@babylonjs/core 6.7.0 → 6.8.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Actions/abstractActionManager.js.map +1 -1
- package/Actions/action.js.map +1 -1
- package/Animations/animation.js.map +1 -1
- package/Animations/animationGroup.d.ts +5 -0
- package/Animations/animationGroup.js +12 -0
- package/Animations/animationGroup.js.map +1 -1
- package/Animations/easing.js.map +1 -1
- package/Audio/audioSceneComponent.js.map +1 -1
- package/Audio/sound.js.map +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
- package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
- package/Behaviors/Cameras/framingBehavior.js.map +1 -1
- package/Behaviors/Meshes/fadeInOutBehavior.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Bones/bone.js.map +1 -1
- package/Bones/boneIKController.js.map +1 -1
- package/Bones/boneLookController.js.map +1 -1
- package/Buffers/dataBuffer.js.map +1 -1
- package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraGamepadInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
- package/Cameras/VR/vrExperienceHelper.js.map +1 -1
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.js.map +1 -1
- package/Cameras/flyCamera.js.map +1 -1
- package/Cameras/followCamera.js.map +1 -1
- package/Cameras/freeCamera.js.map +1 -1
- package/Cameras/targetCamera.js.map +1 -1
- package/Collisions/collider.js.map +1 -1
- package/Compute/computeEffect.js.map +1 -1
- package/Compute/computeShader.js +1 -5
- package/Compute/computeShader.js.map +1 -1
- package/Culling/Octrees/octree.js.map +1 -1
- package/Culling/boundingBox.js.map +1 -1
- package/Culling/boundingInfo.js.map +1 -1
- package/Culling/boundingSphere.js.map +1 -1
- package/Culling/ray.d.ts +7 -2
- package/Culling/ray.js +8 -3
- package/Culling/ray.js.map +1 -1
- package/Debug/debugLayer.js +1 -9
- package/Debug/debugLayer.js.map +1 -1
- package/Debug/skeletonViewer.js.map +1 -1
- package/Engines/Extensions/engine.cubeTexture.js +1 -6
- package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/Extensions/engine.multiview.d.ts +6 -1
- package/Engines/Extensions/engine.multiview.js +27 -7
- package/Engines/Extensions/engine.multiview.js.map +1 -1
- package/Engines/Extensions/engine.renderTarget.js +1 -6
- package/Engines/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/Extensions/engine.renderTargetCube.js +1 -9
- package/Engines/Extensions/engine.renderTargetCube.js.map +1 -1
- package/Engines/Extensions/engine.webVR.js +1 -5
- package/Engines/Extensions/engine.webVR.js.map +1 -1
- package/Engines/Native/nativeInterfaces.d.ts +1 -0
- package/Engines/Native/nativeInterfaces.js.map +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +3 -0
- package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
- package/Engines/Processors/Expressions/shaderDefineExpression.d.ts +37 -0
- package/Engines/Processors/Expressions/shaderDefineExpression.js +57 -0
- package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
- package/Engines/Processors/shaderCodeInliner.js.map +1 -1
- package/Engines/Processors/shaderProcessor.js +34 -14
- package/Engines/Processors/shaderProcessor.js.map +1 -1
- package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +19 -0
- package/Engines/WebGL/webGLRenderTargetWrapper.js +20 -1
- package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.cubeTexture.js +1 -7
- package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTarget.js +1 -8
- package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTargetCube.js +1 -10
- package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.js +1 -6
- package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
- package/Engines/WebGPU/webgpuTintWASM.js +1 -4
- package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
- package/Engines/engine.d.ts +8 -1
- package/Engines/engine.js.map +1 -1
- package/Engines/engineCapabilities.d.ts +2 -0
- package/Engines/engineCapabilities.js.map +1 -1
- package/Engines/nativeEngine.d.ts +2 -0
- package/Engines/nativeEngine.js +16 -0
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.js +1 -9
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/thinEngine.js +7 -9
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +3 -14
- package/Engines/webgpuEngine.js.map +1 -1
- package/Gamepads/Controllers/gearVRController.js.map +1 -1
- package/Gamepads/Controllers/oculusTouchController.js.map +1 -1
- package/Gamepads/Controllers/poseEnabledController.js.map +1 -1
- package/Gamepads/Controllers/windowsMotionController.js.map +1 -1
- package/Gamepads/gamepad.js.map +1 -1
- package/Gizmos/cameraGizmo.js.map +1 -1
- package/Gizmos/gizmo.js.map +1 -1
- package/Gizmos/lightGizmo.js.map +1 -1
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Helpers/environmentHelper.js +2 -8
- package/Helpers/environmentHelper.js.map +1 -1
- package/Helpers/textureDome.js.map +1 -1
- package/Inputs/scene.inputManager.js +4 -1
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Layers/effectLayer.js +1 -8
- package/Layers/effectLayer.js.map +1 -1
- package/Layers/glowLayer.js +1 -12
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.js +1 -11
- package/Layers/highlightLayer.js.map +1 -1
- package/Legacy/legacy.js +1 -1
- package/Legacy/legacy.js.map +1 -1
- package/LensFlares/lensFlareSystem.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +1 -4
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/directionalLight.js.map +1 -1
- package/Lights/hemisphericLight.js.map +1 -1
- package/Lights/light.js.map +1 -1
- package/Lights/spotLight.js.map +1 -1
- package/Loading/loadingScreen.js.map +1 -1
- package/Loading/sceneLoader.d.ts +8 -8
- package/Loading/sceneLoader.js +35 -19
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Dual/currentScreenBlock.d.ts +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.d.ts +1 -1
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
- package/Materials/Node/Blocks/addBlock.js +2 -0
- package/Materials/Node/Blocks/addBlock.js.map +1 -1
- package/Materials/Node/Blocks/clampBlock.js.map +1 -1
- package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
- package/Materials/Node/Blocks/customBlock.d.ts +1 -0
- package/Materials/Node/Blocks/customBlock.js +18 -2
- package/Materials/Node/Blocks/customBlock.js.map +1 -1
- package/Materials/Node/Blocks/divideBlock.js +2 -0
- package/Materials/Node/Blocks/divideBlock.js.map +1 -1
- package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
- package/Materials/Node/Blocks/multiplyBlock.js +2 -0
- package/Materials/Node/Blocks/multiplyBlock.js.map +1 -1
- package/Materials/Node/Blocks/remapBlock.js.map +1 -1
- package/Materials/Node/Blocks/subtractBlock.js +2 -0
- package/Materials/Node/Blocks/subtractBlock.js.map +1 -1
- package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
- package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +6 -1
- package/Materials/Node/nodeMaterial.js +6 -10
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
- package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +1 -5
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseSimpleMaterial.js.map +1 -1
- package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
- package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
- package/Materials/PBR/pbrMaterial.d.ts +2 -1
- package/Materials/PBR/pbrMaterial.js +6 -13
- package/Materials/PBR/pbrMaterial.js.map +1 -1
- package/Materials/PBR/pbrMetallicRoughnessMaterial.js.map +1 -1
- package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
- package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
- package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
- package/Materials/Textures/baseTexture.js.map +1 -1
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/equiRectangularCubeTexture.js.map +1 -1
- package/Materials/Textures/hdrCubeTexture.js.map +1 -1
- package/Materials/Textures/htmlElementTexture.js +1 -4
- package/Materials/Textures/htmlElementTexture.js.map +1 -1
- package/Materials/Textures/internalTexture.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/Textures/texture.js.map +1 -1
- package/Materials/Textures/videoTexture.js +9 -22
- package/Materials/Textures/videoTexture.js.map +1 -1
- package/Materials/colorCurves.js.map +1 -1
- package/Materials/effect.js.map +1 -1
- package/Materials/greasedLinePluginMaterial.d.ts +307 -0
- package/Materials/greasedLinePluginMaterial.js +553 -0
- package/Materials/greasedLinePluginMaterial.js.map +1 -0
- package/Materials/imageProcessingConfiguration.js.map +1 -1
- package/Materials/index.d.ts +1 -0
- package/Materials/index.js +1 -0
- package/Materials/index.js.map +1 -1
- package/Materials/material.d.ts +3 -0
- package/Materials/material.decalMapConfiguration.js.map +1 -1
- package/Materials/material.detailMapConfiguration.js.map +1 -1
- package/Materials/material.js +40 -5
- package/Materials/material.js.map +1 -1
- package/Materials/materialPluginBase.d.ts +2 -2
- package/Materials/materialPluginBase.js +2 -2
- package/Materials/materialPluginBase.js.map +1 -1
- package/Materials/materialPluginManager.d.ts +3 -2
- package/Materials/materialPluginManager.js +3 -1
- package/Materials/materialPluginManager.js.map +1 -1
- package/Materials/multiMaterial.js +1 -1
- package/Materials/multiMaterial.js.map +1 -1
- package/Materials/shaderMaterial.d.ts +23 -4
- package/Materials/shaderMaterial.js +41 -21
- package/Materials/shaderMaterial.js.map +1 -1
- package/Materials/standardMaterial.d.ts +2 -1
- package/Materials/standardMaterial.js +4 -1
- package/Materials/standardMaterial.js.map +1 -1
- package/Materials/uniformBuffer.js.map +1 -1
- package/Maths/math.vector.d.ts +2 -1
- package/Maths/math.vector.js +3 -2
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Builders/decalBuilder.js +4 -4
- package/Meshes/Builders/decalBuilder.js.map +1 -1
- package/Meshes/Builders/greasedLineBuilder.d.ts +105 -0
- package/Meshes/Builders/greasedLineBuilder.js +330 -0
- package/Meshes/Builders/greasedLineBuilder.js.map +1 -0
- package/Meshes/Builders/index.d.ts +1 -0
- package/Meshes/Builders/index.js +1 -0
- package/Meshes/Builders/index.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +3 -2
- package/Meshes/abstractMesh.js +5 -3
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/greasedLineMesh.d.ts +189 -0
- package/Meshes/greasedLineMesh.js +437 -0
- package/Meshes/greasedLineMesh.js.map +1 -0
- package/Meshes/index.d.ts +1 -0
- package/Meshes/index.js +1 -0
- package/Meshes/index.js.map +1 -1
- package/Meshes/mesh.d.ts +4 -0
- package/Meshes/mesh.js +20 -10
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/mesh.vertexData.js.map +1 -1
- package/Meshes/meshUVSpaceRenderer.js +1 -8
- package/Meshes/meshUVSpaceRenderer.js.map +1 -1
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/basis.js.map +1 -1
- package/Misc/deepCopier.js +8 -2
- package/Misc/deepCopier.js.map +1 -1
- package/Misc/dumpTools.d.ts +4 -3
- package/Misc/dumpTools.js +5 -4
- package/Misc/dumpTools.js.map +1 -1
- package/Misc/environmentTextureTools.js +1 -1
- package/Misc/environmentTextureTools.js.map +1 -1
- package/Misc/fileTools.js +10 -10
- package/Misc/fileTools.js.map +1 -1
- package/Misc/greasedLineTools.d.ts +141 -0
- package/Misc/greasedLineTools.js +263 -0
- package/Misc/greasedLineTools.js.map +1 -0
- package/Misc/index.d.ts +1 -0
- package/Misc/index.js +1 -0
- package/Misc/index.js.map +1 -1
- package/Misc/khronosTextureContainer.js.map +1 -1
- package/Misc/observable.d.ts +11 -0
- package/Misc/observable.js +26 -1
- package/Misc/observable.js.map +1 -1
- package/Misc/sceneOptimizer.js.map +1 -1
- package/Misc/screenshotTools.d.ts +15 -5
- package/Misc/screenshotTools.js +23 -13
- package/Misc/screenshotTools.js.map +1 -1
- package/Misc/smartArray.js.map +1 -1
- package/Misc/tools.d.ts +21 -9
- package/Misc/tools.js +21 -9
- package/Misc/tools.js.map +1 -1
- package/Misc/videoRecorder.js +1 -4
- package/Misc/videoRecorder.js.map +1 -1
- package/Misc/virtualJoystick.js +1 -4
- package/Misc/virtualJoystick.js.map +1 -1
- package/Misc/webRequest.js.map +1 -1
- package/Morph/morphTarget.js.map +1 -1
- package/Morph/morphTargetManager.js.map +1 -1
- package/Offline/database.js.map +1 -1
- package/Particles/baseParticleSystem.js.map +1 -1
- package/Particles/gpuParticleSystem.d.ts +1 -0
- package/Particles/gpuParticleSystem.js +5 -8
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/particle.js.map +1 -1
- package/Particles/particleSystem.js +1 -1
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/particleSystemSet.js.map +1 -1
- package/Physics/physicsHelper.js +4 -4
- package/Physics/physicsHelper.js.map +1 -1
- package/Physics/physicsRaycastResult.d.ts +3 -1
- package/Physics/physicsRaycastResult.js +10 -1
- package/Physics/physicsRaycastResult.js.map +1 -1
- package/Physics/v1/Plugins/ammoJSPlugin.js.map +1 -1
- package/Physics/v1/physicsImpostor.js.map +1 -1
- package/Physics/v2/IPhysicsEnginePlugin.d.ts +10 -0
- package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
- package/Physics/v2/Plugins/havokPlugin.d.ts +3 -2
- package/Physics/v2/Plugins/havokPlugin.js +9 -6
- package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
- package/PostProcesses/blackAndWhitePostProcess.js.map +1 -1
