@babylonjs/core 6.34.0 → 6.34.2
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/animation.js +1 -1
- package/Animations/animation.js.map +1 -1
- package/Buffers/storageBuffer.d.ts +2 -1
- package/Buffers/storageBuffer.js +3 -2
- package/Buffers/storageBuffer.js.map +1 -1
- package/Cameras/Inputs/followCameraMouseWheelInput.js +12 -9
- package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/followCameraPointersInput.js +28 -9
- package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
- package/Cameras/arcRotateCamera.js +1 -1
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/followCameraInputsManager.js +2 -1
- package/Cameras/followCameraInputsManager.js.map +1 -1
- package/Debug/skeletonViewer.js +2 -1
- package/Debug/skeletonViewer.js.map +1 -1
- package/Engines/Extensions/engine.storageBuffer.d.ts +2 -1
- package/Engines/Extensions/engine.storageBuffer.js.map +1 -1
- package/Engines/Processors/shaderCodeInliner.js +15 -14
- package/Engines/Processors/shaderCodeInliner.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.computeShader.js +3 -2
- package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.storageBuffer.js +14 -5
- package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js +2 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
- package/Engines/WebGPU/webgpuTintWASM.js +3 -2
- package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
- package/Engines/engine.d.ts +2 -4
- package/Engines/engine.js.map +1 -1
- package/Engines/nativeEngine.js +4 -2
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/thinEngine.js +4 -4
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +75 -46
- package/Engines/webgpuEngine.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js +2 -1
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -1
- package/FlowGraph/flowGraphBlock.js +1 -21
- package/FlowGraph/flowGraphBlock.js.map +1 -1
- package/FlowGraph/flowGraphExecutionBlock.d.ts +1 -0
- package/FlowGraph/flowGraphExecutionBlock.js +20 -0
- package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
- package/Gizmos/axisScaleGizmo.d.ts +1 -0
- package/Gizmos/axisScaleGizmo.js +12 -0
- package/Gizmos/axisScaleGizmo.js.map +1 -1
- package/Gizmos/lightGizmo.js +2 -1
- package/Gizmos/lightGizmo.js.map +1 -1
- package/Gizmos/rotationGizmo.js +1 -1
- package/Gizmos/rotationGizmo.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.js +2 -1
- package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +3 -2
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragDepthBlock.js +2 -1
- package/Materials/Node/Blocks/Fragment/fragDepthBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +2 -1
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js +2 -1
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +3 -2
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.js +2 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.js +9 -8
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBlock.js +2 -1
- package/Materials/Node/nodeMaterialBlock.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.js +1 -2
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Meshes/Builders/groundBuilder.d.ts +7 -1
- package/Meshes/Builders/groundBuilder.js +17 -8
- package/Meshes/Builders/groundBuilder.js.map +1 -1
- package/Meshes/Compression/dracoCompression.js.map +1 -1
- package/Meshes/Node/nodeGeometryBlock.js +2 -1
- package/Meshes/Node/nodeGeometryBlock.js.map +1 -1
- package/Meshes/mesh.d.ts +2 -1
- package/Meshes/mesh.js +3 -2
- package/Meshes/mesh.js.map +1 -1
- package/Misc/assetsManager.js +2 -2
- package/Misc/assetsManager.js.map +1 -1
- package/Misc/dds.js +1 -1
- package/Misc/dds.js.map +1 -1
- package/Misc/fileTools.js +4 -0
- package/Misc/fileTools.js.map +1 -1
- package/Misc/logger.d.ts +3 -3
- package/Misc/logger.js +8 -4
- package/Misc/logger.js.map +1 -1
- package/Misc/sceneSerializer.js +2 -1
- package/Misc/sceneSerializer.js.map +1 -1
- package/Misc/tools.d.ts +2 -7
- package/Misc/tools.js.map +1 -1
- package/Navigation/Plugins/recastJSPlugin.js +3 -3
- package/Navigation/Plugins/recastJSPlugin.js.map +1 -1
- package/Physics/v2/Plugins/havokPlugin.js +1 -1
- package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
- package/Physics/v2/index.d.ts +1 -0
- package/Physics/v2/index.js +1 -0
- package/Physics/v2/index.js.map +1 -1
- package/Physics/v2/physicsBody.d.ts +5 -0
- package/Physics/v2/physicsBody.js +7 -0
- package/Physics/v2/physicsBody.js.map +1 -1
- package/Physics/v2/ragdoll.d.ts +102 -0
- package/Physics/v2/ragdoll.js +221 -0
- package/Physics/v2/ragdoll.js.map +1 -0
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +2 -2
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +3 -2
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
- package/PostProcesses/screenSpaceCurvaturePostProcess.js +1 -1
- package/PostProcesses/screenSpaceCurvaturePostProcess.js.map +1 -1
- package/PostProcesses/screenSpaceReflectionPostProcess.js +3 -2
- package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
- package/Rendering/GaussianSplatting/gaussianSplatting.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockSubSurface.js +3 -2
- package/Shaders/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
- package/XR/features/WebXRControllerPhysics.js +2 -2
- package/XR/features/WebXRControllerPhysics.js.map +1 -1
- package/XR/features/WebXRMeshDetector.js +2 -1
- package/XR/features/WebXRMeshDetector.js.map +1 -1
- package/XR/features/WebXRWalkingLocomotion.js +1 -1
- package/XR/features/WebXRWalkingLocomotion.js.map +1 -1
- package/XR/motionController/webXRMotionControllerManager.js +1 -1
- package/XR/motionController/webXRMotionControllerManager.js.map +1 -1
- package/XR/webXRExperienceHelper.js +2 -2
- package/XR/webXRExperienceHelper.js.map +1 -1
- package/assetContainer.js +2 -2
- package/assetContainer.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +2 -4
- package/scene.js +2 -1
- package/scene.js.map +1 -1
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type { Engine } from \"../../Engines/engine\";\r\nimport { TmpVectors, Vector2, Vector3 } from \"../../Maths/math.vector\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { WebXRCamera } from \"../webXRCamera\";\r\nimport { WebXRFeatureName, WebXRFeaturesManager } from \"../webXRFeaturesManager\";\r\nimport type { WebXRSessionManager } from \"../webXRSessionManager\";\r\nimport { WebXRAbstractFeature } from \"./WebXRAbstractFeature\";\r\n\r\nclass CircleBuffer {\r\n private _samples: Array<Vector2> = [];\r\n private _idx: number = 0;\r\n\r\n constructor(numSamples: number, initializer?: () => Vector2) {\r\n for (let idx = 0; idx < numSamples; ++idx) {\r\n this._samples.push(initializer ? initializer() : Vector2.Zero());\r\n }\r\n }\r\n\r\n public get length() {\r\n return this._samples.length;\r\n }\r\n\r\n public push(x: number, y: number) {\r\n this._idx = (this._idx + this._samples.length - 1) % this._samples.length;\r\n this.at(0).copyFromFloats(x, y);\r\n }\r\n\r\n public at(idx: number) {\r\n if (idx >= this._samples.length) {\r\n throw new Error(\"Index out of bounds\");\r\n }\r\n return this._samples[(this._idx + idx) % this._samples.length];\r\n }\r\n}\r\n\r\ninterface IDetectedStep {\r\n leftApex: Vector2;\r\n rightApex: Vector2;\r\n currentPosition: Vector2;\r\n currentStepDirection: \"left\" | \"right\";\r\n}\r\n\r\nclass FirstStepDetector {\r\n private _samples = new CircleBuffer(20);\r\n private _entropy = 0;\r\n\r\n public onFirstStepDetected: Observable<IDetectedStep> = new Observable<IDetectedStep>();\r\n\r\n public update(posX: number, posY: number, forwardX: number, forwardY: number) {\r\n this._samples.push(posX, posY);\r\n const origin = this._samples.at(0);\r\n\r\n this._entropy *= this._entropyDecayFactor;\r\n this._entropy += Vector2.Distance(origin, this._samples.at(1));\r\n if (this._entropy > this._entropyThreshold) {\r\n return;\r\n }\r\n\r\n let samePointIdx;\r\n for (samePointIdx = this._samePointCheckStartIdx; samePointIdx < this._samples.length; ++samePointIdx) {\r\n if (Vector2.DistanceSquared(origin, this._samples.at(samePointIdx)) < this._samePointSquaredDistanceThreshold) {\r\n break;\r\n }\r\n }\r\n\r\n if (samePointIdx === this._samples.length) {\r\n return;\r\n }\r\n\r\n let apexDistSquared = -1;\r\n let apexIdx = 0;\r\n for (let distSquared, idx = 1; idx < samePointIdx; ++idx) {\r\n distSquared = Vector2.DistanceSquared(origin, this._samples.at(idx));\r\n if (distSquared > apexDistSquared) {\r\n apexIdx = idx;\r\n apexDistSquared = distSquared;\r\n }\r\n }\r\n\r\n if (apexDistSquared < this._apexSquaredDistanceThreshold) {\r\n return;\r\n }\r\n\r\n const apex = this._samples.at(apexIdx);\r\n const axis = apex.subtract(origin);\r\n axis.normalize();\r\n\r\n const vec = TmpVectors.Vector2[0];\r\n let dot;\r\n let sample;\r\n let sumSquaredProjectionDistances = 0;\r\n for (let idx = 1; idx < samePointIdx; ++idx) {\r\n sample = this._samples.at(idx);\r\n sample.subtractToRef(origin, vec);\r\n dot = Vector2.Dot(axis, vec);\r\n sumSquaredProjectionDistances += vec.lengthSquared() - dot * dot;\r\n }\r\n\r\n if (sumSquaredProjectionDistances > samePointIdx * this._squaredProjectionDistanceThreshold) {\r\n return;\r\n }\r\n\r\n const forwardVec = TmpVectors.Vector3[0];\r\n forwardVec.set(forwardX, forwardY, 0);\r\n const axisVec = TmpVectors.Vector3[1];\r\n axisVec.set(axis.x, axis.y, 0);\r\n const isApexLeft = Vector3.Cross(forwardVec, axisVec).z > 0;\r\n const leftApex = origin.clone();\r\n const rightApex = origin.clone();\r\n apex.subtractToRef(origin, axis);\r\n if (isApexLeft) {\r\n axis.scaleAndAddToRef(this._axisToApexShrinkFactor, leftApex);\r\n axis.scaleAndAddToRef(this._axisToApexExtendFactor, rightApex);\r\n } else {\r\n axis.scaleAndAddToRef(this._axisToApexExtendFactor, leftApex);\r\n axis.scaleAndAddToRef(this._axisToApexShrinkFactor, rightApex);\r\n }\r\n this.onFirstStepDetected.notifyObservers({\r\n leftApex: leftApex,\r\n rightApex: rightApex,\r\n currentPosition: origin,\r\n currentStepDirection: isApexLeft ? \"right\" : \"left\",\r\n });\r\n }\r\n\r\n public reset() {\r\n for (let idx = 0; idx < this._samples.length; ++idx) {\r\n this._samples.at(idx).copyFromFloats(0, 0);\r\n }\r\n }\r\n\r\n private get _samePointCheckStartIdx() {\r\n return Math.floor(this._samples.length / 3);\r\n }\r\n\r\n private get _samePointSquaredDistanceThreshold() {\r\n return 0.03 * 0.03;\r\n }\r\n\r\n private get _apexSquaredDistanceThreshold() {\r\n return 0.09 * 0.09;\r\n }\r\n\r\n private get _squaredProjectionDistanceThreshold() {\r\n return 0.03 * 0.03;\r\n }\r\n\r\n private get _axisToApexShrinkFactor() {\r\n return 0.8;\r\n }\r\n\r\n private get _axisToApexExtendFactor() {\r\n return -1.6;\r\n }\r\n\r\n private get _entropyDecayFactor() {\r\n return 0.93;\r\n }\r\n\r\n private get _entropyThreshold() {\r\n return 0.4;\r\n }\r\n}\r\n\r\nclass WalkingTracker {\r\n private _leftApex = new Vector2();\r\n private _rightApex = new Vector2();\r\n private _currentPosition = new Vector2();\r\n private _axis = new Vector2();\r\n private _axisLength = -1;\r\n private _forward = new Vector2();\r\n private _steppingLeft = false;\r\n private _t = -1;\r\n private _maxT = -1;\r\n private _maxTPosition = new Vector2();\r\n private _vitality = 0;\r\n\r\n public onMovement = new Observable<{ deltaT: number }>();\r\n public onFootfall = new Observable<{ foot: \"left\" | \"right\" }>();\r\n\r\n constructor(leftApex: Vector2, rightApex: Vector2, currentPosition: Vector2, currentStepDirection: \"left\" | \"right\") {\r\n this._reset(leftApex, rightApex, currentPosition, currentStepDirection === \"left\");\r\n }\r\n\r\n private _reset(leftApex: Vector2, rightApex: Vector2, currentPosition: Vector2, steppingLeft: boolean) {\r\n this._leftApex.copyFrom(leftApex);\r\n this._rightApex.copyFrom(rightApex);\r\n this._steppingLeft = steppingLeft;\r\n\r\n if (this._steppingLeft) {\r\n this._leftApex.subtractToRef(this._rightApex, this._axis);\r\n this._forward.copyFromFloats(-this._axis.y, this._axis.x);\r\n } else {\r\n this._rightApex.subtractToRef(this._leftApex, this._axis);\r\n this._forward.copyFromFloats(this._axis.y, -this._axis.x);\r\n }\r\n this._axisLength = this._axis.length();\r\n this._forward.scaleInPlace(1 / this._axisLength);\r\n\r\n this._updateTAndVitality(currentPosition.x, currentPosition.y);\r\n this._maxT = this._t;\r\n this._maxTPosition.copyFrom(currentPosition);\r\n\r\n this._vitality = 1;\r\n }\r\n\r\n private _updateTAndVitality(x: number, y: number) {\r\n this._currentPosition.copyFromFloats(x, y);\r\n\r\n if (this._steppingLeft) {\r\n this._currentPosition.subtractInPlace(this._rightApex);\r\n } else {\r\n this._currentPosition.subtractInPlace(this._leftApex);\r\n }\r\n const priorT = this._t;\r\n const dot = Vector2.Dot(this._currentPosition, this._axis);\r\n this._t = dot / (this._axisLength * this._axisLength);\r\n const projDistSquared = this._currentPosition.lengthSquared() - (dot / this._axisLength) * (dot / this._axisLength);\r\n\r\n // TODO: Extricate the magic.\r\n this._vitality *= 0.92 - 100 * Math.max(projDistSquared - 0.0016, 0) + Math.max(this._t - priorT, 0);\r\n }\r\n\r\n public update(x: number, y: number) {\r\n if (this._vitality < this._vitalityThreshold) {\r\n return false;\r\n }\r\n\r\n const priorT = this._t;\r\n this._updateTAndVitality(x, y);\r\n\r\n if (this._t > this._maxT) {\r\n this._maxT = this._t;\r\n this._maxTPosition.copyFromFloats(x, y);\r\n }\r\n\r\n if (this._vitality < this._vitalityThreshold) {\r\n return false;\r\n }\r\n\r\n if (this._t > priorT) {\r\n this.onMovement.notifyObservers({ deltaT: this._t - priorT });\r\n\r\n if (priorT < 0.5 && this._t >= 0.5) {\r\n this.onFootfall.notifyObservers({ foot: this._steppingLeft ? \"left\" : \"right\" });\r\n }\r\n }\r\n\r\n if (this._t < 0.95 * this._maxT) {\r\n this._currentPosition.copyFromFloats(x, y);\r\n if (this._steppingLeft) {\r\n this._leftApex.copyFrom(this._maxTPosition);\r\n } else {\r\n this._rightApex.copyFrom(this._maxTPosition);\r\n }\r\n this._reset(this._leftApex, this._rightApex, this._currentPosition, !this._steppingLeft);\r\n }\r\n\r\n if (this._axisLength < 0.03) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private get _vitalityThreshold() {\r\n return 0.1;\r\n }\r\n\r\n get forward() {\r\n return this._forward;\r\n }\r\n}\r\n\r\nclass Walker {\r\n private _engine: Engine;\r\n private _detector = new FirstStepDetector();\r\n private _walker: Nullable<WalkingTracker> = null;\r\n private _movement = new Vector2();\r\n private _millisecondsSinceLastUpdate: number = Walker._MillisecondsPerUpdate;\r\n\r\n private static get _MillisecondsPerUpdate(): number {\r\n // 15 FPS\r\n return 1000 / 15;\r\n }\r\n\r\n public movementThisFrame: Vector3 = Vector3.Zero();\r\n\r\n constructor(engine: Engine) {\r\n this._engine = engine;\r\n this._detector.onFirstStepDetected.add((event) => {\r\n if (!this._walker) {\r\n this._walker = new WalkingTracker(event.leftApex, event.rightApex, event.currentPosition, event.currentStepDirection);\r\n this._walker.onFootfall.add(() => {\r\n console.log(\"Footfall!\");\r\n });\r\n this._walker.onMovement.add((event) => {\r\n this._walker!.forward.scaleAndAddToRef(0.024 * event.deltaT, this._movement);\r\n });\r\n }\r\n });\r\n }\r\n\r\n public update(position: Vector3, forward: Vector3) {\r\n forward.y = 0;\r\n forward.normalize();\r\n\r\n // Enforce reduced framerate\r\n this._millisecondsSinceLastUpdate += this._engine.getDeltaTime();\r\n if (this._millisecondsSinceLastUpdate >= Walker._MillisecondsPerUpdate) {\r\n this._millisecondsSinceLastUpdate -= Walker._MillisecondsPerUpdate;\r\n this._detector.update(position.x, position.z, forward.x, forward.z);\r\n if (this._walker) {\r\n const updated = this._walker.update(position.x, position.z);\r\n if (!updated) {\r\n this._walker = null;\r\n }\r\n }\r\n this._movement.scaleInPlace(0.85);\r\n }\r\n\r\n this.movementThisFrame.set(this._movement.x, 0, this._movement.y);\r\n }\r\n}\r\n\r\n/**\r\n * Options for the walking locomotion feature.\r\n */\r\nexport interface IWebXRWalkingLocomotionOptions {\r\n /**\r\n * The target to be moved by walking locomotion. This should be the transform node\r\n * which is the root of the XR space (i.e., the WebXRCamera's parent node). However,\r\n * for simple cases and legacy purposes, articulating the WebXRCamera itself is also\r\n * supported as a deprecated feature.\r\n */\r\n locomotionTarget: WebXRCamera | TransformNode;\r\n}\r\n\r\n/**\r\n * A module that will enable VR locomotion by detecting when the user walks in place.\r\n */\r\nexport class WebXRWalkingLocomotion extends WebXRAbstractFeature {\r\n /**\r\n * The module's name.\r\n */\r\n public static get Name(): string {\r\n return WebXRFeatureName.WALKING_LOCOMOTION;\r\n }\r\n\r\n /**\r\n * The (Babylon) version of this module.\r\n * This is an integer representing the implementation version.\r\n * This number has no external basis.\r\n */\r\n public static get Version(): number {\r\n return 1;\r\n }\r\n\r\n private _sessionManager: WebXRSessionManager;\r\n private _up: Vector3 = new Vector3();\r\n private _forward: Vector3 = new Vector3();\r\n private _position: Vector3 = new Vector3();\r\n private _movement: Vector3 = new Vector3();\r\n private _walker: Nullable<Walker>;\r\n\r\n private _locomotionTarget: WebXRCamera | TransformNode;\r\n private _isLocomotionTargetWebXRCamera: boolean;\r\n\r\n /**\r\n * The target to be articulated by walking locomotion.\r\n * When the walking locomotion feature detects walking in place, this element's\r\n * X and Z coordinates will be modified to reflect locomotion. This target should\r\n * be either the XR space's origin (i.e., the parent node of the WebXRCamera) or\r\n * the WebXRCamera itself. Note that the WebXRCamera path will modify the position\r\n * of the WebXRCamera directly and is thus discouraged.\r\n */\r\n public get locomotionTarget(): WebXRCamera | TransformNode {\r\n return this._locomotionTarget;\r\n }\r\n\r\n /**\r\n * The target to be articulated by walking locomotion.\r\n * When the walking locomotion feature detects walking in place, this element's\r\n * X and Z coordinates will be modified to reflect locomotion. This target should\r\n * be either the XR space's origin (i.e., the parent node of the WebXRCamera) or\r\n * the WebXRCamera itself. Note that the WebXRCamera path will modify the position\r\n * of the WebXRCamera directly and is thus discouraged.\r\n */\r\n public set locomotionTarget(locomotionTarget: WebXRCamera | TransformNode) {\r\n this._locomotionTarget = locomotionTarget;\r\n this._isLocomotionTargetWebXRCamera = this._locomotionTarget.getClassName() === \"WebXRCamera\";\r\n }\r\n\r\n /**\r\n * Construct a new Walking Locomotion feature.\r\n * @param sessionManager manager for the current XR session\r\n * @param options creation options, prominently including the vector target for locomotion\r\n */\r\n public constructor(sessionManager: WebXRSessionManager, options: IWebXRWalkingLocomotionOptions) {\r\n super(sessionManager);\r\n this._sessionManager = sessionManager;\r\n this.locomotionTarget = options.locomotionTarget;\r\n if (this._isLocomotionTargetWebXRCamera) {\r\n Logger.Warn(\r\n \"Using walking locomotion directly on a WebXRCamera may have unintended interactions with other XR techniques. Using an XR space parent is highly recommended\"\r\n );\r\n }\r\n }\r\n\r\n /**\r\n * Checks whether this feature is compatible with the current WebXR session.\r\n * Walking locomotion is only compatible with \"immersive-vr\" sessions.\r\n * @returns true if compatible, false otherwise\r\n */\r\n public isCompatible(): boolean {\r\n return this._sessionManager.sessionMode === undefined || this._sessionManager.sessionMode === \"immersive-vr\";\r\n }\r\n\r\n /**\r\n * Attaches the feature.\r\n * Typically called automatically by the features manager.\r\n * @returns true if attach succeeded, false otherwise\r\n */\r\n public attach(): boolean {\r\n if (!this.isCompatible || !super.attach()) {\r\n return false;\r\n }\r\n\r\n this._walker = new Walker(this._sessionManager.scene.getEngine());\r\n return true;\r\n }\r\n\r\n /**\r\n * Detaches the feature.\r\n * Typically called automatically by the features manager.\r\n * @returns true if detach succeeded, false otherwise\r\n */\r\n public detach(): boolean {\r\n if (!super.detach()) {\r\n return false;\r\n }\r\n\r\n this._walker = null;\r\n return true;\r\n }\r\n\r\n protected _onXRFrame(frame: XRFrame): void {\r\n const pose = frame.getViewerPose(this._sessionManager.baseReferenceSpace);\r\n if (!pose) {\r\n return;\r\n }\r\n\r\n const handednessScalar = this.locomotionTarget.getScene().useRightHandedSystem ? 1 : -1;\r\n\r\n const m = pose.transform.matrix;\r\n this._up.copyFromFloats(m[4], m[5], handednessScalar * m[6]);\r\n this._forward.copyFromFloats(m[8], m[9], handednessScalar * m[10]);\r\n this._position.copyFromFloats(m[12], m[13], handednessScalar * m[14]);\r\n\r\n // Compute the nape position\r\n this._forward.scaleAndAddToRef(0.05, this._position);\r\n this._up.scaleAndAddToRef(-0.05, this._position);\r\n this._walker!.update(this._position, this._forward);\r\n this._movement.copyFrom(this._walker!.movementThisFrame);\r\n if (!this._isLocomotionTargetWebXRCamera) {\r\n Vector3.TransformNormalToRef(this._movement, this.locomotionTarget.getWorldMatrix(), this._movement);\r\n }\r\n this.locomotionTarget.position.addInPlace(this._movement);\r\n }\r\n}\r\n\r\n//register the plugin\r\nWebXRFeaturesManager.AddWebXRFeature(\r\n WebXRWalkingLocomotion.Name,\r\n (xrSessionManager, options) => {\r\n return () => new WebXRWalkingLocomotion(xrSessionManager, options);\r\n },\r\n WebXRWalkingLocomotion.Version,\r\n false\r\n);\r\n"]}
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1
