@babylonjs/core 6.41.0 → 6.41.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (650) hide show
  1. package/Animations/animatable.js +1 -2
  2. package/Animations/animatable.js.map +1 -1
  3. package/Animations/animation.js +4 -6
  4. package/Animations/animation.js.map +1 -1
  5. package/Animations/animationGroup.js +3 -3
  6. package/Animations/animationGroup.js.map +1 -1
  7. package/Animations/runtimeAnimation.js +1 -1
  8. package/Animations/runtimeAnimation.js.map +1 -1
  9. package/Audio/audioEngine.js +3 -5
  10. package/Audio/audioEngine.js.map +1 -1
  11. package/Audio/audioSceneComponent.js +1 -2
  12. package/Audio/audioSceneComponent.js.map +1 -1
  13. package/Audio/sound.js +48 -74
  14. package/Audio/sound.js.map +1 -1
  15. package/Audio/soundTrack.js +6 -12
  16. package/Audio/soundTrack.js.map +1 -1
  17. package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -2
  18. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  19. package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
  20. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  21. package/Behaviors/Meshes/fadeInOutBehavior.js +2 -4
  22. package/Behaviors/Meshes/fadeInOutBehavior.js.map +1 -1
  23. package/Behaviors/Meshes/followBehavior.js +1 -2
  24. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  25. package/Behaviors/Meshes/handConstraintBehavior.js +2 -2
  26. package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
  27. package/Bones/bone.js +4 -6
  28. package/Bones/bone.js.map +1 -1
  29. package/Bones/skeleton.js +2 -3
  30. package/Bones/skeleton.js.map +1 -1
  31. package/Buffers/buffer.align.js +5 -8
  32. package/Buffers/buffer.align.js.map +1 -1
  33. package/Buffers/buffer.js +6 -8
  34. package/Buffers/buffer.js.map +1 -1
  35. package/Cameras/Inputs/BaseCameraPointersInput.js +3 -4
  36. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  37. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +3 -5
  38. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  39. package/Cameras/Inputs/flyCameraMouseInput.js +2 -2
  40. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  41. package/Cameras/Inputs/freeCameraMouseInput.js +2 -2
  42. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  43. package/Cameras/arcRotateCamera.js +1 -2
  44. package/Cameras/arcRotateCamera.js.map +1 -1
  45. package/Cameras/camera.d.ts +5 -0
  46. package/Cameras/camera.js +18 -11
  47. package/Cameras/camera.js.map +1 -1
  48. package/Collisions/pickingInfo.js +1 -1
  49. package/Collisions/pickingInfo.js.map +1 -1
  50. package/Compute/computeEffect.js +5 -8
  51. package/Compute/computeEffect.js.map +1 -1
  52. package/Compute/computeShader.js +12 -9
  53. package/Compute/computeShader.js.map +1 -1
  54. package/Culling/Octrees/octreeSceneComponent.js +1 -2
  55. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  56. package/Culling/boundingBox.js +2 -3
  57. package/Culling/boundingBox.js.map +1 -1
  58. package/Culling/ray.d.ts +6 -1
  59. package/Culling/ray.js +9 -4
  60. package/Culling/ray.js.map +1 -1
  61. package/Debug/debugLayer.js +4 -1
  62. package/Debug/debugLayer.js.map +1 -1
  63. package/Debug/directionalLightFrustumViewer.js +7 -9
  64. package/Debug/directionalLightFrustumViewer.js.map +1 -1
  65. package/Debug/physicsViewer.js +5 -7
  66. package/Debug/physicsViewer.js.map +1 -1
  67. package/Debug/rayHelper.js +1 -2
  68. package/Debug/rayHelper.js.map +1 -1
  69. package/Debug/skeletonViewer.js +26 -31
  70. package/Debug/skeletonViewer.js.map +1 -1
  71. package/Decorators/nodeDecorator.js +1 -1
  72. package/Decorators/nodeDecorator.js.map +1 -1
  73. package/DeviceInput/InputDevices/deviceSourceManager.js +3 -5
  74. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  75. package/DeviceInput/eventFactory.js +1 -1
  76. package/DeviceInput/eventFactory.js.map +1 -1
  77. package/DeviceInput/internalDeviceSourceManager.js +1 -2
  78. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  79. package/DeviceInput/webDeviceInputSystem.js +9 -12
  80. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  81. package/Engines/Extensions/engine.cubeTexture.js +6 -1
  82. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  83. package/Engines/Extensions/engine.multiRender.js +3 -4
  84. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  85. package/Engines/Extensions/engine.rawTexture.js +4 -4
  86. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  87. package/Engines/Extensions/engine.readTexture.js +2 -3
  88. package/Engines/Extensions/engine.readTexture.js.map +1 -1
  89. package/Engines/Extensions/engine.renderTarget.js +9 -5
  90. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  91. package/Engines/Extensions/engine.renderTargetCube.js +9 -1
  92. package/Engines/Extensions/engine.renderTargetCube.js.map +1 -1
  93. package/Engines/Extensions/engine.views.js +1 -2
  94. package/Engines/Extensions/engine.views.js.map +1 -1
  95. package/Engines/Processors/shaderCodeNode.js +6 -7
  96. package/Engines/Processors/shaderCodeNode.js.map +1 -1
  97. package/Engines/Processors/shaderProcessor.js +6 -11
  98. package/Engines/Processors/shaderProcessor.js.map +1 -1
  99. package/Engines/WebGL/webGLHardwareTexture.js +1 -2
  100. package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
  101. package/Engines/WebGL/webGLRenderTargetWrapper.js +3 -5
  102. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  103. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +9 -2
  104. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  105. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +1 -2
  106. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
  107. package/Engines/WebGPU/Extensions/engine.multiRender.js +5 -6
  108. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  109. package/Engines/WebGPU/Extensions/engine.query.js +2 -4
  110. package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
  111. package/Engines/WebGPU/Extensions/engine.rawTexture.js +4 -4
  112. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  113. package/Engines/WebGPU/Extensions/engine.renderTarget.js +11 -5
  114. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  115. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js +11 -3
  116. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
  117. package/Engines/WebGPU/Extensions/engine.storageBuffer.js +2 -3
  118. package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
  119. package/Engines/WebGPU/Extensions/engine.textureSampler.js +1 -2
  120. package/Engines/WebGPU/Extensions/engine.textureSampler.js.map +1 -1
  121. package/Engines/WebGPU/Extensions/engine.videoTexture.js +1 -2
  122. package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
  123. package/Engines/WebGPU/webgpuBufferManager.js +1 -1
  124. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  125. package/Engines/WebGPU/webgpuCacheBindGroups.js +6 -7
  126. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  127. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +15 -20
  128. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  129. package/Engines/WebGPU/webgpuCacheSampler.js +10 -5
  130. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  131. package/Engines/WebGPU/webgpuClearQuad.js +2 -3
  132. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  133. package/Engines/WebGPU/webgpuComputePipelineContext.js +1 -2
  134. package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
  135. package/Engines/WebGPU/webgpuDepthCullingState.js +2 -2
  136. package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
  137. package/Engines/WebGPU/webgpuDrawContext.js +1 -2
  138. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  139. package/Engines/WebGPU/webgpuHardwareTexture.js +4 -6
  140. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  141. package/Engines/WebGPU/webgpuMaterialContext.js +2 -3
  142. package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
  143. package/Engines/WebGPU/webgpuOcclusionQuery.js +3 -5
  144. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  145. package/Engines/WebGPU/webgpuPipelineContext.js +2 -4
  146. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  147. package/Engines/WebGPU/webgpuQuerySet.js +1 -1
  148. package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
  149. package/Engines/WebGPU/webgpuShaderProcessingContext.js +2 -4
  150. package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
  151. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +2 -4
  152. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  153. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +5 -4
  154. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  155. package/Engines/WebGPU/webgpuStencilStateComposer.js +1 -2
  156. package/Engines/WebGPU/webgpuStencilStateComposer.js.map +1 -1
  157. package/Engines/WebGPU/webgpuTextureManager.js +40 -43
  158. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  159. package/Engines/WebGPU/webgpuTimestampQuery.js +12 -7
  160. package/Engines/WebGPU/webgpuTimestampQuery.js.map +1 -1
  161. package/Engines/WebGPU/webgpuTintWASM.js +4 -1
  162. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  163. package/Engines/engine.js +4 -7
  164. package/Engines/engine.js.map +1 -1
  165. package/Engines/nativeEngine.js +16 -22
  166. package/Engines/nativeEngine.js.map +1 -1
  167. package/Engines/nullEngine.js +9 -1
  168. package/Engines/nullEngine.js.map +1 -1
  169. package/Engines/renderTargetWrapper.js +11 -16
  170. package/Engines/renderTargetWrapper.js.map +1 -1
  171. package/Engines/thinEngine.js +32 -44
  172. package/Engines/thinEngine.js.map +1 -1
  173. package/Engines/webgpuEngine.js +77 -95
  174. package/Engines/webgpuEngine.js.map +1 -1
  175. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js +2 -3
  176. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -1
  177. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js +3 -6
  178. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
  179. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js +1 -2
  180. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js.map +1 -1
  181. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.js +1 -2
  182. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.js.map +1 -1
  183. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js +2 -4
  184. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js.map +1 -1
  185. package/FlowGraph/flowGraph.js +1 -2
  186. package/FlowGraph/flowGraph.js.map +1 -1
  187. package/FlowGraph/flowGraphBlock.js +2 -4
  188. package/FlowGraph/flowGraphBlock.js.map +1 -1
  189. package/FlowGraph/flowGraphContext.js +1 -2
  190. package/FlowGraph/flowGraphContext.js.map +1 -1
  191. package/FlowGraph/flowGraphCoordinator.js +4 -7
  192. package/FlowGraph/flowGraphCoordinator.js.map +1 -1
  193. package/FlowGraph/flowGraphSignalConnection.js +1 -2
  194. package/FlowGraph/flowGraphSignalConnection.js.map +1 -1
  195. package/FlowGraph/serialization.js +2 -3
  196. package/FlowGraph/serialization.js.map +1 -1
  197. package/Gamepads/gamepadManager.js +1 -1
  198. package/Gamepads/gamepadManager.js.map +1 -1
  199. package/Gizmos/axisDragGizmo.js +2 -4
  200. package/Gizmos/axisDragGizmo.js.map +1 -1
  201. package/Gizmos/axisScaleGizmo.js +5 -8
  202. package/Gizmos/axisScaleGizmo.js.map +1 -1
  203. package/Gizmos/boundingBoxGizmo.js +1 -1
  204. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  205. package/Gizmos/cameraGizmo.js +2 -3
  206. package/Gizmos/cameraGizmo.js.map +1 -1
  207. package/Gizmos/gizmo.js +4 -7
  208. package/Gizmos/gizmo.js.map +1 -1
  209. package/Gizmos/gizmoManager.js +3 -4
  210. package/Gizmos/gizmoManager.js.map +1 -1
  211. package/Gizmos/planeDragGizmo.js +2 -4
  212. package/Gizmos/planeDragGizmo.js.map +1 -1
  213. package/Gizmos/planeRotationGizmo.js +2 -4
  214. package/Gizmos/planeRotationGizmo.js.map +1 -1
  215. package/Helpers/environmentHelper.js +8 -2
  216. package/Helpers/environmentHelper.js.map +1 -1
  217. package/Helpers/videoDome.js +1 -2
  218. package/Helpers/videoDome.js.map +1 -1
  219. package/Inputs/scene.inputManager.js +8 -10
  220. package/Inputs/scene.inputManager.js.map +1 -1
  221. package/Layers/effectLayer.js +16 -10
  222. package/Layers/effectLayer.js.map +1 -1
  223. package/Layers/glowLayer.js +16 -6
  224. package/Layers/glowLayer.js.map +1 -1
  225. package/Layers/highlightLayer.js +12 -3
  226. package/Layers/highlightLayer.js.map +1 -1
  227. package/Layers/layer.js +1 -2
  228. package/Layers/layer.js.map +1 -1
  229. package/LensFlares/lensFlareSystem.js +1 -2
  230. package/LensFlares/lensFlareSystem.js.map +1 -1
  231. package/Lights/Shadows/cascadedShadowGenerator.js +21 -25
  232. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  233. package/Lights/Shadows/shadowGenerator.js +18 -21
  234. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  235. package/Lights/light.js +2 -4
  236. package/Lights/light.js.map +1 -1
  237. package/Lights/shadowLight.js +1 -1
  238. package/Lights/shadowLight.js.map +1 -1
  239. package/Loading/Plugins/babylonFileLoader.js +1 -2
  240. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  241. package/Loading/sceneLoader.js +1 -1
  242. package/Loading/sceneLoader.js.map +1 -1
  243. package/Materials/GreasedLine/greasedLinePluginMaterial.js +26 -32
  244. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
  245. package/Materials/GreasedLine/greasedLineSimpleMaterial.js +22 -27
  246. package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
  247. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +6 -7
  248. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
  249. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +1 -2
  250. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  251. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +1 -2
  252. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  253. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +1 -1
  254. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  255. package/Materials/Node/Blocks/Dual/textureBlock.js +10 -16
  256. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  257. package/Materials/Node/Blocks/Fragment/TBNBlock.js +2 -3
  258. package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
  259. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +1 -2
  260. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  261. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +2 -4
  262. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  263. package/Materials/Node/Blocks/Input/inputBlock.js +1 -2
  264. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  265. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +24 -26
  266. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  267. package/Materials/Node/Blocks/PBR/iridescenceBlock.js +3 -3
  268. package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
  269. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +45 -49
  270. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  271. package/Materials/Node/Blocks/PBR/reflectionBlock.js +1 -2
  272. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  273. package/Materials/Node/Blocks/PBR/refractionBlock.js +1 -2
  274. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  275. package/Materials/Node/Blocks/PBR/sheenBlock.js +13 -13
  276. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  277. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +27 -28
  278. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  279. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js +1 -2
  280. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
  281. package/Materials/Node/Blocks/Vertex/instancesBlock.js +2 -2
  282. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  283. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +43 -33
  284. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  285. package/Materials/Node/Blocks/biPlanarBlock.js +1 -2
  286. package/Materials/Node/Blocks/biPlanarBlock.js.map +1 -1
  287. package/Materials/Node/Blocks/cloudBlock.js +2 -3
  288. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  289. package/Materials/Node/Blocks/colorMergerBlock.js +4 -5
  290. package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
  291. package/Materials/Node/Blocks/customBlock.js +4 -6
  292. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  293. package/Materials/Node/Blocks/meshAttributeExistsBlock.js +2 -4
  294. package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
  295. package/Materials/Node/Blocks/triPlanarBlock.js +14 -23