- package/PostProcesses/bloomMergePostProcess.js.map +1 -1
- package/PostProcesses/blurPostProcess.js.map +1 -1
- package/PostProcesses/circleOfConfusionPostProcess.js.map +1 -1
- package/PostProcesses/colorCorrectionPostProcess.js.map +1 -1
- package/PostProcesses/convolutionPostProcess.js.map +1 -1
- package/PostProcesses/depthOfFieldBlurPostProcess.js.map +1 -1
- package/PostProcesses/extractHighlightsPostProcess.js.map +1 -1
- package/PostProcesses/filterPostProcess.js.map +1 -1
- package/PostProcesses/grainPostProcess.js.map +1 -1
- package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
- package/PostProcesses/motionBlurPostProcess.js.map +1 -1
- package/PostProcesses/postProcess.js.map +1 -1
- package/PostProcesses/refractionPostProcess.js.map +1 -1
- package/PostProcesses/screenSpaceCurvaturePostProcess.js.map +1 -1
- package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
- package/PostProcesses/sharpenPostProcess.js.map +1 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
- package/Probes/reflectionProbe.js.map +1 -1
- package/Rendering/boundingBoxRenderer.js +2 -4
- package/Rendering/boundingBoxRenderer.js.map +1 -1
- package/Rendering/depthPeelingRenderer.js.map +1 -1
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/outlineRenderer.js.map +1 -1
- package/Rendering/prePassRenderer.js.map +1 -1
- package/Rendering/renderingGroup.js.map +1 -1
- package/Rendering/renderingManager.js.map +1 -1
- package/Rendering/subSurfaceConfiguration.js.map +1 -1
- package/Rendering/utilityLayerRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js +4 -2
- package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js.map +1 -1
- package/Shaders/ShadersInclude/pbrDebug.js +11 -2
- package/Shaders/ShadersInclude/pbrDebug.js.map +1 -1
- package/Shaders/velocity.fragment.d.ts +5 -0
- package/Shaders/velocity.fragment.js +13 -0
- package/Shaders/velocity.fragment.js.map +1 -0
- package/Shaders/velocity.vertex.d.ts +7 -0
- package/Shaders/velocity.vertex.js +23 -0
- package/Shaders/velocity.vertex.js.map +1 -0
- package/Sprites/spriteManager.js.map +1 -1
- package/XR/features/WebXRAnchorSystem.js.map +1 -1
- package/XR/features/WebXRBackgroundRemover.js.map +1 -1
- package/XR/features/WebXRControllerMovement.js.map +1 -1
- package/XR/features/WebXRControllerPhysics.js +4 -13
- package/XR/features/WebXRControllerPhysics.js.map +1 -1
- package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
- package/XR/features/WebXRControllerTeleportation.js.map +1 -1
- package/XR/features/WebXRDOMOverlay.js.map +1 -1
- package/XR/features/WebXRDepthSensing.js.map +1 -1
- package/XR/features/WebXREyeTracking.js.map +1 -1
- package/XR/features/WebXRFeaturePointSystem.js.map +1 -1
- package/XR/features/WebXRHandTracking.js +2 -8
- package/XR/features/WebXRHandTracking.js.map +1 -1
- package/XR/features/WebXRHitTest.js.map +1 -1
- package/XR/features/WebXRHitTestLegacy.js.map +1 -1
- package/XR/features/WebXRImageTracking.js.map +1 -1
- package/XR/features/WebXRLayers.js +18 -8
- package/XR/features/WebXRLayers.js.map +1 -1
- package/XR/features/WebXRLightEstimation.js.map +1 -1
- package/XR/features/WebXRMeshDetector.js.map +1 -1
- package/XR/features/WebXRNearInteraction.js.map +1 -1
- package/XR/features/WebXRPlaneDetector.js.map +1 -1
- package/XR/features/WebXRSpaceWarp.d.ts +138 -0
- package/XR/features/WebXRSpaceWarp.js +290 -0
- package/XR/features/WebXRSpaceWarp.js.map +1 -0
- package/XR/features/index.d.ts +1 -0
- package/XR/features/index.js +1 -0
- package/XR/features/index.js.map +1 -1
- package/XR/motionController/webXRAbstractMotionController.js +1 -4
- package/XR/motionController/webXRAbstractMotionController.js.map +1 -1
- package/XR/motionController/webXRControllerComponent.js.map +1 -1
- package/XR/motionController/webXRGenericMotionController.js.map +1 -1
- package/XR/motionController/webXRHTCViveMotionController.js.map +1 -1
- package/XR/motionController/webXRMicrosoftMixedRealityController.js.map +1 -1
- package/XR/motionController/webXROculusTouchMotionController.js.map +1 -1
- package/XR/webXRCamera.js.map +1 -1
- package/XR/webXRDefaultExperience.js +6 -28
- package/XR/webXRDefaultExperience.js.map +1 -1
- package/XR/webXRFeaturesManager.d.ts +4 -0
- package/XR/webXRFeaturesManager.js +5 -4
- package/XR/webXRFeaturesManager.js.map +1 -1
- package/XR/webXRInput.js +1 -6
- package/XR/webXRInput.js.map +1 -1
- package/XR/webXRSessionManager.d.ts +4 -0
- package/XR/webXRSessionManager.js +6 -0
- package/XR/webXRSessionManager.js.map +1 -1
- package/abstractScene.js.map +1 -1
- package/assetContainer.js +1 -4
- package/assetContainer.js.map +1 -1
- package/node.js.map +1 -1
- package/package.json +2 -4
- package/scene.d.ts +5 -2
- package/scene.js +9 -12
- package/scene.js.map +1 -1
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type { Behavior } from \"../../Behaviors/behavior\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { ExponentialEase, EasingFunction } from \"../../Animations/easing\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { PointerInfoPre } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { PrecisionDate } from \"../../Misc/precisionDate\";\r\n\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport type { Animatable } from \"../../Animations/animatable\";\r\nimport { Animation } from \"../../Animations/animation\";\r\n\r\n/**\r\n * The framing behavior (FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/behaviors/cameraBehaviors#framing-behavior\r\n */\r\nexport class FramingBehavior implements Behavior<ArcRotateCamera> {\r\n /**\r\n * Gets the name of the behavior.\r\n */\r\n public get name(): string {\r\n return \"Framing\";\r\n }\r\n\r\n /**\r\n * An event triggered when the animation to zoom on target mesh has ended\r\n */\r\n public onTargetFramingAnimationEndObservable = new Observable<void>();\r\n\r\n private _mode = FramingBehavior.FitFrustumSidesMode;\r\n private _radiusScale = 1.0;\r\n private _positionScale = 0.5;\r\n private _defaultElevation = 0.3;\r\n private _elevationReturnTime = 1500;\r\n private _elevationReturnWaitTime = 1000;\r\n private _zoomStopsAnimation = false;\r\n private _framingTime = 1500;\r\n\r\n /**\r\n * The easing function used by animations\r\n */\r\n public static EasingFunction = new ExponentialEase();\r\n\r\n /**\r\n * The easing mode used by animations\r\n */\r\n public static EasingMode = EasingFunction.EASINGMODE_EASEINOUT;\r\n\r\n /**\r\n * Sets the current mode used by the behavior\r\n */\r\n public set mode(mode: number) {\r\n this._mode = mode;\r\n }\r\n\r\n /**\r\n * Gets current mode used by the behavior.\r\n */\r\n public get mode(): number {\r\n return this._mode;\r\n }\r\n\r\n /**\r\n * Sets the scale applied to the radius (1 by default)\r\n */\r\n public set radiusScale(radius: number) {\r\n this._radiusScale = radius;\r\n }\r\n\r\n /**\r\n * Gets the scale applied to the radius\r\n */\r\n public get radiusScale(): number {\r\n return this._radiusScale;\r\n }\r\n\r\n /**\r\n * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.\r\n */\r\n public set positionScale(scale: number) {\r\n this._positionScale = scale;\r\n }\r\n\r\n /**\r\n * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.\r\n */\r\n public get positionScale(): number {\r\n return this._positionScale;\r\n }\r\n\r\n /**\r\n * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle\r\n * behaviour is triggered, in radians.\r\n */\r\n public set defaultElevation(elevation: number) {\r\n this._defaultElevation = elevation;\r\n }\r\n\r\n /**\r\n * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle\r\n * behaviour is triggered, in radians.\r\n */\r\n public get defaultElevation() {\r\n return this._defaultElevation;\r\n }\r\n\r\n /**\r\n * Sets the time (in milliseconds) taken to return to the default beta position.\r\n * Negative value indicates camera should not return to default.\r\n */\r\n public set elevationReturnTime(speed: number) {\r\n this._elevationReturnTime = speed;\r\n }\r\n\r\n /**\r\n * Gets the time (in milliseconds) taken to return to the default beta position.\r\n * Negative value indicates camera should not return to default.\r\n */\r\n public get elevationReturnTime(): number {\r\n return this._elevationReturnTime;\r\n }\r\n\r\n /**\r\n * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.\r\n */\r\n public set elevationReturnWaitTime(time: number) {\r\n this._elevationReturnWaitTime = time;\r\n }\r\n\r\n /**\r\n * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.\r\n */\r\n public get elevationReturnWaitTime(): number {\r\n return this._elevationReturnWaitTime;\r\n }\r\n\r\n /**\r\n * Sets the flag that indicates if user zooming should stop animation.\r\n */\r\n public set zoomStopsAnimation(flag: boolean) {\r\n this._zoomStopsAnimation = flag;\r\n }\r\n\r\n /**\r\n * Gets the flag that indicates if user zooming should stop animation.\r\n */\r\n public get zoomStopsAnimation(): boolean {\r\n return this._zoomStopsAnimation;\r\n }\r\n\r\n /**\r\n * Sets the transition time when framing the mesh, in milliseconds\r\n */\r\n public set framingTime(time: number) {\r\n this._framingTime = time;\r\n }\r\n\r\n /**\r\n * Gets the transition time when framing the mesh, in milliseconds\r\n */\r\n public get framingTime() {\r\n return this._framingTime;\r\n }\r\n\r\n /**\r\n * Define if the behavior should automatically change the configured\r\n * camera limits and sensibilities.\r\n */\r\n public autoCorrectCameraLimitsAndSensibility = true;\r\n\r\n // Default behavior functions\r\n private _onPrePointerObservableObserver: Nullable<Observer<PointerInfoPre>>;\r\n private _onAfterCheckInputsObserver: Nullable<Observer<Camera>>;\r\n private _onMeshTargetChangedObserver: Nullable<Observer<Nullable<AbstractMesh>>>;\r\n private _attachedCamera: Nullable<ArcRotateCamera>;\r\n private _isPointerDown = false;\r\n private _lastInteractionTime = -Infinity;\r\n\r\n /**\r\n * Initializes the behavior.\r\n */\r\n public init(): void {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Attaches the behavior to its arc rotate camera.\r\n * @param camera Defines the camera to attach the behavior to\r\n */\r\n public attach(camera: ArcRotateCamera): void {\r\n this._attachedCamera = camera;\r\n const scene = this._attachedCamera.getScene();\r\n\r\n FramingBehavior.EasingFunction.setEasingMode(FramingBehavior.EasingMode);\r\n\r\n this._onPrePointerObservableObserver = scene.onPrePointerObservable.add((pointerInfoPre) => {\r\n if (pointerInfoPre.type === PointerEventTypes.POINTERDOWN) {\r\n this._isPointerDown = true;\r\n return;\r\n }\r\n\r\n if (pointerInfoPre.type === PointerEventTypes.POINTERUP) {\r\n this._isPointerDown = false;\r\n }\r\n });\r\n\r\n this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add((mesh) => {\r\n if (mesh) {\r\n this.zoomOnMesh(mesh, undefined, () => {\r\n this.onTargetFramingAnimationEndObservable.notifyObservers();\r\n });\r\n }\r\n });\r\n\r\n this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(() => {\r\n // Stop the animation if there is user interaction and the animation should stop for this interaction\r\n this._applyUserInteraction();\r\n\r\n // Maintain the camera above the ground. If the user pulls the camera beneath the ground plane, lift it\r\n // back to the default position after a given timeout\r\n this._maintainCameraAboveGround();\r\n });\r\n }\r\n\r\n /**\r\n * Detaches the behavior from its current arc rotate camera.\r\n */\r\n public detach(): void {\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n\r\n const scene = this._attachedCamera.getScene();\r\n\r\n if (this._onPrePointerObservableObserver) {\r\n scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);\r\n }\r\n\r\n if (this._onAfterCheckInputsObserver) {\r\n this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);\r\n }\r\n\r\n if (this._onMeshTargetChangedObserver) {\r\n this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);\r\n }\r\n\r\n this._attachedCamera = null;\r\n }\r\n\r\n // Framing control\r\n private _animatables = new Array<Animatable>();\r\n private _betaIsAnimating = false;\r\n private _betaTransition: Animation;\r\n private _radiusTransition: Animation;\r\n private _vectorTransition: Animation;\r\n\r\n /**\r\n * Targets the given mesh and updates zoom level accordingly.\r\n * @param mesh The mesh to target.\r\n * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh\r\n * @param onAnimationEnd Callback triggered at the end of the framing animation\r\n */\r\n public zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ: boolean = false, onAnimationEnd: Nullable<() => void> = null): void {\r\n mesh.computeWorldMatrix(true);\r\n\r\n const boundingBox = mesh.getBoundingInfo().boundingBox;\r\n this.zoomOnBoundingInfo(boundingBox.minimumWorld, boundingBox.maximumWorld, focusOnOriginXZ, onAnimationEnd);\r\n }\r\n\r\n /**\r\n * Targets the given mesh with its children and updates zoom level accordingly.\r\n * @param mesh The mesh to target.