@babylonjs/core 6.30.0 → 6.32.0
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/Actions/action.js.map +1 -1
- package/Animations/animation.d.ts +8 -2
- package/Animations/animation.js +21 -13
- package/Animations/animation.js.map +1 -1
- package/Animations/runtimeAnimation.js +6 -15
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
- package/Cameras/camera.js +1 -1
- package/Cameras/camera.js.map +1 -1
- package/Culling/ray.js +24 -24
- package/Culling/ray.js.map +1 -1
- package/Debug/skeletonViewer.d.ts +2 -2
- package/Debug/skeletonViewer.js +38 -12
- package/Debug/skeletonViewer.js.map +1 -1
- package/DeviceInput/InputDevices/deviceSource.js.map +1 -1
- package/DeviceInput/InputDevices/deviceTypes.js.map +1 -1
- package/DeviceInput/webDeviceInputSystem.js.map +1 -1
- package/Engines/Extensions/engine.views.d.ts +8 -5
- package/Engines/Extensions/engine.views.js +14 -8
- package/Engines/Extensions/engine.views.js.map +1 -1
- package/Engines/Processors/shaderCodeNode.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.js +6 -3
- package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/engine.d.ts +16 -1
- package/Engines/engine.js +1 -1
- package/Engines/engine.js.map +1 -1
- package/Engines/thinEngine.js +2 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js.map +1 -1
- package/FlowGraph/Blocks/Data/Math/flowGraphMatrixBlocks.js +12 -12
- package/FlowGraph/Blocks/Data/Math/flowGraphMatrixBlocks.js.map +1 -1
- package/FlowGraph/Blocks/Data/Math/flowGraphNumberMathBlocks.js +4 -4
- package/FlowGraph/Blocks/Data/Math/flowGraphNumberMathBlocks.js.map +1 -1
- package/FlowGraph/Blocks/Data/Math/flowGraphVector2MathBlocks.js +9 -9
- package/FlowGraph/Blocks/Data/Math/flowGraphVector2MathBlocks.js.map +1 -1
- package/FlowGraph/Blocks/Data/Math/flowGraphVector3MathBlocks.js +11 -11
- package/FlowGraph/Blocks/Data/Math/flowGraphVector3MathBlocks.js.map +1 -1
- package/FlowGraph/Blocks/Data/Math/flowGraphVector4MathBlocks.js +10 -10
- package/FlowGraph/Blocks/Data/Math/flowGraphVector4MathBlocks.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphBinaryOperationBlock.js +2 -2
- package/FlowGraph/Blocks/Data/flowGraphBinaryOperationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js +1 -1
- package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphConditionalDataBlock.js +4 -4
- package/FlowGraph/Blocks/Data/flowGraphConditionalDataBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphConstantBlock.js +1 -1
- package/FlowGraph/Blocks/Data/flowGraphConstantBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphCoordinateTransformBlock.js +4 -4
- package/FlowGraph/Blocks/Data/flowGraphCoordinateTransformBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.js +2 -2
- package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.js +1 -1
- package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.d.ts +4 -4
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js +16 -6
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.d.ts +1 -0
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js +5 -1
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.d.ts +17 -6
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js +16 -9
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Audio/flowGraphPlayAudioBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/Audio/flowGraphPlayAudioBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Audio/flowGraphStopAudioBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/Audio/flowGraphStopAudioBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphBranchBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphBranchBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.js +2 -2
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js +2 -2
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphFlipFlopBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphFlipFlopBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.js +4 -4
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.d.ts +1 -0
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.js +8 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSwitchBlock.d.ts +1 -0
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSwitchBlock.js +5 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSwitchBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.js +2 -2
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphTimerBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphTimerBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.d.ts +1 -0
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.js +4 -0
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.d.ts +1 -0
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js +6 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphLogBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphLogBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.js +2 -2
- package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.d.ts +8 -12
- package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js +9 -19
- package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js +2 -2
- package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js.map +1 -1
- package/FlowGraph/flowGraphBlock.d.ts +2 -2
- package/FlowGraph/flowGraphBlock.js +20 -4
- package/FlowGraph/flowGraphBlock.js.map +1 -1
- package/FlowGraph/flowGraphContext.d.ts +4 -4
- package/FlowGraph/flowGraphContext.js +22 -40
- package/FlowGraph/flowGraphContext.js.map +1 -1
- package/FlowGraph/flowGraphPath.d.ts +27 -0
- package/FlowGraph/flowGraphPath.js +136 -0
- package/FlowGraph/flowGraphPath.js.map +1 -0
- package/FlowGraph/flowGraphPathComponent.d.ts +42 -0
- package/FlowGraph/flowGraphPathComponent.js +51 -0
- package/FlowGraph/flowGraphPathComponent.js.map +1 -0
- package/FlowGraph/index.d.ts +1 -0
- package/FlowGraph/index.js +1 -0
- package/FlowGraph/index.js.map +1 -1
- package/Gizmos/axisDragGizmo.d.ts +4 -2
- package/Gizmos/axisDragGizmo.js +18 -6
- package/Gizmos/axisDragGizmo.js.map +1 -1
- package/Gizmos/axisScaleGizmo.d.ts +2 -2
- package/Gizmos/axisScaleGizmo.js +1 -1
- package/Gizmos/axisScaleGizmo.js.map +1 -1
- package/Gizmos/planeDragGizmo.d.ts +4 -4
- package/Gizmos/planeDragGizmo.js +1 -1
- package/Gizmos/planeDragGizmo.js.map +1 -1
- package/Gizmos/planeRotationGizmo.d.ts +13 -7
- package/Gizmos/planeRotationGizmo.js +26 -10
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.d.ts +8 -0
- package/Lights/Shadows/shadowGenerator.js +12 -0
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Teleport/teleportInBlock.d.ts +6 -0
- package/Materials/Node/Blocks/Teleport/teleportInBlock.js +22 -0
- package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
- package/Materials/Node/Blocks/modBlock.js +1 -0
- package/Materials/Node/Blocks/modBlock.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.d.ts +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.js +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
- package/Materials/Textures/multiRenderTarget.d.ts +14 -10
- package/Materials/Textures/multiRenderTarget.js +7 -5
- package/Materials/Textures/multiRenderTarget.js.map +1 -1
- package/Materials/imageProcessingConfiguration.d.ts +2 -2
- package/Materials/imageProcessingConfiguration.js +2 -2
- package/Materials/imageProcessingConfiguration.js.map +1 -1
- package/Maths/math.size.d.ts +6 -0
- package/Maths/math.size.js +8 -0
- package/Maths/math.size.js.map +1 -1
- package/Maths/math.vector.d.ts +5 -5
- package/Maths/math.vector.js +6 -5
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Builders/linesBuilder.js +4 -2
- package/Meshes/Builders/linesBuilder.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineBaseMesh.d.ts +1 -1
- package/Meshes/GreasedLine/greasedLineBaseMesh.js +1 -1
- package/Meshes/GreasedLine/greasedLineBaseMesh.js.map +1 -1
- package/Meshes/geometry.d.ts +8 -0
- package/Meshes/geometry.js +20 -1
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/groundMesh.js +1 -1
- package/Meshes/groundMesh.js.map +1 -1
- package/Meshes/mesh.d.ts +8 -0
- package/Meshes/mesh.js +14 -2
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/mesh.vertexData.js.map +1 -1
- package/Misc/dds.js.map +1 -1
- package/Misc/greasedLineTools.js.map +1 -1
- package/Misc/tools.js.map +1 -1
- package/Physics/physicsHelper.d.ts +1 -1
- package/Physics/physicsHelper.js +1 -1
