@babylonjs/core 6.38.0 → 6.39.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (276) hide show
  1. package/Behaviors/Meshes/sixDofDragBehavior.js +14 -20
  2. package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
  3. package/Cameras/Inputs/BaseCameraPointersInput.d.ts +9 -9
  4. package/Cameras/Inputs/BaseCameraPointersInput.js +10 -10
  5. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  6. package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -1
  7. package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
  8. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  9. package/Cameras/VR/vrExperienceHelper.d.ts +2 -2
  10. package/Cameras/VR/vrExperienceHelper.js +2 -2
  11. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  12. package/Culling/Octrees/octree.d.ts +4 -4
  13. package/Culling/Octrees/octree.js +4 -4
  14. package/Culling/Octrees/octree.js.map +1 -1
  15. package/Debug/physicsViewer.d.ts +5 -1
  16. package/Debug/physicsViewer.js +5 -1
  17. package/Debug/physicsViewer.js.map +1 -1
  18. package/Engines/ICanvas.d.ts +60 -0
  19. package/Engines/ICanvas.js.map +1 -1
  20. package/Engines/IPipelineContext.d.ts +3 -3
  21. package/Engines/IPipelineContext.js.map +1 -1
  22. package/Engines/Native/nativePipelineContext.d.ts +4 -5
  23. package/Engines/Native/nativePipelineContext.js +2 -9
  24. package/Engines/Native/nativePipelineContext.js.map +1 -1
  25. package/Engines/Native/nativeRenderTargetWrapper.js +2 -0
  26. package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
  27. package/Engines/Native/validatedNativeDataStream.d.ts +3 -0
  28. package/Engines/Native/validatedNativeDataStream.js +3 -0
  29. package/Engines/Native/validatedNativeDataStream.js.map +1 -1
  30. package/Engines/WebGL/webGLHardwareTexture.js +1 -0
  31. package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
  32. package/Engines/WebGL/webGLRenderTargetWrapper.js +1 -0
  33. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  34. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  35. package/Engines/WebGPU/webgpuConstants.d.ts +3 -1
  36. package/Engines/WebGPU/webgpuConstants.js +2 -0
  37. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  38. package/Engines/WebGPU/webgpuTintWASM.d.ts +1 -1
  39. package/Engines/WebGPU/webgpuTintWASM.js +5 -5
  40. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  41. package/Engines/engine.d.ts +11 -45
  42. package/Engines/nativeEngine.d.ts +3 -1
  43. package/Engines/nativeEngine.js +29 -30
  44. package/Engines/nativeEngine.js.map +1 -1
  45. package/Engines/thinEngine.js +2 -2
  46. package/Engines/thinEngine.js.map +1 -1
  47. package/Engines/webgpuEngine.js +0 -1
  48. package/Engines/webgpuEngine.js.map +1 -1
  49. package/FlowGraph/Blocks/Data/Logic/index.d.ts +0 -1
  50. package/FlowGraph/Blocks/Data/Logic/index.js +0 -1
  51. package/FlowGraph/Blocks/Data/Logic/index.js.map +1 -1
  52. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.d.ts +334 -1
  53. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.js +472 -74
  54. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.js.map +1 -1
  55. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js +6 -6
  56. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js.map +1 -1
  57. package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.d.ts +3 -0
  58. package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.js.map +1 -1
  59. package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.d.ts +1 -1
  60. package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.js +2 -2
  61. package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.js.map +1 -1
  62. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.d.ts +7 -3
  63. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js +7 -6
  64. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js.map +1 -1
  65. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSequenceBlock.d.ts +14 -0
  66. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSequenceBlock.js +4 -0
  67. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSequenceBlock.js.map +1 -1
  68. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.d.ts +3 -0
  69. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js.map +1 -1
  70. package/FlowGraph/flowGraphConnection.d.ts +16 -0
  71. package/FlowGraph/flowGraphConnection.js.map +1 -1
  72. package/FlowGraph/flowGraphContext.d.ts +14 -0
  73. package/FlowGraph/flowGraphContext.js.map +1 -1
  74. package/FlowGraph/flowGraphInteger.d.ts +62 -0
  75. package/FlowGraph/flowGraphInteger.js +76 -0
  76. package/FlowGraph/flowGraphInteger.js.map +1 -0
  77. package/FlowGraph/flowGraphPathConverterComponent.d.ts +2 -1
  78. package/FlowGraph/flowGraphPathConverterComponent.js +3 -3
  79. package/FlowGraph/flowGraphPathConverterComponent.js.map +1 -1
  80. package/FlowGraph/flowGraphRichTypes.d.ts +2 -0
  81. package/FlowGraph/flowGraphRichTypes.js +5 -0
  82. package/FlowGraph/flowGraphRichTypes.js.map +1 -1
  83. package/FlowGraph/serialization.js +8 -1
  84. package/FlowGraph/serialization.js.map +1 -1
  85. package/Gizmos/gizmo.d.ts +4 -1
  86. package/Gizmos/gizmo.js.map +1 -1
  87. package/Inputs/scene.inputManager.js +1 -1
  88. package/Inputs/scene.inputManager.js.map +1 -1
  89. package/Lights/spotLight.js +1 -1
  90. package/Lights/spotLight.js.map +1 -1
  91. package/Loading/sceneLoader.d.ts +9 -0
  92. package/Loading/sceneLoader.js +7 -0
  93. package/Loading/sceneLoader.js.map +1 -1
  94. package/Materials/GreasedLine/greasedLineMaterialInterfaces.d.ts +1 -1
  95. package/Materials/GreasedLine/greasedLineMaterialInterfaces.js.map +1 -1
  96. package/Materials/GreasedLine/greasedLinePluginMaterial.d.ts +2 -1
  97. package/Materials/GreasedLine/greasedLinePluginMaterial.js +2 -1
  98. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
  99. package/Materials/Node/Blocks/Dual/index.d.ts +1 -0
  100. package/Materials/Node/Blocks/Dual/index.js +1 -0
  101. package/Materials/Node/Blocks/Dual/index.js.map +1 -1
  102. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.d.ts +5 -0
  103. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +5 -0
  104. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  105. package/Materials/Node/Blocks/Input/prePassTextureBlock.d.ts +1 -1
  106. package/Materials/Node/Blocks/Input/prePassTextureBlock.js +1 -1
  107. package/Materials/Node/Blocks/Input/prePassTextureBlock.js.map +1 -1
  108. package/Materials/Node/Blocks/addBlock.js +1 -1
  109. package/Materials/Node/Blocks/addBlock.js.map +1 -1
  110. package/Materials/Node/Blocks/divideBlock.js +1 -1
  111. package/Materials/Node/Blocks/divideBlock.js.map +1 -1
  112. package/Materials/Node/Blocks/multiplyBlock.js +1 -1
  113. package/Materials/Node/Blocks/multiplyBlock.js.map +1 -1
  114. package/Materials/Node/Blocks/subtractBlock.js +1 -1
  115. package/Materials/Node/Blocks/subtractBlock.js.map +1 -1
  116. package/Materials/Node/nodeMaterial.d.ts +2 -1
  117. package/Materials/Node/nodeMaterial.js +2 -1
  118. package/Materials/Node/nodeMaterial.js.map +1 -1
  119. package/Materials/PBR/pbrBaseMaterial.d.ts +3 -3
  120. package/Materials/PBR/pbrBaseMaterial.js +3 -3
  121. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  122. package/Materials/PBR/pbrMaterial.d.ts +1 -0
  123. package/Materials/PBR/pbrMaterial.js +2 -1
  124. package/Materials/PBR/pbrMaterial.js.map +1 -1
  125. package/Materials/PBR/pbrMetallicRoughnessMaterial.d.ts +3 -3
  126. package/Materials/PBR/pbrMetallicRoughnessMaterial.js +3 -3
  127. package/Materials/PBR/pbrMetallicRoughnessMaterial.js.map +1 -1
  128. package/Materials/PBR/pbrSpecularGlossinessMaterial.d.ts +3 -3
  129. package/Materials/PBR/pbrSpecularGlossinessMaterial.js +3 -3
  130. package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
  131. package/Materials/Textures/Procedurals/noiseProceduralTexture.d.ts +1 -1
  132. package/Materials/Textures/Procedurals/noiseProceduralTexture.js +1 -1
  133. package/Materials/Textures/Procedurals/noiseProceduralTexture.js.map +1 -1
  134. package/Materials/Textures/baseTexture.js +3 -0
  135. package/Materials/Textures/baseTexture.js.map +1 -1
  136. package/Materials/Textures/multiRenderTarget.d.ts +1 -1
  137. package/Materials/Textures/multiRenderTarget.js +1 -1
  138. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  139. package/Materials/Textures/texture.d.ts +4 -1
  140. package/Materials/Textures/texture.js +4 -1
  141. package/Materials/Textures/texture.js.map +1 -1
  142. package/Materials/Textures/thinRenderTargetTexture.d.ts +1 -1
  143. package/Materials/Textures/thinRenderTargetTexture.js +1 -1
  144. package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
  145. package/Materials/Textures/thinTexture.js +3 -0
  146. package/Materials/Textures/thinTexture.js.map +1 -1
  147. package/Materials/effect.js +2 -1
  148. package/Materials/effect.js.map +1 -1
  149. package/Materials/material.d.ts +1 -1
  150. package/Materials/material.js +2 -2
  151. package/Materials/material.js.map +1 -1
  152. package/Materials/standardMaterial.js +1 -1
  153. package/Materials/standardMaterial.js.map +1 -1
  154. package/Maths/math.like.d.ts +3 -0
  155. package/Maths/math.like.js.map +1 -1
  156. package/Maths/math.polar.d.ts +3 -2
  157. package/Maths/math.polar.js +8 -2
  158. package/Maths/math.polar.js.map +1 -1
  159. package/Maths/math.vector.d.ts +1 -1
  160. package/Maths/math.vector.js +1 -1
  161. package/Maths/math.vector.js.map +1 -1
  162. package/Meshes/GreasedLine/greasedLineBaseMesh.d.ts +2 -0
  163. package/Meshes/GreasedLine/greasedLineBaseMesh.js +2 -0
  164. package/Meshes/GreasedLine/greasedLineBaseMesh.js.map +1 -1
  165. package/Meshes/GreasedLine/greasedLineRibbonMesh.d.ts +2 -0
  166. package/Meshes/GreasedLine/greasedLineRibbonMesh.js +2 -0
  167. package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
  168. package/Meshes/Node/Blocks/Textures/geometryTextureBlock.d.ts +1 -1
  169. package/Meshes/Node/Blocks/Textures/geometryTextureBlock.js +1 -1
  170. package/Meshes/Node/Blocks/Textures/geometryTextureBlock.js.map +1 -1
  171. package/Meshes/geodesicMesh.d.ts +32 -1
  172. package/Meshes/geodesicMesh.js +17 -1
  173. package/Meshes/geodesicMesh.js.map +1 -1
  174. package/Meshes/instancedMesh.d.ts +27 -14
  175. package/Meshes/instancedMesh.js +27 -14
  176. package/Meshes/instancedMesh.js.map +1 -1
  177. package/Meshes/linesMesh.d.ts +3 -3
  178. package/Meshes/linesMesh.js +3 -3
  179. package/Meshes/linesMesh.js.map +1 -1
  180. package/Meshes/transformNode.js +18 -0
  181. package/Meshes/transformNode.js.map +1 -1
  182. package/Misc/HighDynamicRange/hdr.d.ts +1 -0