\r\n * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh\r\n * @param onAnimationEnd Callback triggered at the end of the framing animation\r\n */\r\n public zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ: boolean = false, onAnimationEnd: Nullable<() => void> = null): void {\r\n mesh.computeWorldMatrix(true);\r\n\r\n const boundingBox = mesh.getHierarchyBoundingVectors(true);\r\n this.zoomOnBoundingInfo(boundingBox.min, boundingBox.max, focusOnOriginXZ, onAnimationEnd);\r\n }\r\n\r\n /**\r\n * Targets the given meshes with their children and updates zoom level accordingly.\r\n * @param meshes The mesh to target.\r\n * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh\r\n * @param onAnimationEnd Callback triggered at the end of the framing animation\r\n */\r\n public zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ: boolean = false, onAnimationEnd: Nullable<() => void> = null): void {\r\n const min = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n const max = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n\r\n for (let i = 0; i < meshes.length; i++) {\r\n const boundingInfo = meshes[i].getHierarchyBoundingVectors(true);\r\n Vector3.CheckExtends(boundingInfo.min, min, max);\r\n Vector3.CheckExtends(boundingInfo.max, min, max);\r\n }\r\n\r\n this.zoomOnBoundingInfo(min, max, focusOnOriginXZ, onAnimationEnd);\r\n }\r\n\r\n /**\r\n * Targets the bounding box info defined by its extends and updates zoom level accordingly.\r\n * @param minimumWorld Determines the smaller position of the bounding box extend\r\n * @param maximumWorld Determines the bigger position of the bounding box extend\r\n * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh\r\n * @param onAnimationEnd Callback triggered at the end of the framing animation\r\n */\r\n public zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ: boolean = false, onAnimationEnd: Nullable<() => void> = null): void {\r\n let zoomTarget: Vector3;\r\n\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n\r\n // Find target by interpolating from bottom of bounding box in world-space to top via framingPositionY\r\n const bottom = minimumWorld.y;\r\n const top = maximumWorld.y;\r\n const zoomTargetY = bottom + (top - bottom) * this._positionScale;\r\n const radiusWorld = maximumWorld.subtract(minimumWorld).scale(0.5);\r\n\r\n if (focusOnOriginXZ) {\r\n zoomTarget = new Vector3(0, zoomTargetY, 0);\r\n } else {\r\n const centerWorld = minimumWorld.add(radiusWorld);\r\n zoomTarget = new Vector3(centerWorld.x, zoomTargetY, centerWorld.z);\r\n }\r\n\r\n if (!this._vectorTransition) {\r\n this._vectorTransition = Animation.CreateAnimation(\"target\", Animation.ANIMATIONTYPE_VECTOR3, 60, FramingBehavior.EasingFunction);\r\n }\r\n\r\n this._betaIsAnimating = true;\r\n let animatable = Animation.TransitionTo(\"target\", zoomTarget, this._attachedCamera, this._attachedCamera.getScene(), 60, this._vectorTransition, this._framingTime);\r\n if (animatable) {\r\n this._animatables.push(animatable);\r\n }\r\n\r\n // sets the radius and lower radius bounds\r\n // Small delta ensures camera is not always at lower zoom limit.\r\n let radius = 0;\r\n if (this._mode === FramingBehavior.FitFrustumSidesMode) {\r\n const position = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);\r\n if (this.autoCorrectCameraLimitsAndSensibility) {\r\n this._attachedCamera.lowerRadiusLimit = radiusWorld.length() + this._attachedCamera.minZ;\r\n }\r\n radius = position;\r\n } else if (this._mode === FramingBehavior.IgnoreBoundsSizeMode) {\r\n radius = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);\r\n if (this.autoCorrectCameraLimitsAndSensibility && this._attachedCamera.lowerRadiusLimit === null) {\r\n this._attachedCamera.lowerRadiusLimit = this._attachedCamera.minZ;\r\n }\r\n }\r\n\r\n // Set sensibilities\r\n if (this.autoCorrectCameraLimitsAndSensibility) {\r\n const extend = maximumWorld.subtract(minimumWorld).length();\r\n this._attachedCamera.panningSensibility = 5000 / extend;\r\n this._attachedCamera.wheelPrecision = 100 / radius;\r\n }\r\n\r\n // transition to new radius\r\n if (!this._radiusTransition) {\r\n this._radiusTransition = Animation.CreateAnimation(\"radius\", Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);\r\n }\r\n\r\n animatable = Animation.TransitionTo(\"radius\", radius, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusTransition, this._framingTime, () => {\r\n this.stopAllAnimations();\r\n if (onAnimationEnd) {\r\n onAnimationEnd();\r\n }\r\n\r\n if (this._attachedCamera && this._attachedCamera.useInputToRestoreState) {\r\n this._attachedCamera.storeState();\r\n }\r\n });\r\n\r\n if (animatable) {\r\n this._animatables.push(animatable);\r\n }\r\n }\r\n\r\n /**\r\n * Calculates the lowest radius for the camera based on the bounding box of the mesh.\r\n * @param minimumWorld\r\n * @param maximumWorld\r\n * @returns The minimum distance from the primary mesh's center point at which the camera must be kept in order\r\n *\t\t to fully enclose the mesh in the viewing frustum.\r\n */\r\n protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number {\r\n const size = maximumWorld.subtract(minimumWorld);\r\n const boxVectorGlobalDiagonal = size.length();\r\n const frustumSlope: Vector2 = this._getFrustumSlope();\r\n\r\n // Formula for setting distance\r\n // (Good explanation: http://stackoverflow.com/questions/2866350/move-camera-to-fit-3d-scene)\r\n const radiusWithoutFraming = boxVectorGlobalDiagonal * 0.5;\r\n\r\n // Horizon distance\r\n const radius = radiusWithoutFraming * this._radiusScale;\r\n const distanceForHorizontalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.x * frustumSlope.x));\r\n const distanceForVerticalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.y * frustumSlope.y));\r\n let distance = Math.max(distanceForHorizontalFrustum, distanceForVerticalFrustum);\r\n const camera = this._attachedCamera;\r\n\r\n if (!camera) {\r\n return 0;\r\n }\r\n\r\n if (camera.lowerRadiusLimit && this._mode === FramingBehavior.IgnoreBoundsSizeMode) {\r\n // Don't exceed the requested limit\r\n distance = distance < camera.lowerRadiusLimit ? camera.lowerRadiusLimit : distance;\r\n }\r\n\r\n // Don't exceed the upper radius limit\r\n if (camera.upperRadiusLimit) {\r\n distance = distance > camera.upperRadiusLimit ? camera.upperRadiusLimit : distance;\r\n }\r\n\r\n return distance;\r\n }\r\n\r\n /**\r\n * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera\r\n * is automatically returned to its default position (expected to be above ground plane).\r\n */\r\n private _maintainCameraAboveGround(): void {\r\n if (this._elevationReturnTime < 0) {\r\n return;\r\n }\r\n\r\n const timeSinceInteraction = PrecisionDate.Now - this._lastInteractionTime;\r\n const defaultBeta = Math.PI * 0.5 - this._defaultElevation;\r\n const limitBeta = Math.PI * 0.5;\r\n\r\n // Bring the camera back up if below the ground plane\r\n if (this._attachedCamera && !this._betaIsAnimating && this._attachedCamera.beta > limitBeta && timeSinceInteraction >= this._elevationReturnWaitTime) {\r\n this._betaIsAnimating = true;\r\n\r\n //Transition to new position\r\n this.stopAllAnimations();\r\n\r\n if (!this._betaTransition) {\r\n this._betaTransition = Animation.CreateAnimation(\"beta\", Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);\r\n }\r\n\r\n const animatabe = Animation.TransitionTo(\r\n \"beta\",\r\n defaultBeta,\r\n this._attachedCamera,\r\n this._attachedCamera.getScene(),\r\n 60,\r\n this._betaTransition,\r\n this._elevationReturnTime,\r\n () => {\r\n this._clearAnimationLocks();\r\n this.stopAllAnimations();\r\n }\r\n );\r\n\r\n if (animatabe) {\r\n this._animatables.push(animatabe);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Returns the frustum slope based on the canvas ratio and camera FOV\r\n * @returns The frustum slope represented as a Vector2 with X and Y slopes\r\n */\r\n private _getFrustumSlope(): Vector2 {\r\n // Calculate the viewport ratio\r\n // Aspect Ratio is Height/Width.\r\n const camera = this._attachedCamera;\r\n\r\n if (!camera) {\r\n return Vector2.Zero();\r\n }\r\n\r\n const engine = camera.getScene().getEngine();\r\n const aspectRatio = engine.getAspectRatio(camera);\r\n\r\n // Camera FOV is the vertical field of view (top-bottom) in radians.\r\n // Slope of the frustum top/bottom planes in view space, relative to the forward vector.\r\n const frustumSlopeY = Math.tan(camera.fov / 2);\r\n\r\n // Slope of the frustum left/right planes in view space, relative to the forward vector.\r\n // Provides the amount that one side (e.g. left) of the frustum gets wider for every unit\r\n // along the forward vector.\r\n const frustumSlopeX = frustumSlopeY * aspectRatio;\r\n\r\n return new Vector2(frustumSlopeX, frustumSlopeY);\r\n }\r\n\r\n /**\r\n * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.\r\n */\r\n private _clearAnimationLocks(): void {\r\n this._betaIsAnimating = false;\r\n }\r\n\r\n /**\r\n * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.\r\n */\r\n private _applyUserInteraction(): void {\r\n if (this.isUserIsMoving) {\r\n this._lastInteractionTime = PrecisionDate.Now;\r\n this.stopAllAnimations();\r\n this._clearAnimationLocks();\r\n }\r\n }\r\n\r\n /**\r\n * Stops and removes all animations that have been applied to the camera\r\n */\r\n public stopAllAnimations(): void {\r\n if (this._attachedCamera) {\r\n this._attachedCamera.animations = [];\r\n }\r\n\r\n while (this._animatables.length) {\r\n if (this._animatables[0]) {\r\n this._animatables[0].onAnimationEnd = null;\r\n this._animatables[0].stop();\r\n }\r\n this._animatables.shift();\r\n }\r\n }\r\n\r\n /**\r\n * Gets a value indicating if the user is moving the camera\r\n */\r\n public get isUserIsMoving(): boolean {\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n\r\n return (\r\n this._attachedCamera.inertialAlphaOffset !== 0 ||\r\n this._attachedCamera.inertialBetaOffset !== 0 ||\r\n this._attachedCamera.inertialRadiusOffset !== 0 ||\r\n this._attachedCamera.inertialPanningX !== 0 ||\r\n this._attachedCamera.inertialPanningY !== 0 ||\r\n this._isPointerDown\r\n );\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * The camera can move all the way towards the mesh.\r\n */\r\n public static IgnoreBoundsSizeMode = 0;\r\n\r\n /**\r\n * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides\r\n */\r\n public static FitFrustumSidesMode = 1;\r\n}\r\n"]}
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1
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type { Behavior } from \"../../Behaviors/behavior\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { ExponentialEase, EasingFunction } from \"../../Animations/easing\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { PointerInfoPre } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { PrecisionDate } from \"../../Misc/precisionDate\";\r\n\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport type { Animatable } from \"../../Animations/animatable\";\r\nimport { Animation } from \"../../Animations/animation\";\r\n\r\n/**\r\n * The framing behavior (FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/behaviors/cameraBehaviors#framing-behavior\r\n */\r\nexport class FramingBehavior implements Behavior<ArcRotateCamera> {\r\n /**\r\n * Gets the name of the behavior.\r\n */\r\n public get name(): string {\r\n return \"Framing\";\r\n }\r\n\r\n /**\r\n * An event triggered when the animation to zoom on target mesh has ended\r\n */\r\n public onTargetFramingAnimationEndObservable = new Observable<void>();\r\n\r\n private _mode = FramingBehavior.FitFrustumSidesMode;\r\n private _radiusScale = 1.0;\r\n private _positionScale = 0.5;\r\n private _defaultElevation = 0.3;\r\n private _elevationReturnTime = 1500;\r\n private _elevationReturnWaitTime = 1000;\r\n private _zoomStopsAnimation = false;\r\n private _framingTime = 1500;\r\n\r\n /**\r\n * The easing function used by animations\r\n */\r\n public static EasingFunction = new ExponentialEase();\r\n\r\n /**\r\n * The easing mode used by animations\r\n */\r\n public static EasingMode = EasingFunction.EASINGMODE_EASEINOUT;\r\n\r\n /**\r\n * Sets the current mode used by the behavior\r\n */\r\n public set mode(mode: number) {\r\n this._mode = mode;\r\n }\r\n\r\n /**\r\n * Gets current mode used by the behavior.\r\n */\r\n public get mode(): number {\r\n return this._mode;\r\n }\r\n\r\n /**\r\n * Sets the scale applied to the radius (1 by default)\r\n */\r\n public set radiusScale(radius: number) {\r\n this._radiusScale = radius;\r\n }\r\n\r\n /**\r\n * Gets the scale applied to the radius\r\n */\r\n public get radiusScale(): number {\r\n return this._radiusScale;\r\n }\r\n\r\n /**\r\n * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.\r\n */\r\n public set positionScale(scale: number) {\r\n this._positionScale = scale;\r\n }\r\n\r\n /**\r\n * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.\r\n */\r\n public get positionScale(): number {\r\n return this._positionScale;\r\n }\r\n\r\n /**\r\n * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle\r\n * behaviour is triggered, in radians.\r\n */\r\n public set defaultElevation(elevation: number) {\r\n this._defaultElevation = elevation;\r\n }\r\n\r\n /**\r\n * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle\r\n * behaviour is triggered, in radians.