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type { Engine } from \"../../Engines/engine\";\r\nimport { TmpVectors, Vector2, Vector3 } from \"../../Maths/math.vector\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { WebXRCamera } from \"../webXRCamera\";\r\nimport { WebXRFeatureName, WebXRFeaturesManager } from \"../webXRFeaturesManager\";\r\nimport type { WebXRSessionManager } from \"../webXRSessionManager\";\r\nimport { WebXRAbstractFeature } from \"./WebXRAbstractFeature\";\r\n\r\nclass CircleBuffer {\r\n private _samples: Array<Vector2> = [];\r\n private _idx: number = 0;\r\n\r\n constructor(numSamples: number, initializer?: () => Vector2) {\r\n for (let idx = 0; idx < numSamples; ++idx) {\r\n this._samples.push(initializer ? initializer() : Vector2.Zero());\r\n }\r\n }\r\n\r\n public get length() {\r\n return this._samples.length;\r\n }\r\n\r\n public push(x: number, y: number) {\r\n this._idx = (this._idx + this._samples.length - 1) % this._samples.length;\r\n this.at(0).copyFromFloats(x, y);\r\n }\r\n\r\n public at(idx: number) {\r\n if (idx >= this._samples.length) {\r\n throw new Error(\"Index out of bounds\");\r\n }\r\n return this._samples[(this._idx + idx) % this._samples.length];\r\n }\r\n}\r\n\r\ninterface IDetectedStep {\r\n leftApex: Vector2;\r\n rightApex: Vector2;\r\n currentPosition: Vector2;\r\n currentStepDirection: \"left\" | \"right\";\r\n}\r\n\r\nclass FirstStepDetector {\r\n private _samples = new CircleBuffer(20);\r\n private _entropy = 0;\r\n\r\n public onFirstStepDetected: Observable<IDetectedStep> = new Observable<IDetectedStep>();\r\n\r\n public update(posX: number, posY: number, forwardX: number, forwardY: number) {\r\n this._samples.push(posX, posY);\r\n const origin = this._samples.at(0);\r\n\r\n this._entropy *= this._entropyDecayFactor;\r\n this._entropy += Vector2.Distance(origin, this._samples.at(1));\r\n if (this._entropy > this._entropyThreshold) {\r\n return;\r\n }\r\n\r\n let samePointIdx;\r\n for (samePointIdx = this._samePointCheckStartIdx; samePointIdx < this._samples.length; ++samePointIdx) {\r\n if (Vector2.DistanceSquared(origin, this._samples.at(samePointIdx)) < this._samePointSquaredDistanceThreshold) {\r\n break;\r\n }\r\n }\r\n\r\n if (samePointIdx === this._samples.length) {\r\n return;\r\n }\r\n\r\n let apexDistSquared = -1;\r\n let apexIdx = 0;\r\n for (let distSquared, idx = 1; idx < samePointIdx; ++idx) {\r\n distSquared = Vector2.DistanceSquared(origin, this._samples.at(idx));\r\n if (distSquared > apexDistSquared) {\r\n apexIdx = idx;\r\n apexDistSquared = distSquared;\r\n }\r\n }\r\n\r\n if (apexDistSquared < this._apexSquaredDistanceThreshold) {\r\n return;\r\n }\r\n\r\n const apex = this._samples.at(apexIdx);\r\n const axis = apex.subtract(origin);\r\n axis.normalize();\r\n\r\n const vec = TmpVectors.Vector2[0];\r\n let dot;\r\n let sample;\r\n let sumSquaredProjectionDistances = 0;\r\n for (let idx = 1; idx < samePointIdx; ++idx) {\r\n sample = this._samples.at(idx);\r\n sample.subtractToRef(origin, vec);\r\n dot = Vector2.Dot(axis, vec);\r\n sumSquaredProjectionDistances += vec.lengthSquared() - dot * dot;\r\n }\r\n\r\n if (sumSquaredProjectionDistances > samePointIdx * this._squaredProjectionDistanceThreshold) {\r\n return;\r\n }\r\n\r\n const forwardVec = TmpVectors.Vector3[0];\r\n forwardVec.set(forwardX, forwardY, 0);\r\n const axisVec = TmpVectors.Vector3[1];\r\n axisVec.set(axis.x, axis.y, 0);\r\n const isApexLeft = Vector3.Cross(forwardVec, axisVec).z > 0;\r\n const leftApex = origin.clone();\r\n const rightApex = origin.clone();\r\n apex.subtractToRef(origin, axis);\r\n if (isApexLeft) {\r\n axis.scaleAndAddToRef(this._axisToApexShrinkFactor, leftApex);\r\n axis.scaleAndAddToRef(this._axisToApexExtendFactor, rightApex);\r\n } else {\r\n axis.scaleAndAddToRef(this._axisToApexExtendFactor, leftApex);\r\n axis.scaleAndAddToRef(this._axisToApexShrinkFactor, rightApex);\r\n }\r\n this.onFirstStepDetected.notifyObservers({\r\n leftApex: leftApex,\r\n rightApex: rightApex,\r\n currentPosition: origin,\r\n currentStepDirection: isApexLeft ? \"right\" : \"left\",\r\n });\r\n }\r\n\r\n public reset() {\r\n for (let idx = 0; idx < this._samples.length; ++idx) {\r\n this._samples.at(idx).copyFromFloats(0, 0);\r\n }\r\n }\r\n\r\n private get _samePointCheckStartIdx() {\r\n return Math.floor(this._samples.length / 3);\r\n }\r\n\r\n private get _samePointSquaredDistanceThreshold() {\r\n return 0.03 * 0.03;\r\n }\r\n\r\n private get _apexSquaredDistanceThreshold() {\r\n return 0.09 * 0.09;\r\n }\r\n\r\n private get _squaredProjectionDistanceThreshold() {\r\n return 0.03 * 0.03;\r\n }\r\n\r\n private get _axisToApexShrinkFactor() {\r\n return 0.8;\r\n }\r\n\r\n private get _axisToApexExtendFactor() {\r\n return -1.6;\r\n }\r\n\r\n private get _entropyDecayFactor() {\r\n return 0.93;\r\n }\r\n\r\n private get _entropyThreshold() {\r\n return 0.4;\r\n }\r\n}\r\n\r\nclass WalkingTracker {\r\n private _leftApex = new Vector2();\r\n private _rightApex = new Vector2();\r\n private _currentPosition = new Vector2();\r\n private _axis = new Vector2();\r\n private _axisLength = -1;\r\n private _forward = new Vector2();\r\n private _steppingLeft = false;\r\n private _t = -1;\r\n private _maxT = -1;\r\n private _maxTPosition = new Vector2();\r\n private _vitality = 0;\r\n\r\n public onMovement = new Observable<{ deltaT: number }>();\r\n public onFootfall = new Observable<{ foot: \"left\" | \"right\" }>();\r\n\r\n constructor(leftApex: Vector2, rightApex: Vector2, currentPosition: Vector2, currentStepDirection: \"left\" | \"right\") {\r\n this._reset(leftApex, rightApex, currentPosition, currentStepDirection === \"left\");\r\n }\r\n\r\n private _reset(leftApex: Vector2, rightApex: Vector2, currentPosition: Vector2, steppingLeft: boolean) {\r\n this._leftApex.copyFrom(leftApex);\r\n this._rightApex.copyFrom(rightApex);\r\n this._steppingLeft = steppingLeft;\r\n\r\n if (this._steppingLeft) {\r\n this._leftApex.subtractToRef(this._rightApex, this._axis);\r\n this._forward.copyFromFloats(-this._axis.y, this._axis.x);\r\n } else {\r\n this._rightApex.subtractToRef(this._leftApex, this._axis);\r\n this._forward.copyFromFloats(this._axis.y, -this._axis.x);\r\n }\r\n this._axisLength = this._axis.length();\r\n this._forward.scaleInPlace(1 / this._axisLength);\r\n\r\n this._updateTAndVitality(currentPosition.x, currentPosition.y);\r\n this._maxT = this._t;\r\n this._maxTPosition.copyFrom(currentPosition);\r\n\r\n this._vitality = 1;\r\n }\r\n\r\n private _updateTAndVitality(x: number, y: number) {\r\n this._currentPosition.copyFromFloats(x, y);\r\n\r\n if (this._steppingLeft) {\r\n this._currentPosition.subtractInPlace(this._rightApex);\r\n } else {\r\n this._currentPosition.subtractInPlace(this._leftApex);\r\n }\r\n const priorT = this._t;\r\n const dot = Vector2.Dot(this._currentPosition, this._axis);\r\n this._t = dot / (this._axisLength * this._axisLength);\r\n const projDistSquared = this._currentPosition.lengthSquared() - (dot / this._axisLength) * (dot / this._axisLength);\r\n\r\n // TODO: Extricate the magic.\r\n this._vitality *= 0.92 - 100 * Math.max(projDistSquared - 0.0016, 0) + Math.max(this._t - priorT, 0);\r\n }\r\n\r\n public update(x: number, y: number) {\r\n if (this._vitality < this._vitalityThreshold) {\r\n return false;\r\n }\r\n\r\n const priorT = this._t;\r\n this._updateTAndVitality(x, y);\r\n\r\n if (this._t > this._maxT) {\r\n this._maxT = this._t;\r\n this._maxTPosition.copyFromFloats(x, y);\r\n }\r\n\r\n if (this._vitality < this._vitalityThreshold) {\r\n return false;\r\n }\r\n\r\n if (this._t > priorT) {\r\n this.onMovement.notifyObservers({ deltaT: this._t - priorT });\r\n\r\n if (priorT < 0.5 && this._t >= 0.5) {\r\n this.onFootfall.notifyObservers({ foot: this._steppingLeft ? \"left\" : \"right\" });\r\n }\r\n }\r\n\r\n if (this._t < 0.95 * this._maxT) {\r\n this._currentPosition.copyFromFloats(x, y);\r\n if (this._steppingLeft) {\r\n this._leftApex.copyFrom(this._maxTPosition);\r\n } else {\r\n this._rightApex.copyFrom(this._maxTPosition);\r\n }\r\n this._reset(this._leftApex, this._rightApex, this._currentPosition, !this._steppingLeft);\r\n }\r\n\r\n if (this._axisLength < 0.03) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private get _vitalityThreshold() {\r\n return 0.1;\r\n }\r\n\r\n get forward() {\r\n return this._forward;\r\n }\r\n}\r\n\r\nclass Walker {\r\n private _engine: Engine;\r\n private _detector = new FirstStepDetector();\r\n private _walker: Nullable<WalkingTracker> = null;\r\n private _movement = new Vector2();\r\n private _millisecondsSinceLastUpdate: number = Walker._MillisecondsPerUpdate;\r\n\r\n private static get _MillisecondsPerUpdate(): number {\r\n // 15 FPS\r\n return 1000 / 15;\r\n }\r\n\r\n public movementThisFrame: Vector3 = Vector3.Zero();\r\n\r\n constructor(engine: Engine) {\r\n this._engine = engine;\r\n this._detector.onFirstStepDetected.add((event) => {\r\n if (!this._walker) {\r\n this._walker = new WalkingTracker(event.leftApex, event.rightApex, event.currentPosition, event.currentStepDirection);\r\n this._walker.onFootfall.add(() => {\r\n Logger.Log(\"Footfall!\");\r\n });\r\n this._walker.onMovement.add((event) => {\r\n this._walker!.forward.scaleAndAddToRef(0.024 * event.deltaT, this._movement);\r\n });\r\n }\r\n });\r\n }\r\n\r\n public update(position: Vector3, forward: Vector3) {\r\n forward.y = 0;\r\n forward.normalize();\r\n\r\n // Enforce reduced framerate\r\n this._millisecondsSinceLastUpdate += this._engine.getDeltaTime();\r\n if (this._millisecondsSinceLastUpdate >= Walker._MillisecondsPerUpdate) {\r\n this._millisecondsSinceLastUpdate -= Walker._MillisecondsPerUpdate;\r\n this._detector.update(position.x, position.z, forward.x, forward.z);\r\n if (this._walker) {\r\n const updated = this._walker.update(position.x, position.z);\r\n if (!updated) {\r\n this._walker = null;\r\n }\r\n }\r\n this._movement.scaleInPlace(0.85);\r\n }\r\n\r\n this.movementThisFrame.set(this._movement.x, 0, this._movement.y);\r\n }\r\n}\r\n\r\n/**\r\n * Options for the walking locomotion feature.\r\n */\r\nexport interface IWebXRWalkingLocomotionOptions {\r\n /**\r\n * The target to be moved by walking locomotion. This should be the transform node\r\n * which is the root of the XR space (i.e., the WebXRCamera's parent node). However,\r\n * for simple cases and legacy purposes, articulating the WebXRCamera itself is also\r\n * supported as a deprecated feature.\r\n */\r\n locomotionTarget: WebXRCamera | TransformNode;\r\n}\r\n\r\n/**\r\n * A module that will enable VR locomotion by detecting when the user walks in place.\r\n */\r\nexport class WebXRWalkingLocomotion extends WebXRAbstractFeature {\r\n /**\r\n * The module's name.\r\n */\r\n public static get Name(): string {\r\n return WebXRFeatureName.WALKING_LOCOMOTION;\r\n }\r\n\r\n /**\r\n * The (Babylon) version of this module.