@babylonjs/core 6.8.0 → 6.9.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (517) hide show
  1. package/Actions/abstractActionManager.js.map +1 -1
  2. package/Actions/action.d.ts +4 -5
  3. package/Actions/action.js.map +1 -1
  4. package/Actions/condition.d.ts +1 -2
  5. package/Actions/condition.js.map +1 -1
  6. package/Actions/directActions.d.ts +1 -2
  7. package/Actions/directActions.js.map +1 -1
  8. package/Animations/animatable.interface.d.ts +1 -2
  9. package/Animations/animatable.interface.js.map +1 -1
  10. package/Animations/animation.d.ts +3 -4
  11. package/Animations/animation.js.map +1 -1
  12. package/Animations/animationGroup.d.ts +5 -0
  13. package/Animations/animationGroup.js +12 -0
  14. package/Animations/animationGroup.js.map +1 -1
  15. package/Animations/easing.js.map +1 -1
  16. package/Animations/runtimeAnimation.d.ts +1 -2
  17. package/Animations/runtimeAnimation.js.map +1 -1
  18. package/Audio/audioSceneComponent.js.map +1 -1
  19. package/Audio/sound.js.map +1 -1
  20. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  21. package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
  22. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  23. package/Behaviors/Meshes/fadeInOutBehavior.js.map +1 -1
  24. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  25. package/Bones/bone.d.ts +3 -3
  26. package/Bones/bone.js.map +1 -1
  27. package/Bones/boneIKController.js.map +1 -1
  28. package/Bones/boneLookController.js.map +1 -1
  29. package/Buffers/dataBuffer.js.map +1 -1
  30. package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
  31. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  32. package/Cameras/Inputs/arcRotateCameraGamepadInput.js.map +1 -1
  33. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
  34. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  35. package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
  36. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  37. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  38. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  39. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  40. package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
  41. package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
  42. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  43. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  44. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  45. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  46. package/Cameras/arcRotateCamera.d.ts +1 -2
  47. package/Cameras/arcRotateCamera.js.map +1 -1
  48. package/Cameras/camera.d.ts +6 -7
  49. package/Cameras/camera.js.map +1 -1
  50. package/Cameras/flyCamera.js.map +1 -1
  51. package/Cameras/followCamera.js.map +1 -1
  52. package/Cameras/freeCamera.js.map +1 -1
  53. package/Cameras/targetCamera.js.map +1 -1
  54. package/Collisions/collider.js.map +1 -1
  55. package/Collisions/meshCollisionData.d.ts +1 -2
  56. package/Collisions/meshCollisionData.js.map +1 -1
  57. package/Collisions/pickingInfo.d.ts +1 -2
  58. package/Collisions/pickingInfo.js.map +1 -1
  59. package/Compute/computeEffect.d.ts +1 -2
  60. package/Compute/computeEffect.js.map +1 -1
  61. package/Compute/computeShader.js +1 -5
  62. package/Compute/computeShader.js.map +1 -1
  63. package/Culling/Octrees/octree.js.map +1 -1
  64. package/Culling/Octrees/octreeSceneComponent.d.ts +1 -2
  65. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  66. package/Culling/boundingBox.d.ts +1 -2
  67. package/Culling/boundingBox.js.map +1 -1
  68. package/Culling/boundingInfo.d.ts +1 -2
  69. package/Culling/boundingInfo.js.map +1 -1
  70. package/Culling/boundingSphere.js.map +1 -1
  71. package/Culling/ray.js.map +1 -1
  72. package/Debug/debugLayer.js +1 -9
  73. package/Debug/debugLayer.js.map +1 -1
  74. package/Debug/skeletonViewer.js.map +1 -1
  75. package/Engines/Extensions/engine.cubeTexture.js +1 -6
  76. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  77. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  78. package/Engines/Extensions/engine.renderTarget.js +1 -6
  79. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  80. package/Engines/Extensions/engine.renderTargetCube.js +1 -9
  81. package/Engines/Extensions/engine.renderTargetCube.js.map +1 -1
  82. package/Engines/Extensions/engine.storageBuffer.d.ts +1 -2
  83. package/Engines/Extensions/engine.storageBuffer.js.map +1 -1
  84. package/Engines/Extensions/engine.textureSampler.d.ts +1 -2
  85. package/Engines/Extensions/engine.textureSampler.js.map +1 -1
  86. package/Engines/Extensions/engine.webVR.js +1 -5
  87. package/Engines/Extensions/engine.webVR.js.map +1 -1
  88. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +3 -0
  89. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
  90. package/Engines/Processors/iShaderProcessor.d.ts +1 -2
  91. package/Engines/Processors/iShaderProcessor.js.map +1 -1
  92. package/Engines/Processors/shaderCodeInliner.js.map +1 -1
  93. package/Engines/Processors/shaderProcessor.d.ts +5 -6
  94. package/Engines/Processors/shaderProcessor.js +10 -3
  95. package/Engines/Processors/shaderProcessor.js.map +1 -1
  96. package/Engines/WebGL/webGLShaderProcessors.d.ts +1 -2
  97. package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
  98. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +1 -7
  99. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  100. package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
  101. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  102. package/Engines/WebGPU/Extensions/engine.renderTarget.js +1 -8
  103. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  104. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js +1 -10
  105. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
  106. package/Engines/WebGPU/Extensions/engine.storageBuffer.d.ts +1 -2
  107. package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
  108. package/Engines/WebGPU/Extensions/engine.textureSampler.d.ts +1 -2
  109. package/Engines/WebGPU/Extensions/engine.textureSampler.js.map +1 -1
  110. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  111. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  112. package/Engines/WebGPU/webgpuCacheSampler.js +1 -6
  113. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  114. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +1 -2
  115. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  116. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  117. package/Engines/WebGPU/webgpuTintWASM.js +1 -4
  118. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  119. package/Engines/engine.d.ts +3 -3
  120. package/Engines/engine.js.map +1 -1
  121. package/Engines/engineStore.d.ts +4 -5
  122. package/Engines/engineStore.js.map +1 -1
  123. package/Engines/nativeEngine.js.map +1 -1
  124. package/Engines/nullEngine.js +1 -9
  125. package/Engines/nullEngine.js.map +1 -1
  126. package/Engines/thinEngine.js +3 -2
  127. package/Engines/thinEngine.js.map +1 -1
  128. package/Engines/webgpuEngine.d.ts +1 -2
  129. package/Engines/webgpuEngine.js +3 -14
  130. package/Engines/webgpuEngine.js.map +1 -1
  131. package/Events/pointerEvents.d.ts +1 -2
  132. package/Events/pointerEvents.js.map +1 -1
  133. package/Gamepads/Controllers/gearVRController.js.map +1 -1
  134. package/Gamepads/Controllers/oculusTouchController.js.map +1 -1
  135. package/Gamepads/Controllers/poseEnabledController.js.map +1 -1
  136. package/Gamepads/Controllers/windowsMotionController.js.map +1 -1
  137. package/Gamepads/gamepad.js.map +1 -1
  138. package/Gizmos/cameraGizmo.js.map +1 -1
  139. package/Gizmos/gizmo.js.map +1 -1
  140. package/Gizmos/lightGizmo.js.map +1 -1
  141. package/Gizmos/planeRotationGizmo.js.map +1 -1
  142. package/Helpers/environmentHelper.js +2 -8
  143. package/Helpers/environmentHelper.js.map +1 -1
  144. package/Helpers/textureDome.js.map +1 -1
  145. package/Inputs/scene.inputManager.d.ts +1 -2
  146. package/Inputs/scene.inputManager.js +4 -1
  147. package/Inputs/scene.inputManager.js.map +1 -1
  148. package/Layers/effectLayer.js +1 -8
  149. package/Layers/effectLayer.js.map +1 -1
  150. package/Layers/glowLayer.js +1 -12
  151. package/Layers/glowLayer.js.map +1 -1
  152. package/Layers/highlightLayer.js +1 -11
  153. package/Layers/highlightLayer.js.map +1 -1
  154. package/Legacy/legacy.js +1 -1
  155. package/Legacy/legacy.js.map +1 -1
  156. package/LensFlares/lensFlareSystem.js.map +1 -1
  157. package/Lights/Shadows/shadowGenerator.js +1 -4
  158. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  159. package/Lights/directionalLight.js.map +1 -1
  160. package/Lights/hemisphericLight.js.map +1 -1
  161. package/Lights/light.js.map +1 -1
  162. package/Lights/spotLight.js.map +1 -1
  163. package/Loading/loadingScreen.js.map +1 -1
  164. package/Materials/Background/backgroundMaterial.js.map +1 -1
  165. package/Materials/Node/Blocks/Dual/currentScreenBlock.d.ts +2 -3
  166. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  167. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  168. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  169. package/Materials/Node/Blocks/Dual/sceneDepthBlock.d.ts +2 -3
  170. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  171. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +3 -4
  172. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  173. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
  174. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  175. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  176. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  177. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  178. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  179. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  180. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  181. package/Materials/Node/Blocks/Particle/particleTextureBlock.d.ts +1 -2
  182. package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
  183. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
  184. package/Materials/Node/Blocks/addBlock.js +2 -0
  185. package/Materials/Node/Blocks/addBlock.js.map +1 -1
  186. package/Materials/Node/Blocks/clampBlock.js.map +1 -1
  187. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  188. package/Materials/Node/Blocks/customBlock.d.ts +1 -0
  189. package/Materials/Node/Blocks/customBlock.js +18 -2
  190. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  191. package/Materials/Node/Blocks/divideBlock.js +2 -0
  192. package/Materials/Node/Blocks/divideBlock.js.map +1 -1
  193. package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
  194. package/Materials/Node/Blocks/multiplyBlock.js +2 -0
  195. package/Materials/Node/Blocks/multiplyBlock.js.map +1 -1
  196. package/Materials/Node/Blocks/remapBlock.js.map +1 -1
  197. package/Materials/Node/Blocks/subtractBlock.js +2 -0
  198. package/Materials/Node/Blocks/subtractBlock.js.map +1 -1
  199. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  200. package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
  201. package/Materials/Node/nodeMaterial.js +2 -8
  202. package/Materials/Node/nodeMaterial.js.map +1 -1
  203. package/Materials/Node/nodeMaterialDecorator.d.ts +2 -3
  204. package/Materials/Node/nodeMaterialDecorator.js.map +1 -1
  205. package/Materials/PBR/pbrAnisotropicConfiguration.d.ts +3 -4
  206. package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
  207. package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
  208. package/Materials/PBR/pbrBaseMaterial.js +1 -5
  209. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  210. package/Materials/PBR/pbrBaseSimpleMaterial.js.map +1 -1
  211. package/Materials/PBR/pbrClearCoatConfiguration.d.ts +3 -4
  212. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  213. package/Materials/PBR/pbrIridescenceConfiguration.d.ts +3 -4
  214. package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
  215. package/Materials/PBR/pbrMaterial.d.ts +2 -1
  216. package/Materials/PBR/pbrMaterial.js +6 -13
  217. package/Materials/PBR/pbrMaterial.js.map +1 -1
  218. package/Materials/PBR/pbrMetallicRoughnessMaterial.js.map +1 -1
  219. package/Materials/PBR/pbrSheenConfiguration.d.ts +3 -4
  220. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  221. package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
  222. package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +3 -4
  223. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  224. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  225. package/Materials/Textures/baseTexture.d.ts +2 -1
  226. package/Materials/Textures/baseTexture.js.map +1 -1
  227. package/Materials/Textures/cubeTexture.js.map +1 -1
  228. package/Materials/Textures/equiRectangularCubeTexture.js.map +1 -1
  229. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  230. package/Materials/Textures/htmlElementTexture.d.ts +2 -3
  231. package/Materials/Textures/htmlElementTexture.js +1 -4
  232. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  233. package/Materials/Textures/internalTexture.d.ts +3 -4
  234. package/Materials/Textures/internalTexture.js.map +1 -1
  235. package/Materials/Textures/rawTexture.d.ts +1 -2
  236. package/Materials/Textures/rawTexture.js.map +1 -1
  237. package/Materials/Textures/rawTexture2DArray.d.ts +1 -2
  238. package/Materials/Textures/rawTexture2DArray.js.map +1 -1
  239. package/Materials/Textures/renderTargetTexture.d.ts +1 -2
  240. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  241. package/Materials/Textures/texture.d.ts +4 -5
  242. package/Materials/Textures/texture.js.map +1 -1
  243. package/Materials/Textures/videoTexture.js +9 -22
  244. package/Materials/Textures/videoTexture.js.map +1 -1
  245. package/Materials/colorCurves.js.map +1 -1
  246. package/Materials/drawWrapper.d.ts +3 -4
  247. package/Materials/drawWrapper.js.map +1 -1
  248. package/Materials/effect.d.ts +5 -6
  249. package/Materials/effect.js.map +1 -1
  250. package/Materials/effectFallbacks.d.ts +2 -3
  251. package/Materials/effectFallbacks.js.map +1 -1
  252. package/Materials/greasedLinePluginMaterial.d.ts +307 -0
  253. package/Materials/greasedLinePluginMaterial.js +553 -0
  254. package/Materials/greasedLinePluginMaterial.js.map +1 -0
  255. package/Materials/iEffectFallbacks.d.ts +1 -2
  256. package/Materials/iEffectFallbacks.js.map +1 -1
  257. package/Materials/imageProcessingConfiguration.d.ts +2 -3
  258. package/Materials/imageProcessingConfiguration.js.map +1 -1
  259. package/Materials/index.d.ts +1 -0
  260. package/Materials/index.js +1 -0
  261. package/Materials/index.js.map +1 -1
  262. package/Materials/material.d.ts +6 -4
  263. package/Materials/material.decalMapConfiguration.js.map +1 -1
  264. package/Materials/material.detailMapConfiguration.d.ts +4 -5
  265. package/Materials/material.detailMapConfiguration.js.map +1 -1
  266. package/Materials/material.js +40 -5
  267. package/Materials/material.js.map +1 -1
  268. package/Materials/materialPluginBase.d.ts +13 -14
  269. package/Materials/materialPluginBase.js +2 -2
  270. package/Materials/materialPluginBase.js.map +1 -1
  271. package/Materials/materialPluginEvent.d.ts +8 -9
  272. package/Materials/materialPluginEvent.js.map +1 -1
  273. package/Materials/materialPluginFactoryExport.d.ts +1 -2
  274. package/Materials/materialPluginFactoryExport.js.map +1 -1
  275. package/Materials/materialPluginManager.d.ts +6 -6
  276. package/Materials/materialPluginManager.js +3 -1
  277. package/Materials/materialPluginManager.js.map +1 -1
  278. package/Materials/materialStencilState.d.ts +1 -2
  279. package/Materials/materialStencilState.js.map +1 -1
  280. package/Materials/shaderMaterial.d.ts +4 -5
  281. package/Materials/shaderMaterial.js +6 -19
  282. package/Materials/shaderMaterial.js.map +1 -1
  283. package/Materials/standardMaterial.d.ts +2 -1
  284. package/Materials/standardMaterial.js +4 -1
  285. package/Materials/standardMaterial.js.map +1 -1
  286. package/Materials/uniformBuffer.js.map +1 -1
  287. package/Maths/math.vector.d.ts +2 -1
  288. package/Maths/math.vector.js +3 -2
  289. package/Maths/math.vector.js.map +1 -1
  290. package/Meshes/Builders/decalBuilder.js +4 -4
  291. package/Meshes/Builders/decalBuilder.js.map +1 -1
  292. package/Meshes/Builders/greasedLineBuilder.d.ts +105 -0
  293. package/Meshes/Builders/greasedLineBuilder.js +330 -0
  294. package/Meshes/Builders/greasedLineBuilder.js.map +1 -0
  295. package/Meshes/Builders/index.d.ts +1 -0
  296. package/Meshes/Builders/index.js +1 -0
  297. package/Meshes/Builders/index.js.map +1 -1
  298. package/Meshes/Builders/linesBuilder.d.ts +1 -2
  299. package/Meshes/Builders/linesBuilder.js.map +1 -1
  300. package/Meshes/Builders/textBuilder.d.ts +34 -0
  301. package/Meshes/Builders/textBuilder.js +10 -2
  302. package/Meshes/Builders/textBuilder.js.map +1 -1
  303. package/Meshes/abstractMesh.d.ts +6 -6
  304. package/Meshes/abstractMesh.js +3 -2
  305. package/Meshes/abstractMesh.js.map +1 -1
  306. package/Meshes/geometry.d.ts +1 -2
  307. package/Meshes/geometry.js.map +1 -1
  308. package/Meshes/greasedLineMesh.d.ts +189 -0
  309. package/Meshes/greasedLineMesh.js +437 -0