  296. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  297. package/Materials/Node/Blocks/vectorMergerBlock.js +4 -5
  298. package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
  299. package/Materials/Node/nodeMaterial.js +16 -11
  300. package/Materials/Node/nodeMaterial.js.map +1 -1
  301. package/Materials/Node/nodeMaterialBlock.js +3 -4
  302. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  303. package/Materials/Node/nodeMaterialBuildState.js +1 -1
  304. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  305. package/Materials/PBR/pbrBaseMaterial.js +25 -28
  306. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  307. package/Materials/PBR/pbrClearCoatConfiguration.js +6 -9
  308. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  309. package/Materials/PBR/pbrIridescenceConfiguration.js +4 -7
  310. package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
  311. package/Materials/PBR/pbrSheenConfiguration.js +4 -7
  312. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  313. package/Materials/Textures/Loaders/envTextureLoader.js +2 -2
  314. package/Materials/Textures/Loaders/envTextureLoader.js.map +1 -1
  315. package/Materials/Textures/Packer/packer.js +13 -14
  316. package/Materials/Textures/Packer/packer.js.map +1 -1
  317. package/Materials/Textures/Procedurals/noiseProceduralTexture.js +1 -2
  318. package/Materials/Textures/Procedurals/noiseProceduralTexture.js.map +1 -1
  319. package/Materials/Textures/Procedurals/proceduralTexture.js +19 -11
  320. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  321. package/Materials/Textures/baseTexture.js +2 -4
  322. package/Materials/Textures/baseTexture.js.map +1 -1
  323. package/Materials/Textures/cubeTexture.js +7 -13
  324. package/Materials/Textures/cubeTexture.js.map +1 -1
  325. package/Materials/Textures/dynamicTexture.js +1 -2
  326. package/Materials/Textures/dynamicTexture.js.map +1 -1
  327. package/Materials/Textures/hdrCubeTexture.js +2 -4
  328. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  329. package/Materials/Textures/htmlElementTexture.js +5 -3
  330. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  331. package/Materials/Textures/internalTexture.js +3 -5
  332. package/Materials/Textures/internalTexture.js.map +1 -1
  333. package/Materials/Textures/mirrorTexture.js +3 -6
  334. package/Materials/Textures/mirrorTexture.js.map +1 -1
  335. package/Materials/Textures/multiRenderTarget.js +5 -8
  336. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  337. package/Materials/Textures/rawTexture.js +1 -1
  338. package/Materials/Textures/rawTexture.js.map +1 -1
  339. package/Materials/Textures/renderTargetTexture.js +22 -34
  340. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  341. package/Materials/Textures/texture.js +16 -21
  342. package/Materials/Textures/texture.js.map +1 -1
  343. package/Materials/Textures/thinRenderTargetTexture.js +2 -4
  344. package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
  345. package/Materials/Textures/thinTexture.js +1 -1
  346. package/Materials/Textures/thinTexture.js.map +1 -1
  347. package/Materials/Textures/videoTexture.js +12 -10
  348. package/Materials/Textures/videoTexture.js.map +1 -1
  349. package/Materials/clipPlaneMaterialHelper.js +18 -21
  350. package/Materials/clipPlaneMaterialHelper.js.map +1 -1
  351. package/Materials/drawWrapper.js +2 -4
  352. package/Materials/drawWrapper.js.map +1 -1
  353. package/Materials/effect.d.ts +4 -0
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type { Nullable, DataArray, FloatArray } from \"../types\";\r\nimport type { ThinEngine } from \"../Engines/thinEngine\";\r\nimport { DataBuffer } from \"./dataBuffer\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { Logger } from \"../Misc/logger\";\r\n\r\n/**\r\n * Class used to store data that will be store in GPU memory\r\n */\r\nexport class Buffer {\r\n private _engine: ThinEngine;\r\n private _buffer: Nullable<DataBuffer>;\r\n /** @internal */\r\n public _data: Nullable<DataArray>;\r\n private _updatable: boolean;\r\n private _instanced: boolean;\r\n private _divisor: number;\r\n private _isAlreadyOwned = false;\r\n private _isDisposed = false;\r\n private _label?: string;\r\n\r\n /**\r\n * Gets a boolean indicating if the Buffer is disposed\r\n */\r\n public get isDisposed(): boolean {\r\n return this._isDisposed;\r\n }\r\n\r\n /**\r\n * Gets the byte stride.\r\n */\r\n public readonly byteStride: number;\r\n\r\n /**\r\n * Constructor\r\n * @param engine the engine\r\n * @param data the data to use for this buffer\r\n * @param updatable whether the data is updatable\r\n * @param stride the stride (optional)\r\n * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)\r\n * @param instanced whether the buffer is instanced (optional)\r\n * @param useBytes set to true if the stride in in bytes (optional)\r\n * @param divisor sets an optional divisor for instances (1 by default)\r\n * @param label defines the label of the buffer (for debug purpose)\r\n */\r\n constructor(\r\n engine: ThinEngine,\r\n data: DataArray | DataBuffer,\r\n updatable: boolean,\r\n stride = 0,\r\n postponeInternalCreation = false,\r\n instanced = false,\r\n useBytes = false,\r\n divisor?: number,\r\n label?: string\r\n ) {\r\n if (engine && (engine as unknown as Mesh).getScene) {\r\n // old versions of VertexBuffer accepted 'mesh' instead of 'engine'\r\n this._engine = (engine as unknown as Mesh).getScene().getEngine();\r\n } else {\r\n this._engine = engine;\r\n }\r\n\r\n this._updatable = updatable;\r\n this._instanced = instanced;\r\n this._divisor = divisor || 1;\r\n this._label = label;\r\n\r\n if (data instanceof DataBuffer) {\r\n this._data = null;\r\n this._buffer = data;\r\n } else {\r\n this._data = data;\r\n this._buffer = null;\r\n }\r\n\r\n this.byteStride = useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT;\r\n\r\n if (!postponeInternalCreation) {\r\n // by default\r\n this.create();\r\n }\r\n }\r\n\r\n /**\r\n * Create a new VertexBuffer based on the current buffer\r\n * @param kind defines the vertex buffer kind (position, normal, etc.)\r\n * @param offset defines offset in the buffer (0 by default)\r\n * @param size defines the size in floats of attributes (position is 3 for instance)\r\n * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)\r\n * @param instanced defines if the vertex buffer contains indexed data\r\n * @param useBytes defines if the offset and stride are in bytes *\r\n * @param divisor sets an optional divisor for instances (1 by default)\r\n * @returns the new vertex buffer\r\n */\r\n public createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes = false, divisor?: number): VertexBuffer {\r\n const byteOffset = useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT;\r\n const byteStride = stride ? (useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT) : this.byteStride;\r\n\r\n // a lot of these parameters are ignored as they are overridden by the buffer\r\n return new VertexBuffer(\r\n this._engine,\r\n this,\r\n kind,\r\n this._updatable,\r\n true,\r\n byteStride,\r\n instanced === undefined ? this._instanced : instanced,\r\n byteOffset,\r\n size,\r\n undefined,\r\n undefined,\r\n true,\r\n this._divisor || divisor\r\n );\r\n }\r\n\r\n // Properties\r\n\r\n /**\r\n * Gets a boolean indicating if the Buffer is updatable?\r\n * @returns true if the buffer is updatable\r\n */\r\n public isUpdatable(): boolean {\r\n return this._updatable;\r\n }\r\n\r\n /**\r\n * Gets current buffer's data\r\n * @returns a DataArray or null\r\n */\r\n public getData(): Nullable<DataArray> {\r\n return this._data;\r\n }\r\n\r\n /**\r\n * Gets underlying native buffer\r\n * @returns underlying native buffer\r\n */\r\n public getBuffer(): Nullable<DataBuffer> {\r\n return this._buffer;\r\n }\r\n\r\n /**\r\n * Gets the stride in float32 units (i.e. byte stride / 4).\r\n * May not be an integer if the byte stride is not divisible by 4.\r\n * @returns the stride in float32 units\r\n * @deprecated Please use byteStride instead.\r\n */\r\n public getStrideSize(): number {\r\n return this.byteStride / Float32Array.BYTES_PER_ELEMENT;\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Store data into the buffer. Creates the buffer if not used already.\r\n * If the buffer was already used, it will be updated only if it is updatable, otherwise it will do nothing.\r\n * @param data defines the data to store\r\n */\r\n public create(data: Nullable<DataArray> = null): void {\r\n if (!data && this._buffer) {\r\n return; // nothing to do\r\n }\r\n\r\n data = data || this._data;\r\n\r\n if (!data) {\r\n return;\r\n }\r\n\r\n if (!this._buffer) {\r\n // create buffer\r\n if (this._updatable) {\r\n this._buffer = this._engine.createDynamicVertexBuffer(data, this._label);\r\n this._data = data;\r\n } else {\r\n this._buffer = this._engine.createVertexBuffer(data, undefined, this._label);\r\n }\r\n } else if (this._updatable) {\r\n // update buffer\r\n this._engine.updateDynamicVertexBuffer(this._buffer, data);\r\n this._data = data;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n if (!this._data) {\r\n if (!this._buffer) {\r\n // Buffer was not yet created, nothing to do\r\n return;\r\n }\r\n if (this._buffer.capacity > 0) {\r\n // We can at least recreate the buffer with the right size, even if we don't have the data\r\n if (this._updatable) {\r\n this._buffer = this._engine.createDynamicVertexBuffer(this._buffer.capacity, this._label);\r\n } else {\r\n this._buffer = this._engine.createVertexBuffer(this._buffer.capacity, undefined, this._label);\r\n }\r\n return;\r\n }\r\n Logger.Warn(`Missing data for buffer \"${this._label}\" ${this._buffer ? \"(uniqueId: \" + this._buffer.uniqueId + \")\" : \"\"}. Buffer reconstruction failed.`);\r\n this._buffer = null;\r\n } else {\r\n this._buffer = null;\r\n this.create(this._data);\r\n }\r\n }\r\n\r\n /**\r\n * Update current buffer data\r\n * @param data defines the data to store\r\n */\r\n public update(data: DataArray): void {\r\n this.create(data);\r\n }\r\n\r\n /**\r\n * Updates the data directly.\r\n * @param data the new data\r\n * @param offset the new offset\r\n * @param vertexCount the vertex count (optional)\r\n * @param useBytes set to true if the offset is in bytes\r\n */\r\n public updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes: boolean = false): void {\r\n if (!this._buffer) {\r\n return;\r\n }\r\n\r\n if (this._updatable) {\r\n // update buffer\r\n this._engine.updateDynamicVertexBuffer(\r\n this._buffer,\r\n data,\r\n useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT,\r\n vertexCount ? vertexCount * this.byteStride : undefined\r\n );\r\n if (offset === 0 && vertexCount === undefined) {\r\n // Keep the data if we easily can\r\n this._data = data;\r\n } else {\r\n this._data = null;\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _increaseReferences() {\r\n if (!this._buffer) {\r\n return;\r\n }\r\n\r\n if (!this._isAlreadyOwned) {\r\n this._isAlreadyOwned = true;\r\n return;\r\n }\r\n\r\n this._buffer.references++;\r\n }\r\n\r\n /**\r\n * Release all resources\r\n */\r\n public dispose(): void {\r\n if (!this._buffer) {\r\n return;\r\n }\r\n\r\n // The data buffer has an internal counter as this buffer can be used by several VertexBuffer objects\r\n // This means that we only flag it as disposed when all references are released (when _releaseBuffer will return true)\r\n if (this._engine._releaseBuffer(this._buffer)) {\r\n this._isDisposed = true;\r\n this._data = null;\r\n this._buffer = null;\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Options to be used when creating a vertex buffer\r\n */\r\nexport interface IVertexBufferOptions {\r\n /**\r\n * whether the data is updatable (default: false)\r\n */\r\n updatable?: boolean;\r\n /**\r\n * whether to postpone creating the internal WebGL buffer (default: false)\r\n */\r\n postponeInternalCreation?: boolean;\r\n /**\r\n * the stride (will be automatically computed from the kind parameter if not specified)\r\n */\r\n stride?: number;\r\n /**\r\n * whether the buffer is instanced (default: false)\r\n */\r\n instanced?: boolean;\r\n /**\r\n * the offset of the data (default: 0)\r\n */\r\n offset?: number;\r\n /**\r\n * the number of components (will be automatically computed from the kind parameter if not specified)\r\n */\r\n size?: number;\r\n /**\r\n * the type of the component (will be deduce from the data parameter if not specified)\r\n */\r\n type?: number;\r\n /**\r\n * whether the data contains normalized data (default: false)\r\n */\r\n normalized?: boolean;\r\n /**\r\n * set to true if stride and offset are in bytes (default: false)\r\n */\r\n useBytes?: boolean;\r\n /**\r\n * defines the instance divisor to use (default: 1, only used if instanced is true)\r\n */\r\n divisor?: number;\r\n /**\r\n * defines if the buffer should be released when the vertex buffer is disposed (default: false)\r\n */\r\n takeBufferOwnership?: boolean;\r\n /**\r\n * label to use for this vertex buffer (debugging purpose)\r\n */\r\n label?: string;\r\n}\r\n\r\n/**\r\n * Specialized buffer used to store vertex data\r\n */\r\nexport class VertexBuffer {\r\n private static _Counter = 0;\r\n\r\n /** @internal */\r\n public _buffer: Buffer;\r\n /** @internal */\r\n public _validOffsetRange: boolean; // used internally by the engine\r\n private _kind: string;\r\n private _size: number;\r\n /** @internal */\r\n public _ownsBuffer: boolean;\r\n private _instanced: boolean;\r\n private _instanceDivisor: number;\r\n /** @internal */\r\n public _isDisposed = false;\r\n /** @internal */\r\n public _label?: string;\r\n\r\n /**\r\n * The byte type.\r\n */\r\n public static readonly BYTE = 5120;\r\n\r\n /**\r\n * The unsigned byte type.\r\n */\r\n public static readonly UNSIGNED_BYTE = 5121;\r\n\r\n /**\r\n * The short type.\r\n */\r\n public static readonly SHORT = 5122;\r\n\r\n /**\r\n * The unsigned short type.\r\n */\r\n public static readonly UNSIGNED_SHORT = 5123;\r\n\r\n /**\r\n * The integer type.\r\n */\r\n public static readonly INT = 5124;\r\n\r\n /**\r\n * The unsigned integer type.\r\n */\r\n public static readonly UNSIGNED_INT = 5125;\r\n\r\n /**\r\n * The float type.\r\n */\r\n public static readonly FLOAT = 5126;\r\n\r\n /**\r\n * Gets a boolean indicating if the Buffer is disposed\r\n */\r\n public get isDisposed(): boolean {\r\n return this._isDisposed;\r\n }\r\n\r\n /**\r\n * Gets or sets the instance divisor when in instanced mode\r\n */\r\n public get instanceDivisor(): number {\r\n return this._instanceDivisor;\r\n }\r\n\r\n public set instanceDivisor(value: number) {\r\n const isInstanced = value != 0;\r\n this._instanceDivisor = value;\r\n\r\n if (isInstanced !== this._instanced) {\r\n this._instanced = isInstanced;\r\n this._computeHashCode();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the byte stride.\r\n */\r\n public readonly byteStride: number;\r\n\r\n /**\r\n * Gets the byte offset.\r\n */\r\n public readonly byteOffset: number;\r\n\r\n /**\r\n * Gets whether integer data values should be normalized into a certain range when being casted to a float.\r\n */\r\n public readonly normalized: boolean;\r\n\r\n /**\r\n * Gets the data type of each component in the array.\r\n */\r\n public readonly type: number;\r\n\r\n /**\r\n * Gets the unique id of this vertex buffer\r\n */\r\n public readonly uniqueId: number;\r\n\r\n /**\r\n * Gets a hash code representing the format (type, normalized, size, instanced, stride) of this buffer\r\n * All buffers with the same format will have the same hash code\r\n */\r\n public readonly hashCode: number;\r\n\r\n /**\r\n * Gets the engine associated with the buffer\r\n */\r\n public readonly engine: ThinEngine;\r\n\r\n /**\r\n * Gets the max possible amount of vertices stored within the current vertex buffer.\r\n * We do not have the end offset or count so this will be too big for concatenated vertex buffers.