  183. package/Misc/HighDynamicRange/hdr.js +1 -0
  184. package/Misc/HighDynamicRange/hdr.js.map +1 -1
  185. package/Misc/HighDynamicRange/panoramaToCubemap.d.ts +1 -0
  186. package/Misc/HighDynamicRange/panoramaToCubemap.js +1 -0
  187. package/Misc/HighDynamicRange/panoramaToCubemap.js.map +1 -1
  188. package/Misc/decorators.d.ts +1 -0
  189. package/Misc/decorators.js +1 -0
  190. package/Misc/decorators.js.map +1 -1
  191. package/Misc/greasedLineTools.d.ts +5 -1
  192. package/Misc/greasedLineTools.js +5 -1
  193. package/Misc/greasedLineTools.js.map +1 -1
  194. package/Misc/tools.d.ts +4 -0
  195. package/Misc/tools.js +4 -0
  196. package/Misc/tools.js.map +1 -1
  197. package/Misc/videoRecorder.d.ts +4 -1
  198. package/Misc/videoRecorder.js +7 -5
  199. package/Misc/videoRecorder.js.map +1 -1
  200. package/Misc/webRequest.d.ts +3 -0
  201. package/Misc/webRequest.js +3 -0
  202. package/Misc/webRequest.js.map +1 -1
  203. package/Navigation/INavigationEngine.d.ts +10 -1
  204. package/Navigation/INavigationEngine.js.map +1 -1
  205. package/Navigation/Plugins/recastJSPlugin.d.ts +20 -0
  206. package/Navigation/Plugins/recastJSPlugin.js +43 -8
  207. package/Navigation/Plugins/recastJSPlugin.js.map +1 -1
  208. package/ObjectModel/objectModelInterfaces.d.ts +5 -0
  209. package/ObjectModel/objectModelInterfaces.js.map +1 -1
  210. package/Physics/physicsHelper.d.ts +2 -2
  211. package/Physics/physicsHelper.js +4 -4
  212. package/Physics/physicsHelper.js.map +1 -1
  213. package/Physics/physicsRaycastResult.d.ts +2 -1
  214. package/Physics/physicsRaycastResult.js +2 -1
  215. package/Physics/physicsRaycastResult.js.map +1 -1
  216. package/Physics/v1/physicsImpostor.d.ts +2 -2
  217. package/Physics/v1/physicsImpostor.js +2 -2
  218. package/Physics/v1/physicsImpostor.js.map +1 -1
  219. package/Physics/v2/Plugins/havokPlugin.d.ts +49 -4
  220. package/Physics/v2/Plugins/havokPlugin.js +51 -4
  221. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  222. package/Physics/v2/physicsBody.d.ts +33 -3
  223. package/Physics/v2/physicsBody.js +24 -5
  224. package/Physics/v2/physicsBody.js.map +1 -1
  225. package/Physics/v2/physicsEngine.d.ts +4 -1
  226. package/Physics/v2/physicsEngine.js +4 -1
  227. package/Physics/v2/physicsEngine.js.map +1 -1
  228. package/Physics/v2/ragdoll.js +4 -0
  229. package/Physics/v2/ragdoll.js.map +1 -1
  230. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.d.ts +1 -1
  231. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +1 -1
  232. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  233. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.d.ts +1 -1
  234. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js +1 -1
  235. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js.map +1 -1
  236. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.d.ts +1 -1
  237. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +1 -1
  238. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
  239. package/PostProcesses/volumetricLightScatteringPostProcess.d.ts +1 -1
  240. package/PostProcesses/volumetricLightScatteringPostProcess.js +1 -1
  241. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  242. package/Rendering/GlobalIllumination/giRSMManager.d.ts +2 -1
  243. package/Rendering/GlobalIllumination/giRSMManager.js +5 -2
  244. package/Rendering/GlobalIllumination/giRSMManager.js.map +1 -1
  245. package/Rendering/prePassRenderer.d.ts +2 -2
  246. package/Rendering/prePassRenderer.js +2 -2
  247. package/Rendering/prePassRenderer.js.map +1 -1
  248. package/Rendering/reflectiveShadowMap.d.ts +4 -0
  249. package/Rendering/reflectiveShadowMap.js +7 -0
  250. package/Rendering/reflectiveShadowMap.js.map +1 -1
  251. package/Rendering/renderingManager.d.ts +1 -0
  252. package/Rendering/renderingManager.js +1 -0
  253. package/Rendering/renderingManager.js.map +1 -1
  254. package/XR/features/WebXRAbstractFeature.d.ts +4 -0
  255. package/XR/features/WebXRAbstractFeature.js.map +1 -1
  256. package/XR/features/WebXRControllerPointerSelection.js +1 -0
  257. package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
  258. package/XR/features/WebXRDepthSensing.d.ts +1 -1
  259. package/XR/features/WebXRDepthSensing.js +1 -1
  260. package/XR/features/WebXRDepthSensing.js.map +1 -1
  261. package/XR/features/WebXRSpaceWarp.d.ts +0 -27
  262. package/XR/features/WebXRSpaceWarp.js +0 -27
  263. package/XR/features/WebXRSpaceWarp.js.map +1 -1
  264. package/XR/index.d.ts +1 -0
  265. package/XR/index.js +1 -0
  266. package/XR/index.js.map +1 -1
  267. package/assetContainer.d.ts +1 -1
  268. package/assetContainer.js +1 -1
  269. package/assetContainer.js.map +1 -1
  270. package/node.d.ts +3 -0
  271. package/node.js +3 -0
  272. package/node.js.map +1 -1
  273. package/package.json +1 -1
  274. package/FlowGraph/Blocks/Data/Logic/flowGraphBitwiseBlocks.d.ts +0 -60
  275. package/FlowGraph/Blocks/Data/Logic/flowGraphBitwiseBlocks.js +0 -104
  276. package/FlowGraph/Blocks/Data/Logic/flowGraphBitwiseBlocks.js.map +0 -1
@@ -63,7 +63,6 @@ export class SixDofDragBehavior extends BaseSixDofDragBehavior {
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  this._virtualTransformNode.rotationQuaternion = Quaternion.Identity();
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  // On every frame move towards target scaling to avoid jitter caused by vr controllers
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  this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(() => {
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- var _a;
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  if (this.currentDraggingPointerIds.length === 1 && this._moving && !this.disableMovement) {
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  // 1 pointer only drags mesh
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  const deltaToAdd = TmpVectors.Vector3[0];
@@ -73,8 +72,10 @@ export class SixDofDragBehavior extends BaseSixDofDragBehavior {
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  // If the node has a parent, transform the delta to local space, so it can be added to the
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  // position in local space
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  if (ownerNode.parent) {
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- const parentWorld = ownerNode.parent.getWorldMatrix();
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- Vector3.TransformNormalToRef(deltaToAdd, parentWorld, deltaToAddTransformed);
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+ const parentRotationMatrixInverse = TmpVectors.Matrix[0];
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+ ownerNode.parent.absoluteRotationQuaternion.toRotationMatrix(parentRotationMatrixInverse);
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+ parentRotationMatrixInverse.invert();
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+ Vector3.TransformNormalToRef(deltaToAdd, parentRotationMatrixInverse, deltaToAddTransformed);
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  }
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  ownerNode.position.addInPlace(deltaToAddTransformed);
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  this.onPositionChangedObservable.notifyObservers({ position: ownerNode.absolutePosition });
@@ -82,15 +83,11 @@ export class SixDofDragBehavior extends BaseSixDofDragBehavior {
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  if (!ownerNode.parent || (ownerNode.parent.scaling && !ownerNode.parent.scaling.isNonUniformWithinEpsilon(0.001))) {
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  const rotationToApply = TmpVectors.Quaternion[0];
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  rotationToApply.copyFrom(this._targetOrientation);
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- // If the node has a parent, transform the rotation to local space so it can be applied
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- // to the node's own rotation
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  if (ownerNode.parent) {
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- const parentWorld = (_a = ownerNode.parent) === null || _a === void 0 ? void 0 : _a.getWorldMatrix();
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- const rotation = TmpVectors.Matrix[0];
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- this._targetOrientation.toRotationMatrix(rotation);
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- const rotationTransformed = TmpVectors.Matrix[1];
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- parentWorld === null || parentWorld === void 0 ? void 0 : parentWorld.multiplyToRef(rotation, rotationTransformed);
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- Quaternion.FromRotationMatrixToRef(rotationTransformed, rotationToApply);
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+ const parentRotationInverse = TmpVectors.Quaternion[0];
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+ parentRotationInverse.copyFrom(ownerNode.parent.absoluteRotationQuaternion);
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+ parentRotationInverse.invertInPlace();
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+ parentRotationInverse.multiplyToRef(this._targetOrientation, rotationToApply);
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  }
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  Quaternion.SlerpToRef(ownerNode.rotationQuaternion, rotationToApply, this.dragDeltaRatio, ownerNode.rotationQuaternion);
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  }
@@ -161,16 +158,14 @@ export class SixDofDragBehavior extends BaseSixDofDragBehavior {
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  }
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  _targetDragStart() {
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  const pointerCount = this.currentDraggingPointerIds.length;
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- const oldParent = this._ownerNode.parent;
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  if (!this._ownerNode.rotationQuaternion) {
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  this._ownerNode.rotationQuaternion = Quaternion.RotationYawPitchRoll(this._ownerNode.rotation.y, this._ownerNode.rotation.x, this._ownerNode.rotation.z);
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  }
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  const worldPivot = this._ownerNode.getAbsolutePivotPoint();
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- this._ownerNode.setParent(null);
