@babylonjs/core 6.38.1 → 6.40.0

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 (710) hide show
  1. package/Actions/action.js +3 -1
  2. package/Actions/action.js.map +1 -1
  3. package/Actions/condition.js +1 -0
  4. package/Actions/condition.js.map +1 -1
  5. package/Actions/directActions.d.ts +2 -2
  6. package/Actions/directActions.js +2 -2
  7. package/Actions/directActions.js.map +1 -1
  8. package/Animations/pathCursor.js +1 -0
  9. package/Animations/pathCursor.js.map +1 -1
  10. package/Animations/runtimeAnimation.js +1 -1
  11. package/Animations/runtimeAnimation.js.map +1 -1
  12. package/Audio/audioEngine.js +5 -0
  13. package/Audio/audioEngine.js.map +1 -1
  14. package/Behaviors/Cameras/autoRotationBehavior.d.ts +3 -0
  15. package/Behaviors/Cameras/autoRotationBehavior.js +3 -0
  16. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  17. package/Behaviors/Meshes/pointerDragBehavior.d.ts +1 -0
  18. package/Behaviors/Meshes/pointerDragBehavior.js +2 -0
  19. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  20. package/Behaviors/Meshes/sixDofDragBehavior.js +14 -20
  21. package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
  22. package/Bones/bone.d.ts +2 -0
  23. package/Bones/bone.js +2 -0
  24. package/Bones/bone.js.map +1 -1
  25. package/Cameras/Inputs/BaseCameraPointersInput.d.ts +11 -11
  26. package/Cameras/Inputs/BaseCameraPointersInput.js +12 -12
  27. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  28. package/Cameras/Inputs/arcRotateCameraPointersInput.d.ts +9 -9
  29. package/Cameras/Inputs/arcRotateCameraPointersInput.js +9 -9
  30. package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
  31. package/Cameras/Inputs/followCameraKeyboardMoveInput.d.ts +3 -0
  32. package/Cameras/Inputs/followCameraKeyboardMoveInput.js +3 -0
  33. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  34. package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -1
  35. package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
  36. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  37. package/Cameras/VR/vrExperienceHelper.d.ts +2 -2
  38. package/Cameras/VR/vrExperienceHelper.js +2 -2
  39. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  40. package/Cameras/arcRotateCamera.d.ts +2 -0
  41. package/Cameras/arcRotateCamera.js +2 -0
  42. package/Cameras/arcRotateCamera.js.map +1 -1
  43. package/Cameras/camera.d.ts +2 -0
  44. package/Cameras/camera.js +4 -0
  45. package/Cameras/camera.js.map +1 -1
  46. package/Cameras/followCamera.d.ts +1 -0
  47. package/Cameras/followCamera.js +1 -0
  48. package/Cameras/followCamera.js.map +1 -1
  49. package/Culling/Octrees/octree.d.ts +4 -4
  50. package/Culling/Octrees/octree.js +4 -4
  51. package/Culling/Octrees/octree.js.map +1 -1
  52. package/Debug/debugLayer.d.ts +4 -1
  53. package/Debug/debugLayer.js +4 -1
  54. package/Debug/debugLayer.js.map +1 -1
  55. package/Debug/physicsViewer.d.ts +6 -1
  56. package/Debug/physicsViewer.js +6 -1
  57. package/Debug/physicsViewer.js.map +1 -1
  58. package/Decorators/nodeDecorator.d.ts +5 -4
  59. package/Decorators/nodeDecorator.js +5 -4
  60. package/Decorators/nodeDecorator.js.map +1 -1
  61. package/DeviceInput/eventFactory.d.ts +2 -0
  62. package/DeviceInput/eventFactory.js +3 -0
  63. package/DeviceInput/eventFactory.js.map +1 -1
  64. package/DeviceInput/webDeviceInputSystem.js +3 -0
  65. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  66. package/Engines/Extensions/engine.multiview.js +2 -0
  67. package/Engines/Extensions/engine.multiview.js.map +1 -1
  68. package/Engines/Native/nativeDataStream.d.ts +32 -0
  69. package/Engines/Native/nativeDataStream.js +32 -0
  70. package/Engines/Native/nativeDataStream.js.map +1 -1
  71. package/Engines/Native/nativePipelineContext.d.ts +0 -3
  72. package/Engines/Native/nativePipelineContext.js +0 -3
  73. package/Engines/Native/nativePipelineContext.js.map +1 -1
  74. package/Engines/Native/nativeRenderTargetWrapper.js +2 -0
  75. package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
  76. package/Engines/WebGL/webGLHardwareTexture.js +1 -0
  77. package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
  78. package/Engines/WebGL/webGLPipelineContext.d.ts +0 -3
  79. package/Engines/WebGL/webGLPipelineContext.js +0 -3
  80. package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
  81. package/Engines/WebGL/webGLRenderTargetWrapper.js +1 -0
  82. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  83. package/Engines/WebGPU/Extensions/engine.readTexture.js +1 -0
  84. package/Engines/WebGPU/Extensions/engine.readTexture.js.map +1 -1
  85. package/Engines/WebGPU/webgpuCacheBindGroups.d.ts +1 -0
  86. package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -0
  87. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  88. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +3 -0
  89. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  90. package/Engines/WebGPU/webgpuPipelineContext.d.ts +0 -3
  91. package/Engines/WebGPU/webgpuPipelineContext.js +0 -3
  92. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  93. package/Engines/WebGPU/webgpuShaderProcessingContext.js +1 -0
  94. package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
  95. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +1 -1
  96. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +11 -2
  97. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  98. package/Engines/WebGPU/webgpuTextureHelper.js +22 -0
  99. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  100. package/Engines/WebGPU/webgpuTextureManager.js +2 -1
  101. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  102. package/Engines/WebGPU/webgpuTintWASM.d.ts +1 -1
  103. package/Engines/WebGPU/webgpuTintWASM.js +5 -5
  104. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  105. package/Engines/engine.d.ts +1 -0
  106. package/Engines/engine.js +1 -0
  107. package/Engines/engine.js.map +1 -1
  108. package/Engines/nativeEngine.d.ts +4 -0
  109. package/Engines/nativeEngine.js +5 -0
  110. package/Engines/nativeEngine.js.map +1 -1
  111. package/Engines/thinEngine.js +7 -2
  112. package/Engines/thinEngine.js.map +1 -1
  113. package/Engines/webgpuEngine.d.ts +1 -1
  114. package/Engines/webgpuEngine.js +17 -1
  115. package/Engines/webgpuEngine.js.map +1 -1
  116. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.d.ts +214 -2
  117. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.js +214 -6
  118. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.js.map +1 -1
  119. package/FlowGraph/Blocks/Data/flowGraphBinaryOperationBlock.d.ts +15 -0
  120. package/FlowGraph/Blocks/Data/flowGraphBinaryOperationBlock.js +9 -0
  121. package/FlowGraph/Blocks/Data/flowGraphBinaryOperationBlock.js.map +1 -1
  122. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js +6 -6
  123. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js.map +1 -1
  124. package/FlowGraph/Blocks/Data/flowGraphConditionalDataBlock.d.ts +4 -0
  125. package/FlowGraph/Blocks/Data/flowGraphConditionalDataBlock.js +4 -0
  126. package/FlowGraph/Blocks/Data/flowGraphConditionalDataBlock.js.map +1 -1
  127. package/FlowGraph/Blocks/Data/flowGraphConstantBlock.d.ts +17 -1
  128. package/FlowGraph/Blocks/Data/flowGraphConstantBlock.js +14 -1
  129. package/FlowGraph/Blocks/Data/flowGraphConstantBlock.js.map +1 -1
  130. package/FlowGraph/Blocks/Data/flowGraphConstantOperationBlock.d.ts +9 -0
  131. package/FlowGraph/Blocks/Data/flowGraphConstantOperationBlock.js +9 -0
  132. package/FlowGraph/Blocks/Data/flowGraphConstantOperationBlock.js.map +1 -1
  133. package/FlowGraph/Blocks/Data/flowGraphCoordinateTransformBlock.d.ts +5 -0
  134. package/FlowGraph/Blocks/Data/flowGraphCoordinateTransformBlock.js +5 -0
  135. package/FlowGraph/Blocks/Data/flowGraphCoordinateTransformBlock.js.map +1 -1
  136. package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.d.ts +16 -1
  137. package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.js +13 -1
  138. package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.js.map +1 -1
  139. package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.d.ts +12 -1
  140. package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.js +12 -1
  141. package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.js.map +1 -1
  142. package/FlowGraph/Blocks/Data/flowGraphTernaryOperationBlock.d.ts +18 -0
  143. package/FlowGraph/Blocks/Data/flowGraphTernaryOperationBlock.js +9 -0
  144. package/FlowGraph/Blocks/Data/flowGraphTernaryOperationBlock.js.map +1 -1
  145. package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.d.ts +12 -0
  146. package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.js +9 -0
  147. package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.js.map +1 -1
  148. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.d.ts +15 -1
  149. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js +12 -1
  150. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -1
  151. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.d.ts +18 -2
  152. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js +15 -4
  153. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js.map +1 -1
  154. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.d.ts +6 -0
  155. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.js +6 -0
  156. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.js.map +1 -1
  157. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.d.ts +6 -0
  158. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.js +6 -0
  159. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.js.map +1 -1
  160. package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.d.ts +5 -2
  161. package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.js +4 -1
  162. package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.js.map +1 -1
  163. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.d.ts +15 -1
  164. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js +12 -1
  165. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
  166. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.d.ts +4 -1
  167. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.js +3 -0
  168. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.js.map +1 -1
  169. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphBranchBlock.d.ts +3 -0
  170. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphBranchBlock.js +3 -0
  171. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphBranchBlock.js.map +1 -1
  172. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.d.ts +3 -0
  173. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js +3 -0
  174. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js.map +1 -1
  175. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.d.ts +3 -0
  176. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.js +3 -0
  177. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.js.map +1 -1
  178. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.d.ts +14 -1
  179. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js +11 -1
  180. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js.map +1 -1
  181. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphFlipFlopBlock.d.ts +3 -0
  182. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphFlipFlopBlock.js +3 -0
  183. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphFlipFlopBlock.js.map +1 -1
  184. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.d.ts +3 -0
  185. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.js +3 -0
  186. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.js.map +1 -1
  187. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.d.ts +15 -2
  188. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.js +12 -4
  189. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.js.map +1 -1
  190. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSequenceBlock.d.ts +14 -2
  191. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSequenceBlock.js +11 -4
  192. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSequenceBlock.js.map +1 -1
  193. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSwitchBlock.d.ts +15 -2
  194. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSwitchBlock.js +12 -4
  195. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSwitchBlock.js.map +1 -1
  196. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.d.ts +3 -0
  197. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.js +3 -0
  198. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.js.map +1 -1
  199. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphTimerBlock.d.ts +6 -0
  200. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphTimerBlock.js +6 -0
  201. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphTimerBlock.js.map +1 -1
  202. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.d.ts +15 -2
  203. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.js +12 -3
  204. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.js.map +1 -1
  205. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.d.ts +18 -1
  206. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js +15 -1
  207. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js.map +1 -1
  208. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.d.ts +6 -0
  209. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js +6 -0
  210. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -1
  211. package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.d.ts +14 -2
  212. package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.js +11 -4
  213. package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.js.map +1 -1
  214. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.d.ts +15 -1
  215. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js +12 -1