\r\n * @internal\r\n */\r\n public get _maxVerticesCount() {\r\n const data = this.getData();\r\n if (!data) {\r\n return 0;\r\n }\r\n\r\n if (Array.isArray(data)) {\r\n // data is a regular number[] with float values\r\n return data.length / (this.byteStride / 4) - this.byteOffset / 4;\r\n }\r\n\r\n return (data.byteLength - this.byteOffset) / this.byteStride;\r\n }\r\n\r\n /**\r\n * Constructor\r\n * @param engine the engine\r\n * @param data the data to use for this vertex buffer\r\n * @param kind the vertex buffer kind\r\n * @param updatable whether the data is updatable\r\n * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)\r\n * @param stride the stride (optional)\r\n * @param instanced whether the buffer is instanced (optional)\r\n * @param offset the offset of the data (optional)\r\n * @param size the number of components (optional)\r\n * @param type the type of the component (optional)\r\n * @param normalized whether the data contains normalized data (optional)\r\n * @param useBytes set to true if stride and offset are in bytes (optional)\r\n * @param divisor defines the instance divisor to use (1 by default)\r\n * @param takeBufferOwnership defines if the buffer should be released when the vertex buffer is disposed\r\n */\r\n constructor(\r\n engine: ThinEngine,\r\n data: DataArray | Buffer | DataBuffer,\r\n kind: string,\r\n updatable: boolean,\r\n postponeInternalCreation?: boolean,\r\n stride?: number,\r\n instanced?: boolean,\r\n offset?: number,\r\n size?: number,\r\n type?: number,\r\n normalized?: boolean,\r\n useBytes?: boolean,\r\n divisor?: number,\r\n takeBufferOwnership?: boolean\r\n );\r\n\r\n /**\r\n * Constructor\r\n * @param engine the engine\r\n * @param data the data to use for this vertex buffer\r\n * @param kind the vertex buffer kind\r\n * @param options defines the rest of the options used to create the buffer\r\n */\r\n constructor(engine: ThinEngine, data: DataArray | Buffer | DataBuffer, kind: string, options?: IVertexBufferOptions);\r\n\r\n /** @internal */\r\n constructor(\r\n engine: ThinEngine,\r\n data: DataArray | Buffer | DataBuffer,\r\n kind: string,\r\n updatableOrOptions?: boolean | IVertexBufferOptions,\r\n postponeInternalCreation?: boolean,\r\n stride?: number,\r\n instanced?: boolean,\r\n offset?: number,\r\n size?: number,\r\n type?: number,\r\n normalized = false,\r\n useBytes = false,\r\n divisor = 1,\r\n takeBufferOwnership = false\r\n ) {\r\n let updatable = false;\r\n\r\n this.engine = engine;\r\n\r\n if (typeof updatableOrOptions === \"object\" && updatableOrOptions !== null) {\r\n updatable = updatableOrOptions.updatable ?? false;\r\n postponeInternalCreation = updatableOrOptions.postponeInternalCreation;\r\n stride = updatableOrOptions.stride;\r\n instanced = updatableOrOptions.instanced;\r\n offset = updatableOrOptions.offset;\r\n size = updatableOrOptions.size;\r\n type = updatableOrOptions.type;\r\n normalized = updatableOrOptions.normalized ?? false;\r\n useBytes = updatableOrOptions.useBytes ?? false;\r\n divisor = updatableOrOptions.divisor ?? 1;\r\n takeBufferOwnership = updatableOrOptions.takeBufferOwnership ?? false;\r\n this._label = updatableOrOptions.label;\r\n } else {\r\n updatable = !!updatableOrOptions;\r\n }\r\n\r\n if (data instanceof Buffer) {\r\n this._buffer = data;\r\n this._ownsBuffer = takeBufferOwnership;\r\n } else {\r\n this._buffer = new Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes, divisor, this._label);\r\n this._ownsBuffer = true;\r\n }\r\n\r\n this.uniqueId = VertexBuffer._Counter++;\r\n this._kind = kind;\r\n\r\n if (type === undefined) {\r\n const vertexData = this.getData();\r\n this.type = vertexData ? VertexBuffer.GetDataType(vertexData) : VertexBuffer.FLOAT;\r\n } else {\r\n this.type = type;\r\n }\r\n\r\n const typeByteLength = VertexBuffer.GetTypeByteLength(this.type);\r\n\r\n if (useBytes) {\r\n this._size = size || (stride ? stride / typeByteLength : VertexBuffer.DeduceStride(kind));\r\n this.byteStride = stride || this._buffer.byteStride || this._size * typeByteLength;\r\n this.byteOffset = offset || 0;\r\n } else {\r\n this._size = size || stride || VertexBuffer.DeduceStride(kind);\r\n this.byteStride = stride ? stride * typeByteLength : this._buffer.byteStride || this._size * typeByteLength;\r\n this.byteOffset = (offset || 0) * typeByteLength;\r\n }\r\n\r\n this.normalized = normalized;\r\n\r\n this._instanced = instanced !== undefined ? instanced : false;\r\n this._instanceDivisor = instanced ? divisor : 0;\r\n\r\n this._alignBuffer();\r\n this._computeHashCode();\r\n }\r\n\r\n private _computeHashCode(): void {\r\n // note: cast to any because the property is declared readonly\r\n (this.hashCode as any) =\r\n ((this.type - 5120) << 0) +\r\n ((this.normalized ? 1 : 0) << 3) +\r\n (this._size << 4) +\r\n ((this._instanced ? 1 : 0) << 6) +\r\n /* keep 5 bits free */\r\n (this.byteStride << 12);\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n this._buffer?._rebuild();\r\n }\r\n\r\n /**\r\n * Returns the kind of the VertexBuffer (string)\r\n * @returns a string\r\n */\r\n public getKind(): string {\r\n return this._kind;\r\n }\r\n\r\n // Properties\r\n\r\n /**\r\n * Gets a boolean indicating if the VertexBuffer is updatable?\r\n * @returns true if the buffer is updatable\r\n */\r\n public isUpdatable(): boolean {\r\n return this._buffer.isUpdatable();\r\n }\r\n\r\n /**\r\n * Gets current buffer's data\r\n * @returns a DataArray or null\r\n */\r\n public getData(): Nullable<DataArray> {\r\n return this._buffer.getData();\r\n }\r\n\r\n /**\r\n * Gets current buffer's data as a float array. Float data is constructed if the vertex buffer data cannot be returned directly.\r\n * @param totalVertices number of vertices in the buffer to take into account\r\n * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it\r\n * @returns a float array containing vertex data\r\n */\r\n public getFloatData(totalVertices: number, forceCopy?: boolean): Nullable<FloatArray> {\r\n const data = this.getData();\r\n if (!data) {\r\n return null;\r\n }\r\n\r\n return VertexBuffer.GetFloatData(data, this._size, this.type, this.byteOffset, this.byteStride, this.normalized, totalVertices, forceCopy);\r\n }\r\n\r\n /**\r\n * Gets underlying native buffer\r\n * @returns underlying native buffer\r\n */\r\n public getBuffer(): Nullable<DataBuffer> {\r\n return this._buffer.getBuffer();\r\n }\r\n\r\n /**\r\n * Gets the Buffer instance that wraps the native GPU buffer\r\n * @returns the wrapper buffer\r\n */\r\n public getWrapperBuffer(): Buffer {\r\n return this._buffer;\r\n }\r\n\r\n /**\r\n * Gets the stride in float32 units (i.e. byte stride / 4).\r\n * May not be an integer if the byte stride is not divisible by 4.\r\n * @returns the stride in float32 units\r\n * @deprecated Please use byteStride instead.\r\n */\r\n public getStrideSize(): number {\r\n return this.byteStride / VertexBuffer.GetTypeByteLength(this.type);\r\n }\r\n\r\n /**\r\n * Returns the offset as a multiple of the type byte length.\r\n * @returns the offset in bytes\r\n * @deprecated Please use byteOffset instead.\r\n */\r\n public getOffset(): number {\r\n return this.byteOffset / VertexBuffer.GetTypeByteLength(this.type);\r\n }\r\n\r\n /**\r\n * Returns the number of components or the byte size per vertex attribute\r\n * @param sizeInBytes If true, returns the size in bytes or else the size in number of components of the vertex attribute (default: false)\r\n * @returns the number of components\r\n */\r\n public getSize(sizeInBytes = false): number {\r\n return sizeInBytes ? this._size * VertexBuffer.GetTypeByteLength(this.type) : this._size;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced\r\n * @returns true if this buffer is instanced\r\n */\r\n public getIsInstanced(): boolean {\r\n return this._instanced;\r\n }\r\n\r\n /**\r\n * Returns the instancing divisor, zero for non-instanced (integer).\r\n * @returns a number\r\n */\r\n public getInstanceDivisor(): number {\r\n return this._instanceDivisor;\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property\r\n * @param data defines the data to store\r\n */\r\n public create(data?: DataArray): void {\r\n this._buffer.create(data);\r\n this._alignBuffer();\r\n }\r\n\r\n /**\r\n * Updates the underlying buffer according to the passed numeric array or Float32Array.\r\n * This function will create a new buffer if the current one is not updatable\r\n * @param data defines the data to store\r\n */\r\n public update(data: DataArray): void {\r\n this._buffer.update(data);\r\n this._alignBuffer();\r\n }\r\n\r\n /**\r\n * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.\r\n * Returns the directly updated WebGLBuffer.\r\n * @param data the new data\r\n * @param offset the new offset\r\n * @param useBytes set to true if the offset is in bytes\r\n */\r\n public updateDirectly(data: DataArray, offset: number, useBytes: boolean = false): void {\r\n this._buffer.updateDirectly(data, offset, undefined, useBytes);\r\n this._alignBuffer();\r\n }\r\n\r\n /**\r\n * Disposes the VertexBuffer and the underlying WebGLBuffer.\r\n */\r\n public dispose(): void {\r\n if (this._ownsBuffer) {\r\n this._buffer.dispose();\r\n }\r\n\r\n this._isDisposed = true;\r\n }\r\n\r\n /**\r\n * Enumerates each value of this vertex buffer as numbers.\r\n * @param count the number of values to enumerate\r\n * @param callback the callback function called for each value\r\n */\r\n public forEach(count: number, callback: (value: number, index: number) => void): void {\r\n VertexBuffer.ForEach(this._buffer.getData()!, this.byteOffset, this.byteStride, this._size, this.type, count, this.normalized, callback);\r\n }\r\n\r\n /** @internal */\r\n public _alignBuffer() {}\r\n\r\n // Enums\r\n /**\r\n * Positions\r\n */\r\n public static readonly PositionKind = \"position\";\r\n /**\r\n * Normals\r\n */\r\n public static readonly NormalKind = \"normal\";\r\n /**\r\n * Tangents\r\n */\r\n public static readonly TangentKind = \"tangent\";\r\n /**\r\n * Texture coordinates\r\n */\r\n public static readonly UVKind = \"uv\";\r\n /**\r\n * Texture coordinates 2\r\n */\r\n public static readonly UV2Kind = \"uv2\";\r\n /**\r\n * Texture coordinates 3\r\n */\r\n public static readonly UV3Kind = \"uv3\";\r\n /**\r\n * Texture coordinates 4\r\n */\r\n public static readonly UV4Kind = \"uv4\";\r\n /**\r\n * Texture coordinates 5\r\n */\r\n public static readonly UV5Kind = \"uv5\";\r\n /**\r\n * Texture coordinates 6\r\n */\r\n public static readonly UV6Kind = \"uv6\";\r\n /**\r\n * Colors\r\n */\r\n public static readonly ColorKind = \"color\";\r\n /**\r\n * Instance Colors\r\n */\r\n public static readonly ColorInstanceKind = \"instanceColor\";\r\n /**\r\n * Matrix indices (for bones)\r\n */\r\n public static readonly MatricesIndicesKind = \"matricesIndices\";\r\n /**\r\n * Matrix weights (for bones)\r\n */\r\n public static readonly MatricesWeightsKind = \"matricesWeights\";\r\n /**\r\n * Additional matrix indices (for bones)\r\n */\r\n public static readonly MatricesIndicesExtraKind = \"matricesIndicesExtra\";\r\n /**\r\n * Additional matrix weights (for bones)\r\n */\r\n public static readonly MatricesWeightsExtraKind = \"matricesWeightsExtra\";\r\n\r\n /**\r\n * Deduces the stride given a kind.\r\n * @param kind The kind string to deduce\r\n * @returns The deduced stride\r\n */\r\n public static DeduceStride(kind: string): number {\r\n switch (kind) {\r\n case VertexBuffer.UVKind:\r\n case VertexBuffer.UV2Kind:\r\n case VertexBuffer.UV3Kind:\r\n case VertexBuffer.UV4Kind:\r\n case VertexBuffer.UV5Kind:\r\n case VertexBuffer.UV6Kind:\r\n return 2;\r\n case VertexBuffer.NormalKind:\r\n case VertexBuffer.PositionKind:\r\n return 3;\r\n case VertexBuffer.ColorKind:\r\n case VertexBuffer.ColorInstanceKind:\r\n case VertexBuffer.MatricesIndicesKind:\r\n case VertexBuffer.MatricesIndicesExtraKind:\r\n case VertexBuffer.MatricesWeightsKind:\r\n case VertexBuffer.MatricesWeightsExtraKind:\r\n case VertexBuffer.TangentKind:\r\n return 4;\r\n default:\r\n throw new Error(\"Invalid kind '\" + kind + \"'\");\r\n }\r\n }\r\n\r\n /**\r\n * Gets the vertex buffer type of the given data array.\r\n * @param data the data array\r\n * @returns the vertex buffer type\r\n */\r\n public static GetDataType(data: DataArray): number {\r\n if (data instanceof Int8Array) {\r\n return VertexBuffer.BYTE;\r\n } else if (data instanceof Uint8Array) {\r\n return VertexBuffer.UNSIGNED_BYTE;\r\n } else if (data instanceof Int16Array) {\r\n return VertexBuffer.SHORT;\r\n } else if (data instanceof Uint16Array) {\r\n return VertexBuffer.UNSIGNED_SHORT;\r\n } else if (data instanceof Int32Array) {\r\n return VertexBuffer.INT;\r\n } else if (data instanceof Uint32Array) {\r\n return VertexBuffer.UNSIGNED_INT;\r\n } else {\r\n return VertexBuffer.FLOAT;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the byte length of the given type.\r\n * @param type the type\r\n * @returns the number of bytes\r\n */\r\n public static GetTypeByteLength(type: number): number {\r\n switch (type) {\r\n case VertexBuffer.BYTE:\r\n case VertexBuffer.UNSIGNED_BYTE:\r\n return 1;\r\n case VertexBuffer.SHORT:\r\n case VertexBuffer.UNSIGNED_SHORT:\r\n return 2;\r\n case VertexBuffer.INT:\r\n case VertexBuffer.UNSIGNED_INT:\r\n case VertexBuffer.FLOAT:\r\n return 4;\r\n default:\r\n throw new Error(`Invalid type '${type}'`);\r\n }\r\n }\r\n\r\n /**\r\n * Enumerates each value of the given parameters as numbers.\r\n * @param data the data to enumerate\r\n * @param byteOffset the byte offset of the data\r\n * @param byteStride the byte stride of the data\r\n * @param componentCount the number of components per element\r\n * @param componentType the type of the component\r\n * @param count the number of values to enumerate\r\n * @param normalized whether the data is normalized\r\n * @param callback the callback function called for each value\r\n */\r\n public static ForEach(\r\n data: DataArray,\r\n byteOffset: number,\r\n byteStride: number,\r\n componentCount: number,\r\n componentType: number,\r\n count: number,\r\n normalized: boolean,\r\n callback: (value: number, index: number) => void\r\n ): void {\r\n if (data instanceof Array) {\r\n let offset = byteOffset / 4;\r\n const stride = byteStride / 4;\r\n for (let index = 0; index < count; index += componentCount) {\r\n for (let componentIndex = 0; componentIndex < componentCount; componentIndex++) {\r\n callback(data[offset + componentIndex], index + componentIndex);\r\n }\r\n offset += stride;\r\n }\r\n } else {\r\n const dataView = data instanceof ArrayBuffer ? new DataView(data) : new DataView(data.buffer, data.byteOffset, data.byteLength);\r\n const componentByteLength = VertexBuffer.GetTypeByteLength(componentType);\r\n for (let index = 0; index < count; index += componentCount) {\r\n let componentByteOffset = byteOffset;\r\n for (let componentIndex = 0; componentIndex < componentCount; componentIndex++) {\r\n const value = VertexBuffer._GetFloatValue(dataView, componentType, componentByteOffset, normalized);\r\n callback(value, index + componentIndex);\r\n componentByteOffset += componentByteLength;\r\n }\r\n byteOffset += byteStride;\r\n }\r\n }\r\n }\r\n\r\n private static _GetFloatValue(dataView: DataView, type: number, byteOffset: number, normalized: boolean): number {\r\n switch (type) {\r\n case VertexBuffer.BYTE: {\r\n let value = dataView.getInt8(byteOffset);\r\n if (normalized) {\r\n value = Math.max(value / 127, -1);\r\n }\r\n return value;\r\n }\r\n case VertexBuffer.UNSIGNED_BYTE: {\r\n let value = dataView.getUint8(byteOffset);\r\n if (normalized) {\r\n value = value / 255;\r\n }\r\n return value;\r\n }\r\n case VertexBuffer.SHORT: {\r\n let value = dataView.getInt16(byteOffset, true);\r\n if (normalized) {\r\n value = Math.max(value / 32767, -1);\r\n }\r\n return value;\r\n }\r\n case VertexBuffer.UNSIGNED_SHORT: {\r\n let value = dataView.getUint16(byteOffset, true);\r\n if (normalized) {\r\n value = value / 65535;\r\n }\r\n return value;\r\n }\r\n case VertexBuffer.INT: {\r\n return dataView.getInt32(byteOffset, true);\r\n }\r\n case VertexBuffer.UNSIGNED_INT: {\r\n return dataView.getUint32(byteOffset, true);\r\n }\r\n case VertexBuffer.FLOAT: {\r\n return dataView.getFloat32(byteOffset, true);\r\n }\r\n default: {\r\n throw new Error(`Invalid component type ${type}`);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the given data array as a float array. Float data is constructed if the data array cannot be returned directly.\r\n * @param data the input data array\r\n * @param size the number of components\r\n * @param type the component type\r\n * @param byteOffset the byte offset of the data\r\n * @param byteStride the byte stride of the data\r\n * @param normalized whether the data is normalized\r\n * @param totalVertices number of vertices in the buffer to take into account\r\n * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it\r\n * @returns a float array containing vertex data\r\n */\r\n public static GetFloatData(\r\n data: DataArray,\r\n size: number,\r\n type: number,\r\n byteOffset: number,\r\n byteStride: number,\r\n normalized: boolean,\r\n totalVertices: number,\r\n forceCopy?: boolean\r\n ): FloatArray {\r\n const tightlyPackedByteStride = size * VertexBuffer.GetTypeByteLength(type);\r\n const count = totalVertices * size;\r\n\r\n if (type !== VertexBuffer.FLOAT || byteStride !== tightlyPackedByteStride) {\r\n const copy = new Float32Array(count);\r\n VertexBuffer.ForEach(data, byteOffset, byteStride, size, type, count, normalized, (value, index) => (copy[index] = value));\r\n return copy;\r\n }\r\n\r\n if (!(data instanceof Array || data instanceof Float32Array) || byteOffset !== 0 || data.length !== count) {\r\n if (data instanceof Array) {\r\n const offset = byteOffset / 4;\r\n return data.slice(offset, offset + count);\r\n } else if (data instanceof ArrayBuffer) {\r\n return new Float32Array(data, byteOffset, count);\r\n } else {\r\n let offset = data.byteOffset + byteOffset;\r\n if (forceCopy) {\r\n const result = new Float32Array(count);\r\n const source = new Float32Array(data.buffer, offset, count);\r\n\r\n result.set(source);\r\n\r\n return result;\r\n }\r\n\r\n // Protect against bad data\r\n const remainder = offset % 4;\r\n\r\n if (remainder) {\r\n offset = Math.max(0, offset - remainder);\r\n }\r\n\r\n return new Float32Array(data.buffer, offset, count);\r\n }\r\n }\r\n\r\n if (forceCopy) {\r\n return data.slice();\r\n }\r\n\r\n return data;\r\n }\r\n}\r\n"]}