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  if (pointerCount === 1) {
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- this._targetPosition.copyFrom(this._ownerNode.position);
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- this._targetOrientation.copyFrom(this._ownerNode.rotationQuaternion);
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- this._targetScaling.copyFrom(this._ownerNode.scaling);
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+ this._targetPosition.copyFrom(this._ownerNode.absolutePosition);
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+ this._targetOrientation.copyFrom(this._ownerNode.absoluteRotationQuaternion);
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+ this._targetScaling.copyFrom(this._ownerNode.absoluteScaling);
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  if (this.faceCameraOnDragStart && this._scene.activeCamera) {
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  const toCamera = TmpVectors.Vector3[0];
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  this._scene.activeCamera.position.subtractToRef(worldPivot, toCamera);
@@ -192,13 +187,12 @@ export class SixDofDragBehavior extends BaseSixDofDragBehavior {
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  }
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  else if (pointerCount === 2) {
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  this._virtualTransformNode.setPivotPoint(new Vector3(0, 0, 0), Space.LOCAL);
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- this._virtualTransformNode.position.copyFrom(this._ownerNode.position);
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- this._virtualTransformNode.scaling.copyFrom(this._ownerNode.scaling);
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- this._virtualTransformNode.rotationQuaternion.copyFrom(this._ownerNode.rotationQuaternion);
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+ this._virtualTransformNode.position.copyFrom(this._ownerNode.absolutePosition);
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+ this._virtualTransformNode.scaling.copyFrom(this._ownerNode.absoluteScaling);
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+ this._virtualTransformNode.rotationQuaternion.copyFrom(this._ownerNode.absoluteRotationQuaternion);
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  this._virtualTransformNode.setPivotPoint(worldPivot, Space.WORLD);
199
194
  this._resetVirtualMeshesPosition();
200
195
  }
201
- this._ownerNode.setParent(oldParent);
202
196
  }
203
197
  _targetDrag(worldDeltaPosition, worldDeltaRotation) {
204
198
  if (this.currentDraggingPointerIds.length === 1) {
@@ -1 +1 @@
1
- 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type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Vector3, Quaternion, Matrix, TmpVectors } from \"../../Maths/math.vector\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { BaseSixDofDragBehavior } from \"./baseSixDofDragBehavior\";\r\nimport { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Space } from \"../../Maths/math.axis\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray\r\n */\r\nexport class SixDofDragBehavior extends BaseSixDofDragBehavior {\r\n private _sceneRenderObserver: Nullable<Observer<Scene>> = null;\r\n private _virtualTransformNode: TransformNode;\r\n\r\n protected _targetPosition = new Vector3(0, 0, 0);\r\n protected _targetOrientation = new Quaternion();\r\n protected _targetScaling = new Vector3(1, 1, 1);\r\n protected _startingPosition = new Vector3(0, 0, 0);\r\n protected _startingOrientation = new Quaternion();\r\n protected _startingScaling = new Vector3(1, 1, 1);\r\n\r\n /**\r\n * Fires when position is updated\r\n */\r\n public onPositionChangedObservable = new Observable<{ position: Vector3 }>();\r\n\r\n /**\r\n * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)\r\n */\r\n public dragDeltaRatio = 0.2;\r\n\r\n /**\r\n * If the object should rotate to face the drag origin\r\n */\r\n public rotateDraggedObject = true;\r\n\r\n /**\r\n * If `rotateDraggedObject` is set to `true`, this parameter determines if we are only rotating around the y axis (yaw)\r\n */\r\n public rotateAroundYOnly = false;\r\n\r\n /**\r\n * Should the behavior rotate 1:1 with the motion controller, when one is used.\r\n */\r\n public rotateWithMotionController = true;\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"SixDofDrag\";\r\n }\r\n\r\n /**\r\n * Use this flag to update the target but not move the owner node towards the target\r\n */\r\n public disableMovement: boolean = false;\r\n\r\n /**\r\n * Should the object rotate towards the camera when we start dragging it\r\n */\r\n public faceCameraOnDragStart = false;\r\n\r\n /**\r\n * Attaches the six DoF drag behavior\r\n * @param ownerNode The mesh that will be dragged around once attached\r\n */\r\n public attach(ownerNode: Mesh): void {\r\n super.attach(ownerNode);\r\n\r\n ownerNode.isNearGrabbable = true;\r\n\r\n // Node that will save the owner's transform\r\n this._virtualTransformNode = new TransformNode(\"virtual_sixDof\", BaseSixDofDragBehavior._virtualScene);\r\n this._virtualTransformNode.rotationQuaternion = Quaternion.Identity();\r\n\r\n // On every frame move towards target scaling to avoid jitter caused by vr controllers\r\n this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(() => {\r\n if (this.currentDraggingPointerIds.length === 1 && this._moving && !this.disableMovement) {\r\n // 1 pointer only drags mesh\r\n const deltaToAdd = TmpVectors.Vector3[0];\r\n deltaToAdd.copyFrom(this._targetPosition).subtractInPlace(ownerNode.absolutePosition).scaleInPlace(this.dragDeltaRatio);\r\n const deltaToAddTransformed = TmpVectors.Vector3[1];\r\n deltaToAddTransformed.copyFrom(deltaToAdd);\r\n // If the node has a parent, transform the delta to local space, so it can be added to the\r\n // position in local space\r\n if (ownerNode.parent) {\r\n const parentWorld = ownerNode.parent.getWorldMatrix();\r\n Vector3.TransformNormalToRef(deltaToAdd, parentWorld, deltaToAddTransformed);\r\n }\r\n ownerNode.position.addInPlace(deltaToAddTransformed);\r\n\r\n this.onPositionChangedObservable.notifyObservers({ position: ownerNode.absolutePosition });\r\n\r\n // Only rotate the mesh if it's parent has uniform scaling\r\n if (!ownerNode.parent || ((ownerNode.parent as TransformNode).scaling && !(ownerNode.parent as TransformNode).scaling.isNonUniformWithinEpsilon(0.001))) {\r\n const rotationToApply = TmpVectors.Quaternion[0];\r\n rotationToApply.copyFrom(this._targetOrientation);\r\n // If the node has a parent, transform the rotation to local space so it can be applied\r\n // to the node's own rotation\r\n if (ownerNode.parent) {\r\n const parentWorld = ownerNode.parent?.getWorldMatrix();\r\n const rotation = TmpVectors.Matrix[0];\r\n this._targetOrientation.toRotationMatrix(rotation);\r\n const rotationTransformed = TmpVectors.Matrix[1];\r\n parentWorld?.multiplyToRef(rotation, rotationTransformed);\r\n Quaternion.FromRotationMatrixToRef(rotationTransformed, rotationToApply);\r\n }\r\n Quaternion.SlerpToRef(ownerNode.rotationQuaternion!, rotationToApply, this.dragDeltaRatio, ownerNode.rotationQuaternion!);\r\n }\r\n }\r\n });\r\n }\r\n\r\n private _getPositionOffsetAround(transformationLocalOrigin: Vector3, scaling: number, rotation: Quaternion): Vector3 {\r\n const translationMatrix = TmpVectors.Matrix[0]; // T\r\n const translationMatrixInv = TmpVectors.Matrix[1]; // T'\r\n const rotationMatrix = TmpVectors.Matrix[2]; // R\r\n const scaleMatrix = TmpVectors.Matrix[3]; // S\r\n const finalMatrix = TmpVectors.Matrix[4]; // T' x R x S x T\r\n\r\n Matrix.TranslationToRef(transformationLocalOrigin.x, transformationLocalOrigin.y, transformationLocalOrigin.z, translationMatrix); // T\r\n Matrix.TranslationToRef(-transformationLocalOrigin.x, -transformationLocalOrigin.y, -transformationLocalOrigin.z, translationMatrixInv); // T'\r\n Matrix.FromQuaternionToRef(rotation, rotationMatrix); // R\r\n Matrix.ScalingToRef(scaling, scaling, scaling, scaleMatrix);\r\n translationMatrixInv.multiplyToRef(rotationMatrix, finalMatrix); // T' x R\r\n finalMatrix.multiplyToRef(scaleMatrix, finalMatrix); // T' x R x S\r\n finalMatrix.multiplyToRef(translationMatrix, finalMatrix); // T' x R x S x T\r\n\r\n return finalMatrix.getTranslation();\r\n }\r\n\r\n private _onePointerPositionUpdated(worldDeltaPosition: Vector3, worldDeltaRotation: Quaternion) {\r\n const pointerDelta = TmpVectors.Vector3[0];\r\n pointerDelta.setAll(0);\r\n\r\n if (this._dragging === this._dragType.DRAG) {\r\n if (this.rotateDraggedObject) {\r\n if (this.rotateAroundYOnly) {\r\n // Convert change in rotation to only y axis rotation\r\n Quaternion.RotationYawPitchRollToRef(worldDeltaRotation.toEulerAngles().y, 0, 0, TmpVectors.Quaternion[0]);\r\n } else {\r\n TmpVectors.Quaternion[0].copyFrom(worldDeltaRotation);\r\n }\r\n TmpVectors.Quaternion[0].multiplyToRef(this._startingOrientation, this._targetOrientation);\r\n }\r\n } else if (this._dragging === this._dragType.NEAR_DRAG || (this._dragging === this._dragType.DRAG_WITH_CONTROLLER && this.rotateWithMotionController)) {\r\n worldDeltaRotation.multiplyToRef(this._startingOrientation, this._targetOrientation);\r\n }\r\n\r\n this._targetPosition.copyFrom(this._startingPosition).addInPlace(worldDeltaPosition);\r\n }\r\n\r\n private _twoPointersPositionUpdated() {\r\n const startingPosition0 = this._virtualMeshesInfo[this.currentDraggingPointerIds[0]].startingPosition;\r\n const startingPosition1 = this._virtualMeshesInfo[this.currentDraggingPointerIds[1]].startingPosition;\r\n const startingCenter = TmpVectors.Vector3[0];\r\n startingPosition0.addToRef(startingPosition1, startingCenter);\r\n startingCenter.scaleInPlace(0.5);\r\n const startingVector = TmpVectors.Vector3[1];\r\n startingPosition1.subtractToRef(startingPosition0, startingVector);\r\n\r\n const currentPosition0 = this._virtualMeshesInfo[this.currentDraggingPointerIds[0]].dragMesh.absolutePosition;\r\n const currentPosition1 = this._virtualMeshesInfo[this.currentDraggingPointerIds[1]].dragMesh.absolutePosition;\r\n const currentCenter = TmpVectors.Vector3[2];\r\n currentPosition0.addToRef(currentPosition1, currentCenter);\r\n currentCenter.scaleInPlace(0.5);\r\n const currentVector = TmpVectors.Vector3[3];\r\n currentPosition1.subtractToRef(currentPosition0, currentVector);\r\n\r\n const scaling = currentVector.length() / startingVector.length();\r\n const translation = currentCenter.subtract(startingCenter);\r\n const rotationQuaternion = Quaternion.FromEulerAngles(\r\n 0,\r\n Vector3.GetAngleBetweenVectorsOnPlane(startingVector.normalize(), currentVector.normalize(), Vector3.UpReadOnly),\r\n 