\r\n * This is an integer representing the implementation version.\r\n * This number has no external basis.\r\n */\r\n public static get Version(): number {\r\n return 1;\r\n }\r\n\r\n private _sessionManager: WebXRSessionManager;\r\n private _up: Vector3 = new Vector3();\r\n private _forward: Vector3 = new Vector3();\r\n private _position: Vector3 = new Vector3();\r\n private _movement: Vector3 = new Vector3();\r\n private _walker: Nullable<Walker>;\r\n\r\n private _locomotionTarget: WebXRCamera | TransformNode;\r\n private _isLocomotionTargetWebXRCamera: boolean;\r\n\r\n /**\r\n * The target to be articulated by walking locomotion.\r\n * When the walking locomotion feature detects walking in place, this element's\r\n * X and Z coordinates will be modified to reflect locomotion. This target should\r\n * be either the XR space's origin (i.e., the parent node of the WebXRCamera) or\r\n * the WebXRCamera itself. Note that the WebXRCamera path will modify the position\r\n * of the WebXRCamera directly and is thus discouraged.\r\n */\r\n public get locomotionTarget(): WebXRCamera | TransformNode {\r\n return this._locomotionTarget;\r\n }\r\n\r\n /**\r\n * The target to be articulated by walking locomotion.\r\n * When the walking locomotion feature detects walking in place, this element's\r\n * X and Z coordinates will be modified to reflect locomotion. This target should\r\n * be either the XR space's origin (i.e., the parent node of the WebXRCamera) or\r\n * the WebXRCamera itself. Note that the WebXRCamera path will modify the position\r\n * of the WebXRCamera directly and is thus discouraged.\r\n */\r\n public set locomotionTarget(locomotionTarget: WebXRCamera | TransformNode) {\r\n this._locomotionTarget = locomotionTarget;\r\n this._isLocomotionTargetWebXRCamera = this._locomotionTarget.getClassName() === \"WebXRCamera\";\r\n }\r\n\r\n /**\r\n * Construct a new Walking Locomotion feature.\r\n * @param sessionManager manager for the current XR session\r\n * @param options creation options, prominently including the vector target for locomotion\r\n */\r\n public constructor(sessionManager: WebXRSessionManager, options: IWebXRWalkingLocomotionOptions) {\r\n super(sessionManager);\r\n this._sessionManager = sessionManager;\r\n this.locomotionTarget = options.locomotionTarget;\r\n if (this._isLocomotionTargetWebXRCamera) {\r\n Logger.Warn(\r\n \"Using walking locomotion directly on a WebXRCamera may have unintended interactions with other XR techniques. Using an XR space parent is highly recommended\"\r\n );\r\n }\r\n }\r\n\r\n /**\r\n * Checks whether this feature is compatible with the current WebXR session.\r\n * Walking locomotion is only compatible with \"immersive-vr\" sessions.\r\n * @returns true if compatible, false otherwise\r\n */\r\n public isCompatible(): boolean {\r\n return this._sessionManager.sessionMode === undefined || this._sessionManager.sessionMode === \"immersive-vr\";\r\n }\r\n\r\n /**\r\n * Attaches the feature.\r\n * Typically called automatically by the features manager.\r\n * @returns true if attach succeeded, false otherwise\r\n */\r\n public attach(): boolean {\r\n if (!this.isCompatible || !super.attach()) {\r\n return false;\r\n }\r\n\r\n this._walker = new Walker(this._sessionManager.scene.getEngine());\r\n return true;\r\n }\r\n\r\n /**\r\n * Detaches the feature.\r\n * Typically called automatically by the features manager.\r\n * @returns true if detach succeeded, false otherwise\r\n */\r\n public detach(): boolean {\r\n if (!super.detach()) {\r\n return false;\r\n }\r\n\r\n this._walker = null;\r\n return true;\r\n }\r\n\r\n protected _onXRFrame(frame: XRFrame): void {\r\n const pose = frame.getViewerPose(this._sessionManager.baseReferenceSpace);\r\n if (!pose) {\r\n return;\r\n }\r\n\r\n const handednessScalar = this.locomotionTarget.getScene().useRightHandedSystem ? 1 : -1;\r\n\r\n const m = pose.transform.matrix;\r\n this._up.copyFromFloats(m[4], m[5], handednessScalar * m[6]);\r\n this._forward.copyFromFloats(m[8], m[9], handednessScalar * m[10]);\r\n this._position.copyFromFloats(m[12], m[13], handednessScalar * m[14]);\r\n\r\n // Compute the nape position\r\n this._forward.scaleAndAddToRef(0.05, this._position);\r\n this._up.scaleAndAddToRef(-0.05, this._position);\r\n this._walker!.update(this._position, this._forward);\r\n this._movement.copyFrom(this._walker!.movementThisFrame);\r\n if (!this._isLocomotionTargetWebXRCamera) {\r\n Vector3.TransformNormalToRef(this._movement, this.locomotionTarget.getWorldMatrix(), this._movement);\r\n }\r\n this.locomotionTarget.position.addInPlace(this._movement);\r\n }\r\n}\r\n\r\n//register the plugin\r\nWebXRFeaturesManager.AddWebXRFeature(\r\n WebXRWalkingLocomotion.Name,\r\n (xrSessionManager, options) => {\r\n return () => new WebXRWalkingLocomotion(xrSessionManager, options);\r\n },\r\n WebXRWalkingLocomotion.Version,\r\n false\r\n);\r\n"]}
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@@ -135,7 +135,7 @@ export class WebXRMotionControllerManager {
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-
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type { WebXRAbstractMotionController, IMotionControllerProfile } from \"./webXRAbstractMotionController\";\r\nimport { WebXRGenericTriggerMotionController } from \"./webXRGenericMotionController\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { WebXRProfiledMotionController } from \"./webXRProfiledMotionController\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\n\r\n/**\r\n * A construction function type to create a new controller based on an xrInput object\r\n */\r\nexport type MotionControllerConstructor = (xrInput: XRInputSource, scene: Scene) => WebXRAbstractMotionController;\r\n\r\n/**\r\n * The MotionController Manager manages all registered motion controllers and loads the right one when needed.\r\n *\r\n * When this repository is complete: https://github.com/immersive-web/webxr-input-profiles/tree/master/packages/assets\r\n * it should be replaced with auto-loaded controllers.\r\n *\r\n * When using a model try to stay as generic as possible. Eventually there will be no need in any of the controller classes\r\n */\r\n\r\nconst controllerCache: Array<{\r\n filename: string;\r\n path: string;\r\n meshes: AbstractMesh[];\r\n}> = [];\r\n\r\n/**\r\n * Motion controller manager is managing the different webxr profiles and makes sure the right\r\n * controller is being loaded.\r\n */\r\nexport class WebXRMotionControllerManager {\r\n private static _AvailableControllers: { [type: string]: MotionControllerConstructor } = {};\r\n private static _Fallbacks: { [profileId: string]: string[] } = {};\r\n // cache for loading\r\n private static _ProfileLoadingPromises: { [profileName: string]: Promise<IMotionControllerProfile> } = {};\r\n private static _ProfilesList: Nullable<Promise<{ [profile: string]: string }>>;\r\n\r\n /**\r\n * The base URL of the online controller repository. Can be changed at any time.\r\n */\r\n public static BaseRepositoryUrl = \"https://immersive-web.github.io/webxr-input-profiles/packages/viewer/dist\";\r\n /**\r\n * Which repository gets priority - local or online\r\n */\r\n public static PrioritizeOnlineRepository: boolean = true;\r\n /**\r\n * Use the online repository, or use only locally-defined controllers\r\n */\r\n public static UseOnlineRepository: boolean = true;\r\n\r\n /**\r\n * Disable the controller cache and load the models each time a new WebXRProfileMotionController is loaded.\r\n * Defaults to true.\r\n */\r\n public static DisableControllerCache: boolean = true;\r\n\r\n /**\r\n * Clear the cache used for profile loading and reload when requested again\r\n */\r\n public static ClearProfilesCache() {\r\n this._ProfilesList = null;\r\n this._ProfileLoadingPromises = {};\r\n }\r\n\r\n /**\r\n * Register the default fallbacks.\r\n * This function is called automatically when this file is imported.\r\n */\r\n public static DefaultFallbacks() {\r\n this.RegisterFallbacksForProfileId(\"google-daydream\", [\"generic-touchpad\"]);\r\n this.RegisterFallbacksForProfileId(\"htc-vive-focus\", [\"generic-trigger-touchpad\"]);\r\n this.RegisterFallbacksForProfileId(\"htc-vive\", [\"generic-trigger-squeeze-touchpad\"]);\r\n this.RegisterFallbacksForProfileId(\"magicleap-one\", [\"generic-trigger-squeeze-touchpad\"]);\r\n this.RegisterFallbacksForProfileId(\"windows-mixed-reality\", [\"generic-trigger-squeeze-touchpad-thumbstick\"]);\r\n this.RegisterFallbacksForProfileId(\"microsoft-mixed-reality\", [\"windows-mixed-reality\", \"generic-trigger-squeeze-touchpad-thumbstick\"]);\r\n this.RegisterFallbacksForProfileId(\"oculus-go\", [\"generic-trigger-touchpad\"]);\r\n this.RegisterFallbacksForProfileId(\"oculus-touch-v2\", [\"oculus-touch\", \"generic-trigger-squeeze-thumbstick\"]);\r\n this.RegisterFallbacksForProfileId(\"oculus-touch\", [\"generic-trigger-squeeze-thumbstick\"]);\r\n this.RegisterFallbacksForProfileId(\"samsung-gearvr\", [\"windows-mixed-reality\", \"generic-trigger-squeeze-touchpad-thumbstick\"]);\r\n this.RegisterFallbacksForProfileId(\"samsung-odyssey\", [\"generic-touchpad\"]);\r\n this.RegisterFallbacksForProfileId(\"valve-index\", [\"generic-trigger-squeeze-touchpad-thumbstick\"]);\r\n this.RegisterFallbacksForProfileId(\"generic-hand-select\", [\"generic-trigger\"]);\r\n }\r\n\r\n /**\r\n * Find a fallback profile if the profile was not found. There are a few predefined generic profiles.\r\n * @param profileId the profile to which a fallback needs to be found\r\n * @returns an array with corresponding fallback profiles\r\n */\r\n public static FindFallbackWithProfileId(profileId: string): string[] {\r\n const returnArray = this._Fallbacks[profileId] || [];\r\n\r\n returnArray.unshift(profileId);\r\n return returnArray;\r\n }\r\n\r\n /**\r\n * When acquiring a new xrInput object (usually by the WebXRInput class), match it with the correct profile.\r\n * The order of search:\r\n *\r\n * 1) Iterate the profiles array of the xr input and try finding a corresponding motion controller\r\n * 2) (If not found) search in the gamepad id and try using it (legacy versions only)\r\n * 3) search for registered fallbacks (should be redundant, nonetheless it makes sense to check)\r\n * 4) return the generic trigger controller if none were found\r\n *\r\n * @param xrInput the xrInput to which a new controller is initialized\r\n * @param scene the scene to which the model will be added\r\n * @param forceProfile force a certain profile for this controller\r\n * @returns A promise that fulfils with the motion controller class for this profile id or the generic standard class if none was found\r\n */\r\n public static GetMotionControllerWithXRInput(xrInput: XRInputSource, scene: Scene, forceProfile?: string): Promise<WebXRAbstractMotionController> {\r\n const profileArray: string[] = [];\r\n if (forceProfile) {\r\n profileArray.push(forceProfile);\r\n }\r\n profileArray.push(...