1
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type { Nullable, DataArray, FloatArray } from \"../types\";\r\nimport type { ThinEngine } from \"../Engines/thinEngine\";\r\nimport { DataBuffer } from \"./dataBuffer\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { Logger } from \"../Misc/logger\";\r\n\r\n/**\r\n * Class used to store data that will be store in GPU memory\r\n */\r\nexport class Buffer {\r\n private _engine: ThinEngine;\r\n private _buffer: Nullable<DataBuffer>;\r\n /** @internal */\r\n public _data: Nullable<DataArray>;\r\n private _updatable: boolean;\r\n private _instanced: boolean;\r\n private _divisor: number;\r\n private _isAlreadyOwned = false;\r\n private _isDisposed = false;\r\n private _label?: string;\r\n\r\n /**\r\n * Gets a boolean indicating if the Buffer is disposed\r\n */\r\n public get isDisposed(): boolean {\r\n return this._isDisposed;\r\n }\r\n\r\n /**\r\n * Gets the byte stride.\r\n */\r\n public readonly byteStride: number;\r\n\r\n /**\r\n * Constructor\r\n * @param engine the engine\r\n * @param data the data to use for this buffer\r\n * @param updatable whether the data is updatable\r\n * @param stride the stride (optional)\r\n * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)\r\n * @param instanced whether the buffer is instanced (optional)\r\n * @param useBytes set to true if the stride in in bytes (optional)\r\n * @param divisor sets an optional divisor for instances (1 by default)\r\n * @param label defines the label of the buffer (for debug purpose)\r\n */\r\n constructor(\r\n engine: ThinEngine,\r\n data: DataArray | DataBuffer,\r\n updatable: boolean,\r\n stride = 0,\r\n postponeInternalCreation = false,\r\n instanced = false,\r\n useBytes = false,\r\n divisor?: number,\r\n label?: string\r\n ) {\r\n if (engine && (engine as unknown as Mesh).getScene) {\r\n // old versions of VertexBuffer accepted 'mesh' instead of 'engine'\r\n this._engine = (engine as unknown as Mesh).getScene().getEngine();\r\n } else {\r\n this._engine = engine;\r\n }\r\n\r\n this._updatable = updatable;\r\n this._instanced = instanced;\r\n this._divisor = divisor || 1;\r\n this._label = label;\r\n\r\n if (data instanceof DataBuffer) {\r\n this._data = null;\r\n this._buffer = data;\r\n } else {\r\n this._data = data;\r\n this._buffer = null;\r\n }\r\n\r\n this.byteStride = useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT;\r\n\r\n if (!postponeInternalCreation) {\r\n // by default\r\n this.create();\r\n }\r\n }\r\n\r\n /**\r\n * Create a new VertexBuffer based on the current buffer\r\n * @param kind defines the vertex buffer kind (position, normal, etc.)\r\n * @param offset defines offset in the buffer (0 by default)\r\n * @param size defines the size in floats of attributes (position is 3 for instance)\r\n * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)\r\n * @param instanced defines if the vertex buffer contains indexed data\r\n * @param useBytes defines if the offset and stride are in bytes *\r\n * @param divisor sets an optional divisor for instances (1 by default)\r\n * @returns the new vertex buffer\r\n */\r\n public createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes = false, divisor?: number): VertexBuffer {\r\n const byteOffset = useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT;\r\n const byteStride = stride ? (useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT) : this.byteStride;\r\n\r\n // a lot of these parameters are ignored as they are overridden by the buffer\r\n return new VertexBuffer(\r\n this._engine,\r\n this,\r\n kind,\r\n this._updatable,\r\n true,\r\n byteStride,\r\n instanced === undefined ? this._instanced : instanced,\r\n byteOffset,\r\n size,\r\n undefined,\r\n undefined,\r\n true,\r\n this._divisor || divisor\r\n );\r\n }\r\n\r\n // Properties\r\n\r\n /**\r\n * Gets a boolean indicating if the Buffer is updatable?\r\n * @returns true if the buffer is updatable\r\n */\r\n public isUpdatable(): boolean {\r\n return this._updatable;\r\n }\r\n\r\n /**\r\n * Gets current buffer's data\r\n * @returns a DataArray or null\r\n */\r\n public getData(): Nullable<DataArray> {\r\n return this._data;\r\n }\r\n\r\n /**\r\n * Gets underlying native buffer\r\n * @returns underlying native buffer\r\n */\r\n public getBuffer(): Nullable<DataBuffer> {\r\n return this._buffer;\r\n }\r\n\r\n /**\r\n * Gets the stride in float32 units (i.e. byte stride / 4).\r\n * May not be an integer if the byte stride is not divisible by 4.\r\n * @returns the stride in float32 units\r\n * @deprecated Please use byteStride instead.\r\n */\r\n public getStrideSize(): number {\r\n return this.byteStride / Float32Array.BYTES_PER_ELEMENT;\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Store data into the buffer. Creates the buffer if not used already.\r\n * If the buffer was already used, it will be updated only if it is updatable, otherwise it will do nothing.\r\n * @param data defines the data to store\r\n */\r\n public create(data: Nullable<DataArray> = null): void {\r\n if (!data && this._buffer) {\r\n return; // nothing to do\r\n }\r\n\r\n data = data || this._data;\r\n\r\n if (!data) {\r\n return;\r\n }\r\n\r\n if (!this._buffer) {\r\n // create buffer\r\n if (this._updatable) {\r\n this._buffer = this._engine.createDynamicVertexBuffer(data, this._label);\r\n this._data = data;\r\n } else {\r\n this._buffer = this._engine.createVertexBuffer(data, undefined, this._label);\r\n }\r\n } else if (this._updatable) {\r\n // update buffer\r\n this._engine.updateDynamicVertexBuffer(this._buffer, data);\r\n this._data = data;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n if (!this._data) {\r\n if (!this._buffer) {\r\n // Buffer was not yet created, nothing to do\r\n return;\r\n }\r\n if (this._buffer.capacity > 0) {\r\n // We can at least recreate the buffer with the right size, even if we don't have the data\r\n if (this._updatable) {\r\n this._buffer = this._engine.createDynamicVertexBuffer(this._buffer.capacity, this._label);\r\n } else {\r\n this._buffer = this._engine.createVertexBuffer(this._buffer.capacity, undefined, this._label);\r\n }\r\n return;\r\n }\r\n Logger.Warn(`Missing data for buffer \"${this._label}\" ${this._buffer ? \"(uniqueId: \" + this._buffer.uniqueId + \")\" : \"\"}. Buffer reconstruction failed.`);\r\n this._buffer = null;\r\n } else {\r\n this._buffer = null;\r\n this.create(this._data);\r\n }\r\n }\r\n\r\n /**\r\n * Update current buffer data\r\n * @param data defines the data to store\r\n */\r\n public update(data: DataArray): void {\r\n this.create(data);\r\n }\r\n\r\n /**\r\n * Updates the data directly.\r\n * @param data the new data\r\n * @param offset the new offset\r\n * @param vertexCount the vertex count (optional)\r\n * @param useBytes set to true if the offset is in bytes\r\n */\r\n public updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes: boolean = false): void {\r\n if (!this._buffer) {\r\n return;\r\n }\r\n\r\n if (this._updatable) {\r\n // update buffer\r\n this._engine.updateDynamicVertexBuffer(\r\n this._buffer,\r\n data,\r\n useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT,\r\n vertexCount ? vertexCount * this.byteStride : undefined\r\n );\r\n if (offset === 0 && vertexCount === undefined) {\r\n // Keep the data if we easily can\r\n this._data = data;\r\n } else {\r\n this._data = null;\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _increaseReferences() {\r\n if (!this._buffer) {\r\n return;\r\n }\r\n\r\n if (!this._isAlreadyOwned) {\r\n this._isAlreadyOwned = true;\r\n return;\r\n }\r\n\r\n this._buffer.references++;\r\n }\r\n\r\n /**\r\n * Release all resources\r\n */\r\n public dispose(): void {\r\n if (!this._buffer) {\r\n return;\r\n }\r\n\r\n // The data buffer has an internal counter as this buffer can be used by several VertexBuffer objects\r\n // This means that we only flag it as disposed when all references are released (when _releaseBuffer will return true)\r\n if (this._engine._releaseBuffer(this._buffer)) {\r\n this._isDisposed = true;\r\n this._data = null;\r\n this._buffer = null;\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Options to be used when creating a vertex buffer\r\n */\r\nexport interface IVertexBufferOptions {\r\n /**\r\n * whether the data is updatable (default: false)\r\n */\r\n updatable?: boolean;\r\n /**\r\n * whether to postpone creating the internal WebGL buffer (default: false)\r\n */\r\n postponeInternalCreation?: boolean;\r\n /**\r\n * the stride (will be automatically computed from the kind parameter if not specified)\r\n */\r\n stride?: number;\r\n /**\r\n * whether the buffer is instanced (default: false)\r\n */\r\n instanced?: boolean;\r\n /**\r\n * the offset of the data (default: 0)\r\n */\r\n offset?: number;\r\n /**\r\n * the number of components (will be automatically computed from the kind parameter if not specified)\r\n */\r\n size?: number;\r\n /**\r\n * the type of the component (will be deduce from the data parameter if not specified)\r\n */\r\n type?: number;\r\n /**\r\n * whether the data contains normalized data (default: false)\r\n */\r\n normalized?: boolean;\r\n /**\r\n * set to true if stride and offset are in bytes (default: false)\r\n */\r\n useBytes?: boolean;\r\n /**\r\n * defines the instance divisor to use (default: 1, only used if instanced is true)\r\n */\r\n divisor?: number;\r\n /**\r\n * defines if the buffer should be released when the vertex buffer is disposed (default: false)\r\n */\r\n takeBufferOwnership?: boolean;\r\n /**\r\n * label to use for this vertex buffer (debugging purpose)\r\n */\r\n label?: string;\r\n}\r\n\r\n/**\r\n * Specialized buffer used to store vertex data\r\n */\r\nexport class VertexBuffer {\r\n private static _Counter = 0;\r\n\r\n /** @internal */\r\n public _buffer: Buffer;\r\n /** @internal */\r\n public _validOffsetRange: boolean; // used internally by the engine\r\n private _kind: string;\r\n private _size: number;\r\n /** @internal */\r\n public _ownsBuffer: boolean;\r\n private _instanced: boolean;\r\n private _instanceDivisor: number;\r\n /** @internal */\r\n public _isDisposed = false;\r\n /** @internal */\r\n public _label?: string;\r\n\r\n /**\r\n * The byte type.\r\n */\r\n public static readonly BYTE = 5120;\r\n\r\n /**\r\n * The unsigned byte type.\r\n */\r\n public static readonly UNSIGNED_BYTE = 5121;\r\n\r\n /**\r\n * The short type.\r\n */\r\n public static readonly SHORT = 5122;\r\n\r\n /**\r\n * The unsigned short type.\r\n */\r\n public static readonly UNSIGNED_SHORT = 5123;\r\n\r\n /**\r\n * The integer type.\r\n */\r\n public static readonly INT = 5124;\r\n\r\n /**\r\n * The unsigned integer type.\r\n */\r\n public static readonly UNSIGNED_INT = 5125;\r\n\r\n /**\r\n * The float type.\r\n */\r\n public static readonly FLOAT = 5126;\r\n\r\n /**\r\n * Gets a boolean indicating if the Buffer is disposed\r\n */\r\n public get isDisposed(): boolean {\r\n return this._isDisposed;\r\n }\r\n\r\n /**\r\n * Gets or sets the instance divisor when in instanced mode\r\n */\r\n public get instanceDivisor(): number {\r\n return this._instanceDivisor;\r\n }\r\n\r\n public set instanceDivisor(value: number) {\r\n const isInstanced = value != 0;\r\n this._instanceDivisor = value;\r\n\r\n if (isInstanced !== this._instanced) {\r\n this._instanced = isInstanced;\r\n this._computeHashCode();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the byte stride.\r\n */\r\n public readonly byteStride: number;\r\n\r\n /**\r\n * Gets the byte offset.\r\n */\r\n public readonly byteOffset: number;\r\n\r\n /**\r\n * Gets whether integer data values should be normalized into a certain range when being casted to a float.\r\n */\r\n public readonly normalized: boolean;\r\n\r\n /**\r\n * Gets the data type of each component in the array.\r\n */\r\n public readonly type: number;\r\n\r\n /**\r\n * Gets the unique id of this vertex buffer\r\n */\r\n public readonly uniqueId: number;\r\n\r\n /**\r\n * Gets a hash code representing the format (type, normalized, size, instanced, stride) of this buffer\r\n * All buffers with the same format will have the same hash code\r\n */\r\n public readonly hashCode: number;\r\n\r\n /**\r\n * Gets the engine associated with the buffer\r\n */\r\n public readonly engine: ThinEngine;\r\n\r\n /**\r\n * Gets the max possible amount of vertices stored within the current vertex buffer.\r\n * We do not have the end offset or count so this will be too big for concatenated vertex buffers.\r\n * @internal\r\n */\r\n public get _maxVerticesCount() {\r\n const data = this.getData();\r\n if (!data) {\r\n return 0;\r\n }\r\n\r\n if (Array.isArray(data)) {\r\n // data is a regular number[] with float values\r\n return data.length / (this.byteStride / 4) - this.byteOffset / 4;\r\n }\r\n\r\n return (data.byteLength - this.byteOffset) / this.byteStride;\r\n }\r\n\r\n /**\r\n * Constructor\r\n * @param engine the engine\r\n * @param data the data to use for this vertex buffer\r\n * @param kind the vertex buffer kind\r\n * @param updatable whether the data is updatable\r\n * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)\r\n * @param stride the stride (optional)\r\n * @param instanced whether the buffer is instanced (optional)\r\n * @param offset the offset of the data (optional)\r\n * @param size the number of components (optional)\r\n * @param type the type of the component (optional)\r\n * @param normalized whether the data contains normalized data (optional)\r\n * @param useBytes set to true if stride and offset are in bytes (optional)\r\n * @param divisor defines the instance divisor to use (1 by default)\r\n * @param takeBufferOwnership defines if the buffer should be released when the vertex buffer is disposed\r\n */\r\n constructor(\r\n engine: ThinEngine,\r\n data: DataArray | Buffer | DataBuffer,\r\n kind: string,\r\n updatable: boolean,\r\n postponeInternalCreation?: boolean,\r\n stride?: number,\r\n instanced?: boolean,\r\n offset?: number,\r\n size?: number,\r\n type?: number,\r\n normalized?: boolean,\r\n useBytes?: boolean,\r\n divisor?: number,\r\n takeBufferOwnership?: boolean\r\n );\r\n\r\n /**\r\n * Constructor\r\n * @param engine the engine\r\n * @param data the data to use for this vertex buffer\r\n * @param kind the vertex buffer kind\r\n * @param options defines the rest of the options used to create the buffer\r\n */\r\n constructor(engine: ThinEngine, data: DataArray | Buffer | DataBuffer, kind: string, options?: IVertexBufferOptions);\r\n\r\n /** @internal */\r\n constructor(\r\n engine: ThinEngine,\r\n data: DataArray | Buffer | DataBuffer,\r\n kind: string,\r\n updatableOrOptions?: boolean | IVertexBufferOptions,\r\n postponeInternalCreation?: boolean,\r\n stride?: number,\r\n instanced?: boolean,\r\n offset?: number,\r\n size?: number,\r\n type?: number,\r\n normalized = false,\r\n useBytes = false,\r\n divisor = 1,\r\n takeBufferOwnership = false\r\n ) {\r\n let updatable = false;\r\n\r\n this.engine = engine;\r\n\r\n if (typeof updatableOrOptions === \"object\" && updatableOrOptions !== null) {\r\n updatable = updatableOrOptions.updatable ?? false;\r\n postponeInternalCreation = updatableOrOptions.postponeInternalCreation;\r\n stride = updatableOrOptions.stride;\r\n instanced = updatableOrOptions.instanced;\r\n offset = updatableOrOptions.offset;\r\n size = updatableOrOptions.size;\r\n type = updatableOrOptions.type;\r\n normalized = updatableOrOptions.normalized ?? false;\r\n useBytes = updatableOrOptions.useBytes ?? false;\r\n divisor = updatableOrOptions.divisor ?? 