  216. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js.map +1 -1
  217. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.d.ts +14 -1
  218. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js +11 -1
  219. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js.map +1 -1
  220. package/FlowGraph/flowGraph.d.ts +16 -8
  221. package/FlowGraph/flowGraph.js +13 -8
  222. package/FlowGraph/flowGraph.js.map +1 -1
  223. package/FlowGraph/flowGraphBlock.d.ts +54 -5
  224. package/FlowGraph/flowGraphBlock.js +50 -11
  225. package/FlowGraph/flowGraphBlock.js.map +1 -1
  226. package/FlowGraph/flowGraphConnection.d.ts +10 -6
  227. package/FlowGraph/flowGraphConnection.js +10 -6
  228. package/FlowGraph/flowGraphConnection.js.map +1 -1
  229. package/FlowGraph/flowGraphContext.d.ts +10 -8
  230. package/FlowGraph/flowGraphContext.js +10 -8
  231. package/FlowGraph/flowGraphContext.js.map +1 -1
  232. package/FlowGraph/flowGraphCoordinator.d.ts +27 -1
  233. package/FlowGraph/flowGraphCoordinator.js +18 -2
  234. package/FlowGraph/flowGraphCoordinator.js.map +1 -1
  235. package/FlowGraph/flowGraphDataConnection.d.ts +26 -1
  236. package/FlowGraph/flowGraphDataConnection.js +23 -1
  237. package/FlowGraph/flowGraphDataConnection.js.map +1 -1
  238. package/FlowGraph/flowGraphExecutionBlock.d.ts +27 -1
  239. package/FlowGraph/flowGraphExecutionBlock.js +22 -4
  240. package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
  241. package/FlowGraph/flowGraphRichTypes.d.ts +24 -1
  242. package/FlowGraph/flowGraphRichTypes.js +18 -1
  243. package/FlowGraph/flowGraphRichTypes.js.map +1 -1
  244. package/FlowGraph/flowGraphSignalConnection.d.ts +2 -0
  245. package/FlowGraph/flowGraphSignalConnection.js +2 -0
  246. package/FlowGraph/flowGraphSignalConnection.js.map +1 -1
  247. package/Gamepads/gamepad.d.ts +2 -2
  248. package/Gamepads/gamepad.js +2 -2
  249. package/Gamepads/gamepad.js.map +1 -1
  250. package/Gamepads/gamepadSceneComponent.js +2 -0
  251. package/Gamepads/gamepadSceneComponent.js.map +1 -1
  252. package/Gizmos/axisScaleGizmo.d.ts +2 -0
  253. package/Gizmos/axisScaleGizmo.js +2 -0
  254. package/Gizmos/axisScaleGizmo.js.map +1 -1
  255. package/Gizmos/boundingBoxGizmo.d.ts +19 -0
  256. package/Gizmos/boundingBoxGizmo.js +36 -15
  257. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  258. package/Gizmos/cameraGizmo.js +1 -0
  259. package/Gizmos/cameraGizmo.js.map +1 -1
  260. package/Gizmos/gizmo.d.ts +4 -1
  261. package/Gizmos/gizmo.js +1 -0
  262. package/Gizmos/gizmo.js.map +1 -1
  263. package/Gizmos/gizmoManager.d.ts +18 -0
  264. package/Gizmos/gizmoManager.js +34 -0
  265. package/Gizmos/gizmoManager.js.map +1 -1
  266. package/Gizmos/lightGizmo.d.ts +1 -0
  267. package/Gizmos/lightGizmo.js +1 -0
  268. package/Gizmos/lightGizmo.js.map +1 -1
  269. package/Gizmos/planeRotationGizmo.d.ts +2 -0
  270. package/Gizmos/planeRotationGizmo.js +2 -0
  271. package/Gizmos/planeRotationGizmo.js.map +1 -1
  272. package/Gizmos/positionGizmo.d.ts +11 -0
  273. package/Gizmos/positionGizmo.js +19 -0
  274. package/Gizmos/positionGizmo.js.map +1 -1
  275. package/Gizmos/rotationGizmo.d.ts +14 -0
  276. package/Gizmos/rotationGizmo.js +14 -0
  277. package/Gizmos/rotationGizmo.js.map +1 -1
  278. package/Gizmos/scaleGizmo.d.ts +18 -1
  279. package/Gizmos/scaleGizmo.js +19 -1
  280. package/Gizmos/scaleGizmo.js.map +1 -1
  281. package/Helpers/environmentHelper.d.ts +4 -2
  282. package/Helpers/environmentHelper.js +4 -2
  283. package/Helpers/environmentHelper.js.map +1 -1
  284. package/Layers/effectLayer.d.ts +1 -0
  285. package/Layers/effectLayer.js +1 -0
  286. package/Layers/effectLayer.js.map +1 -1
  287. package/Layers/glowLayer.d.ts +3 -1
  288. package/Layers/glowLayer.js +3 -1
  289. package/Layers/glowLayer.js.map +1 -1
  290. package/Layers/highlightLayer.d.ts +3 -2
  291. package/Layers/highlightLayer.js +3 -2
  292. package/Layers/highlightLayer.js.map +1 -1
  293. package/Lights/light.d.ts +1 -1
  294. package/Lights/light.js +1 -1
  295. package/Lights/light.js.map +1 -1
  296. package/Loading/sceneLoader.d.ts +9 -0
  297. package/Loading/sceneLoader.js +11 -0
  298. package/Loading/sceneLoader.js.map +1 -1
  299. package/Materials/Background/backgroundMaterial.d.ts +2 -2
  300. package/Materials/Background/backgroundMaterial.js +2 -2
  301. package/Materials/Background/backgroundMaterial.js.map +1 -1
  302. package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +72 -0
  303. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +230 -0
  304. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -0
  305. package/Materials/GreasedLine/greasedLineMaterialInterfaces.d.ts +1 -1
  306. package/Materials/GreasedLine/greasedLineMaterialInterfaces.js.map +1 -1
  307. package/Materials/GreasedLine/greasedLinePluginMaterial.d.ts +2 -2
  308. package/Materials/GreasedLine/greasedLinePluginMaterial.js +2 -2
  309. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
  310. package/Materials/GreasedLine/greasedLineSimpleMaterial.d.ts +0 -1
  311. package/Materials/GreasedLine/greasedLineSimpleMaterial.js +0 -1
  312. package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
  313. package/Materials/Node/Blocks/Dual/index.d.ts +1 -0
  314. package/Materials/Node/Blocks/Dual/index.js +1 -0
  315. package/Materials/Node/Blocks/Dual/index.js.map +1 -1
  316. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.d.ts +7 -1
  317. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +6 -1
  318. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  319. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +1 -0
  320. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
  321. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js +1 -0
  322. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js.map +1 -1
  323. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +1 -0
  324. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
  325. package/Materials/Node/Blocks/Input/prePassTextureBlock.d.ts +1 -1
  326. package/Materials/Node/Blocks/Input/prePassTextureBlock.js +1 -1
  327. package/Materials/Node/Blocks/Input/prePassTextureBlock.js.map +1 -1
  328. package/Materials/Node/Blocks/Teleport/teleportInBlock.d.ts +3 -1
  329. package/Materials/Node/Blocks/Teleport/teleportInBlock.js +3 -1
  330. package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
  331. package/Materials/Node/Blocks/triPlanarBlock.d.ts +1 -0
  332. package/Materials/Node/Blocks/triPlanarBlock.js +1 -0
  333. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
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  687. package/XR/webXRCamera.js.map +1 -1
  688. package/XR/webXRExperienceHelper.js +1 -0
  689. package/XR/webXRExperienceHelper.js.map +1 -1
  690. package/XR/webXRInput.js +1 -1
  691. package/XR/webXRInput.js.map +1 -1
  692. package/XR/webXRInputSource.d.ts +3 -1
  693. package/XR/webXRInputSource.js +6 -3
  694. package/XR/webXRInputSource.js.map +1 -1
  695. package/XR/webXRSessionManager.d.ts +13 -0
  696. package/XR/webXRSessionManager.js +21 -1
  697. package/XR/webXRSessionManager.js.map +1 -1
  698. package/assetContainer.d.ts +5 -2
  699. package/assetContainer.js +5 -2
  700. package/assetContainer.js.map +1 -1
  701. package/package.json +1 -1
  702. package/scene.d.ts +1 -0
  703. package/scene.js +11 -0
  704. package/scene.js.map +1 -1
  705. package/Rendering/GaussianSplatting/gaussianSplatting.d.ts +0 -81
  706. package/Rendering/GaussianSplatting/gaussianSplatting.js +0 -400
  707. package/Rendering/GaussianSplatting/gaussianSplatting.js.map +0 -1
  708. package/Rendering/GaussianSplatting/index.d.ts +0 -1
  709. package/Rendering/GaussianSplatting/index.js +0 -2
  710. package/Rendering/GaussianSplatting/index.js.map +0 -1
@@ -120,6 +120,11 @@ export class AudioEngine {
120
120
  var _a, _b;
121
121
  if (((_a = this._audioContext) === null || _a === void 0 ? void 0 : _a.state) === "running") {
122
122
  this._hideMuteButton();
123
+ if (!this.unlocked) {
124
+ // Notify users that the audio stack is unlocked/unmuted
125
+ this.unlocked = true;
126
+ this.onAudioUnlockedObservable.notifyObservers(this);
127
+ }
123
128
  return;
124
129
  }
125
130
  // On iOS, if the audio context resume request was sent from an event other than a `click` event, then
@@ -1 +1 @@
1
- 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type { Analyser } from \"./analyser\";\r\n\r\nimport type { Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport type { IAudioEngine } from \"./Interfaces/IAudioEngine\";\r\nimport { IsWindowObjectExist } from \"../Misc/domManagement\";\r\n\r\n// Sets the default audio engine to Babylon.js\r\nEngine.AudioEngineFactory = (\r\n hostElement: Nullable<HTMLElement>,\r\n audioContext: Nullable<AudioContext>,\r\n audioDestination: Nullable<AudioDestinationNode | MediaStreamAudioDestinationNode>\r\n) => {\r\n return new AudioEngine(hostElement, audioContext, audioDestination);\r\n};\r\n\r\n/**\r\n * This represents the default audio engine used in babylon.\r\n * It is responsible to play, synchronize and analyse sounds throughout the application.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic\r\n */\r\nexport class AudioEngine implements IAudioEngine {\r\n private _audioContext: Nullable<AudioContext> = null;\r\n private _audioContextInitialized = false;\r\n private _muteButton: Nullable<HTMLButtonElement> = null;\r\n private _hostElement: Nullable<HTMLElement>;\r\n private _audioDestination: Nullable<AudioDestinationNode | MediaStreamAudioDestinationNode> = null;\r\n\r\n /**\r\n * Gets whether the current host supports Web Audio and thus could create AudioContexts.\r\n */\r\n public canUseWebAudio: boolean = false;\r\n\r\n /**\r\n * The master gain node defines the global audio volume of your audio engine.\r\n */\r\n public masterGain: GainNode;\r\n\r\n /**\r\n * Defines if Babylon should emit a warning if WebAudio is not supported.\r\n * @ignoreNaming\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public WarnedWebAudioUnsupported: boolean = false;\r\n\r\n /**\r\n * Gets whether or not mp3 are supported by your browser.\r\n */\r\n public isMP3supported: boolean = false;\r\n\r\n /**\r\n * Gets whether or not ogg are supported by your browser.\r\n */\r\n public isOGGsupported: boolean = false;\r\n\r\n /**\r\n * Gets whether audio has been unlocked on the device.\r\n * Some Browsers have strong restrictions about Audio and won't autoplay unless\r\n * a user interaction has happened.\r\n */\r\n public unlocked: boolean = false;\r\n\r\n /**\r\n * Defines if the audio engine relies on a custom unlocked button.\r\n * In this case, the embedded button will not be displayed.\r\n */\r\n public useCustomUnlockedButton: boolean = false;\r\n\r\n /**\r\n * Event raised when audio has been unlocked on the browser.\r\n */\r\n public onAudioUnlockedObservable = new Observable<IAudioEngine>();\r\n\r\n /**\r\n * Event raised when audio has been locked on the browser.\r\n */\r\n public onAudioLockedObservable = new Observable<IAudioEngine>();\r\n\r\n /**\r\n * Gets the current AudioContext if available.\r\n */\r\n public get audioContext(): Nullable<AudioContext> {\r\n if (!this._audioContextInitialized) {\r\n this._initializeAudioContext();\r\n }\r\n return this._audioContext;\r\n }\r\n\r\n private _connectedAnalyser: Nullable<Analyser>;\r\n\r\n /**\r\n * Instantiates a new audio engine.\r\n *\r\n * There should be only one per page as some browsers restrict the number\r\n * of audio contexts you can create.\r\n * @param hostElement defines the host element where to display the mute icon if necessary\r\n * @param audioContext defines the audio context to be used by the audio engine\r\n * @param audioDestination defines the audio destination node to be used by audio engine\r\n */\r\n constructor(\r\n hostElement: Nullable<HTMLElement> = null,\r\n audioContext: Nullable<AudioContext> = null,\r\n audioDestination: Nullable<AudioDestinationNode | MediaStreamAudioDestinationNode> = null\r\n ) {\r\n if (!IsWindowObjectExist()) {\r\n return;\r\n }\r\n if (typeof window.AudioContext !== \"undefined\") {\r\n this.canUseWebAudio = true;\r\n }\r\n\r\n const audioElem = document.createElement(\"audio\");\r\n this._hostElement = hostElement;\r\n this._audioContext = audioContext;\r\n this._audioDestination = audioDestination;\r\n\r\n try {\r\n if (\r\n audioElem &&\r\n !!audioElem.canPlayType &&\r\n (audioElem.canPlayType('audio/mpeg; codecs=\"mp3\"').replace(/^no$/, \"\") || audioElem.canPlayType(\"audio/mp3\").replace(/^no$/, \"\"))\r\n ) {\r\n this.isMP3supported = true;\r\n }\r\n } catch (e) {\r\n // protect error during capability check.\r\n }\r\n\r\n try {\r\n if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/ogg; codecs=\"vorbis\"').replace(/^no$/, \"\")) {\r\n this.isOGGsupported = true;\r\n }\r\n } catch (e) {\r\n // protect error during capability check.\r\n }\r\n }\r\n\r\n /**\r\n * Flags the audio engine in Locked state.\r\n * This happens due to new browser policies preventing audio to autoplay.\r\n */\r\n public lock() {\r\n this._triggerSuspendedState();\r\n }\r\n\r\n /**\r\n * Unlocks the audio engine once a user action has been done on the dom.\r\n * This is helpful to resume play once browser policies have been satisfied.\r\n */\r\n public unlock() {\r\n if (this._audioContext?.state === \"running\") {\r\n this._hideMuteButton();\r\n return;\r\n }\r\n\r\n // On iOS, if the audio context resume request was sent from an event other than a `click` event, then\r\n // the resume promise will never resolve and the only way to get the audio context unstuck is to\r\n // suspend it and make another resume request.