- package/Physics/physicsHelper.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.d.ts +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
- package/PostProcesses/bloomEffect.d.ts +1 -1
- package/PostProcesses/bloomEffect.js +1 -1
- package/PostProcesses/bloomEffect.js.map +1 -1
- package/PostProcesses/postProcess.d.ts +10 -2
- package/PostProcesses/postProcess.js +17 -7
- package/PostProcesses/postProcess.js.map +1 -1
- package/Rendering/depthPeelingRenderer.d.ts +5 -0
- package/Rendering/depthPeelingRenderer.js +33 -9
- package/Rendering/depthPeelingRenderer.js.map +1 -1
- package/Rendering/depthRenderer.js +9 -0
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/geometryBufferRenderer.d.ts +6 -3
- package/Rendering/geometryBufferRenderer.js +28 -10
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/geometryBufferRendererSceneComponent.d.ts +5 -2
- package/Rendering/geometryBufferRendererSceneComponent.js.map +1 -1
- package/Shaders/ShadersInclude/bonesDeclaration.js +1 -1
- package/Shaders/ShadersInclude/bonesDeclaration.js.map +1 -1
- package/Shaders/depth.vertex.d.ts +2 -0
- package/Shaders/depth.vertex.js +4 -0
- package/Shaders/depth.vertex.js.map +1 -1
- package/XR/features/WebXRAbstractFeature.d.ts +10 -1
- package/XR/features/WebXRAbstractFeature.js +13 -0
- package/XR/features/WebXRAbstractFeature.js.map +1 -1
- package/XR/features/WebXRLightEstimation.d.ts +5 -0
- package/XR/features/WebXRLightEstimation.js +14 -2
- package/XR/features/WebXRLightEstimation.js.map +1 -1
- package/XR/features/WebXRRawCameraAccess.d.ts +81 -0
- package/XR/features/WebXRRawCameraAccess.js +169 -0
- package/XR/features/WebXRRawCameraAccess.js.map +1 -0
- package/XR/features/index.d.ts +1 -0
- package/XR/features/index.js +1 -0
- package/XR/features/index.js.map +1 -1
- package/XR/webXRFeaturesManager.d.ts +13 -0
- package/XR/webXRFeaturesManager.js +4 -0
- package/XR/webXRFeaturesManager.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +1 -1
- package/scene.js +11 -6
- package/scene.js.map +1 -1
- package/types.js.map +1 -1
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type { DeepImmutable, Nullable } from \"../types\";\r\nimport { Quaternion, Vector3, Vector2, Matrix } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport type { _IAnimationState } from \"./animation\";\r\nimport { Animation } from \"./animation\";\r\nimport type { AnimationEvent } from \"./animationEvent\";\r\n\r\nimport type { Animatable } from \"./animatable\";\r\n\r\nimport type { Scene } from \"../scene\";\r\nimport type { IAnimationKey } from \"./animationKey\";\r\nimport { Size } from \"../Maths/math.size\";\r\n\r\n// Static values to help the garbage collector\r\n\r\n// Quaternion\r\nconst _staticOffsetValueQuaternion: DeepImmutable<Quaternion> = Object.freeze(new Quaternion(0, 0, 0, 0));\r\n\r\n// Vector3\r\nconst _staticOffsetValueVector3: DeepImmutable<Vector3> = Object.freeze(Vector3.Zero());\r\n\r\n// Vector2\r\nconst _staticOffsetValueVector2: DeepImmutable<Vector2> = Object.freeze(Vector2.Zero());\r\n\r\n// Size\r\nconst _staticOffsetValueSize: DeepImmutable<Size> = Object.freeze(Size.Zero());\r\n\r\n// Color3\r\nconst _staticOffsetValueColor3: DeepImmutable<Color3> = Object.freeze(Color3.Black());\r\n\r\n/**\r\n * Defines a runtime animation\r\n */\r\nexport class RuntimeAnimation {\r\n private _events = new Array<AnimationEvent>();\r\n\r\n /**\r\n * The current frame of the runtime animation\r\n */\r\n private _currentFrame: number = 0;\r\n\r\n /**\r\n * The animation used by the runtime animation\r\n */\r\n private _animation: Animation;\r\n\r\n /**\r\n * The target of the runtime animation\r\n */\r\n private _target: any;\r\n\r\n /**\r\n * The initiating animatable\r\n */\r\n private _host: Animatable;\r\n\r\n /**\r\n * The original value of the runtime animation\r\n */\r\n private _originalValue = new Array<any>();\r\n\r\n /**\r\n * The original blend value of the runtime animation\r\n */\r\n private _originalBlendValue: Nullable<any> = null;\r\n\r\n /**\r\n * The offsets cache of the runtime animation\r\n */\r\n private _offsetsCache: { [key: string]: any } = {};\r\n\r\n /**\r\n * The high limits cache of the runtime animation\r\n */\r\n private _highLimitsCache: { [key: string]: any } = {};\r\n\r\n /**\r\n * Specifies if the runtime animation has been stopped\r\n */\r\n private _stopped = false;\r\n\r\n /**\r\n * The blending factor of the runtime animation\r\n */\r\n private _blendingFactor = 0;\r\n\r\n /**\r\n * The BabylonJS scene\r\n */\r\n private _scene: Scene;\r\n\r\n /**\r\n * The current value of the runtime animation\r\n */\r\n private _currentValue: Nullable<any> = null;\r\n\r\n /** @internal */\r\n public _animationState: _IAnimationState;\r\n\r\n /**\r\n * The active target of the runtime animation\r\n */\r\n private _activeTargets: any[];\r\n private _currentActiveTarget: Nullable<any> = null;\r\n private _directTarget: Nullable<any> = null;\r\n\r\n /**\r\n * The target path of the runtime animation\r\n */\r\n private _targetPath: string = \"\";\r\n\r\n /**\r\n * The weight of the runtime animation\r\n */\r\n private _weight = 1.0;\r\n\r\n /**\r\n * The absolute frame offset of the runtime animation\r\n */\r\n private _absoluteFrameOffset = 0;\r\n\r\n /**\r\n * The previous elapsed time (since start of animation) of the runtime animation\r\n */\r\n private _previousElapsedTime: number = 0;\r\n\r\n /**\r\n * The previous absolute frame of the runtime animation (meaning, without taking into account the from/to values, only the elapsed time and the fps)\r\n */\r\n private _previousAbsoluteFrame: number = 0;\r\n\r\n private _enableBlending: boolean;\r\n\r\n private _keys: IAnimationKey[];\r\n private _minFrame: number;\r\n private _maxFrame: number;\r\n private _minValue: any;\r\n private _maxValue: any;\r\n private _targetIsArray = false;\r\n\r\n /**\r\n * Gets the current frame of the runtime animation\r\n */\r\n public get currentFrame(): number {\r\n return this._currentFrame;\r\n }\r\n\r\n /**\r\n * Gets the weight of the runtime animation\r\n */\r\n public get weight(): number {\r\n return this._weight;\r\n }\r\n\r\n /**\r\n * Gets the current value of the runtime animation\r\n */\r\n public get currentValue(): any {\r\n return this._currentValue;\r\n }\r\n\r\n /**\r\n * Gets or sets the target path of the runtime animation\r\n */\r\n public get targetPath(): string {\r\n return this._targetPath;\r\n }\r\n\r\n /**\r\n * Gets the actual target of the runtime animation\r\n */\r\n public get target(): any {\r\n return this._currentActiveTarget;\r\n }\r\n\r\n /**\r\n * Gets the additive state of the runtime animation\r\n */\r\n public get isAdditive(): boolean {\r\n return this._host && this._host.isAdditive;\r\n }\r\n\r\n /** @internal */\r\n public _onLoop: () => void;\r\n\r\n /**\r\n * Create a new RuntimeAnimation object\r\n * @param target defines the target of the animation\r\n * @param animation defines the source animation object\r\n * @param scene defines the hosting scene\r\n * @param host defines the initiating Animatable\r\n */\r\n public constructor(target: any, animation: Animation, scene: Scene, host: Animatable) {\r\n this._animation = animation;\r\n this._target = target;\r\n this._scene = scene;\r\n this._host = host;\r\n this._activeTargets = [];\r\n\r\n animation._runtimeAnimations.push(this);\r\n\r\n // State\r\n this._animationState = {\r\n key: 0,\r\n repeatCount: 0,\r\n loopMode: this._getCorrectLoopMode(),\r\n };\r\n\r\n if (this._animation.dataType === Animation.ANIMATIONTYPE_MATRIX) {\r\n this._animationState.workValue = Matrix.Zero();\r\n }\r\n\r\n // Limits\r\n this._keys = this._animation.getKeys();\r\n this._minFrame = this._keys[0].frame;\r\n this._maxFrame = this._keys[this._keys.length - 1].frame;\r\n this._minValue = this._keys[0].value;\r\n this._maxValue = this._keys[this._keys.length - 1].value;\r\n\r\n // Add a start key at frame 0 if missing\r\n if (this._minFrame !