1;\r\n takeBufferOwnership = updatableOrOptions.takeBufferOwnership ?? false;\r\n this._label = updatableOrOptions.label;\r\n } else {\r\n updatable = !!updatableOrOptions;\r\n }\r\n\r\n if (data instanceof Buffer) {\r\n this._buffer = data;\r\n this._ownsBuffer = takeBufferOwnership;\r\n } else {\r\n this._buffer = new Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes, divisor, this._label);\r\n this._ownsBuffer = true;\r\n }\r\n\r\n this.uniqueId = VertexBuffer._Counter++;\r\n this._kind = kind;\r\n\r\n if (type === undefined) {\r\n const vertexData = this.getData();\r\n this.type = vertexData ? VertexBuffer.GetDataType(vertexData) : VertexBuffer.FLOAT;\r\n } else {\r\n this.type = type;\r\n }\r\n\r\n const typeByteLength = VertexBuffer.GetTypeByteLength(this.type);\r\n\r\n if (useBytes) {\r\n this._size = size || (stride ? stride / typeByteLength : VertexBuffer.DeduceStride(kind));\r\n this.byteStride = stride || this._buffer.byteStride || this._size * typeByteLength;\r\n this.byteOffset = offset || 0;\r\n } else {\r\n this._size = size || stride || VertexBuffer.DeduceStride(kind);\r\n this.byteStride = stride ? stride * typeByteLength : this._buffer.byteStride || this._size * typeByteLength;\r\n this.byteOffset = (offset || 0) * typeByteLength;\r\n }\r\n\r\n this.normalized = normalized;\r\n\r\n this._instanced = instanced !== undefined ? instanced : false;\r\n this._instanceDivisor = instanced ? divisor : 0;\r\n\r\n this._alignBuffer();\r\n this._computeHashCode();\r\n }\r\n\r\n private _computeHashCode(): void {\r\n // note: cast to any because the property is declared readonly\r\n (this.hashCode as any) =\r\n ((this.type - 5120) << 0) +\r\n ((this.normalized ? 1 : 0) << 3) +\r\n (this._size << 4) +\r\n ((this._instanced ? 1 : 0) << 6) +\r\n /* keep 5 bits free */\r\n (this.byteStride << 12);\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n this._buffer?._rebuild();\r\n }\r\n\r\n /**\r\n * Returns the kind of the VertexBuffer (string)\r\n * @returns a string\r\n */\r\n public getKind(): string {\r\n return this._kind;\r\n }\r\n\r\n // Properties\r\n\r\n /**\r\n * Gets a boolean indicating if the VertexBuffer is updatable?\r\n * @returns true if the buffer is updatable\r\n */\r\n public isUpdatable(): boolean {\r\n return this._buffer.isUpdatable();\r\n }\r\n\r\n /**\r\n * Gets current buffer's data\r\n * @returns a DataArray or null\r\n */\r\n public getData(): Nullable<DataArray> {\r\n return this._buffer.getData();\r\n }\r\n\r\n /**\r\n * Gets current buffer's data as a float array. Float data is constructed if the vertex buffer data cannot be returned directly.\r\n * @param totalVertices number of vertices in the buffer to take into account\r\n * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it\r\n * @returns a float array containing vertex data\r\n */\r\n public getFloatData(totalVertices: number, forceCopy?: boolean): Nullable<FloatArray> {\r\n const data = this.getData();\r\n if (!data) {\r\n return null;\r\n }\r\n\r\n return VertexBuffer.GetFloatData(data, this._size, this.type, this.byteOffset, this.byteStride, this.normalized, totalVertices, forceCopy);\r\n }\r\n\r\n /**\r\n * Gets underlying native buffer\r\n * @returns underlying native buffer\r\n */\r\n public getBuffer(): Nullable<DataBuffer> {\r\n return this._buffer.getBuffer();\r\n }\r\n\r\n /**\r\n * Gets the Buffer instance that wraps the native GPU buffer\r\n * @returns the wrapper buffer\r\n */\r\n public getWrapperBuffer(): Buffer {\r\n return this._buffer;\r\n }\r\n\r\n /**\r\n * Gets the stride in float32 units (i.e. byte stride / 4).\r\n * May not be an integer if the byte stride is not divisible by 4.\r\n * @returns the stride in float32 units\r\n * @deprecated Please use byteStride instead.\r\n */\r\n public getStrideSize(): number {\r\n return this.byteStride / VertexBuffer.GetTypeByteLength(this.type);\r\n }\r\n\r\n /**\r\n * Returns the offset as a multiple of the type byte length.\r\n * @returns the offset in bytes\r\n * @deprecated Please use byteOffset instead.\r\n */\r\n public getOffset(): number {\r\n return this.byteOffset / VertexBuffer.GetTypeByteLength(this.type);\r\n }\r\n\r\n /**\r\n * Returns the number of components or the byte size per vertex attribute\r\n * @param sizeInBytes If true, returns the size in bytes or else the size in number of components of the vertex attribute (default: false)\r\n * @returns the number of components\r\n */\r\n public getSize(sizeInBytes = false): number {\r\n return sizeInBytes ? this._size * VertexBuffer.GetTypeByteLength(this.type) : this._size;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced\r\n * @returns true if this buffer is instanced\r\n */\r\n public getIsInstanced(): boolean {\r\n return this._instanced;\r\n }\r\n\r\n /**\r\n * Returns the instancing divisor, zero for non-instanced (integer).\r\n * @returns a number\r\n */\r\n public getInstanceDivisor(): number {\r\n return this._instanceDivisor;\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property\r\n * @param data defines the data to store\r\n */\r\n public create(data?: DataArray): void {\r\n this._buffer.create(data);\r\n this._alignBuffer();\r\n }\r\n\r\n /**\r\n * Updates the underlying buffer according to the passed numeric array or Float32Array.\r\n * This function will create a new buffer if the current one is not updatable\r\n * @param data defines the data to store\r\n */\r\n public update(data: DataArray): void {\r\n this._buffer.update(data);\r\n this._alignBuffer();\r\n }\r\n\r\n /**\r\n * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.\r\n * Returns the directly updated WebGLBuffer.\r\n * @param data the new data\r\n * @param offset the new offset\r\n * @param useBytes set to true if the offset is in bytes\r\n */\r\n public updateDirectly(data: DataArray, offset: number, useBytes: boolean = false): void {\r\n this._buffer.updateDirectly(data, offset, undefined, useBytes);\r\n this._alignBuffer();\r\n }\r\n\r\n /**\r\n * Disposes the VertexBuffer and the underlying WebGLBuffer.\r\n */\r\n public dispose(): void {\r\n if (this._ownsBuffer) {\r\n this._buffer.dispose();\r\n }\r\n\r\n this._isDisposed = true;\r\n }\r\n\r\n /**\r\n * Enumerates each value of this vertex buffer as numbers.\r\n * @param count the number of values to enumerate\r\n * @param callback the callback function called for each value\r\n */\r\n public forEach(count: number, callback: (value: number, index: number) => void): void {\r\n VertexBuffer.ForEach(this._buffer.getData()!, this.byteOffset, this.byteStride, this._size, this.type, count, this.normalized, callback);\r\n }\r\n\r\n /** @internal */\r\n public _alignBuffer() {}\r\n\r\n // Enums\r\n /**\r\n * Positions\r\n */\r\n public static readonly PositionKind = \"position\";\r\n /**\r\n * Normals\r\n */\r\n public static readonly NormalKind = \"normal\";\r\n /**\r\n * Tangents\r\n */\r\n public static readonly TangentKind = \"tangent\";\r\n /**\r\n * Texture coordinates\r\n */\r\n public static readonly UVKind = \"uv\";\r\n /**\r\n * Texture coordinates 2\r\n */\r\n public static readonly UV2Kind = \"uv2\";\r\n /**\r\n * Texture coordinates 3\r\n */\r\n public static readonly UV3Kind = \"uv3\";\r\n /**\r\n * Texture coordinates 4\r\n */\r\n public static readonly UV4Kind = \"uv4\";\r\n /**\r\n * Texture coordinates 5\r\n */\r\n public static readonly UV5Kind = \"uv5\";\r\n /**\r\n * Texture coordinates 6\r\n */\r\n public static readonly UV6Kind = \"uv6\";\r\n /**\r\n * Colors\r\n */\r\n public static readonly ColorKind = \"color\";\r\n /**\r\n * Instance Colors\r\n */\r\n public static readonly ColorInstanceKind = \"instanceColor\";\r\n /**\r\n * Matrix indices (for bones)\r\n */\r\n public static readonly MatricesIndicesKind = \"matricesIndices\";\r\n /**\r\n * Matrix weights (for bones)\r\n */\r\n public static readonly MatricesWeightsKind = \"matricesWeights\";\r\n /**\r\n * Additional matrix indices (for bones)\r\n */\r\n public static readonly MatricesIndicesExtraKind = \"matricesIndicesExtra\";\r\n /**\r\n * Additional matrix weights (for bones)\r\n */\r\n public static readonly MatricesWeightsExtraKind = \"matricesWeightsExtra\";\r\n\r\n /**\r\n * Deduces the stride given a kind.\r\n * @param kind The kind string to deduce\r\n * @returns The deduced stride\r\n */\r\n public static DeduceStride(kind: string): number {\r\n switch (kind) {\r\n case VertexBuffer.UVKind:\r\n case VertexBuffer.UV2Kind:\r\n case VertexBuffer.UV3Kind:\r\n case VertexBuffer.UV4Kind:\r\n case VertexBuffer.UV5Kind:\r\n case VertexBuffer.UV6Kind:\r\n return 2;\r\n case VertexBuffer.NormalKind:\r\n case VertexBuffer.PositionKind:\r\n return 3;\r\n case VertexBuffer.ColorKind:\r\n case VertexBuffer.ColorInstanceKind:\r\n case VertexBuffer.MatricesIndicesKind:\r\n case VertexBuffer.MatricesIndicesExtraKind:\r\n case VertexBuffer.MatricesWeightsKind:\r\n case VertexBuffer.MatricesWeightsExtraKind:\r\n case VertexBuffer.TangentKind:\r\n return 4;\r\n default:\r\n throw new Error(\"Invalid kind '\" + kind + \"'\");\r\n }\r\n }\r\n\r\n /**\r\n * Gets the vertex buffer type of the given data array.\r\n * @param data the data array\r\n * @returns the vertex buffer type\r\n */\r\n public static GetDataType(data: DataArray): number {\r\n if (data instanceof Int8Array) {\r\n return VertexBuffer.BYTE;\r\n } else if (data instanceof Uint8Array) {\r\n return VertexBuffer.UNSIGNED_BYTE;\r\n } else if (data instanceof Int16Array) {\r\n return VertexBuffer.SHORT;\r\n } else if (data instanceof Uint16Array) {\r\n return VertexBuffer.UNSIGNED_SHORT;\r\n } else if (data instanceof Int32Array) {\r\n return VertexBuffer.INT;\r\n } else if (data instanceof Uint32Array) {\r\n return VertexBuffer.UNSIGNED_INT;\r\n } else {\r\n return VertexBuffer.FLOAT;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the byte length of the given type.\r\n * @param type the type\r\n * @returns the number of bytes\r\n */\r\n public static GetTypeByteLength(type: number): number {\r\n switch (type) {\r\n case VertexBuffer.BYTE:\r\n case VertexBuffer.UNSIGNED_BYTE:\r\n return 1;\r\n case VertexBuffer.SHORT:\r\n case VertexBuffer.UNSIGNED_SHORT:\r\n return 2;\r\n case VertexBuffer.INT:\r\n case VertexBuffer.UNSIGNED_INT:\r\n case VertexBuffer.FLOAT:\r\n return 4;\r\n default:\r\n throw new Error(`Invalid type '${type}'`);\r\n }\r\n }\r\n\r\n /**\r\n * Enumerates each value of the given parameters as numbers.\r\n * @param data the data to enumerate\r\n * @param byteOffset the byte offset of the data\r\n * @param byteStride the byte stride of the data\r\n * @param componentCount the number of components per element\r\n * @param componentType the type of the component\r\n * @param count the number of values to enumerate\r\n * @param normalized whether the data is normalized\r\n * @param callback the callback function called for each value\r\n */\r\n public static ForEach(\r\n data: DataArray,\r\n byteOffset: number,\r\n byteStride: number,\r\n componentCount: number,\r\n componentType: number,\r\n count: number,\r\n normalized: boolean,\r\n callback: (value: number, index: number) => void\r\n ): void {\r\n if (data instanceof Array) {\r\n let offset = byteOffset / 4;\r\n const stride = byteStride / 4;\r\n for (let index = 0; index < count; index += componentCount) {\r\n for (let componentIndex = 0; componentIndex < componentCount; componentIndex++) {\r\n callback(data[offset + componentIndex], index + componentIndex);\r\n }\r\n offset += stride;\r\n }\r\n } else {\r\n const dataView = data instanceof ArrayBuffer ? new DataView(data) : new DataView(data.buffer, data.byteOffset, data.byteLength);\r\n const componentByteLength = VertexBuffer.GetTypeByteLength(componentType);\r\n for (let index = 0; index < count; index += componentCount) {\r\n let componentByteOffset = byteOffset;\r\n for (let componentIndex = 0; componentIndex < componentCount; componentIndex++) {\r\n const value = VertexBuffer._GetFloatValue(dataView, componentType, componentByteOffset, normalized);\r\n callback(value, index + componentIndex);\r\n componentByteOffset += componentByteLength;\r\n }\r\n byteOffset += byteStride;\r\n }\r\n }\r\n }\r\n\r\n private static _GetFloatValue(dataView: DataView, type: number, byteOffset: number, normalized: boolean): number {\r\n switch (type) {\r\n case VertexBuffer.BYTE: {\r\n let value = dataView.getInt8(byteOffset);\r\n if (normalized) {\r\n value = Math.max(value / 127, -1);\r\n }\r\n return value;\r\n }\r\n case VertexBuffer.UNSIGNED_BYTE: {\r\n let value = dataView.getUint8(byteOffset);\r\n if (normalized) {\r\n value = value / 255;\r\n }\r\n return value;\r\n }\r\n case VertexBuffer.SHORT: {\r\n let value = dataView.getInt16(byteOffset, true);\r\n if (normalized) {\r\n value = Math.max(value / 32767, -1);\r\n }\r\n return value;\r\n }\r\n case VertexBuffer.UNSIGNED_SHORT: {\r\n let value = dataView.getUint16(byteOffset, true);\r\n if (normalized) {\r\n value = value / 65535;\r\n }\r\n return value;\r\n }\r\n case VertexBuffer.INT: {\r\n return dataView.getInt32(byteOffset, true);\r\n }\r\n case VertexBuffer.UNSIGNED_INT: {\r\n return dataView.getUint32(byteOffset, true);\r\n }\r\n case VertexBuffer.FLOAT: {\r\n return dataView.getFloat32(byteOffset, true);\r\n }\r\n default: {\r\n throw new Error(`Invalid component type ${type}`);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the given data array as a float array. Float data is constructed if the data array cannot be returned directly.\r\n * @param data the input data array\r\n * @param size the number of components\r\n * @param type the component type\r\n * @param byteOffset the byte offset of the data\r\n * @param byteStride the byte stride of the data\r\n * @param normalized whether the data is normalized\r\n * @param totalVertices number of vertices in the buffer to take into account\r\n * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it\r\n * @returns a float array containing vertex data\r\n */\r\n public static GetFloatData(\r\n data: DataArray,\r\n size: number,\r\n type: number,\r\n byteOffset: number,\r\n byteStride: number,\r\n normalized: boolean,\r\n totalVertices: number,\r\n forceCopy?: boolean\r\n ): FloatArray {\r\n const tightlyPackedByteStride = size * VertexBuffer.GetTypeByteLength(type);\r\n const count = totalVertices * size;\r\n\r\n if (type !== VertexBuffer.FLOAT || byteStride !== tightlyPackedByteStride) {\r\n const copy = new Float32Array(count);\r\n VertexBuffer.ForEach(data, byteOffset, byteStride, size, type, count, normalized, (value, index) => (copy[index] = value));\r\n return copy;\r\n }\r\n\r\n if (!(data instanceof Array || data instanceof Float32Array) || byteOffset !== 0 || data.length !== count) {\r\n if (data instanceof Array) {\r\n const offset = byteOffset / 4;\r\n return data.slice(offset, offset + count);\r\n } else if (data instanceof ArrayBuffer) {\r\n return new Float32Array(data, byteOffset, count);\r\n } else {\r\n let offset = data.byteOffset + byteOffset;\r\n if (forceCopy) {\r\n const result = new Float32Array(count);\r\n const source = new Float32Array(data.buffer, offset, count);\r\n\r\n result.set(source);\r\n\r\n return result;\r\n }\r\n\r\n // Protect against bad data\r\n const remainder = offset % 4;\r\n\r\n if (remainder) {\r\n offset = Math.max(0, offset - remainder);\r\n }\r\n\r\n return new Float32Array(data.buffer, offset, count);\r\n }\r\n }\r\n\r\n if (forceCopy) {\r\n return data.slice();\r\n }\r\n\r\n return data;\r\n }\r\n}\r\n"]}
@@ -34,7 +34,6 @@ export class BaseCameraPointersInput {
34
34
  this._shiftKey = false;
35
35
  this._buttonsPressed = 0;
36
36
  this._pointerInput = (p) => {
37
- var _a, _b;
38
37
  const evt = p.event;
39
38
  const isTouch = evt.pointerType === "touch";
40
39
  if (p.type !== PointerEventTypes.POINTERMOVE && this.buttons.indexOf(evt.button) === -1) {
@@ -53,12 +52,12 @@ export class BaseCameraPointersInput {
53
52
  this._pointA = null;
54
53
  this._pointB = null;
55
54
  }
56
- else if (p.type !== PointerEventTypes.POINTERDOWN && isTouch && ((_a = this._pointA) === null || _a === void 0 ? void 0 : _a.pointerId) !== evt.pointerId && ((_b = this._pointB) === null || _b === void 0 ? void 0 : _b.pointerId) !== evt.pointerId) {
55
+ else if (p.type !== PointerEventTypes.POINTERDOWN && isTouch && this._pointA?.pointerId !== evt.pointerId && this._pointB?.pointerId !== evt.pointerId) {
57
56
  return; // If we get a non-down event for a touch that we're not tracking, ignore it
58
57
  }
59
58
  else if (p.type === PointerEventTypes.POINTERDOWN && (this._currentActiveButton === -1 || isTouch)) {
60
59
  try {
61
- srcElement === null || srcElement === void 0 ? void 0 : srcElement.setPointerCapture(evt.pointerId);
60
+ srcElement?.setPointerCapture(evt.pointerId);
62
61
  }
63
62
  catch (e) {
64
63
  //Nothing to do with the error. Execution will continue.