(xrInput.profiles || []));\r\n\r\n // emulator support\r\n if (profileArray.length && !profileArray[0]) {\r\n // remove the first \"undefined\" that the emulator is adding\r\n profileArray.pop();\r\n }\r\n\r\n // legacy support - try using the gamepad id\r\n if (xrInput.gamepad && xrInput.gamepad.id) {\r\n switch (xrInput.gamepad.id) {\r\n case xrInput.gamepad.id.match(/oculus touch/gi) ? xrInput.gamepad.id : undefined:\r\n // oculus in gamepad id\r\n profileArray.push(\"oculus-touch-v2\");\r\n break;\r\n }\r\n }\r\n\r\n // make sure microsoft/windows mixed reality works correctly\r\n const windowsMRIdx = profileArray.indexOf(\"windows-mixed-reality\");\r\n if (windowsMRIdx !== -1) {\r\n profileArray.splice(windowsMRIdx, 0, \"microsoft-mixed-reality\");\r\n }\r\n\r\n if (!profileArray.length) {\r\n profileArray.push(\"generic-trigger\");\r\n }\r\n\r\n if (this.UseOnlineRepository) {\r\n const firstFunction = this.PrioritizeOnlineRepository ? this._LoadProfileFromRepository : this._LoadProfilesFromAvailableControllers;\r\n const secondFunction = this.PrioritizeOnlineRepository ? this._LoadProfilesFromAvailableControllers : this._LoadProfileFromRepository;\r\n\r\n return firstFunction.call(this, profileArray, xrInput, scene).catch(() => {\r\n return secondFunction.call(this, profileArray, xrInput, scene);\r\n });\r\n } else {\r\n // use only available functions\r\n return this._LoadProfilesFromAvailableControllers(profileArray, xrInput, scene);\r\n }\r\n }\r\n\r\n /**\r\n * Register a new controller based on its profile. This function will be called by the controller classes themselves.\r\n *\r\n * If you are missing a profile, make sure it is imported in your source, otherwise it will not register.\r\n *\r\n * @param type the profile type to register\r\n * @param constructFunction the function to be called when loading this profile\r\n */\r\n public static RegisterController(type: string, constructFunction: MotionControllerConstructor) {\r\n this._AvailableControllers[type] = constructFunction;\r\n }\r\n\r\n /**\r\n * Register a fallback to a specific profile.\r\n * @param profileId the profileId that will receive the fallbacks\r\n * @param fallbacks A list of fallback profiles\r\n */\r\n public static RegisterFallbacksForProfileId(profileId: string, fallbacks: string[]): void {\r\n if (this._Fallbacks[profileId]) {\r\n this._Fallbacks[profileId].push(...fallbacks);\r\n } else {\r\n this._Fallbacks[profileId] = fallbacks;\r\n }\r\n }\r\n\r\n /**\r\n * Will update the list of profiles available in the repository\r\n * @returns a promise that resolves to a map of profiles available online\r\n */\r\n public static UpdateProfilesList() {\r\n this._ProfilesList = Tools.LoadFileAsync(this.BaseRepositoryUrl + \"/profiles/profilesList.json\", false).then((data) => {\r\n return JSON.parse(data.toString());\r\n });\r\n return this._ProfilesList;\r\n }\r\n\r\n /**\r\n * Clear the controller's cache (usually happens at the end of a session)\r\n */\r\n public static ClearControllerCache() {\r\n controllerCache.forEach((cacheItem) => {\r\n cacheItem.meshes.forEach((mesh) => {\r\n mesh.dispose(false, true);\r\n });\r\n });\r\n controllerCache.length = 0;\r\n }\r\n\r\n private static _LoadProfileFromRepository(profileArray: string[], xrInput: XRInputSource, scene: Scene): Promise<WebXRAbstractMotionController> {\r\n return Promise.resolve()\r\n .then(() => {\r\n if (!this._ProfilesList) {\r\n return this.UpdateProfilesList();\r\n } else {\r\n return this._ProfilesList;\r\n }\r\n })\r\n .then((profilesList: { [profile: string]: string }) => {\r\n // load the right profile\r\n for (let i = 0; i < profileArray.length; ++i) {\r\n // defensive\r\n if (!profileArray[i]) {\r\n continue;\r\n }\r\n if (profilesList[profileArray[i]]) {\r\n return profileArray[i];\r\n }\r\n }\r\n\r\n throw new Error(`neither controller ${profileArray[0]} nor all fallbacks were found in the repository,`);\r\n })\r\n .then((profileToLoad: string) => {\r\n // load the profile\r\n if (!this._ProfileLoadingPromises[profileToLoad]) {\r\n this._ProfileLoadingPromises[profileToLoad] = Tools.LoadFileAsync(`${this.BaseRepositoryUrl}/profiles/${profileToLoad}/profile.json`, false).then(\r\n (data) => <IMotionControllerProfile>JSON.parse(data as string)\r\n );\r\n }\r\n return this._ProfileLoadingPromises[profileToLoad];\r\n })\r\n .then((profile: IMotionControllerProfile) => {\r\n return new WebXRProfiledMotionController(scene, xrInput, profile, this.BaseRepositoryUrl, this.DisableControllerCache ? undefined : controllerCache);\r\n });\r\n }\r\n\r\n private static _LoadProfilesFromAvailableControllers(profileArray: string[], xrInput: XRInputSource, scene: Scene) {\r\n // check fallbacks\r\n for (let i = 0; i < profileArray.length; ++i) {\r\n // defensive\r\n if (!profileArray[i]) {\r\n continue;\r\n }\r\n const fallbacks = this.FindFallbackWithProfileId(profileArray[i]);\r\n for (let j = 0; j < fallbacks.length; ++j) {\r\n const constructionFunction = this._AvailableControllers[fallbacks[j]];\r\n if (constructionFunction) {\r\n return Promise.resolve(constructionFunction(xrInput, scene));\r\n }\r\n }\r\n }\r\n\r\n throw new Error(`no controller requested was found in the available controllers list`);\r\n }\r\n}\r\n\r\n// register the generic profile(s) here so we will at least have them\r\nWebXRMotionControllerManager.RegisterController(WebXRGenericTriggerMotionController.ProfileId, (xrInput: XRInputSource, scene: Scene) => {\r\n return new WebXRGenericTriggerMotionController(scene, <any>xrInput.gamepad, xrInput.handedness);\r\n});\r\n\r\n// register fallbacks\r\nWebXRMotionControllerManager.DefaultFallbacks();\r\n"]}
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type { WebXRAbstractMotionController, IMotionControllerProfile } from \"./webXRAbstractMotionController\";\r\nimport { WebXRGenericTriggerMotionController } from \"./webXRGenericMotionController\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { WebXRProfiledMotionController } from \"./webXRProfiledMotionController\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\n\r\n/**\r\n * A construction function type to create a new controller based on an xrInput object\r\n */\r\nexport type MotionControllerConstructor = (xrInput: XRInputSource, scene: Scene) => WebXRAbstractMotionController;\r\n\r\n/**\r\n * The MotionController Manager manages all registered motion controllers and loads the right one when needed.\r\n *\r\n * When this repository is complete: https://github.com/immersive-web/webxr-input-profiles/tree/master/packages/assets\r\n * it should be replaced with auto-loaded controllers.\r\n *\r\n * When using a model try to stay as generic as possible. Eventually there will be no need in any of the controller classes\r\n */\r\n\r\nconst controllerCache: Array<{\r\n filename: string;\r\n path: string;\r\n meshes: AbstractMesh[];\r\n}> = [];\r\n\r\n/**\r\n * Motion controller manager is managing the different webxr profiles and makes sure the right\r\n * controller is being loaded.\r\n */\r\nexport class WebXRMotionControllerManager {\r\n private static _AvailableControllers: { [type: string]: MotionControllerConstructor } = {};\r\n private static _Fallbacks: { [profileId: string]: string[] } = {};\r\n // cache for loading\r\n private static _ProfileLoadingPromises: { [profileName: string]: Promise<IMotionControllerProfile> } = {};\r\n private static _ProfilesList: Nullable<Promise<{ [profile: string]: string }>>;\r\n\r\n /**\r\n * The base URL of the online controller repository. Can be changed at any time.\r\n */\r\n public static BaseRepositoryUrl = \"https://immersive-web.github.io/webxr-input-profiles/packages/viewer/dist\";\r\n /**\r\n * Which repository gets priority - local or online\r\n */\r\n public static PrioritizeOnlineRepository: boolean = true;\r\n /**\r\n * Use the online repository, or use only locally-defined controllers\r\n */\r\n public static UseOnlineRepository: boolean = true;\r\n\r\n /**\r\n * Disable the controller cache and load the models each time a new WebXRProfileMotionController is loaded.\r\n * Defaults to true.\r\n */\r\n public static DisableControllerCache: boolean = true;\r\n\r\n /**\r\n * Clear the cache used for profile loading and reload when requested again\r\n */\r\n public static ClearProfilesCache() {\r\n this._ProfilesList = null;\r\n this._ProfileLoadingPromises = {};\r\n }\r\n\r\n /**\r\n * Register the default fallbacks.\r\n * This function is called automatically when this file is imported.\r\n */\r\n public static DefaultFallbacks() {\r\n this.RegisterFallbacksForProfileId(\"google-daydream\", [\"generic-touchpad\"]);\r\n this.RegisterFallbacksForProfileId(\"htc-vive-focus\", [\"generic-trigger-touchpad\"]);\r\n this.RegisterFallbacksForProfileId(\"htc-vive\", [\"generic-trigger-squeeze-touchpad\"]);\r\n this.RegisterFallbacksForProfileId(\"magicleap-one\", [\"generic-trigger-squeeze-touchpad\"]);\r\n this.RegisterFallbacksForProfileId(\"windows-mixed-reality\", [\"generic-trigger-squeeze-touchpad-thumbstick\"]);\r\n this.RegisterFallbacksForProfileId(\"microsoft-mixed-reality\", [\"windows-mixed-reality\", \"generic-trigger-squeeze-touchpad-thumbstick\"]);\r\n this.RegisterFallbacksForProfileId(\"oculus-go\", [\"generic-trigger-touchpad\"]);\r\n this.RegisterFallbacksForProfileId(\"oculus-touch-v2\", [\"oculus-touch\", \"generic-trigger-squeeze-thumbstick\"]);\r\n this.RegisterFallbacksForProfileId(\"oculus-touch\", [\"generic-trigger-squeeze-thumbstick\"]);\r\n this.RegisterFallbacksForProfileId(\"samsung-gearvr\", [\"windows-mixed-reality\", \"generic-trigger-squeeze-touchpad-thumbstick\"]);\r\n this.RegisterFallbacksForProfileId(\"samsung-odyssey\", [\"generic-touchpad\"]);\r\n this.RegisterFallbacksForProfileId(\"valve-index\", [\"generic-trigger-squeeze-touchpad-thumbstick\"]);\r\n this.RegisterFallbacksForProfileId(\"generic-hand-select\", [\"generic-trigger\"]);\r\n }\r\n\r\n /**\r\n * Find a fallback profile if the profile was not found. There are a few predefined generic profiles.\r\n * @param profileId the profile to which a fallback needs to be found\r\n * @returns an array with corresponding fallback profiles\r\n */\r\n public static FindFallbackWithProfileId(profileId: string): string[] {\r\n const returnArray = this._Fallbacks[profileId] || [];\r\n\r\n returnArray.unshift(profileId);\r\n return returnArray;\r\n }\r\n\r\n /**\r\n * When acquiring a new xrInput object (usually by the WebXRInput class), match it with the correct profile.