigMode = () => setStereoscopicAnaglyphRigMode(this);\r\n}\r\n"]}
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@@ -20,7 +20,7 @@ export class AnaglyphUniversalCamera extends UniversalCamera {
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constructor(name, position, interaxialDistance, scene) {
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super(name, position, scene);
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this._setRigMode = setStereoscopicAnaglyphRigMode
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this._setRigMode = () => setStereoscopicAnaglyphRigMode(this);
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this.interaxialDistance = interaxialDistance;
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this.setCameraRigMode(Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
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}
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{"version":3,"file":"anaglyphUniversalCamera.js","sourceRoot":"","sources":["../../../../../dev/core/src/Cameras/Stereoscopic/anaglyphUniversalCamera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,eAAe,EAAE,MAAM,+BAA+B,CAAC;AAEhE,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAElC,OAAO,EAAE,8BAA8B,EAAE,MAAM,yCAAyC,CAAC;AAEzF,IAAI,CAAC,kBAAkB,CAAC,yBAAyB,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,EAAE,EAAE;IACxE,OAAO,GAAG,EAAE,CAAC,IAAI,uBAAuB,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,OAAO,CAAC,mBAAmB,EAAE,KAAK,CAAC,CAAC;AACvG,CAAC,CAAC,CAAC;AAEH;;;GAGG;AACH,MAAM,OAAO,uBAAwB,SAAQ,eAAe;IACxD;;;;;;OAMG;IACH,YAAY,IAAY,EAAE,QAAiB,EAAE,kBAA0B,EAAE,KAAa;QAClF,KAAK,CAAC,IAAI,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;QAavB,gBAAW,GAAG,
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+
{"version":3,"file":"anaglyphUniversalCamera.js","sourceRoot":"","sources":["../../../../../dev/core/src/Cameras/Stereoscopic/anaglyphUniversalCamera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,eAAe,EAAE,MAAM,+BAA+B,CAAC;AAEhE,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAElC,OAAO,EAAE,8BAA8B,EAAE,MAAM,yCAAyC,CAAC;AAEzF,IAAI,CAAC,kBAAkB,CAAC,yBAAyB,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,EAAE,EAAE;IACxE,OAAO,GAAG,EAAE,CAAC,IAAI,uBAAuB,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,OAAO,CAAC,mBAAmB,EAAE,KAAK,CAAC,CAAC;AACvG,CAAC,CAAC,CAAC;AAEH;;;GAGG;AACH,MAAM,OAAO,uBAAwB,SAAQ,eAAe;IACxD;;;;;;OAMG;IACH,YAAY,IAAY,EAAE,QAAiB,EAAE,kBAA0B,EAAE,KAAa;QAClF,KAAK,CAAC,IAAI,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;QAavB,gBAAW,GAAG,GAAG,EAAE,CAAC,8BAA8B,CAAC,IAAI,CAAC,CAAC;QAZ/D,IAAI,CAAC,kBAAkB,GAAG,kBAAkB,CAAC;QAC7C,IAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC,8BAA8B,EAAE,EAAE,kBAAkB,EAAE,kBAAkB,EAAE,CAAC,CAAC;IAC7G,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,yBAAyB,CAAC;IACrC,CAAC;CAGJ","sourcesContent":["import { Camera } from \"../../Cameras/camera\";\r\nimport { UniversalCamera } from \"../../Cameras/universalCamera\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\n\r\nimport { setStereoscopicAnaglyphRigMode } from \"../RigModes/stereoscopicAnaglyphRigMode\";\r\n\r\nNode.AddNodeConstructor(\"AnaglyphUniversalCamera\", (name, scene, options) => {\r\n return () => new AnaglyphUniversalCamera(name, Vector3.Zero(), options.interaxial_distance, scene);\r\n});\r\n\r\n/**\r\n * Camera used to simulate anaglyphic rendering (based on UniversalCamera)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#anaglyph-cameras\r\n */\r\nexport class AnaglyphUniversalCamera extends UniversalCamera {\r\n /**\r\n * Creates a new AnaglyphUniversalCamera\r\n * @param name defines camera name\r\n * @param position defines initial position\r\n * @param interaxialDistance defines distance between each color axis\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(name: string, position: Vector3, interaxialDistance: number, scene?: Scene) {\r\n super(name, position, scene);\r\n this.interaxialDistance = interaxialDistance;\r\n this.setCameraRigMode(Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns AnaglyphUniversalCamera\r\n */\r\n public getClassName(): string {\r\n return \"AnaglyphUniversalCamera\";\r\n }\r\n\r\n protected _setRigMode = () => setStereoscopicAnaglyphRigMode(this);\r\n}\r\n"]}