@@ -96,7 +95,7 @@ export class BaseCameraPointersInput {
96
95
  }
97
96
  else if (p.type === PointerEventTypes.POINTERUP && (this._currentActiveButton === evt.button || isTouch)) {
98
97
  try {
99
- srcElement === null || srcElement === void 0 ? void 0 : srcElement.releasePointerCapture(evt.pointerId);
98
+ srcElement?.releasePointerCapture(evt.pointerId);
100
99
  }
101
100
  catch (e) {
102
101
  //Nothing to do with the error.
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport type { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { EventState, Observer } from \"../../Misc/observable\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport type { PointerInfo, PointerTouch } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n\r\n/**\r\n * Base class for Camera Pointer Inputs.\r\n * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts\r\n * for example usage.\r\n */\r\nexport abstract class BaseCameraPointersInput implements ICameraInput<Camera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public abstract camera: Camera;\r\n\r\n /**\r\n * Whether keyboard modifier keys are pressed at time of last mouse event.\r\n */\r\n protected _altKey: boolean;\r\n protected _ctrlKey: boolean;\r\n protected _metaKey: boolean;\r\n protected _shiftKey: boolean;\r\n\r\n /**\r\n * Which mouse buttons were pressed at time of last mouse event.\r\n * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons\r\n */\r\n protected _buttonsPressed: number;\r\n\r\n private _currentActiveButton: number = -1;\r\n private _contextMenuBind: EventListener;\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera move.\r\n */\r\n @serialize()\r\n public buttons = [0, 1, 2];\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n // eslint-disable-next-line prefer-rest-params\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n const engine = this.camera.getEngine();\r\n const element = engine.getInputElement();\r\n let previousPinchSquaredDistance = 0;\r\n let previousMultiTouchPanPosition: Nullable<PointerTouch> = null;\r\n\r\n this._pointA = null;\r\n this._pointB = null;\r\n\r\n this._altKey = false;\r\n this._ctrlKey = false;\r\n this._metaKey = false;\r\n this._shiftKey = false;\r\n this._buttonsPressed = 0;\r\n\r\n this._pointerInput = (p) => {\r\n const evt = <IPointerEvent>p.event;\r\n const isTouch = evt.pointerType === \"touch\";\r\n\r\n if (p.type !== PointerEventTypes.POINTERMOVE && this.buttons.indexOf(evt.button) === -1) {\r\n return;\r\n }\r\n\r\n const srcElement = <HTMLElement>evt.target;\r\n\r\n this._altKey = evt.altKey;\r\n this._ctrlKey = evt.ctrlKey;\r\n this._metaKey = evt.metaKey;\r\n this._shiftKey = evt.shiftKey;\r\n this._buttonsPressed = evt.buttons;\r\n\r\n if (engine.isPointerLock) {\r\n const offsetX = evt.movementX;\r\n const offsetY = evt.movementY;\r\n\r\n this.onTouch(null, offsetX, offsetY);\r\n this._pointA = null;\r\n this._pointB = null;\r\n } else if (p.type !== PointerEventTypes.POINTERDOWN && isTouch && this._pointA?.pointerId !== evt.pointerId && this._pointB?.pointerId !== evt.pointerId) {\r\n return; // If we get a non-down event for a touch that we're not tracking, ignore it\r\n } else if (p.type === PointerEventTypes.POINTERDOWN && (this._currentActiveButton === -1 || isTouch)) {\r\n try {\r\n srcElement?.setPointerCapture(evt.pointerId);\r\n } catch (e) {\r\n //Nothing to do with the error. Execution will continue.\r\n }\r\n\r\n if (this._pointA === null) {\r\n this._pointA = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n pointerId: evt.pointerId,\r\n type: evt.pointerType,\r\n };\r\n } else if (this._pointB === null) {\r\n this._pointB = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n pointerId: evt.pointerId,\r\n type: evt.pointerType,\r\n };\r\n } else {\r\n return; // We are already tracking two pointers so ignore this one\r\n }\r\n\r\n if (this._currentActiveButton === -1 && !isTouch) {\r\n this._currentActiveButton = evt.button;\r\n }\r\n this.onButtonDown(evt);\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n element && element.focus();\r\n }\r\n } else if (p.type === PointerEventTypes.POINTERDOUBLETAP) {\r\n this.onDoubleTap(evt.pointerType);\r\n } else if (p.type === PointerEventTypes.POINTERUP && (this._currentActiveButton === evt.button || isTouch)) {\r\n try {\r\n srcElement?.releasePointerCapture(evt.pointerId);\r\n } catch (e) {\r\n //Nothing to do with the error.\r\n }\r\n\r\n if (!isTouch) {\r\n this._pointB = null; // Mouse and pen are mono pointer\r\n }\r\n\r\n //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,\r\n //but emptying completely pointers collection is required to fix a bug on iPhone :\r\n //when changing orientation while pinching camera,\r\n //one pointer stay pressed forever if we don't release all pointers\r\n //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected\r\n if (engine._badOS) {\r\n this._pointA = this._pointB = null;\r\n } else {\r\n //only remove the impacted pointer in case of multitouch allowing on most\r\n //platforms switching from rotate to zoom and pan seamlessly.\r\n if (this._pointB && this._pointA && this._pointA.pointerId == evt.pointerId) {\r\n this._pointA = this._pointB;\r\n this._pointB = null;\r\n } else if (this._pointA && this._pointB && this._pointB.pointerId == evt.pointerId) {\r\n this._pointB = null;\r\n } else {\r\n this._pointA = this._pointB = null;\r\n }\r\n }\r\n\r\n if (previousPinchSquaredDistance !== 0 || previousMultiTouchPanPosition) {\r\n // Previous pinch data is populated but a button has been lifted\r\n // so pinch has ended.\r\n this.onMultiTouch(\r\n this._pointA,\r\n this._pointB,\r\n previousPinchSquaredDistance,\r\n 0, // pinchSquaredDistance\r\n previousMultiTouchPanPosition,\r\n null // multiTouchPanPosition\r\n );\r\n previousPinchSquaredDistance = 0;\r\n previousMultiTouchPanPosition = null;\r\n }\r\n\r\n this._currentActiveButton = -1;\r\n this.onButtonUp(evt);\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n } else if (p.type === PointerEventTypes.POINTERMOVE) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n\r\n // One button down\r\n if (this._pointA && this._pointB === null) {\r\n const offsetX = evt.clientX - this._pointA.x;\r\n const offsetY = evt.clientY - this._pointA.y;\r\n this.onTouch(this._pointA, offsetX, offsetY);\r\n\r\n this._pointA.x = evt.clientX;\r\n this._pointA.y = evt.clientY;\r\n }\r\n // Two buttons down: pinch\r\n else if (this._pointA && this._pointB) {\r\n const ed = this._pointA.pointerId === evt.pointerId ? this._pointA : this._pointB;\r\n ed.x = evt.clientX;\r\n ed.y = evt.clientY;\r\n const distX = this._pointA.x - this._pointB.x;\r\n const distY = this._pointA.y - this._pointB.y;\r\n const pinchSquaredDistance = distX * distX + distY * distY;\r\n const multiTouchPanPosition = {\r\n x: (this._pointA.x + this._pointB.x) / 2,\r\n y: (this._pointA.y + this._pointB.y) / 2,\r\n pointerId: evt.pointerId,\r\n type: p.type,\r\n };\r\n\r\n this.onMultiTouch(this._pointA, this._pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition);\r\n\r\n previousMultiTouchPanPosition = multiTouchPanPosition;\r\n previousPinchSquaredDistance = pinchSquaredDistance;\r\n }\r\n }\r\n };\r\n\r\n this._observer = this.camera\r\n .getScene()\r\n ._inputManager._addCameraPointerObserver(\r\n this._pointerInput,\r\n PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE | PointerEventTypes.POINTERDOUBLETAP\r\n );\r\n\r\n this._onLostFocus = () => {\r\n this._pointA = this._pointB = null;\r\n previousPinchSquaredDistance = 0;\r\n previousMultiTouchPanPosition = null;\r\n this.onLostFocus();\r\n };\r\n\r\n this._contextMenuBind = (evt: Event) => this.onContextMenu(evt as PointerEvent);\r\n\r\n element && element.addEventListener(\"contextmenu\", this._contextMenuBind, false);\r\n\r\n const hostWindow = this.camera.getScene().getEngine().getHostWindow();\r\n\r\n if (hostWindow) {\r\n Tools.RegisterTopRootEvents(hostWindow, [{ name: \"blur\", handler: this._onLostFocus }]);\r\n }\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._onLostFocus) {\r\n const hostWindow = this.camera.getScene().getEngine().getHostWindow();\r\n if (hostWindow) {\r\n Tools.UnregisterTopRootEvents(hostWindow, [{ name: \"blur\", handler: this._onLostFocus }]);\r\n }\r\n }\r\n\r\n if (this._observer) {\r\n this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);\r\n this._observer = null;\r\n\r\n if (this._contextMenuBind) {\r\n const inputElement = this.camera.getScene().getEngine().getInputElement();\r\n inputElement && inputElement.removeEventListener(\"contextmenu\", this._contextMenuBind);\r\n }\r\n\r\n this._onLostFocus = null;\r\n }\r\n\r\n this._altKey = false;\r\n this._ctrlKey = false;\r\n this._metaKey = false;\r\n this._shiftKey = false;\r\n this._buttonsPressed = 0;\r\n this._currentActiveButton = -1;\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"BaseCameraPointersInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"pointers\";\r\n }\r\n\r\n /**\r\n * Called on pointer POINTERDOUBLETAP event.\r\n * Override this method to provide functionality on POINTERDOUBLETAP event.\r\n * @param type type of event\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public onDoubleTap(type: string) {}\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n /**\r\n * Called on pointer POINTERMOVE event if only a single touch is active.\r\n * Override this method to provide functionality.\r\n * @param point The current position of the pointer\r\n * @param offsetX The offsetX of the pointer when the event occurred\r\n * @param offsetY The offsetY of the pointer when the event occurred\r\n */\r\n public onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void {}\r\n\r\n /**\r\n * Called on pointer POINTERMOVE event if multiple touches are active.\r\n * Override this method to provide functionality.\r\n * @param _pointA First point in the pair\r\n * @param _pointB Second point in the pair\r\n * @param previousPinchSquaredDistance Sqr Distance between the points the last time this event was fired (by this input)\r\n * @param pinchSquaredDistance Sqr Distance between the points this time\r\n * @param previousMultiTouchPanPosition Previous center point between the points\r\n * @param multiTouchPanPosition Current center point between the points\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public onMultiTouch(\r\n _pointA: Nullable<PointerTouch>,\r\n _pointB: Nullable<PointerTouch>,\r\n previousPinchSquaredDistance: number,\r\n pinchSquaredDistance: number,\r\n previousMultiTouchPanPosition: Nullable<PointerTouch>,\r\n multiTouchPanPosition: Nullable<PointerTouch>\r\n ): void {}\r\n\r\n /**\r\n * Called on JS contextmenu event.\r\n * Override this method to provide functionality.\r\n * @param evt the event to be handled\r\n */\r\n public onContextMenu(evt: PointerEvent): void {\r\n evt.preventDefault();\r\n }\r\n\r\n /**\r\n * Called each time a new POINTERDOWN event occurs. Ie, for each button\r\n * press.\r\n * Override this method to provide functionality.\r\n * @param _evt Defines the event to track\r\n */\r\n public onButtonDown(_evt: IPointerEvent): void {}\r\n\r\n /**\r\n * Called each time a new POINTERUP event occurs. Ie, for each button\r\n * release.\r\n * Override this method to provide functionality.\r\n * @param _evt Defines the event to track\r\n */\r\n public onButtonUp(_evt: IPointerEvent): void {}\r\n\r\n /**\r\n * Called when window becomes inactive.\r\n * Override this method to provide functionality.\r\n */\r\n public onLostFocus(): void {}\r\n\r\n private _pointerInput: (p: PointerInfo, s: EventState) => void;\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _onLostFocus: Nullable<(e: FocusEvent) => any>;\r\n private _pointA: Nullable<PointerTouch>;\r\n private _pointB: Nullable<PointerTouch>;\r\n}\r\n"]}
1
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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport type { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { EventState, Observer } from \"../../Misc/observable\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport type { PointerInfo, PointerTouch } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n\r\n/**\r\n * Base class for Camera Pointer Inputs.\r\n * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts\r\n * for example usage.\r\n */\r\nexport abstract class BaseCameraPointersInput implements ICameraInput<Camera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public abstract camera: Camera;\r\n\r\n /**\r\n * Whether keyboard modifier keys are pressed at time of last mouse event.\r\n */\r\n protected _altKey: boolean;\r\n protected _ctrlKey: boolean;\r\n protected _metaKey: boolean;\r\n protected _shiftKey: boolean;\r\n\r\n /**\r\n * Which mouse buttons were pressed at time of last mouse event.\r\n * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons\r\n */\r\n protected _buttonsPressed: number;\r\n\r\n private _currentActiveButton: number = -1;\r\n private _contextMenuBind: EventListener;\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera move.\r\n */\r\n @serialize()\r\n public buttons = [0, 1, 2];\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n // eslint-disable-next-line prefer-rest-params\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n const engine = this.camera.getEngine();\r\n const element = engine.getInputElement();\r\n let previousPinchSquaredDistance = 0;\r\n let previousMultiTouchPanPosition: Nullable<PointerTouch> = null;\r\n\r\n this._pointA = null;\r\n this._pointB = null;\r\n\r\n this._altKey = false;\r\n this._ctrlKey = false;\r\n this._metaKey = false;\r\n this._shiftKey = false;\r\n this._buttonsPressed = 0;\r\n\r\n this._pointerInput = (p) => {\r\n const evt = <IPointerEvent>p.event;\r\n const isTouch = evt.pointerType === \"touch\";\r\n\r\n if (p.type !== PointerEventTypes.POINTERMOVE && this.buttons.indexOf(evt.button) === -1) {\r\n return;\r\n }\r\n\r\n const srcElement = <HTMLElement>evt.target;\r\n\r\n this._altKey = evt.altKey;\r\n this._ctrlKey = evt.ctrlKey;\r\n this._metaKey = evt.metaKey;\r\n this._shiftKey = evt.shiftKey;\r\n this._buttonsPressed = evt.buttons;\r\n\r\n if (engine.isPointerLock) {\r\n const offsetX = evt.movementX;\r\n const offsetY = evt.movementY;\r\n\r\n this.onTouch(null, offsetX, offsetY);\r\n this._pointA = null;\r\n this._pointB = null;\r\n } else if (p.type !== PointerEventTypes.POINTERDOWN && isTouch && this._pointA?.pointerId !== evt.pointerId && this._pointB?.pointerId !== evt.pointerId) {\r\n return; // If we get a non-down event for a touch that we're not tracking, ignore it\r\n } else if (p.type === PointerEventTypes.POINTERDOWN && (this._currentActiveButton === -1 || isTouch)) {\r\n try {\r\n srcElement?.setPointerCapture(evt.pointerId);\r\n } catch (e) {\r\n //Nothing to do with the error. Execution will continue.