== 0) {\r\n const newKey = { frame: 0, value: this._minValue };\r\n this._keys.splice(0, 0, newKey);\r\n }\r\n\r\n // Check data\r\n if (this._target instanceof Array) {\r\n let index = 0;\r\n for (const target of this._target) {\r\n this._preparePath(target, index);\r\n this._getOriginalValues(index);\r\n index++;\r\n }\r\n this._targetIsArray = true;\r\n } else {\r\n this._preparePath(this._target);\r\n this._getOriginalValues();\r\n this._targetIsArray = false;\r\n this._directTarget = this._activeTargets[0];\r\n }\r\n\r\n // Cloning events locally\r\n const events = animation.getEvents();\r\n if (events && events.length > 0) {\r\n events.forEach((e) => {\r\n this._events.push(e._clone());\r\n });\r\n }\r\n\r\n this._enableBlending = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.enableBlending : this._animation.enableBlending;\r\n }\r\n\r\n private _preparePath(target: any, targetIndex = 0) {\r\n const targetPropertyPath = this._animation.targetPropertyPath;\r\n\r\n if (targetPropertyPath.length > 1) {\r\n let property = target[targetPropertyPath[0]];\r\n\r\n for (let index = 1; index < targetPropertyPath.length - 1; index++) {\r\n property = property[targetPropertyPath[index]];\r\n }\r\n\r\n this._targetPath = targetPropertyPath[targetPropertyPath.length - 1];\r\n this._activeTargets[targetIndex] = property;\r\n } else {\r\n this._targetPath = targetPropertyPath[0];\r\n this._activeTargets[targetIndex] = target;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the animation from the runtime animation\r\n */\r\n public get animation(): Animation {\r\n return this._animation;\r\n }\r\n\r\n /**\r\n * Resets the runtime animation to the beginning\r\n * @param restoreOriginal defines whether to restore the target property to the original value\r\n */\r\n public reset(restoreOriginal = false): void {\r\n if (restoreOriginal) {\r\n if (this._target instanceof Array) {\r\n let index = 0;\r\n for (const target of this._target) {\r\n if (this._originalValue[index] !== undefined) {\r\n this._setValue(target, this._activeTargets[index], this._originalValue[index], -1, index);\r\n }\r\n index++;\r\n }\r\n } else {\r\n if (this._originalValue[0] !== undefined) {\r\n this._setValue(this._target, this._directTarget, this._originalValue[0], -1, 0);\r\n }\r\n }\r\n }\r\n\r\n this._offsetsCache = {};\r\n this._highLimitsCache = {};\r\n this._currentFrame = 0;\r\n this._blendingFactor = 0;\r\n\r\n // Events\r\n for (let index = 0; index < this._events.length; index++) {\r\n this._events[index].isDone = false;\r\n }\r\n }\r\n\r\n /**\r\n * Specifies if the runtime animation is stopped\r\n * @returns Boolean specifying if the runtime animation is stopped\r\n */\r\n public isStopped(): boolean {\r\n return this._stopped;\r\n }\r\n\r\n /**\r\n * Disposes of the runtime animation\r\n */\r\n public dispose(): void {\r\n const index = this._animation.runtimeAnimations.indexOf(this);\r\n\r\n if (index > -1) {\r\n this._animation.runtimeAnimations.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Apply the interpolated value to the target\r\n * @param currentValue defines the value computed by the animation\r\n * @param weight defines the weight to apply to this value (Defaults to 1.0)\r\n */\r\n public setValue(currentValue: any, weight: number) {\r\n if (this._targetIsArray) {\r\n for (let index = 0; index < this._target.length; index++) {\r\n const target = this._target[index];\r\n this._setValue(target, this._activeTargets[index], currentValue, weight, index);\r\n }\r\n return;\r\n }\r\n this._setValue(this._target, this._directTarget, currentValue, weight, 0);\r\n }\r\n\r\n private _getOriginalValues(targetIndex = 0) {\r\n let originalValue: any;\r\n const target = this._activeTargets[targetIndex];\r\n\r\n if (target.getLocalMatrix && this._targetPath === \"_matrix\") {\r\n // For bones\r\n originalValue = target.getLocalMatrix();\r\n } else {\r\n originalValue = target[this._targetPath];\r\n }\r\n\r\n if (originalValue && originalValue.clone) {\r\n this._originalValue[targetIndex] = originalValue.clone();\r\n } else {\r\n this._originalValue[targetIndex] = originalValue;\r\n }\r\n }\r\n\r\n private _setValue(target: any, destination: any, currentValue: any, weight: number, targetIndex: number): void {\r\n // Set value\r\n this._currentActiveTarget = destination;\r\n\r\n this._weight = weight;\r\n\r\n if (this._enableBlending && this._blendingFactor <= 1.0) {\r\n if (!this._originalBlendValue) {\r\n const originalValue = destination[this._targetPath];\r\n\r\n if (originalValue.clone) {\r\n this._originalBlendValue = originalValue.clone();\r\n } else {\r\n this._originalBlendValue = originalValue;\r\n }\r\n }\r\n\r\n if (this._originalBlendValue.m) {\r\n // Matrix\r\n if (Animation.AllowMatrixDecomposeForInterpolation) {\r\n if (this._currentValue) {\r\n Matrix.DecomposeLerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);\r\n } else {\r\n this._currentValue = Matrix.DecomposeLerp(this._originalBlendValue, currentValue, this._blendingFactor);\r\n }\r\n } else {\r\n if (this._currentValue) {\r\n Matrix.LerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);\r\n } else {\r\n this._currentValue = Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor);\r\n }\r\n }\r\n } else {\r\n this._currentValue = Animation._UniversalLerp(this._originalBlendValue, currentValue, this._blendingFactor);\r\n }\r\n\r\n const blendingSpeed = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed;\r\n this._blendingFactor += blendingSpeed;\r\n } else {\r\n if (!this._currentValue) {\r\n if (currentValue?.clone) {\r\n this._currentValue = currentValue.clone();\r\n } else {\r\n this._currentValue = currentValue;\r\n }\r\n } else if (this._currentValue.copyFrom) {\r\n this._currentValue.copyFrom(currentValue);\r\n } else {\r\n this._currentValue = currentValue;\r\n }\r\n }\r\n\r\n if (weight !== -1.0) {\r\n this._scene._registerTargetForLateAnimationBinding(this, this._originalValue[targetIndex]);\r\n } else {\r\n destination[this._targetPath] = this._currentValue;\r\n }\r\n\r\n if (target.markAsDirty) {\r\n target.markAsDirty(this._animation.targetProperty);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the loop pmode of the runtime animation\r\n * @returns Loop Mode\r\n */\r\n private _getCorrectLoopMode(): number | undefined {\r\n if (this._target && this._target.animationPropertiesOverride) {\r\n return this._target.animationPropertiesOverride.loopMode;\r\n }\r\n\r\n return this._animation.loopMode;\r\n }\r\n\r\n /**\r\n * Move the current animation to a given frame\r\n * @param frame defines the frame to move to\r\n */\r\n public goToFrame(frame: number): void {\r\n const keys = this._animation.getKeys();\r\n\r\n if (frame < keys[0].frame) {\r\n frame = keys[0].frame;\r\n } else if (frame > keys[keys.length - 1].frame) {\r\n frame = keys[keys.length - 1].frame;\r\n }\r\n\r\n // Need to reset animation events\r\n const events = this._events;\r\n if (events.length) {\r\n for (let index = 0; index < events.length; index++) {\r\n if (!events[index].onlyOnce) {\r\n // reset events in the future\r\n events[index].isDone = events[index].frame < frame;\r\n }\r\n }\r\n }\r\n\r\n this._currentFrame = frame;\r\n const currentValue = this._animation._interpolate(frame, this._animationState);\r\n\r\n this.setValue(currentValue, -1);\r\n }\r\n\r\n /**\r\n * @internal Internal use only\r\n */\r\n public _prepareForSpeedRatioChange(newSpeedRatio: number): void {\r\n const newAbsoluteFrame = (this._previousElapsedTime * (this._animation.framePerSecond * newSpeedRatio)) / 1000.0;\r\n\r\n this._absoluteFrameOffset = this._previousAbsoluteFrame - newAbsoluteFrame;\r\n }\r\n\r\n /**\r\n * Execute the current animation\r\n * @param elapsedTimeSinceAnimationStart defines the elapsed time (in milliseconds) since the animation was started\r\n * @param from defines the lower frame of the animation range\r\n * @param to defines the upper frame of the animation range\r\n * @param loop defines if the current animation must loop\r\n * @param speedRatio defines the current speed ratio\r\n * @param weight defines the weight of the animation (default is -1 so no weight)\r\n * @returns a boolean indicating if the animation is running\r\n */\r\n public animate(elapsedTimeSinceAnimationStart: number, from: number, to: number, loop: boolean, speedRatio: number, weight = -1.0): boolean {\r\n const animation = this._animation;\r\n const targetPropertyPath = animation.targetPropertyPath;\r\n if (!targetPropertyPath || targetPropertyPath.length < 1) {\r\n this._stopped = true;\r\n return false;\r\n }\r\n\r\n let returnValue = true;\r\n\r\n // Check limits\r\n if (from < this._minFrame || from > this._maxFrame) {\r\n from = this._minFrame;\r\n }\r\n if (to < this._minFrame || to > this._maxFrame) {\r\n to = this._maxFrame;\r\n }\r\n\r\n const frameRange = to - from;\r\n let offsetValue: any;\r\n\r\n // Compute the frame according to the elapsed time and the fps of the animation (\"from\" and \"to\" are not factored in!)