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@@ -24,7 +24,7 @@ export class StereoscopicArcRotateCamera extends ArcRotateCamera {
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*/
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constructor(name, alpha, beta, radius, target, interaxialDistance, isStereoscopicSideBySide, scene) {
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super(name, alpha, beta, radius, target, scene);
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this._setRigMode = setStereoscopicRigMode
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this._setRigMode = () => setStereoscopicRigMode(this);
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this.interaxialDistance = interaxialDistance;
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this.isStereoscopicSideBySide = isStereoscopicSideBySide;
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this.setCameraRigMode(isStereoscopicSideBySide ? Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, {
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@@ -1 +1 @@
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-
{"version":3,"file":"stereoscopicArcRotateCamera.js","sourceRoot":"","sources":["../../../../../dev/core/src/Cameras/Stereoscopic/stereoscopicArcRotateCamera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,eAAe,EAAE,MAAM,+BAA+B,CAAC;AAEhE,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAClC,OAAO,EAAE,sBAAsB,EAAE,MAAM,iCAAiC,CAAC;AAEzE,IAAI,CAAC,kBAAkB,CAAC,6BAA6B,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,EAAE,EAAE;IAC5E,OAAO,GAAG,EAAE,CAAC,IAAI,2BAA2B,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,OAAO,CAAC,mBAAmB,EAAE,OAAO,CAAC,wBAAwB,EAAE,KAAK,CAAC,CAAC;AACxJ,CAAC,CAAC,CAAC;AAEH;;;GAGG;AACH,MAAM,OAAO,2BAA4B,SAAQ,eAAe;IAC5D;;;;;;;;;;OAUG;IACH,YAAY,IAAY,EAAE,KAAa,EAAE,IAAY,EAAE,MAAc,EAAE,MAAe,EAAE,kBAA0B,EAAE,wBAAiC,EAAE,KAAa;QAChK,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,CAAC,CAAC;QAgB1C,gBAAW,GAAG,
|
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1
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+
{"version":3,"file":"stereoscopicArcRotateCamera.js","sourceRoot":"","sources":["../../../../../dev/core/src/Cameras/Stereoscopic/stereoscopicArcRotateCamera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,eAAe,EAAE,MAAM,+BAA+B,CAAC;AAEhE,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAClC,OAAO,EAAE,sBAAsB,EAAE,MAAM,iCAAiC,CAAC;AAEzE,IAAI,CAAC,kBAAkB,CAAC,6BAA6B,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,EAAE,EAAE;IAC5E,OAAO,GAAG,EAAE,CAAC,IAAI,2BAA2B,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,OAAO,CAAC,mBAAmB,EAAE,OAAO,CAAC,wBAAwB,EAAE,KAAK,CAAC,CAAC;AACxJ,CAAC,CAAC,CAAC;AAEH;;;GAGG;AACH,MAAM,OAAO,2BAA4B,SAAQ,eAAe;IAC5D;;;;;;;;;;OAUG;IACH,YAAY,IAAY,EAAE,KAAa,EAAE,IAAY,EAAE,MAAc,EAAE,MAAe,EAAE,kBAA0B,EAAE,wBAAiC,EAAE,KAAa;QAChK,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,CAAC,CAAC;QAgB1C,gBAAW,GAAG,GAAG,EAAE,CAAC,sBAAsB,CAAC,IAAI,CAAC,CAAC;QAfvD,IAAI,CAAC,kBAAkB,GAAG,kBAAkB,CAAC;QAC7C,IAAI,CAAC,wBAAwB,GAAG,wBAAwB,CAAC;QACzD,IAAI,CAAC,gBAAgB,CAAC,wBAAwB,CAAC,CAAC,CAAC,MAAM,CAAC,yCAAyC,CAAC,CAAC,CAAC,MAAM,CAAC,+BAA+B,EAAE;YACxI,kBAAkB,EAAE,kBAAkB;SACzC,CAAC,CAAC;IACP,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,6BAA6B,CAAC;IACzC,CAAC;CAGJ","sourcesContent":["import { Camera } from \"../../Cameras/camera\";\r\nimport { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\nimport { setStereoscopicRigMode } from \"../RigModes/stereoscopicRigMode\";\r\n\r\nNode.AddNodeConstructor(\"StereoscopicArcRotateCamera\", (name, scene, options) => {\r\n return () => new StereoscopicArcRotateCamera(name, 0, 0, 1.0, Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene);\r\n});\r\n\r\n/**\r\n * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n */\r\nexport class StereoscopicArcRotateCamera extends ArcRotateCamera {\r\n /**\r\n * Creates a new StereoscopicArcRotateCamera\r\n * @param name defines camera name\r\n * @param alpha defines alpha angle (in radians)\r\n * @param beta defines beta angle (in radians)\r\n * @param radius defines radius\r\n * @param target defines camera target\r\n * @param interaxialDistance defines distance between each color axis\r\n * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene?: Scene) {\r\n super(name, alpha, beta, radius, target, scene);\r\n this.interaxialDistance = interaxialDistance;\r\n this.isStereoscopicSideBySide = isStereoscopicSideBySide;\r\n this.setCameraRigMode(isStereoscopicSideBySide ? Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, {\r\n interaxialDistance: interaxialDistance,\r\n });\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns StereoscopicArcRotateCamera\r\n */\r\n public getClassName(): string {\r\n return \"StereoscopicArcRotateCamera\";\r\n }\r\n\r\n protected _setRigMode = () => setStereoscopicRigMode(this);\r\n}\r\n"]}
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@@ -21,7 +21,7 @@ export class StereoscopicFreeCamera extends FreeCamera {
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*/
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constructor(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
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super(name, position, scene);
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this._setRigMode = setStereoscopicRigMode
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this._setRigMode = () => setStereoscopicRigMode(this);
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this.interaxialDistance = interaxialDistance;
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this.isStereoscopicSideBySide = isStereoscopicSideBySide;
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this.setCameraRigMode(isStereoscopicSideBySide ? Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, {
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@@ -1 +1 @@
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-
{"version":3,"file":"stereoscopicFreeCamera.js","sourceRoot":"","sources":["../../../../../dev/core/src/Cameras/Stereoscopic/stereoscopicFreeCamera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,UAAU,EAAE,MAAM,0BAA0B,CAAC;AAEtD,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAClC,OAAO,EAAE,sBAAsB,EAAE,MAAM,iCAAiC,CAAC;AAEzE,IAAI,CAAC,kBAAkB,CAAC,wBAAwB,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,EAAE,EAAE;IACvE,OAAO,GAAG,EAAE,CAAC,IAAI,sBAAsB,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,OAAO,CAAC,mBAAmB,EAAE,OAAO,CAAC,wBAAwB,EAAE,KAAK,CAAC,CAAC;AACxI,CAAC,CAAC,CAAC;AAEH;;;GAGG;AACH,MAAM,OAAO,sBAAuB,SAAQ,UAAU;IAClD;;;;;;;OAOG;IACH,YAAY,IAAY,EAAE,QAAiB,EAAE,kBAA0B,EAAE,wBAAiC,EAAE,KAAa;QACrH,KAAK,CAAC,IAAI,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;QAgBvB,gBAAW,GAAG,
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{"version":3,"file":"stereoscopicFreeCamera.js","sourceRoot":"","sources":["../../../../../dev/core/src/Cameras/Stereoscopic/stereoscopicFreeCamera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,UAAU,EAAE,MAAM,0BAA0B,CAAC;AAEtD,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAClC,OAAO,EAAE,sBAAsB,EAAE,MAAM,iCAAiC,CAAC;AAEzE,IAAI,CAAC,kBAAkB,CAAC,wBAAwB,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,EAAE,EAAE;IACvE,OAAO,GAAG,EAAE,CAAC,IAAI,sBAAsB,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,OAAO,CAAC,mBAAmB,EAAE,OAAO,CAAC,wBAAwB,EAAE,KAAK,CAAC,CAAC;AACxI,CAAC,CAAC,CAAC;AAEH;;;GAGG;AACH,MAAM,OAAO,sBAAuB,SAAQ,UAAU;IAClD;;;;;;;OAOG;IACH,YAAY,IAAY,EAAE,QAAiB,EAAE,kBAA0B,EAAE,wBAAiC,EAAE,KAAa;QACrH,KAAK,CAAC,IAAI,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;QAgBvB,gBAAW,GAAG,GAAG,EAAE,CAAC,sBAAsB,CAAC,IAAI,CAAC,CAAC;QAfvD,IAAI,CAAC,kBAAkB,GAAG,kBAAkB,CAAC;QAC7C,IAAI,CAAC,wBAAwB,GAAG,wBAAwB,CAAC;QACzD,IAAI,CAAC,gBAAgB,CAAC,wBAAwB,CAAC,CAAC,CAAC,MAAM,CAAC,yCAAyC,CAAC,CAAC,CAAC,MAAM,CAAC,+BAA+B,EAAE;YACxI,kBAAkB,EAAE,kBAAkB;SACzC,CAAC,CAAC;IACP,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,wBAAwB,CAAC;IACpC,CAAC;CAGJ","sourcesContent":["import { Camera } from \"../../Cameras/camera\";\r\nimport { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\nimport { setStereoscopicRigMode } from \"../RigModes/stereoscopicRigMode\";\r\n\r\nNode.AddNodeConstructor(\"StereoscopicFreeCamera\", (name, scene, options) => {\r\n return () => new StereoscopicFreeCamera(name, Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene);\r\n});\r\n\r\n/**\r\n * Camera used to simulate stereoscopic rendering (based on FreeCamera)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n */\r\nexport class StereoscopicFreeCamera extends FreeCamera {\r\n /**\r\n * Creates a new StereoscopicFreeCamera\r\n * @param name defines camera name\r\n * @param position defines initial position\r\n * @param interaxialDistance defines distance between each color axis\r\n * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene?: Scene) {\r\n super(name, position, scene);\r\n this.interaxialDistance = interaxialDistance;\r\n this.isStereoscopicSideBySide = isStereoscopicSideBySide;\r\n this.setCameraRigMode(isStereoscopicSideBySide ? Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, {\r\n interaxialDistance: interaxialDistance,\r\n });\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns StereoscopicFreeCamera\r\n */\r\n public getClassName(): string {\r\n return \"StereoscopicFreeCamera\";\r\n }\r\n\r\n protected _setRigMode = () => setStereoscopicRigMode(this);\r\n}\r\n"]}
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@@ -21,7 +21,7 @@ export class StereoscopicGamepadCamera extends GamepadCamera {
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*/
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constructor(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
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super(name, position, scene);
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this._setRigMode = setStereoscopicRigMode
|
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+
this._setRigMode = () => setStereoscopicRigMode(this);
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this.interaxialDistance = interaxialDistance;
|
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|
this.isStereoscopicSideBySide = isStereoscopicSideBySide;
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this.setCameraRigMode(isStereoscopicSideBySide ? Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, {
|
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"stereoscopicGamepadCamera.js","sourceRoot":"","sources":["../../../../../dev/core/src/Cameras/Stereoscopic/stereoscopicGamepadCamera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,aAAa,EAAE,MAAM,6BAA6B,CAAC;AAE5D,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAClC,OAAO,EAAE,sBAAsB,EAAE,MAAM,iCAAiC,CAAC;AAEzE,IAAI,CAAC,kBAAkB,CAAC,2BAA2B,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,EAAE,EAAE;IAC1E,OAAO,GAAG,EAAE,CAAC,IAAI,yBAAyB,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,OAAO,CAAC,mBAAmB,EAAE,OAAO,CAAC,wBAAwB,EAAE,KAAK,CAAC,CAAC;AAC3I,CAAC,CAAC,CAAC;AAEH;;;GAGG;AACH,MAAM,OAAO,yBAA0B,SAAQ,aAAa;IACxD;;;;;;;OAOG;IACH,YAAY,IAAY,EAAE,QAAiB,EAAE,kBAA0B,EAAE,wBAAiC,EAAE,KAAa;QACrH,KAAK,CAAC,IAAI,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;QAgBvB,gBAAW,GAAG,
|