\r\n if (this._tryToRun) {\r\n this._audioContext?.suspend().then(() => {\r\n this._tryToRun = false;\r\n this._triggerRunningState();\r\n });\r\n } else {\r\n this._triggerRunningState();\r\n }\r\n }\r\n\r\n private _resumeAudioContext(): Promise<void> {\r\n if (this._audioContext?.resume) {\r\n return this._audioContext.resume();\r\n }\r\n return Promise.resolve();\r\n }\r\n\r\n private _initializeAudioContext() {\r\n try {\r\n if (this.canUseWebAudio) {\r\n if (!this._audioContext) {\r\n this._audioContext = new AudioContext();\r\n }\r\n // create a global volume gain node\r\n this.masterGain = this._audioContext.createGain();\r\n this.masterGain.gain.value = 1;\r\n if (!this._audioDestination) {\r\n this._audioDestination = this._audioContext.destination;\r\n }\r\n this.masterGain.connect(this._audioDestination);\r\n this._audioContextInitialized = true;\r\n if (this._audioContext.state === \"running\") {\r\n // Do not wait for the promise to unlock.\r\n this._triggerRunningState();\r\n }\r\n }\r\n } catch (e) {\r\n this.canUseWebAudio = false;\r\n Logger.Error(\"Web Audio: \" + e.message);\r\n }\r\n }\r\n\r\n private _tryToRun = false;\r\n private _triggerRunningState() {\r\n if (this._tryToRun) {\r\n return;\r\n }\r\n this._tryToRun = true;\r\n\r\n this._resumeAudioContext()\r\n .then(() => {\r\n this._tryToRun = false;\r\n if (this._muteButton) {\r\n this._hideMuteButton();\r\n }\r\n // Notify users that the audio stack is unlocked/unmuted\r\n this.unlocked = true;\r\n this.onAudioUnlockedObservable.notifyObservers(this);\r\n })\r\n .catch(() => {\r\n this._tryToRun = false;\r\n this.unlocked = false;\r\n });\r\n }\r\n\r\n private _triggerSuspendedState() {\r\n this.unlocked = false;\r\n this.onAudioLockedObservable.notifyObservers(this);\r\n this._displayMuteButton();\r\n }\r\n\r\n private _displayMuteButton() {\r\n if (this.useCustomUnlockedButton || this._muteButton) {\r\n return;\r\n }\r\n\r\n this._muteButton = <HTMLButtonElement>document.createElement(\"BUTTON\");\r\n this._muteButton.className = \"babylonUnmuteIcon\";\r\n this._muteButton.id = \"babylonUnmuteIconBtn\";\r\n this._muteButton.title = \"Unmute\";\r\n const imageUrl = !window.SVGSVGElement\r\n ? \"https://cdn.babylonjs.com/Assets/audio.png\"\r\n : \"data:image/svg+xml;charset=UTF-8,%3Csvg%20version%3D%221.1%22%20xmlns%3D%22http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%22%20width%3D%2239%22%20height%3D%2232%22%20viewBox%3D%220%200%2039%2032%22%3E%3Cpath%20fill%3D%22white%22%20d%3D%22M9.625%2018.938l-0.031%200.016h-4.953q-0.016%200-0.031-0.016v-12.453q0-0.016%200.031-0.016h4.953q0.031%200%200.031%200.016v12.453zM12.125%207.688l8.719-8.703v27.453l-8.719-8.719-0.016-0.047v-9.938zM23.359%207.875l1.406-1.406%204.219%204.203%204.203-4.203%201.422%201.406-4.219%204.219%204.219%204.203-1.484%201.359-4.141-4.156-4.219%204.219-1.406-1.422%204.219-4.203z%22%3E%3C%2Fpath%3E%3C%2Fsvg%3E\";\r\n\r\n const css =\r\n \".babylonUnmuteIcon { position: absolute; left: 20px; top: 20px; height: 40px; width: 60px; background-color: rgba(51,51,51,0.7); background-image: url(\" +\r\n imageUrl +\r\n \"); background-size: 80%; background-repeat:no-repeat; background-position: center; background-position-y: 4px; border: none; outline: none; transition: transform 0.125s ease-out; cursor: pointer; z-index: 9999; } .babylonUnmuteIcon:hover { transform: scale(1.05) } .babylonUnmuteIcon:active { background-color: rgba(51,51,51,1) }\";\r\n\r\n const style = document.createElement(\"style\");\r\n style.appendChild(document.createTextNode(css));\r\n document.getElementsByTagName(\"head\")[0].appendChild(style);\r\n\r\n document.body.appendChild(this._muteButton);\r\n\r\n this._moveButtonToTopLeft();\r\n\r\n this._muteButton.addEventListener(\r\n \"touchend\",\r\n () => {\r\n this._triggerRunningState();\r\n },\r\n true\r\n );\r\n this._muteButton.addEventListener(\r\n \"click\",\r\n () => {\r\n this.unlock();\r\n },\r\n true\r\n );\r\n\r\n window.addEventListener(\"resize\", this._onResize);\r\n }\r\n\r\n private _moveButtonToTopLeft() {\r\n if (this._hostElement && this._muteButton) {\r\n this._muteButton.style.top = this._hostElement.offsetTop + 20 + \"px\";\r\n this._muteButton.style.left = this._hostElement.offsetLeft + 20 + \"px\";\r\n }\r\n }\r\n\r\n private _onResize = () => {\r\n this._moveButtonToTopLeft();\r\n };\r\n\r\n private _hideMuteButton() {\r\n if (this._muteButton) {\r\n document.body.removeChild(this._muteButton);\r\n this._muteButton = null;\r\n }\r\n }\r\n\r\n /**\r\n * Destroy and release the resources associated with the audio context.\r\n */\r\n public dispose(): void {\r\n if (this.canUseWebAudio && this._audioContextInitialized) {\r\n if (this._connectedAnalyser && this._audioContext) {\r\n this._connectedAnalyser.stopDebugCanvas();\r\n this._connectedAnalyser.dispose();\r\n this.masterGain.disconnect();\r\n this.masterGain.connect(this._audioContext.destination);\r\n this._connectedAnalyser = null;\r\n }\r\n this.masterGain.gain.value = 1;\r\n }\r\n this.WarnedWebAudioUnsupported = false;\r\n this._hideMuteButton();\r\n window.removeEventListener(\"resize\", this._onResize);\r\n\r\n this.onAudioUnlockedObservable.clear();\r\n this.onAudioLockedObservable.clear();\r\n }\r\n\r\n /**\r\n * Gets the global volume sets on the master gain.\r\n * @returns the global volume if set or -1 otherwise\r\n */\r\n public getGlobalVolume(): number {\r\n if (this.canUseWebAudio && this._audioContextInitialized) {\r\n return this.masterGain.gain.value;\r\n } else {\r\n return -1;\r\n }\r\n }\r\n\r\n /**\r\n * Sets the global volume of your experience (sets on the master gain).\r\n * @param newVolume Defines the new global volume of the application\r\n */\r\n public setGlobalVolume(newVolume: number): void {\r\n if (this.canUseWebAudio && this._audioContextInitialized) {\r\n this.masterGain.gain.value = newVolume;\r\n }\r\n }\r\n\r\n /**\r\n * Connect the audio engine to an audio analyser allowing some amazing\r\n * synchronization between the sounds/music and your visualization (VuMeter for instance).\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#using-the-analyser\r\n * @param analyser The analyser to connect to the engine\r\n */\r\n public connectToAnalyser(analyser: Analyser): void {\r\n if (this._connectedAnalyser) {\r\n this._connectedAnalyser.stopDebugCanvas();\r\n }\r\n if (this.canUseWebAudio && this._audioContextInitialized && this._audioContext) {\r\n this._connectedAnalyser = analyser;\r\n this.masterGain.disconnect();\r\n this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);\r\n }\r\n }\r\n}\r\n"]}
1
+ 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type { Analyser } from \"./analyser\";\r\n\r\nimport type { Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport type { IAudioEngine } from \"./Interfaces/IAudioEngine\";\r\nimport { IsWindowObjectExist } from \"../Misc/domManagement\";\r\n\r\n// Sets the default audio engine to Babylon.js\r\nEngine.AudioEngineFactory = (\r\n hostElement: Nullable<HTMLElement>,\r\n audioContext: Nullable<AudioContext>,\r\n audioDestination: Nullable<AudioDestinationNode | MediaStreamAudioDestinationNode>\r\n) => {\r\n return new AudioEngine(hostElement, audioContext, audioDestination);\r\n};\r\n\r\n/**\r\n * This represents the default audio engine used in babylon.\r\n * It is responsible to play, synchronize and analyse sounds throughout the application.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic\r\n */\r\nexport class AudioEngine implements IAudioEngine {\r\n private _audioContext: Nullable<AudioContext> = null;\r\n private _audioContextInitialized = false;\r\n private _muteButton: Nullable<HTMLButtonElement> = null;\r\n private _hostElement: Nullable<HTMLElement>;\r\n private _audioDestination: Nullable<AudioDestinationNode | MediaStreamAudioDestinationNode> = null;\r\n\r\n /**\r\n * Gets whether the current host supports Web Audio and thus could create AudioContexts.\r\n */\r\n public canUseWebAudio: boolean = false;\r\n\r\n /**\r\n * The master gain node defines the global audio volume of your audio engine.\r\n */\r\n public masterGain: GainNode;\r\n\r\n /**\r\n * Defines if Babylon should emit a warning if WebAudio is not supported.\r\n * @ignoreNaming\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public WarnedWebAudioUnsupported: boolean = false;\r\n\r\n /**\r\n * Gets whether or not mp3 are supported by your browser.\r\n */\r\n public isMP3supported: boolean = false;\r\n\r\n /**\r\n * Gets whether or not ogg are supported by your browser.\r\n */\r\n public isOGGsupported: boolean = false;\r\n\r\n /**\r\n * Gets whether audio has been unlocked on the device.\r\n * Some Browsers have strong restrictions about Audio and won't autoplay unless\r\n * a user interaction has happened.\r\n */\r\n public unlocked: boolean = false;\r\n\r\n /**\r\n * Defines if the audio engine relies on a custom unlocked button.\r\n * In this case, the embedded button will not be displayed.\r\n */\r\n public useCustomUnlockedButton: boolean = false;\r\n\r\n /**\r\n * Event raised when audio has been unlocked on the browser.\r\n */\r\n public onAudioUnlockedObservable = new Observable<IAudioEngine>();\r\n\r\n /**\r\n * Event raised when audio has been locked on the browser.\r\n */\r\n public onAudioLockedObservable = new Observable<IAudioEngine>();\r\n\r\n /**\r\n * Gets the current AudioContext if available.\r\n */\r\n public get audioContext(): Nullable<AudioContext> {\r\n if (!this._audioContextInitialized) {\r\n this._initializeAudioContext();\r\n }\r\n return this._audioContext;\r\n }\r\n\r\n private _connectedAnalyser: Nullable<Analyser>;\r\n\r\n /**\r\n * Instantiates a new audio engine.\r\n *\r\n * There should be only one per page as some browsers restrict the number\r\n * of audio contexts you can create.\r\n * @param hostElement defines the host element where to display the mute icon if necessary\r\n * @param audioContext defines the audio context to be used by the audio engine\r\n * @param audioDestination defines the audio destination node to be used by audio engine\r\n */\r\n constructor(\r\n hostElement: Nullable<HTMLElement> = null,\r\n audioContext: Nullable<AudioContext> = null,\r\n audioDestination: Nullable<AudioDestinationNode | MediaStreamAudioDestinationNode> = null\r\n ) {\r\n if (!IsWindowObjectExist()) {\r\n return;\r\n }\r\n if (typeof window.AudioContext !== \"undefined\") {\r\n this.canUseWebAudio = true;\r\n }\r\n\r\n const audioElem = document.createElement(\"audio\");\r\n this._hostElement = hostElement;\r\n this._audioContext = audioContext;\r\n this._audioDestination = audioDestination;\r\n\r\n try {\r\n if (\r\n audioElem &&\r\n !!audioElem.canPlayType &&\r\n (audioElem.canPlayType('audio/mpeg; codecs=\"mp3\"').replace(/^no$/, \"\") || audioElem.canPlayType(\"audio/mp3\").replace(/^no$/, \"\"))\r\n ) {\r\n this.isMP3supported = true;\r\n }\r\n } catch (e) {\r\n // protect error during capability check.\r\n }\r\n\r\n try {\r\n if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/ogg; codecs=\"vorbis\"').replace(/^no$/, \"\")) {\r\n this.isOGGsupported = true;\r\n }\r\n } catch (e) {\r\n // protect error during capability check.\r\n }\r\n }\r\n\r\n /**\r\n * Flags the audio engine in Locked state.\r\n * This happens due to new browser policies preventing audio to autoplay.\r\n */\r\n public lock() {\r\n this._triggerSuspendedState();\r\n }\r\n\r\n /**\r\n * Unlocks the audio engine once a user action has been done on the dom.\r\n * This is helpful to resume play once browser policies have been satisfied.\r\n */\r\n public unlock() {\r\n if (this._audioContext?.state === \"running\") {\r\n this._hideMuteButton();\r\n\r\n if (!this.unlocked) {\r\n // Notify users that the audio stack is unlocked/unmuted\r\n this.unlocked = true;\r\n this.onAudioUnlockedObservable.notifyObservers(this);\r\n }\r\n\r\n return;\r\n }\r\n\r\n // On iOS, if the audio context resume request was sent from an event other than a `click` event, then\r\n // the resume promise will never resolve and the only way to get the audio context unstuck is to\r\n // suspend it and make another resume request.\r\n if (this._tryToRun) {\r\n this._audioContext?.suspend().then(() => {\r\n this._tryToRun = false;\r\n this._triggerRunningState();\r\n });\r\n } else {\r\n this._triggerRunningState();\r\n }\r\n }\r\n\r\n private _resumeAudioContext(): Promise<void> {\r\n if (this._audioContext?.resume) {\r\n return this._audioContext.resume();\r\n }\r\n return Promise.resolve();\r\n }\r\n\r\n private _initializeAudioContext() {\r\n try {\r\n if (this.canUseWebAudio) {\r\n if (!this._audioContext) {\r\n this._audioContext = new AudioContext();\r\n }\r\n // create a global volume gain node\r\n this.masterGain = this._audioContext.createGain();\r\n this.masterGain.gain.value = 1;\r\n if (!this._audioDestination) {\r\n this._audioDestination = this._audioContext.destination;\r\n }\r\n this.masterGain.connect(this._audioDestination);\r\n this._audioContextInitialized = true;\r\n if (this._audioContext.state === \"running\") {\r\n // Do not wait for the promise to unlock.