\r\n let absoluteFrame = (elapsedTimeSinceAnimationStart * (animation.framePerSecond * speedRatio)) / 1000.0 + this._absoluteFrameOffset;\r\n let highLimitValue = 0;\r\n\r\n // Apply the yoyo function if required\r\n if (loop && this._animationState.loopMode === Animation.ANIMATIONLOOPMODE_YOYO) {\r\n const position = (absoluteFrame - from) / frameRange;\r\n\r\n // Apply the yoyo curve\r\n const yoyoPosition = Math.abs(Math.sin(position * Math.PI));\r\n\r\n // Map the yoyo position back to the range\r\n absoluteFrame = yoyoPosition * frameRange + from;\r\n }\r\n\r\n this._previousElapsedTime = elapsedTimeSinceAnimationStart;\r\n this._previousAbsoluteFrame = absoluteFrame;\r\n\r\n if (!loop && to >= from && absoluteFrame >= frameRange) {\r\n // If we are out of range and not looping get back to caller\r\n returnValue = false;\r\n highLimitValue = animation._getKeyValue(this._maxValue);\r\n } else if (!loop && from >= to && absoluteFrame <= frameRange) {\r\n returnValue = false;\r\n highLimitValue = animation._getKeyValue(this._minValue);\r\n } else if (this._animationState.loopMode !== Animation.ANIMATIONLOOPMODE_CYCLE) {\r\n const keyOffset = to.toString() + from.toString();\r\n if (!this._offsetsCache[keyOffset]) {\r\n this._animationState.repeatCount = 0;\r\n this._animationState.loopMode = Animation.ANIMATIONLOOPMODE_CYCLE; // force a specific codepath in animation._interpolate()!\r\n const fromValue = animation._interpolate(from, this._animationState);\r\n const toValue = animation._interpolate(to, this._animationState);\r\n\r\n this._animationState.loopMode = this._getCorrectLoopMode();\r\n switch (animation.dataType) {\r\n // Float\r\n case Animation.ANIMATIONTYPE_FLOAT:\r\n this._offsetsCache[keyOffset] = toValue - fromValue;\r\n break;\r\n // Quaternion\r\n case Animation.ANIMATIONTYPE_QUATERNION:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n // Vector3\r\n case Animation.ANIMATIONTYPE_VECTOR3:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n // Vector2\r\n case Animation.ANIMATIONTYPE_VECTOR2:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n // Size\r\n case Animation.ANIMATIONTYPE_SIZE:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n // Color3\r\n case Animation.ANIMATIONTYPE_COLOR3:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n default:\r\n break;\r\n }\r\n\r\n this._highLimitsCache[keyOffset] = toValue;\r\n }\r\n\r\n highLimitValue = this._highLimitsCache[keyOffset];\r\n offsetValue = this._offsetsCache[keyOffset];\r\n }\r\n\r\n if (offsetValue === undefined) {\r\n switch (animation.dataType) {\r\n // Float\r\n case Animation.ANIMATIONTYPE_FLOAT:\r\n offsetValue = 0;\r\n break;\r\n // Quaternion\r\n case Animation.ANIMATIONTYPE_QUATERNION:\r\n offsetValue = _staticOffsetValueQuaternion;\r\n break;\r\n // Vector3\r\n case Animation.ANIMATIONTYPE_VECTOR3:\r\n offsetValue = _staticOffsetValueVector3;\r\n break;\r\n // Vector2\r\n case Animation.ANIMATIONTYPE_VECTOR2:\r\n offsetValue = _staticOffsetValueVector2;\r\n break;\r\n // Size\r\n case Animation.ANIMATIONTYPE_SIZE:\r\n offsetValue = _staticOffsetValueSize;\r\n break;\r\n // Color3\r\n case Animation.ANIMATIONTYPE_COLOR3:\r\n offsetValue = _staticOffsetValueColor3;\r\n }\r\n }\r\n\r\n // Compute value\r\n let currentFrame: number;\r\n\r\n if (this._host && this._host.syncRoot) {\r\n // If we must sync with an animatable, calculate the current frame based on the frame of the root animatable\r\n const syncRoot = this._host.syncRoot;\r\n const hostNormalizedFrame = (syncRoot.masterFrame - syncRoot.fromFrame) / (syncRoot.toFrame - syncRoot.fromFrame);\r\n currentFrame = from + frameRange * hostNormalizedFrame;\r\n } else {\r\n if ((absoluteFrame > 0 && from > to) || (absoluteFrame < 0 && from < to)) {\r\n currentFrame = returnValue && frameRange !== 0 ? to + (absoluteFrame % frameRange) : from;\r\n } else {\r\n currentFrame = returnValue && frameRange !== 0 ? from + (absoluteFrame % frameRange) : to;\r\n }\r\n }\r\n\r\n const events = this._events;\r\n\r\n // Reset event/state if looping\r\n if ((speedRatio > 0 && this.currentFrame > currentFrame) || (speedRatio < 0 && this.currentFrame < currentFrame)) {\r\n this._onLoop();\r\n\r\n // Need to reset animation events\r\n for (let index = 0; index < events.length; index++) {\r\n if (!events[index].onlyOnce) {\r\n // reset event, the animation is looping\r\n events[index].isDone = false;\r\n }\r\n }\r\n\r\n this._animationState.key = speedRatio > 0 ? 0 : animation.getKeys().length - 1;\r\n }\r\n this._currentFrame = currentFrame;\r\n this._animationState.repeatCount = frameRange === 0 ? 0 : (absoluteFrame / frameRange) >> 0;\r\n this._animationState.highLimitValue = highLimitValue;\r\n this._animationState.offsetValue = offsetValue;\r\n\r\n const currentValue = animation._interpolate(currentFrame, this._animationState);\r\n\r\n // Set value\r\n this.setValue(currentValue, weight);\r\n\r\n // Check events\r\n if (events.length) {\r\n for (let index = 0; index < events.length; index++) {\r\n // Make sure current frame has passed event frame and that event frame is within the current range\r\n // Also, handle both forward and reverse animations\r\n if (\r\n (frameRange > 0 && currentFrame >= events[index].frame && events[index].frame >= from) ||\r\n (frameRange < 0 && currentFrame <= events[index].frame && events[index].frame <= from)\r\n ) {\r\n const event = events[index];\r\n if (!event.isDone) {\r\n // If event should be done only once, remove it.\r\n if (event.onlyOnce) {\r\n events.splice(index, 1);\r\n index--;\r\n }\r\n event.isDone = true;\r\n event.action(currentFrame);\r\n } // Don't do anything if the event has already been done.\r\n }\r\n }\r\n }\r\n\r\n if (!returnValue) {\r\n this._stopped = true;\r\n }\r\n\r\n return returnValue;\r\n }\r\n}\r\n"]}
|
|
1
|
+
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type { Nullable } from \"../types\";\r\nimport { Matrix } from \"../Maths/math.vector\";\r\nimport type { _IAnimationState } from \"./animation\";\r\nimport {\r\n Animation,\r\n _staticOffsetValueColor3,\r\n _staticOffsetValueColor4,\r\n _staticOffsetValueQuaternion,\r\n _staticOffsetValueSize,\r\n _staticOffsetValueVector2,\r\n _staticOffsetValueVector3,\r\n} from \"./animation\";\r\nimport type { AnimationEvent } from \"./animationEvent\";\r\nimport type { Animatable } from \"./animatable\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { IAnimationKey } from \"./animationKey\";\r\n\r\n/**\r\n * Defines a runtime animation\r\n */\r\nexport class RuntimeAnimation {\r\n private _events = new Array<AnimationEvent>();\r\n\r\n /**\r\n * The current frame of the runtime animation\r\n */\r\n private _currentFrame: number = 0;\r\n\r\n /**\r\n * The animation used by the runtime animation\r\n */\r\n private _animation: Animation;\r\n\r\n /**\r\n * The target of the runtime animation\r\n */\r\n private _target: any;\r\n\r\n /**\r\n * The initiating animatable\r\n */\r\n private _host: Animatable;\r\n\r\n /**\r\n * The original value of the runtime animation\r\n */\r\n private _originalValue = new Array<any>();\r\n\r\n /**\r\n * The original blend value of the runtime animation\r\n */\r\n private _originalBlendValue: Nullable<any> = null;\r\n\r\n /**\r\n * The offsets cache of the runtime animation\r\n */\r\n private _offsetsCache: { [key: string]: any } = {};\r\n\r\n /**\r\n * The high limits cache of the runtime animation\r\n */\r\n private _highLimitsCache: { [key: string]: any } = {};\r\n\r\n /**\r\n * Specifies if the runtime animation has been stopped\r\n */\r\n private _stopped = false;\r\n\r\n /**\r\n * The blending factor of the runtime animation\r\n */\r\n private _blendingFactor = 0;\r\n\r\n /**\r\n * The BabylonJS scene\r\n */\r\n private _scene: Scene;\r\n\r\n /**\r\n * The current value of the runtime animation\r\n */\r\n private _currentValue: Nullable<any> = null;\r\n\r\n /** @internal */\r\n public _animationState: _IAnimationState;\r\n\r\n /**\r\n * The active target of the runtime animation\r\n */\r\n private _activeTargets: any[];\r\n private _currentActiveTarget: Nullable<any> = null;\r\n private _directTarget: Nullable<any> = null;\r\n\r\n /**\r\n * The target path of the runtime animation\r\n */\r\n private _targetPath: string = \"\";\r\n\r\n /**\r\n * The weight of the runtime animation\r\n */\r\n private _weight = 1.0;\r\n\r\n /**\r\n * The absolute frame offset of the runtime animation\r\n */\r\n private _absoluteFrameOffset = 0;\r\n\r\n /**\r\n * The previous elapsed time (since start of animation) of the runtime animation\r\n */\r\n private _previousElapsedTime: number = 0;\r\n\r\n /**\r\n * The previous absolute frame of the runtime animation (meaning, without taking into account the from/to values, only the elapsed time and the fps)\r\n */\r\n private _previousAbsoluteFrame: number = 0;\r\n\r\n private _enableBlending: boolean;\r\n\r\n private _keys: IAnimationKey[];\r\n private _minFrame: number;\r\n private _maxFrame: number;\r\n private _minValue: any;\r\n private _maxValue: any;\r\n private _targetIsArray = false;\r\n\r\n /**\r\n * Gets the current frame of the runtime animation\r\n */\r\n public get currentFrame(): number {\r\n return this._currentFrame;\r\n }\r\n\r\n /**\r\n * Gets the weight of the runtime animation\r\n */\r\n public get weight(): number {\r\n return this._weight;\r\n }\r\n\r\n /**\r\n * Gets the current value of the runtime animation\r\n */\r\n public get currentValue(): any {\r\n return this._currentValue;\r\n }\r\n\r\n /**\r\n * Gets or sets the target path of the runtime animation\r\n */\r\n public get targetPath(): string {\r\n return this._targetPath;\r\n }\r\n\r\n /**\r\n * Gets the actual target of the runtime animation\r\n */\r\n public get target(): any {\r\n return this._currentActiveTarget;\r\n }\r\n\r\n /**\r\n * Gets the additive state of the runtime animation\r\n */\r\n public get isAdditive(): boolean {\r\n return this._host && this._host.isAdditive;\r\n }\r\n\r\n /** @internal */\r\n public _onLoop: () => void;\r\n\r\n /**\r\n * Create a new RuntimeAnimation object\r\n * @param target defines the target of the animation\r\n * @param animation defines the source animation object\r\n * @param scene defines the hosting scene\r\n * @param host defines the initiating Animatable\r\n */\r\n public constructor(target: any, animation: Animation, scene: Scene, host: Animatable) {\r\n this._animation = animation;\r\n this._target = target;\r\n this._scene = scene;\r\n this._host = host;\r\n this._activeTargets = [];\r\n\r\n animation._runtimeAnimations.push(this);\r\n\r\n // State\r\n this._animationState = {\r\n key: 0,\r\n repeatCount: 0,\r\n loopMode: this._getCorrectLoopMode(),\r\n };\r\n\r\n if (this._animation.dataType === Animation.ANIMATIONTYPE_MATRIX) {\r\n this._animationState.workValue = Matrix.Zero();\r\n }\r\n\r\n // Limits\r\n this._keys = this._animation.getKeys();\r\n this._minFrame = this._keys[0].frame;\r\n this._maxFrame = this._keys[this._keys.length - 1].frame;\r\n this._minValue = this._keys[0].value;\r\n this._maxValue = this._keys[this._keys.length - 1].value;\r\n\r\n // Add a start key at frame 0 if missing\r\n if (this._minFrame !== 0) {\r\n const newKey = { frame: 0, value: this._minValue };\r\n this._keys.splice(0, 0, newKey);\r\n }\r\n\r\n // Check data\r\n if (this._target instanceof Array) {\r\n let index = 0;\r\n for (const target of this._target) {\r\n this._preparePath(target, index);\r\n this._getOriginalValues(index);\r\n index++;\r\n }\r\n this._targetIsArray = true;\r\n } else {\r\n this._preparePath(this._target);\r\n this._getOriginalValues();\r\n this._targetIsArray = false;\r\n this._directTarget = this._activeTargets[0];\r\n }\r\n\r\n // Cloning events locally\r\n const events = animation.getEvents();\r\n if (events && events.length > 0) {\r\n events.forEach((e) => {\r\n this._events.push(e._clone());\r\n });\r\n }\r\n\r\n this._enableBlending = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.enableBlending : this._animation.enableBlending;\r\n }\r\n\r\n private _preparePath(target: any, targetIndex = 0) {\r\n const targetPropertyPath = this._animation.targetPropertyPath;\r\n\r\n if (targetPropertyPath.length > 1) {\r\n let property = target[targetPropertyPath[0]];\r\n\r\n for (let index = 1; index < targetPropertyPath.length - 1; index++) {\r\n property = property[targetPropertyPath[index]];\r\n }\r\n\r\n this._targetPath = targetPropertyPath[targetPropertyPath.length - 1];\r\n this._activeTargets[targetIndex] = property;\r\n } else {\r\n this._targetPath = targetPropertyPath[0];\r\n this._activeTargets[targetIndex] = target;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the animation from the runtime animation\r\n */\r\n public get animation(): Animation {\r\n return this._animation;\r\n }\r\n\r\n /**\r\n * Resets the runtime animation to the beginning\r\n * @param restoreOriginal defines whether to restore the target property to the original value\r\n */\r\n public reset(restoreOriginal = false): void {\r\n if (restoreOriginal) {\r\n if (this._target instanceof Array) {\r\n let index = 0;\r\n for (const target of this._target) {\r\n if (this._originalValue[index] !== undefined) {\r\n this._setValue(target, this._activeTargets[index], this._originalValue[index], -1, index);\r\n }\r\n index++;\r\n }\r\n } else {\r\n if (this._originalValue[0] !== undefined) {\r\n this._setValue(this._target, this._directTarget, this._originalValue[0], -1, 0);\r\n }\r\n }\r\n }\r\n\r\n this._offsetsCache = {};\r\n this._highLimitsCache = {};\r\n this._currentFrame = 0;\r\n this._blendingFactor = 0;\r\n\r\n // Events\r\n for (let index = 0; index < this._events.length; index++) {\r\n this._events[index].isDone = false;\r\n }\r\n }\r\n\r\n /**\r\n * Specifies if the runtime animation is stopped\r\n * @returns Boolean specifying if the runtime animation is stopped\r\n */\r\n public isStopped(): boolean {\r\n return this._stopped;\r\n }\r\n\r\n /**\r\n * Disposes of the runtime animation\r\n */\r\n public dispose(): void {\r\n const index = this._animation.runtimeAnimations.indexOf(this);\r\n\r\n if (index > -1) {\r\n this._animation.runtimeAnimations.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Apply the interpolated value to the target\r\n * @param currentValue defines the value computed by the animation\r\n * @param weight defines the weight to apply to this value (Defaults to 1.0)\r\n */\r\n public setValue(currentValue: any, weight: number) {\r\n if (this._targetIsArray) {\r\n for (let index = 0; index < this._target.length; index++) {\r\n const target = this._target[index];\r\n this._setValue(target, this._activeTargets[index], currentValue, weight, index);\r\n }\r\n return;\r\n }\r\n this._setValue(this._target, this._directTarget, currentValue, weight, 0);\r\n }\r\n\r\n private _getOriginalValues(targetIndex = 0) {\r\n let originalValue: any;\r\n const target = this._activeTargets[targetIndex];\r\n\r\n if (target.getLocalMatrix && this._targetPath === \"_matrix\") {\r\n // For bones\r\n originalValue = target.getLocalMatrix();\r\n } else {\r\n originalValue = target[this._targetPath];\r\n }\r\n\r\n if (originalValue && originalValue.clone) {\r\n this._originalValue[targetIndex] = originalValue.clone();\r\n } else {\r\n this._originalValue[targetIndex] = originalValue;\r\n }\r\n }\r\n\r\n private _setValue(target: any, destination: any, currentValue: any, weight: number, targetIndex: number): void {\r\n // Set value\r\n this._currentActiveTarget = destination;\r\n\r\n this._weight = weight;\r\n\r\n if (this._enableBlending && this._blendingFactor <= 1.0) {\r\n if (!this._originalBlendValue) {\r\n const originalValue = destination[this._targetPath];\r\n\r\n if (originalValue.clone) {\r\n this._originalBlendValue = originalValue.clone();\r\n } else {\r\n this._originalBlendValue = originalValue;\r\n }\r\n }\r\n\r\n if (this._originalBlendValue.m) {\r\n // Matrix\r\n if (Animation.AllowMatrixDecomposeForInterpolation) {\r\n if (this._currentValue) {\r\n Matrix.DecomposeLerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);\r\n } else {\r\n this._currentValue = Matrix.DecomposeLerp(this._originalBlendValue, currentValue, this._blendingFactor);\r\n }\r\n } else {\r\n if (this._currentValue) {\r\n Matrix.LerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);\r\n } else {\r\n this._currentValue = Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor);\r\n }\r\n }\r\n } else {\r\n this._currentValue = Animation._UniversalLerp(this._originalBlendValue, currentValue, this._blendingFactor);\r\n }\r\n\r\n const blendingSpeed = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed;\r\n this._blendingFactor += blendingSpeed;\r\n } else {\r\n if (!this._currentValue) {\r\n if (currentValue?.clone) {\r\n this._currentValue = currentValue.clone();\r\n } else {\r\n this._currentValue = currentValue;\r\n }\r\n } else if (this._currentValue.copyFrom) {\r\n this._currentValue.copyFrom(currentValue);\r\n } else {\r\n this._currentValue = currentValue;\r\n }\r\n }\r\n\r\n if (weight !