  310. package/Meshes/greasedLineMesh.js.map +1 -0
  311. package/Meshes/index.d.ts +1 -0
  312. package/Meshes/index.js +1 -0
  313. package/Meshes/index.js.map +1 -1
  314. package/Meshes/mesh.d.ts +10 -6
  315. package/Meshes/mesh.js +20 -10
  316. package/Meshes/mesh.js.map +1 -1
  317. package/Meshes/mesh.vertexData.d.ts +2 -3
  318. package/Meshes/mesh.vertexData.js.map +1 -1
  319. package/Meshes/meshUVSpaceRenderer.js +1 -8
  320. package/Meshes/meshUVSpaceRenderer.js.map +1 -1
  321. package/Meshes/subMesh.d.ts +7 -8
  322. package/Meshes/subMesh.js.map +1 -1
  323. package/Meshes/transformNode.js.map +1 -1
  324. package/Misc/basis.js.map +1 -1
  325. package/Misc/copyTools.d.ts +1 -2
  326. package/Misc/copyTools.js.map +1 -1
  327. package/Misc/decorators.d.ts +5 -6
  328. package/Misc/decorators.js.map +1 -1
  329. package/Misc/deepCopier.js +7 -1
  330. package/Misc/deepCopier.js.map +1 -1
  331. package/Misc/dumpTools.d.ts +4 -3
  332. package/Misc/dumpTools.js +5 -4
  333. package/Misc/dumpTools.js.map +1 -1
  334. package/Misc/environmentTextureTools.js +1 -1
  335. package/Misc/environmentTextureTools.js.map +1 -1
  336. package/Misc/fileTools.js +10 -10
  337. package/Misc/fileTools.js.map +1 -1
  338. package/Misc/greasedLineTools.d.ts +153 -0
  339. package/Misc/greasedLineTools.js +299 -0
  340. package/Misc/greasedLineTools.js.map +1 -0
  341. package/Misc/index.d.ts +1 -0
  342. package/Misc/index.js +1 -0
  343. package/Misc/index.js.map +1 -1
  344. package/Misc/khronosTextureContainer.js.map +1 -1
  345. package/Misc/rgbdTextureTools.d.ts +3 -4
  346. package/Misc/rgbdTextureTools.js.map +1 -1
  347. package/Misc/sceneOptimizer.js.map +1 -1
  348. package/Misc/screenshotTools.d.ts +16 -7
  349. package/Misc/screenshotTools.js +23 -13
  350. package/Misc/screenshotTools.js.map +1 -1
  351. package/Misc/smartArray.js.map +1 -1
  352. package/Misc/tools.d.ts +21 -9
  353. package/Misc/tools.js +21 -9
  354. package/Misc/tools.js.map +1 -1
  355. package/Misc/videoRecorder.js +1 -4
  356. package/Misc/videoRecorder.js.map +1 -1
  357. package/Misc/virtualJoystick.js +1 -4
  358. package/Misc/virtualJoystick.js.map +1 -1
  359. package/Misc/webRequest.js.map +1 -1
  360. package/Morph/morphTarget.d.ts +2 -1
  361. package/Morph/morphTarget.js.map +1 -1
  362. package/Morph/morphTargetManager.js.map +1 -1
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type { Nullable } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { IGizmo } from \"./gizmo\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { CreateBox } from \"../Meshes/Builders/boxBuilder\";\r\nimport { CreateCylinder } from \"../Meshes/Builders/cylinderBuilder\";\r\nimport { Matrix } from \"../Maths/math\";\r\nimport { CreateLines } from \"../Meshes/Builders/linesBuilder\";\r\nimport type { PointerInfo } from \"../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../Events/pointerEvents\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\n\r\n/**\r\n * Interface for camera gizmo\r\n */\r\nexport interface ICameraGizmo extends IGizmo {\r\n /** Event that fires each time the gizmo is clicked */\r\n onClickedObservable: Observable<Camera>;\r\n /** A boolean indicating if frustum lines must be rendered */\r\n displayFrustum: boolean;\r\n /** The camera that the gizmo is attached to */\r\n camera: Nullable<Camera>;\r\n /** The material used to render the camera gizmo */\r\n readonly material: StandardMaterial;\r\n}\r\n\r\n/**\r\n * Gizmo that enables viewing a camera\r\n */\r\nexport class CameraGizmo extends Gizmo implements ICameraGizmo {\r\n protected _cameraMesh: Mesh;\r\n protected _cameraLinesMesh: Mesh;\r\n protected _material: StandardMaterial;\r\n protected _pointerObserver: Nullable<Observer<PointerInfo>> = null;\r\n\r\n /**\r\n * Event that fires each time the gizmo is clicked\r\n */\r\n public onClickedObservable = new Observable<Camera>();\r\n\r\n /**\r\n * Creates a CameraGizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n */\r\n constructor(gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer) {\r\n super(gizmoLayer);\r\n\r\n this._material = new StandardMaterial(\"cameraGizmoMaterial\", this.gizmoLayer.utilityLayerScene);\r\n this._material.diffuseColor = new Color3(0.5, 0.5, 0.5);\r\n this._material.specularColor = new Color3(0.1, 0.1, 0.1);\r\n\r\n this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add((pointerInfo) => {\r\n if (!this._camera) {\r\n return;\r\n }\r\n\r\n this._isHovered = !!(pointerInfo.pickInfo && this._rootMesh.getChildMeshes().indexOf(<Mesh>pointerInfo.pickInfo.pickedMesh) != -1);\r\n if (this._isHovered && pointerInfo.event.button === 0) {\r\n this.onClickedObservable.notifyObservers(this._camera);\r\n }\r\n }, PointerEventTypes.POINTERDOWN);\r\n }\r\n protected _camera: Nullable<Camera> = null;\r\n\r\n /** Gets or sets a boolean indicating if frustum lines must be rendered (true by default)) */\r\n public get displayFrustum() {\r\n return this._cameraLinesMesh.isEnabled();\r\n }\r\n public set displayFrustum(value) {\r\n this._cameraLinesMesh.setEnabled(value);\r\n }\r\n\r\n /**\r\n * The camera that the gizmo is attached to\r\n */\r\n public set camera(camera: Nullable<Camera>) {\r\n this._camera = camera;\r\n this.attachedNode = camera;\r\n if (camera) {\r\n // Create the mesh for the given camera\r\n if (this._cameraMesh) {\r\n this._cameraMesh.dispose();\r\n }\r\n if (this._cameraLinesMesh) {\r\n this._cameraLinesMesh.dispose();\r\n }\r\n this._cameraMesh = CameraGizmo._CreateCameraMesh(this.gizmoLayer.utilityLayerScene);\r\n this._cameraLinesMesh = CameraGizmo._CreateCameraFrustum(this.gizmoLayer.utilityLayerScene);\r\n\r\n this._cameraMesh.getChildMeshes(false).forEach((m) => {\r\n m.material = this._material;\r\n });\r\n this._cameraMesh.parent = this._rootMesh;\r\n\r\n this._cameraLinesMesh.parent = this._rootMesh;\r\n\r\n if (this.gizmoLayer.utilityLayerScene.activeCamera && this.gizmoLayer.utilityLayerScene.activeCamera.maxZ < camera.maxZ * 1.5) {\r\n this.gizmoLayer.utilityLayerScene.activeCamera.maxZ = camera.maxZ * 1.5;\r\n }\r\n\r\n if (!this.attachedNode!.reservedDataStore) {\r\n this.attachedNode!.reservedDataStore = {};\r\n }\r\n this.attachedNode!.reservedDataStore.cameraGizmo = this;\r\n\r\n // Add lighting to the camera gizmo\r\n const gizmoLight = this.gizmoLayer._getSharedGizmoLight();\r\n gizmoLight.includedOnlyMeshes = gizmoLight.includedOnlyMeshes.concat(this._cameraMesh.getChildMeshes(false));\r\n\r\n this._update();\r\n }\r\n }\r\n\r\n public get camera() {\r\n return this._camera;\r\n }\r\n\r\n /**\r\n * Gets the material used to render the camera gizmo\r\n */\r\n public get material() {\r\n return this._material;\r\n }\r\n /**\r\n * @internal\r\n * Updates the gizmo to match the attached mesh's position/rotation\r\n */\r\n\r\n protected _update() {\r\n super._update();\r\n if (!this._camera) {\r\n return;\r\n }\r\n\r\n // frustum matrix\r\n this._camera.getProjectionMatrix().invertToRef(this._invProjection);\r\n this._cameraLinesMesh.setPivotMatrix(this._invProjection, false);\r\n\r\n this._cameraLinesMesh.scaling.x = 1 / this._rootMesh.scaling.x;\r\n this._cameraLinesMesh.scaling.y = 1 / this._rootMesh.scaling.y;\r\n this._cameraLinesMesh.scaling.z = 1 / this._rootMesh.scaling.z;\r\n\r\n // take care of coordinate system in camera scene to properly display the mesh with the good Y axis orientation in this scene\r\n this._cameraMesh.parent = null;\r\n this._cameraMesh.rotation.y = Math.PI * 0.5 * (this._camera.getScene().useRightHandedSystem ? 1 : -1);\r\n this._cameraMesh.parent = this._rootMesh;\r\n }\r\n\r\n // Static helper methods\r\n private static _Scale = 0.05;\r\n private _invProjection = new Matrix();\r\n\r\n /**\r\n * Disposes of the camera gizmo\r\n */\r\n public dispose() {\r\n this.onClickedObservable.clear();\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);\r\n if (this._cameraMesh) {\r\n this._cameraMesh.dispose();\r\n }\r\n if (this._cameraLinesMesh) {\r\n this._cameraLinesMesh.dispose();\r\n }\r\n this._material.dispose();\r\n super.dispose();\r\n }\r\n\r\n private static _CreateCameraMesh(scene: Scene) {\r\n const root = new Mesh(\"rootCameraGizmo\", scene);\r\n\r\n const mesh = new Mesh(root.name, scene);\r\n mesh.parent = root;\r\n\r\n const box = CreateBox(root.name, { width: 1.0, height: 0.8, depth: 0.5 }, scene);\r\n box.parent = mesh;\r\n\r\n const cyl1 = CreateCylinder(root.name, { height: 0.5, diameterTop: 0.8, diameterBottom: 0.8 }, scene);\r\n cyl1.parent = mesh;\r\n cyl1.position.y = 0.3;\r\n cyl1.position.x = -0.6;\r\n cyl1.rotation.x = Math.PI * 0.5;\r\n\r\n const cyl2 = CreateCylinder(root.name, { height: 0.5, diameterTop: 0.6, diameterBottom: 0.6 }, scene);\r\n cyl2.parent = mesh;\r\n cyl2.position.y = 0.5;\r\n cyl2.position.x = 0.4;\r\n cyl2.rotation.x = Math.PI * 0.5;\r\n\r\n const cyl3 = CreateCylinder(root.name, { height: 0.5, diameterTop: 0.5, diameterBottom: 0.5 }, scene);\r\n cyl3.parent = mesh;\r\n cyl3.position.y = 0.0;\r\n cyl3.position.x = 0.6;\r\n cyl3.rotation.z = Math.PI * 0.5;\r\n\r\n root.scaling.scaleInPlace(CameraGizmo._Scale);\r\n mesh.position.x = -0.9;\r\n\r\n return root;\r\n }\r\n\r\n private static _CreateCameraFrustum(scene: Scene) {\r\n const root = new Mesh(\"rootCameraGizmo\", scene);\r\n const mesh = new Mesh(root.name, scene);\r\n mesh.parent = root;\r\n\r\n for (let y = 0; y < 4; y += 2) {\r\n for (let x = 0; x < 4; x += 2) {\r\n let line = CreateLines(\"lines\", { points: [new Vector3(-1 + x, -1 + y, -1), new Vector3(-1 + x, -1 + y, 1)] }, scene);\r\n line.parent = mesh;\r\n line.alwaysSelectAsActiveMesh = true;\r\n line.isPickable = false;\r\n line = CreateLines(\"lines\", { points: [new Vector3(-1, -1 + x, -1 + y), new Vector3(1, -1 + x, -1 + y)] }, scene);\r\n line.parent = mesh;\r\n line.alwaysSelectAsActiveMesh = true;\r\n line.isPickable = false;\r\n line = CreateLines(\"lines\", { points: [new Vector3(-1 + x, -1, -1 + y), new Vector3(-1 + x, 1, -1 + y)] }, scene);\r\n line.parent = mesh;\r\n line.alwaysSelectAsActiveMesh = true;\r\n line.isPickable = false;\r\n }\r\n }\r\n\r\n return root;\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { IGizmo } from \"./gizmo\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { CreateBox } from \"../Meshes/Builders/boxBuilder\";\r\nimport { CreateCylinder } from \"../Meshes/Builders/cylinderBuilder\";\r\nimport { Matrix } from \"../Maths/math\";\r\nimport { CreateLines } from \"../Meshes/Builders/linesBuilder\";\r\nimport type { PointerInfo } from \"../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../Events/pointerEvents\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\n\r\n/**\r\n * Interface for camera gizmo\r\n */\r\nexport interface ICameraGizmo extends IGizmo {\r\n /** Event that fires each time the gizmo is clicked */\r\n onClickedObservable: Observable<Camera>;\r\n /** A boolean indicating if frustum lines must be rendered */\r\n displayFrustum: boolean;\r\n /** The camera that the gizmo is attached to */\r\n camera: Nullable<Camera>;\r\n /** The material used to render the camera gizmo */\r\n readonly material: StandardMaterial;\r\n}\r\n\r\n/**\r\n * Gizmo that enables viewing a camera\r\n */\r\nexport class CameraGizmo extends Gizmo implements ICameraGizmo {\r\n protected _cameraMesh: Mesh;\r\n protected _cameraLinesMesh: Mesh;\r\n protected _material: StandardMaterial;\r\n protected _pointerObserver: Nullable<Observer<PointerInfo>> = null;\r\n\r\n /**\r\n * Event that fires each time the gizmo is clicked\r\n */\r\n public onClickedObservable = new Observable<Camera>();\r\n\r\n /**\r\n * Creates a CameraGizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n */\r\n constructor(gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer) {\r\n super(gizmoLayer);\r\n\r\n this._material = new StandardMaterial(\"cameraGizmoMaterial\", this.gizmoLayer.utilityLayerScene);\r\n this._material.diffuseColor = new Color3(0.5, 0.5, 0.5);\r\n this._material.specularColor = new Color3(0.1, 0.1, 0.1);\r\n\r\n this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add((pointerInfo) => {\r\n if (!this._camera) {\r\n return;\r\n }\r\n\r\n this._isHovered = !!(pointerInfo.pickInfo && this._rootMesh.getChildMeshes().indexOf(<Mesh>pointerInfo.pickInfo.pickedMesh) != -1);\r\n if (this._isHovered && pointerInfo.event.button === 0) {\r\n this.onClickedObservable.notifyObservers(this._camera);\r\n }\r\n }, PointerEventTypes.POINTERDOWN);\r\n }\r\n protected _camera: Nullable<Camera> = null;\r\n\r\n /** Gets or sets a boolean indicating if frustum lines must be rendered (true by default)) */\r\n public get displayFrustum() {\r\n return this._cameraLinesMesh.isEnabled();\r\n }\r\n public set displayFrustum(value) {\r\n this._cameraLinesMesh.setEnabled(value);\r\n }\r\n\r\n /**\r\n * The camera that the gizmo is attached to\r\n */\r\n public set camera(camera: Nullable<Camera>) {\r\n this._camera = camera;\r\n this.attachedNode = camera;\r\n if (camera) {\r\n // Create the mesh for the given camera\r\n if (this._cameraMesh) {\r\n this._cameraMesh.dispose();\r\n }\r\n if (this._cameraLinesMesh) {\r\n this._cameraLinesMesh.dispose();\r\n }\r\n this._cameraMesh = CameraGizmo._CreateCameraMesh(this.gizmoLayer.utilityLayerScene);\r\n this._cameraLinesMesh = CameraGizmo._CreateCameraFrustum(this.gizmoLayer.utilityLayerScene);\r\n\r\n this._cameraMesh.getChildMeshes(false).forEach((m) => {\r\n m.material = this._material;\r\n });\r\n this._cameraMesh.parent = this._rootMesh;\r\n\r\n this._cameraLinesMesh.parent = this._rootMesh;\r\n\r\n if (this.gizmoLayer.utilityLayerScene.activeCamera && this.gizmoLayer.utilityLayerScene.activeCamera.maxZ < camera.maxZ * 1.5) {\r\n this.gizmoLayer.utilityLayerScene.activeCamera.maxZ = camera.maxZ * 1.5;\r\n }\r\n\r\n if (!this.attachedNode!.reservedDataStore) {\r\n this.attachedNode!.reservedDataStore = {};\r\n }\r\n this.attachedNode!.reservedDataStore.cameraGizmo = this;\r\n\r\n // Add lighting to the camera gizmo\r\n const gizmoLight = this.gizmoLayer._getSharedGizmoLight();\r\n gizmoLight.includedOnlyMeshes = gizmoLight.includedOnlyMeshes.concat(this._cameraMesh.getChildMeshes(false));\r\n\r\n this._update();\r\n }\r\n }\r\n\r\n public get camera() {\r\n return this._camera;\r\n }\r\n\r\n /**\r\n * Gets the material used to render the camera gizmo\r\n */\r\n public get material() {\r\n return this._material;\r\n }\r\n /**\r\n * @internal\r\n * Updates the gizmo to match the attached mesh's position/rotation\r\n */\r\n\r\n protected _update() {\r\n super._update();\r\n if (!this._camera) {\r\n return;\r\n }\r\n\r\n // frustum matrix\r\n this._camera.getProjectionMatrix().invertToRef(this._invProjection);\r\n this._cameraLinesMesh.setPivotMatrix(this._invProjection, false);\r\n\r\n this._cameraLinesMesh.scaling.x = 1 / this._rootMesh.scaling.x;\r\n this._cameraLinesMesh.scaling.y = 1 / this._rootMesh.scaling.y;\r\n this._cameraLinesMesh.scaling.z = 1 / this._rootMesh.scaling.z;\r\n\r\n // take care of coordinate system in camera scene to properly display the mesh with the good Y axis orientation in this scene\r\n this._cameraMesh.parent = null;\r\n this._cameraMesh.rotation.y = Math.PI * 0.5 * (this._camera.getScene().useRightHandedSystem ? 1 : -1);\r\n this._cameraMesh.parent = this._rootMesh;\r\n }\r\n\r\n // Static helper methods\r\n private static _Scale = 0.05;\r\n private _invProjection = new Matrix();\r\n\r\n /**\r\n * Disposes of the camera gizmo\r\n */\r\n public dispose() {\r\n this.onClickedObservable.clear();\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);\r\n if (this._cameraMesh) {\r\n this._cameraMesh.dispose();\r\n }\r\n if (this._cameraLinesMesh) {\r\n this._cameraLinesMesh.dispose();\r\n }\r\n this._material.dispose();\r\n super.dispose();\r\n }\r\n\r\n private static _CreateCameraMesh(scene: Scene) {\r\n const root = new Mesh(\"rootCameraGizmo\", scene);\r\n\r\n const mesh = new Mesh(root.name, scene);\r\n mesh.parent = root;\r\n\r\n const box = CreateBox(root.name, { width: 1.0, height: 0.8, depth: 0.5 }, scene);\r\n box.parent = mesh;\r\n\r\n const cyl1 = CreateCylinder(root.name, { height: 0.5, diameterTop: 0.8, diameterBottom: 0.8 }, scene);\r\n cyl1.parent = mesh;\r\n cyl1.position.y = 0.3;\r\n cyl1.position.x = -0.6;\r\n cyl1.rotation.x = Math.PI * 0.5;\r\n\r\n const cyl2 = CreateCylinder(root.name, { height: 0.5, diameterTop: 0.6, diameterBottom: 0.6 }, scene);\r\n cyl2.parent = mesh;\r\n cyl2.position.y = 0.5;\r\n cyl2.position.x = 0.4;\r\n cyl2.rotation.x = Math.PI * 0.5;\r\n\r\n const cyl3 = CreateCylinder(root.name, { height: 0.5, diameterTop: 0.5, diameterBottom: 0.5 }, scene);\r\n cyl3.parent = mesh;\r\n cyl3.position.y = 0.0;\r\n cyl3.position.x = 0.6;\r\n cyl3.rotation.z = Math.PI * 0.5;\r\n\r\n root.scaling.scaleInPlace(CameraGizmo._Scale);\r\n mesh.position.x = -0.9;\r\n\r\n return root;\r\n }\r\n\r\n private static _CreateCameraFrustum(scene: Scene) {\r\n const root = new Mesh(\"rootCameraGizmo\", scene);\r\n const mesh = new Mesh(root.name, scene);\r\n mesh.parent = root;\r\n\r\n for (let y = 0; y < 4; y += 2) {\r\n for (let x = 0; x < 4; x += 2) {\r\n let line = CreateLines(\"lines\", { points: [new Vector3(-1 + x, -1 + y, -1), new Vector3(-1 + x, -1 + y, 1)] }, scene);\r\n line.parent = mesh;\r\n line.alwaysSelectAsActiveMesh = true;\r\n line.isPickable = false;\r\n line = CreateLines(\"lines\", { points: [new Vector3(-1, -1 + x, -1 + y), new Vector3(1, -1 + x, -1 + y)] }, scene);\r\n line.parent = mesh;\r\n line.alwaysSelectAsActiveMesh = true;\r\n line.isPickable = false;\r\n line = CreateLines(\"lines\", { points: [new Vector3(-1 + x, -1, -1 + y), new Vector3(-1 + x, 1, -1 + y)] }, scene);\r\n line.parent = mesh;\r\n line.alwaysSelectAsActiveMesh = true;\r\n line.isPickable = false;\r\n }\r\n }\r\n\r\n return root;\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