\r\n this._triggerRunningState();\r\n }\r\n }\r\n } catch (e) {\r\n this.canUseWebAudio = false;\r\n Logger.Error(\"Web Audio: \" + e.message);\r\n }\r\n }\r\n\r\n private _tryToRun = false;\r\n private _triggerRunningState() {\r\n if (this._tryToRun) {\r\n return;\r\n }\r\n this._tryToRun = true;\r\n\r\n this._resumeAudioContext()\r\n .then(() => {\r\n this._tryToRun = false;\r\n if (this._muteButton) {\r\n this._hideMuteButton();\r\n }\r\n // Notify users that the audio stack is unlocked/unmuted\r\n this.unlocked = true;\r\n this.onAudioUnlockedObservable.notifyObservers(this);\r\n })\r\n .catch(() => {\r\n this._tryToRun = false;\r\n this.unlocked = false;\r\n });\r\n }\r\n\r\n private _triggerSuspendedState() {\r\n this.unlocked = false;\r\n this.onAudioLockedObservable.notifyObservers(this);\r\n this._displayMuteButton();\r\n }\r\n\r\n private _displayMuteButton() {\r\n if (this.useCustomUnlockedButton || this._muteButton) {\r\n return;\r\n }\r\n\r\n this._muteButton = <HTMLButtonElement>document.createElement(\"BUTTON\");\r\n this._muteButton.className = \"babylonUnmuteIcon\";\r\n this._muteButton.id = \"babylonUnmuteIconBtn\";\r\n this._muteButton.title = \"Unmute\";\r\n const imageUrl = !window.SVGSVGElement\r\n ? \"https://cdn.babylonjs.com/Assets/audio.png\"\r\n : \"data:image/svg+xml;charset=UTF-8,%3Csvg%20version%3D%221.1%22%20xmlns%3D%22http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%22%20width%3D%2239%22%20height%3D%2232%22%20viewBox%3D%220%200%2039%2032%22%3E%3Cpath%20fill%3D%22white%22%20d%3D%22M9.625%2018.938l-0.031%200.016h-4.953q-0.016%200-0.031-0.016v-12.453q0-0.016%200.031-0.016h4.953q0.031%200%200.031%200.016v12.453zM12.125%207.688l8.719-8.703v27.453l-8.719-8.719-0.016-0.047v-9.938zM23.359%207.875l1.406-1.406%204.219%204.203%204.203-4.203%201.422%201.406-4.219%204.219%204.219%204.203-1.484%201.359-4.141-4.156-4.219%204.219-1.406-1.422%204.219-4.203z%22%3E%3C%2Fpath%3E%3C%2Fsvg%3E\";\r\n\r\n const css =\r\n \".babylonUnmuteIcon { position: absolute; left: 20px; top: 20px; height: 40px; width: 60px; background-color: rgba(51,51,51,0.7); background-image: url(\" +\r\n imageUrl +\r\n \"); background-size: 80%; background-repeat:no-repeat; background-position: center; background-position-y: 4px; border: none; outline: none; transition: transform 0.125s ease-out; cursor: pointer; z-index: 9999; } .babylonUnmuteIcon:hover { transform: scale(1.05) } .babylonUnmuteIcon:active { background-color: rgba(51,51,51,1) }\";\r\n\r\n const style = document.createElement(\"style\");\r\n style.appendChild(document.createTextNode(css));\r\n document.getElementsByTagName(\"head\")[0].appendChild(style);\r\n\r\n document.body.appendChild(this._muteButton);\r\n\r\n this._moveButtonToTopLeft();\r\n\r\n this._muteButton.addEventListener(\r\n \"touchend\",\r\n () => {\r\n this._triggerRunningState();\r\n },\r\n true\r\n );\r\n this._muteButton.addEventListener(\r\n \"click\",\r\n () => {\r\n this.unlock();\r\n },\r\n true\r\n );\r\n\r\n window.addEventListener(\"resize\", this._onResize);\r\n }\r\n\r\n private _moveButtonToTopLeft() {\r\n if (this._hostElement && this._muteButton) {\r\n this._muteButton.style.top = this._hostElement.offsetTop + 20 + \"px\";\r\n this._muteButton.style.left = this._hostElement.offsetLeft + 20 + \"px\";\r\n }\r\n }\r\n\r\n private _onResize = () => {\r\n this._moveButtonToTopLeft();\r\n };\r\n\r\n private _hideMuteButton() {\r\n if (this._muteButton) {\r\n document.body.removeChild(this._muteButton);\r\n this._muteButton = null;\r\n }\r\n }\r\n\r\n /**\r\n * Destroy and release the resources associated with the audio context.\r\n */\r\n public dispose(): void {\r\n if (this.canUseWebAudio && this._audioContextInitialized) {\r\n if (this._connectedAnalyser && this._audioContext) {\r\n this._connectedAnalyser.stopDebugCanvas();\r\n this._connectedAnalyser.dispose();\r\n this.masterGain.disconnect();\r\n this.masterGain.connect(this._audioContext.destination);\r\n this._connectedAnalyser = null;\r\n }\r\n this.masterGain.gain.value = 1;\r\n }\r\n this.WarnedWebAudioUnsupported = false;\r\n this._hideMuteButton();\r\n window.removeEventListener(\"resize\", this._onResize);\r\n\r\n this.onAudioUnlockedObservable.clear();\r\n this.onAudioLockedObservable.clear();\r\n }\r\n\r\n /**\r\n * Gets the global volume sets on the master gain.\r\n * @returns the global volume if set or -1 otherwise\r\n */\r\n public getGlobalVolume(): number {\r\n if (this.canUseWebAudio && this._audioContextInitialized) {\r\n return this.masterGain.gain.value;\r\n } else {\r\n return -1;\r\n }\r\n }\r\n\r\n /**\r\n * Sets the global volume of your experience (sets on the master gain).\r\n * @param newVolume Defines the new global volume of the application\r\n */\r\n public setGlobalVolume(newVolume: number): void {\r\n if (this.canUseWebAudio && this._audioContextInitialized) {\r\n this.masterGain.gain.value = newVolume;\r\n }\r\n }\r\n\r\n /**\r\n * Connect the audio engine to an audio analyser allowing some amazing\r\n * synchronization between the sounds/music and your visualization (VuMeter for instance).\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#using-the-analyser\r\n * @param analyser The analyser to connect to the engine\r\n */\r\n public connectToAnalyser(analyser: Analyser): void {\r\n if (this._connectedAnalyser) {\r\n this._connectedAnalyser.stopDebugCanvas();\r\n }\r\n if (this.canUseWebAudio && this._audioContextInitialized && this._audioContext) {\r\n this._connectedAnalyser = analyser;\r\n this.masterGain.disconnect();\r\n this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);\r\n }\r\n }\r\n}\r\n"]}
@@ -14,6 +14,9 @@ export declare class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
14
14
  private _idleRotationSpeed;
15
15
  private _idleRotationWaitTime;
16
16
  private _idleRotationSpinupTime;
17
+ /**
18
+ * Target alpha
19
+ */
17
20
  targetAlpha: Nullable<number>;
18
21
  /**
19
22
  * Sets the flag that indicates if user zooming should stop animation.
@@ -11,6 +11,9 @@ export class AutoRotationBehavior {
11
11
  this._idleRotationSpeed = 0.05;
12
12
  this._idleRotationWaitTime = 2000;
13
13
  this._idleRotationSpinupTime = 2000;
14
+ /**
15
+ * Target alpha
16
+ */
14
17
  this.targetAlpha = null;
15
18
  this._isPointerDown = false;
16
19
  this._lastFrameTime = null;
@@ -1 +1 @@
1
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type { Behavior } from \"../../Behaviors/behavior\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { PointerInfoPre } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { PrecisionDate } from \"../../Misc/precisionDate\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\n\r\n/**\r\n * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/behaviors/cameraBehaviors#autorotation-behavior\r\n */\r\nexport class AutoRotationBehavior implements Behavior<ArcRotateCamera> {\r\n /**\r\n * Gets the name of the behavior.\r\n */\r\n public get name(): string {\r\n return \"AutoRotation\";\r\n }\r\n\r\n private _zoomStopsAnimation = false;\r\n private _idleRotationSpeed = 0.05;\r\n private _idleRotationWaitTime = 2000;\r\n private _idleRotationSpinupTime = 2000;\r\n\r\n public targetAlpha: Nullable<number> = null;\r\n\r\n /**\r\n * Sets the flag that indicates if user zooming should stop animation.\r\n */\r\n public set zoomStopsAnimation(flag: boolean) {\r\n this._zoomStopsAnimation = flag;\r\n }\r\n\r\n /**\r\n * Gets the flag that indicates if user zooming should stop animation.\r\n */\r\n public get zoomStopsAnimation(): boolean {\r\n return this._zoomStopsAnimation;\r\n }\r\n\r\n /**\r\n * Sets the default speed at which the camera rotates around the model.\r\n */\r\n public set idleRotationSpeed(speed: number) {\r\n this._idleRotationSpeed = speed;\r\n }\r\n\r\n /**\r\n * Gets the default speed at which the camera rotates around the model.\r\n */\r\n public get idleRotationSpeed() {\r\n return this._idleRotationSpeed;\r\n }\r\n\r\n /**\r\n * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.\r\n */\r\n public set idleRotationWaitTime(time: number) {\r\n this._idleRotationWaitTime = time;\r\n }\r\n\r\n /**\r\n * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.\r\n */\r\n public get idleRotationWaitTime() {\r\n return this._idleRotationWaitTime;\r\n }\r\n\r\n /**\r\n * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.\r\n */\r\n public set idleRotationSpinupTime(time: number) {\r\n this._idleRotationSpinupTime = time;\r\n }\r\n\r\n /**\r\n * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.\r\n */\r\n public get idleRotationSpinupTime() {\r\n return this._idleRotationSpinupTime;\r\n }\r\n\r\n /**\r\n * Gets a value indicating if the camera is currently rotating because of this behavior\r\n */\r\n public get rotationInProgress(): boolean {\r\n return Math.abs(this._cameraRotationSpeed) > 0;\r\n }\r\n\r\n // Default behavior functions\r\n private _onPrePointerObservableObserver: Nullable<Observer<PointerInfoPre>>;\r\n private _onAfterCheckInputsObserver: Nullable<Observer<Camera>>;\r\n private _attachedCamera: Nullable<ArcRotateCamera>;\r\n private _isPointerDown = false;\r\n private _lastFrameTime: Nullable<number> = null;\r\n private _lastInteractionTime = -Infinity;\r\n private _cameraRotationSpeed: number = 0;\r\n\r\n /**\r\n * Initializes the behavior.\r\n */\r\n public init(): void {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Attaches the behavior to its arc rotate camera.\r\n * @param camera Defines the camera to attach the behavior to\r\n */\r\n public attach(camera: ArcRotateCamera): void {\r\n this._attachedCamera = camera;\r\n const scene = this._attachedCamera.getScene();\r\n\r\n this._onPrePointerObservableObserver = scene.onPrePointerObservable.add((pointerInfoPre) => {\r\n if (pointerInfoPre.type === PointerEventTypes.POINTERDOWN) {\r\n this._isPointerDown = true;\r\n return;\r\n }\r\n\r\n if (pointerInfoPre.type === PointerEventTypes.POINTERUP) {\r\n this._isPointerDown = false;\r\n }\r\n });\r\n\r\n this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(() => {\r\n if (this._reachTargetAlpha()) {\r\n return;\r\n }\r\n const now = PrecisionDate.Now;\r\n let dt = 0;\r\n if (this._lastFrameTime != null) {\r\n dt = now - this._lastFrameTime;\r\n }\r\n this._lastFrameTime = now;\r\n\r\n // Stop the animation if there is user interaction and the animation should stop for this interaction\r\n this._applyUserInteraction();\r\n\r\n const timeToRotation = now - this._lastInteractionTime - this._idleRotationWaitTime;\r\n const scale = Math.max(Math.min(timeToRotation / this._idleRotationSpinupTime, 1), 0);\r\n this._cameraRotationSpeed = this._idleRotationSpeed * scale;\r\n\r\n // Step camera rotation by rotation speed\r\n if (this._attachedCamera) {\r\n this._attachedCamera.alpha -= this._cameraRotationSpeed * (dt / 1000);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detaches the behavior from its current arc rotate camera.\r\n */\r\n public detach(): void {\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n const scene = this._attachedCamera.getScene();\r\n\r\n if (this._onPrePointerObservableObserver) {\r\n scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);\r\n }\r\n\r\n this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);\r\n this._attachedCamera = null;\r\n }\r\n\r\n /**\r\n * Force-reset the last interaction time\r\n * @param customTime an optional time that will be used instead of the current last interaction time. For example `Date.now()`\r\n */\r\n public resetLastInteractionTime(customTime?: number): void {\r\n this._lastInteractionTime = customTime ?? PrecisionDate.Now;\r\n }\r\n\r\n /**\r\n * Returns true if camera alpha reaches the target alpha\r\n * @returns true if camera alpha reaches the target alpha\r\n */\r\n private _reachTargetAlpha(): boolean {\r\n if (this._attachedCamera && this.targetAlpha) {\r\n return Math.abs(this._attachedCamera.alpha - this.targetAlpha) < Epsilon;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Returns true if user is scrolling.\r\n * @returns true if user is scrolling.\r\n */\r\n private _userIsZooming(): boolean {\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n return this._attachedCamera.inertialRadiusOffset !== 0;\r\n }\r\n\r\n private _lastFrameRadius = 0;\r\n private _shouldAnimationStopForInteraction(): boolean {\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n\r\n let zoomHasHitLimit = false;\r\n if (this._lastFrameRadius === this._attachedCamera.radius && this._attachedCamera.inertialRadiusOffset !== 0) {\r\n zoomHasHitLimit = true;\r\n }\r\n\r\n // Update the record of previous radius - works as an approx. indicator of hitting radius limits\r\n this._lastFrameRadius = this._attachedCamera.radius;\r\n return this._zoomStopsAnimation ? zoomHasHitLimit : this._userIsZooming();\r\n }\r\n\r\n /**\r\n * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.\r\n */\r\n private _applyUserInteraction(): void {\r\n if (this._userIsMoving() && !this._shouldAnimationStopForInteraction()) {\r\n this._lastInteractionTime = PrecisionDate.Now;\r\n }\r\n }\r\n\r\n // Tools\r\n private _userIsMoving(): boolean {\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n\r\n return (\r\n this._attachedCamera.inertialAlphaOffset !== 0 ||\r\n this._attachedCamera.inertialBetaOffset !== 0 ||\r\n this._attachedCamera.inertialRadiusOffset !== 0 ||\r\n this._attachedCamera.inertialPanningX !== 0 ||\r\n this._attachedCamera.inertialPanningY !== 0 ||\r\n this._isPointerDown\r\n );\r\n }\r\n}\r\n"]}