== -1.0) {\r\n this._scene._registerTargetForLateAnimationBinding(this, this._originalValue[targetIndex]);\r\n } else {\r\n destination[this._targetPath] = this._currentValue;\r\n }\r\n\r\n if (target.markAsDirty) {\r\n target.markAsDirty(this._animation.targetProperty);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the loop pmode of the runtime animation\r\n * @returns Loop Mode\r\n */\r\n private _getCorrectLoopMode(): number | undefined {\r\n if (this._target && this._target.animationPropertiesOverride) {\r\n return this._target.animationPropertiesOverride.loopMode;\r\n }\r\n\r\n return this._animation.loopMode;\r\n }\r\n\r\n /**\r\n * Move the current animation to a given frame\r\n * @param frame defines the frame to move to\r\n */\r\n public goToFrame(frame: number): void {\r\n const keys = this._animation.getKeys();\r\n\r\n if (frame < keys[0].frame) {\r\n frame = keys[0].frame;\r\n } else if (frame > keys[keys.length - 1].frame) {\r\n frame = keys[keys.length - 1].frame;\r\n }\r\n\r\n // Need to reset animation events\r\n const events = this._events;\r\n if (events.length) {\r\n for (let index = 0; index < events.length; index++) {\r\n if (!events[index].onlyOnce) {\r\n // reset events in the future\r\n events[index].isDone = events[index].frame < frame;\r\n }\r\n }\r\n }\r\n\r\n this._currentFrame = frame;\r\n const currentValue = this._animation._interpolate(frame, this._animationState);\r\n\r\n this.setValue(currentValue, -1);\r\n }\r\n\r\n /**\r\n * @internal Internal use only\r\n */\r\n public _prepareForSpeedRatioChange(newSpeedRatio: number): void {\r\n const newAbsoluteFrame = (this._previousElapsedTime * (this._animation.framePerSecond * newSpeedRatio)) / 1000.0;\r\n\r\n this._absoluteFrameOffset = this._previousAbsoluteFrame - newAbsoluteFrame;\r\n }\r\n\r\n /**\r\n * Execute the current animation\r\n * @param elapsedTimeSinceAnimationStart defines the elapsed time (in milliseconds) since the animation was started\r\n * @param from defines the lower frame of the animation range\r\n * @param to defines the upper frame of the animation range\r\n * @param loop defines if the current animation must loop\r\n * @param speedRatio defines the current speed ratio\r\n * @param weight defines the weight of the animation (default is -1 so no weight)\r\n * @returns a boolean indicating if the animation is running\r\n */\r\n public animate(elapsedTimeSinceAnimationStart: number, from: number, to: number, loop: boolean, speedRatio: number, weight = -1.0): boolean {\r\n const animation = this._animation;\r\n const targetPropertyPath = animation.targetPropertyPath;\r\n if (!targetPropertyPath || targetPropertyPath.length < 1) {\r\n this._stopped = true;\r\n return false;\r\n }\r\n\r\n let returnValue = true;\r\n\r\n // Check limits\r\n if (from < this._minFrame || from > this._maxFrame) {\r\n from = this._minFrame;\r\n }\r\n if (to < this._minFrame || to > this._maxFrame) {\r\n to = this._maxFrame;\r\n }\r\n\r\n const frameRange = to - from;\r\n let offsetValue: any;\r\n\r\n // Compute the frame according to the elapsed time and the fps of the animation (\"from\" and \"to\" are not factored in!)\r\n let absoluteFrame = (elapsedTimeSinceAnimationStart * (animation.framePerSecond * speedRatio)) / 1000.0 + this._absoluteFrameOffset;\r\n let highLimitValue = 0;\r\n\r\n // Apply the yoyo function if required\r\n if (loop && this._animationState.loopMode === Animation.ANIMATIONLOOPMODE_YOYO) {\r\n const position = (absoluteFrame - from) / frameRange;\r\n\r\n // Apply the yoyo curve\r\n const yoyoPosition = Math.abs(Math.sin(position * Math.PI));\r\n\r\n // Map the yoyo position back to the range\r\n absoluteFrame = yoyoPosition * frameRange + from;\r\n }\r\n\r\n this._previousElapsedTime = elapsedTimeSinceAnimationStart;\r\n this._previousAbsoluteFrame = absoluteFrame;\r\n\r\n if (!loop && to >= from && absoluteFrame >= frameRange) {\r\n // If we are out of range and not looping get back to caller\r\n returnValue = false;\r\n highLimitValue = animation._getKeyValue(this._maxValue);\r\n } else if (!loop && from >= to && absoluteFrame <= frameRange) {\r\n returnValue = false;\r\n highLimitValue = animation._getKeyValue(this._minValue);\r\n } else if (this._animationState.loopMode !== Animation.ANIMATIONLOOPMODE_CYCLE) {\r\n const keyOffset = to.toString() + from.toString();\r\n if (!this._offsetsCache[keyOffset]) {\r\n this._animationState.repeatCount = 0;\r\n this._animationState.loopMode = Animation.ANIMATIONLOOPMODE_CYCLE; // force a specific codepath in animation._interpolate()!\r\n const fromValue = animation._interpolate(from, this._animationState);\r\n const toValue = animation._interpolate(to, this._animationState);\r\n\r\n this._animationState.loopMode = this._getCorrectLoopMode();\r\n switch (animation.dataType) {\r\n // Float\r\n case Animation.ANIMATIONTYPE_FLOAT:\r\n this._offsetsCache[keyOffset] = toValue - fromValue;\r\n break;\r\n // Quaternion\r\n case Animation.ANIMATIONTYPE_QUATERNION:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n // Vector3\r\n case Animation.ANIMATIONTYPE_VECTOR3:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n // Vector2\r\n case Animation.ANIMATIONTYPE_VECTOR2:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n // Size\r\n case Animation.ANIMATIONTYPE_SIZE:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n // Color3\r\n case Animation.ANIMATIONTYPE_COLOR3:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n default:\r\n break;\r\n }\r\n\r\n this._highLimitsCache[keyOffset] = toValue;\r\n }\r\n\r\n highLimitValue = this._highLimitsCache[keyOffset];\r\n offsetValue = this._offsetsCache[keyOffset];\r\n }\r\n\r\n if (offsetValue === undefined) {\r\n switch (animation.dataType) {\r\n // Float\r\n case Animation.ANIMATIONTYPE_FLOAT:\r\n offsetValue = 0;\r\n break;\r\n // Quaternion\r\n case Animation.ANIMATIONTYPE_QUATERNION:\r\n offsetValue = _staticOffsetValueQuaternion;\r\n break;\r\n // Vector3\r\n case Animation.ANIMATIONTYPE_VECTOR3:\r\n offsetValue = _staticOffsetValueVector3;\r\n break;\r\n // Vector2\r\n case Animation.ANIMATIONTYPE_VECTOR2:\r\n offsetValue = _staticOffsetValueVector2;\r\n break;\r\n // Size\r\n case Animation.ANIMATIONTYPE_SIZE:\r\n offsetValue = _staticOffsetValueSize;\r\n break;\r\n // Color3\r\n case Animation.ANIMATIONTYPE_COLOR3:\r\n offsetValue = _staticOffsetValueColor3;\r\n break;\r\n case Animation.ANIMATIONTYPE_COLOR4:\r\n offsetValue = _staticOffsetValueColor4;\r\n break;\r\n }\r\n }\r\n\r\n // Compute value\r\n let currentFrame: number;\r\n\r\n if (this._host && this._host.syncRoot) {\r\n // If we must sync with an animatable, calculate the current frame based on the frame of the root animatable\r\n const syncRoot = this._host.syncRoot;\r\n const hostNormalizedFrame = (syncRoot.masterFrame - syncRoot.fromFrame) / (syncRoot.toFrame - syncRoot.fromFrame);\r\n currentFrame = from + frameRange * hostNormalizedFrame;\r\n } else {\r\n if ((absoluteFrame > 0 && from > to) || (absoluteFrame < 0 && from < to)) {\r\n currentFrame = returnValue && frameRange !== 0 ? to + (absoluteFrame % frameRange) : from;\r\n } else {\r\n currentFrame = returnValue && frameRange !== 0 ? from + (absoluteFrame % frameRange) : to;\r\n }\r\n }\r\n\r\n const events = this._events;\r\n\r\n // Reset event/state if looping\r\n if ((speedRatio > 0 && this.currentFrame > currentFrame) || (speedRatio < 0 && this.currentFrame < currentFrame)) {\r\n this._onLoop();\r\n\r\n // Need to reset animation events\r\n for (let index = 0; index < events.length; index++) {\r\n if (!events[index].onlyOnce) {\r\n // reset event, the animation is looping\r\n events[index].isDone = false;\r\n }\r\n }\r\n\r\n this._animationState.key = speedRatio > 0 ? 0 : animation.getKeys().length - 1;\r\n }\r\n this._currentFrame = currentFrame;\r\n this._animationState.repeatCount = frameRange === 0 ? 0 : (absoluteFrame / frameRange) >> 0;\r\n this._animationState.highLimitValue = highLimitValue;\r\n this._animationState.offsetValue = offsetValue;\r\n\r\n const currentValue = animation._interpolate(currentFrame, this._animationState);\r\n\r\n // Set value\r\n this.setValue(currentValue, weight);\r\n\r\n // Check events\r\n if (events.length) {\r\n for (let index = 0; index < events.length; index++) {\r\n // Make sure current frame has passed event frame and that event frame is within the current range\r\n // Also, handle both forward and reverse animations\r\n if (\r\n (frameRange > 0 && currentFrame >= events[index].frame && events[index].frame >= from) ||\r\n (frameRange < 0 && currentFrame <= events[index].frame && events[index].frame <= from)\r\n ) {\r\n const event = events[index];\r\n if (!event.isDone) {\r\n // If event should be done only once, remove it.\r\n if (event.onlyOnce) {\r\n events.splice(index, 1);\r\n index--;\r\n }\r\n event.isDone = true;\r\n event.action(currentFrame);\r\n } // Don't do anything if the event has already been done.\r\n }\r\n }\r\n }\r\n\r\n if (!returnValue) {\r\n this._stopped = true;\r\n }\r\n\r\n return returnValue;\r\n }\r\n}\r\n"]}