\r\n */\r\n public get defaultElevation() {\r\n return this._defaultElevation;\r\n }\r\n\r\n /**\r\n * Sets the time (in milliseconds) taken to return to the default beta position.\r\n * Negative value indicates camera should not return to default.\r\n */\r\n public set elevationReturnTime(speed: number) {\r\n this._elevationReturnTime = speed;\r\n }\r\n\r\n /**\r\n * Gets the time (in milliseconds) taken to return to the default beta position.\r\n * Negative value indicates camera should not return to default.\r\n */\r\n public get elevationReturnTime(): number {\r\n return this._elevationReturnTime;\r\n }\r\n\r\n /**\r\n * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.\r\n */\r\n public set elevationReturnWaitTime(time: number) {\r\n this._elevationReturnWaitTime = time;\r\n }\r\n\r\n /**\r\n * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.\r\n */\r\n public get elevationReturnWaitTime(): number {\r\n return this._elevationReturnWaitTime;\r\n }\r\n\r\n /**\r\n * Sets the flag that indicates if user zooming should stop animation.\r\n */\r\n public set zoomStopsAnimation(flag: boolean) {\r\n this._zoomStopsAnimation = flag;\r\n }\r\n\r\n /**\r\n * Gets the flag that indicates if user zooming should stop animation.\r\n */\r\n public get zoomStopsAnimation(): boolean {\r\n return this._zoomStopsAnimation;\r\n }\r\n\r\n /**\r\n * Sets the transition time when framing the mesh, in milliseconds\r\n */\r\n public set framingTime(time: number) {\r\n this._framingTime = time;\r\n }\r\n\r\n /**\r\n * Gets the transition time when framing the mesh, in milliseconds\r\n */\r\n public get framingTime() {\r\n return this._framingTime;\r\n }\r\n\r\n /**\r\n * Define if the behavior should automatically change the configured\r\n * camera limits and sensibilities.\r\n */\r\n public autoCorrectCameraLimitsAndSensibility = true;\r\n\r\n // Default behavior functions\r\n private _onPrePointerObservableObserver: Nullable<Observer<PointerInfoPre>>;\r\n private _onAfterCheckInputsObserver: Nullable<Observer<Camera>>;\r\n private _onMeshTargetChangedObserver: Nullable<Observer<Nullable<AbstractMesh>>>;\r\n private _attachedCamera: Nullable<ArcRotateCamera>;\r\n private _isPointerDown = false;\r\n private _lastInteractionTime = -Infinity;\r\n\r\n /**\r\n * Initializes the behavior.\r\n */\r\n public init(): void {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Attaches the behavior to its arc rotate camera.\r\n * @param camera Defines the camera to attach the behavior to\r\n */\r\n public attach(camera: ArcRotateCamera): void {\r\n this._attachedCamera = camera;\r\n const scene = this._attachedCamera.getScene();\r\n\r\n FramingBehavior.EasingFunction.setEasingMode(FramingBehavior.EasingMode);\r\n\r\n this._onPrePointerObservableObserver = scene.onPrePointerObservable.add((pointerInfoPre) => {\r\n if (pointerInfoPre.type === PointerEventTypes.POINTERDOWN) {\r\n this._isPointerDown = true;\r\n return;\r\n }\r\n\r\n if (pointerInfoPre.type === PointerEventTypes.POINTERUP) {\r\n this._isPointerDown = false;\r\n }\r\n });\r\n\r\n this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add((mesh) => {\r\n if (mesh) {\r\n this.zoomOnMesh(mesh, undefined, () => {\r\n this.onTargetFramingAnimationEndObservable.notifyObservers();\r\n });\r\n }\r\n });\r\n\r\n this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(() => {\r\n // Stop the animation if there is user interaction and the animation should stop for this interaction\r\n this._applyUserInteraction();\r\n\r\n // Maintain the camera above the ground. If the user pulls the camera beneath the ground plane, lift it\r\n // back to the default position after a given timeout\r\n this._maintainCameraAboveGround();\r\n });\r\n }\r\n\r\n /**\r\n * Detaches the behavior from its current arc rotate camera.\r\n */\r\n public detach(): void {\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n\r\n const scene = this._attachedCamera.getScene();\r\n\r\n if (this._onPrePointerObservableObserver) {\r\n scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);\r\n }\r\n\r\n if (this._onAfterCheckInputsObserver) {\r\n this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);\r\n }\r\n\r\n if (this._onMeshTargetChangedObserver) {\r\n this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);\r\n }\r\n\r\n this._attachedCamera = null;\r\n }\r\n\r\n // Framing control\r\n private _animatables = new Array<Animatable>();\r\n private _betaIsAnimating = false;\r\n private _betaTransition: Animation;\r\n private _radiusTransition: Animation;\r\n private _vectorTransition: Animation;\r\n\r\n /**\r\n * Targets the given mesh and updates zoom level accordingly.\r\n * @param mesh The mesh to target.\r\n * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh\r\n * @param onAnimationEnd Callback triggered at the end of the framing animation\r\n */\r\n public zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ: boolean = false, onAnimationEnd: Nullable<() => void> = null): void {\r\n mesh.computeWorldMatrix(true);\r\n\r\n const boundingBox = mesh.getBoundingInfo().boundingBox;\r\n this.zoomOnBoundingInfo(boundingBox.minimumWorld, boundingBox.maximumWorld, focusOnOriginXZ, onAnimationEnd);\r\n }\r\n\r\n /**\r\n * Targets the given mesh with its children and updates zoom level accordingly.\r\n * @param mesh The mesh to target.\r\n * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh\r\n * @param onAnimationEnd Callback triggered at the end of the framing animation\r\n */\r\n public zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ: boolean = false, onAnimationEnd: Nullable<() => void> = null): void {\r\n mesh.computeWorldMatrix(true);\r\n\r\n const boundingBox = mesh.getHierarchyBoundingVectors(true);\r\n this.zoomOnBoundingInfo(boundingBox.min, boundingBox.max, focusOnOriginXZ, onAnimationEnd);\r\n }\r\n\r\n /**\r\n * Targets the given meshes with their children and updates zoom level accordingly.\r\n * @param meshes The mesh to target.\r\n * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh\r\n * @param onAnimationEnd Callback triggered at the end of the framing animation\r\n */\r\n public zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ: boolean = false, onAnimationEnd: Nullable<() => void> = null): void {\r\n const min = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n const max = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n\r\n for (let i = 0; i < meshes.length; i++) {\r\n const boundingInfo = meshes[i].getHierarchyBoundingVectors(true);\r\n Vector3.CheckExtends(boundingInfo.min, min, max);\r\n Vector3.CheckExtends(boundingInfo.max, min, max);\r\n }\r\n\r\n this.zoomOnBoundingInfo(min, max, focusOnOriginXZ, onAnimationEnd);\r\n }\r\n\r\n /**\r\n * Targets the bounding box info defined by its extends and updates zoom level accordingly.\r\n * @param minimumWorld Determines the smaller position of the bounding box extend\r\n * @param maximumWorld Determines the bigger position of the bounding box extend\r\n * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh\r\n * @param onAnimationEnd Callback triggered at the end of the framing animation\r\n */\r\n public zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ: boolean = false, onAnimationEnd: Nullable<() => void> = null): void {\r\n let zoomTarget: Vector3;\r\n\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n\r\n // Find target by interpolating from bottom of bounding box in world-space to top via framingPositionY\r\n const bottom = minimumWorld.y;\r\n const top = maximumWorld.y;\r\n const zoomTargetY = bottom + (top - bottom) * this._positionScale;\r\n const radiusWorld = maximumWorld.subtract(minimumWorld).scale(0.5);\r\n\r\n if (focusOnOriginXZ) {\r\n zoomTarget = new Vector3(0, zoomTargetY, 0);\r\n } else {\r\n const centerWorld = minimumWorld.add(radiusWorld);\r\n zoomTarget = new Vector3(centerWorld.x, zoomTargetY, centerWorld.z);\r\n }\r\n\r\n if (!this._vectorTransition) {\r\n this._vectorTransition = Animation.CreateAnimation(\"target\", Animation.ANIMATIONTYPE_VECTOR3, 60, FramingBehavior.EasingFunction);\r\n }\r\n\r\n this._betaIsAnimating = true;\r\n let animatable = Animation.TransitionTo(\"target\", zoomTarget, this._attachedCamera, this._attachedCamera.getScene(), 60, this._vectorTransition, this._framingTime);\r\n if (animatable) {\r\n this._animatables.push(animatable);\r\n }\r\n\r\n // sets the radius and lower radius bounds\r\n // Small delta ensures camera is not always at lower zoom limit.\r\n let radius = 0;\r\n if (this._mode === FramingBehavior.FitFrustumSidesMode) {\r\n const position = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);\r\n if (this.autoCorrectCameraLimitsAndSensibility) {\r\n this._attachedCamera.lowerRadiusLimit = radiusWorld.length() + this._attachedCamera.minZ;\r\n }\r\n radius = position;\r\n } else if (this._mode === FramingBehavior.IgnoreBoundsSizeMode) {\r\n radius = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);\r\n if (this.autoCorrectCameraLimitsAndSensibility && this._attachedCamera.lowerRadiusLimit === null) {\r\n this._attachedCamera.lowerRadiusLimit = this._attachedCamera.minZ;\r\n }\r\n }\r\n\r\n // Set sensibilities\r\n if (this.autoCorrectCameraLimitsAndSensibility) {\r\n const extend = maximumWorld.subtract(minimumWorld).length();\r\n this._attachedCamera.panningSensibility = 5000 / extend;\r\n this._attachedCamera.wheelPrecision = 100 / radius;\r\n }\r\n\r\n // transition to new radius\r\n if (!this._radiusTransition) {\r\n this._radiusTransition = Animation.CreateAnimation(\"radius\", Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);\r\n }\r\n\r\n animatable = Animation.TransitionTo(\"radius\", radius, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusTransition, this._framingTime, () => {\r\n this.stopAllAnimations();\r\n if (onAnimationEnd) {\r\n onAnimationEnd();\r\n }\r\n\r\n if (this._attachedCamera && this._attachedCamera.useInputToRestoreState) {\r\n this._attachedCamera.storeState();\r\n }\r\n });\r\n\r\n if (animatable) {\r\n this._animatables.push(animatable);\r\n }\r\n }\r\n\r\n /**\r\n * Calculates the lowest radius for the camera based on the bounding box of the mesh.\r\n * @param minimumWorld\r\n * @param maximumWorld\r\n * @returns The minimum distance from the primary mesh's center point at which the camera must be kept in order\r\n *\t\t to fully enclose the mesh in the viewing frustum.\r\n */\r\n protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number {\r\n const size = maximumWorld.subtract(minimumWorld);\r\n const boxVectorGlobalDiagonal = size.length();\r\n const frustumSlope: Vector2 = this._getFrustumSlope();\r\n\r\n // Formula for setting distance\r\n // (Good explanation: http://stackoverflow.com/questions/2866350/move-camera-to-fit-3d-scene)\r\n const radiusWithoutFraming = boxVectorGlobalDiagonal * 0.5;\r\n\r\n // Horizon distance\r\n const radius = radiusWithoutFraming * this._radiusScale;\r\n const distanceForHorizontalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.x * frustumSlope.x));\r\n const distanceForVerticalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.y * frustumSlope.y));\r\n let distance = Math.max(distanceForHorizontalFrustum, distanceForVerticalFrustum);\r\n const camera = this._attachedCamera;\r\n\r\n if (!camera) {\r\n return 0;\r\n }\r\n\r\n if (camera.lowerRadiusLimit && this._mode === FramingBehavior.IgnoreBoundsSizeMode) {\r\n // Don't exceed the requested limit\r\n distance = distance < camera.lowerRadiusLimit ? camera.lowerRadiusLimit : distance;\r\n }\r\n\r\n // Don't exceed the upper radius limit\r\n if (camera.upperRadiusLimit) {\r\n distance = distance > camera.upperRadiusLimit ? camera.upperRadiusLimit : distance;\r\n }\r\n\r\n return distance;\r\n }\r\n\r\n /**\r\n * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera\r\n * is automatically returned to its default position (expected to be above ground plane).\r\n */\r\n private _maintainCameraAboveGround(): void {\r\n if (this._elevationReturnTime < 0) {\r\n return;\r\n }\r\n\r\n const timeSinceInteraction = PrecisionDate.Now - this._lastInteractionTime;\r\n const defaultBeta = Math.PI * 0.5 - this._defaultElevation;\r\n const limitBeta = Math.PI * 0.5;\r\n\r\n // Bring the camera back up if below the ground plane\r\n if (this._attachedCamera && !this._betaIsAnimating && this._attachedCamera.beta > limitBeta && timeSinceInteraction >= this._elevationReturnWaitTime) {\r\n this._betaIsAnimating = true;\r\n\r\n //Transition to new position\r\n this.stopAllAnimations();\r\n\r\n if (!this._betaTransition) {\r\n this._betaTransition = Animation.CreateAnimation(\"beta\", Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);\r\n }\r\n\r\n const animatabe = Animation.TransitionTo(\r\n \"beta\",\r\n defaultBeta,\r\n this._attachedCamera,\r\n this._attachedCamera.getScene(),\r\n 60,\r\n this._betaTransition,\r\n this._elevationReturnTime,\r\n () => {\r\n this._clearAnimationLocks();\r\n this.stopAllAnimations();\r\n }\r\n );\r\n\r\n if (animatabe) {\r\n this._animatables.push(animatabe);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Returns the frustum slope based on the canvas ratio and camera FOV\r\n * @returns The frustum slope represented as a Vector2 with X and Y slopes\r\n */\r\n private _getFrustumSlope(): Vector2 {\r\n // Calculate the viewport ratio\r\n // Aspect Ratio is Height/Width.