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type { Behavior } from \"../../Behaviors/behavior\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { PointerInfoPre } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { PrecisionDate } from \"../../Misc/precisionDate\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\n\r\n/**\r\n * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/behaviors/cameraBehaviors#autorotation-behavior\r\n */\r\nexport class AutoRotationBehavior implements Behavior<ArcRotateCamera> {\r\n /**\r\n * Gets the name of the behavior.\r\n */\r\n public get name(): string {\r\n return \"AutoRotation\";\r\n }\r\n\r\n private _zoomStopsAnimation = false;\r\n private _idleRotationSpeed = 0.05;\r\n private _idleRotationWaitTime = 2000;\r\n private _idleRotationSpinupTime = 2000;\r\n\r\n /**\r\n * Target alpha\r\n */\r\n public targetAlpha: Nullable<number> = null;\r\n\r\n /**\r\n * Sets the flag that indicates if user zooming should stop animation.\r\n */\r\n public set zoomStopsAnimation(flag: boolean) {\r\n this._zoomStopsAnimation = flag;\r\n }\r\n\r\n /**\r\n * Gets the flag that indicates if user zooming should stop animation.\r\n */\r\n public get zoomStopsAnimation(): boolean {\r\n return this._zoomStopsAnimation;\r\n }\r\n\r\n /**\r\n * Sets the default speed at which the camera rotates around the model.\r\n */\r\n public set idleRotationSpeed(speed: number) {\r\n this._idleRotationSpeed = speed;\r\n }\r\n\r\n /**\r\n * Gets the default speed at which the camera rotates around the model.\r\n */\r\n public get idleRotationSpeed() {\r\n return this._idleRotationSpeed;\r\n }\r\n\r\n /**\r\n * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.\r\n */\r\n public set idleRotationWaitTime(time: number) {\r\n this._idleRotationWaitTime = time;\r\n }\r\n\r\n /**\r\n * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.\r\n */\r\n public get idleRotationWaitTime() {\r\n return this._idleRotationWaitTime;\r\n }\r\n\r\n /**\r\n * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.\r\n */\r\n public set idleRotationSpinupTime(time: number) {\r\n this._idleRotationSpinupTime = time;\r\n }\r\n\r\n /**\r\n * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.\r\n */\r\n public get idleRotationSpinupTime() {\r\n return this._idleRotationSpinupTime;\r\n }\r\n\r\n /**\r\n * Gets a value indicating if the camera is currently rotating because of this behavior\r\n */\r\n public get rotationInProgress(): boolean {\r\n return Math.abs(this._cameraRotationSpeed) > 0;\r\n }\r\n\r\n // Default behavior functions\r\n private _onPrePointerObservableObserver: Nullable<Observer<PointerInfoPre>>;\r\n private _onAfterCheckInputsObserver: Nullable<Observer<Camera>>;\r\n private _attachedCamera: Nullable<ArcRotateCamera>;\r\n private _isPointerDown = false;\r\n private _lastFrameTime: Nullable<number> = null;\r\n private _lastInteractionTime = -Infinity;\r\n private _cameraRotationSpeed: number = 0;\r\n\r\n /**\r\n * Initializes the behavior.\r\n */\r\n public init(): void {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Attaches the behavior to its arc rotate camera.\r\n * @param camera Defines the camera to attach the behavior to\r\n */\r\n public attach(camera: ArcRotateCamera): void {\r\n this._attachedCamera = camera;\r\n const scene = this._attachedCamera.getScene();\r\n\r\n this._onPrePointerObservableObserver = scene.onPrePointerObservable.add((pointerInfoPre) => {\r\n if (pointerInfoPre.type === PointerEventTypes.POINTERDOWN) {\r\n this._isPointerDown = true;\r\n return;\r\n }\r\n\r\n if (pointerInfoPre.type === PointerEventTypes.POINTERUP) {\r\n this._isPointerDown = false;\r\n }\r\n });\r\n\r\n this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(() => {\r\n if (this._reachTargetAlpha()) {\r\n return;\r\n }\r\n const now = PrecisionDate.Now;\r\n let dt = 0;\r\n if (this._lastFrameTime != null) {\r\n dt = now - this._lastFrameTime;\r\n }\r\n this._lastFrameTime = now;\r\n\r\n // Stop the animation if there is user interaction and the animation should stop for this interaction\r\n this._applyUserInteraction();\r\n\r\n const timeToRotation = now - this._lastInteractionTime - this._idleRotationWaitTime;\r\n const scale = Math.max(Math.min(timeToRotation / this._idleRotationSpinupTime, 1), 0);\r\n this._cameraRotationSpeed = this._idleRotationSpeed * scale;\r\n\r\n // Step camera rotation by rotation speed\r\n if (this._attachedCamera) {\r\n this._attachedCamera.alpha -= this._cameraRotationSpeed * (dt / 1000);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detaches the behavior from its current arc rotate camera.\r\n */\r\n public detach(): void {\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n const scene = this._attachedCamera.getScene();\r\n\r\n if (this._onPrePointerObservableObserver) {\r\n scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);\r\n }\r\n\r\n this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);\r\n this._attachedCamera = null;\r\n }\r\n\r\n /**\r\n * Force-reset the last interaction time\r\n * @param customTime an optional time that will be used instead of the current last interaction time. For example `Date.now()`\r\n */\r\n public resetLastInteractionTime(customTime?: number): void {\r\n this._lastInteractionTime = customTime ?? PrecisionDate.Now;\r\n }\r\n\r\n /**\r\n * Returns true if camera alpha reaches the target alpha\r\n * @returns true if camera alpha reaches the target alpha\r\n */\r\n private _reachTargetAlpha(): boolean {\r\n if (this._attachedCamera && this.targetAlpha) {\r\n return Math.abs(this._attachedCamera.alpha - this.targetAlpha) < Epsilon;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Returns true if user is scrolling.\r\n * @returns true if user is scrolling.\r\n */\r\n private _userIsZooming(): boolean {\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n return this._attachedCamera.inertialRadiusOffset !== 0;\r\n }\r\n\r\n private _lastFrameRadius = 0;\r\n private _shouldAnimationStopForInteraction(): boolean {\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n\r\n let zoomHasHitLimit = false;\r\n if (this._lastFrameRadius === this._attachedCamera.radius && this._attachedCamera.inertialRadiusOffset !== 0) {\r\n zoomHasHitLimit = true;\r\n }\r\n\r\n // Update the record of previous radius - works as an approx. indicator of hitting radius limits\r\n this._lastFrameRadius = this._attachedCamera.radius;\r\n return this._zoomStopsAnimation ? zoomHasHitLimit : this._userIsZooming();\r\n }\r\n\r\n /**\r\n * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.\r\n */\r\n private _applyUserInteraction(): void {\r\n if (this._userIsMoving() && !this._shouldAnimationStopForInteraction()) {\r\n this._lastInteractionTime = PrecisionDate.Now;\r\n }\r\n }\r\n\r\n // Tools\r\n private _userIsMoving(): boolean {\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n\r\n return (\r\n this._attachedCamera.inertialAlphaOffset !== 0 ||\r\n this._attachedCamera.inertialBetaOffset !== 0 ||\r\n this._attachedCamera.inertialRadiusOffset !== 0 ||\r\n this._attachedCamera.inertialPanningX !== 0 ||\r\n this._attachedCamera.inertialPanningY !== 0 ||\r\n this._isPointerDown\r\n );\r\n }\r\n}\r\n"]}
@@ -157,6 +157,7 @@ export declare class PointerDragBehavior implements Behavior<AbstractMesh> {
157
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  * Predicate to determine if it is valid to move the object to a new position when it is moved.
158
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  * In the case of rotation gizmo, target contains the angle.
159
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  * @param target destination position or desired angle delta
160
+ * @returns boolean for whether or not it is valid to move
160
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  */
161
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  validateDrag: (target: Vector3) => boolean;
162
163
  /**
@@ -134,6 +134,7 @@ export class PointerDragBehavior {
134
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  * Predicate to determine if it is valid to move the object to a new position when it is moved.
135
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  * In the case of rotation gizmo, target contains the angle.
136
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  * @param target destination position or desired angle delta
137
+ * @returns boolean for whether or not it is valid to move
137
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  */
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  // eslint-disable-next-line @typescript-eslint/no-unused-vars
139
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  this.validateDrag = (target) => {
@@ -161,6 +162,7 @@ export class PointerDragBehavior {
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  optionCount++;
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  }
163
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  if (optionCount > 1) {
165
+ // eslint-disable-next-line no-throw-literal
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  throw "Multiple drag modes specified in dragBehavior options. Only one expected";
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  }
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  }
@@ -1 +1 @@
1
- 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type { Behavior } from \"../../Behaviors/behavior\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { TmpVectors, Vector3 } from \"../../Maths/math.vector\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { PivotTools } from \"../../Misc/pivotTools\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { CreatePlane } from \"../../Meshes/Builders/planeBuilder\";\r\n\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events\r\n */\r\nexport class PointerDragBehavior implements Behavior<AbstractMesh> {\r\n private static _AnyMouseId = -2;\r\n /**\r\n * Abstract mesh the behavior is set on\r\n */\r\n public attachedNode: AbstractMesh;\r\n protected _dragPlane: Mesh;\r\n private _scene: Scene;\r\n private _pointerObserver: Nullable<Observer<PointerInfo>>;\r\n private _beforeRenderObserver: Nullable<Observer<Scene>>;\r\n private static _PlaneScene: Scene;\r\n private _useAlternatePickedPointAboveMaxDragAngleDragSpeed = -1.1;\r\n private _activeDragButton: number = -1;\r\n private _activePointerInfo: Nullable<PointerInfo>;\r\n /**\r\n * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)\r\n */\r\n public maxDragAngle = 0;\r\n /**\r\n * Butttons that can be used to initiate a drag\r\n */\r\n public dragButtons = [0, 1, 2];\r\n /**\r\n * @internal\r\n */\r\n public _useAlternatePickedPointAboveMaxDragAngle = false;\r\n /**\r\n * Get or set the currentDraggingPointerId\r\n * @deprecated Please use currentDraggingPointerId instead\r\n */\r\n public get currentDraggingPointerID(): number {\r\n return this.currentDraggingPointerId;\r\n }\r\n public set currentDraggingPointerID(currentDraggingPointerID: number) {\r\n this.currentDraggingPointerId = currentDraggingPointerID;\r\n }\r\n /**\r\n * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)\r\n */\r\n public currentDraggingPointerId = -1;\r\n /**\r\n * The last position where the pointer hit the drag plane in world space\r\n */\r\n public lastDragPosition: Vector3;\r\n /**\r\n * If the behavior is currently in a dragging state\r\n */\r\n public dragging = false;\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 * If the drag plane orientation should be updated during the dragging (Default: true)\r\n */\r\n public updateDragPlane = true;\r\n // Debug mode will display drag planes to help visualize behavior\r\n private _debugMode = false;\r\n private _moving = false;\r\n /**\r\n * Fires each time the attached mesh is dragged with the pointer\r\n * * delta between last drag position and current drag position in world space\r\n * * dragDistance along the drag axis\r\n * * dragPlaneNormal normal of the current drag plane used during the drag\r\n * * dragPlanePoint in world space where the drag intersects the drag plane\r\n *\r\n * (if validatedDrag is used, the position of the attached mesh might not equal dragPlanePoint)\r\n */\r\n public onDragObservable = new Observable<{\r\n delta: Vector3;\r\n dragPlanePoint: Vector3;\r\n dragPlaneNormal: Vector3;\r\n dragDistance: number;\r\n pointerId: number;\r\n pointerInfo: Nullable<PointerInfo>;\r\n }>();\r\n /**\r\n * Fires each time a drag begins (eg. mouse down on mesh)\r\n * * dragPlanePoint in world space where the drag intersects the drag plane\r\n *\r\n * (if validatedDrag is used, the position of the attached mesh might not equal dragPlanePoint)\r\n */\r\n public onDragStartObservable = new Observable<{ dragPlanePoint: Vector3; pointerId: number; pointerInfo: Nullable<PointerInfo> }>();\r\n /**\r\n * Fires each time a drag ends (eg. mouse release after drag)\r\n * * dragPlanePoint in world space where the drag intersects the drag plane\r\n *\r\n * (if validatedDrag is used, the position of the attached mesh might not equal dragPlanePoint)\r\n */\r\n public onDragEndObservable = new Observable<{ dragPlanePoint: Vector3; pointerId: number; pointerInfo: Nullable<PointerInfo> }>();\r\n /**\r\n * Fires each time behavior enabled state changes\r\n */\r\n public onEnabledObservable = new Observable<boolean>();\r\n\r\n /**\r\n * If the attached mesh should be moved when dragged\r\n */\r\n public moveAttached = true;\r\n\r\n /**\r\n * If the drag behavior will react to drag events (Default: true)\r\n */\r\n public set enabled(value: boolean) {\r\n if (value != this._enabled) {\r\n this.onEnabledObservable.notifyObservers(value);\r\n }\r\n this._enabled = value;\r\n }\r\n\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n private _enabled = true;\r\n\r\n /**\r\n * If pointer events should start and release the drag (Default: true)\r\n */\r\n public startAndReleaseDragOnPointerEvents = true;\r\n /**\r\n * If camera controls should be detached during the drag\r\n */\r\n public detachCameraControls = true;\r\n\r\n /**\r\n * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)\r\n */\r\n public useObjectOrientationForDragging = true;\r\n\r\n private _options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 };\r\n\r\n /**\r\n * Gets the options used by the behavior\r\n */\r\n public get options(): { dragAxis?: Vector3; dragPlaneNormal?: Vector3 } {\r\n return this._options;\r\n }\r\n\r\n /**\r\n * Sets the options used by the behavior\r\n */\r\n public set options(options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options;\r\n }\r\n\r\n /**\r\n * Creates a pointer drag behavior that can be attached to a mesh\r\n * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)\r\n * @param options.dragAxis\r\n * @param options.dragPlaneNormal\r\n */\r\n constructor(options?: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options ? options : {};\r\n\r\n let optionCount = 0;\r\n if (this._options.dragAxis) {\r\n optionCount++;\r\n }\r\n if (this._options.dragPlaneNormal) {\r\n optionCount++;\r\n }\r\n if (optionCount > 1) {\r\n throw \"Multiple drag modes specified in dragBehavior options. Only one expected\";\r\n }\r\n }\r\n\r\n /**\r\n * Predicate to determine if it is valid to move the object to a new position when it is moved.