\r\n }\r\n\r\n if (this._pointA === null) {\r\n this._pointA = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n pointerId: evt.pointerId,\r\n type: evt.pointerType,\r\n };\r\n } else if (this._pointB === null) {\r\n this._pointB = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n pointerId: evt.pointerId,\r\n type: evt.pointerType,\r\n };\r\n } else {\r\n return; // We are already tracking two pointers so ignore this one\r\n }\r\n\r\n if (this._currentActiveButton === -1 && !isTouch) {\r\n this._currentActiveButton = evt.button;\r\n }\r\n this.onButtonDown(evt);\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n element && element.focus();\r\n }\r\n } else if (p.type === PointerEventTypes.POINTERDOUBLETAP) {\r\n this.onDoubleTap(evt.pointerType);\r\n } else if (p.type === PointerEventTypes.POINTERUP && (this._currentActiveButton === evt.button || isTouch)) {\r\n try {\r\n srcElement?.releasePointerCapture(evt.pointerId);\r\n } catch (e) {\r\n //Nothing to do with the error.\r\n }\r\n\r\n if (!isTouch) {\r\n this._pointB = null; // Mouse and pen are mono pointer\r\n }\r\n\r\n //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,\r\n //but emptying completely pointers collection is required to fix a bug on iPhone :\r\n //when changing orientation while pinching camera,\r\n //one pointer stay pressed forever if we don't release all pointers\r\n //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected\r\n if (engine._badOS) {\r\n this._pointA = this._pointB = null;\r\n } else {\r\n //only remove the impacted pointer in case of multitouch allowing on most\r\n //platforms switching from rotate to zoom and pan seamlessly.\r\n if (this._pointB && this._pointA && this._pointA.pointerId == evt.pointerId) {\r\n this._pointA = this._pointB;\r\n this._pointB = null;\r\n } else if (this._pointA && this._pointB && this._pointB.pointerId == evt.pointerId) {\r\n this._pointB = null;\r\n } else {\r\n this._pointA = this._pointB = null;\r\n }\r\n }\r\n\r\n if (previousPinchSquaredDistance !== 0 || previousMultiTouchPanPosition) {\r\n // Previous pinch data is populated but a button has been lifted\r\n // so pinch has ended.\r\n this.onMultiTouch(\r\n this._pointA,\r\n this._pointB,\r\n previousPinchSquaredDistance,\r\n 0, // pinchSquaredDistance\r\n previousMultiTouchPanPosition,\r\n null // multiTouchPanPosition\r\n );\r\n previousPinchSquaredDistance = 0;\r\n previousMultiTouchPanPosition = null;\r\n }\r\n\r\n this._currentActiveButton = -1;\r\n this.onButtonUp(evt);\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n } else if (p.type === PointerEventTypes.POINTERMOVE) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n\r\n // One button down\r\n if (this._pointA && this._pointB === null) {\r\n const offsetX = evt.clientX - this._pointA.x;\r\n const offsetY = evt.clientY - this._pointA.y;\r\n this.onTouch(this._pointA, offsetX, offsetY);\r\n\r\n this._pointA.x = evt.clientX;\r\n this._pointA.y = evt.clientY;\r\n }\r\n // Two buttons down: pinch\r\n else if (this._pointA && this._pointB) {\r\n const ed = this._pointA.pointerId === evt.pointerId ? this._pointA : this._pointB;\r\n ed.x = evt.clientX;\r\n ed.y = evt.clientY;\r\n const distX = this._pointA.x - this._pointB.x;\r\n const distY = this._pointA.y - this._pointB.y;\r\n const pinchSquaredDistance = distX * distX + distY * distY;\r\n const multiTouchPanPosition = {\r\n x: (this._pointA.x + this._pointB.x) / 2,\r\n y: (this._pointA.y + this._pointB.y) / 2,\r\n pointerId: evt.pointerId,\r\n type: p.type,\r\n };\r\n\r\n this.onMultiTouch(this._pointA, this._pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition);\r\n\r\n previousMultiTouchPanPosition = multiTouchPanPosition;\r\n previousPinchSquaredDistance = pinchSquaredDistance;\r\n }\r\n }\r\n };\r\n\r\n this._observer = this.camera\r\n .getScene()\r\n ._inputManager._addCameraPointerObserver(\r\n this._pointerInput,\r\n PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE | PointerEventTypes.POINTERDOUBLETAP\r\n );\r\n\r\n this._onLostFocus = () => {\r\n this._pointA = this._pointB = null;\r\n previousPinchSquaredDistance = 0;\r\n previousMultiTouchPanPosition = null;\r\n this.onLostFocus();\r\n };\r\n\r\n this._contextMenuBind = (evt: Event) => this.onContextMenu(evt as PointerEvent);\r\n\r\n element && element.addEventListener(\"contextmenu\", this._contextMenuBind, false);\r\n\r\n const hostWindow = this.camera.getScene().getEngine().getHostWindow();\r\n\r\n if (hostWindow) {\r\n Tools.RegisterTopRootEvents(hostWindow, [{ name: \"blur\", handler: this._onLostFocus }]);\r\n }\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._onLostFocus) {\r\n const hostWindow = this.camera.getScene().getEngine().getHostWindow();\r\n if (hostWindow) {\r\n Tools.UnregisterTopRootEvents(hostWindow, [{ name: \"blur\", handler: this._onLostFocus }]);\r\n }\r\n }\r\n\r\n if (this._observer) {\r\n this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);\r\n this._observer = null;\r\n\r\n if (this._contextMenuBind) {\r\n const inputElement = this.camera.getScene().getEngine().getInputElement();\r\n inputElement && inputElement.removeEventListener(\"contextmenu\", this._contextMenuBind);\r\n }\r\n\r\n this._onLostFocus = null;\r\n }\r\n\r\n this._altKey = false;\r\n this._ctrlKey = false;\r\n this._metaKey = false;\r\n this._shiftKey = false;\r\n this._buttonsPressed = 0;\r\n this._currentActiveButton = -1;\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"BaseCameraPointersInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"pointers\";\r\n }\r\n\r\n /**\r\n * Called on pointer POINTERDOUBLETAP event.\r\n * Override this method to provide functionality on POINTERDOUBLETAP event.\r\n * @param type type of event\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public onDoubleTap(type: string) {}\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n /**\r\n * Called on pointer POINTERMOVE event if only a single touch is active.\r\n * Override this method to provide functionality.\r\n * @param point The current position of the pointer\r\n * @param offsetX The offsetX of the pointer when the event occurred\r\n * @param offsetY The offsetY of the pointer when the event occurred\r\n */\r\n public onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void {}\r\n\r\n /**\r\n * Called on pointer POINTERMOVE event if multiple touches are active.\r\n * Override this method to provide functionality.\r\n * @param _pointA First point in the pair\r\n * @param _pointB Second point in the pair\r\n * @param previousPinchSquaredDistance Sqr Distance between the points the last time this event was fired (by this input)\r\n * @param pinchSquaredDistance Sqr Distance between the points this time\r\n * @param previousMultiTouchPanPosition Previous center point between the points\r\n * @param multiTouchPanPosition Current center point between the points\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public onMultiTouch(\r\n _pointA: Nullable<PointerTouch>,\r\n _pointB: Nullable<PointerTouch>,\r\n previousPinchSquaredDistance: number,\r\n pinchSquaredDistance: number,\r\n previousMultiTouchPanPosition: Nullable<PointerTouch>,\r\n multiTouchPanPosition: Nullable<PointerTouch>\r\n ): void {}\r\n\r\n /**\r\n * Called on JS contextmenu event.\r\n * Override this method to provide functionality.\r\n * @param evt the event to be handled\r\n */\r\n public onContextMenu(evt: PointerEvent): void {\r\n evt.preventDefault();\r\n }\r\n\r\n /**\r\n * Called each time a new POINTERDOWN event occurs. Ie, for each button\r\n * press.\r\n * Override this method to provide functionality.\r\n * @param _evt Defines the event to track\r\n */\r\n public onButtonDown(_evt: IPointerEvent): void {}\r\n\r\n /**\r\n * Called each time a new POINTERUP event occurs. Ie, for each button\r\n * release.\r\n * Override this method to provide functionality.\r\n * @param _evt Defines the event to track\r\n */\r\n public onButtonUp(_evt: IPointerEvent): void {}\r\n\r\n /**\r\n * Called when window becomes inactive.\r\n * Override this method to provide functionality.\r\n */\r\n public onLostFocus(): void {}\r\n\r\n private _pointerInput: (p: PointerInfo, s: EventState) => void;\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _onLostFocus: Nullable<(e: FocusEvent) => any>;\r\n private _pointA: Nullable<PointerTouch>;\r\n private _pointB: Nullable<PointerTouch>;\r\n}\r\n"]}
@@ -171,7 +171,6 @@ export class ArcRotateCameraMouseWheelInput {
171
171
  }
172
172
  // Get position on the hit plane
173
173
  _getPosition() {
174
- var _a;
175
174
  const camera = this.camera;
176
175
  const scene = camera.getScene();
177
176
  // since the _hitPlane is always updated to be orthogonal to the camera position vector
@@ -188,23 +187,22 @@ export class ArcRotateCameraMouseWheelInput {
188
187
  }
189
188
  let distance = 0;
190
189
  if (this._hitPlane) {
191
- distance = (_a = ray.intersectsPlane(this._hitPlane)) !== null && _a !== void 0 ? _a : 0;
190
+ distance = ray.intersectsPlane(this._hitPlane) ?? 0;
192
191
  }
193
192
  // not using this ray again, so modifying its vectors here is fine
194
193
  return ray.origin.addInPlace(ray.direction.scaleInPlace(distance));
195
194
  }
196
195
  _zoomToMouse(delta) {
197
- var _a, _b;
198
196
  const camera = this.camera;
199
197
  const inertiaComp = 1 - camera.inertia;
200
198
  if (camera.lowerRadiusLimit) {
201
- const lowerLimit = (_a = camera.lowerRadiusLimit) !== null && _a !== void 0 ? _a : 0;
199
+ const lowerLimit = camera.lowerRadiusLimit ?? 0;
202
200
  if (camera.radius - (camera.inertialRadiusOffset + delta) / inertiaComp < lowerLimit) {
203
201
  delta = (camera.radius - lowerLimit) * inertiaComp - camera.inertialRadiusOffset;
204
202
  }
205
203
  }
206
204
  if (camera.upperRadiusLimit) {
207
- const upperLimit = (_b = camera.upperRadiusLimit) !== null && _b !== void 0 ? _b : 0;
205
+ const upperLimit = camera.upperRadiusLimit ?? 0;
208
206
  if (camera.radius - (camera.inertialRadiusOffset + delta) / inertiaComp > upperLimit) {
209
207
  delta = (camera.radius - upperLimit) * inertiaComp - camera.inertialRadiusOffset;
210
208
  }
@@ -1 +1 @@
1
- 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type { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { EventState, Observer } from \"../../Misc/observable\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Plane } from \"../../Maths/math.plane\";\r\nimport { Vector3, Matrix, TmpVectors } from \"../../Maths/math.vector\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\nimport type { IWheelEvent } from \"../../Events/deviceInputEvents\";\r\nimport { EventConstants } from \"../../Events/deviceInputEvents\";\r\nimport { Scalar } from \"../../Maths/math.scalar\";\r\nimport { Tools } from \"../../Misc/tools\";\r\n\r\n/**\r\n * Firefox uses a different scheme to report scroll distances to other\r\n * browsers. Rather than use complicated methods to calculate the exact\r\n * multiple we need to apply, let's just cheat and use a constant.\r\n * https://developer.mozilla.org/en-US/docs/Web/API/WheelEvent/deltaMode\r\n * https://stackoverflow.com/questions/20110224/what-is-the-height-of-a-line-in-a-wheel-event-deltamode-dom-delta-line\r\n */\r\nconst ffMultiplier = 40;\r\n\r\n/**\r\n * Manage the mouse wheel inputs to control an arc rotate camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: ArcRotateCamera;\r\n\r\n /**\r\n * Gets or Set the mouse wheel precision or how fast is the camera zooming.\r\n */\r\n @serialize()\r\n public wheelPrecision = 3.0;\r\n\r\n /**\r\n * Gets or Set the boolean value that controls whether or not the mouse wheel\r\n * zooms to the location of the mouse pointer or not. The default is false.\r\n */\r\n @serialize()\r\n public zoomToMouseLocation = false;\r\n\r\n /**\r\n * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.\r\n * It defines the percentage of current camera.radius to use as delta when wheel is used.\r\n */\r\n @serialize()\r\n public wheelDeltaPercentage = 0;\r\n\r\n /**\r\n * If set, this function will be used to set the radius delta that will be added to the current camera radius\r\n */\r\n public customComputeDeltaFromMouseWheel: Nullable<(wheelDelta: number, input: ArcRotateCameraMouseWheelInput, event: IWheelEvent) => number> = null;\r\n\r\n private _wheel: Nullable<(p: PointerInfo, s: EventState) => void>;\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _hitPlane: Nullable<Plane>;\r\n private _viewOffset: Vector3 = new Vector3(0, 0, 0);\r\n private _globalOffset: Vector3 = new Vector3(0, 0, 0);\r\n\r\n protected _computeDeltaFromMouseWheelLegacyEvent(mouseWheelDelta: number, radius: number) {\r\n let delta = 0;\r\n const wheelDelta = mouseWheelDelta * 0.01 * this.wheelDeltaPercentage * radius;\r\n if (mouseWheelDelta > 0) {\r\n delta = wheelDelta / (1.0 + this.wheelDeltaPercentage);\r\n } else {\r\n delta = wheelDelta * (1.0 + this.wheelDeltaPercentage);\r\n }\r\n return delta;\r\n }\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n this._wheel = (p) => {\r\n //sanity check - this should be a PointerWheel event.\r\n if (p.type !== PointerEventTypes.POINTERWHEEL) {\r\n return;\r\n }\r\n const event = <IWheelEvent>p.event;\r\n let delta = 0;\r\n const platformScale = event.deltaMode === EventConstants.DOM_DELTA_LINE ? ffMultiplier : 1; // If this happens to be set to DOM_DELTA_LINE, adjust accordingly\r\n\r\n const wheelDelta = -(event.deltaY * platformScale);\r\n\r\n if (this.customComputeDeltaFromMouseWheel) {\r\n delta = this.customComputeDeltaFromMouseWheel(wheelDelta, this, event);\r\n } else {\r\n if (this.wheelDeltaPercentage) {\r\n delta = this._computeDeltaFromMouseWheelLegacyEvent(wheelDelta, this.camera.radius);\r\n\r\n // If zooming in, estimate the target radius and use that to compute the delta for inertia\r\n // this will stop multiple scroll events zooming in from adding too much inertia\r\n if (delta > 0) {\r\n let estimatedTargetRadius = this.camera.radius;\r\n let targetInertia = this.camera.inertialRadiusOffset + delta;\r\n for (let i = 0; i < 20 && Math.abs(targetInertia) > 0.001; i++) {\r\n estimatedTargetRadius -= targetInertia;\r\n targetInertia *= this.camera.inertia;\r\n }\r\n estimatedTargetRadius = Scalar.Clamp(estimatedTargetRadius, 0, Number.MAX_VALUE);\r\n delta = this._computeDeltaFromMouseWheelLegacyEvent(wheelDelta, estimatedTargetRadius);\r\n }\r\n } else {\r\n delta = wheelDelta / (this.wheelPrecision * 40);\r\n }\r\n }\r\n\r\n if (delta) {\r\n if (this.zoomToMouseLocation) {\r\n // If we are zooming to the mouse location, then we need to get the hit plane at the start of the zoom gesture if it doesn't exist\r\n // The hit plane is normally calculated after the first motion and each time there's motion so if we don't do this first,\r\n // the first zoom will be to the center of the screen\r\n if (!this._hitPlane) {\r\n this._updateHitPlane();\r\n }\r\n\r\n this._zoomToMouse(delta);\r\n } else {\r\n this.camera.inertialRadiusOffset += delta;\r\n }\r\n }\r\n\r\n if (event.preventDefault) {\r\n if (!noPreventDefault) {\r\n event.preventDefault();\r\n }\r\n }\r\n };\r\n\r\n this._observer = this.camera.getScene()._inputManager._addCameraPointerObserver(this._wheel, PointerEventTypes.POINTERWHEEL);\r\n\r\n if (this.zoomToMouseLocation) {\r\n this._inertialPanning.setAll(0);\r\n }\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._observer) {\r\n this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);\r\n this._observer = null;\r\n this._wheel = null;\r\n }\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (!this.zoomToMouseLocation) {\r\n return;\r\n }\r\n\r\n const camera = this.camera;\r\n const motion = 0.0 + camera.inertialAlphaOffset + camera.inertialBetaOffset + camera.inertialRadiusOffset;\r\n if (motion) {\r\n // if zooming is still happening as a result of inertia, then we also need to update\r\n // the hit plane.