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type { Observer } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { WebVRFreeCamera } from \"../Cameras/VR/webVRCamera\";\r\nimport type { Scene, IDisposable } from \"../scene\";\r\nimport { Quaternion, Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport type { TargetCamera } from \"../Cameras/targetCamera\";\r\nimport type { Node } from \"../node\";\r\nimport type { Bone } from \"../Bones/bone\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\nimport type { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { PointerInfo } from \"../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../Events/pointerEvents\";\r\nimport type { LinesMesh } from \"../Meshes/linesMesh\";\r\nimport type { PointerDragBehavior } from \"../Behaviors/Meshes/pointerDragBehavior\";\r\nimport type { ShadowLight } from \"../Lights/shadowLight\";\r\nimport { Light } from \"../Lights/light\";\r\n\r\n/**\r\n * Cache built by each axis. Used for managing state between all elements of gizmo for enhanced UI\r\n */\r\nexport interface GizmoAxisCache {\r\n /** Mesh used to render the Gizmo */\r\n gizmoMeshes: Mesh[];\r\n /** Mesh used to detect user interaction with Gizmo */\r\n colliderMeshes: Mesh[];\r\n /** Material used to indicate color of gizmo mesh */\r\n material: StandardMaterial;\r\n /** Material used to indicate hover state of the Gizmo */\r\n hoverMaterial: StandardMaterial;\r\n /** Material used to indicate disabled state of the Gizmo */\r\n disableMaterial: StandardMaterial;\r\n /** Used to indicate Active state of the Gizmo */\r\n active: boolean;\r\n /** DragBehavior */\r\n dragBehavior: PointerDragBehavior;\r\n}\r\n\r\n/**\r\n * Anchor options where the Gizmo can be positioned in relation to its anchored node\r\n */\r\nexport enum GizmoAnchorPoint {\r\n /** The origin of the attached node */\r\n Origin,\r\n /** The pivot point of the attached node*/\r\n Pivot,\r\n}\r\n\r\n/**\r\n * Interface for basic gizmo\r\n */\r\nexport interface IGizmo extends IDisposable {\r\n /** True when the mouse pointer is hovered a gizmo mesh */\r\n readonly isHovered: boolean;\r\n /** The root mesh of the gizmo */\r\n _rootMesh: Mesh;\r\n /** Ratio for the scale of the gizmo */\r\n scaleRatio: number;\r\n /**\r\n * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)\r\n * * When set, interactions will be enabled\r\n */\r\n attachedMesh: Nullable<AbstractMesh>;\r\n /**\r\n * Node that the gizmo will be attached to. (eg. on a drag gizmo the mesh, bone or NodeTransform that will be dragged)\r\n * * When set, interactions will be enabled\r\n */\r\n attachedNode: Nullable<Node>;\r\n /**\r\n * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)\r\n */\r\n updateGizmoRotationToMatchAttachedMesh: boolean;\r\n /** The utility layer the gizmo will be added to */\r\n gizmoLayer: UtilityLayerRenderer;\r\n /**\r\n * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)\r\n */\r\n updateGizmoPositionToMatchAttachedMesh: boolean;\r\n /**\r\n * Defines where the gizmo will be positioned if `updateGizmoPositionToMatchAttachedMesh` is enabled.\r\n * (Default: GizmoAnchorPoint.Origin)\r\n */\r\n anchorPoint: GizmoAnchorPoint;\r\n /**\r\n * When set, the gizmo will always appear the same size no matter where the camera is (default: true)\r\n */\r\n updateScale: boolean;\r\n /**\r\n * posture that the gizmo will be display\r\n * When set null, default value will be used (Quaternion(0, 0, 0, 1))\r\n */\r\n customRotationQuaternion: Nullable<Quaternion>;\r\n /** Disposes and replaces the current meshes in the gizmo with the specified mesh */\r\n setCustomMesh(mesh: Mesh): void;\r\n}\r\n/**\r\n * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.\r\n */\r\nexport class Gizmo implements IGizmo {\r\n /**\r\n * The root mesh of the gizmo\r\n */\r\n public _rootMesh: Mesh;\r\n protected _attachedMesh: Nullable<AbstractMesh> = null;\r\n protected _attachedNode: Nullable<Node> = null;\r\n protected _customRotationQuaternion: Nullable<Quaternion> = null;\r\n /**\r\n * Ratio for the scale of the gizmo (Default: 1)\r\n */\r\n protected _scaleRatio = 1;\r\n\r\n /**\r\n * boolean updated by pointermove when a gizmo mesh is hovered\r\n */\r\n protected _isHovered = false;\r\n\r\n /**\r\n * When enabled, any gizmo operation will perserve scaling sign. Default is off.\r\n * Only valid for TransformNode derived classes (Mesh, AbstractMesh, ...)\r\n */\r\n public static PreserveScaling = false;\r\n\r\n /**\r\n * Ratio for the scale of the gizmo (Default: 1)\r\n */\r\n public set scaleRatio(value: number) {\r\n this._scaleRatio = value;\r\n }\r\n\r\n public get scaleRatio() {\r\n return this._scaleRatio;\r\n }\r\n\r\n /**\r\n * True when the mouse pointer is hovered a gizmo mesh\r\n */\r\n public get isHovered() {\r\n return this._isHovered;\r\n }\r\n\r\n /**\r\n * If a custom mesh has been set (Default: false)\r\n */\r\n protected _customMeshSet = false;\r\n /**\r\n * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)\r\n * * When set, interactions will be enabled\r\n */\r\n public get attachedMesh() {\r\n return this._attachedMesh;\r\n }\r\n public set attachedMesh(value) {\r\n this._attachedMesh = value;\r\n if (value) {\r\n this._attachedNode = value;\r\n }\r\n this._rootMesh.setEnabled(value ? true : false);\r\n this._attachedNodeChanged(value);\r\n }\r\n /**\r\n * Node that the gizmo will be attached to. (eg. on a drag gizmo the mesh, bone or NodeTransform that will be dragged)\r\n * * When set, interactions will be enabled\r\n */\r\n public get attachedNode() {\r\n return this._attachedNode;\r\n }\r\n public set attachedNode(value) {\r\n this._attachedNode = value;\r\n this._attachedMesh = null;\r\n this._rootMesh.setEnabled(value ? true : false);\r\n this._attachedNodeChanged(value);\r\n }\r\n\r\n /**\r\n * Disposes and replaces the current meshes in the gizmo with the specified mesh\r\n * @param mesh The mesh to replace the default mesh of the gizmo\r\n */\r\n public setCustomMesh(mesh: Mesh) {\r\n if (mesh.getScene() != this.gizmoLayer.utilityLayerScene) {\r\n throw \"When setting a custom mesh on a gizmo, the custom meshes scene must be the same as the gizmos (eg. gizmo.gizmoLayer.utilityLayerScene)\";\r\n }\r\n this._rootMesh.getChildMeshes().forEach((c) => {\r\n c.dispose();\r\n });\r\n mesh.parent = this._rootMesh;\r\n this._customMeshSet = true;\r\n }\r\n\r\n protected _updateGizmoRotationToMatchAttachedMesh = true;\r\n protected _updateGizmoPositionToMatchAttachedMesh = true;\r\n protected _anchorPoint = GizmoAnchorPoint.Origin;\r\n protected _updateScale = true;\r\n\r\n /**\r\n * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)\r\n * NOTE: This is only possible for meshes with uniform scaling, as otherwise it's not possible to decompose the rotation\r\n */\r\n public set updateGizmoRotationToMatchAttachedMesh(value: boolean) {\r\n this._updateGizmoRotationToMatchAttachedMesh = value;\r\n }\r\n public get updateGizmoRotationToMatchAttachedMesh() {\r\n return this._updateGizmoRotationToMatchAttachedMesh;\r\n }\r\n /**\r\n * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)\r\n */\r\n public set updateGizmoPositionToMatchAttachedMesh(value: boolean) {\r\n this._updateGizmoPositionToMatchAttachedMesh = value;\r\n }\r\n public get updateGizmoPositionToMatchAttachedMesh() {\r\n return this._updateGizmoPositionToMatchAttachedMesh;\r\n }\r\n\r\n /**\r\n * Defines where the gizmo will be positioned if `updateGizmoPositionToMatchAttachedMesh` is enabled.\r\n * (Default: GizmoAnchorPoint.Origin)\r\n */\r\n public set anchorPoint(value: GizmoAnchorPoint) {\r\n this._anchorPoint = value;\r\n }\r\n public get anchorPoint() {\r\n return this._anchorPoint;\r\n }\r\n /**\r\n * When set, the gizmo will always appear the same size no matter where the camera is (default: true)\r\n */\r\n\r\n public set updateScale(value: boolean) {\r\n this._updateScale = value;\r\n }\r\n public get updateScale() {\r\n return this._updateScale;\r\n }\r\n protected _interactionsEnabled = true;\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _attachedNodeChanged(value: Nullable<Node>) {}\r\n\r\n protected _beforeRenderObserver: Nullable<Observer<Scene>>;\r\n private _rightHandtoLeftHandMatrix = Matrix.RotationY(Math.PI);\r\n\r\n /**\r\n * Creates a gizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n */\r\n constructor(\r\n /** The utility layer the gizmo will be added to */\r\n public gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer\r\n ) {\r\n this._rootMesh = new Mesh(\"gizmoRootNode\", gizmoLayer.utilityLayerScene);\r\n this._rootMesh.rotationQuaternion = Quaternion.Identity();\r\n\r\n this._beforeRenderObserver = this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.add(() => {\r\n this._update();\r\n });\r\n }\r\n\r\n /**\r\n * posture that the gizmo will be display\r\n * When set null, default value will be used (Quaternion(0, 0, 0, 1))\r\n */\r\n public get customRotationQuaternion(): Nullable<Quaternion> {\r\n return this._customRotationQuaternion;\r\n }\r\n\r\n public set customRotationQuaternion(customRotationQuaternion: Nullable<Quaternion>) {\r\n this._customRotationQuaternion = customRotationQuaternion;\r\n }\r\n\r\n /**\r\n * Updates the gizmo to match the attached mesh's position/rotation\r\n */\r\n protected _update() {\r\n if (this.attachedNode) {\r\n let effectiveNode = this.attachedNode;\r\n if (this.attachedMesh) {\r\n effectiveNode = this.attachedMesh || this.attachedNode;\r\n }\r\n\r\n // Position\r\n if (this.updateGizmoPositionToMatchAttachedMesh) {\r\n if (this.anchorPoint == GizmoAnchorPoint.Pivot && (<TransformNode>effectiveNode).getAbsolutePivotPoint) {\r\n const position = (<TransformNode>effectiveNode).getAbsolutePivotPoint();\r\n this._rootMesh.position.copyFrom(position);\r\n } else {\r\n const row = effectiveNode.getWorldMatrix().getRow(3);\r\n const position = row ? row.toVector3() : new Vector3(0, 0, 0);\r\n this._rootMesh.position.copyFrom(position);\r\n }\r\n }\r\n\r\n // Rotation\r\n if (this.updateGizmoRotationToMatchAttachedMesh) {\r\n const supportedNode =\r\n (<Mesh>effectiveNode)._isMesh ||\r\n effectiveNode.getClassName() === \"AbstractMesh\" ||\r\n effectiveNode.getClassName() === \"TransformNode\" ||\r\n effectiveNode.getClassName() === \"InstancedMesh\";\r\n const transformNode = supportedNode ? (effectiveNode as TransformNode) : undefined;\r\n effectiveNode.getWorldMatrix().decompose(undefined, this._rootMesh.rotationQuaternion!, undefined, Gizmo.PreserveScaling ? transformNode : undefined);\r\n } else {\r\n if (this._customRotationQuaternion) {\r\n this._rootMesh.rotationQuaternion!.copyFrom(this._customRotationQuaternion);\r\n } else {\r\n this._rootMesh.rotationQuaternion!.set(0, 0, 0, 1);\r\n }\r\n }\r\n\r\n // Scale\r\n if (this.updateScale) {\r\n const activeCamera = this.gizmoLayer.utilityLayerScene.activeCamera!;\r\n let cameraPosition = activeCamera.globalPosition;\r\n if ((<WebVRFreeCamera>activeCamera).devicePosition) {\r\n cameraPosition = (<WebVRFreeCamera>activeCamera).devicePosition;\r\n }\r\n this._rootMesh.position.subtractToRef(cameraPosition, TmpVectors.Vector3[0]);\r\n let scale = this.scaleRatio;\r\n if (activeCamera.mode == Camera.ORTHOGRAPHIC_CAMERA) {\r\n if (activeCamera.orthoTop && activeCamera.orthoBottom) {\r\n const orthoHeight = activeCamera.orthoTop - activeCamera.orthoBottom;\r\n scale *= orthoHeight;\r\n }\r\n } else {\r\n const camForward = activeCamera.getScene().useRightHandedSystem ? Vector3.RightHandedForwardReadOnly : Vector3.LeftHandedForwardReadOnly;\r\n const direction = activeCamera.getDirection(camForward);\r\n scale *= Vector3.Dot(TmpVectors.Vector3[0], direction);\r\n }\r\n this._rootMesh.scaling.setAll(scale);\r\n\r\n // Account for handedness, similar to Matrix.decompose\r\n if (effectiveNode._getWorldMatrixDeterminant() < 0 && !Gizmo.PreserveScaling) {\r\n this._rootMesh.scaling.y *= -1;\r\n }\r\n } else {\r\n this._rootMesh.scaling.setAll(this.scaleRatio);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Handle position/translation when using an attached node using pivot\r\n */\r\n protected _handlePivot() {\r\n const attachedNodeTransform = this._attachedNode as any;\r\n // check there is an active pivot for the TransformNode attached\r\n if (attachedNodeTransform.isUsingPivotMatrix && attachedNodeTransform.isUsingPivotMatrix() && attachedNodeTransform.position) {\r\n // When a TransformNode has an active pivot, even without parenting,\r\n // translation from the world matrix is different from TransformNode.position.\r\n // Pivot works like a virtual parent that's using the node orientation.\r\n // As the world matrix is transformed by the gizmo and then decomposed to TRS\r\n // its translation part must be set to the Node's position.\r\n attachedNodeTransform.getWorldMatrix().setTranslation(attachedNodeTransform.position);\r\n }\r\n }\r\n /**\r\n * computes the rotation/scaling/position of the transform once the Node world matrix has changed.\r\n */\r\n protected _matrixChanged() {\r\n if (!this._attachedNode) {\r\n return;\r\n }\r\n\r\n if ((<Camera>this._attachedNode)._isCamera) {\r\n const camera = this._attachedNode as Camera;\r\n let worldMatrix;\r\n let worldMatrixUC;\r\n if (camera.parent) {\r\n const parentInv = TmpVectors.Matrix[1];\r\n camera.parent._worldMatrix.invertToRef(parentInv);\r\n this._attachedNode._worldMatrix.multiplyToRef(parentInv, TmpVectors.Matrix[0]);\r\n worldMatrix = TmpVectors.Matrix[0];\r\n } else {\r\n worldMatrix = this._attachedNode._worldMatrix;\r\n }\r\n\r\n if (camera.getScene().useRightHandedSystem) {\r\n // avoid desync with RH matrix computation. Otherwise, rotation of PI around Y axis happens each frame resulting in axis flipped because worldMatrix is computed as inverse of viewMatrix.\r\n this._rightHandtoLeftHandMatrix.multiplyToRef(worldMatrix, TmpVectors.Matrix[1]);\r\n worldMatrixUC = TmpVectors.Matrix[1];\r\n } else {\r\n worldMatrixUC = worldMatrix;\r\n }\r\n\r\n worldMatrixUC.decompose(TmpVectors.Vector3[1], TmpVectors.Quaternion[0], TmpVectors.Vector3[0]);\r\n\r\n const inheritsTargetCamera =\r\n this._attachedNode.getClassName() === \"FreeCamera\" ||\r\n this._attachedNode.getClassName() === \"FlyCamera\" ||\r\n this._attachedNode.getClassName() === \"ArcFollowCamera\" ||\r\n this._attachedNode.getClassName() === \"TargetCamera\" ||\r\n this._attachedNode.getClassName() === \"TouchCamera\" ||\r\n this._attachedNode.getClassName() === \"UniversalCamera\";\r\n\r\n if (inheritsTargetCamera) {\r\n const targetCamera = this._attachedNode as TargetCamera;\r\n targetCamera.rotation = TmpVectors.Quaternion[0].toEulerAngles();\r\n\r\n if (targetCamera.rotationQuaternion) {\r\n targetCamera.rotationQuaternion.copyFrom(TmpVectors.Quaternion[0]);\r\n targetCamera.rotationQuaternion.normalize();\r\n }\r\n }\r\n\r\n camera.position.copyFrom(TmpVectors.Vector3[0]);\r\n } else if (\r\n (<Mesh>this._attachedNode)._isMesh ||\r\n this._attachedNode.getClassName() === \"AbstractMesh\" ||\r\n this._attachedNode.getClassName() === \"TransformNode\" ||\r\n this._attachedNode.getClassName() === \"InstancedMesh\"\r\n ) {\r\n const transform = this._attachedNode as TransformNode;\r\n if (transform.parent) {\r\n const parentInv = TmpVectors.Matrix[0];\r\n const localMat = TmpVectors.Matrix[1];\r\n transform.parent.getWorldMatrix().invertToRef(parentInv);\r\n this._attachedNode.getWorldMatrix().multiplyToRef(parentInv, localMat);\r\n localMat.decompose(TmpVectors.Vector3[0], TmpVectors.Quaternion[0], transform.position, Gizmo.PreserveScaling ? transform : undefined);\r\n } else {\r\n this._attachedNode._worldMatrix.decompose(TmpVectors.Vector3[0], TmpVectors.Quaternion[0], transform.position, Gizmo.PreserveScaling ? transform : undefined);\r\n }\r\n TmpVectors.Vector3[0].scaleInPlace(1.0 / transform.scalingDeterminant);\r\n transform.scaling.copyFrom(TmpVectors.Vector3[0]);\r\n if (!transform.billboardMode) {\r\n if (transform.rotationQuaternion) {\r\n transform.rotationQuaternion.copyFrom(TmpVectors.Quaternion[0]);\r\n transform.rotationQuaternion.normalize();\r\n } else {\r\n transform.rotation = TmpVectors.Quaternion[0].toEulerAngles();\r\n }\r\n }\r\n } else if (this._attachedNode.getClassName() === \"Bone\") {\r\n const bone = this._attachedNode as Bone;\r\n const parent = bone.getParent();\r\n\r\n if (parent) {\r\n const invParent = TmpVectors.Matrix[0];\r\n const boneLocalMatrix = TmpVectors.Matrix[1];\r\n parent.getWorldMatrix().invertToRef(invParent);\r\n bone.getWorldMatrix().multiplyToRef(invParent, boneLocalMatrix);\r\n const lmat = bone.getLocalMatrix();\r\n lmat.copyFrom(boneLocalMatrix);\r\n } else {\r\n const lmat = bone.getLocalMatrix();\r\n lmat.copyFrom(bone.getWorldMatrix());\r\n }\r\n bone.markAsDirty();\r\n } else {\r\n const light = this._attachedNode as ShadowLight;\r\n if (light.getTypeID) {\r\n const type = light.getTypeID();\r\n if (type === Light.LIGHTTYPEID_DIRECTIONALLIGHT || type === Light.LIGHTTYPEID_SPOTLIGHT || type === Light.LIGHTTYPEID_POINTLIGHT) {\r\n const parent = light.parent;\r\n\r\n if (parent) {\r\n const invParent = TmpVectors.Matrix[0];\r\n const nodeLocalMatrix = TmpVectors.Matrix[1];\r\n parent.getWorldMatrix().invertToRef(invParent);\r\n light.getWorldMatrix().multiplyToRef(invParent, nodeLocalMatrix);\r\n nodeLocalMatrix.decompose(undefined, TmpVectors.Quaternion[0], TmpVectors.Vector3[0]);\r\n } else {\r\n this._attachedNode._worldMatrix.decompose(undefined, TmpVectors.Quaternion[0], TmpVectors.Vector3[0]);\r\n }\r\n // setter doesn't copy values. Need a new Vector3\r\n light.position = new Vector3(TmpVectors.Vector3[0].x, TmpVectors.Vector3[0].y, TmpVectors.Vector3[0].z);\r\n if (light.direction) {\r\n light.direction = new Vector3(light.direction.x, light.direction.y, light.direction.z);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * refresh gizmo mesh material\r\n * @param gizmoMeshes\r\n * @param material material to apply\r\n */\r\n protected _setGizmoMeshMaterial(gizmoMeshes: Mesh[], material: StandardMaterial) {\r\n if (gizmoMeshes) {\r\n gizmoMeshes.forEach((m: Mesh) => {\r\n m.material = material;\r\n if ((<LinesMesh>m).color) {\r\n (<LinesMesh>m).color = material.diffuseColor;\r\n }\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Subscribes to pointer up, down, and hover events. Used for responsive gizmos.