\r\n * The order of search:\r\n *\r\n * 1) Iterate the profiles array of the xr input and try finding a corresponding motion controller\r\n * 2) (If not found) search in the gamepad id and try using it (legacy versions only)\r\n * 3) search for registered fallbacks (should be redundant, nonetheless it makes sense to check)\r\n * 4) return the generic trigger controller if none were found\r\n *\r\n * @param xrInput the xrInput to which a new controller is initialized\r\n * @param scene the scene to which the model will be added\r\n * @param forceProfile force a certain profile for this controller\r\n * @returns A promise that fulfils with the motion controller class for this profile id or the generic standard class if none was found\r\n */\r\n public static GetMotionControllerWithXRInput(xrInput: XRInputSource, scene: Scene, forceProfile?: string): Promise<WebXRAbstractMotionController> {\r\n const profileArray: string[] = [];\r\n if (forceProfile) {\r\n profileArray.push(forceProfile);\r\n }\r\n profileArray.push(...(xrInput.profiles || []));\r\n\r\n // emulator support\r\n if (profileArray.length && !profileArray[0]) {\r\n // remove the first \"undefined\" that the emulator is adding\r\n profileArray.pop();\r\n }\r\n\r\n // legacy support - try using the gamepad id\r\n if (xrInput.gamepad && xrInput.gamepad.id) {\r\n switch (xrInput.gamepad.id) {\r\n case xrInput.gamepad.id.match(/oculus touch/gi) ? xrInput.gamepad.id : undefined:\r\n // oculus in gamepad id\r\n profileArray.push(\"oculus-touch-v2\");\r\n break;\r\n }\r\n }\r\n\r\n // make sure microsoft/windows mixed reality works correctly\r\n const windowsMRIdx = profileArray.indexOf(\"windows-mixed-reality\");\r\n if (windowsMRIdx !== -1) {\r\n profileArray.splice(windowsMRIdx, 0, \"microsoft-mixed-reality\");\r\n }\r\n\r\n if (!profileArray.length) {\r\n profileArray.push(\"generic-trigger\");\r\n }\r\n\r\n if (this.UseOnlineRepository) {\r\n const firstFunction = this.PrioritizeOnlineRepository ? this._LoadProfileFromRepository : this._LoadProfilesFromAvailableControllers;\r\n const secondFunction = this.PrioritizeOnlineRepository ? this._LoadProfilesFromAvailableControllers : this._LoadProfileFromRepository;\r\n\r\n return firstFunction.call(this, profileArray, xrInput, scene).catch(() => {\r\n return secondFunction.call(this, profileArray, xrInput, scene);\r\n });\r\n } else {\r\n // use only available functions\r\n return this._LoadProfilesFromAvailableControllers(profileArray, xrInput, scene);\r\n }\r\n }\r\n\r\n /**\r\n * Register a new controller based on its profile. This function will be called by the controller classes themselves.\r\n *\r\n * If you are missing a profile, make sure it is imported in your source, otherwise it will not register.\r\n *\r\n * @param type the profile type to register\r\n * @param constructFunction the function to be called when loading this profile\r\n */\r\n public static RegisterController(type: string, constructFunction: MotionControllerConstructor) {\r\n this._AvailableControllers[type] = constructFunction;\r\n }\r\n\r\n /**\r\n * Register a fallback to a specific profile.\r\n * @param profileId the profileId that will receive the fallbacks\r\n * @param fallbacks A list of fallback profiles\r\n */\r\n public static RegisterFallbacksForProfileId(profileId: string, fallbacks: string[]): void {\r\n if (this._Fallbacks[profileId]) {\r\n this._Fallbacks[profileId].push(...fallbacks);\r\n } else {\r\n this._Fallbacks[profileId] = fallbacks;\r\n }\r\n }\r\n\r\n /**\r\n * Will update the list of profiles available in the repository\r\n * @returns a promise that resolves to a map of profiles available online\r\n */\r\n public static UpdateProfilesList() {\r\n this._ProfilesList = Tools.LoadFileAsync(this.BaseRepositoryUrl + \"/profiles/profilesList.json\", false).then((data) => {\r\n return JSON.parse(data);\r\n });\r\n return this._ProfilesList;\r\n }\r\n\r\n /**\r\n * Clear the controller's cache (usually happens at the end of a session)\r\n */\r\n public static ClearControllerCache() {\r\n controllerCache.forEach((cacheItem) => {\r\n cacheItem.meshes.forEach((mesh) => {\r\n mesh.dispose(false, true);\r\n });\r\n });\r\n controllerCache.length = 0;\r\n }\r\n\r\n private static _LoadProfileFromRepository(profileArray: string[], xrInput: XRInputSource, scene: Scene): Promise<WebXRAbstractMotionController> {\r\n return Promise.resolve()\r\n .then(() => {\r\n if (!this._ProfilesList) {\r\n return this.UpdateProfilesList();\r\n } else {\r\n return this._ProfilesList;\r\n }\r\n })\r\n .then((profilesList: { [profile: string]: string }) => {\r\n // load the right profile\r\n for (let i = 0; i < profileArray.length; ++i) {\r\n // defensive\r\n if (!profileArray[i]) {\r\n continue;\r\n }\r\n if (profilesList[profileArray[i]]) {\r\n return profileArray[i];\r\n }\r\n }\r\n\r\n throw new Error(`neither controller ${profileArray[0]} nor all fallbacks were found in the repository,`);\r\n })\r\n .then((profileToLoad: string) => {\r\n // load the profile\r\n if (!this._ProfileLoadingPromises[profileToLoad]) {\r\n this._ProfileLoadingPromises[profileToLoad] = Tools.LoadFileAsync(`${this.BaseRepositoryUrl}/profiles/${profileToLoad}/profile.json`, false).then(\r\n (data) => <IMotionControllerProfile>JSON.parse(data)\r\n );\r\n }\r\n return this._ProfileLoadingPromises[profileToLoad];\r\n })\r\n .then((profile: IMotionControllerProfile) => {\r\n return new WebXRProfiledMotionController(scene, xrInput, profile, this.BaseRepositoryUrl, this.DisableControllerCache ? undefined : controllerCache);\r\n });\r\n }\r\n\r\n private static _LoadProfilesFromAvailableControllers(profileArray: string[], xrInput: XRInputSource, scene: Scene) {\r\n // check fallbacks\r\n for (let i = 0; i < profileArray.length; ++i) {\r\n // defensive\r\n if (!profileArray[i]) {\r\n continue;\r\n }\r\n const fallbacks = this.FindFallbackWithProfileId(profileArray[i]);\r\n for (let j = 0; j < fallbacks.length; ++j) {\r\n const constructionFunction = this._AvailableControllers[fallbacks[j]];\r\n if (constructionFunction) {\r\n return Promise.resolve(constructionFunction(xrInput, scene));\r\n }\r\n }\r\n }\r\n\r\n throw new Error(`no controller requested was found in the available controllers list`);\r\n }\r\n}\r\n\r\n// register the generic profile(s) here so we will at least have them\r\nWebXRMotionControllerManager.RegisterController(WebXRGenericTriggerMotionController.ProfileId, (xrInput: XRInputSource, scene: Scene) => {\r\n return new WebXRGenericTriggerMotionController(scene, <any>xrInput.gamepad, xrInput.handedness);\r\n});\r\n\r\n// register fallbacks\r\nWebXRMotionControllerManager.DefaultFallbacks();\r\n"]}
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type { Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { IDisposable, Scene } from \"../scene\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { WebXRSessionManager } from \"./webXRSessionManager\";\r\nimport { WebXRCamera } from \"./webXRCamera\";\r\nimport type { WebXRRenderTarget } from \"./webXRTypes\";\r\nimport { WebXRState } from \"./webXRTypes\";\r\nimport { WebXRFeatureName, WebXRFeaturesManager } from \"./webXRFeaturesManager\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { UniversalCamera } from \"../Cameras/universalCamera\";\r\nimport { Quaternion, Vector3 } from \"../Maths/math.vector\";\r\n\r\n/**\r\n * Options for setting up XR spectator camera.\r\n */\r\nexport interface WebXRSpectatorModeOption {\r\n /**\r\n * Expected refresh rate (frames per sec) for a spectator camera.\r\n */\r\n fps?: number;\r\n /**\r\n * The index of rigCameras array in a WebXR camera.\r\n */\r\n preferredCameraIndex?: number;\r\n}\r\n\r\n/**\r\n * Base set of functionality needed to create an XR experience (WebXRSessionManager, Camera, StateManagement, etc.)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/webXR/webXRExperienceHelpers\r\n */\r\nexport class WebXRExperienceHelper implements IDisposable {\r\n private _nonVRCamera: Nullable<Camera> = null;\r\n private _attachedToElement: boolean = false;\r\n private _spectatorCamera: Nullable<UniversalCamera> = null;\r\n private _originalSceneAutoClear = true;\r\n private _supported = false;\r\n private _spectatorMode = false;\r\n private _lastTimestamp = 0;\r\n\r\n /**\r\n * Camera used to render xr content\r\n */\r\n public camera: WebXRCamera;\r\n /** A features manager for this xr session */\r\n public featuresManager: WebXRFeaturesManager;\r\n /**\r\n * Observers registered here will be triggered after the camera's initial transformation is set\r\n * This can be used to set a different ground level or an extra rotation.\r\n *\r\n * Note that ground level is considered to be at 0. The height defined by the XR camera will be added\r\n * to the position set after this observable is done executing.\r\n */\r\n public onInitialXRPoseSetObservable = new Observable<WebXRCamera>();\r\n /**\r\n * Fires when the state of the experience helper has changed\r\n */\r\n public onStateChangedObservable = new Observable<WebXRState>();\r\n /** Session manager used to keep track of xr session */\r\n public sessionManager: WebXRSessionManager;\r\n /**\r\n * The current state of the XR experience (eg. transitioning, in XR or not in XR)\r\n */\r\n public state: WebXRState = WebXRState.NOT_IN_XR;\r\n\r\n /**\r\n * Creates a WebXRExperienceHelper\r\n * @param _scene The scene the helper should be created in\r\n */\r\n private constructor(private _scene: Scene) {\r\n this.sessionManager = new WebXRSessionManager(_scene);\r\n this.camera = new WebXRCamera(\"webxr\", _scene, this.sessionManager);\r\n this.featuresManager = new WebXRFeaturesManager(this.sessionManager);\r\n\r\n _scene.onDisposeObservable.addOnce(() => {\r\n this.dispose();\r\n });\r\n }\r\n\r\n /**\r\n * Creates the experience helper\r\n * @param scene the scene to attach the experience helper to\r\n * @returns a promise for the experience helper\r\n */\r\n public static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper> {\r\n const helper = new WebXRExperienceHelper(scene);\r\n return helper.sessionManager\r\n .initializeAsync()\r\n .then(() => {\r\n helper._supported = true;\r\n return helper;\r\n })\r\n .catch((e) => {\r\n helper._setState(WebXRState.NOT_IN_XR);\r\n helper.dispose();\r\n throw e;\r\n });\r\n }\r\n\r\n /**\r\n * Disposes of the experience helper\r\n */\r\n public dispose() {\r\n this.exitXRAsync();\r\n this.camera.dispose();\r\n this.onStateChangedObservable.clear();\r\n this.onInitialXRPoseSetObservable.clear();\r\n this.sessionManager.dispose();\r\n this._spectatorCamera?.dispose();\r\n if (this._nonVRCamera) {\r\n this._scene.activeCamera = this._nonVRCamera;\r\n }\r\n }\r\n\r\n /**\r\n * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)\r\n * @param sessionMode options for the XR session\r\n * @param referenceSpaceType frame of reference of the XR session\r\n * @param renderTarget the output canvas that will be used to enter XR mode\r\n * @param sessionCreationOptions optional XRSessionInit object to init the session with\r\n * @returns promise that resolves after xr mode has entered\r\n */\r\n public async enterXRAsync(\r\n sessionMode: XRSessionMode,\r\n referenceSpaceType: XRReferenceSpaceType,\r\n renderTarget: WebXRRenderTarget = this.sessionManager.getWebXRRenderTarget(),\r\n sessionCreationOptions: XRSessionInit = {}\r\n ): Promise<WebXRSessionManager> {\r\n if (!this._supported) {\r\n throw \"WebXR not supported in this browser or environment\";\r\n }\r\n this._setState(WebXRState.ENTERING_XR);\r\n if (referenceSpaceType !