0\r\n );\r\n\r\n const oldParent = this._ownerNode.parent;\r\n this._ownerNode.setParent(null);\r\n\r\n const positionOffset = this._getPositionOffsetAround(startingCenter.subtract(this._virtualTransformNode.getAbsolutePivotPoint()), scaling, rotationQuaternion);\r\n this._virtualTransformNode.rotationQuaternion!.multiplyToRef(rotationQuaternion, this._ownerNode.rotationQuaternion!);\r\n this._virtualTransformNode.scaling.scaleToRef(scaling, this._ownerNode.scaling);\r\n this._virtualTransformNode.position.addToRef(translation.addInPlace(positionOffset), this._ownerNode.position);\r\n this.onPositionChangedObservable.notifyObservers({ position: this._ownerNode.position });\r\n\r\n this._ownerNode.setParent(oldParent);\r\n }\r\n\r\n protected _targetDragStart() {\r\n const pointerCount = this.currentDraggingPointerIds.length;\r\n const oldParent = this._ownerNode.parent;\r\n\r\n if (!this._ownerNode.rotationQuaternion) {\r\n this._ownerNode.rotationQuaternion = Quaternion.RotationYawPitchRoll(this._ownerNode.rotation.y, this._ownerNode.rotation.x, this._ownerNode.rotation.z);\r\n }\r\n const worldPivot = this._ownerNode.getAbsolutePivotPoint();\r\n this._ownerNode.setParent(null);\r\n\r\n if (pointerCount === 1) {\r\n this._targetPosition.copyFrom(this._ownerNode.position);\r\n this._targetOrientation.copyFrom(this._ownerNode.rotationQuaternion);\r\n this._targetScaling.copyFrom(this._ownerNode.scaling);\r\n\r\n if (this.faceCameraOnDragStart && this._scene.activeCamera) {\r\n const toCamera = TmpVectors.Vector3[0];\r\n this._scene.activeCamera.position.subtractToRef(worldPivot, toCamera);\r\n toCamera.normalize();\r\n const quat = TmpVectors.Quaternion[0];\r\n if (this._scene.useRightHandedSystem) {\r\n Quaternion.FromLookDirectionRHToRef(toCamera, new Vector3(0, 1, 0), quat);\r\n } else {\r\n Quaternion.FromLookDirectionLHToRef(toCamera, new Vector3(0, 1, 0), quat);\r\n }\r\n quat.normalize();\r\n Quaternion.RotationYawPitchRollToRef(quat.toEulerAngles().y, 0, 0, TmpVectors.Quaternion[0]);\r\n this._targetOrientation.copyFrom(TmpVectors.Quaternion[0]);\r\n }\r\n this._startingPosition.copyFrom(this._targetPosition);\r\n this._startingOrientation.copyFrom(this._targetOrientation);\r\n this._startingScaling.copyFrom(this._targetScaling);\r\n } else if (pointerCount === 2) {\r\n this._virtualTransformNode.setPivotPoint(new Vector3(0, 0, 0), Space.LOCAL);\r\n this._virtualTransformNode.position.copyFrom(this._ownerNode.position);\r\n this._virtualTransformNode.scaling.copyFrom(this._ownerNode.scaling);\r\n this._virtualTransformNode.rotationQuaternion!.copyFrom(this._ownerNode.rotationQuaternion);\r\n this._virtualTransformNode.setPivotPoint(worldPivot, Space.WORLD);\r\n this._resetVirtualMeshesPosition();\r\n }\r\n\r\n this._ownerNode.setParent(oldParent);\r\n }\r\n\r\n protected _targetDrag(worldDeltaPosition: Vector3, worldDeltaRotation: Quaternion) {\r\n if (this.currentDraggingPointerIds.length === 1) {\r\n this._onePointerPositionUpdated(worldDeltaPosition, worldDeltaRotation);\r\n } else if (this.currentDraggingPointerIds.length === 2) {\r\n this._twoPointersPositionUpdated();\r\n }\r\n }\r\n\r\n protected _targetDragEnd() {\r\n if (this.currentDraggingPointerIds.length === 1) {\r\n // We still have 1 active pointer, we must simulate a dragstart with a reseted position/orientation\r\n this._resetVirtualMeshesPosition();\r\n const previousFaceCameraFlag = this.faceCameraOnDragStart;\r\n this.faceCameraOnDragStart = false;\r\n this._targetDragStart();\r\n this.faceCameraOnDragStart = previousFaceCameraFlag;\r\n }\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n super.detach();\r\n\r\n if (this._ownerNode) {\r\n (this._ownerNode as Mesh).isNearGrabbable = false;\r\n this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);\r\n }\r\n\r\n if (this._virtualTransformNode) {\r\n this._virtualTransformNode.dispose();\r\n }\r\n }\r\n}\r\n"]}
1
+ 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type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Vector3, Quaternion, Matrix, TmpVectors } from \"../../Maths/math.vector\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { BaseSixDofDragBehavior } from \"./baseSixDofDragBehavior\";\r\nimport { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Space } from \"../../Maths/math.axis\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray\r\n */\r\nexport class SixDofDragBehavior extends BaseSixDofDragBehavior {\r\n private _sceneRenderObserver: Nullable<Observer<Scene>> = null;\r\n private _virtualTransformNode: TransformNode;\r\n\r\n protected _targetPosition = new Vector3(0, 0, 0);\r\n protected _targetOrientation = new Quaternion();\r\n protected _targetScaling = new Vector3(1, 1, 1);\r\n protected _startingPosition = new Vector3(0, 0, 0);\r\n protected _startingOrientation = new Quaternion();\r\n protected _startingScaling = new Vector3(1, 1, 1);\r\n\r\n /**\r\n * Fires when position is updated\r\n */\r\n public onPositionChangedObservable = new Observable<{ position: Vector3 }>();\r\n\r\n /**\r\n * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)\r\n */\r\n public dragDeltaRatio = 0.2;\r\n\r\n /**\r\n * If the object should rotate to face the drag origin\r\n */\r\n public rotateDraggedObject = true;\r\n\r\n /**\r\n * If `rotateDraggedObject` is set to `true`, this parameter determines if we are only rotating around the y axis (yaw)\r\n */\r\n public rotateAroundYOnly = false;\r\n\r\n /**\r\n * Should the behavior rotate 1:1 with the motion controller, when one is used.\r\n */\r\n public rotateWithMotionController = true;\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"SixDofDrag\";\r\n }\r\n\r\n /**\r\n * Use this flag to update the target but not move the owner node towards the target\r\n */\r\n public disableMovement: boolean = false;\r\n\r\n /**\r\n * Should the object rotate towards the camera when we start dragging it\r\n */\r\n public faceCameraOnDragStart = false;\r\n\r\n /**\r\n * Attaches the six DoF drag behavior\r\n * @param ownerNode The mesh that will be dragged around once attached\r\n */\r\n public attach(ownerNode: Mesh): void {\r\n super.attach(ownerNode);\r\n\r\n ownerNode.isNearGrabbable = true;\r\n\r\n // Node that will save the owner's transform\r\n this._virtualTransformNode = new TransformNode(\"virtual_sixDof\", BaseSixDofDragBehavior._virtualScene);\r\n this._virtualTransformNode.rotationQuaternion = Quaternion.Identity();\r\n\r\n // On every frame move towards target scaling to avoid jitter caused by vr controllers\r\n this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(() => {\r\n if (this.currentDraggingPointerIds.length === 1 && this._moving && !this.disableMovement) {\r\n // 1 pointer only drags mesh\r\n const deltaToAdd = TmpVectors.Vector3[0];\r\n deltaToAdd.copyFrom(this._targetPosition).subtractInPlace(ownerNode.absolutePosition).scaleInPlace(this.dragDeltaRatio);\r\n const deltaToAddTransformed = TmpVectors.Vector3[1];\r\n deltaToAddTransformed.copyFrom(deltaToAdd);\r\n // If the node has a parent, transform the delta to local space, so it can be added to the\r\n // position in local space\r\n if (ownerNode.parent) {\r\n const parentRotationMatrixInverse = TmpVectors.Matrix[0];\r\n (ownerNode.parent as TransformNode).absoluteRotationQuaternion.toRotationMatrix(parentRotationMatrixInverse);\r\n parentRotationMatrixInverse.invert();\r\n Vector3.TransformNormalToRef(deltaToAdd, parentRotationMatrixInverse, deltaToAddTransformed);\r\n }\r\n ownerNode.position.addInPlace(deltaToAddTransformed);\r\n\r\n this.onPositionChangedObservable.notifyObservers({ position: ownerNode.absolutePosition });\r\n\r\n // Only rotate the mesh if it's parent has uniform scaling\r\n if (!ownerNode.parent || ((ownerNode.parent as TransformNode).scaling && !(ownerNode.parent as TransformNode).scaling.isNonUniformWithinEpsilon(0.001))) {\r\n const rotationToApply = TmpVectors.Quaternion[0];\r\n rotationToApply.copyFrom(this._targetOrientation);\r\n if (ownerNode.parent) {\r\n const parentRotationInverse = TmpVectors.Quaternion[0];\r\n parentRotationInverse.copyFrom((ownerNode.parent as TransformNode).absoluteRotationQuaternion);\r\n parentRotationInverse.invertInPlace();\r\n parentRotationInverse.multiplyToRef(this._targetOrientation, rotationToApply);\r\n }\r\n Quaternion.SlerpToRef(ownerNode.rotationQuaternion!, rotationToApply, this.dragDeltaRatio, ownerNode.rotationQuaternion!);\r\n }\r\n }\r\n });\r\n }\r\n\r\n private _getPositionOffsetAround(transformationLocalOrigin: Vector3, scaling: number, rotation: Quaternion): Vector3 {\r\n const translationMatrix = TmpVectors.Matrix[0]; // T\r\n const translationMatrixInv = TmpVectors.Matrix[1]; // T'\r\n const rotationMatrix = TmpVectors.Matrix[2]; // R\r\n const scaleMatrix = TmpVectors.Matrix[3]; // S\r\n const finalMatrix = TmpVectors.Matrix[4]; // T' x R x S x T\r\n\r\n Matrix.TranslationToRef(transformationLocalOrigin.x, transformationLocalOrigin.y, transformationLocalOrigin.z, translationMatrix); // T\r\n Matrix.TranslationToRef(-transformationLocalOrigin.x, -transformationLocalOrigin.y, -transformationLocalOrigin.z, translationMatrixInv); // T'\r\n Matrix.FromQuaternionToRef(rotation, rotationMatrix); // R\r\n Matrix.ScalingToRef(scaling, scaling, scaling, scaleMatrix);\r\n translationMatrixInv.multiplyToRef(rotationMatrix, finalMatrix); // T' x R\r\n finalMatrix.multiplyToRef(scaleMatrix, finalMatrix); // T' x R x S\r\n finalMatrix.multiplyToRef(translationMatrix, finalMatrix); // T' x R x S x T\r\n\r\n return finalMatrix.getTranslation();\r\n }\r\n\r\n private _onePointerPositionUpdated(worldDeltaPosition: Vector3, worldDeltaRotation: Quaternion) {\r\n const pointerDelta = TmpVectors.Vector3[0];\r\n pointerDelta.setAll(0);\r\n\r\n if (this._dragging === this._dragType.DRAG) {\r\n if (this.rotateDraggedObject) {\r\n if (this.rotateAroundYOnly) {\r\n // Convert change in rotation to only y axis rotation\r\n Quaternion.RotationYawPitchRollToRef(worldDeltaRotation.toEulerAngles().y, 0, 0, TmpVectors.Quaternion[0]);\r\n } else {\r\n TmpVectors.Quaternion[0].copyFrom(worldDeltaRotation);\r\n }\r\n TmpVectors.Quaternion[0].multiplyToRef(this._startingOrientation, this._targetOrientation);\r\n }\r\n } else if (this._dragging === this._dragType.NEAR_DRAG || (this._dragging === this._dragType.DRAG_WITH_CONTROLLER && this.rotateWithMotionController)) {\r\n worldDeltaRotation.multiplyToRef(this._startingOrientation, this._targetOrientation);\r\n }\r\n\r\n this._targetPosition.copyFrom(this._startingPosition).addInPlace(worldDeltaPosition);\r\n }\r\n\r\n private _twoPointersPositionUpdated() {\r\n const startingPosition0 = this._virtualMeshesInfo[this.currentDraggingPointerIds[0]].startingPosition;\r\n