@babylonjs/core 6.8.1 → 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.
- package/Actions/action.d.ts +4 -5
- package/Actions/action.js.map +1 -1
- package/Actions/condition.d.ts +1 -2
- package/Actions/condition.js.map +1 -1
- package/Actions/directActions.d.ts +1 -2
- package/Actions/directActions.js.map +1 -1
- package/Animations/animatable.interface.d.ts +1 -2
- package/Animations/animatable.interface.js.map +1 -1
- package/Animations/animation.d.ts +3 -4
- package/Animations/animation.js.map +1 -1
- package/Animations/runtimeAnimation.d.ts +1 -2
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Bones/bone.d.ts +3 -3
- package/Bones/bone.js.map +1 -1
- package/Cameras/arcRotateCamera.d.ts +1 -2
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.d.ts +6 -7
- package/Cameras/camera.js.map +1 -1
- package/Cameras/flyCamera.js.map +1 -1
- package/Cameras/freeCamera.js.map +1 -1
- package/Collisions/meshCollisionData.d.ts +1 -2
- package/Collisions/meshCollisionData.js.map +1 -1
- package/Collisions/pickingInfo.d.ts +1 -2
- package/Collisions/pickingInfo.js.map +1 -1
- package/Compute/computeEffect.d.ts +1 -2
- package/Compute/computeEffect.js.map +1 -1
- package/Culling/Octrees/octreeSceneComponent.d.ts +1 -2
- package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
- package/Culling/boundingBox.d.ts +1 -2
- package/Culling/boundingBox.js.map +1 -1
- package/Culling/boundingInfo.d.ts +1 -2
- package/Culling/boundingInfo.js.map +1 -1
- package/Culling/ray.js.map +1 -1
- package/Engines/Extensions/engine.storageBuffer.d.ts +1 -2
- package/Engines/Extensions/engine.storageBuffer.js.map +1 -1
- package/Engines/Extensions/engine.textureSampler.d.ts +1 -2
- package/Engines/Extensions/engine.textureSampler.js.map +1 -1
- package/Engines/Processors/iShaderProcessor.d.ts +1 -2
- package/Engines/Processors/iShaderProcessor.js.map +1 -1
- package/Engines/Processors/shaderProcessor.d.ts +5 -6
- package/Engines/Processors/shaderProcessor.js.map +1 -1
- package/Engines/WebGL/webGLShaderProcessors.d.ts +1 -2
- package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.storageBuffer.d.ts +1 -2
- package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.textureSampler.d.ts +1 -2
- package/Engines/WebGPU/Extensions/engine.textureSampler.js.map +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.d.ts +1 -2
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/engine.d.ts +3 -3
- package/Engines/engine.js.map +1 -1
- package/Engines/engineStore.d.ts +4 -5
- package/Engines/engineStore.js.map +1 -1
- package/Engines/thinEngine.js +2 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +1 -2
- package/Engines/webgpuEngine.js.map +1 -1
- package/Events/pointerEvents.d.ts +1 -2
- package/Events/pointerEvents.js.map +1 -1
- package/Helpers/textureDome.js.map +1 -1
- package/Inputs/scene.inputManager.d.ts +1 -2
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Materials/Node/Blocks/Dual/currentScreenBlock.d.ts +1 -2
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.d.ts +1 -2
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +3 -4
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Particle/particleTextureBlock.d.ts +1 -2
- package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
- package/Materials/Node/nodeMaterialDecorator.d.ts +2 -3
- package/Materials/Node/nodeMaterialDecorator.js.map +1 -1
- package/Materials/PBR/pbrAnisotropicConfiguration.d.ts +3 -4
- package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
- package/Materials/PBR/pbrClearCoatConfiguration.d.ts +3 -4
- package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
- package/Materials/PBR/pbrIridescenceConfiguration.d.ts +3 -4
- package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
- package/Materials/PBR/pbrSheenConfiguration.d.ts +3 -4
- package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
- package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +3 -4