== \"viewer\" && referenceSpaceType !== \"local\") {\r\n sessionCreationOptions.optionalFeatures = sessionCreationOptions.optionalFeatures || [];\r\n sessionCreationOptions.optionalFeatures.push(referenceSpaceType);\r\n }\r\n sessionCreationOptions = await this.featuresManager._extendXRSessionInitObject(sessionCreationOptions);\r\n // we currently recommend \"unbounded\" space in AR (#7959)\r\n if (sessionMode === \"immersive-ar\" && referenceSpaceType !== \"unbounded\") {\r\n Logger.Warn(\"We recommend using 'unbounded' reference space type when using 'immersive-ar' session mode\");\r\n }\r\n // make sure that the session mode is supported\r\n try {\r\n await this.sessionManager.initializeSessionAsync(sessionMode, sessionCreationOptions);\r\n await this.sessionManager.setReferenceSpaceTypeAsync(referenceSpaceType);\r\n const baseLayer = await renderTarget.initializeXRLayerAsync(this.sessionManager.session);\r\n\r\n const xrRenderState: XRRenderStateInit = {\r\n // if maxZ is 0 it should be \"Infinity\", but it doesn't work with the WebXR API. Setting to a large number.\r\n depthFar: this.camera.maxZ || 10000,\r\n depthNear: this.camera.minZ,\r\n };\r\n\r\n // The layers feature will have already initialized the xr session's layers on session init.\r\n if (!this.featuresManager.getEnabledFeature(WebXRFeatureName.LAYERS)) {\r\n xrRenderState.baseLayer = baseLayer;\r\n }\r\n\r\n this.sessionManager.updateRenderState(xrRenderState);\r\n // run the render loop\r\n this.sessionManager.runXRRenderLoop();\r\n // Cache pre xr scene settings\r\n this._originalSceneAutoClear = this._scene.autoClear;\r\n this._nonVRCamera = this._scene.activeCamera;\r\n this._attachedToElement = !!this._nonVRCamera?.inputs?.attachedToElement;\r\n this._nonVRCamera?.detachControl();\r\n\r\n this._scene.activeCamera = this.camera;\r\n // do not compensate when AR session is used\r\n if (sessionMode !== \"immersive-ar\") {\r\n this._nonXRToXRCamera();\r\n } else {\r\n // Kept here, TODO - check if needed\r\n this._scene.autoClear = false;\r\n this.camera.compensateOnFirstFrame = false;\r\n // reset the camera's position to the origin\r\n this.camera.position.set(0, 0, 0);\r\n this.camera.rotationQuaternion.set(0, 0, 0, 1);\r\n this.onInitialXRPoseSetObservable.notifyObservers(this.camera);\r\n }\r\n\r\n this.sessionManager.onXRSessionEnded.addOnce(() => {\r\n // when using the back button and not the exit button (default on mobile), the session is ending but the EXITING state was not set\r\n if (this.state !== WebXRState.EXITING_XR) {\r\n this._setState(WebXRState.EXITING_XR);\r\n }\r\n // Reset camera rigs output render target to ensure sessions render target is not drawn after it ends\r\n this.camera.rigCameras.forEach((c) => {\r\n c.outputRenderTarget = null;\r\n });\r\n\r\n // Restore scene settings\r\n this._scene.autoClear = this._originalSceneAutoClear;\r\n this._scene.activeCamera = this._nonVRCamera;\r\n if (this._attachedToElement && this._nonVRCamera) {\r\n this._nonVRCamera.attachControl(!!this._nonVRCamera.inputs.noPreventDefault);\r\n }\r\n if (sessionMode !== \"immersive-ar\" && this.camera.compensateOnFirstFrame) {\r\n if ((<any>this._nonVRCamera).setPosition) {\r\n (<any>this._nonVRCamera).setPosition(this.camera.position);\r\n } else {\r\n this._nonVRCamera!.position.copyFrom(this.camera.position);\r\n }\r\n }\r\n\r\n this._setState(WebXRState.NOT_IN_XR);\r\n });\r\n\r\n // Wait until the first frame arrives before setting state to in xr\r\n this.sessionManager.onXRFrameObservable.addOnce(() => {\r\n this._setState(WebXRState.IN_XR);\r\n });\r\n return this.sessionManager;\r\n } catch (e) {\r\n console.log(e);\r\n console.log(e.message);\r\n this._setState(WebXRState.NOT_IN_XR);\r\n throw e;\r\n }\r\n }\r\n\r\n /**\r\n * Exits XR mode and returns the scene to its original state\r\n * @returns promise that resolves after xr mode has exited\r\n */\r\n public exitXRAsync() {\r\n // only exit if state is IN_XR\r\n if (this.state !== WebXRState.IN_XR) {\r\n return Promise.resolve();\r\n }\r\n this._setState(WebXRState.EXITING_XR);\r\n return this.sessionManager.exitXRAsync();\r\n }\r\n\r\n /**\r\n * Enable spectator mode for desktop VR experiences.\r\n * When spectator mode is enabled a camera will be attached to the desktop canvas and will\r\n * display the first rig camera's view on the desktop canvas.\r\n * Please note that this will degrade performance, as it requires another camera render.\r\n * It is also not recommended to enable this in devices like the quest, as it brings no benefit there.\r\n * @param options giving WebXRSpectatorModeOption for specutator camera to setup when the spectator mode is enabled.\r\n */\r\n public enableSpectatorMode(options?: WebXRSpectatorModeOption): void {\r\n if (!this._spectatorMode) {\r\n this._spectatorMode = true;\r\n this._switchSpectatorMode(options);\r\n }\r\n }\r\n\r\n /**\r\n * Disable spectator mode for desktop VR experiences.\r\n */\r\n public disableSpecatatorMode(): void {\r\n if (this._spectatorMode) {\r\n this._spectatorMode = false;\r\n this._switchSpectatorMode();\r\n }\r\n }\r\n\r\n private _switchSpectatorMode(options?: WebXRSpectatorModeOption): void {\r\n const fps = options?.fps ? options.fps : 1000.0;\r\n const refreshRate = (1.0 / fps) * 1000.0;\r\n const cameraIndex = options?.preferredCameraIndex ? options?.preferredCameraIndex : 0;\r\n\r\n const updateSpectatorCamera = () => {\r\n if (this._spectatorCamera) {\r\n const delta = this.sessionManager.currentTimestamp - this._lastTimestamp;\r\n if (delta >= refreshRate) {\r\n this._lastTimestamp = this.sessionManager.currentTimestamp;\r\n this._spectatorCamera.position.copyFrom(this.camera.rigCameras[cameraIndex].globalPosition);\r\n this._spectatorCamera.rotationQuaternion.copyFrom(this.camera.rigCameras[cameraIndex].absoluteRotation);\r\n }\r\n }\r\n };\r\n if (this._spectatorMode) {\r\n if (cameraIndex >= this.camera.rigCameras.length) {\r\n throw new Error(\"the preferred camera index is beyond the length of rig camera array.\");\r\n }\r\n const onStateChanged = () => {\r\n if (this.state === WebXRState.IN_XR) {\r\n this._spectatorCamera = new UniversalCamera(\"webxr-spectator\", Vector3.Zero(), this._scene);\r\n this._spectatorCamera.rotationQuaternion = new Quaternion();\r\n this._scene.activeCameras = [this.camera, this._spectatorCamera];\r\n this.sessionManager.onXRFrameObservable.add(updateSpectatorCamera);\r\n this._scene.onAfterRenderCameraObservable.add((camera) => {\r\n if (camera === this.camera) {\r\n // reset the dimensions object for correct resizing\r\n this._scene.getEngine().framebufferDimensionsObject = null;\r\n }\r\n });\r\n } else if (this.state === WebXRState.EXITING_XR) {\r\n this.sessionManager.onXRFrameObservable.removeCallback(updateSpectatorCamera);\r\n this._scene.activeCameras = null;\r\n }\r\n };\r\n this.onStateChangedObservable.add(onStateChanged);\r\n onStateChanged();\r\n } else {\r\n this.sessionManager.onXRFrameObservable.removeCallback(updateSpectatorCamera);\r\n this._scene.activeCameras = [this.camera];\r\n }\r\n }\r\n\r\n private _nonXRToXRCamera() {\r\n this.camera.setTransformationFromNonVRCamera(this._nonVRCamera!);\r\n this.onInitialXRPoseSetObservable.notifyObservers(this.camera);\r\n }\r\n\r\n private _setState(val: WebXRState) {\r\n if (this.state === val) {\r\n return;\r\n }\r\n this.state = val;\r\n this.onStateChangedObservable.notifyObservers(this.state);\r\n }\r\n}\r\n"]}
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+
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type { Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { IDisposable, Scene } from \"../scene\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { WebXRSessionManager } from \"./webXRSessionManager\";\r\nimport { WebXRCamera } from \"./webXRCamera\";\r\nimport type { WebXRRenderTarget } from \"./webXRTypes\";\r\nimport { WebXRState } from \"./webXRTypes\";\r\nimport { WebXRFeatureName, WebXRFeaturesManager } from \"./webXRFeaturesManager\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { UniversalCamera } from \"../Cameras/universalCamera\";\r\nimport { Quaternion, Vector3 } from \"../Maths/math.vector\";\r\n\r\n/**\r\n * Options for setting up XR spectator camera.\r\n */\r\nexport interface WebXRSpectatorModeOption {\r\n /**\r\n * Expected refresh rate (frames per sec) for a spectator camera.\r\n */\r\n fps?: number;\r\n /**\r\n * The index of rigCameras array in a WebXR camera.\r\n */\r\n preferredCameraIndex?: number;\r\n}\r\n\r\n/**\r\n * Base set of functionality needed to create an XR experience (WebXRSessionManager, Camera, StateManagement, etc.)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/webXR/webXRExperienceHelpers\r\n */\r\nexport class WebXRExperienceHelper implements IDisposable {\r\n private _nonVRCamera: Nullable<Camera> = null;\r\n private _attachedToElement: boolean = false;\r\n private _spectatorCamera: Nullable<UniversalCamera> = null;\r\n private _originalSceneAutoClear = true;\r\n private _supported = false;\r\n private _spectatorMode = false;\r\n private _lastTimestamp = 0;\r\n\r\n /**\r\n * Camera used to render xr content\r\n */\r\n public camera: WebXRCamera;\r\n /** A features manager for this xr session */\r\n public featuresManager: WebXRFeaturesManager;\r\n /**\r\n * Observers registered here will be triggered after the camera's initial transformation is set\r\n * This can be used to set a different ground level or an extra rotation.\r\n *\r\n * Note that ground level is considered to be at 0. The height defined by the XR camera will be added\r\n * to the position set after this observable is done executing.