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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 { Quaternion } from \"../../Maths/math.vector\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { FreeCameraInputsManager } from \"../../Cameras/freeCameraInputsManager\";\r\nimport { Observable } from \"../../Misc/observable\";\r\n\r\n// Module augmentation to abstract orientation inputs from camera.\r\ndeclare module \"../../Cameras/freeCameraInputsManager\" {\r\n export interface FreeCameraInputsManager {\r\n /**\r\n * @internal\r\n */\r\n _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;\r\n /**\r\n * Add orientation input support to the input manager.\r\n * @param smoothFactor deviceOrientation smoothing. 0: no smoothing, 1: new data ignored, 0.9 recommended for smoothing\r\n * @returns the current input manager\r\n */\r\n addDeviceOrientation(smoothFactor?: number): FreeCameraInputsManager;\r\n }\r\n}\r\n\r\n/**\r\n * Add orientation input support to the input manager.\r\n * @param smoothFactor deviceOrientation smoothing. 0: no smoothing, 1: new data ignored, 0.9 recommended for smoothing\r\n * @returns the current input manager\r\n */\r\nFreeCameraInputsManager.prototype.addDeviceOrientation = function (smoothFactor?: number): FreeCameraInputsManager {\r\n if (!this._deviceOrientationInput) {\r\n this._deviceOrientationInput = new FreeCameraDeviceOrientationInput();\r\n if (smoothFactor) {\r\n this._deviceOrientationInput.smoothFactor = smoothFactor;\r\n }\r\n this.add(this._deviceOrientationInput);\r\n }\r\n\r\n return this;\r\n};\r\n\r\n/**\r\n * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.\r\n * Screen rotation is taken into account.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {\r\n private _camera: FreeCamera;\r\n\r\n private _screenOrientationAngle: number = 0;\r\n\r\n private _constantTranform: Quaternion;\r\n private _screenQuaternion: Quaternion = new Quaternion();\r\n\r\n private _alpha: number = 0;\r\n private _beta: number = 0;\r\n private _gamma: number = 0;\r\n\r\n /** alpha+beta+gamma smoothing. 0: no smoothing, 1: new data ignored, 0.9 recommended for smoothing */\r\n public smoothFactor: number = 0;\r\n\r\n /**\r\n * Can be used to detect if a device orientation sensor is available on a device\r\n * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)\r\n * @returns a promise that will resolve on orientation change\r\n */\r\n public static WaitForOrientationChangeAsync(timeout?: number): Promise<void> {\r\n return new Promise((res, rej) => {\r\n let gotValue = false;\r\n const eventHandler = () => {\r\n window.removeEventListener(\"deviceorientation\", eventHandler);\r\n gotValue = true;\r\n res();\r\n };\r\n\r\n // If timeout is populated reject the promise\r\n if (timeout) {\r\n setTimeout(() => {\r\n if (!gotValue) {\r\n window.removeEventListener(\"deviceorientation\", eventHandler);\r\n rej(\"WaitForOrientationChangeAsync timed out\");\r\n }\r\n }, timeout);\r\n }\r\n\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 window.addEventListener(\"deviceorientation\", eventHandler);\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 window.addEventListener(\"deviceorientation\", eventHandler);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _onDeviceOrientationChangedObservable = new Observable<void>();\r\n /**\r\n * Instantiates a new input\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\n constructor() {\r\n this._constantTranform = new Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));\r\n this._orientationChanged();\r\n }\r\n\r\n /**\r\n * Define the camera controlled by the input.\r\n */\r\n public get camera(): FreeCamera {\r\n return this._camera;\r\n }\r\n\r\n public set camera(camera: FreeCamera) {\r\n this._camera = camera;\r\n if (this._camera != null && !this._camera.rotationQuaternion) {\r\n this._camera.rotationQuaternion = new Quaternion();\r\n }\r\n if (this._camera) {\r\n this._camera.onDisposeObservable.add(() => {\r\n this._onDeviceOrientationChangedObservable.clear();\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n */\r\n public attachControl(): void {\r\n const hostWindow = this.camera.getScene().getEngine().getHostWindow();\r\n\r\n if (hostWindow) {\r\n const eventHandler = () => {\r\n hostWindow!.addEventListener(\"orientationchange\", this._orientationChanged);\r\n hostWindow!.addEventListener(\"deviceorientation\", this._deviceOrientation);\r\n //In certain cases, the attach control is called AFTER orientation was changed,\r\n //So this is needed.\r\n this._orientationChanged();\r\n };\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 eventHandler();\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 eventHandler();\r\n }\r\n }\r\n }\r\n\r\n private _orientationChanged = () => {\r\n this._screenOrientationAngle =\r\n <any>window.orientation !== undefined\r\n ? +(<any>window.orientation)\r\n : (<any>window.screen).orientation && (<any>window.screen).orientation[\"angle\"]\r\n ? (<any>window.screen).orientation.angle\r\n : 0;\r\n this._screenOrientationAngle = -Tools.ToRadians(this._screenOrientationAngle / 2);\r\n this._screenQuaternion.copyFromFloats(0, Math.sin(this._screenOrientationAngle), 0, Math.cos(this._screenOrientationAngle));\r\n };\r\n\r\n private _deviceOrientation = (evt: DeviceOrientationEvent) => {\r\n if (this.smoothFactor) {\r\n this._alpha = evt.alpha !== null ? Tools.SmoothAngleChange(this._alpha, evt.alpha, this.smoothFactor) : 0;\r\n this._beta = evt.beta !== null ? Tools.SmoothAngleChange(this._beta, evt.beta, this.smoothFactor) : 0;\r\n this._gamma = evt.gamma !== null ? Tools.SmoothAngleChange(this._gamma, evt.gamma, this.smoothFactor) : 0;\r\n } else {\r\n this._alpha = evt.alpha !== null ? evt.alpha : 0;\r\n this._beta = evt.beta !== null ? evt.beta : 0;\r\n this._gamma = evt.gamma !== null ? evt.gamma : 0;\r\n }\r\n\r\n if (evt.alpha !== null) {\r\n this._onDeviceOrientationChangedObservable.notifyObservers();\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(\"orientationchange\", this._orientationChanged);\r\n window.removeEventListener(\"deviceorientation\", this._deviceOrientation);\r\n this._alpha = 0;\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 no device orientation provided, don't update the rotation.\r\n //Only testing against alpha under the assumption thatnorientation will never be so exact when set.\r\n if (!this._alpha) {\r\n return;\r\n }\r\n Quaternion.RotationYawPitchRollToRef(Tools.ToRadians(this._alpha), Tools.ToRadians(this._beta), -Tools.ToRadians(this._gamma), this.camera.rotationQuaternion);\r\n this._camera.rotationQuaternion.multiplyInPlace(this._screenQuaternion);\r\n this._camera.rotationQuaternion.multiplyInPlace(this._constantTranform);\r\n //Mirror on XY Plane\r\n this._camera.rotationQuaternion.z *= -1;\r\n this._camera.rotationQuaternion.w *= -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 \"FreeCameraDeviceOrientationInput\";\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 \"deviceOrientation\";\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FreeCameraDeviceOrientationInput\"] = FreeCameraDeviceOrientationInput;\r\n"]}
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+