- package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
- package/Materials/Textures/baseTexture.d.ts +2 -1
- package/Materials/Textures/baseTexture.js.map +1 -1
- package/Materials/Textures/htmlElementTexture.d.ts +2 -3
- package/Materials/Textures/htmlElementTexture.js.map +1 -1
- package/Materials/Textures/internalTexture.d.ts +3 -4
- package/Materials/Textures/internalTexture.js.map +1 -1
- package/Materials/Textures/rawTexture.d.ts +1 -2
- package/Materials/Textures/rawTexture.js.map +1 -1
- package/Materials/Textures/rawTexture2DArray.d.ts +1 -2
- package/Materials/Textures/rawTexture2DArray.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.d.ts +1 -2
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/Textures/texture.d.ts +4 -5
- package/Materials/Textures/texture.js.map +1 -1
- package/Materials/drawWrapper.d.ts +3 -4
- package/Materials/drawWrapper.js.map +1 -1
- package/Materials/effect.d.ts +5 -6
- package/Materials/effect.js.map +1 -1
- package/Materials/effectFallbacks.d.ts +2 -3
- package/Materials/effectFallbacks.js.map +1 -1
- package/Materials/iEffectFallbacks.d.ts +1 -2
- package/Materials/iEffectFallbacks.js.map +1 -1
- package/Materials/imageProcessingConfiguration.d.ts +2 -3
- package/Materials/imageProcessingConfiguration.js.map +1 -1
- package/Materials/material.d.ts +3 -4
- package/Materials/material.detailMapConfiguration.d.ts +4 -5
- package/Materials/material.detailMapConfiguration.js.map +1 -1
- package/Materials/material.js.map +1 -1
- package/Materials/materialPluginBase.d.ts +11 -12
- package/Materials/materialPluginBase.js.map +1 -1
- package/Materials/materialPluginEvent.d.ts +8 -9
- package/Materials/materialPluginEvent.js.map +1 -1
- package/Materials/materialPluginFactoryExport.d.ts +1 -2
- package/Materials/materialPluginFactoryExport.js.map +1 -1
- package/Materials/materialPluginManager.d.ts +3 -4
- package/Materials/materialPluginManager.js.map +1 -1
- package/Materials/materialStencilState.d.ts +1 -2
- package/Materials/materialStencilState.js.map +1 -1
- package/Materials/shaderMaterial.d.ts +1 -2
- package/Materials/shaderMaterial.js.map +1 -1
- package/Meshes/Builders/linesBuilder.d.ts +1 -2
- package/Meshes/Builders/linesBuilder.js.map +1 -1
- package/Meshes/Builders/textBuilder.d.ts +34 -0
- package/Meshes/Builders/textBuilder.js +10 -2
- package/Meshes/Builders/textBuilder.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +5 -5
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/geometry.d.ts +1 -2
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/mesh.d.ts +6 -6
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/mesh.vertexData.d.ts +2 -3
- package/Meshes/mesh.vertexData.js.map +1 -1
- package/Meshes/subMesh.d.ts +7 -8
- package/Meshes/subMesh.js.map +1 -1
- package/Misc/copyTools.d.ts +1 -2
- package/Misc/copyTools.js.map +1 -1
- package/Misc/decorators.d.ts +5 -6
- package/Misc/decorators.js.map +1 -1
- package/Misc/greasedLineTools.d.ts +12 -0
- package/Misc/greasedLineTools.js +36 -0
- package/Misc/greasedLineTools.js.map +1 -1
- package/Misc/rgbdTextureTools.d.ts +3 -4
- package/Misc/rgbdTextureTools.js.map +1 -1
- package/Misc/screenshotTools.d.ts +1 -2
- package/Misc/screenshotTools.js.map +1 -1
- package/Morph/morphTarget.d.ts +2 -1
- package/Morph/morphTarget.js.map +1 -1
- package/Particles/EmitterTypes/IParticleEmitterType.d.ts +1 -2
- package/Particles/EmitterTypes/IParticleEmitterType.js.map +1 -1
- package/Particles/IParticleSystem.d.ts +2 -3
- package/Particles/IParticleSystem.js.map +1 -1
- package/Particles/gpuParticleSystem.d.ts +1 -2
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/particle.js.map +1 -1
- package/Particles/particleSystem.d.ts +1 -2
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/subEmitter.d.ts +2 -3
- package/Particles/subEmitter.js.map +1 -1
- package/Particles/webgl2ParticleSystem.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.d.ts +1 -2