\r\n this._updateHitPlane();\r\n\r\n // Note we cannot use arcRotateCamera.inertialPlanning here because arcRotateCamera panning\r\n // uses a different panningInertia which could cause this panning to get out of sync with\r\n // the zooming, and for this to work they must be exactly in sync.\r\n camera.target.addInPlace(this._inertialPanning);\r\n this._inertialPanning.scaleInPlace(camera.inertia);\r\n this._zeroIfClose(this._inertialPanning);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"ArcRotateCameraMouseWheelInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"mousewheel\";\r\n }\r\n\r\n private _updateHitPlane() {\r\n const camera = this.camera;\r\n const direction = camera.target.subtract(camera.position);\r\n this._hitPlane = Plane.FromPositionAndNormal(camera.target, direction);\r\n }\r\n\r\n // Get position on the hit plane\r\n private _getPosition(): Vector3 {\r\n const camera = this.camera;\r\n const scene = camera.getScene();\r\n\r\n // since the _hitPlane is always updated to be orthogonal to the camera position vector\r\n // we don't have to worry about this ray shooting off to infinity. This ray creates\r\n // a vector defining where we want to zoom to.\r\n const ray = scene.createPickingRay(scene.pointerX, scene.pointerY, Matrix.Identity(), camera, false);\r\n // Since the camera is the origin of the picking ray, we need to offset it by the camera's offset manually\r\n // Because the offset is in view space, we need to convert it to world space first\r\n if (camera.targetScreenOffset.x !== 0 || camera.targetScreenOffset.y !== 0) {\r\n this._viewOffset.set(camera.targetScreenOffset.x, camera.targetScreenOffset.y, 0);\r\n camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);\r\n this._globalOffset = Vector3.TransformNormal(this._viewOffset, camera._cameraTransformMatrix);\r\n ray.origin.addInPlace(this._globalOffset);\r\n }\r\n\r\n let distance = 0;\r\n if (this._hitPlane) {\r\n distance = ray.intersectsPlane(this._hitPlane) ?? 0;\r\n }\r\n\r\n // not using this ray again, so modifying its vectors here is fine\r\n return ray.origin.addInPlace(ray.direction.scaleInPlace(distance));\r\n }\r\n\r\n private _inertialPanning: Vector3 = Vector3.Zero();\r\n\r\n private _zoomToMouse(delta: number) {\r\n const camera = this.camera;\r\n const inertiaComp = 1 - camera.inertia;\r\n if (camera.lowerRadiusLimit) {\r\n const lowerLimit = camera.lowerRadiusLimit ?? 0;\r\n if (camera.radius - (camera.inertialRadiusOffset + delta) / inertiaComp < lowerLimit) {\r\n delta = (camera.radius - lowerLimit) * inertiaComp - camera.inertialRadiusOffset;\r\n }\r\n }\r\n if (camera.upperRadiusLimit) {\r\n const upperLimit = camera.upperRadiusLimit ?? 0;\r\n if (camera.radius - (camera.inertialRadiusOffset + delta) / inertiaComp > upperLimit) {\r\n delta = (camera.radius - upperLimit) * inertiaComp - camera.inertialRadiusOffset;\r\n }\r\n }\r\n\r\n const zoomDistance = delta / inertiaComp;\r\n const ratio = zoomDistance / camera.radius;\r\n const vec = this._getPosition();\r\n\r\n // Now this vector tells us how much we also need to pan the camera\r\n // so the targeted mouse location becomes the center of zooming.\r\n\r\n const directionToZoomLocation = TmpVectors.Vector3[6];\r\n vec.subtractToRef(camera.target, directionToZoomLocation);\r\n directionToZoomLocation.scaleInPlace(ratio);\r\n directionToZoomLocation.scaleInPlace(inertiaComp);\r\n this._inertialPanning.addInPlace(directionToZoomLocation);\r\n\r\n camera.inertialRadiusOffset += delta;\r\n }\r\n\r\n // Sets x y or z of passed in vector to zero if less than Epsilon.\r\n private _zeroIfClose(vec: Vector3) {\r\n if (Math.abs(vec.x) < Epsilon) {\r\n vec.x = 0;\r\n }\r\n if (Math.abs(vec.y) < Epsilon) {\r\n vec.y = 0;\r\n }\r\n if (Math.abs(vec.z) < Epsilon) {\r\n vec.z = 0;\r\n }\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"ArcRotateCameraMouseWheelInput\"] = ArcRotateCameraMouseWheelInput;\r\n"]}
1
+ 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type { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { EventState, Observer } from \"../../Misc/observable\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Plane } from \"../../Maths/math.plane\";\r\nimport { Vector3, Matrix, TmpVectors } from \"../../Maths/math.vector\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\nimport type { IWheelEvent } from \"../../Events/deviceInputEvents\";\r\nimport { EventConstants } from \"../../Events/deviceInputEvents\";\r\nimport { Scalar } from \"../../Maths/math.scalar\";\r\nimport { Tools } from \"../../Misc/tools\";\r\n\r\n/**\r\n * Firefox uses a different scheme to report scroll distances to other\r\n * browsers. Rather than use complicated methods to calculate the exact\r\n * multiple we need to apply, let's just cheat and use a constant.\r\n * https://developer.mozilla.org/en-US/docs/Web/API/WheelEvent/deltaMode\r\n * https://stackoverflow.com/questions/20110224/what-is-the-height-of-a-line-in-a-wheel-event-deltamode-dom-delta-line\r\n */\r\nconst ffMultiplier = 40;\r\n\r\n/**\r\n * Manage the mouse wheel inputs to control an arc rotate camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: ArcRotateCamera;\r\n\r\n /**\r\n * Gets or Set the mouse wheel precision or how fast is the camera zooming.\r\n */\r\n @serialize()\r\n public wheelPrecision = 3.0;\r\n\r\n /**\r\n * Gets or Set the boolean value that controls whether or not the mouse wheel\r\n * zooms to the location of the mouse pointer or not. The default is false.\r\n */\r\n @serialize()\r\n public zoomToMouseLocation = false;\r\n\r\n /**\r\n * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.\r\n * It defines the percentage of current camera.radius to use as delta when wheel is used.\r\n */\r\n @serialize()\r\n public wheelDeltaPercentage = 0;\r\n\r\n /**\r\n * If set, this function will be used to set the radius delta that will be added to the current camera radius\r\n */\r\n public customComputeDeltaFromMouseWheel: Nullable<(wheelDelta: number, input: ArcRotateCameraMouseWheelInput, event: IWheelEvent) => number> = null;\r\n\r\n private _wheel: Nullable<(p: PointerInfo, s: EventState) => void>;\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _hitPlane: Nullable<Plane>;\r\n private _viewOffset: Vector3 = new Vector3(0, 0, 0);\r\n private _globalOffset: Vector3 = new Vector3(0, 0, 0);\r\n\r\n protected _computeDeltaFromMouseWheelLegacyEvent(mouseWheelDelta: number, radius: number) {\r\n let delta = 0;\r\n const wheelDelta = mouseWheelDelta * 0.01 * this.wheelDeltaPercentage * radius;\r\n if (mouseWheelDelta > 0) {\r\n delta = wheelDelta / (1.0 + this.wheelDeltaPercentage);\r\n } else {\r\n delta = wheelDelta * (1.0 + this.wheelDeltaPercentage);\r\n }\r\n return delta;\r\n }\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n this._wheel = (p) => {\r\n //sanity check - this should be a PointerWheel event.\r\n if (p.type !== PointerEventTypes.POINTERWHEEL) {\r\n return;\r\n }\r\n const event = <IWheelEvent>p.event;\r\n let delta = 0;\r\n const platformScale = event.deltaMode === EventConstants.DOM_DELTA_LINE ? ffMultiplier : 1; // If this happens to be set to DOM_DELTA_LINE, adjust accordingly\r\n\r\n const wheelDelta = -(event.deltaY * platformScale);\r\n\r\n if (this.customComputeDeltaFromMouseWheel) {\r\n delta = this.customComputeDeltaFromMouseWheel(wheelDelta, this, event);\r\n } else {\r\n if (this.wheelDeltaPercentage) {\r\n delta = this._computeDeltaFromMouseWheelLegacyEvent(wheelDelta, this.camera.radius);\r\n\r\n // If zooming in, estimate the target radius and use that to compute the delta for inertia\r\n // this will stop multiple scroll events zooming in from adding too much inertia\r\n if (delta > 0) {\r\n let estimatedTargetRadius = this.camera.radius;\r\n let targetInertia = this.camera.inertialRadiusOffset + delta;\r\n for (let i = 0; i < 20 && Math.abs(targetInertia) > 0.001; i++) {\r\n estimatedTargetRadius -= targetInertia;\r\n targetInertia *= this.camera.inertia;\r\n }\r\n estimatedTargetRadius = Scalar.Clamp(estimatedTargetRadius, 0, Number.MAX_VALUE);\r\n delta = this._computeDeltaFromMouseWheelLegacyEvent(wheelDelta, estimatedTargetRadius);\r\n }\r\n } else {\r\n delta = wheelDelta / (this.wheelPrecision * 40);\r\n }\r\n }\r\n\r\n if (delta) {\r\n if (this.zoomToMouseLocation) {\r\n // If we are zooming to the mouse location, then we need to get the hit plane at the start of the zoom gesture if it doesn't exist\r\n // The hit plane is normally calculated after the first motion and each time there's motion so if we don't do this first,\r\n // the first zoom will be to the center of the screen\r\n if (!this._hitPlane) {\r\n this._updateHitPlane();\r\n }\r\n\r\n this._zoomToMouse(delta);\r\n } else {\r\n this.camera.inertialRadiusOffset += delta;\r\n }\r\n }\r\n\r\n if (event.preventDefault) {\r\n if (!noPreventDefault) {\r\n event.preventDefault();\r\n }\r\n }\r\n };\r\n\r\n this._observer = this.camera.getScene()._inputManager._addCameraPointerObserver(this._wheel, PointerEventTypes.POINTERWHEEL);\r\n\r\n if (this.zoomToMouseLocation) {\r\n this._inertialPanning.setAll(0);\r\n }\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._observer) {\r\n this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);\r\n this._observer = null;\r\n this._wheel = null;\r\n }\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (!this.zoomToMouseLocation) {\r\n return;\r\n }\r\n\r\n const camera = this.camera;\r\n const motion = 0.0 + camera.inertialAlphaOffset + camera.inertialBetaOffset + camera.inertialRadiusOffset;\r\n if (motion) {\r\n // if zooming is still happening as a result of inertia, then we also need to update\r\n // the hit plane.\r\n this._updateHitPlane();\r\n\r\n // Note we cannot use arcRotateCamera.inertialPlanning here because arcRotateCamera panning\r\n // uses a different panningInertia which could cause this panning to get out of sync with\r\n // the zooming, and for this to work they must be exactly in sync.\r\n camera.target.addInPlace(this._inertialPanning);\r\n this._inertialPanning.scaleInPlace(camera.inertia);\r\n this._zeroIfClose(this._inertialPanning);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"ArcRotateCameraMouseWheelInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"mousewheel\";\r\n }\r\n\r\n private _updateHitPlane() {\r\n const camera = this.camera;\r\n const direction = camera.target.subtract(camera.position);\r\n this._hitPlane = Plane.FromPositionAndNormal(camera.target, direction);\r\n }\r\n\r\n // Get position on the hit plane\r\n private _getPosition(): Vector3 {\r\n const camera = this.camera;\r\n const scene = camera.getScene();\r\n\r\n // since the _hitPlane is always updated to be orthogonal to the camera position vector\r\n // we don't have to worry about this ray shooting off to infinity. This ray creates\r\n // a vector defining where we want to zoom to.\r\n const ray = scene.createPickingRay(scene.pointerX, scene.pointerY, Matrix.Identity(), camera, false);\r\n // Since the camera is the origin of the picking ray, we need to offset it by the camera's offset manually\r\n // Because the offset is in view space, we need to convert it to world space first\r\n if (camera.targetScreenOffset.x !== 0 || camera.targetScreenOffset.y !== 0) {\r\n this._viewOffset.set(camera.targetScreenOffset.x, camera.targetScreenOffset.y, 0);\r\n camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);\r\n this._globalOffset = Vector3.TransformNormal(this._viewOffset, camera._cameraTransformMatrix);\r\n ray.origin.addInPlace(this._globalOffset);\r\n }\r\n\r\n let distance = 0;\r\n if (this._hitPlane) {\r\n distance = ray.intersectsPlane(this._hitPlane) ?? 0;\r\n }\r\n\r\n // not using this ray again, so modifying its vectors here is fine\r\n return ray.origin.addInPlace(ray.direction.scaleInPlace(distance));\r\n }\r\n\r\n private _inertialPanning: Vector3 = Vector3.Zero();\r\n\r\n private _zoomToMouse(delta: number) {\r\n const camera = this.camera;\r\n const inertiaComp = 1 - camera.inertia;\r\n if (camera.lowerRadiusLimit) {\r\n const lowerLimit = camera.lowerRadiusLimit ?? 0;\r\n if (camera.radius - (camera.inertialRadiusOffset + delta) / inertiaComp < lowerLimit) {\r\n delta = (camera.radius - lowerLimit) * inertiaComp - camera.inertialRadiusOffset;\r\n }\r\n }\r\n if (camera.upperRadiusLimit) {\r\n const upperLimit = camera.upperRadiusLimit ?? 0;\r\n if (camera.radius - (camera.inertialRadiusOffset + delta) / inertiaComp > upperLimit) {\r\n delta = (camera.radius - upperLimit) * inertiaComp - camera.inertialRadiusOffset;\r\n }\r\n }\r\n\r\n const zoomDistance = delta / inertiaComp;\r\n const ratio = zoomDistance / camera.radius;\r\n const vec = this._getPosition();\r\n\r\n // Now this vector tells us how much we also need to pan the camera\r\n // so the targeted mouse location becomes the center of zooming.\r\n\r\n const directionToZoomLocation = TmpVectors.Vector3[6];\r\n vec.subtractToRef(camera.target, directionToZoomLocation);\r\n directionToZoomLocation.scaleInPlace(ratio);\r\n directionToZoomLocation.scaleInPlace(inertiaComp);\r\n this._inertialPanning.addInPlace(directionToZoomLocation);\r\n\r\n camera.inertialRadiusOffset += delta;\r\n }\r\n\r\n // Sets x y or z of passed in vector to zero if less than Epsilon.\r\n private _zeroIfClose(vec: Vector3) {\r\n if (Math.abs(vec.x) < Epsilon) {\r\n vec.x = 0;\r\n }\r\n if (Math.abs(vec.y) < Epsilon) {\r\n vec.y = 0;\r\n }\r\n if (Math.abs(vec.z) < Epsilon) {\r\n vec.z = 0;\r\n }\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"ArcRotateCameraMouseWheelInput\"] = ArcRotateCameraMouseWheelInput;\r\n"]}
@@ -107,7 +107,7 @@ export class FlyCameraMouseInput {
107
107
  // Mouse down.
108
108
  if (p.type === PointerEventTypes.POINTERDOWN) {
109
109
  try {
110
- srcElement === null || srcElement === void 0 ? void 0 : srcElement.setPointerCapture(e.pointerId);
110
+ srcElement?.setPointerCapture(e.pointerId);
111
111
  }
112
112
  catch (e) {
113
113
  // Nothing to do with the error. Execution continues.
@@ -129,7 +129,7 @@ export class FlyCameraMouseInput {
129
129
  // Mouse up.
130
130
  else if (p.type === PointerEventTypes.POINTERUP) {
131
131
  try {
132
- srcElement === null || srcElement === void 0 ? void 0 : srcElement.releasePointerCapture(e.pointerId);
132
+ srcElement?.releasePointerCapture(e.pointerId);
133
133
  }
134
134
  catch (e) {
135
135
  // Nothing to do with the error. Execution continues.