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1
|
+
{"version":3,"file":"stereoscopicGamepadCamera.js","sourceRoot":"","sources":["../../../../../dev/core/src/Cameras/Stereoscopic/stereoscopicGamepadCamera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,aAAa,EAAE,MAAM,6BAA6B,CAAC;AAE5D,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAClC,OAAO,EAAE,sBAAsB,EAAE,MAAM,iCAAiC,CAAC;AAEzE,IAAI,CAAC,kBAAkB,CAAC,2BAA2B,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,EAAE,EAAE;IAC1E,OAAO,GAAG,EAAE,CAAC,IAAI,yBAAyB,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,OAAO,CAAC,mBAAmB,EAAE,OAAO,CAAC,wBAAwB,EAAE,KAAK,CAAC,CAAC;AAC3I,CAAC,CAAC,CAAC;AAEH;;;GAGG;AACH,MAAM,OAAO,yBAA0B,SAAQ,aAAa;IACxD;;;;;;;OAOG;IACH,YAAY,IAAY,EAAE,QAAiB,EAAE,kBAA0B,EAAE,wBAAiC,EAAE,KAAa;QACrH,KAAK,CAAC,IAAI,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;QAgBvB,gBAAW,GAAG,GAAG,EAAE,CAAC,sBAAsB,CAAC,IAAI,CAAC,CAAC;QAfvD,IAAI,CAAC,kBAAkB,GAAG,kBAAkB,CAAC;QAC7C,IAAI,CAAC,wBAAwB,GAAG,wBAAwB,CAAC;QACzD,IAAI,CAAC,gBAAgB,CAAC,wBAAwB,CAAC,CAAC,CAAC,MAAM,CAAC,yCAAyC,CAAC,CAAC,CAAC,MAAM,CAAC,+BAA+B,EAAE;YACxI,kBAAkB,EAAE,kBAAkB;SACzC,CAAC,CAAC;IACP,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,2BAA2B,CAAC;IACvC,CAAC;CAGJ","sourcesContent":["import { Camera } from \"../../Cameras/camera\";\r\nimport { GamepadCamera } from \"../../Cameras/gamepadCamera\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\nimport { setStereoscopicRigMode } from \"../RigModes/stereoscopicRigMode\";\r\n\r\nNode.AddNodeConstructor(\"StereoscopicGamepadCamera\", (name, scene, options) => {\r\n return () => new StereoscopicGamepadCamera(name, Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene);\r\n});\r\n\r\n/**\r\n * Camera used to simulate stereoscopic rendering (based on GamepadCamera)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n */\r\nexport class StereoscopicGamepadCamera extends GamepadCamera {\r\n /**\r\n * Creates a new StereoscopicGamepadCamera\r\n * @param name defines camera name\r\n * @param position defines initial position\r\n * @param interaxialDistance defines distance between each color axis\r\n * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene?: Scene) {\r\n super(name, position, scene);\r\n this.interaxialDistance = interaxialDistance;\r\n this.isStereoscopicSideBySide = isStereoscopicSideBySide;\r\n this.setCameraRigMode(isStereoscopicSideBySide ? Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, {\r\n interaxialDistance: interaxialDistance,\r\n });\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns StereoscopicGamepadCamera\r\n */\r\n public getClassName(): string {\r\n return \"StereoscopicGamepadCamera\";\r\n }\r\n\r\n protected _setRigMode = () => setStereoscopicRigMode(this);\r\n}\r\n"]}
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@@ -21,7 +21,7 @@ export class StereoscopicUniversalCamera extends UniversalCamera {
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*/
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constructor(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
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super(name, position, scene);
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this._setRigMode = setStereoscopicRigMode
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this._setRigMode = () => setStereoscopicRigMode(this);
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this.interaxialDistance = interaxialDistance;
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this.isStereoscopicSideBySide = isStereoscopicSideBySide;
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this.setCameraRigMode(isStereoscopicSideBySide ? Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, {
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@@ -1 +1 @@
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-
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|