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.d.ts +1 -2
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.d.ts +1 -2
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
- package/PostProcesses/blackAndWhitePostProcess.d.ts +1 -2
- package/PostProcesses/blackAndWhitePostProcess.js.map +1 -1
- package/PostProcesses/blurPostProcess.d.ts +1 -2
- package/PostProcesses/blurPostProcess.js.map +1 -1
- package/PostProcesses/chromaticAberrationPostProcess.d.ts +1 -2
- package/PostProcesses/chromaticAberrationPostProcess.js.map +1 -1
- package/PostProcesses/colorCorrectionPostProcess.d.ts +1 -2
- package/PostProcesses/colorCorrectionPostProcess.js.map +1 -1
- package/PostProcesses/convolutionPostProcess.d.ts +1 -2
- package/PostProcesses/convolutionPostProcess.js.map +1 -1
- package/PostProcesses/displayPassPostProcess.d.ts +1 -2
- package/PostProcesses/displayPassPostProcess.js.map +1 -1
- package/PostProcesses/filterPostProcess.d.ts +1 -2
- package/PostProcesses/filterPostProcess.js.map +1 -1
- package/PostProcesses/fxaaPostProcess.d.ts +1 -2
- package/PostProcesses/fxaaPostProcess.js.map +1 -1
- package/PostProcesses/grainPostProcess.d.ts +1 -2
- package/PostProcesses/grainPostProcess.js.map +1 -1
- package/PostProcesses/motionBlurPostProcess.d.ts +2 -3
- package/PostProcesses/motionBlurPostProcess.js.map +1 -1
- package/PostProcesses/passPostProcess.d.ts +1 -2
- package/PostProcesses/passPostProcess.js.map +1 -1
- package/PostProcesses/postProcess.d.ts +6 -6
- package/PostProcesses/postProcess.js.map +1 -1
- package/PostProcesses/postProcessManager.d.ts +1 -2
- package/PostProcesses/postProcessManager.js.map +1 -1
- package/PostProcesses/refractionPostProcess.d.ts +1 -2
- package/PostProcesses/refractionPostProcess.js.map +1 -1
- package/PostProcesses/screenSpaceCurvaturePostProcess.d.ts +2 -3
- package/PostProcesses/screenSpaceCurvaturePostProcess.js.map +1 -1
- package/PostProcesses/screenSpaceReflectionPostProcess.d.ts +2 -3
- package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
- package/PostProcesses/sharpenPostProcess.d.ts +2 -3
- package/PostProcesses/sharpenPostProcess.js.map +1 -1
- package/PostProcesses/tonemapPostProcess.d.ts +1 -2
- package/PostProcesses/tonemapPostProcess.js.map +1 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.d.ts +1 -2
- package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
- package/Rendering/depthRenderer.d.ts +2 -3
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/geometryBufferRenderer.js +2 -2
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/renderingManager.d.ts +5 -6
- package/Rendering/renderingManager.js.map +1 -1
- package/Sprites/sprite.d.ts +1 -2
- package/Sprites/sprite.js.map +1 -1
- package/Sprites/spriteManager.d.ts +1 -2
- package/Sprites/spriteManager.js.map +1 -1
- package/Sprites/spriteRenderer.d.ts +2 -3
- package/Sprites/spriteRenderer.js.map +1 -1
- package/XR/webXRExperienceHelper.js +1 -0
- package/XR/webXRExperienceHelper.js.map +1 -1
- package/abstractScene.d.ts +3 -3
- package/abstractScene.js.map +1 -1
- package/node.d.ts +6 -7
- package/node.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +49 -50
- package/scene.js.map +1 -1
- package/sceneComponent.d.ts +6 -7
- package/sceneComponent.js.map +1 -1
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@@ -3,7 +3,7 @@ import { Vector2 } from "../Maths/math.vector";
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import type { PickingInfo } from "../Collisions/pickingInfo";
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import type { IMouseEvent } from "./deviceInputEvents";
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import type { InputManager } from "../Inputs/scene.inputManager";
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import type { Ray } from "../Culling/ray";
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/**
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* Gather the list of pointer event types as constants.