\r\n const camera = this._attachedCamera;\r\n\r\n if (!camera) {\r\n return Vector2.Zero();\r\n }\r\n\r\n const engine = camera.getScene().getEngine();\r\n const aspectRatio = engine.getAspectRatio(camera);\r\n\r\n // Camera FOV is the vertical field of view (top-bottom) in radians.\r\n // Slope of the frustum top/bottom planes in view space, relative to the forward vector.\r\n const frustumSlopeY = Math.tan(camera.fov / 2);\r\n\r\n // Slope of the frustum left/right planes in view space, relative to the forward vector.\r\n // Provides the amount that one side (e.g. left) of the frustum gets wider for every unit\r\n // along the forward vector.\r\n const frustumSlopeX = frustumSlopeY * aspectRatio;\r\n\r\n return new Vector2(frustumSlopeX, frustumSlopeY);\r\n }\r\n\r\n /**\r\n * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.\r\n */\r\n private _clearAnimationLocks(): void {\r\n this._betaIsAnimating = false;\r\n }\r\n\r\n /**\r\n * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.\r\n */\r\n private _applyUserInteraction(): void {\r\n if (this.isUserIsMoving) {\r\n this._lastInteractionTime = PrecisionDate.Now;\r\n this.stopAllAnimations();\r\n this._clearAnimationLocks();\r\n }\r\n }\r\n\r\n /**\r\n * Stops and removes all animations that have been applied to the camera\r\n */\r\n public stopAllAnimations(): void {\r\n if (this._attachedCamera) {\r\n this._attachedCamera.animations = [];\r\n }\r\n\r\n while (this._animatables.length) {\r\n if (this._animatables[0]) {\r\n this._animatables[0].onAnimationEnd = null;\r\n this._animatables[0].stop();\r\n }\r\n this._animatables.shift();\r\n }\r\n }\r\n\r\n /**\r\n * Gets a value indicating if the user is moving the camera\r\n */\r\n public get isUserIsMoving(): boolean {\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n\r\n return (\r\n this._attachedCamera.inertialAlphaOffset !== 0 ||\r\n this._attachedCamera.inertialBetaOffset !== 0 ||\r\n this._attachedCamera.inertialRadiusOffset !== 0 ||\r\n this._attachedCamera.inertialPanningX !== 0 ||\r\n this._attachedCamera.inertialPanningY !== 0 ||\r\n this._isPointerDown\r\n );\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * The camera can move all the way towards the mesh.\r\n */\r\n public static IgnoreBoundsSizeMode = 0;\r\n\r\n /**\r\n * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides\r\n */\r\n public static FitFrustumSidesMode = 1;\r\n}\r\n"]}
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type { Behavior } from \"../behavior\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"core/Misc\";\r\nimport type { Scene } from \"core/scene\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to fade in and out\r\n */\r\nexport class FadeInOutBehavior implements Behavior<Mesh> {\r\n /**\r\n * Time in milliseconds to delay before fading in (Default: 0)\r\n */\r\n public fadeInDelay = 0;\r\n\r\n /**\r\n * Time in milliseconds to delay before fading out (Default: 0)\r\n */\r\n public fadeOutDelay = 0;\r\n\r\n /**\r\n * Time in milliseconds for the mesh to fade in (Default: 300)\r\n */\r\n public fadeInTime = 300;\r\n\r\n /**\r\n * Time in milliseconds for the mesh to fade out (Default: 300)\r\n */\r\n public fadeOutTime = 300;\r\n\r\n /**\r\n * Time in milliseconds to delay before fading in (Default: 0)\r\n * Will set both fade in and out delay to the same value\r\n */\r\n public get delay(): number {\r\n return this.fadeInDelay;\r\n }\r\n\r\n public set delay(value: number) {\r\n this.fadeInDelay = value;\r\n this.fadeOutDelay = value;\r\n }\r\n\r\n private _millisecondsPerFrame = 1000 / 60;\r\n private _hovered = false;\r\n private _hoverValue = 0;\r\n private _ownerNode: Nullable<Mesh> = null;\r\n private _onBeforeRenderObserver: Nullable<Observer<Scene>> | undefined;\r\n private _delay: number = 0;\r\n private _time: number = 300;\r\n\r\n /**\r\n * Instantiates the FadeInOutBehavior\r\n */\r\n constructor() {}\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"FadeInOut\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n /**\r\n * Attaches the fade behavior on the passed in mesh\r\n * @param ownerNode The mesh that will be faded in/out once attached\r\n */\r\n public attach(ownerNode: Mesh): void {\r\n this._ownerNode = ownerNode;\r\n this._setAllVisibility(this._ownerNode, 0);\r\n }\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this._ownerNode = null;\r\n }\r\n\r\n /**\r\n * Triggers the mesh to begin fading in (or out)\r\n * @param fadeIn if the object should fade in or out (true to fade in)\r\n */\r\n public fadeIn(fadeIn: boolean = true) {\r\n this._delay = fadeIn ? this.fadeInDelay : this.fadeOutDelay;\r\n this._time = fadeIn ? this.fadeInTime : this.fadeOutTime;\r\n\r\n // Cancel any pending updates\r\n this._detachObserver();\r\n\r\n // If fading in and already visible or fading out and already not visible do nothing\r\n if (this._ownerNode && ((fadeIn && this._ownerNode.visibility >= 1) || (!fadeIn && this._ownerNode.visibility <= 0))) {\r\n return;\r\n }\r\n\r\n this._hovered = fadeIn;\r\n if (!this._hovered) {\r\n // Make the delay the negative of fadeout delay so the hoverValue is kept above 1 until\r\n // fadeOutDelay has elapsed\r\n this._delay *= -1;\r\n }\r\n\r\n // Reset the hoverValue. This is necessary because we may have been fading out, e.g. but not yet reached\r\n // the delay, so the hover value is greater than 1\r\n if (this._ownerNode!.visibility >= 1) {\r\n this._hoverValue = this._time;\r\n } else if (this._ownerNode!.visibility <= 0) {\r\n this._hoverValue = 0;\r\n }\r\n this._update();\r\n }\r\n\r\n /**\r\n * Triggers the mesh to begin fading out\r\n */\r\n public fadeOut() {\r\n this.fadeIn(false);\r\n }\r\n\r\n private _update = () => {\r\n if (this._ownerNode) {\r\n this._hoverValue += this._hovered ? this._millisecondsPerFrame : -this._millisecondsPerFrame;\r\n\r\n this._setAllVisibility(this._ownerNode, (this._hoverValue - this._delay) / this._time);\r\n\r\n if (this._ownerNode.visibility > 1) {\r\n this._setAllVisibility(this._ownerNode, 1);\r\n if (this._hoverValue > this._time) {\r\n this._hoverValue = this._time;\r\n this._detachObserver();\r\n return;\r\n }\r\n } else if (this._ownerNode.visibility < 0) {\r\n this._setAllVisibility(this._ownerNode, 0);\r\n if (this._hoverValue < 0) {\r\n this._hoverValue = 0;\r\n this._detachObserver();\r\n return;\r\n }\r\n }\r\n\r\n this._attachObserver();\r\n }\r\n };\r\n\r\n private _setAllVisibility(mesh: AbstractMesh, value: number) {\r\n mesh.visibility = value;\r\n mesh.getChildMeshes().forEach((c) => {\r\n this._setAllVisibility(c, value);\r\n });\r\n }\r\n\r\n private _attachObserver() {\r\n if (!this._onBeforeRenderObserver) {\r\n this._onBeforeRenderObserver = this._ownerNode?.getScene().onBeforeRenderObservable.add(this._update);\r\n }\r\n }\r\n\r\n private _detachObserver() {\r\n if (this._onBeforeRenderObserver) {\r\n this._ownerNode?.getScene().onBeforeRenderObservable.remove(this._onBeforeRenderObserver);\r\n this._onBeforeRenderObserver = null;\r\n }\r\n }\r\n}\r\n"]}
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type { Behavior } from \"../behavior\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\nimport type { Scene } from \"core/scene\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to fade in and out\r\n */\r\nexport class FadeInOutBehavior implements Behavior<Mesh> {\r\n /**\r\n * Time in milliseconds to delay before fading in (Default: 0)\r\n */\r\n public fadeInDelay = 0;\r\n\r\n /**\r\n * Time in milliseconds to delay before fading out (Default: 0)\r\n */\r\n public fadeOutDelay = 0;\r\n\r\n /**\r\n * Time in milliseconds for the mesh to fade in (Default: 300)\r\n */\r\n public fadeInTime = 300;\r\n\r\n /**\r\n * Time in milliseconds for the mesh to fade out (Default: 300)\r\n */\r\n public fadeOutTime = 300;\r\n\r\n /**\r\n * Time in milliseconds to delay before fading in (Default: 0)\r\n * Will set both fade in and out delay to the same value\r\n */\r\n public get delay(): number {\r\n return this.fadeInDelay;\r\n }\r\n\r\n public set delay(value: number) {\r\n this.fadeInDelay = value;\r\n this.fadeOutDelay = value;\r\n }\r\n\r\n private _millisecondsPerFrame = 1000 / 60;\r\n private _hovered = false;\r\n private _hoverValue = 0;\r\n private _ownerNode: Nullable<Mesh> = null;\r\n private _onBeforeRenderObserver: Nullable<Observer<Scene>> | undefined;\r\n private _delay: number = 0;\r\n private _time: number = 300;\r\n\r\n /**\r\n * Instantiates the FadeInOutBehavior\r\n */\r\n constructor() {}\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"FadeInOut\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n /**\r\n * Attaches the fade behavior on the passed in mesh\r\n * @param ownerNode The mesh that will be faded in/out once attached\r\n */\r\n public attach(ownerNode: Mesh): void {\r\n this._ownerNode = ownerNode;\r\n this._setAllVisibility(this._ownerNode, 0);\r\n }\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this._ownerNode = null;\r\n }\r\n\r\n /**\r\n * Triggers the mesh to begin fading in (or out)\r\n * @param fadeIn if the object should fade in or out (true to fade in)\r\n */\r\n public fadeIn(fadeIn: boolean = true) {\r\n this._delay = fadeIn ? this.fadeInDelay : this.fadeOutDelay;\r\n this._time = fadeIn ? this.fadeInTime : this.fadeOutTime;\r\n\r\n // Cancel any pending updates\r\n this._detachObserver();\r\n\r\n // If fading in and already visible or fading out and already not visible do nothing\r\n if (this._ownerNode && ((fadeIn && this._ownerNode.visibility >= 1) || (!fadeIn && this._ownerNode.visibility <= 0))) {\r\n return;\r\n }\r\n\r\n this._hovered = fadeIn;\r\n if (!this._hovered) {\r\n // Make the delay the negative of fadeout delay so the hoverValue is kept above 1 until\r\n // fadeOutDelay has elapsed\r\n this._delay *= -1;\r\n }\r\n\r\n // Reset the hoverValue. This is necessary because we may have been fading out, e.g. but not yet reached\r\n // the delay, so the hover value is greater than 1\r\n if (this._ownerNode!.visibility >= 1) {\r\n this._hoverValue = this._time;\r\n } else if (this._ownerNode!.visibility <= 0) {\r\n this._hoverValue = 0;\r\n }\r\n this._update();\r\n }\r\n\r\n /**\r\n * Triggers the mesh to begin fading out\r\n */\r\n public fadeOut() {\r\n this.fadeIn(false);\r\n }\r\n\r\n private _update = () => {\r\n if (this._ownerNode) {\r\n this._hoverValue += this._hovered ? this._millisecondsPerFrame : -this._millisecondsPerFrame;\r\n\r\n this._setAllVisibility(this._ownerNode, (this._hoverValue - this._delay) / this._time);\r\n\r\n if (this._ownerNode.visibility > 1) {\r\n this._setAllVisibility(this._ownerNode, 1);\r\n if (this._hoverValue > this._time) {\r\n this._hoverValue = this._time;\r\n this._detachObserver();\r\n return;\r\n }\r\n } else if (this._ownerNode.visibility < 0) {\r\n this._setAllVisibility(this._ownerNode, 0);\r\n if (this._hoverValue < 0) {\r\n this._hoverValue = 0;\r\n this._detachObserver();\r\n return;\r\n }\r\n }\r\n\r\n this._attachObserver();\r\n }\r\n };\r\n\r\n private _setAllVisibility(mesh: AbstractMesh, value: number) {\r\n mesh.visibility = value;\r\n mesh.getChildMeshes().forEach((c) => {\r\n this._setAllVisibility(c, value);\r\n });\r\n }\r\n\r\n private _attachObserver() {\r\n if (!this._onBeforeRenderObserver) {\r\n this._onBeforeRenderObserver = this._ownerNode?.getScene().onBeforeRenderObservable.add(this._update);\r\n }\r\n }\r\n\r\n private _detachObserver() {\r\n if (this._onBeforeRenderObserver) {\r\n this._ownerNode?.getScene().onBeforeRenderObservable.remove(this._onBeforeRenderObserver);\r\n this._onBeforeRenderObserver = null;\r\n }\r\n }\r\n}\r\n"]}