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1
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+
{"version":3,"file":"stereoscopicUniversalCamera.js","sourceRoot":"","sources":["../../../../../dev/core/src/Cameras/Stereoscopic/stereoscopicUniversalCamera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,eAAe,EAAE,MAAM,+BAA+B,CAAC;AAEhE,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAClC,OAAO,EAAE,sBAAsB,EAAE,MAAM,iCAAiC,CAAC;AAEzE,IAAI,CAAC,kBAAkB,CAAC,wBAAwB,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,EAAE,EAAE;IACvE,OAAO,GAAG,EAAE,CAAC,IAAI,2BAA2B,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,OAAO,CAAC,mBAAmB,EAAE,OAAO,CAAC,wBAAwB,EAAE,KAAK,CAAC,CAAC;AAC7I,CAAC,CAAC,CAAC;AACH;;;GAGG;AACH,MAAM,OAAO,2BAA4B,SAAQ,eAAe;IAC5D;;;;;;;OAOG;IACH,YAAY,IAAY,EAAE,QAAiB,EAAE,kBAA0B,EAAE,wBAAiC,EAAE,KAAa;QACrH,KAAK,CAAC,IAAI,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;QAgBvB,gBAAW,GAAG,GAAG,EAAE,CAAC,sBAAsB,CAAC,IAAI,CAAC,CAAC;QAfvD,IAAI,CAAC,kBAAkB,GAAG,kBAAkB,CAAC;QAC7C,IAAI,CAAC,wBAAwB,GAAG,wBAAwB,CAAC;QACzD,IAAI,CAAC,gBAAgB,CAAC,wBAAwB,CAAC,CAAC,CAAC,MAAM,CAAC,yCAAyC,CAAC,CAAC,CAAC,MAAM,CAAC,+BAA+B,EAAE;YACxI,kBAAkB,EAAE,kBAAkB;SACzC,CAAC,CAAC;IACP,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,6BAA6B,CAAC;IACzC,CAAC;CAGJ","sourcesContent":["import { Camera } from \"../../Cameras/camera\";\r\nimport { UniversalCamera } from \"../../Cameras/universalCamera\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\nimport { setStereoscopicRigMode } from \"../RigModes/stereoscopicRigMode\";\r\n\r\nNode.AddNodeConstructor(\"StereoscopicFreeCamera\", (name, scene, options) => {\r\n return () => new StereoscopicUniversalCamera(name, Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene);\r\n});\r\n/**\r\n * Camera used to simulate stereoscopic rendering (based on UniversalCamera)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n */\r\nexport class StereoscopicUniversalCamera extends UniversalCamera {\r\n /**\r\n * Creates a new StereoscopicUniversalCamera\r\n * @param name defines camera name\r\n * @param position defines initial position\r\n * @param interaxialDistance defines distance between each color axis\r\n * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene?: Scene) {\r\n super(name, position, scene);\r\n this.interaxialDistance = interaxialDistance;\r\n this.isStereoscopicSideBySide = isStereoscopicSideBySide;\r\n this.setCameraRigMode(isStereoscopicSideBySide ? Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, {\r\n interaxialDistance: interaxialDistance,\r\n });\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns StereoscopicUniversalCamera\r\n */\r\n public getClassName(): string {\r\n return \"StereoscopicUniversalCamera\";\r\n }\r\n\r\n protected _setRigMode = () => setStereoscopicRigMode(this);\r\n}\r\n"]}
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@@ -26,7 +26,7 @@ export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
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*/
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constructor(name, alpha, beta, radius, target, scene, compensateDistortion = true, vrCameraMetrics = VRCameraMetrics.GetDefault()) {
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super(name, alpha, beta, radius, target, scene);
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-
this._setRigMode = setVRRigMode
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this._setRigMode = (rigParams) => setVRRigMode(this, rigParams);
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vrCameraMetrics.compensateDistortion = compensateDistortion;
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this.setCameraRigMode(Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
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this.inputs.addVRDeviceOrientation();
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