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*/
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*/
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type: any;
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}
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export {};
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{"version":3,"file":"pointerEvents.js","sourceRoot":"","sources":["../../../../lts/core/generated/Events/pointerEvents.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAO/C;;GAEG;AACH,MAAM,OAAO,iBAAiB;;AAC1B;;GAEG;AACoB,6BAAW,GAAG,IAAI,CAAC;AAC1C;;GAEG;AACoB,2BAAS,GAAG,IAAI,CAAC;AACxC;;GAEG;AACoB,6BAAW,GAAG,IAAI,CAAC;AAC1C;;GAEG;AACoB,8BAAY,GAAG,IAAI,CAAC;AAC3C;;GAEG;AACoB,6BAAW,GAAG,IAAI,CAAC;AAC1C;;GAEG;AACoB,4BAAU,GAAG,IAAI,CAAC;AACzC;;GAEG;AACoB,kCAAgB,GAAG,IAAI,CAAC;AAGnD;;GAEG;AACH,MAAM,OAAO,eAAe;IACxB;;;;OAIG;IACH;IACI;;OAEG;IACI,IAAY;IACnB;;OAEG;IACI,KAAkB;QAJlB,SAAI,GAAJ,IAAI,CAAQ;QAIZ,UAAK,GAAL,KAAK,CAAa;IAC1B,CAAC;CACP;AAED;;;GAGG;AACH,MAAM,OAAO,cAAe,SAAQ,eAAe;IA0B/C;;;;;;OAMG;IACH,YAAY,IAAY,EAAE,KAAkB,EAAE,MAAc,EAAE,MAAc;QACxE,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;QAjCvB;;WAEG;QACI,QAAG,GAAkB,IAAI,CAAC;QAOjC;;WAEG;QACI,wBAAmB,GAA0B,IAAI,CAAC;QAqBrD,IAAI,CAAC,uBAAuB,GAAG,KAAK,CAAC;QACrC,IAAI,CAAC,aAAa,GAAG,IAAI,OAAO,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;IACrD,CAAC;CACJ;AAED;;;GAGG;AACH,MAAM,OAAO,WAAY,SAAQ,eAAe;IAI5C;;OAEG;IACH,IAAW,QAAQ;QACf,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE;YACjB,IAAI,CAAC,iBAAiB,EAAE,CAAC;SAC5B;QAED,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IACD;;;;;;OAMG;IACH,YAAY,IAAY,EAAE,KAAkB,EAAE,QAA+B,EAAE,eAAuC,IAAI;QACtH,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;QACnB,IAAI,CAAC,SAAS,GAAG,QAAQ,CAAC;QAC1B,IAAI,CAAC,aAAa,GAAG,YAAY,CAAC;IACtC,CAAC;IAED;;OAEG;IACH,gBAAgB;IACT,iBAAiB;QACpB,IAAI,IAAI,CAAC,aAAa,EAAE;YACpB,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,aAAa,CAAC,SAAS,CAAC,IAAI,CAAC,KAAsB,CAAC,CAAC;YAC3E,IAAI,CAAC,aAAa,CAAC,oBAAoB,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;YACpE,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;SAC7B;IACL,CAAC;CACJ","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport type { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport type { IMouseEvent, IPointerEvent } from \"./deviceInputEvents\";\r\nimport type { InputManager } from \"../Inputs/scene.inputManager\";\r\n\r\nimport type { Ray } from \"../Culling/ray\";\r\n\r\n/**\r\n * Gather the list of pointer event types as constants.\r\n */\r\nexport class PointerEventTypes {\r\n /**\r\n * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.\r\n */\r\n public static readonly POINTERDOWN = 0x01;\r\n /**\r\n * The pointerup event is fired when a pointer is no longer active.\r\n */\r\n public static readonly POINTERUP = 0x02;\r\n /**\r\n * The pointermove event is fired when a pointer changes coordinates.\r\n */\r\n public static readonly POINTERMOVE = 0x04;\r\n /**\r\n * The pointerwheel event is fired when a mouse wheel has been rotated.\r\n */\r\n public static readonly POINTERWHEEL = 0x08;\r\n /**\r\n * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.\r\n */\r\n public static readonly POINTERPICK = 0x10;\r\n /**\r\n * The pointertap event is fired when a the object has been touched and released without drag.\r\n */\r\n public static readonly POINTERTAP = 0x20;\r\n /**\r\n * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.\r\n */\r\n public static readonly POINTERDOUBLETAP = 0x40;\r\n}\r\n\r\n/**\r\n * Base class of pointer info types.