\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n * @param gizmoAxisCache Gizmo axis definition used for reactive gizmo UI\r\n * @returns {Observer<PointerInfo>} pointerObserver\r\n */\r\n public static GizmoAxisPointerObserver(gizmoLayer: UtilityLayerRenderer, gizmoAxisCache: Map<Mesh, GizmoAxisCache>): Observer<PointerInfo> {\r\n let dragging = false;\r\n\r\n const pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add((pointerInfo) => {\r\n if (pointerInfo.pickInfo) {\r\n // On Hover Logic\r\n if (pointerInfo.type === PointerEventTypes.POINTERMOVE) {\r\n if (dragging) {\r\n return;\r\n }\r\n gizmoAxisCache.forEach((cache) => {\r\n if (cache.colliderMeshes && cache.gizmoMeshes) {\r\n const isHovered = cache.colliderMeshes?.indexOf(pointerInfo?.pickInfo?.pickedMesh as Mesh) != -1;\r\n const material = cache.dragBehavior.enabled ? (isHovered || cache.active ? cache.hoverMaterial : cache.material) : cache.disableMaterial;\r\n cache.gizmoMeshes.forEach((m: Mesh) => {\r\n m.material = material;\r\n if ((m as LinesMesh).color) {\r\n (m as LinesMesh).color = material.diffuseColor;\r\n }\r\n });\r\n }\r\n });\r\n }\r\n\r\n // On Mouse Down\r\n if (pointerInfo.type === PointerEventTypes.POINTERDOWN) {\r\n // If user Clicked Gizmo\r\n if (gizmoAxisCache.has(pointerInfo.pickInfo.pickedMesh?.parent as Mesh)) {\r\n dragging = true;\r\n const statusMap = gizmoAxisCache.get(pointerInfo.pickInfo.pickedMesh?.parent as Mesh);\r\n statusMap!.active = true;\r\n gizmoAxisCache.forEach((cache) => {\r\n const isHovered = cache.colliderMeshes?.indexOf(pointerInfo?.pickInfo?.pickedMesh as Mesh) != -1;\r\n const material = (isHovered || cache.active) && cache.dragBehavior.enabled ? cache.hoverMaterial : cache.disableMaterial;\r\n cache.gizmoMeshes.forEach((m: Mesh) => {\r\n m.material = material;\r\n if ((m as LinesMesh).color) {\r\n (m as LinesMesh).color = material.diffuseColor;\r\n }\r\n });\r\n });\r\n }\r\n }\r\n\r\n // On Mouse Up\r\n if (pointerInfo.type === PointerEventTypes.POINTERUP) {\r\n gizmoAxisCache.forEach((cache) => {\r\n cache.active = false;\r\n dragging = false;\r\n cache.gizmoMeshes.forEach((m: Mesh) => {\r\n m.material = cache.dragBehavior.enabled ? cache.material : cache.disableMaterial;\r\n if ((m as LinesMesh).color) {\r\n (m as LinesMesh).color = cache.material.diffuseColor;\r\n }\r\n });\r\n });\r\n }\r\n }\r\n });\r\n\r\n return pointerObserver!;\r\n }\r\n\r\n /**\r\n * Disposes of the gizmo\r\n */\r\n public dispose() {\r\n this._rootMesh.dispose();\r\n if (this._beforeRenderObserver) {\r\n this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n }\r\n }\r\n}\r\n"]}
1
+ 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type { Observer } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { WebVRFreeCamera } from \"../Cameras/VR/webVRCamera\";\r\nimport type { Scene, IDisposable } from \"../scene\";\r\nimport { Quaternion, Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport type { TargetCamera } from \"../Cameras/targetCamera\";\r\nimport type { Node } from \"../node\";\r\nimport type { Bone } from \"../Bones/bone\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\nimport type { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { PointerInfo } from \"../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../Events/pointerEvents\";\r\nimport type { LinesMesh } from \"../Meshes/linesMesh\";\r\nimport type { PointerDragBehavior } from \"../Behaviors/Meshes/pointerDragBehavior\";\r\nimport type { ShadowLight } from \"../Lights/shadowLight\";\r\nimport { Light } from \"../Lights/light\";\r\n\r\n/**\r\n * Cache built by each axis. Used for managing state between all elements of gizmo for enhanced UI\r\n */\r\nexport interface GizmoAxisCache {\r\n /** Mesh used to render the Gizmo */\r\n gizmoMeshes: Mesh[];\r\n /** Mesh used to detect user interaction with Gizmo */\r\n colliderMeshes: Mesh[];\r\n /** Material used to indicate color of gizmo mesh */\r\n material: StandardMaterial;\r\n /** Material used to indicate hover state of the Gizmo */\r\n hoverMaterial: StandardMaterial;\r\n /** Material used to indicate disabled state of the Gizmo */\r\n disableMaterial: StandardMaterial;\r\n /** Used to indicate Active state of the Gizmo */\r\n active: boolean;\r\n /** DragBehavior */\r\n dragBehavior: PointerDragBehavior;\r\n}\r\n\r\n/**\r\n * Anchor options where the Gizmo can be positioned in relation to its anchored node\r\n */\r\nexport enum GizmoAnchorPoint {\r\n /** The origin of the attached node */\r\n Origin,\r\n /** The pivot point of the attached node*/\r\n Pivot,\r\n}\r\n\r\n/**\r\n * Interface for basic gizmo\r\n */\r\nexport interface IGizmo extends IDisposable {\r\n /** True when the mouse pointer is hovered a gizmo mesh */\r\n readonly isHovered: boolean;\r\n /** The root mesh of the gizmo */\r\n _rootMesh: Mesh;\r\n /** Ratio for the scale of the gizmo */\r\n scaleRatio: number;\r\n /**\r\n * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)\r\n * * When set, interactions will be enabled\r\n */\r\n attachedMesh: Nullable<AbstractMesh>;\r\n /**\r\n * Node that the gizmo will be attached to. (eg. on a drag gizmo the mesh, bone or NodeTransform that will be dragged)\r\n * * When set, interactions will be enabled\r\n */\r\n attachedNode: Nullable<Node>;\r\n /**\r\n * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)\r\n */\r\n updateGizmoRotationToMatchAttachedMesh: boolean;\r\n /** The utility layer the gizmo will be added to */\r\n gizmoLayer: UtilityLayerRenderer;\r\n /**\r\n * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)\r\n */\r\n updateGizmoPositionToMatchAttachedMesh: boolean;\r\n /**\r\n * Defines where the gizmo will be positioned if `updateGizmoPositionToMatchAttachedMesh` is enabled.\r\n * (Default: GizmoAnchorPoint.Origin)\r\n */\r\n anchorPoint: GizmoAnchorPoint;\r\n /**\r\n * When set, the gizmo will always appear the same size no matter where the camera is (default: true)\r\n */\r\n updateScale: boolean;\r\n /**\r\n * posture that the gizmo will be display\r\n * When set null, default value will be used (Quaternion(0, 0, 0, 1))\r\n */\r\n customRotationQuaternion: Nullable<Quaternion>;\r\n /** Disposes and replaces the current meshes in the gizmo with the specified mesh */\r\n setCustomMesh(mesh: Mesh): void;\r\n}\r\n/**\r\n * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.\r\n */\r\nexport class Gizmo implements IGizmo {\r\n /**\r\n * The root mesh of the gizmo\r\n */\r\n public _rootMesh: Mesh;\r\n protected _attachedMesh: Nullable<AbstractMesh> = null;\r\n protected _attachedNode: Nullable<Node> = null;\r\n protected _customRotationQuaternion: Nullable<Quaternion> = null;\r\n /**\r\n * Ratio for the scale of the gizmo (Default: 1)\r\n */\r\n protected _scaleRatio = 1;\r\n\r\n /**\r\n * boolean updated by pointermove when a gizmo mesh is hovered\r\n */\r\n protected _isHovered = false;\r\n\r\n /**\r\n * When enabled, any gizmo operation will perserve scaling sign. Default is off.\r\n * Only valid for TransformNode derived classes (Mesh, AbstractMesh, ...)\r\n */\r\n public static PreserveScaling = false;\r\n\r\n /**\r\n * Ratio for the scale of the gizmo (Default: 1)\r\n */\r\n public set scaleRatio(value: number) {\r\n this._scaleRatio = value;\r\n }\r\n\r\n public get scaleRatio() {\r\n return this._scaleRatio;\r\n }\r\n\r\n /**\r\n * True when the mouse pointer is hovered a gizmo mesh\r\n */\r\n public get isHovered() {\r\n return this._isHovered;\r\n }\r\n\r\n /**\r\n * If a custom mesh has been set (Default: false)\r\n */\r\n protected _customMeshSet = false;\r\n /**\r\n * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)\r\n * * When set, interactions will be enabled\r\n */\r\n public get attachedMesh() {\r\n return this._attachedMesh;\r\n }\r\n public set attachedMesh(value) {\r\n this._attachedMesh = value;\r\n if (value) {\r\n this._attachedNode = value;\r\n }\r\n this._rootMesh.setEnabled(value ? true : false);\r\n this._attachedNodeChanged(value);\r\n }\r\n /**\r\n * Node that the gizmo will be attached to. (eg. on a drag gizmo the mesh, bone or NodeTransform that will be dragged)\r\n * * When set, interactions will be enabled\r\n */\r\n public get attachedNode() {\r\n return this._attachedNode;\r\n }\r\n public set attachedNode(value) {\r\n this._attachedNode = value;\r\n this._attachedMesh = null;\r\n this._rootMesh.setEnabled(value ? true : false);\r\n this._attachedNodeChanged(value);\r\n }\r\n\r\n /**\r\n * Disposes and replaces the current meshes in the gizmo with the specified mesh\r\n * @param mesh The mesh to replace the default mesh of the gizmo\r\n */\r\n public setCustomMesh(mesh: Mesh) {\r\n if (mesh.getScene() != this.gizmoLayer.utilityLayerScene) {\r\n throw \"When setting a custom mesh on a gizmo, the custom meshes scene must be the same as the gizmos (eg. gizmo.gizmoLayer.utilityLayerScene)\";\r\n }\r\n this._rootMesh.getChildMeshes().forEach((c) => {\r\n c.dispose();\r\n });\r\n mesh.parent = this._rootMesh;\r\n this._customMeshSet = true;\r\n }\r\n\r\n protected _updateGizmoRotationToMatchAttachedMesh = true;\r\n protected _updateGizmoPositionToMatchAttachedMesh = true;\r\n protected _anchorPoint = GizmoAnchorPoint.Origin;\r\n protected _updateScale = true;\r\n\r\n /**\r\n * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)\r\n * NOTE: This is only possible for meshes with uniform scaling, as otherwise it's not possible to decompose the rotation\r\n */\r\n public set updateGizmoRotationToMatchAttachedMesh(value: boolean) {\r\n this._updateGizmoRotationToMatchAttachedMesh = value;\r\n }\r\n public get updateGizmoRotationToMatchAttachedMesh() {\r\n return this._updateGizmoRotationToMatchAttachedMesh;\r\n }\r\n /**\r\n * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)\r\n */\r\n public set updateGizmoPositionToMatchAttachedMesh(value: boolean) {\r\n this._updateGizmoPositionToMatchAttachedMesh = value;\r\n }\r\n public get updateGizmoPositionToMatchAttachedMesh() {\r\n return this._updateGizmoPositionToMatchAttachedMesh;\r\n }\r\n\r\n /**\r\n * Defines where the gizmo will be positioned if `updateGizmoPositionToMatchAttachedMesh` is enabled.\r\n * (Default: GizmoAnchorPoint.Origin)\r\n */\r\n public set anchorPoint(value: GizmoAnchorPoint) {\r\n this._anchorPoint = value;\r\n }\r\n public get anchorPoint() {\r\n return this._anchorPoint;\r\n }\r\n /**\r\n * When set, the gizmo will always appear the same size no matter where the camera is (default: true)\r\n */\r\n\r\n public set updateScale(value: boolean) {\r\n this._updateScale = value;\r\n }\r\n public get updateScale() {\r\n return this._updateScale;\r\n }\r\n protected _interactionsEnabled = true;\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _attachedNodeChanged(value: Nullable<Node>) {}\r\n\r\n protected _beforeRenderObserver: Nullable<Observer<Scene>>;\r\n private _rightHandtoLeftHandMatrix = Matrix.RotationY(Math.PI);\r\n\r\n /**\r\n * Creates a gizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n */\r\n constructor(\r\n /** The utility layer the gizmo will be added to */\r\n public gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer\r\n ) {\r\n this._rootMesh = new Mesh(\"gizmoRootNode\", gizmoLayer.utilityLayerScene);\r\n this._rootMesh.rotationQuaternion = Quaternion.Identity();\r\n\r\n this._beforeRenderObserver = this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.add(() => {\r\n this._update();\r\n });\r\n }\r\n\r\n /**\r\n * posture that the gizmo will be display\r\n * When set null, default value will be used (Quaternion(0, 0, 0, 1))\r\n */\r\n public get customRotationQuaternion(): Nullable<Quaternion> {\r\n return this._customRotationQuaternion;\r\n }\r\n\r\n public set customRotationQuaternion(customRotationQuaternion: Nullable<Quaternion>) {\r\n this._customRotationQuaternion = customRotationQuaternion;\r\n }\r\n\r\n /**\r\n * Updates the gizmo to match the attached mesh's position/rotation\r\n */\r\n protected _update() {\r\n if (this.attachedNode) {\r\n let effectiveNode = this.attachedNode;\r\n if (this.attachedMesh) {\r\n effectiveNode = this.attachedMesh || this.attachedNode;\r\n }\r\n\r\n // Position\r\n if (this.updateGizmoPositionToMatchAttachedMesh) {\r\n if (this.anchorPoint == GizmoAnchorPoint.Pivot && (<TransformNode>effectiveNode).getAbsolutePivotPoint) {\r\n const position = (<TransformNode>effectiveNode).getAbsolutePivotPoint();\r\n this._rootMesh.position.copyFrom(position);\r\n } else {\r\n const row = effectiveNode.getWorldMatrix().getRow(3);\r\n const position = row ? row.toVector3() : new Vector3(0, 0, 0);\r\n this._rootMesh.position.copyFrom(position);\r\n }\r\n }\r\n\r\n // Rotation\r\n if (this.updateGizmoRotationToMatchAttachedMesh) {\r\n const supportedNode =\r\n (<Mesh>effectiveNode)._isMesh ||\r\n effectiveNode.getClassName() === \"AbstractMesh\" ||\r\n effectiveNode.getClassName() === \"TransformNode\" ||\r\n effectiveNode.getClassName() === \"InstancedMesh\";\r\n const transformNode = supportedNode ? (effectiveNode as TransformNode) : undefined;\r\n effectiveNode.getWorldMatrix().decompose(undefined, this._rootMesh.rotationQuaternion!, undefined, Gizmo.PreserveScaling ? transformNode : undefined);\r\n } else {\r\n if (this._customRotationQuaternion) {\r\n this._rootMesh.rotationQuaternion!.copyFrom(this._customRotationQuaternion);\r\n } else {\r\n this._rootMesh.rotationQuaternion!.set(0, 0, 0, 1);\r\n }\r\n }\r\n\r\n // Scale\r\n if (this.updateScale) {\r\n const activeCamera = this.gizmoLayer.utilityLayerScene.activeCamera!;\r\n let cameraPosition = activeCamera.globalPosition;\r\n if ((<WebVRFreeCamera>activeCamera).devicePosition) {\r\n cameraPosition = (<WebVRFreeCamera>activeCamera).devicePosition;\r\n }\r\n this._rootMesh.position.subtractToRef(cameraPosition, TmpVectors.Vector3[0]);\r\n let scale = this.scaleRatio;\r\n if (activeCamera.mode == Camera.ORTHOGRAPHIC_CAMERA) {\r\n if (activeCamera.orthoTop && activeCamera.orthoBottom) {\r\n const orthoHeight = activeCamera.orthoTop - activeCamera.orthoBottom;\r\n scale *= orthoHeight;\r\n }\r\n } else {\r\n const camForward = activeCamera.getScene().useRightHandedSystem ? Vector3.RightHandedForwardReadOnly : Vector3.LeftHandedForwardReadOnly;\r\n const direction = activeCamera.getDirection(camForward);\r\n scale *= Vector3.Dot(TmpVectors.Vector3[0], direction);\r\n }\r\n this._rootMesh.scaling.setAll(scale);\r\n\r\n // Account for handedness, similar to Matrix.decompose\r\n if (effectiveNode._getWorldMatrixDeterminant() < 0 && !Gizmo.PreserveScaling) {\r\n this._rootMesh.scaling.y *= -1;\r\n }\r\n } else {\r\n this._rootMesh.scaling.setAll(this.scaleRatio);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Handle position/translation when using an attached node using pivot\r\n */\r\n protected _handlePivot() {\r\n const attachedNodeTransform = this._attachedNode as any;\r\n // check there is an active pivot for the TransformNode attached\r\n if (attachedNodeTransform.isUsingPivotMatrix && attachedNodeTransform.isUsingPivotMatrix() && attachedNodeTransform.position) {\r\n // When a TransformNode has an active pivot, even without parenting,\r\n // translation from the world matrix is different from TransformNode.position.\r\n // Pivot works like a virtual parent that's using the node orientation.\r\n // As the world matrix is transformed by the gizmo and then decomposed to TRS\r\n // its translation part must be set to the Node's position.\r\n attachedNodeTransform.getWorldMatrix().setTranslation(attachedNodeTransform.position);\r\n }\r\n }\r\n /**\r\n * computes the rotation/scaling/position of the transform once the Node world matrix has changed.