\r\n */\r\n public onInitialXRPoseSetObservable = new Observable<WebXRCamera>();\r\n /**\r\n * Fires when the state of the experience helper has changed\r\n */\r\n public onStateChangedObservable = new Observable<WebXRState>();\r\n /** Session manager used to keep track of xr session */\r\n public sessionManager: WebXRSessionManager;\r\n /**\r\n * The current state of the XR experience (eg. transitioning, in XR or not in XR)\r\n */\r\n public state: WebXRState = WebXRState.NOT_IN_XR;\r\n\r\n /**\r\n * Creates a WebXRExperienceHelper\r\n * @param _scene The scene the helper should be created in\r\n */\r\n private constructor(private _scene: Scene) {\r\n this.sessionManager = new WebXRSessionManager(_scene);\r\n this.camera = new WebXRCamera(\"webxr\", _scene, this.sessionManager);\r\n this.featuresManager = new WebXRFeaturesManager(this.sessionManager);\r\n\r\n _scene.onDisposeObservable.addOnce(() => {\r\n this.dispose();\r\n });\r\n }\r\n\r\n /**\r\n * Creates the experience helper\r\n * @param scene the scene to attach the experience helper to\r\n * @returns a promise for the experience helper\r\n */\r\n public static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper> {\r\n const helper = new WebXRExperienceHelper(scene);\r\n return helper.sessionManager\r\n .initializeAsync()\r\n .then(() => {\r\n helper._supported = true;\r\n return helper;\r\n })\r\n .catch((e) => {\r\n helper._setState(WebXRState.NOT_IN_XR);\r\n helper.dispose();\r\n throw e;\r\n });\r\n }\r\n\r\n /**\r\n * Disposes of the experience helper\r\n */\r\n public dispose() {\r\n this.exitXRAsync();\r\n this.camera.dispose();\r\n this.onStateChangedObservable.clear();\r\n this.onInitialXRPoseSetObservable.clear();\r\n this.sessionManager.dispose();\r\n this._spectatorCamera?.dispose();\r\n if (this._nonVRCamera) {\r\n this._scene.activeCamera = this._nonVRCamera;\r\n }\r\n }\r\n\r\n /**\r\n * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)\r\n * @param sessionMode options for the XR session\r\n * @param referenceSpaceType frame of reference of the XR session\r\n * @param renderTarget the output canvas that will be used to enter XR mode\r\n * @param sessionCreationOptions optional XRSessionInit object to init the session with\r\n * @returns promise that resolves after xr mode has entered\r\n */\r\n public async enterXRAsync(\r\n sessionMode: XRSessionMode,\r\n referenceSpaceType: XRReferenceSpaceType,\r\n renderTarget: WebXRRenderTarget = this.sessionManager.getWebXRRenderTarget(),\r\n sessionCreationOptions: XRSessionInit = {}\r\n ): Promise<WebXRSessionManager> {\r\n if (!this._supported) {\r\n throw \"WebXR not supported in this browser or environment\";\r\n }\r\n this._setState(WebXRState.ENTERING_XR);\r\n if (referenceSpaceType !== \"viewer\" && referenceSpaceType !== \"local\") {\r\n sessionCreationOptions.optionalFeatures = sessionCreationOptions.optionalFeatures || [];\r\n sessionCreationOptions.optionalFeatures.push(referenceSpaceType);\r\n }\r\n sessionCreationOptions = await this.featuresManager._extendXRSessionInitObject(sessionCreationOptions);\r\n // we currently recommend \"unbounded\" space in AR (#7959)\r\n if (sessionMode === \"immersive-ar\" && referenceSpaceType !== \"unbounded\") {\r\n Logger.Warn(\"We recommend using 'unbounded' reference space type when using 'immersive-ar' session mode\");\r\n }\r\n // make sure that the session mode is supported\r\n try {\r\n await this.sessionManager.initializeSessionAsync(sessionMode, sessionCreationOptions);\r\n await this.sessionManager.setReferenceSpaceTypeAsync(referenceSpaceType);\r\n const baseLayer = await renderTarget.initializeXRLayerAsync(this.sessionManager.session);\r\n\r\n const xrRenderState: XRRenderStateInit = {\r\n // if maxZ is 0 it should be \"Infinity\", but it doesn't work with the WebXR API. Setting to a large number.\r\n depthFar: this.camera.maxZ || 10000,\r\n depthNear: this.camera.minZ,\r\n };\r\n\r\n // The layers feature will have already initialized the xr session's layers on session init.\r\n if (!this.featuresManager.getEnabledFeature(WebXRFeatureName.LAYERS)) {\r\n xrRenderState.baseLayer = baseLayer;\r\n }\r\n\r\n this.sessionManager.updateRenderState(xrRenderState);\r\n // run the render loop\r\n this.sessionManager.runXRRenderLoop();\r\n // Cache pre xr scene settings\r\n this._originalSceneAutoClear = this._scene.autoClear;\r\n this._nonVRCamera = this._scene.activeCamera;\r\n this._attachedToElement = !!this._nonVRCamera?.inputs?.attachedToElement;\r\n this._nonVRCamera?.detachControl();\r\n\r\n this._scene.activeCamera = this.camera;\r\n // do not compensate when AR session is used\r\n if (sessionMode !== \"immersive-ar\") {\r\n this._nonXRToXRCamera();\r\n } else {\r\n // Kept here, TODO - check if needed\r\n this._scene.autoClear = false;\r\n this.camera.compensateOnFirstFrame = false;\r\n // reset the camera's position to the origin\r\n this.camera.position.set(0, 0, 0);\r\n this.camera.rotationQuaternion.set(0, 0, 0, 1);\r\n this.onInitialXRPoseSetObservable.notifyObservers(this.camera);\r\n }\r\n\r\n this.sessionManager.onXRSessionEnded.addOnce(() => {\r\n // when using the back button and not the exit button (default on mobile), the session is ending but the EXITING state was not set\r\n if (this.state !== WebXRState.EXITING_XR) {\r\n this._setState(WebXRState.EXITING_XR);\r\n }\r\n // Reset camera rigs output render target to ensure sessions render target is not drawn after it ends\r\n this.camera.rigCameras.forEach((c) => {\r\n c.outputRenderTarget = null;\r\n });\r\n\r\n // Restore scene settings\r\n this._scene.autoClear = this._originalSceneAutoClear;\r\n this._scene.activeCamera = this._nonVRCamera;\r\n if (this._attachedToElement && this._nonVRCamera) {\r\n this._nonVRCamera.attachControl(!!this._nonVRCamera.inputs.noPreventDefault);\r\n }\r\n if (sessionMode !== \"immersive-ar\" && this.camera.compensateOnFirstFrame) {\r\n if ((<any>this._nonVRCamera).setPosition) {\r\n (<any>this._nonVRCamera).setPosition(this.camera.position);\r\n } else {\r\n this._nonVRCamera!.position.copyFrom(this.camera.position);\r\n }\r\n }\r\n\r\n this._setState(WebXRState.NOT_IN_XR);\r\n });\r\n\r\n // Wait until the first frame arrives before setting state to in xr\r\n this.sessionManager.onXRFrameObservable.addOnce(() => {\r\n this._setState(WebXRState.IN_XR);\r\n });\r\n return this.sessionManager;\r\n } catch (e) {\r\n Logger.Log(e);\r\n Logger.Log(e.message);\r\n this._setState(WebXRState.NOT_IN_XR);\r\n throw e;\r\n }\r\n }\r\n\r\n /**\r\n * Exits XR mode and returns the scene to its original state\r\n * @returns promise that resolves after xr mode has exited\r\n */\r\n public exitXRAsync() {\r\n // only exit if state is IN_XR\r\n if (this.state !== WebXRState.IN_XR) {\r\n return Promise.resolve();\r\n }\r\n this._setState(WebXRState.EXITING_XR);\r\n return this.sessionManager.exitXRAsync();\r\n }\r\n\r\n /**\r\n * Enable spectator mode for desktop VR experiences.\r\n * When spectator mode is enabled a camera will be attached to the desktop canvas and will\r\n * display the first rig camera's view on the desktop canvas.\r\n * Please note that this will degrade performance, as it requires another camera render.\r\n * It is also not recommended to enable this in devices like the quest, as it brings no benefit there.\r\n * @param options giving WebXRSpectatorModeOption for specutator camera to setup when the spectator mode is enabled.\r\n */\r\n public enableSpectatorMode(options?: WebXRSpectatorModeOption): void {\r\n if (!this._spectatorMode) {\r\n this._spectatorMode = true;\r\n this._switchSpectatorMode(options);\r\n }\r\n }\r\n\r\n /**\r\n * Disable spectator mode for desktop VR experiences.\r\n */\r\n public disableSpecatatorMode(): void {\r\n if (this._spectatorMode) {\r\n this._spectatorMode = false;\r\n this._switchSpectatorMode();\r\n }\r\n }\r\n\r\n private _switchSpectatorMode(options?: WebXRSpectatorModeOption): void {\r\n const fps = options?.fps ? options.fps : 1000.0;\r\n const refreshRate = (1.0 / fps) * 1000.0;\r\n const cameraIndex = options?.preferredCameraIndex ? options?.preferredCameraIndex : 0;\r\n\r\n const updateSpectatorCamera = () => {\r\n if (this._spectatorCamera) {\r\n const delta = this.sessionManager.currentTimestamp - this._lastTimestamp;\r\n if (delta >= refreshRate) {\r\n this._lastTimestamp = this.sessionManager.currentTimestamp;\r\n this._spectatorCamera.position.copyFrom(this.camera.rigCameras[cameraIndex].globalPosition);\r\n this._spectatorCamera.rotationQuaternion.copyFrom(this.camera.rigCameras[cameraIndex].absoluteRotation);\r\n }\r\n }\r\n };\r\n if (this._spectatorMode) {\r\n if (cameraIndex >= this.camera.rigCameras.length) {\r\n throw new Error(\"the preferred camera index is beyond the length of rig camera array.\");\r\n }\r\n const onStateChanged = () => {\r\n if (this.state === WebXRState.IN_XR) {\r\n this._spectatorCamera = new UniversalCamera(\"webxr-spectator\", Vector3.Zero(), this._scene);\r\n this._spectatorCamera.rotationQuaternion = new Quaternion();\r\n this._scene.activeCameras = [this.camera, this._spectatorCamera];\r\n this.sessionManager.onXRFrameObservable.add(updateSpectatorCamera);\r\n this._scene.onAfterRenderCameraObservable.add((camera) => {\r\n if (camera === this.camera) {\r\n // reset the dimensions object for correct resizing\r\n this._scene.getEngine().framebufferDimensionsObject = null;\r\n }\r\n });\r\n } else if (this.state === WebXRState.EXITING_XR) {\r\n this.sessionManager.onXRFrameObservable.removeCallback(updateSpectatorCamera);\r\n this._scene.activeCameras = null;\r\n }\r\n };\r\n this.onStateChangedObservable.add(onStateChanged);\r\n onStateChanged();\r\n } else {\r\n this.sessionManager.onXRFrameObservable.removeCallback(updateSpectatorCamera);\r\n this._scene.activeCameras = [this.camera];\r\n }\r\n }\r\n\r\n private _nonXRToXRCamera() {\r\n this.camera.setTransformationFromNonVRCamera(this._nonVRCamera!);\r\n this.onInitialXRPoseSetObservable.notifyObservers(this.camera);\r\n }\r\n\r\n private _setState(val: WebXRState) {\r\n if (this.state === val) {\r\n return;\r\n }\r\n this.state = val;\r\n this.onStateChangedObservable.notifyObservers(this.state);\r\n }\r\n}\r\n"]}
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package/assetContainer.js
CHANGED
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@@ -166,8 +166,8 @@ export class AssetContainer extends AbstractScene {
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166
166
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}
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167
167
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}
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168
168
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if (nodesUidMap.size > 0) {
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|
169
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-
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170
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-
nodesUidMap.forEach((node) =>
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169
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+
Logger.Error("SceneSerializer._topologicalSort: There were unvisited nodes:");
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170
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+
nodesUidMap.forEach((node) => Logger.Error(node.name));
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|
171
171
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}
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|
172
172
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return sortedNodes;
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173
173
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}
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