\r\n */\r\nexport class PointerInfoBase {\r\n /**\r\n * Instantiates the base class of pointers info.\r\n * @param type Defines the type of event (PointerEventTypes)\r\n * @param event Defines the related dom event\r\n */\r\n constructor(\r\n /**\r\n * Defines the type of event (PointerEventTypes)\r\n */\r\n public type: number,\r\n /**\r\n * Defines the related dom event\r\n */\r\n public event: IMouseEvent\r\n ) {}\r\n}\r\n\r\n/**\r\n * This class is used to store pointer related info for the onPrePointerObservable event.\r\n * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable\r\n */\r\nexport class PointerInfoPre extends PointerInfoBase {\r\n /**\r\n * Ray from a pointer if available (eg. 6dof controller)\r\n */\r\n public ray: Nullable<Ray> = null;\r\n\r\n /**\r\n * Defines picking info coming from a near interaction (proximity instead of ray-based picking)\r\n */\r\n public nearInteractionPickingInfo: Nullable<PickingInfo>;\r\n\r\n /**\r\n * The original picking info that was used to trigger the pointer event\r\n */\r\n public originalPickingInfo: Nullable<PickingInfo> = null;\r\n\r\n /**\r\n * Defines the local position of the pointer on the canvas.\r\n */\r\n public localPosition: Vector2;\r\n\r\n /**\r\n * Defines whether the engine should skip the next OnPointerObservable associated to this pre.\r\n */\r\n public skipOnPointerObservable: boolean;\r\n\r\n /**\r\n * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.\r\n * @param type Defines the type of event (PointerEventTypes)\r\n * @param event Defines the related dom event\r\n * @param localX Defines the local x coordinates of the pointer when the event occured\r\n * @param localY Defines the local y coordinates of the pointer when the event occured\r\n */\r\n constructor(type: number, event: IMouseEvent, localX: number, localY: number) {\r\n super(type, event);\r\n this.skipOnPointerObservable = false;\r\n this.localPosition = new Vector2(localX, localY);\r\n }\r\n}\r\n\r\n/**\r\n * This type contains all the data related to a pointer event in Babylon.js.\r\n * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.\r\n */\r\nexport class PointerInfo extends PointerInfoBase {\r\n private _pickInfo: Nullable<PickingInfo>;\r\n private _inputManager: Nullable<InputManager>;\r\n\r\n /**\r\n * Defines the picking info associated with this PointerInfo object (if applicable)\r\n */\r\n public get pickInfo(): Nullable<PickingInfo> {\r\n if (!this._pickInfo) {\r\n this._generatePickInfo();\r\n }\r\n\r\n return this._pickInfo;\r\n }\r\n /**\r\n * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.\r\n * @param type Defines the type of event (PointerEventTypes)\r\n * @param event Defines the related dom event\r\n * @param pickInfo Defines the picking info associated to the info (if any)\r\n * @param inputManager Defines the InputManager to use if there is no pickInfo\r\n */\r\n constructor(type: number, event: IMouseEvent, pickInfo: Nullable<PickingInfo>, inputManager: Nullable<InputManager> = null) {\r\n super(type, event);\r\n this._pickInfo = pickInfo;\r\n this._inputManager = inputManager;\r\n }\r\n\r\n /**\r\n * Generates the picking info if needed\r\n */\r\n /** @internal */\r\n public _generatePickInfo(): void {\r\n if (this._inputManager) {\r\n this._pickInfo = this._inputManager._pickMove(this.event as IPointerEvent);\r\n this._inputManager._setRayOnPointerInfo(this._pickInfo, this.event);\r\n this._inputManager = null;\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Data relating to a touch event on the screen.\r\n */\r\nexport interface PointerTouch {\r\n /**\r\n * X coordinate of touch.\r\n */\r\n x: number;\r\n /**\r\n * Y coordinate of touch.\r\n */\r\n y: number;\r\n /**\r\n * Id of touch. Unique for each finger.\r\n */\r\n pointerId: number;\r\n /**\r\n * Event type passed from DOM.\r\n */\r\n type: any;\r\n}\r\n"]}