\r\n */\r\n protected _matrixChanged() {\r\n if (!this._attachedNode) {\r\n return;\r\n }\r\n\r\n if ((<Camera>this._attachedNode)._isCamera) {\r\n const camera = this._attachedNode as Camera;\r\n let worldMatrix;\r\n let worldMatrixUC;\r\n if (camera.parent) {\r\n const parentInv = TmpVectors.Matrix[1];\r\n camera.parent._worldMatrix.invertToRef(parentInv);\r\n this._attachedNode._worldMatrix.multiplyToRef(parentInv, TmpVectors.Matrix[0]);\r\n worldMatrix = TmpVectors.Matrix[0];\r\n } else {\r\n worldMatrix = this._attachedNode._worldMatrix;\r\n }\r\n\r\n if (camera.getScene().useRightHandedSystem) {\r\n // avoid desync with RH matrix computation. Otherwise, rotation of PI around Y axis happens each frame resulting in axis flipped because worldMatrix is computed as inverse of viewMatrix.\r\n this._rightHandtoLeftHandMatrix.multiplyToRef(worldMatrix, TmpVectors.Matrix[1]);\r\n worldMatrixUC = TmpVectors.Matrix[1];\r\n } else {\r\n worldMatrixUC = worldMatrix;\r\n }\r\n\r\n worldMatrixUC.decompose(TmpVectors.Vector3[1], TmpVectors.Quaternion[0], TmpVectors.Vector3[0]);\r\n\r\n const inheritsTargetCamera =\r\n this._attachedNode.getClassName() === \"FreeCamera\" ||\r\n this._attachedNode.getClassName() === \"FlyCamera\" ||\r\n this._attachedNode.getClassName() === \"ArcFollowCamera\" ||\r\n this._attachedNode.getClassName() === \"TargetCamera\" ||\r\n this._attachedNode.getClassName() === \"TouchCamera\" ||\r\n this._attachedNode.getClassName() === \"UniversalCamera\";\r\n\r\n if (inheritsTargetCamera) {\r\n const targetCamera = this._attachedNode as TargetCamera;\r\n targetCamera.rotation = TmpVectors.Quaternion[0].toEulerAngles();\r\n\r\n if (targetCamera.rotationQuaternion) {\r\n targetCamera.rotationQuaternion.copyFrom(TmpVectors.Quaternion[0]);\r\n targetCamera.rotationQuaternion.normalize();\r\n }\r\n }\r\n\r\n camera.position.copyFrom(TmpVectors.Vector3[0]);\r\n } else if (\r\n (<Mesh>this._attachedNode)._isMesh ||\r\n this._attachedNode.getClassName() === \"AbstractMesh\" ||\r\n this._attachedNode.getClassName() === \"TransformNode\" ||\r\n this._attachedNode.getClassName() === \"InstancedMesh\"\r\n ) {\r\n const transform = this._attachedNode as TransformNode;\r\n if (transform.parent) {\r\n const parentInv = TmpVectors.Matrix[0];\r\n const localMat = TmpVectors.Matrix[1];\r\n transform.parent.getWorldMatrix().invertToRef(parentInv);\r\n this._attachedNode.getWorldMatrix().multiplyToRef(parentInv, localMat);\r\n localMat.decompose(TmpVectors.Vector3[0], TmpVectors.Quaternion[0], transform.position, Gizmo.PreserveScaling ? transform : undefined);\r\n } else {\r\n this._attachedNode._worldMatrix.decompose(TmpVectors.Vector3[0], TmpVectors.Quaternion[0], transform.position, Gizmo.PreserveScaling ? transform : undefined);\r\n }\r\n TmpVectors.Vector3[0].scaleInPlace(1.0 / transform.scalingDeterminant);\r\n transform.scaling.copyFrom(TmpVectors.Vector3[0]);\r\n if (!transform.billboardMode) {\r\n if (transform.rotationQuaternion) {\r\n transform.rotationQuaternion.copyFrom(TmpVectors.Quaternion[0]);\r\n transform.rotationQuaternion.normalize();\r\n } else {\r\n transform.rotation = TmpVectors.Quaternion[0].toEulerAngles();\r\n }\r\n }\r\n } else if (this._attachedNode.getClassName() === \"Bone\") {\r\n const bone = this._attachedNode as Bone;\r\n const parent = bone.getParent();\r\n\r\n if (parent) {\r\n const invParent = TmpVectors.Matrix[0];\r\n const boneLocalMatrix = TmpVectors.Matrix[1];\r\n parent.getWorldMatrix().invertToRef(invParent);\r\n bone.getWorldMatrix().multiplyToRef(invParent, boneLocalMatrix);\r\n const lmat = bone.getLocalMatrix();\r\n lmat.copyFrom(boneLocalMatrix);\r\n } else {\r\n const lmat = bone.getLocalMatrix();\r\n lmat.copyFrom(bone.getWorldMatrix());\r\n }\r\n bone.markAsDirty();\r\n } else {\r\n const light = this._attachedNode as ShadowLight;\r\n if (light.getTypeID) {\r\n const type = light.getTypeID();\r\n if (type === Light.LIGHTTYPEID_DIRECTIONALLIGHT || type === Light.LIGHTTYPEID_SPOTLIGHT || type === Light.LIGHTTYPEID_POINTLIGHT) {\r\n const parent = light.parent;\r\n\r\n if (parent) {\r\n const invParent = TmpVectors.Matrix[0];\r\n const nodeLocalMatrix = TmpVectors.Matrix[1];\r\n parent.getWorldMatrix().invertToRef(invParent);\r\n light.getWorldMatrix().multiplyToRef(invParent, nodeLocalMatrix);\r\n nodeLocalMatrix.decompose(undefined, TmpVectors.Quaternion[0], TmpVectors.Vector3[0]);\r\n } else {\r\n this._attachedNode._worldMatrix.decompose(undefined, TmpVectors.Quaternion[0], TmpVectors.Vector3[0]);\r\n }\r\n // setter doesn't copy values. Need a new Vector3\r\n light.position = new Vector3(TmpVectors.Vector3[0].x, TmpVectors.Vector3[0].y, TmpVectors.Vector3[0].z);\r\n if (light.direction) {\r\n light.direction = new Vector3(light.direction.x, light.direction.y, light.direction.z);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * refresh gizmo mesh material\r\n * @param gizmoMeshes\r\n * @param material material to apply\r\n */\r\n protected _setGizmoMeshMaterial(gizmoMeshes: Mesh[], material: StandardMaterial) {\r\n if (gizmoMeshes) {\r\n gizmoMeshes.forEach((m: Mesh) => {\r\n m.material = material;\r\n if ((<LinesMesh>m).color) {\r\n (<LinesMesh>m).color = material.diffuseColor;\r\n }\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Subscribes to pointer up, down, and hover events. Used for responsive gizmos.\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n * @param gizmoAxisCache Gizmo axis definition used for reactive gizmo UI\r\n * @returns {Observer<PointerInfo>} pointerObserver\r\n */\r\n public static GizmoAxisPointerObserver(gizmoLayer: UtilityLayerRenderer, gizmoAxisCache: Map<Mesh, GizmoAxisCache>): Observer<PointerInfo> {\r\n let dragging = false;\r\n\r\n const pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add((pointerInfo) => {\r\n if (pointerInfo.pickInfo) {\r\n // On Hover Logic\r\n if (pointerInfo.type === PointerEventTypes.POINTERMOVE) {\r\n if (dragging) {\r\n return;\r\n }\r\n gizmoAxisCache.forEach((cache) => {\r\n if (cache.colliderMeshes && cache.gizmoMeshes) {\r\n const isHovered = cache.colliderMeshes?.indexOf(pointerInfo?.pickInfo?.pickedMesh as Mesh) != -1;\r\n const material = cache.dragBehavior.enabled ? (isHovered || cache.active ? cache.hoverMaterial : cache.material) : cache.disableMaterial;\r\n cache.gizmoMeshes.forEach((m: Mesh) => {\r\n m.material = material;\r\n if ((m as LinesMesh).color) {\r\n (m as LinesMesh).color = material.diffuseColor;\r\n }\r\n });\r\n }\r\n });\r\n }\r\n\r\n // On Mouse Down\r\n if (pointerInfo.type === PointerEventTypes.POINTERDOWN) {\r\n // If user Clicked Gizmo\r\n if (gizmoAxisCache.has(pointerInfo.pickInfo.pickedMesh?.parent as Mesh)) {\r\n dragging = true;\r\n const statusMap = gizmoAxisCache.get(pointerInfo.pickInfo.pickedMesh?.parent as Mesh);\r\n statusMap!.active = true;\r\n gizmoAxisCache.forEach((cache) => {\r\n const isHovered = cache.colliderMeshes?.indexOf(pointerInfo?.pickInfo?.pickedMesh as Mesh) != -1;\r\n const material = (isHovered || cache.active) && cache.dragBehavior.enabled ? cache.hoverMaterial : cache.disableMaterial;\r\n cache.gizmoMeshes.forEach((m: Mesh) => {\r\n m.material = material;\r\n if ((m as LinesMesh).color) {\r\n (m as LinesMesh).color = material.diffuseColor;\r\n }\r\n });\r\n });\r\n }\r\n }\r\n\r\n // On Mouse Up\r\n if (pointerInfo.type === PointerEventTypes.POINTERUP) {\r\n gizmoAxisCache.forEach((cache) => {\r\n cache.active = false;\r\n dragging = false;\r\n cache.gizmoMeshes.forEach((m: Mesh) => {\r\n m.material = cache.dragBehavior.enabled ? cache.material : cache.disableMaterial;\r\n if ((m as LinesMesh).color) {\r\n (m as LinesMesh).color = cache.material.diffuseColor;\r\n }\r\n });\r\n });\r\n }\r\n }\r\n });\r\n\r\n return pointerObserver!;\r\n }\r\n\r\n /**\r\n * Disposes of the gizmo\r\n */\r\n public dispose() {\r\n this._rootMesh.dispose();\r\n if (this._beforeRenderObserver) {\r\n this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n }\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
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type { Nullable } from \"../types\";\r\nimport { Vector3, Quaternion } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { IGizmo } from \"./gizmo\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport type { Node } from \"../node\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { Light } from \"../Lights/light\";\r\nimport type { Scene } from \"../scene\";\r\nimport { HemisphericLight } from \"../Lights/hemisphericLight\";\r\nimport { DirectionalLight } from \"../Lights/directionalLight\";\r\nimport { CreateSphere } from \"../Meshes/Builders/sphereBuilder\";\r\nimport { CreateHemisphere } from \"../Meshes/Builders/hemisphereBuilder\";\r\nimport { SpotLight } from \"../Lights/spotLight\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport type { PointerInfo } from \"../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../Events/pointerEvents\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { CreateCylinder } from \"../Meshes/Builders/cylinderBuilder\";\r\n\r\n/**\r\n * Interface for light gizmo\r\n */\r\nexport interface ILightGizmo extends IGizmo {\r\n /** Event that fires each time the gizmo is clicked */\r\n onClickedObservable: Observable<Light>;\r\n /** The light that the gizmo is attached to */\r\n light: Nullable<Light>;\r\n /** The material used to render the light gizmo */\r\n readonly material: StandardMaterial;\r\n}\r\n\r\n/**\r\n * Gizmo that enables viewing a light\r\n */\r\nexport class LightGizmo extends Gizmo implements ILightGizmo {\r\n protected _lightMesh: Mesh;\r\n protected _material: StandardMaterial;\r\n protected _cachedPosition = new Vector3();\r\n protected _cachedForward = new Vector3(0, 0, 1);\r\n protected _attachedMeshParent: TransformNode;\r\n protected _pointerObserver: Nullable<Observer<PointerInfo>> = null;\r\n\r\n /**\r\n * Event that fires each time the gizmo is clicked\r\n */\r\n public onClickedObservable = new Observable<Light>();\r\n\r\n /**\r\n * Creates a LightGizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n */\r\n constructor(gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer) {\r\n super(gizmoLayer);\r\n this.attachedMesh = new AbstractMesh(\"\", this.gizmoLayer.utilityLayerScene);\r\n this._attachedMeshParent = new TransformNode(\"parent\", this.gizmoLayer.utilityLayerScene);\r\n\r\n this.attachedMesh.parent = this._attachedMeshParent;\r\n this._material = new StandardMaterial(\"light\", this.gizmoLayer.utilityLayerScene);\r\n this._material.diffuseColor = new Color3(0.5, 0.5, 0.5);\r\n this._material.specularColor = new Color3(0.1, 0.1, 0.1);\r\n\r\n this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add((pointerInfo) => {\r\n if (!this._light) {\r\n return;\r\n }\r\n\r\n this._isHovered = !!(pointerInfo.pickInfo && this._rootMesh.getChildMeshes().indexOf(<Mesh>pointerInfo.pickInfo.pickedMesh) != -1);\r\n if (this._isHovered && pointerInfo.event.button === 0) {\r\n this.onClickedObservable.notifyObservers(this._light);\r\n }\r\n }, PointerEventTypes.POINTERDOWN);\r\n }\r\n protected _light: Nullable<Light> = null;\r\n\r\n /**\r\n * Override attachedNode because lightgizmo only support attached mesh\r\n * It will return the attached mesh (if any) and setting an attached node will log\r\n * a warning\r\n */\r\n public get attachedNode() {\r\n return this.attachedMesh;\r\n }\r\n public set attachedNode(value: Nullable<Node>) {\r\n console.warn(\"Nodes cannot be attached to LightGizmo. Attach to a mesh instead.\");\r\n }\r\n\r\n /**\r\n * The light that the gizmo is attached to\r\n */\r\n public set light(light: Nullable<Light>) {\r\n this._light = light;\r\n if (light) {\r\n // Create the mesh for the given light type\r\n if (this._lightMesh) {\r\n this._lightMesh.dispose();\r\n }\r\n\r\n if (light instanceof HemisphericLight) {\r\n this._lightMesh = LightGizmo._CreateHemisphericLightMesh(this.gizmoLayer.utilityLayerScene);\r\n } else if (light instanceof DirectionalLight) {\r\n this._lightMesh = LightGizmo._CreateDirectionalLightMesh(this.gizmoLayer.utilityLayerScene);\r\n } else if (light instanceof SpotLight) {\r\n this._lightMesh = LightGizmo._CreateSpotLightMesh(this.gizmoLayer.utilityLayerScene);\r\n } else {\r\n this._lightMesh = LightGizmo._CreatePointLightMesh(this.gizmoLayer.utilityLayerScene);\r\n }\r\n this._lightMesh.getChildMeshes(false).forEach((m) => {\r\n m.material = this._material;\r\n });\r\n this._lightMesh.parent = this._rootMesh;\r\n\r\n // Add lighting to the light gizmo\r\n const gizmoLight = this.gizmoLayer._getSharedGizmoLight();\r\n gizmoLight.includedOnlyMeshes = gizmoLight.includedOnlyMeshes.concat(this._lightMesh.getChildMeshes(false));\r\n\r\n this._lightMesh.rotationQuaternion = new Quaternion();\r\n\r\n if (!this.attachedMesh!.reservedDataStore) {\r\n this.attachedMesh!.reservedDataStore = {};\r\n }\r\n this.attachedMesh!.reservedDataStore.lightGizmo = this;\r\n\r\n if (light.parent) {\r\n this._attachedMeshParent.freezeWorldMatrix(light.parent.getWorldMatrix());\r\n }\r\n\r\n // Get update position and direction if the light has it\r\n if ((light as any).position) {\r\n this.attachedMesh!.position.copyFrom((light as any).position);\r\n this.attachedMesh!.computeWorldMatrix(true);\r\n this._cachedPosition.copyFrom(this.attachedMesh!.position);\r\n }\r\n if ((light as any).direction) {\r\n this.attachedMesh!.setDirection((light as any).direction);\r\n this.attachedMesh!.computeWorldMatrix(true);\r\n this._cachedForward.copyFrom(this.attachedMesh!.forward);\r\n }\r\n\r\n this._update();\r\n }\r\n }\r\n public get light() {\r\n return this._light;\r\n }\r\n\r\n /**\r\n * Gets the material used to render the light gizmo\r\n */\r\n public get material() {\r\n return this._material;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Updates the gizmo to match the attached mesh's position/rotation\r\n */\r\n protected _update() {\r\n super._update();\r\n if (!this._light) {\r\n return;\r\n }\r\n\r\n if (this._light.parent) {\r\n this._attachedMeshParent.freezeWorldMatrix(this._light.parent.getWorldMatrix());\r\n }\r\n\r\n // For light position and direction, a dirty flag is set to true in the setter\r\n // It means setting values individually or copying values will not call setter and\r\n // dirty flag will not be set to true. Hence creating a new Vector3.\r\n if ((this._light as any).position) {\r\n // If the gizmo is moved update the light otherwise update the gizmo to match the light\r\n if (!this.attachedMesh!.position.equals(this._cachedPosition)) {\r\n // update light to match gizmo\r\n const position = this.attachedMesh!.position;\r\n (this._light as any).position = new Vector3(position.x, position.y, position.z);\r\n this._cachedPosition.copyFrom(this.attachedMesh!.position);\r\n } else {\r\n // update gizmo to match light\r\n this.attachedMesh!.position.copyFrom((this._light as any).position);\r\n this.attachedMesh!.computeWorldMatrix(true);\r\n this._cachedPosition.copyFrom(this.attachedMesh!.position);\r\n }\r\n }\r\n if ((this._light as any).direction) {\r\n // If the gizmo is moved update the light otherwise update the gizmo to match the light\r\n if (Vector3.DistanceSquared(this.attachedMesh!.forward, this._cachedForward) > 0.0001) {\r\n // update light to match gizmo\r\n const direction = this.attachedMesh!.forward;\r\n (this._light as any).direction = new Vector3(direction.x, direction.y, direction.z);\r\n this._cachedForward.copyFrom(this.attachedMesh!.forward);\r\n } else if (Vector3.DistanceSquared(this.attachedMesh!.forward, (this._light as any).direction) > 0.0001) {\r\n // update gizmo to match light\r\n this.attachedMesh!.setDirection((this._light as any).direction);\r\n this.attachedMesh!.computeWorldMatrix(true);\r\n this._cachedForward.copyFrom(this.attachedMesh!.forward);\r\n }\r\n }\r\n }\r\n\r\n // Static helper methods\r\n private static _Scale = 0.007;\r\n\r\n /**\r\n * Creates the lines for a light mesh\r\n * @param levels\r\n * @param scene\r\n */\r\n private static _CreateLightLines = (levels: number, scene: Scene) => {\r\n const distFromSphere = 1.2;\r\n\r\n const root = new Mesh(\"root\", scene);\r\n root.rotation.x = Math.PI / 2;\r\n\r\n // Create the top line, this will be cloned for all other lines\r\n const linePivot = new Mesh(\"linePivot\", scene);\r\n linePivot.parent = root;\r\n const line = CreateCylinder(\r\n \"line\",\r\n {\r\n updatable: false,\r\n height: 2,\r\n diameterTop: 0.2,\r\n diameterBottom: 0.3,\r\n tessellation: 6,\r\n subdivisions: 1,\r\n },\r\n scene\r\n );\r\n line.position.y = line.scaling.y / 2 + distFromSphere;\r\n line.parent = linePivot;\r\n\r\n if (levels < 2) {\r\n return linePivot;\r\n }\r\n for (let i = 0; i < 4; i++) {\r\n const l = linePivot.clone(\"lineParentClone\")!;\r\n l.rotation.z = Math.PI / 4;\r\n l.rotation.y = Math.PI / 2 + (Math.PI / 2) * i;\r\n\r\n l.getChildMeshes()[0].scaling.y = 0.5;\r\n l.getChildMeshes()[0].scaling.x = l.getChildMeshes()[0].scaling.z = 0.8;\r\n l.getChildMeshes()[0].position.y = l.getChildMeshes()[0].scaling.y / 2 + distFromSphere;\r\n }\r\n\r\n if (levels < 3) {\r\n return root;\r\n }\r\n for (let i = 0; i < 4; i++) {\r\n const l = linePivot.clone(\"linePivotClone\");\r\n l.rotation.z = Math.PI / 2;\r\n l.rotation.y = (Math.PI / 2) * i;\r\n }\r\n\r\n if (levels < 4) {\r\n return root;\r\n }\r\n for (let i = 0; i < 4; i++) {\r\n const l = linePivot.clone(\"linePivotClone\");\r\n l.rotation.z = Math.PI + Math.PI / 4;\r\n l.rotation.y = Math.PI / 2 + (Math.PI / 2) * i;\r\n\r\n l.getChildMeshes()[0].scaling.y = 0.5;\r\n l.getChildMeshes()[0].scaling.x = l.getChildMeshes()[0].scaling.z = 0.8;\r\n l.getChildMeshes()[0].position.y = l.getChildMeshes()[0].scaling.y / 2 + distFromSphere;\r\n }\r\n\r\n if (levels < 5) {\r\n return root;\r\n }\r\n const l = linePivot.clone(\"linePivotClone\");\r\n l.rotation.z = Math.PI;\r\n\r\n return root;\r\n };\r\n\r\n /**\r\n * Disposes of the light gizmo\r\n */\r\n public dispose() {\r\n this.onClickedObservable.clear();\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);\r\n this._material.dispose();\r\n super.dispose();\r\n this._attachedMeshParent.dispose();\r\n }\r\n\r\n private static _CreateHemisphericLightMesh(scene: Scene) {\r\n const root = new Mesh(\"hemisphereLight\", scene);\r\n const hemisphere = CreateHemisphere(root.name, { segments: 10, diameter: 1 }, scene);\r\n hemisphere.position.z = -0.15;\r\n hemisphere.rotation.x = Math.PI / 2;\r\n hemisphere.parent = root;\r\n\r\n const lines = this._CreateLightLines(3, scene);\r\n lines.parent = root;\r\n\r\n root.scaling.scaleInPlace(LightGizmo._Scale);\r\n root.rotation.x = Math.PI / 2;\r\n\r\n return root;\r\n }\r\n\r\n private static _CreatePointLightMesh(scene: Scene) {\r\n const root = new Mesh(\"pointLight\", scene);\r\n const sphere = CreateSphere(root.name, { segments: 10, diameter: 1 }, scene);\r\n sphere.rotation.x = Math.PI / 2;\r\n sphere.parent = root;\r\n\r\n const lines = this._CreateLightLines(5, scene);\r\n lines.parent = root;\r\n root.scaling.scaleInPlace(LightGizmo._Scale);\r\n root.rotation.x = Math.PI / 2;\r\n\r\n return root;\r\n }\r\n\r\n private static _CreateSpotLightMesh(scene: Scene) {\r\n const root = new Mesh(\"spotLight\", scene);\r\n const sphere = CreateSphere(root.name, { segments: 10, diameter: 1 }, scene);\r\n sphere.parent = root;\r\n\r\n const hemisphere = CreateHemisphere(root.name, { segments: 10, diameter: 2 }, scene);\r\n hemisphere.parent = root;\r\n hemisphere.rotation.x = -Math.PI / 2;\r\n\r\n const lines = this._CreateLightLines(2, scene);\r\n lines.parent = root;\r\n root.scaling.scaleInPlace(LightGizmo._Scale);\r\n root.rotation.x = Math.PI / 2;\r\n\r\n return root;\r\n }\r\n\r\n private static _CreateDirectionalLightMesh(scene: Scene) {\r\n const root = new Mesh(\"directionalLight\", scene);\r\n\r\n const mesh = new Mesh(root.name, scene);\r\n mesh.parent = root;\r\n const sphere = CreateSphere(root.name, { diameter: 1.2, segments: 10 }, scene);\r\n sphere.parent = mesh;\r\n\r\n const line = CreateCylinder(\r\n root.name,\r\n {\r\n updatable: false,\r\n height: 6,\r\n diameterTop: 0.3,\r\n diameterBottom: 0.3,\r\n tessellation: 6,\r\n subdivisions: 1,\r\n },\r\n scene\r\n );\r\n line.parent = mesh;\r\n\r\n let left = line.clone(root.name)!;\r\n left.scaling.y = 0.5;\r\n left.position.x += 1.25;\r\n\r\n let right = line.clone(root.name)!;\r\n right.scaling.y = 0.5;\r\n right.position.x += -1.25;\r\n\r\n const arrowHead = CreateCylinder(\r\n root.name,\r\n {\r\n updatable: false,\r\n height: 1,\r\n diameterTop: 0,\r\n diameterBottom: 0.6,\r\n tessellation: 6,\r\n subdivisions: 1,\r\n },\r\n scene\r\n );\r\n arrowHead.position.y += 3;\r\n arrowHead.parent = mesh;\r\n\r\n left = arrowHead.clone(root.name);\r\n left.position.y = 1.5;\r\n left.position.x += 1.25;\r\n\r\n right = arrowHead.clone(root.name);\r\n right.position.y = 1.5;\r\n right.position.x += -1.25;\r\n\r\n mesh.scaling.scaleInPlace(LightGizmo._Scale);\r\n mesh.rotation.z = Math.PI / 2;\r\n mesh.rotation.y = Math.PI / 2;\r\n return root;\r\n }\r\n}\r\n"]}
1
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type { Nullable } from \"../types\";\r\nimport { Vector3, Quaternion } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { IGizmo } from \"./gizmo\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport type { Node } from \"../node\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { Light } from \"../Lights/light\";\r\nimport type { Scene } from \"../scene\";\r\nimport { HemisphericLight } from \"../Lights/hemisphericLight\";\r\nimport { DirectionalLight } from \"../Lights/directionalLight\";\r\nimport { CreateSphere } from \"../Meshes/Builders/sphereBuilder\";\r\nimport { CreateHemisphere } from \"../Meshes/Builders/hemisphereBuilder\";\r\nimport { SpotLight } from \"../Lights/spotLight\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport type { PointerInfo } from \"../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../Events/pointerEvents\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { CreateCylinder } from \"../Meshes/Builders/cylinderBuilder\";\r\n\r\n/**\r\n * Interface for light gizmo\r\n */\r\nexport interface ILightGizmo extends IGizmo {\r\n /** Event that fires each time the gizmo is clicked */\r\n onClickedObservable: Observable<Light>;\r\n /** The light that the gizmo is attached to */\r\n light: Nullable<Light>;\r\n /** The material used to render the light gizmo */\r\n readonly material: StandardMaterial;\r\n}\r\n\r\n/**\r\n * Gizmo that enables viewing a light\r\n */\r\nexport class LightGizmo extends Gizmo implements ILightGizmo {\r\n protected _lightMesh: Mesh;\r\n protected _material: StandardMaterial;\r\n protected _cachedPosition = new Vector3();\r\n protected _cachedForward = new Vector3(0, 0, 1);\r\n protected _attachedMeshParent: TransformNode;\r\n protected _pointerObserver: Nullable<Observer<PointerInfo>> = null;\r\n\r\n /**\r\n * Event that fires each time the gizmo is clicked\r\n */\r\n public onClickedObservable = new Observable<Light>();\r\n\r\n /**\r\n * Creates a LightGizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n */\r\n constructor(gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer) {\r\n super(gizmoLayer);\r\n this.attachedMesh = new AbstractMesh(\"\", this.gizmoLayer.utilityLayerScene);\r\n this._attachedMeshParent = new TransformNode(\"parent\", this.gizmoLayer.utilityLayerScene);\r\n\r\n this.attachedMesh.parent = this._attachedMeshParent;\r\n this._material = new StandardMaterial(\"light\", this.gizmoLayer.utilityLayerScene);\r\n this._material.diffuseColor = new Color3(0.5, 0.5, 0.5);\r\n this._material.specularColor = new Color3(0.1, 0.1, 0.1);\r\n\r\n this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add((pointerInfo) => {\r\n if (!this._light) {\r\n return;\r\n }\r\n\r\n this._isHovered = !!(pointerInfo.pickInfo && this._rootMesh.getChildMeshes().indexOf(<Mesh>pointerInfo.pickInfo.pickedMesh) != -1);\r\n if (this._isHovered && pointerInfo.event.button === 0) {\r\n this.onClickedObservable.notifyObservers(this._light);\r\n }\r\n }, PointerEventTypes.POINTERDOWN);\r\n }\r\n protected _light: Nullable<Light> = null;\r\n\r\n /**\r\n * Override attachedNode because lightgizmo only support attached mesh\r\n * It will return the attached mesh (if any) and setting an attached node will log\r\n * a warning\r\n */\r\n public get attachedNode() {\r\n return this.attachedMesh;\r\n }\r\n public set attachedNode(value: Nullable<Node>) {\r\n console.warn(\"Nodes cannot be attached to LightGizmo. Attach to a mesh instead.\");\r\n }\r\n\r\n /**\r\n * The light that the gizmo is attached to\r\n */\r\n public set light(light: Nullable<Light>) {\r\n this._light = light;\r\n if (light) {\r\n // Create the mesh for the given light type\r\n if (this._lightMesh) {\r\n this._lightMesh.dispose();\r\n }\r\n\r\n if (light instanceof HemisphericLight) {\r\n this._lightMesh = LightGizmo._CreateHemisphericLightMesh(this.gizmoLayer.utilityLayerScene);\r\n } else if (light instanceof DirectionalLight) {\r\n this._lightMesh = LightGizmo._CreateDirectionalLightMesh(this.gizmoLayer.utilityLayerScene);\r\n } else if (light instanceof SpotLight) {\r\n this._lightMesh = LightGizmo._CreateSpotLightMesh(this.gizmoLayer.utilityLayerScene);\r\n } else {\r\n this._lightMesh = LightGizmo._CreatePointLightMesh(this.gizmoLayer.utilityLayerScene);\r\n }\r\n this._lightMesh.getChildMeshes(false).forEach((m) => {\r\n m.material = this._material;\r\n });\r\n this._lightMesh.parent = this._rootMesh;\r\n\r\n // Add lighting to the light gizmo\r\n const gizmoLight = this.gizmoLayer._getSharedGizmoLight();\r\n gizmoLight.includedOnlyMeshes = gizmoLight.includedOnlyMeshes.concat(this._lightMesh.getChildMeshes(false));\r\n\r\n this._lightMesh.rotationQuaternion = new Quaternion();\r\n\r\n if (!this.attachedMesh!.reservedDataStore) {\r\n this.attachedMesh!.reservedDataStore = {};\r\n }\r\n this.attachedMesh!.reservedDataStore.lightGizmo = this;\r\n\r\n if (light.parent) {\r\n this._attachedMeshParent.freezeWorldMatrix(light.parent.getWorldMatrix());\r\n }\r\n\r\n // Get update position and direction if the light has it\r\n if ((light as any).position) {\r\n this.attachedMesh!.position.copyFrom((light as any).position);\r\n this.attachedMesh!.computeWorldMatrix(true);\r\n this._cachedPosition.copyFrom(this.attachedMesh!.position);\r\n }\r\n if ((light as any).direction) {\r\n this.attachedMesh!.setDirection((light as any).direction);\r\n this.attachedMesh!.computeWorldMatrix(true);\r\n this._cachedForward.copyFrom(this.attachedMesh!.forward);\r\n }\r\n\r\n this._update();\r\n }\r\n }\r\n public get light() {\r\n return this._light;\r\n }\r\n\r\n /**\r\n * Gets the material used to render the light gizmo\r\n */\r\n public get material() {\r\n return this._material;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Updates the gizmo to match the attached mesh's position/rotation\r\n */\r\n protected _update() {\r\n super._update();\r\n if (!this._light) {\r\n return;\r\n }\r\n\r\n if (this._light.parent) {\r\n this._attachedMeshParent.freezeWorldMatrix(this._light.parent.getWorldMatrix());\r\n }\r\n\r\n // For light position and direction, a dirty flag is set to true in the setter\r\n // It means setting values individually or copying values will not call setter and\r\n // dirty flag will not be set to true. Hence creating a new Vector3.\r\n if ((this._light as any).position) {\r\n // If the gizmo is moved update the light otherwise update the gizmo to match the light\r\n if (!this.attachedMesh!.position.equals(this._cachedPosition)) {\r\n // update light to match gizmo\r\n const position = this.attachedMesh!.position;\r\n (this._light as any).position = new Vector3(position.x, position.y, position.z);\r\n this._cachedPosition.copyFrom(this.attachedMesh!.position);\r\n } else {\r\n // update gizmo to match light\r\n this.attachedMesh!.position.copyFrom((this._light as any).position);\r\n this.attachedMesh!.computeWorldMatrix(true);\r\n this._cachedPosition.copyFrom(this.attachedMesh!.position);\r\n }\r\n }\r\n if ((this._light as any).direction) {\r\n // If the gizmo is moved update the light otherwise update the gizmo to match the light\r\n if (Vector3.DistanceSquared(this.attachedMesh!.forward, this._cachedForward) > 0.0001) {\r\n // update light to match gizmo\r\n const direction = this.attachedMesh!.forward;\r\n (this._light as any).direction = new Vector3(direction.x, direction.y, direction.z);\r\n this._cachedForward.copyFrom(this.attachedMesh!.forward);\r\n } else if (Vector3.DistanceSquared(this.attachedMesh!.forward, (this._light as any).direction) > 0.0001) {\r\n // update gizmo to match light\r\n this.attachedMesh!.setDirection((this._light as any).direction);\r\n this.attachedMesh!.computeWorldMatrix(true);\r\n this._cachedForward.copyFrom(this.attachedMesh!.forward);\r\n }\r\n }\r\n }\r\n\r\n // Static helper methods\r\n private static _Scale = 0.007;\r\n\r\n /**\r\n * Creates the lines for a light mesh\r\n * @param levels\r\n * @param scene\r\n */\r\n private static _CreateLightLines = (levels: number, scene: Scene) => {\r\n const distFromSphere = 1.2;\r\n\r\n const root = new Mesh(\"root\", scene);\r\n root.rotation.x = Math.PI / 2;\r\n\r\n // Create the top line, this will be cloned for all other lines\r\n const linePivot = new Mesh(\"linePivot\", scene);\r\n linePivot.parent = root;\r\n const line = CreateCylinder(\r\n \"line\",\r\n {\r\n updatable: false,\r\n height: 2,\r\n diameterTop: 0.2,\r\n diameterBottom: 0.3,\r\n tessellation: 6,\r\n subdivisions: 1,\r\n },\r\n scene\r\n );\r\n line.position.y = line.scaling.y / 2 + distFromSphere;\r\n line.parent = linePivot;\r\n\r\n if (levels < 2) {\r\n return linePivot;\r\n }\r\n for (let i = 0; i < 4; i++) {\r\n const l = linePivot.clone(\"lineParentClone\")!;\r\n l.rotation.z = Math.PI / 4;\r\n l.rotation.y = Math.PI / 2 + (Math.PI / 2) * i;\r\n\r\n l.getChildMeshes()[0].scaling.y = 0.5;\r\n l.getChildMeshes()[0].scaling.x = l.getChildMeshes()[0].scaling.z = 0.8;\r\n l.getChildMeshes()[0].position.y = l.getChildMeshes()[0].scaling.y / 2 + distFromSphere;\r\n }\r\n\r\n if (levels < 3) {\r\n return root;\r\n }\r\n for (let i = 0; i < 4; i++) {\r\n const l = linePivot.clone(\"linePivotClone\");\r\n l.rotation.z = Math.PI / 2;\r\n l.rotation.y = (Math.PI / 2) * i;\r\n }\r\n\r\n if (levels < 4) {\r\n return root;\r\n }\r\n for (let i = 0; i < 4; i++) {\r\n const l = linePivot.clone(\"linePivotClone\");\r\n l.rotation.z = Math.PI + Math.PI / 4;\r\n l.rotation.y = Math.PI / 2 + (Math.PI / 2) * i;\r\n\r\n l.getChildMeshes()[0].scaling.y = 0.5;\r\n l.getChildMeshes()[0].scaling.x = l.getChildMeshes()[0].scaling.z = 0.8;\r\n l.getChildMeshes()[0].position.y = l.getChildMeshes()[0].scaling.y / 2 + distFromSphere;\r\n }\r\n\r\n if (levels < 5) {\r\n return root;\r\n }\r\n const l = linePivot.clone(\"linePivotClone\");\r\n l.rotation.z = Math.PI;\r\n\r\n return root;\r\n };\r\n\r\n /**\r\n * Disposes of the light gizmo\r\n */\r\n public dispose() {\r\n this.onClickedObservable.clear();\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);\r\n this._material.dispose();\r\n super.dispose();\r\n this._attachedMeshParent.dispose();\r\n }\r\n\r\n private static _CreateHemisphericLightMesh(scene: Scene) {\r\n const root = new Mesh(\"hemisphereLight\", scene);\r\n const hemisphere = CreateHemisphere(root.name, { segments: 10, diameter: 1 }, scene);\r\n hemisphere.position.z = -0.15;\r\n hemisphere.rotation.x = Math.PI / 2;\r\n hemisphere.parent = root;\r\n\r\n const lines = this._CreateLightLines(3, scene);\r\n lines.parent = root;\r\n\r\n root.scaling.scaleInPlace(LightGizmo._Scale);\r\n root.rotation.x = Math.PI / 2;\r\n\r\n return root;\r\n }\r\n\r\n private static _CreatePointLightMesh(scene: Scene) {\r\n const root = new Mesh(\"pointLight\", scene);\r\n const sphere = CreateSphere(root.name, { segments: 10, diameter: 1 }, scene);\r\n sphere.rotation.x = Math.PI / 2;\r\n sphere.parent = root;\r\n\r\n const lines = this._CreateLightLines(5, scene);\r\n lines.parent = root;\r\n root.scaling.scaleInPlace(LightGizmo._Scale);\r\n root.rotation.x = Math.PI / 2;\r\n\r\n return root;\r\n }\r\n\r\n private static _CreateSpotLightMesh(scene: Scene) {\r\n const root = new Mesh(\"spotLight\", scene);\r\n const sphere = CreateSphere(root.name, { segments: 10, diameter: 1 }, scene);\r\n sphere.parent = root;\r\n\r\n const hemisphere = CreateHemisphere(root.name, { segments: 10, diameter: 2 }, scene);\r\n hemisphere.parent = root;\r\n hemisphere.rotation.x = -Math.PI / 2;\r\n\r\n const lines = this._CreateLightLines(2, scene);\r\n lines.parent = root;\r\n root.scaling.scaleInPlace(LightGizmo._Scale);\r\n root.rotation.x = Math.PI / 2;\r\n\r\n return root;\r\n }\r\n\r\n private static _CreateDirectionalLightMesh(scene: Scene) {\r\n const root = new Mesh(\"directionalLight\", scene);\r\n\r\n const mesh = new Mesh(root.name, scene);\r\n mesh.parent = root;\r\n const sphere = CreateSphere(root.name, { diameter: 1.2, segments: 10 }, scene);\r\n sphere.parent = mesh;\r\n\r\n const line = CreateCylinder(\r\n root.name,\r\n {\r\n updatable: false,\r\n height: 6,\r\n diameterTop: 0.3,\r\n diameterBottom: 0.3,\r\n tessellation: 6,\r\n subdivisions: 1,\r\n },\r\n scene\r\n );\r\n line.parent = mesh;\r\n\r\n let left = line.clone(root.name)!;\r\n left.scaling.y = 0.5;\r\n left.position.x += 1.25;\r\n\r\n let right = line.clone(root.name)!;\r\n right.scaling.y = 0.5;\r\n right.position.x += -1.25;\r\n\r\n const arrowHead = CreateCylinder(\r\n root.name,\r\n {\r\n updatable: false,\r\n height: 1,\r\n diameterTop: 0,\r\n diameterBottom: 0.6,\r\n tessellation: 6,\r\n subdivisions: 1,\r\n },\r\n scene\r\n );\r\n arrowHead.position.y += 3;\r\n arrowHead.parent = mesh;\r\n\r\n left = arrowHead.clone(root.name);\r\n left.position.y = 1.5;\r\n left.position.x += 1.25;\r\n\r\n right = arrowHead.clone(root.name);\r\n right.position.y = 1.5;\r\n right.position.x += -1.25;\r\n\r\n mesh.scaling.scaleInPlace(LightGizmo._Scale);\r\n mesh.rotation.z = Math.PI / 2;\r\n mesh.rotation.y = Math.PI / 2;\r\n return root;\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