const startingPosition1 = this._virtualMeshesInfo[this.currentDraggingPointerIds[1]].startingPosition;\r\n const startingCenter = TmpVectors.Vector3[0];\r\n startingPosition0.addToRef(startingPosition1, startingCenter);\r\n startingCenter.scaleInPlace(0.5);\r\n const startingVector = TmpVectors.Vector3[1];\r\n startingPosition1.subtractToRef(startingPosition0, startingVector);\r\n\r\n const currentPosition0 = this._virtualMeshesInfo[this.currentDraggingPointerIds[0]].dragMesh.absolutePosition;\r\n const currentPosition1 = this._virtualMeshesInfo[this.currentDraggingPointerIds[1]].dragMesh.absolutePosition;\r\n const currentCenter = TmpVectors.Vector3[2];\r\n currentPosition0.addToRef(currentPosition1, currentCenter);\r\n currentCenter.scaleInPlace(0.5);\r\n const currentVector = TmpVectors.Vector3[3];\r\n currentPosition1.subtractToRef(currentPosition0, currentVector);\r\n\r\n const scaling = currentVector.length() / startingVector.length();\r\n const translation = currentCenter.subtract(startingCenter);\r\n const rotationQuaternion = Quaternion.FromEulerAngles(\r\n 0,\r\n Vector3.GetAngleBetweenVectorsOnPlane(startingVector.normalize(), currentVector.normalize(), Vector3.UpReadOnly),\r\n 0\r\n );\r\n\r\n const oldParent = this._ownerNode.parent;\r\n this._ownerNode.setParent(null);\r\n\r\n const positionOffset = this._getPositionOffsetAround(startingCenter.subtract(this._virtualTransformNode.getAbsolutePivotPoint()), scaling, rotationQuaternion);\r\n this._virtualTransformNode.rotationQuaternion!.multiplyToRef(rotationQuaternion, this._ownerNode.rotationQuaternion!);\r\n this._virtualTransformNode.scaling.scaleToRef(scaling, this._ownerNode.scaling);\r\n this._virtualTransformNode.position.addToRef(translation.addInPlace(positionOffset), this._ownerNode.position);\r\n this.onPositionChangedObservable.notifyObservers({ position: this._ownerNode.position });\r\n\r\n this._ownerNode.setParent(oldParent);\r\n }\r\n\r\n protected _targetDragStart() {\r\n const pointerCount = this.currentDraggingPointerIds.length;\r\n\r\n if (!this._ownerNode.rotationQuaternion) {\r\n this._ownerNode.rotationQuaternion = Quaternion.RotationYawPitchRoll(this._ownerNode.rotation.y, this._ownerNode.rotation.x, this._ownerNode.rotation.z);\r\n }\r\n const worldPivot = this._ownerNode.getAbsolutePivotPoint();\r\n\r\n if (pointerCount === 1) {\r\n this._targetPosition.copyFrom(this._ownerNode.absolutePosition);\r\n this._targetOrientation.copyFrom(this._ownerNode.absoluteRotationQuaternion);\r\n this._targetScaling.copyFrom(this._ownerNode.absoluteScaling);\r\n\r\n if (this.faceCameraOnDragStart && this._scene.activeCamera) {\r\n const toCamera = TmpVectors.Vector3[0];\r\n this._scene.activeCamera.position.subtractToRef(worldPivot, toCamera);\r\n toCamera.normalize();\r\n const quat = TmpVectors.Quaternion[0];\r\n if (this._scene.useRightHandedSystem) {\r\n Quaternion.FromLookDirectionRHToRef(toCamera, new Vector3(0, 1, 0), quat);\r\n } else {\r\n Quaternion.FromLookDirectionLHToRef(toCamera, new Vector3(0, 1, 0), quat);\r\n }\r\n quat.normalize();\r\n Quaternion.RotationYawPitchRollToRef(quat.toEulerAngles().y, 0, 0, TmpVectors.Quaternion[0]);\r\n this._targetOrientation.copyFrom(TmpVectors.Quaternion[0]);\r\n }\r\n this._startingPosition.copyFrom(this._targetPosition);\r\n this._startingOrientation.copyFrom(this._targetOrientation);\r\n this._startingScaling.copyFrom(this._targetScaling);\r\n } else if (pointerCount === 2) {\r\n this._virtualTransformNode.setPivotPoint(new Vector3(0, 0, 0), Space.LOCAL);\r\n this._virtualTransformNode.position.copyFrom(this._ownerNode.absolutePosition);\r\n this._virtualTransformNode.scaling.copyFrom(this._ownerNode.absoluteScaling);\r\n this._virtualTransformNode.rotationQuaternion!.copyFrom(this._ownerNode.absoluteRotationQuaternion);\r\n this._virtualTransformNode.setPivotPoint(worldPivot, Space.WORLD);\r\n this._resetVirtualMeshesPosition();\r\n }\r\n }\r\n\r\n protected _targetDrag(worldDeltaPosition: Vector3, worldDeltaRotation: Quaternion) {\r\n if (this.currentDraggingPointerIds.length === 1) {\r\n this._onePointerPositionUpdated(worldDeltaPosition, worldDeltaRotation);\r\n } else if (this.currentDraggingPointerIds.length === 2) {\r\n this._twoPointersPositionUpdated();\r\n }\r\n }\r\n\r\n protected _targetDragEnd() {\r\n if (this.currentDraggingPointerIds.length === 1) {\r\n // We still have 1 active pointer, we must simulate a dragstart with a reseted position/orientation\r\n this._resetVirtualMeshesPosition();\r\n const previousFaceCameraFlag = this.faceCameraOnDragStart;\r\n this.faceCameraOnDragStart = false;\r\n this._targetDragStart();\r\n this.faceCameraOnDragStart = previousFaceCameraFlag;\r\n }\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n super.detach();\r\n\r\n if (this._ownerNode) {\r\n (this._ownerNode as Mesh).isNearGrabbable = false;\r\n this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);\r\n }\r\n\r\n if (this._virtualTransformNode) {\r\n this._virtualTransformNode.dispose();\r\n }\r\n }\r\n}\r\n"]}
@@ -59,20 +59,20 @@ export declare abstract class BaseCameraPointersInput implements ICameraInput<Ca
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  /**
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  * Called on pointer POINTERMOVE event if only a single touch is active.
61
61
  * Override this method to provide functionality.
62
- * @param point
63
- * @param offsetX
64
- * @param offsetY
62
+ * @param point The current position of the pointer
63
+ * @param offsetX The offsetX of the pointer when the event occurred
64
+ * @param offsetY The offsetY of the pointer when the event occurred
65
65
  */
66
66
  onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
67
67
  /**
68
68
  * Called on pointer POINTERMOVE event if multiple touches are active.
69
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  * Override this method to provide functionality.
70
- * @param _pointA
71
- * @param _pointB
72
- * @param previousPinchSquaredDistance
73
- * @param pinchSquaredDistance
74
- * @param previousMultiTouchPanPosition
75
- * @param multiTouchPanPosition
70
+ * @param _pointA First point in the pair
71
+ * @param _pointB Second point in the pair
72
+ * @param previousPinchSquaredDistance Sqr Distance between the points the last time this event was fired (by this input)
73
+ * @param pinchSquaredDistance Sqr Distance between the points this time
74
+ * @param previousMultiTouchPanPosition Previous center point between the points
75
+ * @param multiTouchPanPosition Current center point between the points
76
76
  */
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77
  onMultiTouch(_pointA: Nullable<PointerTouch>, _pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
78
78
  /**
@@ -236,24 +236,24 @@ export class BaseCameraPointersInput {
236
236
  */
237
237
  // eslint-disable-next-line @typescript-eslint/no-unused-vars
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238
  onDoubleTap(type) { }
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+ // eslint-disable-next-line @typescript-eslint/no-unused-vars
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  /**
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  * Called on pointer POINTERMOVE event if only a single touch is active.
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  * Override this method to provide functionality.
242
- * @param point
243
- * @param offsetX
244
- * @param offsetY
243
+ * @param point The current position of the pointer
244
+ * @param offsetX The offsetX of the pointer when the event occurred
245
+ * @param offsetY The offsetY of the pointer when the event occurred
245
246
  */
246
- // eslint-disable-next-line @typescript-eslint/no-unused-vars
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247
  onTouch(point, offsetX, offsetY) { }
248
248
  /**
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  * Called on pointer POINTERMOVE event if multiple touches are active.
250
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  * Override this method to provide functionality.
251
- * @param _pointA
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- * @param _pointB
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- * @param previousPinchSquaredDistance
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- * @param pinchSquaredDistance
255
- * @param previousMultiTouchPanPosition
256
- * @param multiTouchPanPosition
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+ * @param _pointA First point in the pair
252
+ * @param _pointB Second point in the pair
253
+ * @param previousPinchSquaredDistance Sqr Distance between the points the last time this event was fired (by this input)
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+ * @param pinchSquaredDistance Sqr Distance between the points this time
255
+ * @param previousMultiTouchPanPosition Previous center point between the points
256
+ * @param multiTouchPanPosition Current center point between the points
257
257
  */
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  // eslint-disable-next-line @typescript-eslint/no-unused-vars
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  onMultiTouch(_pointA, _pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition) { }