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type { Scene } from \"../scene\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { BackgroundMaterial } from \"../Materials/Background/backgroundMaterial\";\r\nimport { CreateSphere } from \"../Meshes/Builders/sphereBuilder\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Axis } from \"../Maths/math\";\r\n\r\ndeclare type Camera = import(\"../Cameras/camera\").Camera;\r\n\r\n/**\r\n * Display a 360/180 degree texture on an approximately spherical surface, useful for VR applications or skyboxes.\r\n * As a subclass of TransformNode, this allow parenting to the camera or multiple textures with different locations in the scene.\r\n * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.\r\n * Potential additions to this helper include zoom and and non-infinite distance rendering effects.\r\n */\r\nexport abstract class TextureDome<T extends Texture> extends TransformNode {\r\n /**\r\n * Define the source as a Monoscopic panoramic 360/180.\r\n */\r\n public static readonly MODE_MONOSCOPIC = 0;\r\n /**\r\n * Define the source as a Stereoscopic TopBottom/OverUnder panoramic 360/180.\r\n */\r\n public static readonly MODE_TOPBOTTOM = 1;\r\n /**\r\n * Define the source as a Stereoscopic Side by Side panoramic 360/180.\r\n */\r\n public static readonly MODE_SIDEBYSIDE = 2;\r\n\r\n private _halfDome: boolean = false;\r\n private _crossEye: boolean = false;\r\n\r\n protected _useDirectMapping = false;\r\n\r\n /**\r\n * The texture being displayed on the sphere\r\n */\r\n protected _texture: T;\r\n\r\n /**\r\n * Gets the texture being displayed on the sphere\r\n */\r\n public get texture(): T {\r\n return this._texture;\r\n }\r\n\r\n /**\r\n * Sets the texture being displayed on the sphere\r\n */\r\n public set texture(newTexture: T) {\r\n if (this._texture === newTexture) {\r\n return;\r\n }\r\n this._texture = newTexture;\r\n if (this._useDirectMapping) {\r\n this._texture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._texture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._material.diffuseTexture = this._texture;\r\n } else {\r\n this._texture.coordinatesMode = Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation\r\n this._texture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._material.reflectionTexture = this._texture;\r\n }\r\n this._changeTextureMode(this._textureMode);\r\n }\r\n\r\n /**\r\n * The skybox material\r\n */\r\n protected _material: BackgroundMaterial;\r\n\r\n /**\r\n * The surface used for the dome\r\n */\r\n protected _mesh: Mesh;\r\n /**\r\n * Gets the mesh used for the dome.\r\n */\r\n public get mesh(): Mesh {\r\n return this._mesh;\r\n }\r\n\r\n /**\r\n * A mesh that will be used to mask the back of the dome in case it is a 180 degree movie.\r\n */\r\n private _halfDomeMask: Mesh;\r\n\r\n /**\r\n * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values \"zoom in\" and higher values \"zoom out\".\r\n * Also see the options.resolution property.\r\n */\r\n public get fovMultiplier(): number {\r\n return this._material.fovMultiplier;\r\n }\r\n public set fovMultiplier(value: number) {\r\n this._material.fovMultiplier = value;\r\n }\r\n\r\n protected _textureMode = TextureDome.MODE_MONOSCOPIC;\r\n /**\r\n * Gets or set the current texture mode for the texture. It can be:\r\n * * TextureDome.MODE_MONOSCOPIC : Define the texture source as a Monoscopic panoramic 360.