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type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { PointerInfo } from \"../Events/pointerEvents\";\r\nimport { Quaternion, Matrix, Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport \"../Meshes/Builders/linesBuilder\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { Node } from \"../node\";\r\nimport { PointerDragBehavior } from \"../Behaviors/Meshes/pointerDragBehavior\";\r\nimport type { GizmoAxisCache, IGizmo } from \"./gizmo\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { RotationGizmo } from \"./rotationGizmo\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { CreatePlane } from \"../Meshes/Builders/planeBuilder\";\r\nimport { CreateTorus } from \"../Meshes/Builders/torusBuilder\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\nimport { Logger } from \"../Misc/logger\";\r\n\r\n/**\r\n * Interface for plane rotation gizmo\r\n */\r\nexport interface IPlaneRotationGizmo extends IGizmo {\r\n /** Drag behavior responsible for the gizmos dragging interactions */\r\n dragBehavior: PointerDragBehavior;\r\n /** Drag distance in babylon units that the gizmo will snap to when dragged */\r\n snapDistance: number;\r\n /**\r\n * Event that fires each time the gizmo snaps to a new location.\r\n * * snapDistance is the the change in distance\r\n */\r\n onSnapObservable: Observable<{ snapDistance: number }>;\r\n /** Accumulated relative angle value for rotation on the axis. */\r\n angle: number;\r\n /** If the gizmo is enabled */\r\n isEnabled: boolean;\r\n\r\n /** Default material used to render when gizmo is not disabled or hovered */\r\n coloredMaterial: StandardMaterial;\r\n /** Material used to render when gizmo is hovered with mouse*/\r\n hoverMaterial: StandardMaterial;\r\n /** Material used to render when gizmo is disabled. typically grey.*/\r\n disableMaterial: StandardMaterial;\r\n}\r\n\r\n/**\r\n * Single plane rotation gizmo\r\n */\r\nexport class PlaneRotationGizmo extends Gizmo implements IPlaneRotationGizmo {\r\n /**\r\n * Drag behavior responsible for the gizmos dragging interactions\r\n */\r\n public dragBehavior: PointerDragBehavior;\r\n protected _pointerObserver: Nullable<Observer<PointerInfo>> = null;\r\n\r\n /**\r\n * Rotation distance in radians that the gizmo will snap to (Default: 0)\r\n */\r\n public snapDistance = 0;\r\n /**\r\n * Event that fires each time the gizmo snaps to a new location.\r\n * * snapDistance is the the change in distance\r\n */\r\n public onSnapObservable = new Observable<{ snapDistance: number }>();\r\n\r\n /**\r\n * The maximum angle between the camera and the rotation allowed for interaction\r\n * If a rotation plane appears 'flat', a lower value allows interaction.\r\n */\r\n public static MaxDragAngle: number = (Math.PI * 9) / 20;\r\n\r\n /**\r\n * Accumulated relative angle value for rotation on the axis. Reset to 0 when a dragStart occurs\r\n */\r\n public angle: number = 0;\r\n\r\n /** Default material used to render when gizmo is not disabled or hovered */\r\n public get coloredMaterial() {\r\n return this._coloredMaterial;\r\n }\r\n\r\n /** Material used to render when gizmo is hovered with mouse*/\r\n public get hoverMaterial() {\r\n return this._hoverMaterial;\r\n }\r\n\r\n /** Material used to render when gizmo is disabled. typically grey.*/\r\n public get disableMaterial() {\r\n return this._disableMaterial;\r\n }\r\n protected _isEnabled: boolean = true;\r\n protected _parent: Nullable<RotationGizmo> = null;\r\n protected _coloredMaterial: StandardMaterial;\r\n protected _hoverMaterial: StandardMaterial;\r\n protected _disableMaterial: StandardMaterial;\r\n protected _gizmoMesh: Mesh;\r\n protected _rotationDisplayPlane: Mesh;\r\n protected _dragging: boolean = false;\r\n protected _angles = new Vector3();\r\n\r\n protected static _RotationGizmoVertexShader = `\r\n precision highp float;\r\n attribute vec3 position;\r\n attribute vec2 uv;\r\n uniform mat4 worldViewProjection;\r\n varying vec3 vPosition;\r\n varying vec2 vUV;\r\n void main(void) {\r\n gl_Position = worldViewProjection * vec4(position, 1.0);\r\n vUV = uv;\r\n }`;\r\n\r\n protected static _RotationGizmoFragmentShader = `\r\n precision highp float;\r\n varying vec2 vUV;\r\n varying vec3 vPosition;\r\n uniform vec3 angles;\r\n #define twopi 6.283185307\r\n void main(void) {\r\n vec2 uv = vUV - vec2(0.5);\r\n float angle = atan(uv.y, uv.x) + 3.141592;\r\n float delta = gl_FrontFacing ? angles.y : -angles.y;\r\n float begin = angles.x - delta * angles.z;\r\n float start = (begin < (begin + delta)) ? begin : (begin + delta);\r\n float end = (begin > (begin + delta)) ? begin : (begin + delta);\r\n float len = sqrt(dot(uv,uv));\r\n float opacity = 1. - step(0.5, len);\r\n\r\n float base = abs(floor(start / twopi)) * twopi;\r\n start += base;\r\n end += base;\r\n\r\n float intensity = 0.;\r\n for (int i = 0; i < 5; i++)\r\n {\r\n intensity += max(step(start, angle) - step(end, angle), 0.);\r\n angle += twopi;\r\n }\r\n gl_FragColor = vec4(1.,1.,0., min(intensity * 0.25, 0.8)) * opacity;\r\n }`;\r\n\r\n protected _rotationShaderMaterial: ShaderMaterial;\r\n\r\n /**\r\n * Creates a PlaneRotationGizmo\r\n * @param planeNormal The normal of the plane which the gizmo will be able to rotate on\r\n * @param color The color of the gizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n * @param tessellation Amount of tessellation to be used when creating rotation circles\r\n * @param parent\r\n * @param useEulerRotation Use and update Euler angle instead of quaternion\r\n * @param thickness display gizmo axis thickness\r\n */\r\n constructor(\r\n planeNormal: Vector3,\r\n color: Color3 = Color3.Gray(),\r\n gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer,\r\n tessellation = 32,\r\n parent: Nullable<RotationGizmo> = null,\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n useEulerRotation = false,\r\n thickness: number = 1\r\n ) {\r\n super(gizmoLayer);\r\n this._parent = parent;\r\n // Create Material\r\n this._coloredMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._coloredMaterial.diffuseColor = color;\r\n this._coloredMaterial.specularColor = color.subtract(new Color3(0.1, 0.1, 0.1));\r\n\r\n this._hoverMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._hoverMaterial.diffuseColor = Color3.Yellow();\r\n\r\n this._disableMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._disableMaterial.diffuseColor = Color3.Gray();\r\n this._disableMaterial.alpha = 0.4;\r\n\r\n // Build mesh on root node\r\n this._gizmoMesh = new Mesh(\"\", gizmoLayer.utilityLayerScene);\r\n const { rotationMesh, collider } = this._createGizmoMesh(this._gizmoMesh, thickness, tessellation);\r\n\r\n // Setup Rotation Circle\r\n this._rotationDisplayPlane = CreatePlane(\"rotationDisplay\", { size: 0.6, updatable: false }, this.gizmoLayer.utilityLayerScene);\r\n this._rotationDisplayPlane.rotation.z = Math.PI * 0.5;\r\n this._rotationDisplayPlane.parent = this._gizmoMesh;\r\n this._rotationDisplayPlane.setEnabled(false);\r\n\r\n Effect.ShadersStore[\"rotationGizmoVertexShader\"] = PlaneRotationGizmo._RotationGizmoVertexShader;\r\n Effect.ShadersStore[\"rotationGizmoFragmentShader\"] = PlaneRotationGizmo._RotationGizmoFragmentShader;\r\n this._rotationShaderMaterial = new ShaderMaterial(\r\n \"shader\",\r\n this.gizmoLayer.utilityLayerScene,\r\n {\r\n vertex: \"rotationGizmo\",\r\n fragment: \"rotationGizmo\",\r\n },\r\n {\r\n attributes: [\"position\", \"uv\"],\r\n uniforms: [\"worldViewProjection\", \"angles\"],\r\n }\r\n );\r\n this._rotationShaderMaterial.backFaceCulling = false;\r\n\r\n this._rotationDisplayPlane.material = this._rotationShaderMaterial;\r\n this._rotationDisplayPlane.visibility = 0.999;\r\n\r\n this._gizmoMesh.lookAt(this._rootMesh.position.add(planeNormal));\r\n this._rootMesh.addChild(this._gizmoMesh, Gizmo.PreserveScaling);\r\n this._gizmoMesh.scaling.scaleInPlace(1 / 3);\r\n // Add drag behavior to handle events when the gizmo is dragged\r\n this.dragBehavior = new PointerDragBehavior({ dragPlaneNormal: planeNormal });\r\n this.dragBehavior.moveAttached = false;\r\n this.dragBehavior.maxDragAngle = PlaneRotationGizmo.MaxDragAngle;\r\n this.dragBehavior._useAlternatePickedPointAboveMaxDragAngle = true;\r\n this._rootMesh.addBehavior(this.dragBehavior);\r\n\r\n // Closures for drag logic\r\n const lastDragPosition = new Vector3();\r\n\r\n const rotationMatrix = new Matrix();\r\n const planeNormalTowardsCamera = new Vector3();\r\n let localPlaneNormalTowardsCamera = new Vector3();\r\n\r\n this.dragBehavior.onDragStartObservable.add((e) => {\r\n if (this.attachedNode) {\r\n lastDragPosition.copyFrom(e.dragPlanePoint);\r\n this._rotationDisplayPlane.setEnabled(true);\r\n\r\n this._rotationDisplayPlane.getWorldMatrix().invertToRef(rotationMatrix);\r\n Vector3.TransformCoordinatesToRef(e.dragPlanePoint, rotationMatrix, lastDragPosition);\r\n\r\n this._angles.x = Math.atan2(lastDragPosition.y, lastDragPosition.x) + Math.PI;\r\n this._angles.y = 0;\r\n this._angles.z = this.updateGizmoRotationToMatchAttachedMesh ? 1 : 0;\r\n this._dragging = true;\r\n lastDragPosition.copyFrom(e.dragPlanePoint);\r\n this._rotationShaderMaterial.setVector3(\"angles\", this._angles);\r\n this.angle = 0;\r\n }\r\n });\r\n\r\n this.dragBehavior.onDragEndObservable.add(() => {\r\n this._dragging = false;\r\n this._rotationDisplayPlane.setEnabled(false);\r\n });\r\n\r\n const tmpSnapEvent = { snapDistance: 0 };\r\n let currentSnapDragDistance = 0;\r\n const tmpMatrix = new Matrix();\r\n const amountToRotate = new Quaternion();\r\n this.dragBehavior.onDragObservable.add((event) => {\r\n if (this.attachedNode) {\r\n // Calc angle over full 360 degree (https://stackoverflow.com/questions/43493711/the-angle-between-two-3d-vectors-with-a-result-range-0-360)\r\n const nodeScale = new Vector3(1, 1, 1);\r\n const nodeQuaternion = new Quaternion(0, 0, 0, 1);\r\n const nodeTranslation = new Vector3(0, 0, 0);\r\n this._handlePivot();\r\n\r\n this.attachedNode.getWorldMatrix().decompose(nodeScale, nodeQuaternion, nodeTranslation);\r\n // uniform scaling of absolute value of components\r\n // (-1,1,1) is uniform but (1,1.001,1) is not\r\n const uniformScaling = Math.abs(Math.abs(nodeScale.x) - Math.abs(nodeScale.y)) <= Epsilon && Math.abs(Math.abs(nodeScale.x) - Math.abs(nodeScale.z)) <= Epsilon;\r\n if (!uniformScaling && this.updateGizmoRotationToMatchAttachedMesh) {\r\n Logger.Warn(\r\n \"Unable to use a rotation gizmo matching mesh rotation with non uniform scaling. Use uniform scaling or set updateGizmoRotationToMatchAttachedMesh to false.\"\r\n );\r\n return;\r\n }\r\n nodeQuaternion.normalize();\r\n\r\n const nodeTranslationForOperation = this.updateGizmoPositionToMatchAttachedMesh ? nodeTranslation : this._rootMesh.absolutePosition;\r\n const newVector = event.dragPlanePoint.subtract(nodeTranslationForOperation).normalize();\r\n const originalVector = lastDragPosition.subtract(nodeTranslationForOperation).normalize();\r\n const cross = Vector3.Cross(newVector, originalVector);\r\n const dot = Vector3.Dot(newVector, originalVector);\r\n let angle = Math.atan2(cross.length(), dot);\r\n planeNormalTowardsCamera.copyFrom(planeNormal);\r\n localPlaneNormalTowardsCamera.copyFrom(planeNormal);\r\n if (this.updateGizmoRotationToMatchAttachedMesh) {\r\n nodeQuaternion.toRotationMatrix(rotationMatrix);\r\n localPlaneNormalTowardsCamera = Vector3.TransformCoordinates(planeNormalTowardsCamera, rotationMatrix);\r\n }\r\n // Flip up vector depending on which side the camera is on\r\n let cameraFlipped = false;\r\n if (gizmoLayer.utilityLayerScene.activeCamera) {\r\n const camVec = gizmoLayer.utilityLayerScene.activeCamera.position.subtract(nodeTranslationForOperation).normalize();\r\n if (Vector3.Dot(camVec, localPlaneNormalTowardsCamera) > 0) {\r\n planeNormalTowardsCamera.scaleInPlace(-1);\r\n localPlaneNormalTowardsCamera.scaleInPlace(-1);\r\n cameraFlipped = true;\r\n }\r\n }\r\n const halfCircleSide = Vector3.Dot(localPlaneNormalTowardsCamera, cross) > 0.0;\r\n if (halfCircleSide) {\r\n angle = -angle;\r\n }\r\n\r\n // Snapping logic\r\n let snapped = false;\r\n if (this.snapDistance != 0) {\r\n currentSnapDragDistance += angle;\r\n if (Math.abs(currentSnapDragDistance) > this.snapDistance) {\r\n let dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / this.snapDistance);\r\n if (currentSnapDragDistance < 0) {\r\n dragSteps *= -1;\r\n }\r\n currentSnapDragDistance = currentSnapDragDistance % this.snapDistance;\r\n angle = this.snapDistance * dragSteps;\r\n snapped = true;\r\n } else {\r\n angle = 0;\r\n }\r\n }\r\n\r\n // Convert angle and axis to quaternion (http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm)\r\n const quaternionCoefficient = Math.sin(angle / 2);\r\n amountToRotate.set(\r\n planeNormalTowardsCamera.x * quaternionCoefficient,\r\n planeNormalTowardsCamera.y * quaternionCoefficient,\r\n planeNormalTowardsCamera.z * quaternionCoefficient,\r\n Math.cos(angle / 2)\r\n );\r\n\r\n // If the meshes local scale is inverted (eg. loaded gltf file parent with z scale of -1) the rotation needs to be inverted on the y axis\r\n if (tmpMatrix.determinant() > 0) {\r\n const tmpVector = new Vector3();\r\n amountToRotate.toEulerAnglesToRef(tmpVector);\r\n Quaternion.RotationYawPitchRollToRef(tmpVector.y, -tmpVector.x, -tmpVector.z, amountToRotate);\r\n }\r\n\r\n if (this.updateGizmoRotationToMatchAttachedMesh) {\r\n // Rotate selected mesh quaternion over fixed axis\r\n nodeQuaternion.multiplyToRef(amountToRotate, nodeQuaternion);\r\n // recompose matrix\r\n Matrix.ComposeToRef(nodeScale, nodeQuaternion, nodeTranslation, this.attachedNode.getWorldMatrix());\r\n } else {\r\n // Rotate selected mesh quaternion over rotated axis\r\n amountToRotate.toRotationMatrix(TmpVectors.Matrix[0]);\r\n TmpVectors.Matrix[0].multiplyToRef(this.attachedNode.getWorldMatrix(), this.attachedNode.getWorldMatrix());\r\n }\r\n\r\n lastDragPosition.copyFrom(event.dragPlanePoint);\r\n if (snapped) {\r\n tmpSnapEvent.snapDistance = angle;\r\n this.onSnapObservable.notifyObservers(tmpSnapEvent);\r\n }\r\n this._angles.y += angle;\r\n this.angle += cameraFlipped ? -angle : angle;\r\n this._rotationShaderMaterial.setVector3(\"angles\", this._angles);\r\n this._matrixChanged();\r\n }\r\n });\r\n\r\n const light = gizmoLayer._getSharedGizmoLight();\r\n light.includedOnlyMeshes = light.includedOnlyMeshes.concat(this._rootMesh.getChildMeshes(false));\r\n\r\n const cache: GizmoAxisCache = {\r\n colliderMeshes: [collider],\r\n gizmoMeshes: [rotationMesh],\r\n material: this._coloredMaterial,\r\n hoverMaterial: this._hoverMaterial,\r\n disableMaterial: this._disableMaterial,\r\n active: false,\r\n dragBehavior: this.dragBehavior,\r\n };\r\n this._parent?.addToAxisCache(this._gizmoMesh, cache);\r\n\r\n this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add((pointerInfo) => {\r\n if (this._customMeshSet) {\r\n return;\r\n }\r\n // updating here the maxangle because ondragstart is too late (value already used) and the updated value is not taken into account\r\n this.dragBehavior.maxDragAngle = PlaneRotationGizmo.MaxDragAngle;\r\n this._isHovered = !!(cache.colliderMeshes.indexOf(<Mesh>pointerInfo?.pickInfo?.pickedMesh) != -1);\r\n if (!this._parent) {\r\n const material = cache.dragBehavior.enabled ? (this._isHovered || this._dragging ? this._hoverMaterial : this._coloredMaterial) : this._disableMaterial;\r\n this._setGizmoMeshMaterial(cache.gizmoMeshes, material);\r\n }\r\n });\r\n\r\n this.dragBehavior.onEnabledObservable.add((newState) => {\r\n this._setGizmoMeshMaterial(cache.gizmoMeshes, newState ? this._coloredMaterial : this._disableMaterial);\r\n });\r\n }\r\n\r\n /**\r\n * Create Geometry for Gizmo\r\n * @param parentMesh\r\n * @param thickness\r\n * @param tessellation\r\n */\r\n protected _createGizmoMesh(parentMesh: AbstractMesh, thickness: number, tessellation: number) {\r\n const collider = CreateTorus(\r\n \"ignore\",\r\n {\r\n diameter: 0.6,\r\n thickness: 0.03 * thickness,\r\n tessellation,\r\n },\r\n this.gizmoLayer.utilityLayerScene\r\n );\r\n collider.visibility = 0;\r\n const rotationMesh = CreateTorus(\r\n \"\",\r\n {\r\n diameter: 0.6,\r\n thickness: 0.005 * thickness,\r\n tessellation,\r\n },\r\n this.gizmoLayer.utilityLayerScene\r\n );\r\n rotationMesh.material = this._coloredMaterial;\r\n\r\n // Position arrow pointing in its drag axis\r\n rotationMesh.rotation.x = Math.PI / 2;\r\n collider.rotation.x = Math.PI / 2;\r\n\r\n parentMesh.addChild(rotationMesh, Gizmo.PreserveScaling);\r\n parentMesh.addChild(collider, Gizmo.PreserveScaling);\r\n return { rotationMesh, collider };\r\n }\r\n\r\n protected _attachedNodeChanged(value: Nullable<Node>) {\r\n if (this.dragBehavior) {\r\n this.dragBehavior.enabled = value ? true : false;\r\n }\r\n }\r\n\r\n /**\r\n * If the gizmo is enabled\r\n */\r\n public set isEnabled(value: boolean) {\r\n this._isEnabled = value;\r\n if (!value) {\r\n this.attachedMesh = null;\r\n } else {\r\n if (this._parent) {\r\n this.attachedMesh = this._parent.attachedMesh;\r\n }\r\n }\r\n }\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n /**\r\n * Disposes of the gizmo\r\n */\r\n public dispose() {\r\n this.onSnapObservable.clear();\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);\r\n this.dragBehavior.detach();\r\n if (this._gizmoMesh) {\r\n this._gizmoMesh.dispose();\r\n }\r\n if (this._rotationDisplayPlane) {\r\n this._rotationDisplayPlane.dispose();\r\n }\r\n if (this._rotationShaderMaterial) {\r\n this._rotationShaderMaterial.dispose();\r\n }\r\n [this._coloredMaterial, this._hoverMaterial, this._disableMaterial].forEach((matl) => {\r\n if (matl) {\r\n matl.dispose();\r\n }\r\n });\r\n super.dispose();\r\n }\r\n}\r\n"]}
1