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type { Behavior } from \"../../Behaviors/behavior\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { PivotTools } from \"../../Misc/pivotTools\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { CreatePlane } from \"../../Meshes/Builders/planeBuilder\";\r\n\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events\r\n */\r\nexport class PointerDragBehavior implements Behavior<AbstractMesh> {\r\n private static _AnyMouseId = -2;\r\n /**\r\n * Abstract mesh the behavior is set on\r\n */\r\n public attachedNode: AbstractMesh;\r\n protected _dragPlane: Mesh;\r\n private _scene: Scene;\r\n private _pointerObserver: Nullable<Observer<PointerInfo>>;\r\n private _beforeRenderObserver: Nullable<Observer<Scene>>;\r\n private static _PlaneScene: Scene;\r\n private _useAlternatePickedPointAboveMaxDragAngleDragSpeed = -1.1;\r\n private _activeDragButton: number = -1;\r\n private _activePointerInfo: Nullable<PointerInfo>;\r\n /**\r\n * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)\r\n */\r\n public maxDragAngle = 0;\r\n /**\r\n * Butttons that can be used to initiate a drag\r\n */\r\n public dragButtons = [0, 1, 2];\r\n /**\r\n * @internal\r\n */\r\n public _useAlternatePickedPointAboveMaxDragAngle = false;\r\n /**\r\n * Get or set the currentDraggingPointerId\r\n * @deprecated Please use currentDraggingPointerId instead\r\n */\r\n public get currentDraggingPointerID(): number {\r\n return this.currentDraggingPointerId;\r\n }\r\n public set currentDraggingPointerID(currentDraggingPointerID: number) {\r\n this.currentDraggingPointerId = currentDraggingPointerID;\r\n }\r\n /**\r\n * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)\r\n */\r\n public currentDraggingPointerId = -1;\r\n /**\r\n * The last position where the pointer hit the drag plane in world space\r\n */\r\n public lastDragPosition: Vector3;\r\n /**\r\n * If the behavior is currently in a dragging state\r\n */\r\n public dragging = false;\r\n /**\r\n * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)\r\n */\r\n public dragDeltaRatio = 0.2;\r\n /**\r\n * If the drag plane orientation should be updated during the dragging (Default: true)\r\n */\r\n public updateDragPlane = true;\r\n // Debug mode will display drag planes to help visualize behavior\r\n private _debugMode = false;\r\n private _moving = false;\r\n /**\r\n * Fires each time the attached mesh is dragged with the pointer\r\n * * delta between last drag position and current drag position in world space\r\n * * dragDistance along the drag axis\r\n * * dragPlaneNormal normal of the current drag plane used during the drag\r\n * * dragPlanePoint in world space where the drag intersects the drag plane\r\n *\r\n * (if validatedDrag is used, the position of the attached mesh might not equal dragPlanePoint)\r\n */\r\n public onDragObservable = new Observable<{\r\n delta: Vector3;\r\n dragPlanePoint: Vector3;\r\n dragPlaneNormal: Vector3;\r\n dragDistance: number;\r\n pointerId: number;\r\n pointerInfo: Nullable<PointerInfo>;\r\n }>();\r\n /**\r\n * Fires each time a drag begins (eg. mouse down on mesh)\r\n * * dragPlanePoint in world space where the drag intersects the drag plane\r\n *\r\n * (if validatedDrag is used, the position of the attached mesh might not equal dragPlanePoint)\r\n */\r\n public onDragStartObservable = new Observable<{ dragPlanePoint: Vector3; pointerId: number; pointerInfo: Nullable<PointerInfo> }>();\r\n /**\r\n * Fires each time a drag ends (eg. mouse release after drag)\r\n * * dragPlanePoint in world space where the drag intersects the drag plane\r\n *\r\n * (if validatedDrag is used, the position of the attached mesh might not equal dragPlanePoint)\r\n */\r\n public onDragEndObservable = new Observable<{ dragPlanePoint: Vector3; pointerId: number; pointerInfo: Nullable<PointerInfo> }>();\r\n /**\r\n * Fires each time behavior enabled state changes\r\n */\r\n public onEnabledObservable = new Observable<boolean>();\r\n\r\n /**\r\n * If the attached mesh should be moved when dragged\r\n */\r\n public moveAttached = true;\r\n\r\n /**\r\n * If the drag behavior will react to drag events (Default: true)\r\n */\r\n public set enabled(value: boolean) {\r\n if (value != this._enabled) {\r\n this.onEnabledObservable.notifyObservers(value);\r\n }\r\n this._enabled = value;\r\n }\r\n\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n private _enabled = true;\r\n\r\n /**\r\n * If pointer events should start and release the drag (Default: true)\r\n */\r\n public startAndReleaseDragOnPointerEvents = true;\r\n /**\r\n * If camera controls should be detached during the drag\r\n */\r\n public detachCameraControls = true;\r\n\r\n /**\r\n * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)\r\n */\r\n public useObjectOrientationForDragging = true;\r\n\r\n private _options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 };\r\n\r\n /**\r\n * Gets the options used by the behavior\r\n */\r\n public get options(): { dragAxis?: Vector3; dragPlaneNormal?: Vector3 } {\r\n return this._options;\r\n }\r\n\r\n /**\r\n * Sets the options used by the behavior\r\n */\r\n public set options(options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options;\r\n }\r\n\r\n /**\r\n * Creates a pointer drag behavior that can be attached to a mesh\r\n * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)\r\n * @param options.dragAxis\r\n * @param options.dragPlaneNormal\r\n */\r\n constructor(options?: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options ? options : {};\r\n\r\n let optionCount = 0;\r\n if (this._options.dragAxis) {\r\n optionCount++;\r\n }\r\n if (this._options.dragPlaneNormal) {\r\n optionCount++;\r\n }\r\n if (optionCount > 1) {\r\n throw \"Multiple drag modes specified in dragBehavior options. Only one expected\";\r\n }\r\n }\r\n\r\n /**\r\n * Predicate to determine if it is valid to move the object to a new position when it is moved\r\n * @param targetPosition\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public validateDrag = (targetPosition: Vector3) => {\r\n return true;\r\n };\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"PointerDrag\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n private _tmpVector = new Vector3(0, 0, 0);\r\n private _alternatePickedPoint = new Vector3(0, 0, 0);\r\n private _worldDragAxis = new Vector3(0, 0, 0);\r\n private _targetPosition = new Vector3(0, 0, 0);\r\n private _attachedToElement: boolean = false;\r\n /**\r\n * Attaches the drag behavior the passed in mesh\r\n * @param ownerNode The mesh that will be dragged around once attached\r\n * @param predicate Predicate to use for pick filtering\r\n */\r\n public attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void {\r\n this._scene = ownerNode.getScene();\r\n ownerNode.isNearGrabbable = true;\r\n this.attachedNode = ownerNode;\r\n\r\n // Initialize drag plane to not interfere with existing scene\r\n if (!PointerDragBehavior._PlaneScene) {\r\n if (this._debugMode) {\r\n PointerDragBehavior._PlaneScene = this._scene;\r\n } else {\r\n PointerDragBehavior._PlaneScene = new Scene(this._scene.getEngine(), { virtual: true });\r\n PointerDragBehavior._PlaneScene.detachControl();\r\n this._scene.onDisposeObservable.addOnce(() => {\r\n PointerDragBehavior._PlaneScene.dispose();\r\n (<any>PointerDragBehavior._PlaneScene) = null;\r\n });\r\n }\r\n }\r\n this._dragPlane = CreatePlane(\r\n \"pointerDragPlane\",\r\n { size: this._debugMode ? 1 : 10000, updatable: false, sideOrientation: Mesh.DOUBLESIDE },\r\n PointerDragBehavior._PlaneScene\r\n );\r\n\r\n // State of the drag\r\n this.lastDragPosition = new Vector3(0, 0, 0);\r\n\r\n const pickPredicate = predicate\r\n ? predicate\r\n : (m: AbstractMesh) => {\r\n return this.attachedNode == m || m.isDescendantOf(this.attachedNode);\r\n };\r\n\r\n this._pointerObserver = this._scene.onPointerObservable.add((pointerInfo) => {\r\n if (!this.enabled) {\r\n // If behavior is disabled before releaseDrag is ever called, call it now.\r\n if (this._attachedToElement) {\r\n this.releaseDrag();\r\n }\r\n\r\n return;\r\n }\r\n\r\n if (pointerInfo.type == PointerEventTypes.POINTERDOWN) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n !this.dragging &&\r\n pointerInfo.pickInfo &&\r\n pointerInfo.pickInfo.hit &&\r\n pointerInfo.pickInfo.pickedMesh &&\r\n pointerInfo.pickInfo.pickedPoint &&\r\n pointerInfo.pickInfo.ray &&\r\n pickPredicate(pointerInfo.pickInfo.pickedMesh)\r\n ) {\r\n if (this._activeDragButton === -1 && this.dragButtons.indexOf(pointerInfo.event.button) !== -1) {\r\n this._activeDragButton = pointerInfo.event.button;\r\n this._activePointerInfo = pointerInfo;\r\n this._startDrag((<IPointerEvent>pointerInfo.event).pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);\r\n }\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERUP) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n this.currentDraggingPointerId == (<IPointerEvent>pointerInfo.event).pointerId &&\r\n (this._activeDragButton === pointerInfo.event.button || this._activeDragButton === -1)\r\n ) {\r\n this.releaseDrag();\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERMOVE) {\r\n const pointerId = (<IPointerEvent>pointerInfo.event).pointerId;\r\n\r\n // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved\r\n if (this.currentDraggingPointerId === PointerDragBehavior._AnyMouseId && pointerId !== PointerDragBehavior._AnyMouseId) {\r\n const evt = <IPointerEvent>pointerInfo.event;\r\n const isMouseEvent = evt.pointerType === \"mouse\" || (!this._scene.getEngine().hostInformation.isMobile && evt instanceof MouseEvent);\r\n if (isMouseEvent) {\r\n if (this._lastPointerRay[this.currentDraggingPointerId]) {\r\n this._lastPointerRay[pointerId] = this._lastPointerRay[this.currentDraggingPointerId];\r\n delete this._lastPointerRay[this.currentDraggingPointerId];\r\n }\r\n this.currentDraggingPointerId = pointerId;\r\n }\r\n }\r\n\r\n // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()\r\n if (!this._lastPointerRay[pointerId]) {\r\n this._lastPointerRay[pointerId] = new Ray(new Vector3(), new Vector3());\r\n }\r\n if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {\r\n this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);\r\n this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);\r\n\r\n if (this.currentDraggingPointerId == pointerId && this.dragging) {\r\n this._moveDrag(pointerInfo.pickInfo.ray);\r\n }\r\n }\r\n }\r\n });\r\n\r\n this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n if (this._moving && this.moveAttached) {\r\n let needMatrixUpdate = false;\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Slowly move mesh to avoid jitter\r\n this._targetPosition.subtractToRef(this.attachedNode.absolutePosition, this._tmpVector);\r\n this._tmpVector.scaleInPlace(this.dragDeltaRatio);\r\n this.attachedNode.getAbsolutePosition().addToRef(this._tmpVector, this._tmpVector);\r\n if (this.validateDrag(this._tmpVector)) {\r\n this.attachedNode.setAbsolutePosition(this._tmpVector);\r\n needMatrixUpdate = true;\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n if (needMatrixUpdate) {\r\n this.attachedNode.computeWorldMatrix();\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Force release the drag action by code.\r\n */\r\n public releaseDrag() {\r\n if (this.dragging) {\r\n this.dragging = false;\r\n this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerId, pointerInfo: this._activePointerInfo });\r\n }\r\n\r\n this.currentDraggingPointerId = -1;\r\n this._activeDragButton = -1;\r\n this._activePointerInfo = null;\r\n this._moving = false;\r\n\r\n // Reattach camera controls\r\n if (this.detachCameraControls && this._attachedToElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.getClassName() === \"ArcRotateCamera\") {\r\n const arcRotateCamera = this._scene.activeCamera as ArcRotateCamera;\r\n arcRotateCamera.attachControl(\r\n arcRotateCamera.inputs ? arcRotateCamera.inputs.noPreventDefault : true,\r\n arcRotateCamera._useCtrlForPanning,\r\n arcRotateCamera._panningMouseButton\r\n );\r\n } else {\r\n this._scene.activeCamera.attachControl(this._scene.activeCamera.inputs ? this._scene.activeCamera.inputs.noPreventDefault : true);\r\n }\r\n this._attachedToElement = false;\r\n }\r\n }\r\n\r\n private _startDragRay = new Ray(new Vector3(), new Vector3());\r\n private _lastPointerRay: { [key: number]: Ray } = {};\r\n /**\r\n * Simulates the start of a pointer drag event on the behavior\r\n * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)\r\n * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)\r\n * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)\r\n */\r\n public startDrag(pointerId: number = PointerDragBehavior._AnyMouseId, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n this._startDrag(pointerId, fromRay, startPickedPoint);\r\n\r\n let lastRay = this._lastPointerRay[pointerId];\r\n if (pointerId === PointerDragBehavior._AnyMouseId) {\r\n lastRay = this._lastPointerRay[<any>Object.keys(this._lastPointerRay)[0]];\r\n }\r\n\r\n if (lastRay) {\r\n // if there was a last pointer ray drag the object there\r\n this._moveDrag(lastRay);\r\n }\r\n }\r\n\r\n protected _startDrag(pointerId: number, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n if (!this._scene.activeCamera || this.dragging || !this.attachedNode) {\r\n return;\r\n }\r\n\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Create start ray from the camera to the object\r\n if (fromRay) {\r\n this._startDragRay.direction.copyFrom(fromRay.direction);\r\n this._startDragRay.origin.copyFrom(fromRay.origin);\r\n } else {\r\n this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);\r\n this.attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);\r\n this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);\r\n }\r\n\r\n this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);\r\n\r\n const pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);\r\n if (pickedPoint) {\r\n this.dragging = true;\r\n this.currentDraggingPointerId = pointerId;\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerId, pointerInfo: this._activePointerInfo });\r\n this._targetPosition.