\r\n * * TextureDome.MODE_TOPBOTTOM : Define the texture source as a Stereoscopic TopBottom/OverUnder panoramic 360.\r\n * * TextureDome.MODE_SIDEBYSIDE : Define the texture source as a Stereoscopic Side by Side panoramic 360.\r\n */\r\n public get textureMode(): number {\r\n return this._textureMode;\r\n }\r\n /**\r\n * Sets the current texture mode for the texture. It can be:\r\n * * TextureDome.MODE_MONOSCOPIC : Define the texture source as a Monoscopic panoramic 360.\r\n * * TextureDome.MODE_TOPBOTTOM : Define the texture source as a Stereoscopic TopBottom/OverUnder panoramic 360.\r\n * * TextureDome.MODE_SIDEBYSIDE : Define the texture source as a Stereoscopic Side by Side panoramic 360.\r\n */\r\n public set textureMode(value: number) {\r\n if (this._textureMode === value) {\r\n return;\r\n }\r\n\r\n this._changeTextureMode(value);\r\n }\r\n\r\n /**\r\n * Is it a 180 degrees dome (half dome) or 360 texture (full dome)\r\n */\r\n public get halfDome(): boolean {\r\n return this._halfDome;\r\n }\r\n\r\n /**\r\n * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.\r\n */\r\n public set halfDome(enabled: boolean) {\r\n this._halfDome = enabled;\r\n this._halfDomeMask.setEnabled(enabled);\r\n this._changeTextureMode(this._textureMode);\r\n }\r\n\r\n /**\r\n * Set the cross-eye mode. If set, images that can be seen when crossing eyes will render correctly\r\n */\r\n public set crossEye(enabled: boolean) {\r\n this._crossEye = enabled;\r\n this._changeTextureMode(this._textureMode);\r\n }\r\n\r\n /**\r\n * Is it a cross-eye texture?\r\n */\r\n public get crossEye(): boolean {\r\n return this._crossEye;\r\n }\r\n\r\n /**\r\n * The background material of this dome.\r\n */\r\n public get material(): BackgroundMaterial {\r\n return this._material;\r\n }\r\n\r\n /**\r\n * Oberserver used in Stereoscopic VR Mode.\r\n */\r\n private _onBeforeCameraRenderObserver: Nullable<Observer<Camera>> = null;\r\n /**\r\n * Observable raised when an error occurred while loading the texture\r\n */\r\n public onLoadErrorObservable = new Observable<string>();\r\n /**\r\n * Observable raised when the texture finished loading\r\n */\r\n public onLoadObservable = new Observable<void>();\r\n\r\n /**\r\n * Create an instance of this class and pass through the parameters to the relevant classes- Texture, StandardMaterial, and Mesh.\r\n * @param name Element's name, child elements will append suffixes for their own names.\r\n * @param textureUrlOrElement defines the url(s) or the (video) HTML element to use\r\n * @param options An object containing optional or exposed sub element properties\r\n * @param options.resolution\r\n * @param options.clickToPlay\r\n * @param options.autoPlay\r\n * @param options.loop\r\n * @param options.size\r\n * @param options.poster\r\n * @param options.faceForward\r\n * @param options.useDirectMapping\r\n * @param options.halfDomeMode\r\n * @param options.crossEyeMode\r\n * @param options.generateMipMaps\r\n * @param options.mesh\r\n * @param scene\r\n * @param onError\r\n */\r\n constructor(\r\n name: string,\r\n textureUrlOrElement: string | string[] | HTMLVideoElement,\r\n options: {\r\n resolution?: number;\r\n clickToPlay?: boolean;\r\n autoPlay?: boolean;\r\n loop?: boolean;\r\n size?: number;\r\n poster?: string;\r\n faceForward?: boolean;\r\n useDirectMapping?: boolean;\r\n halfDomeMode?: boolean;\r\n crossEyeMode?: boolean;\r\n generateMipMaps?: boolean;\r\n mesh?: Mesh;\r\n },\r\n scene: Scene,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected onError: Nullable<(message?: string, exception?: any) => void> = null\r\n ) {\r\n