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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 { Quaternion } from \"../../Maths/math.vector\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { FreeCameraInputsManager } from \"../../Cameras/freeCameraInputsManager\";\r\nimport { Observable } from \"../../Misc/observable\";\r\n\r\n// Module augmentation to abstract orientation inputs from camera.\r\ndeclare module \"../../Cameras/freeCameraInputsManager\" {\r\n export interface FreeCameraInputsManager {\r\n /**\r\n * @internal\r\n */\r\n _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;\r\n /**\r\n * Add orientation input support to the input manager.\r\n * @param smoothFactor deviceOrientation smoothing. 0: no smoothing, 1: new data ignored, 0.9 recommended for smoothing\r\n * @returns the current input manager\r\n */\r\n addDeviceOrientation(smoothFactor?: number): FreeCameraInputsManager;\r\n }\r\n}\r\n\r\n/**\r\n * Add orientation input support to the input manager.\r\n * @param smoothFactor deviceOrientation smoothing. 0: no smoothing, 1: new data ignored, 0.9 recommended for smoothing\r\n * @returns the current input manager\r\n */\r\nFreeCameraInputsManager.prototype.addDeviceOrientation = function (smoothFactor?: number): FreeCameraInputsManager {\r\n if (!this._deviceOrientationInput) {\r\n this._deviceOrientationInput = new FreeCameraDeviceOrientationInput();\r\n if (smoothFactor) {\r\n this._deviceOrientationInput.smoothFactor = smoothFactor;\r\n }\r\n this.add(this._deviceOrientationInput);\r\n }\r\n\r\n return this;\r\n};\r\n\r\n/**\r\n * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.\r\n * Screen rotation is taken into account.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {\r\n private _camera: FreeCamera;\r\n\r\n private _screenOrientationAngle: number = 0;\r\n\r\n private _constantTranform: Quaternion;\r\n private _screenQuaternion: Quaternion = new Quaternion();\r\n\r\n private _alpha: number = 0;\r\n private _beta: number = 0;\r\n private _gamma: number = 0;\r\n\r\n /** alpha+beta+gamma smoothing. 0: no smoothing, 1: new data ignored, 0.9 recommended for smoothing */\r\n public smoothFactor: number = 0;\r\n\r\n /**\r\n * Can be used to detect if a device orientation sensor is available on a device\r\n * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)\r\n * @returns a promise that will resolve on orientation change\r\n */\r\n public static WaitForOrientationChangeAsync(timeout?: number): Promise<void> {\r\n return new Promise((res, rej) => {\r\n let gotValue = false;\r\n const eventHandler = () => {\r\n window.removeEventListener(\"deviceorientation\", eventHandler);\r\n gotValue = true;\r\n res();\r\n };\r\n\r\n // If timeout is populated reject the promise\r\n if (timeout) {\r\n setTimeout(() => {\r\n if (!gotValue) {\r\n window.removeEventListener(\"deviceorientation\", eventHandler);\r\n rej(\"WaitForOrientationChangeAsync timed out\");\r\n }\r\n }, timeout);\r\n }\r\n\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 window.addEventListener(\"deviceorientation\", eventHandler);\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 window.addEventListener(\"deviceorientation\", eventHandler);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _onDeviceOrientationChangedObservable = new Observable<void>();\r\n /**\r\n * Instantiates a new input\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\n constructor() {\r\n this._constantTranform = new Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));\r\n this._orientationChanged();\r\n }\r\n\r\n /**\r\n * Define the camera controlled by the input.\r\n */\r\n public get camera(): FreeCamera {\r\n return this._camera;\r\n }\r\n\r\n public set camera(camera: FreeCamera) {\r\n this._camera = camera;\r\n if (this._camera != null && !this._camera.rotationQuaternion) {\r\n this._camera.rotationQuaternion = new Quaternion();\r\n }\r\n if (this._camera) {\r\n this._camera.onDisposeObservable.add(() => {\r\n this._onDeviceOrientationChangedObservable.clear();\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n */\r\n public attachControl(): void {\r\n const hostWindow = this.camera.getScene().getEngine().getHostWindow();\r\n\r\n if (hostWindow) {\r\n const eventHandler = () => {\r\n hostWindow!.addEventListener(\"orientationchange\", this._orientationChanged);\r\n hostWindow!.addEventListener(\"deviceorientation\", this._deviceOrientation);\r\n //In certain cases, the attach control is called AFTER orientation was changed,\r\n //So this is needed.\r\n this._orientationChanged();\r\n };\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 eventHandler();\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 eventHandler();\r\n }\r\n }\r\n }\r\n\r\n private _orientationChanged = () => {\r\n this._screenOrientationAngle =\r\n <any>window.orientation !== undefined\r\n ? +(<any>window.orientation)\r\n : (<any>window.screen).orientation && (<any>window.screen).orientation[\"angle\"]\r\n ? (<any>window.screen).orientation.angle\r\n : 0;\r\n this._screenOrientationAngle = -Tools.ToRadians(this._screenOrientationAngle / 2);\r\n this._screenQuaternion.copyFromFloats(0, Math.sin(this._screenOrientationAngle), 0, Math.cos(this._screenOrientationAngle));\r\n };\r\n\r\n private _deviceOrientation = (evt: DeviceOrientationEvent) => {\r\n if (this.smoothFactor) {\r\n this._alpha = evt.alpha !== null ? Tools.SmoothAngleChange(this._alpha, evt.alpha, this.smoothFactor) : 0;\r\n this._beta = evt.beta !== null ? Tools.SmoothAngleChange(this._beta, evt.beta, this.smoothFactor) : 0;\r\n this._gamma = evt.gamma !== null ? Tools.SmoothAngleChange(this._gamma, evt.gamma, this.smoothFactor) : 0;\r\n } else {\r\n this._alpha = evt.alpha !== null ? evt.alpha : 0;\r\n this._beta = evt.beta !== null ? evt.beta : 0;\r\n this._gamma = evt.gamma !== null ? evt.gamma : 0;\r\n }\r\n\r\n if (evt.alpha !== null) {\r\n this._onDeviceOrientationChangedObservable.notifyObservers();\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(\"orientationchange\", this._orientationChanged);\r\n window.removeEventListener(\"deviceorientation\", this._deviceOrientation);\r\n this._alpha = 0;\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 no device orientation provided, don't update the rotation.\r\n //Only testing against alpha under the assumption thatnorientation will never be so exact when set.\r\n if (!this._alpha) {\r\n return;\r\n }\r\n Quaternion.RotationYawPitchRollToRef(Tools.ToRadians(this._alpha), Tools.ToRadians(this._beta), -Tools.ToRadians(this._gamma), this.camera.rotationQuaternion);\r\n this._camera.rotationQuaternion.multiplyInPlace(this._screenQuaternion);\r\n this._camera.rotationQuaternion.multiplyInPlace(this._constantTranform);\r\n //Mirror on XY Plane\r\n this._camera.rotationQuaternion.z *= -1;\r\n this._camera.rotationQuaternion.w *= -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 \"FreeCameraDeviceOrientationInput\";\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 \"deviceOrientation\";\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FreeCameraDeviceOrientationInput\"] = FreeCameraDeviceOrientationInput;\r\n"]}
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package/Cameras/camera.js
CHANGED
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@@ -562,7 +562,7 @@ export class Camera extends Node {
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562
562
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if (this._isSynchronizedViewMatrix()) {
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563
563
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return this._worldMatrix;
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564
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}
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-
// Getting the
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565
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+
// Getting the view matrix will also compute the world matrix.
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566
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this.getViewMatrix();
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return this._worldMatrix;
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568
568
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}
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