\r\n * In the case of rotation gizmo, target contains the angle.\r\n * @param target destination position or desired angle delta\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public validateDrag = (target: Vector3) => {\r\n return true;\r\n };\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"PointerDrag\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n private _tmpVector = new Vector3(0, 0, 0);\r\n private _alternatePickedPoint = new Vector3(0, 0, 0);\r\n private _worldDragAxis = new Vector3(0, 0, 0);\r\n private _targetPosition = new Vector3(0, 0, 0);\r\n private _attachedToElement: boolean = false;\r\n /**\r\n * Attaches the drag behavior the passed in mesh\r\n * @param ownerNode The mesh that will be dragged around once attached\r\n * @param predicate Predicate to use for pick filtering\r\n */\r\n public attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void {\r\n this._scene = ownerNode.getScene();\r\n ownerNode.isNearGrabbable = true;\r\n this.attachedNode = ownerNode;\r\n\r\n // Initialize drag plane to not interfere with existing scene\r\n if (!PointerDragBehavior._PlaneScene) {\r\n if (this._debugMode) {\r\n PointerDragBehavior._PlaneScene = this._scene;\r\n } else {\r\n PointerDragBehavior._PlaneScene = new Scene(this._scene.getEngine(), { virtual: true });\r\n PointerDragBehavior._PlaneScene.detachControl();\r\n this._scene.onDisposeObservable.addOnce(() => {\r\n PointerDragBehavior._PlaneScene.dispose();\r\n (<any>PointerDragBehavior._PlaneScene) = null;\r\n });\r\n }\r\n }\r\n this._dragPlane = CreatePlane(\r\n \"pointerDragPlane\",\r\n { size: this._debugMode ? 1 : 10000, updatable: false, sideOrientation: Mesh.DOUBLESIDE },\r\n PointerDragBehavior._PlaneScene\r\n );\r\n\r\n // State of the drag\r\n this.lastDragPosition = new Vector3(0, 0, 0);\r\n\r\n const pickPredicate = predicate\r\n ? predicate\r\n : (m: AbstractMesh) => {\r\n return this.attachedNode == m || m.isDescendantOf(this.attachedNode);\r\n };\r\n\r\n this._pointerObserver = this._scene.onPointerObservable.add((pointerInfo) => {\r\n if (!this.enabled) {\r\n // If behavior is disabled before releaseDrag is ever called, call it now.\r\n if (this._attachedToElement) {\r\n this.releaseDrag();\r\n }\r\n\r\n return;\r\n }\r\n\r\n if (pointerInfo.type == PointerEventTypes.POINTERDOWN) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n !this.dragging &&\r\n pointerInfo.pickInfo &&\r\n pointerInfo.pickInfo.hit &&\r\n pointerInfo.pickInfo.pickedMesh &&\r\n pointerInfo.pickInfo.pickedPoint &&\r\n pointerInfo.pickInfo.ray &&\r\n pickPredicate(pointerInfo.pickInfo.pickedMesh)\r\n ) {\r\n if (this._activeDragButton === -1 && this.dragButtons.indexOf(pointerInfo.event.button) !== -1) {\r\n this._activeDragButton = pointerInfo.event.button;\r\n this._activePointerInfo = pointerInfo;\r\n this._startDrag((<IPointerEvent>pointerInfo.event).pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);\r\n }\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERUP) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n this.currentDraggingPointerId == (<IPointerEvent>pointerInfo.event).pointerId &&\r\n (this._activeDragButton === pointerInfo.event.button || this._activeDragButton === -1)\r\n ) {\r\n this.releaseDrag();\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERMOVE) {\r\n const pointerId = (<IPointerEvent>pointerInfo.event).pointerId;\r\n\r\n // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved\r\n if (this.currentDraggingPointerId === PointerDragBehavior._AnyMouseId && pointerId !== PointerDragBehavior._AnyMouseId) {\r\n const evt = <IPointerEvent>pointerInfo.event;\r\n const isMouseEvent = evt.pointerType === \"mouse\" || (!this._scene.getEngine().hostInformation.isMobile && evt instanceof MouseEvent);\r\n if (isMouseEvent) {\r\n if (this._lastPointerRay[this.currentDraggingPointerId]) {\r\n this._lastPointerRay[pointerId] = this._lastPointerRay[this.currentDraggingPointerId];\r\n delete this._lastPointerRay[this.currentDraggingPointerId];\r\n }\r\n this.currentDraggingPointerId = pointerId;\r\n }\r\n }\r\n\r\n // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()\r\n if (!this._lastPointerRay[pointerId]) {\r\n this._lastPointerRay[pointerId] = new Ray(new Vector3(), new Vector3());\r\n }\r\n if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {\r\n this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);\r\n this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);\r\n\r\n if (this.currentDraggingPointerId == pointerId && this.dragging) {\r\n this._moveDrag(pointerInfo.pickInfo.ray);\r\n }\r\n }\r\n }\r\n });\r\n\r\n this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n if (this._moving && this.moveAttached) {\r\n let needMatrixUpdate = false;\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Slowly move mesh to avoid jitter\r\n this._targetPosition.subtractToRef(this.attachedNode.absolutePosition, this._tmpVector);\r\n this._tmpVector.scaleInPlace(this.dragDeltaRatio);\r\n this.attachedNode.getAbsolutePosition().addToRef(this._tmpVector, this._tmpVector);\r\n if (this.validateDrag(this._tmpVector)) {\r\n this.attachedNode.setAbsolutePosition(this._tmpVector);\r\n needMatrixUpdate = true;\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n if (needMatrixUpdate) {\r\n this.attachedNode.computeWorldMatrix();\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Force release the drag action by code.\r\n */\r\n public releaseDrag() {\r\n if (this.dragging) {\r\n this.dragging = false;\r\n this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerId, pointerInfo: this._activePointerInfo });\r\n }\r\n\r\n this.currentDraggingPointerId = -1;\r\n this._activeDragButton = -1;\r\n this._activePointerInfo = null;\r\n this._moving = false;\r\n\r\n // Reattach camera controls\r\n if (this.detachCameraControls && this._attachedToElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.getClassName() === \"ArcRotateCamera\") {\r\n const arcRotateCamera = this._scene.activeCamera as ArcRotateCamera;\r\n arcRotateCamera.attachControl(\r\n arcRotateCamera.inputs ? arcRotateCamera.inputs.noPreventDefault : true,\r\n arcRotateCamera._useCtrlForPanning,\r\n arcRotateCamera._panningMouseButton\r\n );\r\n } else {\r\n this._scene.activeCamera.attachControl(this._scene.activeCamera.inputs ? this._scene.activeCamera.inputs.noPreventDefault : true);\r\n }\r\n this._attachedToElement = false;\r\n }\r\n }\r\n\r\n private _startDragRay = new Ray(new Vector3(), new Vector3());\r\n private _lastPointerRay: { [key: number]: Ray } = {};\r\n /**\r\n * Simulates the start of a pointer drag event on the behavior\r\n * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)\r\n * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)\r\n * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)\r\n */\r\n public startDrag(pointerId: number = PointerDragBehavior._AnyMouseId, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n this._startDrag(pointerId, fromRay, startPickedPoint);\r\n\r\n let lastRay = this._lastPointerRay[pointerId];\r\n if (pointerId === PointerDragBehavior._AnyMouseId) {\r\n lastRay = this._lastPointerRay[<any>Object.keys(this._lastPointerRay)[0]];\r\n }\r\n\r\n if (lastRay) {\r\n // if there was a last pointer ray drag the object there\r\n this._moveDrag(lastRay);\r\n }\r\n }\r\n\r\n protected _startDrag(pointerId: number, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n if (!this._scene.activeCamera || this.dragging || !this.attachedNode) {\r\n return;\r\n }\r\n\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Create start ray from the camera to the object\r\n if (fromRay) {\r\n this._startDragRay.direction.copyFrom(fromRay.direction);\r\n this._startDragRay.origin.copyFrom(fromRay.origin);\r\n } else {\r\n this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);\r\n this.attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);\r\n this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);\r\n }\r\n\r\n this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);\r\n\r\n const pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);\r\n if (pickedPoint) {\r\n this.dragging = true;\r\n this.currentDraggingPointerId = pointerId;\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerId, pointerInfo: this._activePointerInfo });\r\n this._targetPosition.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n // Detatch camera controls\r\n if (this.detachCameraControls && this._scene.activeCamera && this._scene.activeCamera.inputs && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.inputs.attachedToElement) {\r\n this._scene.activeCamera.detachControl();\r\n this._attachedToElement = true;\r\n } else {\r\n this._attachedToElement = false;\r\n }\r\n }\r\n } else {\r\n this.releaseDrag();\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n\r\n private _dragDelta = new Vector3();\r\n protected _moveDrag(ray: Ray) {\r\n this._moving = true;\r\n const pickedPoint = this._pickWithRayOnDragPlane(ray);\r\n\r\n if (pickedPoint) {\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n\r\n if (this.updateDragPlane) {\r\n this._updateDragPlanePosition(ray, pickedPoint);\r\n }\r\n let dragLength = 0;\r\n // depending on the drag mode option drag accordingly\r\n if (this._options.dragAxis) {\r\n // Convert local drag axis to world if useObjectOrientationForDragging\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis)\r\n : this._worldDragAxis.copyFrom(this._options.dragAxis);\r\n\r\n // Project delta drag from the drag plane onto the drag axis\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);\r\n dragLength = Vector3.Dot(this._tmpVector, this._worldDragAxis);\r\n this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);\r\n } else {\r\n dragLength = this._dragDelta.length();\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);\r\n }\r\n this._targetPosition.addInPlace(this._dragDelta);\r\n this.onDragObservable.notifyObservers({\r\n dragDistance: dragLength,\r\n delta: this._dragDelta,\r\n dragPlanePoint: pickedPoint,\r\n dragPlaneNormal: this._dragPlane.forward,\r\n pointerId: this.currentDraggingPointerId,\r\n pointerInfo: this._activePointerInfo,\r\n });\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n }\r\n\r\n private _pickWithRayOnDragPlane(ray: Nullable<Ray>) {\r\n if (!ray) {\r\n return null;\r\n }\r\n\r\n // Calculate angle between plane normal and ray\r\n let angle = Math.acos(Vector3.Dot(this._dragPlane.forward, ray.direction));\r\n // Correct if ray is casted from oposite side\r\n if (angle > Math.PI / 2) {\r\n angle = Math.PI - angle;\r\n }\r\n\r\n // If the angle is too perpendicular to the plane pick another point on the plane where it is looking\r\n if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {\r\n if (this._useAlternatePickedPointAboveMaxDragAngle) {\r\n // Invert ray direction along the towards object axis\r\n this._tmpVector.copyFrom(ray.direction);\r\n this.attachedNode.absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);\r\n this._alternatePickedPoint.normalize();\r\n this._alternatePickedPoint.scaleInPlace(this._useAlternatePickedPointAboveMaxDragAngleDragSpeed * Vector3.Dot(this._alternatePickedPoint, this._tmpVector));\r\n this._tmpVector.addInPlace(this._alternatePickedPoint);\r\n\r\n // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point\r\n const dot = Vector3.Dot(this._dragPlane.forward, this._tmpVector);\r\n this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);\r\n this._alternatePickedPoint.addInPlace(this._tmpVector);\r\n this._alternatePickedPoint.addInPlace(this.attachedNode.absolutePosition);\r\n return this._alternatePickedPoint;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n // use an infinite plane instead of ray picking a mesh that must be updated every frame\r\n const planeNormal = this._dragPlane.forward;\r\n const planePosition = this._dragPlane.position;\r\n const dotProduct = ray.direction.dot(planeNormal);\r\n if (Math.abs(dotProduct) < Epsilon) {\r\n // Ray and plane are parallel, no intersection\r\n return null;\r\n }\r\n\r\n planePosition.subtractToRef(ray.origin, TmpVectors.Vector3[0]);\r\n const t = TmpVectors.Vector3[0].dot(planeNormal) / dotProduct;\r\n // Ensure the intersection point is in front of the ray (t must be positive)\r\n if (t < 0) {\r\n // Intersection point is behind the ray\r\n return null;\r\n }\r\n\r\n // Calculate the intersection point using the parameter t\r\n ray.direction.scaleToRef(t, TmpVectors.Vector3[0]);\r\n const intersectionPoint = ray.origin.add(TmpVectors.Vector3[0]);\r\n return intersectionPoint;\r\n }\r\n\r\n // Variables to avoid instantiation in the below method\r\n private _pointA = new Vector3(0, 0, 0);\r\n private _pointC = new Vector3(0, 0, 0);\r\n private _localAxis = new Vector3(0, 0, 0);\r\n private _lookAt = new Vector3(0, 0, 0);\r\n // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera\r\n private _updateDragPlanePosition(ray: Ray, dragPlanePosition: Vector3) {\r\n this._pointA.copyFrom(dragPlanePosition);\r\n if (this._options.dragAxis) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragAxis);\r\n\r\n // Calculate plane normal that is the cross product of local axis and (eye-dragPlanePosition)\r\n ray.origin.subtractToRef(this._pointA, this._pointC);\r\n this._pointC.normalize();\r\n if (Math.abs(Vector3.Dot(this._localAxis, this._pointC)) > 0.999) {\r\n // the drag axis is colinear with the (eye to position) ray. The cross product will give jittered values.\r\n // A new axis vector need to be computed\r\n if (Math.abs(Vector3.Dot(Vector3.UpReadOnly, this._pointC)) > 0.999) {\r\n this._lookAt.copyFrom(Vector3.Right());\r\n } else {\r\n this._lookAt.copyFrom(Vector3.UpReadOnly);\r\n }\r\n } else {\r\n Vector3.CrossToRef(this._localAxis, this._pointC, this._lookAt);\r\n // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendicular to camera\r\n Vector3.CrossToRef(this._localAxis, this._lookAt, this._lookAt);\r\n this._lookAt.normalize();\r\n }\r\n\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._lookAt, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else if (this._options.dragPlaneNormal) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragPlaneNormal);\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._localAxis, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else {\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._dragPlane.lookAt(ray.origin);\r\n }\r\n // Update the position of the drag plane so it doesn't get out of sync with the node (eg. when moving back and forth quickly)\r\n this._dragPlane.position.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n this._dragPlane.computeWorldMatrix(true);\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this._lastPointerRay = {};\r\n if (this.attachedNode) {\r\n this.attachedNode.isNearGrabbable = false;\r\n }\r\n if (this._pointerObserver) {\r\n this._scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n if (this._beforeRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n }\r\n if (this._dragPlane) {\r\n this._dragPlane.dispose();\r\n }\r\n this.releaseDrag();\r\n }\r\n}\r\n"]}