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport type { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { EventState, Observer } from \"../../Misc/observable\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport type { PointerInfo, PointerTouch } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n\r\n/**\r\n * Base class for Camera Pointer Inputs.\r\n * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts\r\n * for example usage.\r\n */\r\nexport abstract class BaseCameraPointersInput implements ICameraInput<Camera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public abstract camera: Camera;\r\n\r\n /**\r\n * Whether keyboard modifier keys are pressed at time of last mouse event.\r\n */\r\n protected _altKey: boolean;\r\n protected _ctrlKey: boolean;\r\n protected _metaKey: boolean;\r\n protected _shiftKey: boolean;\r\n\r\n /**\r\n * Which mouse buttons were pressed at time of last mouse event.\r\n * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons\r\n */\r\n protected _buttonsPressed: number;\r\n\r\n private _currentActiveButton: number = -1;\r\n private _contextMenuBind: EventListener;\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera move.\r\n */\r\n @serialize()\r\n public buttons = [0, 1, 2];\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n // eslint-disable-next-line prefer-rest-params\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n const engine = this.camera.getEngine();\r\n const element = engine.getInputElement();\r\n let previousPinchSquaredDistance = 0;\r\n let previousMultiTouchPanPosition: Nullable<PointerTouch> = null;\r\n\r\n this._pointA = null;\r\n this._pointB = null;\r\n\r\n this._altKey = false;\r\n this._ctrlKey = false;\r\n this._metaKey = false;\r\n this._shiftKey = false;\r\n this._buttonsPressed = 0;\r\n\r\n this._pointerInput = (p) => {\r\n const evt = <IPointerEvent>p.event;\r\n const isTouch = evt.pointerType === \"touch\";\r\n\r\n if (p.type !== PointerEventTypes.POINTERMOVE && this.buttons.indexOf(evt.button) === -1) {\r\n return;\r\n }\r\n\r\n const srcElement = <HTMLElement>evt.target;\r\n\r\n this._altKey = evt.altKey;\r\n this._ctrlKey = evt.ctrlKey;\r\n this._metaKey = evt.metaKey;\r\n this._shiftKey = evt.shiftKey;\r\n this._buttonsPressed = evt.buttons;\r\n\r\n if (engine.isPointerLock) {\r\n const offsetX = evt.movementX;\r\n const offsetY = evt.movementY;\r\n\r\n this.onTouch(null, offsetX, offsetY);\r\n this._pointA = null;\r\n this._pointB = null;\r\n } else if (p.type !== PointerEventTypes.POINTERDOWN && isTouch && this._pointA?.pointerId !== evt.pointerId && this._pointB?.pointerId !== evt.pointerId) {\r\n return; // If we get a non-down event for a touch that we're not tracking, ignore it\r\n } else if (p.type === PointerEventTypes.POINTERDOWN && (this._currentActiveButton === -1 || isTouch)) {\r\n try {\r\n srcElement?.setPointerCapture(evt.pointerId);\r\n } catch (e) {\r\n //Nothing to do with the error. Execution will continue.\r\n }\r\n\r\n if (this._pointA === null) {\r\n this._pointA = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n pointerId: evt.pointerId,\r\n type: evt.pointerType,\r\n };\r\n } else if (this._pointB === null) {\r\n this._pointB = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n pointerId: evt.pointerId,\r\n type: evt.pointerType,\r\n };\r\n } else {\r\n return; // We are already tracking two pointers so ignore this one\r\n }\r\n\r\n if (this._currentActiveButton === -1 && !isTouch) {\r\n this._currentActiveButton = evt.button;\r\n }\r\n this.onButtonDown(evt);\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n element && element.focus();\r\n }\r\n } else if (p.type === PointerEventTypes.POINTERDOUBLETAP) {\r\n this.onDoubleTap(evt.pointerType);\r\n } else if (p.type === PointerEventTypes.POINTERUP && (this._currentActiveButton === evt.button || isTouch)) {\r\n try {\r\n srcElement?.releasePointerCapture(evt.pointerId);\r\n } catch (e) {\r\n //Nothing to do with the error.\r\n }\r\n\r\n if (!isTouch) {\r\n this._pointB = null; // Mouse and pen are mono pointer\r\n }\r\n\r\n //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,\r\n //but emptying completely pointers collection is required to fix a bug on iPhone :\r\n //when changing orientation while pinching camera,\r\n //one pointer stay pressed forever if we don't release all pointers\r\n //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected\r\n if (engine._badOS) {\r\n this._pointA = this._pointB = null;\r\n } else {\r\n //only remove the impacted pointer in case of multitouch allowing on most\r\n //platforms switching from rotate to zoom and pan seamlessly.\r\n if (this._pointB && this._pointA && this._pointA.pointerId == evt.pointerId) {\r\n this._pointA = this._pointB;\r\n this._pointB = null;\r\n } else if (this._pointA && this._pointB && this._pointB.pointerId == evt.pointerId) {\r\n this._pointB = null;\r\n } else {\r\n this._pointA = this._pointB = null;\r\n }\r\n }\r\n\r\n if (previousPinchSquaredDistance !== 0 || previousMultiTouchPanPosition) {\r\n // Previous pinch data is populated but a button has been lifted\r\n // so pinch has ended.\r\n this.onMultiTouch(\r\n this._pointA,\r\n this._pointB,\r\n previousPinchSquaredDistance,\r\n 0, // pinchSquaredDistance\r\n previousMultiTouchPanPosition,\r\n null // multiTouchPanPosition\r\n );\r\n previousPinchSquaredDistance = 0;\r\n previousMultiTouchPanPosition = null;\r\n }\r\n\r\n this._currentActiveButton = -1;\r\n this.onButtonUp(evt);\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n } else if (p.type === PointerEventTypes.POINTERMOVE) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n\r\n // One button down\r\n if (this._pointA && this._pointB === null) {\r\n const offsetX = evt.clientX - this._pointA.x;\r\n const offsetY = evt.clientY - this._pointA.y;\r\n this.onTouch(this._pointA, offsetX, offsetY);\r\n\r\n this._pointA.x = evt.clientX;\r\n this._pointA.y = evt.clientY;\r\n }\r\n // Two buttons down: pinch\r\n else if (this._pointA && this._pointB) {\r\n const ed = this._pointA.pointerId === evt.pointerId ? this._pointA : this._pointB;\r\n ed.x = evt.clientX;\r\n ed.y = evt.clientY;\r\n const distX = this._pointA.x - this._pointB.x;\r\n const distY = this._pointA.y - this._pointB.y;\r\n const pinchSquaredDistance = distX * distX + distY * distY;\r\n const multiTouchPanPosition = {\r\n x: (this._pointA.x + this._pointB.x) / 2,\r\n y: (this._pointA.y + this._pointB.y) / 2,\r\n pointerId: evt.pointerId,\r\n type: p.type,\r\n };\r\n\r\n this.onMultiTouch(this._pointA, this._pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition);\r\n\r\n previousMultiTouchPanPosition = multiTouchPanPosition;\r\n previousPinchSquaredDistance = pinchSquaredDistance;\r\n }\r\n }\r\n };\r\n\r\n this._observer = this.camera\r\n .getScene()\r\n ._inputManager._addCameraPointerObserver(\r\n this._pointerInput,\r\n PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE | PointerEventTypes.POINTERDOUBLETAP\r\n );\r\n\r\n this._onLostFocus = () => {\r\n this._pointA = this._pointB = null;\r\n previousPinchSquaredDistance = 0;\r\n previousMultiTouchPanPosition = null;\r\n this.onLostFocus();\r\n };\r\n\r\n this._contextMenuBind = (evt: Event) => this.onContextMenu(evt as PointerEvent);\r\n\r\n element && element.addEventListener(\"contextmenu\", this._contextMenuBind, false);\r\n\r\n const hostWindow = this.camera.getScene().getEngine().getHostWindow();\r\n\r\n if (hostWindow) {\r\n Tools.RegisterTopRootEvents(hostWindow, [{ name: \"blur\", handler: this._onLostFocus }]);\r\n }\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._onLostFocus) {\r\n const hostWindow = this.camera.getScene().getEngine().getHostWindow();\r\n if (hostWindow) {\r\n Tools.UnregisterTopRootEvents(hostWindow, [{ name: \"blur\", handler: this._onLostFocus }]);\r\n }\r\n }\r\n\r\n if (this._observer) {\r\n this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);\r\n this._observer = null;\r\n\r\n if (this._contextMenuBind) {\r\n const inputElement = this.camera.getScene().getEngine().getInputElement();\r\n inputElement && inputElement.removeEventListener(\"contextmenu\", this._contextMenuBind);\r\n }\r\n\r\n this._onLostFocus = null;\r\n }\r\n\r\n this._altKey = false;\r\n this._ctrlKey = false;\r\n this._metaKey = false;\r\n this._shiftKey = false;\r\n this._buttonsPressed = 0;\r\n this._currentActiveButton = -1;\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"BaseCameraPointersInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"pointers\";\r\n }\r\n\r\n /**\r\n * Called on pointer POINTERDOUBLETAP event.\r\n * Override this method to provide functionality on POINTERDOUBLETAP event.\r\n * @param type\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public onDoubleTap(type: string) {}\r\n\r\n /**\r\n * Called on pointer POINTERMOVE event if only a single touch is active.\r\n * Override this method to provide functionality.\r\n * @param point\r\n * @param offsetX\r\n * @param offsetY\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void {}\r\n\r\n /**\r\n * Called on pointer POINTERMOVE event if multiple touches are active.\r\n * Override this method to provide functionality.\r\n * @param _pointA\r\n * @param _pointB\r\n * @param previousPinchSquaredDistance\r\n * @param pinchSquaredDistance\r\n * @param previousMultiTouchPanPosition\r\n * @param multiTouchPanPosition\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public onMultiTouch(\r\n _pointA: Nullable<PointerTouch>,\r\n _pointB: Nullable<PointerTouch>,\r\n previousPinchSquaredDistance: number,\r\n pinchSquaredDistance: number,\r\n previousMultiTouchPanPosition: Nullable<PointerTouch>,\r\n multiTouchPanPosition: Nullable<PointerTouch>\r\n ): void {}\r\n\r\n /**\r\n * Called on JS contextmenu event.\r\n * Override this method to provide functionality.\r\n * @param evt\r\n */\r\n public onContextMenu(evt: PointerEvent): void {\r\n evt.preventDefault();\r\n }\r\n\r\n /**\r\n * Called each time a new POINTERDOWN event occurs. Ie, for each button\r\n * press.\r\n * Override this method to provide functionality.\r\n * @param _evt Defines the event to track\r\n */\r\n public onButtonDown(_evt: IPointerEvent): void {}\r\n\r\n /**\r\n * Called each time a new POINTERUP event occurs. Ie, for each button\r\n * release.\r\n * Override this method to provide functionality.\r\n * @param _evt Defines the event to track\r\n */\r\n public onButtonUp(_evt: IPointerEvent): void {}\r\n\r\n /**\r\n * Called when window becomes inactive.\r\n * Override this method to provide functionality.\r\n */\r\n public onLostFocus(): void {}\r\n\r\n private _pointerInput: (p: PointerInfo, s: EventState) => void;\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _onLostFocus: Nullable<(e: FocusEvent) => any>;\r\n private _pointA: Nullable<PointerTouch>;\r\n private _pointB: Nullable<PointerTouch>;\r\n}\r\n"]}
1