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n // Detatch camera controls\r\n if (this.detachCameraControls && this._scene.activeCamera && this._scene.activeCamera.inputs && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.inputs.attachedToElement) {\r\n this._scene.activeCamera.detachControl();\r\n this._attachedToElement = true;\r\n } else {\r\n this._attachedToElement = false;\r\n }\r\n }\r\n } else {\r\n this.releaseDrag();\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n\r\n private _dragDelta = new Vector3();\r\n protected _moveDrag(ray: Ray) {\r\n this._moving = true;\r\n const pickedPoint = this._pickWithRayOnDragPlane(ray);\r\n\r\n if (pickedPoint) {\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n\r\n if (this.updateDragPlane) {\r\n this._updateDragPlanePosition(ray, pickedPoint);\r\n }\r\n let dragLength = 0;\r\n // depending on the drag mode option drag accordingly\r\n if (this._options.dragAxis) {\r\n // Convert local drag axis to world if useObjectOrientationForDragging\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis)\r\n : this._worldDragAxis.copyFrom(this._options.dragAxis);\r\n\r\n // Project delta drag from the drag plane onto the drag axis\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);\r\n dragLength = Vector3.Dot(this._tmpVector, this._worldDragAxis);\r\n this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);\r\n } else {\r\n dragLength = this._dragDelta.length();\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);\r\n }\r\n this._targetPosition.addInPlace(this._dragDelta);\r\n this.onDragObservable.notifyObservers({\r\n dragDistance: dragLength,\r\n delta: this._dragDelta,\r\n dragPlanePoint: pickedPoint,\r\n dragPlaneNormal: this._dragPlane.forward,\r\n pointerId: this.currentDraggingPointerId,\r\n pointerInfo: this._activePointerInfo,\r\n });\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n }\r\n\r\n private _pickWithRayOnDragPlane(ray: Nullable<Ray>) {\r\n if (!ray) {\r\n return null;\r\n }\r\n\r\n // Calculate angle between plane normal and ray\r\n let angle = Math.acos(Vector3.Dot(this._dragPlane.forward, ray.direction));\r\n // Correct if ray is casted from oposite side\r\n if (angle > Math.PI / 2) {\r\n angle = Math.PI - angle;\r\n }\r\n\r\n // If the angle is too perpendicular to the plane pick another point on the plane where it is looking\r\n if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {\r\n if (this._useAlternatePickedPointAboveMaxDragAngle) {\r\n // Invert ray direction along the towards object axis\r\n this._tmpVector.copyFrom(ray.direction);\r\n this.attachedNode.absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);\r\n this._alternatePickedPoint.normalize();\r\n this._alternatePickedPoint.scaleInPlace(this._useAlternatePickedPointAboveMaxDragAngleDragSpeed * Vector3.Dot(this._alternatePickedPoint, this._tmpVector));\r\n this._tmpVector.addInPlace(this._alternatePickedPoint);\r\n\r\n // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point\r\n const dot = Vector3.Dot(this._dragPlane.forward, this._tmpVector);\r\n this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);\r\n this._alternatePickedPoint.addInPlace(this._tmpVector);\r\n this._alternatePickedPoint.addInPlace(this.attachedNode.absolutePosition);\r\n return this._alternatePickedPoint;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n const pickResult = PointerDragBehavior._PlaneScene.pickWithRay(ray, (m) => {\r\n return m == this._dragPlane;\r\n });\r\n if (pickResult && pickResult.hit && pickResult.pickedMesh && pickResult.pickedPoint) {\r\n return pickResult.pickedPoint;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n // Variables to avoid instantiation in the below method\r\n private _pointA = new Vector3(0, 0, 0);\r\n private _pointC = new Vector3(0, 0, 0);\r\n private _localAxis = new Vector3(0, 0, 0);\r\n private _lookAt = new Vector3(0, 0, 0);\r\n // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera\r\n private _updateDragPlanePosition(ray: Ray, dragPlanePosition: Vector3) {\r\n this._pointA.copyFrom(dragPlanePosition);\r\n if (this._options.dragAxis) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragAxis);\r\n\r\n // Calculate plane normal that is the cross product of local axis and (eye-dragPlanePosition)\r\n ray.origin.subtractToRef(this._pointA, this._pointC);\r\n this._pointC.normalize();\r\n if (Math.abs(Vector3.Dot(this._localAxis, this._pointC)) > 0.999) {\r\n // the drag axis is colinear with the (eye to position) ray. The cross product will give jittered values.\r\n // A new axis vector need to be computed\r\n if (Math.abs(Vector3.Dot(Vector3.UpReadOnly, this._pointC)) > 0.999) {\r\n this._lookAt.copyFrom(Vector3.Right());\r\n } else {\r\n this._lookAt.copyFrom(Vector3.UpReadOnly);\r\n }\r\n } else {\r\n Vector3.CrossToRef(this._localAxis, this._pointC, this._lookAt);\r\n // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendicular to camera\r\n Vector3.CrossToRef(this._localAxis, this._lookAt, this._lookAt);\r\n this._lookAt.normalize();\r\n }\r\n\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._lookAt, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else if (this._options.dragPlaneNormal) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragPlaneNormal);\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._localAxis, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else {\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._dragPlane.lookAt(ray.origin);\r\n }\r\n // Update the position of the drag plane so it doesn't get out of sync with the node (eg. when moving back and forth quickly)\r\n this._dragPlane.position.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n this._dragPlane.computeWorldMatrix(true);\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this._lastPointerRay = {};\r\n if (this.attachedNode) {\r\n this.attachedNode.isNearGrabbable = false;\r\n }\r\n if (this._pointerObserver) {\r\n this._scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n if (this._beforeRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n }\r\n if (this._dragPlane) {\r\n this._dragPlane.dispose();\r\n }\r\n this.releaseDrag();\r\n }\r\n}\r\n"]}
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1
|
+
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type { Behavior } from \"../../Behaviors/behavior\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { PivotTools } from \"../../Misc/pivotTools\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { CreatePlane } from \"../../Meshes/Builders/planeBuilder\";\r\n\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events\r\n */\r\nexport class PointerDragBehavior implements Behavior<AbstractMesh> {\r\n private static _AnyMouseId = -2;\r\n /**\r\n * Abstract mesh the behavior is set on\r\n */\r\n public attachedNode: AbstractMesh;\r\n protected _dragPlane: Mesh;\r\n private _scene: Scene;\r\n private _pointerObserver: Nullable<Observer<PointerInfo>>;\r\n private _beforeRenderObserver: Nullable<Observer<Scene>>;\r\n private static _PlaneScene: Scene;\r\n private _useAlternatePickedPointAboveMaxDragAngleDragSpeed = -1.1;\r\n private _activeDragButton: number = -1;\r\n private _activePointerInfo: Nullable<PointerInfo>;\r\n /**\r\n * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)\r\n */\r\n public maxDragAngle = 0;\r\n /**\r\n * Butttons that can be used to initiate a drag\r\n */\r\n public dragButtons = [0, 1, 2];\r\n /**\r\n * @internal\r\n */\r\n public _useAlternatePickedPointAboveMaxDragAngle = false;\r\n /**\r\n * Get or set the currentDraggingPointerId\r\n * @deprecated Please use currentDraggingPointerId instead\r\n */\r\n public get currentDraggingPointerID(): number {\r\n return this.currentDraggingPointerId;\r\n }\r\n public set currentDraggingPointerID(currentDraggingPointerID: number) {\r\n this.currentDraggingPointerId = currentDraggingPointerID;\r\n }\r\n /**\r\n * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)\r\n */\r\n public currentDraggingPointerId = -1;\r\n /**\r\n * The last position where the pointer hit the drag plane in world space\r\n */\r\n public lastDragPosition: Vector3;\r\n /**\r\n * If the behavior is currently in a dragging state\r\n */\r\n public dragging = false;\r\n /**\r\n * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)\r\n */\r\n public dragDeltaRatio = 0.2;\r\n /**\r\n * If the drag plane orientation should be updated during the dragging (Default: true)\r\n */\r\n public updateDragPlane = true;\r\n // Debug mode will display drag planes to help visualize behavior\r\n private _debugMode = false;\r\n private _moving = false;\r\n /**\r\n * Fires each time the attached mesh is dragged with the pointer\r\n * * delta between last drag position and current drag position in world space\r\n * * dragDistance along the drag axis\r\n * * dragPlaneNormal normal of the current drag plane used during the drag\r\n * * dragPlanePoint in world space where the drag intersects the drag plane\r\n *\r\n * (if validatedDrag is used, the position of the attached mesh might not equal dragPlanePoint)\r\n */\r\n public onDragObservable = new Observable<{\r\n delta: Vector3;\r\n dragPlanePoint: Vector3;\r\n dragPlaneNormal: Vector3;\r\n dragDistance: number;\r\n pointerId: number;\r\n pointerInfo: Nullable<PointerInfo>;\r\n }>();\r\n /**\r\n * Fires each time a drag begins (eg. mouse down on mesh)\r\n * * dragPlanePoint in world space where the drag intersects the drag plane\r\n *\r\n * (if validatedDrag is used, the position of the attached mesh might not equal dragPlanePoint)\r\n */\r\n public onDragStartObservable = new Observable<{ dragPlanePoint: Vector3; pointerId: number; pointerInfo: Nullable<PointerInfo> }>();\r\n /**\r\n * Fires each time a drag ends (eg. mouse release after drag)\r\n * * dragPlanePoint in world space where the drag intersects the drag plane\r\n *\r\n * (if validatedDrag is used, the position of the attached mesh might not equal dragPlanePoint)\r\n */\r\n public onDragEndObservable = new Observable<{ dragPlanePoint: Vector3; pointerId: number; pointerInfo: Nullable<PointerInfo> }>();\r\n /**\r\n * Fires each time behavior enabled state changes\r\n */\r\n public onEnabledObservable = new Observable<boolean>();\r\n\r\n /**\r\n * If the attached mesh should be moved when dragged\r\n */\r\n public moveAttached = true;\r\n\r\n /**\r\n * If the drag behavior will react to drag events (Default: true)\r\n */\r\n public set enabled(value: boolean) {\r\n if (value != this._enabled) {\r\n this.onEnabledObservable.notifyObservers(value);\r\n }\r\n this._enabled = value;\r\n }\r\n\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n private _enabled = true;\r\n\r\n /**\r\n * If pointer events should start and release the drag (Default: true)\r\n */\r\n public startAndReleaseDragOnPointerEvents = true;\r\n /**\r\n * If camera controls should be detached during the drag\r\n */\r\n public detachCameraControls = true;\r\n\r\n /**\r\n * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)\r\n */\r\n public useObjectOrientationForDragging = true;\r\n\r\n private _options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 };\r\n\r\n /**\r\n * Gets the options used by the behavior\r\n */\r\n public get options(): { dragAxis?: Vector3; dragPlaneNormal?: Vector3 } {\r\n return this._options;\r\n }\r\n\r\n /**\r\n * Sets the options used by the behavior\r\n */\r\n public set options(options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options;\r\n }\r\n\r\n /**\r\n * Creates a pointer drag behavior that can be attached to a mesh\r\n * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)\r\n * @param options.dragAxis\r\n * @param options.dragPlaneNormal\r\n */\r\n constructor(options?: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options ? options : {};\r\n\r\n let optionCount = 0;\r\n if (this._options.dragAxis) {\r\n optionCount++;\r\n }\r\n if (this._options.dragPlaneNormal) {\r\n optionCount++;\r\n }\r\n if (optionCount > 1) {\r\n throw \"Multiple drag modes specified in dragBehavior options. Only one expected\";\r\n }\r\n }\r\n\r\n /**\r\n * Predicate to determine if it is valid to move the object to a new position when it is moved\r\n * @param targetPosition\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public validateDrag = (targetPosition: Vector3) => {\r\n return true;\r\n };\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"PointerDrag\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n private _tmpVector = new Vector3(0, 0, 0);\r\n private _alternatePickedPoint = new Vector3(0, 0, 0);\r\n private _worldDragAxis = new Vector3(0, 0, 0);\r\n private _targetPosition = new Vector3(0, 0, 0);\r\n private _attachedToElement: boolean = false;\r\n /**\r\n * Attaches the drag behavior the passed in mesh\r\n * @param ownerNode The mesh that will be dragged around once attached\r\n * @param predicate Predicate to use for pick filtering\r\n */\r\n public attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void {\r\n this._scene = ownerNode.getScene();\r\n ownerNode.isNearGrabbable = true;\r\n this.attachedNode = ownerNode;\r\n\r\n // Initialize drag plane to not interfere with existing scene\r\n if (!PointerDragBehavior._PlaneScene) {\r\n if (this._debugMode) {\r\n PointerDragBehavior._PlaneScene = this._scene;\r\n } else {\r\n PointerDragBehavior._PlaneScene = new Scene(this._scene.getEngine(), { virtual: true });\r\n PointerDragBehavior._PlaneScene.detachControl();\r\n this._scene.onDisposeObservable.addOnce(() => {\r\n PointerDragBehavior._PlaneScene.dispose();\r\n (<any>PointerDragBehavior._PlaneScene) = null;\r\n });\r\n }\r\n }\r\n this._dragPlane = CreatePlane(\r\n \"pointerDragPlane\",\r\n { size: this._debugMode ? 