1
+ 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type { Behavior } from \"../../Behaviors/behavior\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { TmpVectors, Vector3 } from \"../../Maths/math.vector\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { PivotTools } from \"../../Misc/pivotTools\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { CreatePlane } from \"../../Meshes/Builders/planeBuilder\";\r\n\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events\r\n */\r\nexport class PointerDragBehavior implements Behavior<AbstractMesh> {\r\n private static _AnyMouseId = -2;\r\n /**\r\n * Abstract mesh the behavior is set on\r\n */\r\n public attachedNode: AbstractMesh;\r\n protected _dragPlane: Mesh;\r\n private _scene: Scene;\r\n private _pointerObserver: Nullable<Observer<PointerInfo>>;\r\n private _beforeRenderObserver: Nullable<Observer<Scene>>;\r\n private static _PlaneScene: Scene;\r\n private _useAlternatePickedPointAboveMaxDragAngleDragSpeed = -1.1;\r\n private _activeDragButton: number = -1;\r\n private _activePointerInfo: Nullable<PointerInfo>;\r\n /**\r\n * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)\r\n */\r\n public maxDragAngle = 0;\r\n /**\r\n * Butttons that can be used to initiate a drag\r\n */\r\n public dragButtons = [0, 1, 2];\r\n /**\r\n * @internal\r\n */\r\n public _useAlternatePickedPointAboveMaxDragAngle = false;\r\n /**\r\n * Get or set the currentDraggingPointerId\r\n * @deprecated Please use currentDraggingPointerId instead\r\n */\r\n public get currentDraggingPointerID(): number {\r\n return this.currentDraggingPointerId;\r\n }\r\n public set currentDraggingPointerID(currentDraggingPointerID: number) {\r\n this.currentDraggingPointerId = currentDraggingPointerID;\r\n }\r\n /**\r\n * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)\r\n */\r\n public currentDraggingPointerId = -1;\r\n /**\r\n * The last position where the pointer hit the drag plane in world space\r\n */\r\n public lastDragPosition: Vector3;\r\n /**\r\n * If the behavior is currently in a dragging state\r\n */\r\n public dragging = false;\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 * If the drag plane orientation should be updated during the dragging (Default: true)\r\n */\r\n public updateDragPlane = true;\r\n // Debug mode will display drag planes to help visualize behavior\r\n private _debugMode = false;\r\n private _moving = false;\r\n /**\r\n * Fires each time the attached mesh is dragged with the pointer\r\n * * delta between last drag position and current drag position in world space\r\n * * dragDistance along the drag axis\r\n * * dragPlaneNormal normal of the current drag plane used during the drag\r\n * * dragPlanePoint in world space where the drag intersects the drag plane\r\n *\r\n * (if validatedDrag is used, the position of the attached mesh might not equal dragPlanePoint)\r\n */\r\n public onDragObservable = new Observable<{\r\n delta: Vector3;\r\n dragPlanePoint: Vector3;\r\n dragPlaneNormal: Vector3;\r\n dragDistance: number;\r\n pointerId: number;\r\n pointerInfo: Nullable<PointerInfo>;\r\n }>();\r\n /**\r\n * Fires each time a drag begins (eg. mouse down on mesh)\r\n * * dragPlanePoint in world space where the drag intersects the drag plane\r\n *\r\n * (if validatedDrag is used, the position of the attached mesh might not equal dragPlanePoint)\r\n */\r\n public onDragStartObservable = new Observable<{ dragPlanePoint: Vector3; pointerId: number; pointerInfo: Nullable<PointerInfo> }>();\r\n /**\r\n * Fires each time a drag ends (eg. mouse release after drag)\r\n * * dragPlanePoint in world space where the drag intersects the drag plane\r\n *\r\n * (if validatedDrag is used, the position of the attached mesh might not equal dragPlanePoint)\r\n */\r\n public onDragEndObservable = new Observable<{ dragPlanePoint: Vector3; pointerId: number; pointerInfo: Nullable<PointerInfo> }>();\r\n /**\r\n * Fires each time behavior enabled state changes\r\n */\r\n public onEnabledObservable = new Observable<boolean>();\r\n\r\n /**\r\n * If the attached mesh should be moved when dragged\r\n */\r\n public moveAttached = true;\r\n\r\n /**\r\n * If the drag behavior will react to drag events (Default: true)\r\n */\r\n public set enabled(value: boolean) {\r\n if (value != this._enabled) {\r\n this.onEnabledObservable.notifyObservers(value);\r\n }\r\n this._enabled = value;\r\n }\r\n\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n private _enabled = true;\r\n\r\n /**\r\n * If pointer events should start and release the drag (Default: true)\r\n */\r\n public startAndReleaseDragOnPointerEvents = true;\r\n /**\r\n * If camera controls should be detached during the drag\r\n */\r\n public detachCameraControls = true;\r\n\r\n /**\r\n * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)\r\n */\r\n public useObjectOrientationForDragging = true;\r\n\r\n private _options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 };\r\n\r\n /**\r\n * Gets the options used by the behavior\r\n */\r\n public get options(): { dragAxis?: Vector3; dragPlaneNormal?: Vector3 } {\r\n return this._options;\r\n }\r\n\r\n /**\r\n * Sets the options used by the behavior\r\n */\r\n public set options(options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options;\r\n }\r\n\r\n /**\r\n * Creates a pointer drag behavior that can be attached to a mesh\r\n * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)\r\n * @param options.dragAxis\r\n * @param options.dragPlaneNormal\r\n */\r\n constructor(options?: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options ? options : {};\r\n\r\n let optionCount = 0;\r\n if (this._options.dragAxis) {\r\n optionCount++;\r\n }\r\n if (this._options.dragPlaneNormal) {\r\n optionCount++;\r\n }\r\n if (optionCount > 1) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Multiple drag modes specified in dragBehavior options. Only one expected\";\r\n }\r\n }\r\n\r\n /**\r\n * Predicate to determine if it is valid to move the object to a new position when it is moved.\r\n * In the case of rotation gizmo, target contains the angle.\r\n * @param target destination position or desired angle delta\r\n * @returns boolean for whether or not it is valid to move\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public validateDrag = (target: Vector3) => {\r\n return true;\r\n };\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"PointerDrag\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n private _tmpVector = new Vector3(0, 0, 0);\r\n private _alternatePickedPoint = new Vector3(0, 0, 0);\r\n private _worldDragAxis = new Vector3(0, 0, 0);\r\n private _targetPosition = new Vector3(0, 0, 0);\r\n private _attachedToElement: boolean = false;\r\n /**\r\n * Attaches the drag behavior the passed in mesh\r\n * @param ownerNode The mesh that will be dragged around once attached\r\n * @param predicate Predicate to use for pick filtering\r\n */\r\n public attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void {\r\n this._scene = ownerNode.getScene();\r\n ownerNode.isNearGrabbable = true;\r\n this.attachedNode = ownerNode;\r\n\r\n // Initialize drag plane to not interfere with existing scene\r\n if (!PointerDragBehavior._PlaneScene) {\r\n if (this._debugMode) {\r\n PointerDragBehavior._PlaneScene = this._scene;\r\n } else {\r\n PointerDragBehavior._PlaneScene = new Scene(this._scene.getEngine(), { virtual: true });\r\n PointerDragBehavior._PlaneScene.detachControl();\r\n this._scene.onDisposeObservable.addOnce(() => {\r\n PointerDragBehavior._PlaneScene.dispose();\r\n (<any>PointerDragBehavior._PlaneScene) = null;\r\n });\r\n }\r\n }\r\n this._dragPlane = CreatePlane(\r\n \"pointerDragPlane\",\r\n { size: this._debugMode ? 1 : 10000, updatable: false, sideOrientation: Mesh.DOUBLESIDE },\r\n PointerDragBehavior._PlaneScene\r\n );\r\n\r\n // State of the drag\r\n this.lastDragPosition = new Vector3(0, 0, 0);\r\n\r\n const pickPredicate = predicate\r\n ? predicate\r\n : (m: AbstractMesh) => {\r\n return this.attachedNode == m || m.isDescendantOf(this.attachedNode);\r\n };\r\n\r\n this._pointerObserver = this._scene.onPointerObservable.add((pointerInfo) => {\r\n if (!this.enabled) {\r\n // If behavior is disabled before releaseDrag is ever called, call it now.\r\n if (this._attachedToElement) {\r\n this.releaseDrag();\r\n }\r\n\r\n return;\r\n }\r\n\r\n if (pointerInfo.type == PointerEventTypes.POINTERDOWN) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n !this.dragging &&\r\n pointerInfo.pickInfo &&\r\n pointerInfo.pickInfo.hit &&\r\n pointerInfo.pickInfo.pickedMesh &&\r\n pointerInfo.pickInfo.pickedPoint &&\r\n pointerInfo.pickInfo.ray &&\r\n pickPredicate(pointerInfo.pickInfo.pickedMesh)\r\n ) {\r\n if (this._activeDragButton === -1 && this.dragButtons.indexOf(pointerInfo.event.button) !== -1) {\r\n this._activeDragButton = pointerInfo.event.button;\r\n this._activePointerInfo = pointerInfo;\r\n this._startDrag((<IPointerEvent>pointerInfo.event).pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);\r\n }\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERUP) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n this.currentDraggingPointerId == (<IPointerEvent>pointerInfo.event).pointerId &&\r\n (this._activeDragButton === pointerInfo.event.button || this._activeDragButton === -1)\r\n ) {\r\n this.releaseDrag();\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERMOVE) {\r\n const pointerId = (<IPointerEvent>pointerInfo.event).pointerId;\r\n\r\n // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved\r\n if (this.currentDraggingPointerId === PointerDragBehavior._AnyMouseId && pointerId !== PointerDragBehavior._AnyMouseId) {\r\n const evt = <IPointerEvent>pointerInfo.event;\r\n const isMouseEvent = evt.pointerType === \"mouse\" || (!this._scene.getEngine().hostInformation.isMobile && evt instanceof MouseEvent);\r\n if (isMouseEvent) {\r\n if (this._lastPointerRay[this.currentDraggingPointerId]) {\r\n this._lastPointerRay[pointerId] = this._lastPointerRay[this.currentDraggingPointerId];\r\n delete this._lastPointerRay[this.currentDraggingPointerId];\r\n }\r\n this.currentDraggingPointerId = pointerId;\r\n }\r\n }\r\n\r\n // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()\r\n if (!this._lastPointerRay[pointerId]) {\r\n this._lastPointerRay[pointerId] = new Ray(new Vector3(), new Vector3());\r\n }\r\n if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {\r\n this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);\r\n this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);\r\n\r\n if (this.currentDraggingPointerId == pointerId && this.dragging) {\r\n this._moveDrag(pointerInfo.pickInfo.ray);\r\n }\r\n }\r\n }\r\n });\r\n\r\n this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n if (this._moving && this.moveAttached) {\r\n let needMatrixUpdate = false;\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Slowly move mesh to avoid jitter\r\n this._targetPosition.subtractToRef(this.attachedNode.absolutePosition, this._tmpVector);\r\n this._tmpVector.scaleInPlace(this.dragDeltaRatio);\r\n this.attachedNode.getAbsolutePosition().addToRef(this._tmpVector, this._tmpVector);\r\n if (this.validateDrag(this._tmpVector)) {\r\n this.attachedNode.setAbsolutePosition(this._tmpVector);\r\n needMatrixUpdate = true;\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n if (needMatrixUpdate) {\r\n this.attachedNode.computeWorldMatrix();\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Force release the drag action by code.