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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport type { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { EventState, Observer } from \"../../Misc/observable\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport type { PointerInfo, PointerTouch } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n\r\n/**\r\n * Base class for Camera Pointer Inputs.\r\n * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts\r\n * for example usage.\r\n */\r\nexport abstract class BaseCameraPointersInput implements ICameraInput<Camera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public abstract camera: Camera;\r\n\r\n /**\r\n * Whether keyboard modifier keys are pressed at time of last mouse event.\r\n */\r\n protected _altKey: boolean;\r\n protected _ctrlKey: boolean;\r\n protected _metaKey: boolean;\r\n protected _shiftKey: boolean;\r\n\r\n /**\r\n * Which mouse buttons were pressed at time of last mouse event.\r\n * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons\r\n */\r\n protected _buttonsPressed: number;\r\n\r\n private _currentActiveButton: number = -1;\r\n private _contextMenuBind: EventListener;\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera move.\r\n */\r\n @serialize()\r\n public buttons = [0, 1, 2];\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n // eslint-disable-next-line prefer-rest-params\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n const engine = this.camera.getEngine();\r\n const element = engine.getInputElement();\r\n let previousPinchSquaredDistance = 0;\r\n let previousMultiTouchPanPosition: Nullable<PointerTouch> = null;\r\n\r\n this._pointA = null;\r\n this._pointB = null;\r\n\r\n this._altKey = false;\r\n this._ctrlKey = false;\r\n this._metaKey = false;\r\n this._shiftKey = false;\r\n this._buttonsPressed = 0;\r\n\r\n this._pointerInput = (p) => {\r\n const evt = <IPointerEvent>p.event;\r\n const isTouch = evt.pointerType === \"touch\";\r\n\r\n if (p.type !== PointerEventTypes.POINTERMOVE && this.buttons.indexOf(evt.button) === -1) {\r\n return;\r\n }\r\n\r\n const srcElement = <HTMLElement>evt.target;\r\n\r\n this._altKey = evt.altKey;\r\n this._ctrlKey = evt.ctrlKey;\r\n this._metaKey = evt.metaKey;\r\n this._shiftKey = evt.shiftKey;\r\n this._buttonsPressed = evt.buttons;\r\n\r\n if (engine.isPointerLock) {\r\n const offsetX = evt.movementX;\r\n const offsetY = evt.movementY;\r\n\r\n this.onTouch(null, offsetX, offsetY);\r\n this._pointA = null;\r\n this._pointB = null;\r\n } else if (p.type !== PointerEventTypes.POINTERDOWN && isTouch && this._pointA?.pointerId !== evt.pointerId && this._pointB?.pointerId !== evt.pointerId) {\r\n return; // If we get a non-down event for a touch that we're not tracking, ignore it\r\n } else if (p.type === PointerEventTypes.POINTERDOWN && (this._currentActiveButton === -1 || isTouch)) {\r\n try {\r\n srcElement?.setPointerCapture(evt.pointerId);\r\n } catch (e) {\r\n //Nothing to do with the error. Execution will continue.\r\n }\r\n\r\n if (this._pointA === null) {\r\n this._pointA = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n pointerId: evt.pointerId,\r\n type: evt.pointerType,\r\n };\r\n } else if (this._pointB === null) {\r\n this._pointB = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n pointerId: evt.pointerId,\r\n type: evt.pointerType,\r\n };\r\n } else {\r\n return; // We are already tracking two pointers so ignore this one\r\n }\r\n\r\n if (this._currentActiveButton === -1 && !isTouch) {\r\n this._currentActiveButton = evt.button;\r\n }\r\n this.onButtonDown(evt);\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n element && element.focus();\r\n }\r\n } else if (p.type === PointerEventTypes.POINTERDOUBLETAP) {\r\n this.onDoubleTap(evt.pointerType);\r\n } else if (p.type === PointerEventTypes.POINTERUP && (this._currentActiveButton === evt.button || isTouch)) {\r\n try {\r\n srcElement?.releasePointerCapture(evt.pointerId);\r\n } catch (e) {\r\n //Nothing to do with the error.\r\n }\r\n\r\n if (!isTouch) {\r\n this._pointB = null; // Mouse and pen are mono pointer\r\n }\r\n\r\n //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,\r\n //but emptying completely pointers collection is required to fix a bug on iPhone :\r\n //when changing orientation while pinching camera,\r\n //one pointer stay pressed forever if we don't release all pointers\r\n //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected\r\n if (engine._badOS) {\r\n this._pointA = this._pointB = null;\r\n } else {\r\n //only remove the impacted pointer in case of multitouch allowing on most\r\n //platforms switching from rotate to zoom and pan seamlessly.\r\n if (this._pointB && this._pointA && this._pointA.pointerId == evt.pointerId) {\r\n this._pointA = this._pointB;\r\n this._pointB = null;\r\n } else if (this._pointA && this._pointB && this._pointB.pointerId == evt.pointerId) {\r\n this._pointB = null;\r\n } else {\r\n this._pointA = this._pointB = null;\r\n }\r\n }\r\n\r\n if (previousPinchSquaredDistance !== 0 || previousMultiTouchPanPosition) {\r\n // Previous pinch data is populated but a button has been lifted\r\n // so pinch has ended.\r\n this.onMultiTouch(\r\n this._pointA,\r\n this._pointB,\r\n previousPinchSquaredDistance,\r\n 0, // pinchSquaredDistance\r\n previousMultiTouchPanPosition,\r\n null // multiTouchPanPosition\r\n );\r\n previousPinchSquaredDistance = 0;\r\n previousMultiTouchPanPosition = null;\r\n }\r\n\r\n this._currentActiveButton = -1;\r\n this.onButtonUp(evt);\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n } else if (p.type === PointerEventTypes.POINTERMOVE) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n\r\n // One button down\r\n if (this._pointA && this._pointB === null) {\r\n const offsetX = evt.clientX - this._pointA.x;\r\n const offsetY = evt.clientY - this._pointA.y;\r\n this.onTouch(this._pointA, offsetX, offsetY);\r\n\r\n this._pointA.x = evt.clientX;\r\n this._pointA.y = evt.clientY;\r\n }\r\n // Two buttons down: pinch\r\n else if (this._pointA && this._pointB) {\r\n const ed = this._pointA.pointerId === evt.pointerId ? this._pointA : this._pointB;\r\n ed.x = evt.clientX;\r\n ed.y = evt.clientY;\r\n const distX = this._pointA.x - this._pointB.x;\r\n const distY = this._pointA.y - this._pointB.y;\r\n const pinchSquaredDistance = distX * distX + distY * distY;\r\n const multiTouchPanPosition = {\r\n x: (this._pointA.x + this._pointB.x) / 2,\r\n y: (this._pointA.y + this._pointB.y) / 2,\r\n pointerId: evt.pointerId,\r\n type: p.type,\r\n };\r\n\r\n this.onMultiTouch(this._pointA, this._pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition);\r\n\r\n previousMultiTouchPanPosition = multiTouchPanPosition;\r\n previousPinchSquaredDistance = pinchSquaredDistance;\r\n }\r\n }\r\n };\r\n\r\n this._observer = this.camera\r\n .getScene()\r\n ._inputManager._addCameraPointerObserver(\r\n this._pointerInput,\r\n PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE | PointerEventTypes.POINTERDOUBLETAP\r\n );\r\n\r\n this._onLostFocus = () => {\r\n this._pointA = this._pointB = null;\r\n previousPinchSquaredDistance = 0;\r\n previousMultiTouchPanPosition = null;\r\n this.onLostFocus();\r\n };\r\n\r\n this._contextMenuBind = (evt: Event) => this.onContextMenu(evt as PointerEvent);\r\n\r\n element && element.addEventListener(\"contextmenu\", this._contextMenuBind, false);\r\n\r\n const hostWindow = this.camera.getScene().getEngine().getHostWindow();\r\n\r\n if (hostWindow) {\r\n Tools.RegisterTopRootEvents(hostWindow, [{ name: \"blur\", handler: this._onLostFocus }]);\r\n }\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._onLostFocus) {\r\n const hostWindow = this.camera.getScene().getEngine().getHostWindow();\r\n if (hostWindow) {\r\n Tools.UnregisterTopRootEvents(hostWindow, [{ name: \"blur\", handler: this._onLostFocus }]);\r\n }\r\n }\r\n\r\n if (this._observer) {\r\n this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);\r\n this._observer = null;\r\n\r\n if (this._contextMenuBind) {\r\n const inputElement = this.camera.getScene().getEngine().getInputElement();\r\n inputElement && inputElement.removeEventListener(\"contextmenu\", this._contextMenuBind);\r\n }\r\n\r\n this._onLostFocus = null;\r\n }\r\n\r\n this._altKey = false;\r\n this._ctrlKey = false;\r\n this._metaKey = false;\r\n this._shiftKey = false;\r\n this._buttonsPressed = 0;\r\n this._currentActiveButton = -1;\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"BaseCameraPointersInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"pointers\";\r\n }\r\n\r\n /**\r\n * Called on pointer POINTERDOUBLETAP event.\r\n * Override this method to provide functionality on POINTERDOUBLETAP event.\r\n * @param type\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public onDoubleTap(type: string) {}\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n /**\r\n * Called on pointer POINTERMOVE event if only a single touch is active.\r\n * Override this method to provide functionality.\r\n * @param point The current position of the pointer\r\n * @param offsetX The offsetX of the pointer when the event occurred\r\n * @param offsetY The offsetY of the pointer when the event occurred\r\n */\r\n public onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void {}\r\n\r\n /**\r\n * Called on pointer POINTERMOVE event if multiple touches are active.\r\n * Override this method to provide functionality.\r\n * @param _pointA First point in the pair\r\n * @param _pointB Second point in the pair\r\n * @param previousPinchSquaredDistance Sqr Distance between the points the last time this event was fired (by this input)\r\n * @param pinchSquaredDistance Sqr Distance between the points this time\r\n * @param previousMultiTouchPanPosition Previous center point between the points\r\n * @param multiTouchPanPosition Current center point between the points\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public onMultiTouch(\r\n _pointA: Nullable<PointerTouch>,\r\n _pointB: Nullable<PointerTouch>,\r\n previousPinchSquaredDistance: number,\r\n pinchSquaredDistance: number,\r\n previousMultiTouchPanPosition: Nullable<PointerTouch>,\r\n multiTouchPanPosition: Nullable<PointerTouch>\r\n ): void {}\r\n\r\n /**\r\n * Called on JS contextmenu event.\r\n * Override this method to provide functionality.\r\n * @param evt\r\n */\r\n public onContextMenu(evt: PointerEvent): void {\r\n evt.preventDefault();\r\n }\r\n\r\n /**\r\n * Called each time a new POINTERDOWN event occurs. Ie, for each button\r\n * press.\r\n * Override this method to provide functionality.\r\n * @param _evt Defines the event to track\r\n */\r\n public onButtonDown(_evt: IPointerEvent): void {}\r\n\r\n /**\r\n * Called each time a new POINTERUP event occurs. Ie, for each button\r\n * release.\r\n * Override this method to provide functionality.\r\n * @param _evt Defines the event to track\r\n */\r\n public onButtonUp(_evt: IPointerEvent): void {}\r\n\r\n /**\r\n * Called when window becomes inactive.\r\n * Override this method to provide functionality.\r\n */\r\n public onLostFocus(): void {}\r\n\r\n private _pointerInput: (p: PointerInfo, s: EventState) => void;\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _onLostFocus: Nullable<(e: FocusEvent) => any>;\r\n private _pointA: Nullable<PointerTouch>;\r\n private _pointB: Nullable<PointerTouch>;\r\n}\r\n"]}
@@ -59,7 +59,7 @@ export declare class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
59
59
  /**
60
60
  * Called on JS contextmenu event.
61
61
  * Override this method to provide functionality.
62
- * @param evt
62
+ * @param evt the context menu event
63
63
  */
64
64
  onContextMenu(evt: PointerEvent): void;
65
65
  /**
@@ -156,7 +156,7 @@ export class FreeCameraMouseInput {
156
156
  /**
157
157
  * Called on JS contextmenu event.
158
158
  * Override this method to provide functionality.