+ 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type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { PointerInfo } from \"../Events/pointerEvents\";\r\nimport { Quaternion, Matrix, Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport \"../Meshes/Builders/linesBuilder\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { Node } from \"../node\";\r\nimport { PointerDragBehavior } from \"../Behaviors/Meshes/pointerDragBehavior\";\r\nimport type { GizmoAxisCache, IGizmo } from \"./gizmo\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { RotationGizmo } from \"./rotationGizmo\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { CreatePlane } from \"../Meshes/Builders/planeBuilder\";\r\nimport { CreateTorus } from \"../Meshes/Builders/torusBuilder\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\nimport { Logger } from \"../Misc/logger\";\r\n\r\n/**\r\n * Interface for plane rotation gizmo\r\n */\r\nexport interface IPlaneRotationGizmo extends IGizmo {\r\n /** Drag behavior responsible for the gizmos dragging interactions */\r\n dragBehavior: PointerDragBehavior;\r\n /** Drag distance in babylon units that the gizmo will snap to when dragged */\r\n snapDistance: number;\r\n /**\r\n * Event that fires each time the gizmo snaps to a new location.\r\n * * snapDistance is the the change in distance\r\n */\r\n onSnapObservable: Observable<{ snapDistance: number }>;\r\n /** Accumulated relative angle value for rotation on the axis. */\r\n angle: number;\r\n /** If the gizmo is enabled */\r\n isEnabled: boolean;\r\n\r\n /** Default material used to render when gizmo is not disabled or hovered */\r\n coloredMaterial: StandardMaterial;\r\n /** Material used to render when gizmo is hovered with mouse*/\r\n hoverMaterial: StandardMaterial;\r\n /** Material used to render when gizmo is disabled. typically grey.*/\r\n disableMaterial: StandardMaterial;\r\n}\r\n\r\n/**\r\n * Single plane rotation gizmo\r\n */\r\nexport class PlaneRotationGizmo extends Gizmo implements IPlaneRotationGizmo {\r\n /**\r\n * Drag behavior responsible for the gizmos dragging interactions\r\n */\r\n public dragBehavior: PointerDragBehavior;\r\n protected _pointerObserver: Nullable<Observer<PointerInfo>> = null;\r\n\r\n /**\r\n * Rotation distance in radians that the gizmo will snap to (Default: 0)\r\n */\r\n public snapDistance = 0;\r\n /**\r\n * Event that fires each time the gizmo snaps to a new location.\r\n * * snapDistance is the the change in distance\r\n */\r\n public onSnapObservable = new Observable<{ snapDistance: number }>();\r\n\r\n /**\r\n * The maximum angle between the camera and the rotation allowed for interaction\r\n * If a rotation plane appears 'flat', a lower value allows interaction.\r\n */\r\n public static MaxDragAngle: number = (Math.PI * 9) / 20;\r\n\r\n /**\r\n * Accumulated relative angle value for rotation on the axis. Reset to 0 when a dragStart occurs\r\n */\r\n public angle: number = 0;\r\n\r\n /** Default material used to render when gizmo is not disabled or hovered */\r\n public get coloredMaterial() {\r\n return this._coloredMaterial;\r\n }\r\n\r\n /** Material used to render when gizmo is hovered with mouse*/\r\n public get hoverMaterial() {\r\n return this._hoverMaterial;\r\n }\r\n\r\n /** Material used to render when gizmo is disabled. typically grey.*/\r\n public get disableMaterial() {\r\n return this._disableMaterial;\r\n }\r\n protected _isEnabled: boolean = true;\r\n protected _parent: Nullable<RotationGizmo> = null;\r\n protected _coloredMaterial: StandardMaterial;\r\n protected _hoverMaterial: StandardMaterial;\r\n protected _disableMaterial: StandardMaterial;\r\n protected _gizmoMesh: Mesh;\r\n protected _rotationDisplayPlane: Mesh;\r\n protected _dragging: boolean = false;\r\n protected _angles = new Vector3();\r\n\r\n protected static _RotationGizmoVertexShader = `\r\n precision highp float;\r\n attribute vec3 position;\r\n attribute vec2 uv;\r\n uniform mat4 worldViewProjection;\r\n varying vec3 vPosition;\r\n varying vec2 vUV;\r\n void main(void) {\r\n gl_Position = worldViewProjection * vec4(position, 1.0);\r\n vUV = uv;\r\n }`;\r\n\r\n protected static _RotationGizmoFragmentShader = `\r\n precision highp float;\r\n varying vec2 vUV;\r\n varying vec3 vPosition;\r\n uniform vec3 angles;\r\n #define twopi 6.283185307\r\n void main(void) {\r\n vec2 uv = vUV - vec2(0.5);\r\n float angle = atan(uv.y, uv.x) + 3.141592;\r\n float delta = gl_FrontFacing ? angles.y : -angles.y;\r\n float begin = angles.x - delta * angles.z;\r\n float start = (begin < (begin + delta)) ? begin : (begin + delta);\r\n float end = (begin > (begin + delta)) ? begin : (begin + delta);\r\n float len = sqrt(dot(uv,uv));\r\n float opacity = 1. - step(0.5, len);\r\n\r\n float base = abs(floor(start / twopi)) * twopi;\r\n start += base;\r\n end += base;\r\n\r\n float intensity = 0.;\r\n for (int i = 0; i < 5; i++)\r\n {\r\n intensity += max(step(start, angle) - step(end, angle), 0.);\r\n angle += twopi;\r\n }\r\n gl_FragColor = vec4(1.,1.,0., min(intensity * 0.25, 0.8)) * opacity;\r\n }`;\r\n\r\n protected _rotationShaderMaterial: ShaderMaterial;\r\n\r\n /**\r\n * Creates a PlaneRotationGizmo\r\n * @param planeNormal The normal of the plane which the gizmo will be able to rotate on\r\n * @param color The color of the gizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n * @param tessellation Amount of tessellation to be used when creating rotation circles\r\n * @param parent\r\n * @param useEulerRotation Use and update Euler angle instead of quaternion\r\n * @param thickness display gizmo axis thickness\r\n */\r\n constructor(\r\n planeNormal: Vector3,\r\n color: Color3 = Color3.Gray(),\r\n gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer,\r\n tessellation = 32,\r\n parent: Nullable<RotationGizmo> = null,\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n useEulerRotation = false,\r\n thickness: number = 1\r\n ) {\r\n super(gizmoLayer);\r\n this._parent = parent;\r\n // Create Material\r\n this._coloredMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._coloredMaterial.diffuseColor = color;\r\n this._coloredMaterial.specularColor = color.subtract(new Color3(0.1, 0.1, 0.1));\r\n\r\n this._hoverMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._hoverMaterial.diffuseColor = Color3.Yellow();\r\n\r\n this._disableMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._disableMaterial.diffuseColor = Color3.Gray();\r\n this._disableMaterial.alpha = 0.4;\r\n\r\n // Build mesh on root node\r\n this._gizmoMesh = new Mesh(\"\", gizmoLayer.utilityLayerScene);\r\n const { rotationMesh, collider } = this._createGizmoMesh(this._gizmoMesh, thickness, tessellation);\r\n\r\n // Setup Rotation Circle\r\n this._rotationDisplayPlane = CreatePlane(\"rotationDisplay\", { size: 0.6, updatable: false }, this.gizmoLayer.utilityLayerScene);\r\n this._rotationDisplayPlane.rotation.z = Math.PI * 0.5;\r\n this._rotationDisplayPlane.parent = this._gizmoMesh;\r\n this._rotationDisplayPlane.setEnabled(false);\r\n\r\n Effect.ShadersStore[\"rotationGizmoVertexShader\"] = PlaneRotationGizmo._RotationGizmoVertexShader;\r\n Effect.ShadersStore[\"rotationGizmoFragmentShader\"] = PlaneRotationGizmo._RotationGizmoFragmentShader;\r\n this._rotationShaderMaterial = new ShaderMaterial(\r\n \"shader\",\r\n this.gizmoLayer.utilityLayerScene,\r\n {\r\n vertex: \"rotationGizmo\",\r\n fragment: \"rotationGizmo\",\r\n },\r\n {\r\n attributes: [\"position\", \"uv\"],\r\n uniforms: [\"worldViewProjection\", \"angles\"],\r\n }\r\n );\r\n this._rotationShaderMaterial.backFaceCulling = false;\r\n\r\n this._rotationDisplayPlane.material = this._rotationShaderMaterial;\r\n this._rotationDisplayPlane.visibility = 0.999;\r\n\r\n this._gizmoMesh.lookAt(this._rootMesh.position.add(planeNormal));\r\n this._rootMesh.addChild(this._gizmoMesh, Gizmo.PreserveScaling);\r\n this._gizmoMesh.scaling.scaleInPlace(1 / 3);\r\n // Add drag behavior to handle events when the gizmo is dragged\r\n this.dragBehavior = new PointerDragBehavior({ dragPlaneNormal: planeNormal });\r\n this.dragBehavior.moveAttached = false;\r\n this.dragBehavior.maxDragAngle = PlaneRotationGizmo.MaxDragAngle;\r\n this.dragBehavior._useAlternatePickedPointAboveMaxDragAngle = true;\r\n this._rootMesh.addBehavior(this.dragBehavior);\r\n\r\n // Closures for drag logic\r\n const lastDragPosition = new Vector3();\r\n\r\n const rotationMatrix = new Matrix();\r\n const planeNormalTowardsCamera = new Vector3();\r\n let localPlaneNormalTowardsCamera = new Vector3();\r\n\r\n this.dragBehavior.onDragStartObservable.add((e) => {\r\n if (this.attachedNode) {\r\n lastDragPosition.copyFrom(e.dragPlanePoint);\r\n this._rotationDisplayPlane.setEnabled(true);\r\n\r\n this._rotationDisplayPlane.getWorldMatrix().invertToRef(rotationMatrix);\r\n Vector3.TransformCoordinatesToRef(e.dragPlanePoint, rotationMatrix, lastDragPosition);\r\n\r\n this._angles.x = Math.atan2(lastDragPosition.y, lastDragPosition.x) + Math.PI;\r\n this._angles.y = 0;\r\n this._angles.z = this.updateGizmoRotationToMatchAttachedMesh ? 1 : 0;\r\n this._dragging = true;\r\n lastDragPosition.copyFrom(e.dragPlanePoint);\r\n this._rotationShaderMaterial.setVector3(\"angles\", this._angles);\r\n this.angle = 0;\r\n }\r\n });\r\n\r\n this.dragBehavior.onDragEndObservable.add(() => {\r\n this._dragging = false;\r\n this._rotationDisplayPlane.setEnabled(false);\r\n });\r\n\r\n const tmpSnapEvent = { snapDistance: 0 };\r\n let currentSnapDragDistance = 0;\r\n const tmpMatrix = new Matrix();\r\n const amountToRotate = new Quaternion();\r\n this.dragBehavior.onDragObservable.add((event) => {\r\n if (this.attachedNode) {\r\n // Calc angle over full 360 degree (https://stackoverflow.com/questions/43493711/the-angle-between-two-3d-vectors-with-a-result-range-0-360)\r\n const nodeScale = new Vector3(1, 1, 1);\r\n const nodeQuaternion = new Quaternion(0, 0, 0, 1);\r\n const nodeTranslation = new Vector3(0, 0, 0);\r\n this._handlePivot();\r\n\r\n this.attachedNode.getWorldMatrix().decompose(nodeScale, nodeQuaternion, nodeTranslation);\r\n // uniform scaling of absolute value of components\r\n // (-1,1,1) is uniform but (1,1.001,1) is not\r\n const uniformScaling = Math.abs(Math.abs(nodeScale.x) - Math.abs(nodeScale.y)) <= Epsilon && Math.abs(Math.abs(nodeScale.x) - Math.abs(nodeScale.z)) <= Epsilon;\r\n if (!uniformScaling && this.updateGizmoRotationToMatchAttachedMesh) {\r\n Logger.Warn(\r\n \"Unable to use a rotation gizmo matching mesh rotation with non uniform scaling. Use uniform scaling or set updateGizmoRotationToMatchAttachedMesh to false.\"\r\n );\r\n return;\r\n }\r\n nodeQuaternion.normalize();\r\n\r\n const nodeTranslationForOperation = this.updateGizmoPositionToMatchAttachedMesh ? nodeTranslation : this._rootMesh.absolutePosition;\r\n const newVector = event.dragPlanePoint.subtract(nodeTranslationForOperation).normalize();\r\n const originalVector = lastDragPosition.subtract(nodeTranslationForOperation).normalize();\r\n const cross = Vector3.Cross(newVector, originalVector);\r\n const dot = Vector3.Dot(newVector, originalVector);\r\n let angle = Math.atan2(cross.length(), dot);\r\n planeNormalTowardsCamera.copyFrom(planeNormal);\r\n localPlaneNormalTowardsCamera.copyFrom(planeNormal);\r\n if (this.updateGizmoRotationToMatchAttachedMesh) {\r\n nodeQuaternion.toRotationMatrix(rotationMatrix);\r\n localPlaneNormalTowardsCamera = Vector3.TransformCoordinates(planeNormalTowardsCamera, rotationMatrix);\r\n }\r\n // Flip up vector depending on which side the camera is on\r\n let cameraFlipped = false;\r\n if (gizmoLayer.utilityLayerScene.activeCamera) {\r\n const camVec = gizmoLayer.utilityLayerScene.activeCamera.position.subtract(nodeTranslationForOperation).normalize();\r\n if (Vector3.Dot(camVec, localPlaneNormalTowardsCamera) > 0) {\r\n planeNormalTowardsCamera.scaleInPlace(-1);\r\n localPlaneNormalTowardsCamera.scaleInPlace(-1);\r\n cameraFlipped = true;\r\n }\r\n }\r\n const halfCircleSide = Vector3.Dot(localPlaneNormalTowardsCamera, cross) > 0.0;\r\n if (halfCircleSide) {\r\n angle = -angle;\r\n }\r\n\r\n // Snapping logic\r\n let snapped = false;\r\n if (this.snapDistance != 0) {\r\n currentSnapDragDistance += angle;\r\n if (Math.abs(currentSnapDragDistance) > this.snapDistance) {\r\n let dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / this.snapDistance);\r\n if (currentSnapDragDistance < 0) {\r\n dragSteps *= -1;\r\n }\r\n currentSnapDragDistance = currentSnapDragDistance % this.snapDistance;\r\n angle = this.snapDistance * dragSteps;\r\n snapped = true;\r\n } else {\r\n angle = 0;\r\n }\r\n }\r\n\r\n // Convert angle and axis to quaternion (http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm)\r\n const quaternionCoefficient = Math.sin(angle / 2);\r\n amountToRotate.set(\r\n planeNormalTowardsCamera.x * quaternionCoefficient,\r\n planeNormalTowardsCamera.y * quaternionCoefficient,\r\n planeNormalTowardsCamera.z * quaternionCoefficient,\r\n Math.cos(angle / 2)\r\n );\r\n\r\n // If the meshes local scale is inverted (eg. loaded gltf file parent with z scale of -1) the rotation needs to be inverted on the y axis\r\n if (tmpMatrix.determinant() > 0) {\r\n const tmpVector = new Vector3();\r\n amountToRotate.toEulerAnglesToRef(tmpVector);\r\n Quaternion.RotationYawPitchRollToRef(tmpVector.y, -tmpVector.x, -tmpVector.z, amountToRotate);\r\n }\r\n\r\n if (this.updateGizmoRotationToMatchAttachedMesh) {\r\n // Rotate selected mesh quaternion over fixed axis\r\n nodeQuaternion.multiplyToRef(amountToRotate, nodeQuaternion);\r\n // recompose matrix\r\n Matrix.ComposeToRef(nodeScale, nodeQuaternion, nodeTranslation, this.attachedNode.getWorldMatrix());\r\n } else {\r\n // Rotate selected mesh quaternion over rotated axis\r\n amountToRotate.toRotationMatrix(TmpVectors.Matrix[0]);\r\n TmpVectors.Matrix[0].multiplyToRef(this.attachedNode.getWorldMatrix(), this.attachedNode.getWorldMatrix());\r\n }\r\n\r\n lastDragPosition.copyFrom(event.dragPlanePoint);\r\n if (snapped) {\r\n tmpSnapEvent.snapDistance = angle;\r\n this.onSnapObservable.notifyObservers(tmpSnapEvent);\r\n }\r\n this._angles.y += angle;\r\n this.angle += cameraFlipped ? -angle : angle;\r\n this._rotationShaderMaterial.setVector3(\"angles\", this._angles);\r\n this._matrixChanged();\r\n }\r\n });\r\n\r\n const light = gizmoLayer._getSharedGizmoLight();\r\n light.includedOnlyMeshes = light.includedOnlyMeshes.concat(this._rootMesh.getChildMeshes(false));\r\n\r\n const cache: GizmoAxisCache = {\r\n colliderMeshes: [collider],\r\n gizmoMeshes: [rotationMesh],\r\n material: this._coloredMaterial,\r\n hoverMaterial: this._hoverMaterial,\r\n disableMaterial: this._disableMaterial,\r\n active: false,\r\n dragBehavior: this.dragBehavior,\r\n };\r\n this._parent?.addToAxisCache(this._gizmoMesh, cache);\r\n\r\n this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add((pointerInfo) => {\r\n if (this._customMeshSet) {\r\n return;\r\n }\r\n // updating here the maxangle because ondragstart is too late (value already used) and the updated value is not taken into account\r\n this.dragBehavior.maxDragAngle = PlaneRotationGizmo.MaxDragAngle;\r\n this._isHovered = !!(cache.colliderMeshes.indexOf(<Mesh>pointerInfo?.pickInfo?.pickedMesh) != -1);\r\n if (!this._parent) {\r\n const material = cache.dragBehavior.enabled ? (this._isHovered || this._dragging ? this._hoverMaterial : this._coloredMaterial) : this._disableMaterial;\r\n this._setGizmoMeshMaterial(cache.gizmoMeshes, material);\r\n }\r\n });\r\n\r\n this.dragBehavior.onEnabledObservable.add((newState) => {\r\n this._setGizmoMeshMaterial(cache.gizmoMeshes, newState ? this._coloredMaterial : this._disableMaterial);\r\n });\r\n }\r\n\r\n /**\r\n * Create Geometry for Gizmo\r\n * @param parentMesh\r\n * @param thickness\r\n * @param tessellation\r\n */\r\n protected _createGizmoMesh(parentMesh: AbstractMesh, thickness: number, tessellation: number) {\r\n const collider = CreateTorus(\r\n \"ignore\",\r\n {\r\n diameter: 0.6,\r\n thickness: 0.03 * thickness,\r\n tessellation,\r\n },\r\n this.gizmoLayer.utilityLayerScene\r\n );\r\n collider.visibility = 0;\r\n const rotationMesh = CreateTorus(\r\n \"\",\r\n {\r\n diameter: 0.6,\r\n thickness: 0.005 * thickness,\r\n tessellation,\r\n },\r\n this.gizmoLayer.utilityLayerScene\r\n );\r\n rotationMesh.material = this._coloredMaterial;\r\n\r\n // Position arrow pointing in its drag axis\r\n rotationMesh.rotation.x = Math.PI / 2;\r\n collider.rotation.x = Math.PI / 2;\r\n\r\n parentMesh.addChild(rotationMesh, Gizmo.PreserveScaling);\r\n parentMesh.addChild(collider, Gizmo.PreserveScaling);\r\n return { rotationMesh, collider };\r\n }\r\n\r\n protected _attachedNodeChanged(value: Nullable<Node>) {\r\n if (this.dragBehavior) {\r\n this.dragBehavior.enabled = value ? true : false;\r\n }\r\n }\r\n\r\n /**\r\n * If the gizmo is enabled\r\n */\r\n public set isEnabled(value: boolean) {\r\n this._isEnabled = value;\r\n if (!value) {\r\n this.attachedMesh = null;\r\n } else {\r\n if (this._parent) {\r\n this.attachedMesh = this._parent.attachedMesh;\r\n }\r\n }\r\n }\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n /**\r\n * Disposes of the gizmo\r\n */\r\n public dispose() {\r\n this.onSnapObservable.clear();\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);\r\n this.dragBehavior.detach();\r\n if (this._gizmoMesh) {\r\n this._gizmoMesh.dispose();\r\n }\r\n if (this._rotationDisplayPlane) {\r\n this._rotationDisplayPlane.dispose();\r\n }\r\n if (this._rotationShaderMaterial) {\r\n this._rotationShaderMaterial.dispose();\r\n }\r\n [this._coloredMaterial, this._hoverMaterial, this._disableMaterial].forEach((matl) => {\r\n if (matl) {\r\n matl.dispose();\r\n }\r\n });\r\n super.dispose();\r\n }\r\n}\r\n"]}