\r\n */\r\n public releaseDrag() {\r\n if (this.dragging) {\r\n this.dragging = false;\r\n this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerId, pointerInfo: this._activePointerInfo });\r\n }\r\n\r\n this.currentDraggingPointerId = -1;\r\n this._activeDragButton = -1;\r\n this._activePointerInfo = null;\r\n this._moving = false;\r\n\r\n // Reattach camera controls\r\n if (this.detachCameraControls && this._attachedToElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.getClassName() === \"ArcRotateCamera\") {\r\n const arcRotateCamera = this._scene.activeCamera as ArcRotateCamera;\r\n arcRotateCamera.attachControl(\r\n arcRotateCamera.inputs ? arcRotateCamera.inputs.noPreventDefault : true,\r\n arcRotateCamera._useCtrlForPanning,\r\n arcRotateCamera._panningMouseButton\r\n );\r\n } else {\r\n this._scene.activeCamera.attachControl(this._scene.activeCamera.inputs ? this._scene.activeCamera.inputs.noPreventDefault : true);\r\n }\r\n this._attachedToElement = false;\r\n }\r\n }\r\n\r\n private _startDragRay = new Ray(new Vector3(), new Vector3());\r\n private _lastPointerRay: { [key: number]: Ray } = {};\r\n /**\r\n * Simulates the start of a pointer drag event on the behavior\r\n * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)\r\n * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)\r\n * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)\r\n */\r\n public startDrag(pointerId: number = PointerDragBehavior._AnyMouseId, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n this._startDrag(pointerId, fromRay, startPickedPoint);\r\n\r\n let lastRay = this._lastPointerRay[pointerId];\r\n if (pointerId === PointerDragBehavior._AnyMouseId) {\r\n lastRay = this._lastPointerRay[<any>Object.keys(this._lastPointerRay)[0]];\r\n }\r\n\r\n if (lastRay) {\r\n // if there was a last pointer ray drag the object there\r\n this._moveDrag(lastRay);\r\n }\r\n }\r\n\r\n protected _startDrag(pointerId: number, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n if (!this._scene.activeCamera || this.dragging || !this.attachedNode) {\r\n return;\r\n }\r\n\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Create start ray from the camera to the object\r\n if (fromRay) {\r\n this._startDragRay.direction.copyFrom(fromRay.direction);\r\n this._startDragRay.origin.copyFrom(fromRay.origin);\r\n } else {\r\n this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);\r\n this.attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);\r\n this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);\r\n }\r\n\r\n this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);\r\n\r\n const pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);\r\n if (pickedPoint) {\r\n this.dragging = true;\r\n this.currentDraggingPointerId = pointerId;\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerId, pointerInfo: this._activePointerInfo });\r\n this._targetPosition.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n // Detatch camera controls\r\n if (this.detachCameraControls && this._scene.activeCamera && this._scene.activeCamera.inputs && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.inputs.attachedToElement) {\r\n this._scene.activeCamera.detachControl();\r\n this._attachedToElement = true;\r\n } else {\r\n this._attachedToElement = false;\r\n }\r\n }\r\n } else {\r\n this.releaseDrag();\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n\r\n private _dragDelta = new Vector3();\r\n protected _moveDrag(ray: Ray) {\r\n this._moving = true;\r\n const pickedPoint = this._pickWithRayOnDragPlane(ray);\r\n\r\n if (pickedPoint) {\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n\r\n if (this.updateDragPlane) {\r\n this._updateDragPlanePosition(ray, pickedPoint);\r\n }\r\n let dragLength = 0;\r\n // depending on the drag mode option drag accordingly\r\n if (this._options.dragAxis) {\r\n // Convert local drag axis to world if useObjectOrientationForDragging\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis)\r\n : this._worldDragAxis.copyFrom(this._options.dragAxis);\r\n\r\n // Project delta drag from the drag plane onto the drag axis\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);\r\n dragLength = Vector3.Dot(this._tmpVector, this._worldDragAxis);\r\n this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);\r\n } else {\r\n dragLength = this._dragDelta.length();\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);\r\n }\r\n this._targetPosition.addInPlace(this._dragDelta);\r\n this.onDragObservable.notifyObservers({\r\n dragDistance: dragLength,\r\n delta: this._dragDelta,\r\n dragPlanePoint: pickedPoint,\r\n dragPlaneNormal: this._dragPlane.forward,\r\n pointerId: this.currentDraggingPointerId,\r\n pointerInfo: this._activePointerInfo,\r\n });\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n }\r\n\r\n private _pickWithRayOnDragPlane(ray: Nullable<Ray>) {\r\n if (!ray) {\r\n return null;\r\n }\r\n\r\n // Calculate angle between plane normal and ray\r\n let angle = Math.acos(Vector3.Dot(this._dragPlane.forward, ray.direction));\r\n // Correct if ray is casted from oposite side\r\n if (angle > Math.PI / 2) {\r\n angle = Math.PI - angle;\r\n }\r\n\r\n // If the angle is too perpendicular to the plane pick another point on the plane where it is looking\r\n if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {\r\n if (this._useAlternatePickedPointAboveMaxDragAngle) {\r\n // Invert ray direction along the towards object axis\r\n this._tmpVector.copyFrom(ray.direction);\r\n this.attachedNode.absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);\r\n this._alternatePickedPoint.normalize();\r\n this._alternatePickedPoint.scaleInPlace(this._useAlternatePickedPointAboveMaxDragAngleDragSpeed * Vector3.Dot(this._alternatePickedPoint, this._tmpVector));\r\n this._tmpVector.addInPlace(this._alternatePickedPoint);\r\n\r\n // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point\r\n const dot = Vector3.Dot(this._dragPlane.forward, this._tmpVector);\r\n this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);\r\n this._alternatePickedPoint.addInPlace(this._tmpVector);\r\n this._alternatePickedPoint.addInPlace(this.attachedNode.absolutePosition);\r\n return this._alternatePickedPoint;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n // use an infinite plane instead of ray picking a mesh that must be updated every frame\r\n const planeNormal = this._dragPlane.forward;\r\n const planePosition = this._dragPlane.position;\r\n const dotProduct = ray.direction.dot(planeNormal);\r\n if (Math.abs(dotProduct) < Epsilon) {\r\n // Ray and plane are parallel, no intersection\r\n return null;\r\n }\r\n\r\n planePosition.subtractToRef(ray.origin, TmpVectors.Vector3[0]);\r\n const t = TmpVectors.Vector3[0].dot(planeNormal) / dotProduct;\r\n // Ensure the intersection point is in front of the ray (t must be positive)\r\n if (t < 0) {\r\n // Intersection point is behind the ray\r\n return null;\r\n }\r\n\r\n // Calculate the intersection point using the parameter t\r\n ray.direction.scaleToRef(t, TmpVectors.Vector3[0]);\r\n const intersectionPoint = ray.origin.add(TmpVectors.Vector3[0]);\r\n return intersectionPoint;\r\n }\r\n\r\n // Variables to avoid instantiation in the below method\r\n private _pointA = new Vector3(0, 0, 0);\r\n private _pointC = new Vector3(0, 0, 0);\r\n private _localAxis = new Vector3(0, 0, 0);\r\n private _lookAt = new Vector3(0, 0, 0);\r\n // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera\r\n private _updateDragPlanePosition(ray: Ray, dragPlanePosition: Vector3) {\r\n this._pointA.copyFrom(dragPlanePosition);\r\n if (this._options.dragAxis) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragAxis);\r\n\r\n // Calculate plane normal that is the cross product of local axis and (eye-dragPlanePosition)\r\n ray.origin.subtractToRef(this._pointA, this._pointC);\r\n this._pointC.normalize();\r\n if (Math.abs(Vector3.Dot(this._localAxis, this._pointC)) > 0.999) {\r\n // the drag axis is colinear with the (eye to position) ray. The cross product will give jittered values.\r\n // A new axis vector need to be computed\r\n if (Math.abs(Vector3.Dot(Vector3.UpReadOnly, this._pointC)) > 0.999) {\r\n this._lookAt.copyFrom(Vector3.Right());\r\n } else {\r\n this._lookAt.copyFrom(Vector3.UpReadOnly);\r\n }\r\n } else {\r\n Vector3.CrossToRef(this._localAxis, this._pointC, this._lookAt);\r\n // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendicular to camera\r\n Vector3.CrossToRef(this._localAxis, this._lookAt, this._lookAt);\r\n this._lookAt.normalize();\r\n }\r\n\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._lookAt, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else if (this._options.dragPlaneNormal) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragPlaneNormal);\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._localAxis, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else {\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._dragPlane.lookAt(ray.origin);\r\n }\r\n // Update the position of the drag plane so it doesn't get out of sync with the node (eg. when moving back and forth quickly)\r\n this._dragPlane.position.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n this._dragPlane.computeWorldMatrix(true);\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this._lastPointerRay = {};\r\n if (this.attachedNode) {\r\n this.attachedNode.isNearGrabbable = false;\r\n }\r\n if (this._pointerObserver) {\r\n this._scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n if (this._beforeRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n }\r\n if (this._dragPlane) {\r\n this._dragPlane.dispose();\r\n }\r\n this.releaseDrag();\r\n }\r\n}\r\n"]}
@@ -63,7 +63,6 @@ export class SixDofDragBehavior extends BaseSixDofDragBehavior {
63
63
  this._virtualTransformNode.rotationQuaternion = Quaternion.Identity();
64
64
  // On every frame move towards target scaling to avoid jitter caused by vr controllers
65
65
  this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(() => {
66
- var _a;
67
66
  if (this.currentDraggingPointerIds.length === 1 && this._moving && !this.disableMovement) {
68
67
  // 1 pointer only drags mesh
69
68
  const deltaToAdd = TmpVectors.Vector3[0];
@@ -73,8 +72,10 @@ export class SixDofDragBehavior extends BaseSixDofDragBehavior {
73
72
  // If the node has a parent, transform the delta to local space, so it can be added to the
74
73
  // position in local space
75
74
  if (ownerNode.parent) {
76
- const parentWorld = ownerNode.parent.getWorldMatrix();
77
- Vector3.TransformNormalToRef(deltaToAdd, parentWorld, deltaToAddTransformed);
75
+ const parentRotationMatrixInverse = TmpVectors.Matrix[0];
76
+ ownerNode.parent.absoluteRotationQuaternion.toRotationMatrix(parentRotationMatrixInverse);
77
+ parentRotationMatrixInverse.invert();
78
+ Vector3.TransformNormalToRef(deltaToAdd, parentRotationMatrixInverse, deltaToAddTransformed);
78
79
  }
79
80
  ownerNode.position.addInPlace(deltaToAddTransformed);
80
81
  this.onPositionChangedObservable.notifyObservers({ position: ownerNode.absolutePosition });
@@ -82,15 +83,11 @@ export class SixDofDragBehavior extends BaseSixDofDragBehavior {
82
83
  if (!ownerNode.parent || (ownerNode.parent.scaling && !ownerNode.parent.scaling.isNonUniformWithinEpsilon(0.001))) {
83
84
  const rotationToApply = TmpVectors.Quaternion[0];
84
85
  rotationToApply.copyFrom(this._targetOrientation);
85
- // If the node has a parent, transform the rotation to local space so it can be applied
86
- // to the node's own rotation
87
86
  if (ownerNode.parent) {
88
- const parentWorld = (_a = ownerNode.parent) === null || _a === void 0 ? void 0 : _a.getWorldMatrix();
89
- const rotation = TmpVectors.Matrix[0];
90
- this._targetOrientation.toRotationMatrix(rotation);
91
- const rotationTransformed = TmpVectors.Matrix[1];
92
- parentWorld === null || parentWorld === void 0 ? void 0 : parentWorld.multiplyToRef(rotation, rotationTransformed);
93
- Quaternion.FromRotationMatrixToRef(rotationTransformed, rotationToApply);
87
+ const parentRotationInverse = TmpVectors.Quaternion[0];
88
+ parentRotationInverse.copyFrom(ownerNode.parent.absoluteRotationQuaternion);
89
+ parentRotationInverse.invertInPlace();
90
+ parentRotationInverse.multiplyToRef(this._targetOrientation, rotationToApply);
94
91
  }
95
92
  Quaternion.SlerpToRef(ownerNode.rotationQuaternion, rotationToApply, this.dragDeltaRatio, ownerNode.rotationQuaternion);
96
93
  }
@@ -161,16 +158,14 @@ export class SixDofDragBehavior extends BaseSixDofDragBehavior {
161
158
  }
162
159
  _targetDragStart() {
163
160
  const pointerCount = this.currentDraggingPointerIds.length;
164
- const oldParent = this._ownerNode.parent;
165
161
  if (!this._ownerNode.rotationQuaternion) {
166
162
  this._ownerNode.rotationQuaternion = Quaternion.RotationYawPitchRoll(this._ownerNode.rotation.y, this._ownerNode.rotation.x, this._ownerNode.rotation.z);
167
163
  }
168
164
  const worldPivot = this._ownerNode.getAbsolutePivotPoint();
169
- this._ownerNode.setParent(null);
170
165
  if (pointerCount === 1) {
171
- this._targetPosition.copyFrom(this._ownerNode.position);
172
- this._targetOrientation.copyFrom(this._ownerNode.rotationQuaternion);
173
- this._targetScaling.copyFrom(this._ownerNode.scaling);
166
+ this._targetPosition.copyFrom(this._ownerNode.absolutePosition);
167
+ this._targetOrientation.copyFrom(this._ownerNode.absoluteRotationQuaternion);
168
+ this._targetScaling.copyFrom(this._ownerNode.absoluteScaling);
174
169
  if (this.faceCameraOnDragStart && this._scene.activeCamera) {
175
170
  const toCamera = TmpVectors.Vector3[0];
176
171
  this._scene.activeCamera.position.subtractToRef(worldPivot, toCamera);
@@ -192,13 +187,12 @@ export class SixDofDragBehavior extends BaseSixDofDragBehavior {
192
187
  }
193
188
  else if (pointerCount === 2) {
194
189
  this._virtualTransformNode.setPivotPoint(new Vector3(0, 0, 0), Space.LOCAL);
195
- this._virtualTransformNode.position.copyFrom(this._ownerNode.position);
196
- this._virtualTransformNode.scaling.copyFrom(this._ownerNode.scaling);
197
- this._virtualTransformNode.rotationQuaternion.copyFrom(this._ownerNode.rotationQuaternion);
190
+ this._virtualTransformNode.position.copyFrom(this._ownerNode.absolutePosition);
191
+ this._virtualTransformNode.scaling.copyFrom(this._ownerNode.absoluteScaling);
192
+ this._virtualTransformNode.rotationQuaternion.copyFrom(this._ownerNode.absoluteRotationQuaternion);
198
193
  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) {