159
- * @param evt
159
+ * @param evt the context menu event
160
160
  */
161
161
  onContextMenu(evt) {
162
162
  evt.preventDefault();
@@ -1 +1 @@
1
- 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type { Observer, EventState } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { IMouseEvent, IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n/**\r\n * Manage the mouse inputs to control the movement of a free camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FreeCameraMouseInput implements ICameraInput<FreeCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FreeCamera;\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera move.\r\n */\r\n @serialize()\r\n public buttons = [0, 1, 2];\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.\r\n */\r\n @serialize()\r\n public angularSensibility = 2000.0;\r\n\r\n private _pointerInput: (p: PointerInfo, s: EventState) => void;\r\n private _onMouseMove: Nullable<(e: IMouseEvent) => any>;\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _previousPosition: Nullable<{ x: number; y: number }> = null;\r\n\r\n /**\r\n * Observable for when a pointer move event occurs containing the move offset\r\n */\r\n public onPointerMovedObservable = new Observable<{ offsetX: number; offsetY: number }>();\r\n /**\r\n * @internal\r\n * If the camera should be rotated automatically based on pointer movement\r\n */\r\n public _allowCameraRotation = true;\r\n\r\n private _currentActiveButton: number = -1;\r\n private _activePointerId: number = -1;\r\n private _contextMenuBind: (evt: MouseEvent) => void;\r\n\r\n /**\r\n * Manage the mouse inputs to control the movement of a free camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n * @param touchEnabled Defines if touch is enabled or not\r\n */\r\n constructor(\r\n /**\r\n * Define if touch is enabled in the mouse input\r\n */\r\n public touchEnabled = true\r\n ) {}\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n // eslint-disable-next-line prefer-rest-params\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n const engine = this.camera.getEngine();\r\n const element = engine.getInputElement();\r\n\r\n if (!this._pointerInput) {\r\n this._pointerInput = (p) => {\r\n const evt = <IPointerEvent>p.event;\r\n const isTouch = evt.pointerType === \"touch\";\r\n\r\n if (!this.touchEnabled && isTouch) {\r\n return;\r\n }\r\n\r\n if (p.type !== PointerEventTypes.POINTERMOVE && this.buttons.indexOf(evt.button) === -1) {\r\n return;\r\n }\r\n\r\n const srcElement = <HTMLElement>evt.target;\r\n\r\n if (p.type === PointerEventTypes.POINTERDOWN) {\r\n // If the input is touch with more than one touch OR if the input is mouse and there is already an active button, return\r\n if ((isTouch && this._activePointerId !== -1) || (!isTouch && this._currentActiveButton !== -1)) {\r\n return;\r\n }\r\n\r\n this._activePointerId = evt.pointerId;\r\n try {\r\n srcElement?.setPointerCapture(evt.pointerId);\r\n } catch (e) {\r\n //Nothing to do with the error. Execution will continue.\r\n }\r\n\r\n if (this._currentActiveButton === -1) {\r\n this._currentActiveButton = evt.button;\r\n }\r\n\r\n this._previousPosition = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n };\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n element && element.focus();\r\n }\r\n\r\n // This is required to move while pointer button is down\r\n if (engine.isPointerLock && this._onMouseMove) {\r\n this._onMouseMove(p.event);\r\n }\r\n } else if (p.type === PointerEventTypes.POINTERUP) {\r\n // If input is touch with a different touch id OR if input is mouse with a different button, return\r\n if ((isTouch && this._activePointerId !== evt.pointerId) || (!isTouch && this._currentActiveButton !== evt.button)) {\r\n return;\r\n }\r\n\r\n try {\r\n srcElement?.releasePointerCapture(evt.pointerId);\r\n } catch (e) {\r\n //Nothing to do with the error.\r\n }\r\n this._currentActiveButton = -1;\r\n\r\n this._previousPosition = null;\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n\r\n this._activePointerId = -1;\r\n } else if (p.type === PointerEventTypes.POINTERMOVE && (this._activePointerId === evt.pointerId || !isTouch)) {\r\n if (engine.isPointerLock && this._onMouseMove) {\r\n this._onMouseMove(p.event);\r\n } else if (this._previousPosition) {\r\n const handednessMultiplier = this.camera._calculateHandednessMultiplier();\r\n const offsetX = (evt.clientX - this._previousPosition.x) * handednessMultiplier;\r\n const offsetY = evt.clientY - this._previousPosition.y;\r\n\r\n if (this._allowCameraRotation) {\r\n this.camera.cameraRotation.y += offsetX / this.angularSensibility;\r\n this.camera.cameraRotation.x += offsetY / this.angularSensibility;\r\n }\r\n this.onPointerMovedObservable.notifyObservers({ offsetX: offsetX, offsetY: offsetY });\r\n\r\n this._previousPosition = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n };\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n };\r\n }\r\n\r\n this._onMouseMove = (evt) => {\r\n if (!engine.isPointerLock) {\r\n return;\r\n }\r\n\r\n const handednessMultiplier = this.camera._calculateHandednessMultiplier();\r\n const offsetX = evt.movementX * handednessMultiplier;\r\n\r\n this.camera.cameraRotation.y += offsetX / this.angularSensibility;\r\n\r\n const offsetY = evt.movementY;\r\n this.camera.cameraRotation.x += offsetY / this.angularSensibility;\r\n\r\n this._previousPosition = null;\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n };\r\n\r\n this._observer = this.camera\r\n .getScene()\r\n ._inputManager._addCameraPointerObserver(this._pointerInput, PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE);\r\n\r\n if (element) {\r\n this._contextMenuBind = (evt: MouseEvent) => this.onContextMenu(evt as PointerEvent);\r\n element.addEventListener(\"contextmenu\", this._contextMenuBind, false); // TODO: We need to figure out how to handle this for Native\r\n }\r\n }\r\n\r\n /**\r\n * Called on JS contextmenu event.\r\n * Override this method to provide functionality.\r\n * @param evt\r\n */\r\n public onContextMenu(evt: PointerEvent): void {\r\n evt.preventDefault();\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._observer) {\r\n this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);\r\n\r\n if (this._contextMenuBind) {\r\n const engine = this.camera.getEngine();\r\n const element = engine.getInputElement();\r\n element && element.removeEventListener(\"contextmenu\", this._contextMenuBind);\r\n }\r\n\r\n if (this.onPointerMovedObservable) {\r\n this.onPointerMovedObservable.clear();\r\n }\r\n\r\n this._observer = null;\r\n this._onMouseMove = null;\r\n this._previousPosition = null;\r\n }\r\n\r\n this._activePointerId = -1;\r\n this._currentActiveButton = -1;\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FreeCameraMouseInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"mouse\";\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FreeCameraMouseInput\"] = FreeCameraMouseInput;\r\n"]}
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type { Observer, EventState } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { IMouseEvent, IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n/**\r\n * Manage the mouse inputs to control the movement of a free camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FreeCameraMouseInput implements ICameraInput<FreeCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FreeCamera;\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera move.\r\n */\r\n @serialize()\r\n public buttons = [0, 1, 2];\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.\r\n */\r\n @serialize()\r\n public angularSensibility = 2000.0;\r\n\r\n private _pointerInput: (p: PointerInfo, s: EventState) => void;\r\n private _onMouseMove: Nullable<(e: IMouseEvent) => any>;\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _previousPosition: Nullable<{ x: number; y: number }> = null;\r\n\r\n /**\r\n * Observable for when a pointer move event occurs containing the move offset\r\n */\r\n public onPointerMovedObservable = new Observable<{ offsetX: number; offsetY: number }>();\r\n /**\r\n * @internal\r\n * If the camera should be rotated automatically based on pointer movement\r\n */\r\n public _allowCameraRotation = true;\r\n\r\n private _currentActiveButton: number = -1;\r\n private _activePointerId: number = -1;\r\n private _contextMenuBind: (evt: MouseEvent) => void;\r\n\r\n /**\r\n * Manage the mouse inputs to control the movement of a free camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n * @param touchEnabled Defines if touch is enabled or not\r\n */\r\n constructor(\r\n /**\r\n * Define if touch is enabled in the mouse input\r\n */\r\n public touchEnabled = true\r\n ) {}\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n // eslint-disable-next-line prefer-rest-params\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n const engine = this.camera.getEngine();\r\n const element = engine.getInputElement();\r\n\r\n if (!this._pointerInput) {\r\n this._pointerInput = (p) => {\r\n const evt = <IPointerEvent>p.event;\r\n const isTouch = evt.pointerType === \"touch\";\r\n\r\n if (!this.touchEnabled && isTouch) {\r\n return;\r\n }\r\n\r\n if (p.type !== PointerEventTypes.POINTERMOVE && this.buttons.indexOf(evt.button) === -1) {\r\n return;\r\n }\r\n\r\n const srcElement = <HTMLElement>evt.target;\r\n\r\n if (p.type === PointerEventTypes.POINTERDOWN) {\r\n // If the input is touch with more than one touch OR if the input is mouse and there is already an active button, return\r\n if ((isTouch && this._activePointerId !== -1) || (!isTouch && this._currentActiveButton !== -1)) {\r\n return;\r\n }\r\n\r\n this._activePointerId = evt.pointerId;\r\n try {\r\n srcElement?.setPointerCapture(evt.pointerId);\r\n } catch (e) {\r\n //Nothing to do with the error. Execution will continue.\r\n }\r\n\r\n if (this._currentActiveButton === -1) {\r\n this._currentActiveButton = evt.button;\r\n }\r\n\r\n this._previousPosition = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n };\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n element && element.focus();\r\n }\r\n\r\n // This is required to move while pointer button is down\r\n if (engine.isPointerLock && this._onMouseMove) {\r\n this._onMouseMove(p.event);\r\n }\r\n } else if (p.type === PointerEventTypes.POINTERUP) {\r\n // If input is touch with a different touch id OR if input is mouse with a different button, return\r\n if ((isTouch && this._activePointerId !== evt.pointerId) || (!isTouch && this._currentActiveButton !== evt.button)) {\r\n return;\r\n }\r\n\r\n try {\r\n srcElement?.releasePointerCapture(evt.pointerId);\r\n } catch (e) {\r\n //Nothing to do with the error.\r\n }\r\n this._currentActiveButton = -1;\r\n\r\n this._previousPosition = null;\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n\r\n this._activePointerId = -1;\r\n } else if (p.type === PointerEventTypes.POINTERMOVE && (this._activePointerId === evt.pointerId || !isTouch)) {\r\n if (engine.isPointerLock && this._onMouseMove) {\r\n this._onMouseMove(p.event);\r\n } else if (this._previousPosition) {\r\n const handednessMultiplier = this.camera._calculateHandednessMultiplier();\r\n const offsetX = (evt.clientX - this._previousPosition.x) * handednessMultiplier;\r\n const offsetY = evt.clientY - this._previousPosition.y;\r\n\r\n if (this._allowCameraRotation) {\r\n this.camera.cameraRotation.y += offsetX / this.angularSensibility;\r\n this.camera.cameraRotation.x += offsetY / this.angularSensibility;\r\n }\r\n this.onPointerMovedObservable.notifyObservers({ offsetX: offsetX, offsetY: offsetY });\r\n\r\n this._previousPosition = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n };\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n };\r\n }\r\n\r\n this._onMouseMove = (evt) => {\r\n if (!engine.isPointerLock) {\r\n return;\r\n }\r\n\r\n const handednessMultiplier = this.camera._calculateHandednessMultiplier();\r\n const offsetX = evt.movementX * handednessMultiplier;\r\n\r\n this.camera.cameraRotation.y += offsetX / this.angularSensibility;\r\n\r\n const offsetY = evt.movementY;\r\n this.camera.cameraRotation.x += offsetY / this.angularSensibility;\r\n\r\n this._previousPosition = null;\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n };\r\n\r\n this._observer = this.camera\r\n .getScene()\r\n ._inputManager._addCameraPointerObserver(this._pointerInput, PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE);\r\n\r\n if (element) {\r\n this._contextMenuBind = (evt: MouseEvent) => this.onContextMenu(evt as PointerEvent);\r\n element.addEventListener(\"contextmenu\", this._contextMenuBind, false); // TODO: We need to figure out how to handle this for Native\r\n }\r\n }\r\n\r\n /**\r\n * Called on JS contextmenu event.\r\n * Override this method to provide functionality.\r\n * @param evt the context menu event\r\n */\r\n public onContextMenu(evt: PointerEvent): void {\r\n evt.preventDefault();\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._observer) {\r\n this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);\r\n\r\n if (this._contextMenuBind) {\r\n const engine = this.camera.getEngine();\r\n const element = engine.getInputElement();\r\n element && element.removeEventListener(\"contextmenu\", this._contextMenuBind);\r\n }\r\n\r\n if (this.onPointerMovedObservable) {\r\n this.onPointerMovedObservable.clear();\r\n }\r\n\r\n this._observer = null;\r\n this._onMouseMove = null;\r\n this._previousPosition = null;\r\n }\r\n\r\n this._activePointerId = -1;\r\n this._currentActiveButton = -1;\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FreeCameraMouseInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"mouse\";\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FreeCameraMouseInput\"] = FreeCameraMouseInput;\r\n"]}
@@ -353,7 +353,7 @@ export declare class VRExperienceHelper {
353
353
  setLaserColor(color: Color3, pickedColor?: Color3): void;
354
354
  /**
355
355
  * Set lighting enabled / disabled on the laser pointer of both controllers
356
- * @param enabled should the lighting be enabled on the laser pointer
356
+ * @param _enabled should the lighting be enabled on the laser pointer
357
357
  */
358
358
  setLaserLightingState(_enabled?: boolean): void;
359
359
  /**
@@ -364,7 +364,7 @@ export declare class VRExperienceHelper {
364
364
  setGazeColor(color: Color3, pickedColor?: Color3): void;
365
365
  /**
366
366
  * Sets the color of the laser ray from the vr controllers.
367
- * @param color new color for the ray.
367
+ * @param _color new color for the ray.
368
368
  */
369
369
  changeLaserColor(_color: Color3): void;
370
370
  /**
@@ -1216,7 +1216,7 @@ export class VRExperienceHelper {
1216
1216
  }
1217
1217
  /**
1218
1218
  * Set lighting enabled / disabled on the laser pointer of both controllers
1219
- * @param enabled should the lighting be enabled on the laser pointer
1219
+ * @param _enabled should the lighting be enabled on the laser pointer
1220
1220
  */
1221
1221
  setLaserLightingState(_enabled = true) {
1222
1222
  // no-op
@@ -1231,7 +1231,7 @@ export class VRExperienceHelper {
1231
1231
  }
1232
1232
  /**
1233
1233
  * Sets the color of the laser ray from the vr controllers.
1234
- * @param color new color for the ray.
1234
+ * @param _color new color for the ray.
1235
1235
  */
1236
1236
  changeLaserColor(_color) {
1237
1237
  if (!this.updateControllerLaserColor) {