1 : 10000, updatable: false, sideOrientation: Mesh.DOUBLESIDE },\r\n PointerDragBehavior._PlaneScene\r\n );\r\n\r\n // State of the drag\r\n this.lastDragPosition = new Vector3(0, 0, 0);\r\n\r\n const pickPredicate = predicate\r\n ? predicate\r\n : (m: AbstractMesh) => {\r\n return this.attachedNode == m || m.isDescendantOf(this.attachedNode);\r\n };\r\n\r\n this._pointerObserver = this._scene.onPointerObservable.add((pointerInfo) => {\r\n if (!this.enabled) {\r\n // If behavior is disabled before releaseDrag is ever called, call it now.\r\n if (this._attachedToElement) {\r\n this.releaseDrag();\r\n }\r\n\r\n return;\r\n }\r\n\r\n if (pointerInfo.type == PointerEventTypes.POINTERDOWN) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n !this.dragging &&\r\n pointerInfo.pickInfo &&\r\n pointerInfo.pickInfo.hit &&\r\n pointerInfo.pickInfo.pickedMesh &&\r\n pointerInfo.pickInfo.pickedPoint &&\r\n pointerInfo.pickInfo.ray &&\r\n pickPredicate(pointerInfo.pickInfo.pickedMesh)\r\n ) {\r\n if (this._activeDragButton === -1 && this.dragButtons.indexOf(pointerInfo.event.button) !== -1) {\r\n this._activeDragButton = pointerInfo.event.button;\r\n this._activePointerInfo = pointerInfo;\r\n this._startDrag((<IPointerEvent>pointerInfo.event).pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);\r\n }\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERUP) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n this.currentDraggingPointerId == (<IPointerEvent>pointerInfo.event).pointerId &&\r\n (this._activeDragButton === pointerInfo.event.button || this._activeDragButton === -1)\r\n ) {\r\n this.releaseDrag();\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERMOVE) {\r\n const pointerId = (<IPointerEvent>pointerInfo.event).pointerId;\r\n\r\n // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved\r\n if (this.currentDraggingPointerId === PointerDragBehavior._AnyMouseId && pointerId !== PointerDragBehavior._AnyMouseId) {\r\n const evt = <IPointerEvent>pointerInfo.event;\r\n const isMouseEvent = evt.pointerType === \"mouse\" || (!this._scene.getEngine().hostInformation.isMobile && evt instanceof MouseEvent);\r\n if (isMouseEvent) {\r\n if (this._lastPointerRay[this.currentDraggingPointerId]) {\r\n this._lastPointerRay[pointerId] = this._lastPointerRay[this.currentDraggingPointerId];\r\n delete this._lastPointerRay[this.currentDraggingPointerId];\r\n }\r\n this.currentDraggingPointerId = pointerId;\r\n }\r\n }\r\n\r\n // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()\r\n if (!this._lastPointerRay[pointerId]) {\r\n this._lastPointerRay[pointerId] = new Ray(new Vector3(), new Vector3());\r\n }\r\n if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {\r\n this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);\r\n this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);\r\n\r\n if (this.currentDraggingPointerId == pointerId && this.dragging) {\r\n this._moveDrag(pointerInfo.pickInfo.ray);\r\n }\r\n }\r\n }\r\n });\r\n\r\n this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n if (this._moving && this.moveAttached) {\r\n let needMatrixUpdate = false;\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Slowly move mesh to avoid jitter\r\n this._targetPosition.subtractToRef(this.attachedNode.absolutePosition, this._tmpVector);\r\n this._tmpVector.scaleInPlace(this.dragDeltaRatio);\r\n this.attachedNode.getAbsolutePosition().addToRef(this._tmpVector, this._tmpVector);\r\n if (this.validateDrag(this._tmpVector)) {\r\n this.attachedNode.setAbsolutePosition(this._tmpVector);\r\n needMatrixUpdate = true;\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n if (needMatrixUpdate) {\r\n this.attachedNode.computeWorldMatrix();\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Force release the drag action by code.\r\n */\r\n public releaseDrag() {\r\n if (this.dragging) {\r\n this.dragging = false;\r\n this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerId, pointerInfo: this._activePointerInfo });\r\n }\r\n\r\n this.currentDraggingPointerId = -1;\r\n this._activeDragButton = -1;\r\n this._activePointerInfo = null;\r\n this._moving = false;\r\n\r\n // Reattach camera controls\r\n if (this.detachCameraControls && this._attachedToElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.getClassName() === \"ArcRotateCamera\") {\r\n const arcRotateCamera = this._scene.activeCamera as ArcRotateCamera;\r\n arcRotateCamera.attachControl(\r\n arcRotateCamera.inputs ? arcRotateCamera.inputs.noPreventDefault : true,\r\n arcRotateCamera._useCtrlForPanning,\r\n arcRotateCamera._panningMouseButton\r\n );\r\n } else {\r\n this._scene.activeCamera.attachControl(this._scene.activeCamera.inputs ? this._scene.activeCamera.inputs.noPreventDefault : true);\r\n }\r\n this._attachedToElement = false;\r\n }\r\n }\r\n\r\n private _startDragRay = new Ray(new Vector3(), new Vector3());\r\n private _lastPointerRay: { [key: number]: Ray } = {};\r\n /**\r\n * Simulates the start of a pointer drag event on the behavior\r\n * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)\r\n * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)\r\n * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)\r\n */\r\n public startDrag(pointerId: number = PointerDragBehavior._AnyMouseId, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n this._startDrag(pointerId, fromRay, startPickedPoint);\r\n\r\n let lastRay = this._lastPointerRay[pointerId];\r\n if (pointerId === PointerDragBehavior._AnyMouseId) {\r\n lastRay = this._lastPointerRay[<any>Object.keys(this._lastPointerRay)[0]];\r\n }\r\n\r\n if (lastRay) {\r\n // if there was a last pointer ray drag the object there\r\n this._moveDrag(lastRay);\r\n }\r\n }\r\n\r\n protected _startDrag(pointerId: number, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n if (!this._scene.activeCamera || this.dragging || !this.attachedNode) {\r\n return;\r\n }\r\n\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Create start ray from the camera to the object\r\n if (fromRay) {\r\n this._startDragRay.direction.copyFrom(fromRay.direction);\r\n this._startDragRay.origin.copyFrom(fromRay.origin);\r\n } else {\r\n this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);\r\n this.attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);\r\n this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);\r\n }\r\n\r\n this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);\r\n\r\n const pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);\r\n if (pickedPoint) {\r\n this.dragging = true;\r\n this.currentDraggingPointerId = pointerId;\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerId, pointerInfo: this._activePointerInfo });\r\n this._targetPosition.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n // Detatch camera controls\r\n if (this.detachCameraControls && this._scene.activeCamera && this._scene.activeCamera.inputs && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.inputs.attachedToElement) {\r\n this._scene.activeCamera.detachControl();\r\n this._attachedToElement = true;\r\n } else {\r\n this._attachedToElement = false;\r\n }\r\n }\r\n } else {\r\n this.releaseDrag();\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n\r\n private _dragDelta = new Vector3();\r\n protected _moveDrag(ray: Ray) {\r\n this._moving = true;\r\n const pickedPoint = this._pickWithRayOnDragPlane(ray);\r\n\r\n if (pickedPoint) {\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n\r\n if (this.updateDragPlane) {\r\n this._updateDragPlanePosition(ray, pickedPoint);\r\n }\r\n let dragLength = 0;\r\n // depending on the drag mode option drag accordingly\r\n if (this._options.dragAxis) {\r\n // Convert local drag axis to world if useObjectOrientationForDragging\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis)\r\n : this._worldDragAxis.copyFrom(this._options.dragAxis);\r\n\r\n // Project delta drag from the drag plane onto the drag axis\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);\r\n dragLength = Vector3.Dot(this._tmpVector, this._worldDragAxis);\r\n this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);\r\n } else {\r\n dragLength = this._dragDelta.length();\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);\r\n }\r\n this._targetPosition.addInPlace(this._dragDelta);\r\n this.onDragObservable.notifyObservers({\r\n dragDistance: dragLength,\r\n delta: this._dragDelta,\r\n dragPlanePoint: pickedPoint,\r\n dragPlaneNormal: this._dragPlane.forward,\r\n pointerId: this.currentDraggingPointerId,\r\n pointerInfo: this._activePointerInfo,\r\n });\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n }\r\n\r\n private _pickWithRayOnDragPlane(ray: Nullable<Ray>) {\r\n if (!ray) {\r\n return null;\r\n }\r\n\r\n // Calculate angle between plane normal and ray\r\n let angle = Math.acos(Vector3.Dot(this._dragPlane.forward, ray.direction));\r\n // Correct if ray is casted from oposite side\r\n if (angle > Math.PI / 2) {\r\n angle = Math.PI - angle;\r\n }\r\n\r\n // If the angle is too perpendicular to the plane pick another point on the plane where it is looking\r\n if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {\r\n if (this._useAlternatePickedPointAboveMaxDragAngle) {\r\n // Invert ray direction along the towards object axis\r\n this._tmpVector.copyFrom(ray.direction);\r\n this.attachedNode.absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);\r\n this._alternatePickedPoint.normalize();\r\n this._alternatePickedPoint.scaleInPlace(this._useAlternatePickedPointAboveMaxDragAngleDragSpeed * Vector3.Dot(this._alternatePickedPoint, this._tmpVector));\r\n this._tmpVector.addInPlace(this._alternatePickedPoint);\r\n\r\n // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point\r\n const dot = Vector3.Dot(this._dragPlane.forward, this._tmpVector);\r\n this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);\r\n this._alternatePickedPoint.addInPlace(this._tmpVector);\r\n this._alternatePickedPoint.addInPlace(this.attachedNode.absolutePosition);\r\n return this._alternatePickedPoint;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n const pickResult = PointerDragBehavior._PlaneScene.pickWithRay(ray, (m) => {\r\n return m == this._dragPlane;\r\n });\r\n if (pickResult && pickResult.hit && pickResult.pickedMesh && pickResult.pickedPoint) {\r\n return pickResult.pickedPoint;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n // Variables to avoid instantiation in the below method\r\n private _pointA = new Vector3(0, 0, 0);\r\n private _pointC = new Vector3(0, 0, 0);\r\n private _localAxis = new Vector3(0, 0, 0);\r\n private _lookAt = new Vector3(0, 0, 0);\r\n // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera\r\n private _updateDragPlanePosition(ray: Ray, dragPlanePosition: Vector3) {\r\n this._pointA.copyFrom(dragPlanePosition);\r\n if (this._options.dragAxis) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragAxis);\r\n\r\n // Calculate plane normal that is the cross product of local axis and (eye-dragPlanePosition)\r\n ray.origin.subtractToRef(this._pointA, this._pointC);\r\n this._pointC.normalize();\r\n if (Math.abs(Vector3.Dot(this._localAxis, this._pointC)) > 0.999) {\r\n // the drag axis is colinear with the (eye to position) ray. The cross product will give jittered values.\r\n // A new axis vector need to be computed\r\n if (Math.abs(Vector3.Dot(Vector3.UpReadOnly, this._pointC)) > 0.999) {\r\n this._lookAt.copyFrom(Vector3.Right());\r\n } else {\r\n this._lookAt.copyFrom(Vector3.UpReadOnly);\r\n }\r\n } else {\r\n Vector3.CrossToRef(this._localAxis, this._pointC, this._lookAt);\r\n // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendicular to camera\r\n Vector3.CrossToRef(this._localAxis, this._lookAt, this._lookAt);\r\n this._lookAt.normalize();\r\n }\r\n\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._lookAt, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else if (this._options.dragPlaneNormal) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragPlaneNormal);\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._localAxis, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else {\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._dragPlane.lookAt(ray.origin);\r\n }\r\n // Update the position of the drag plane so it doesn't get out of sync with the node (eg. when moving back and forth quickly)\r\n this._dragPlane.position.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n this._dragPlane.computeWorldMatrix(true);\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this._lastPointerRay = {};\r\n if (this.attachedNode) {\r\n this.attachedNode.isNearGrabbable = false;\r\n }\r\n if (this._pointerObserver) {\r\n this._scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n if (this._beforeRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n }\r\n if (this._dragPlane) {\r\n this._dragPlane.dispose();\r\n }\r\n this.releaseDrag();\r\n }\r\n}\r\n"]}
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