super(name, scene);\r\n\r\n scene = this.getScene();\r\n\r\n // set defaults and manage values\r\n name = name || \"textureDome\";\r\n options.resolution = Math.abs(options.resolution as any) | 0 || 32;\r\n options.clickToPlay = Boolean(options.clickToPlay);\r\n options.autoPlay = options.autoPlay === undefined ? true : Boolean(options.autoPlay);\r\n options.loop = options.loop === undefined ? true : Boolean(options.loop);\r\n options.size = Math.abs(options.size as any) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);\r\n\r\n if (options.useDirectMapping === undefined) {\r\n this._useDirectMapping = true;\r\n } else {\r\n this._useDirectMapping = options.useDirectMapping;\r\n }\r\n\r\n if (options.faceForward === undefined) {\r\n options.faceForward = true;\r\n }\r\n\r\n this._setReady(false);\r\n if (!options.mesh) {\r\n this._mesh = CreateSphere(name + \"_mesh\", { segments: options.resolution, diameter: options.size, updatable: false, sideOrientation: Mesh.BACKSIDE }, scene);\r\n } else {\r\n this._mesh = options.mesh;\r\n }\r\n // configure material\r\n const material = (this._material = new BackgroundMaterial(name + \"_material\", scene));\r\n material.useEquirectangularFOV = true;\r\n material.fovMultiplier = 1.0;\r\n material.opacityFresnel = false;\r\n\r\n const texture = this._initTexture(textureUrlOrElement, scene, options);\r\n this.texture = texture;\r\n\r\n // configure mesh\r\n this._mesh.material = material;\r\n this._mesh.parent = this;\r\n\r\n // create a (disabled until needed) mask to cover unneeded segments of 180 texture.\r\n this._halfDomeMask = CreateSphere(\"\", { slice: 0.5, diameter: options.size * 0.98, segments: options.resolution * 2, sideOrientation: Mesh.BACKSIDE }, scene);\r\n this._halfDomeMask.rotate(Axis.X, -Math.PI / 2);\r\n // set the parent, so it will always be positioned correctly AND will be disposed when the main sphere is disposed\r\n this._halfDomeMask.parent = this._mesh;\r\n this._halfDome = !!options.halfDomeMode;\r\n // enable or disable according to the settings\r\n this._halfDomeMask.setEnabled(this._halfDome);\r\n this._crossEye = !!options.crossEyeMode;\r\n\r\n // create\r\n this._texture.anisotropicFilteringLevel = 1;\r\n this._texture.onLoadObservable.addOnce(() => {\r\n this._setReady(true);\r\n });\r\n\r\n // Initial rotation\r\n if (options.faceForward && scene.activeCamera) {\r\n const camera = scene.activeCamera;\r\n\r\n const forward = Vector3.Forward();\r\n const direction = Vector3.TransformNormal(forward, camera.getViewMatrix());\r\n direction.normalize();\r\n\r\n this.rotation.y = Math.acos(Vector3.Dot(forward, direction));\r\n }\r\n\r\n this._changeTextureMode(this._textureMode);\r\n }\r\n\r\n protected abstract _initTexture(urlsOrElement: string | string[] | HTMLElement, scene: Scene, options: any): T;\r\n\r\n protected _changeTextureMode(value: number): void {\r\n this._scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);\r\n this._textureMode = value;\r\n\r\n // Default Setup and Reset.\r\n this._texture.uScale = 1;\r\n this._texture.vScale = 1;\r\n this._texture.uOffset = 0;\r\n this._texture.vOffset = 0;\r\n this._texture.vAng = 0;\r\n\r\n switch (value) {\r\n case TextureDome.MODE_MONOSCOPIC:\r\n if (this._halfDome) {\r\n this._texture.uScale = 2;\r\n this._texture.uOffset = -1;\r\n }\r\n break;\r\n case TextureDome.MODE_SIDEBYSIDE: {\r\n // in half-dome mode the uScale should be double of 360 texture\r\n // Use 0.99999 to boost perf by not switching program\r\n this._texture.uScale = this._halfDome ? 0.99999 : 0.5;\r\n const rightOffset = this._halfDome ? 0.0 : 0.5;\r\n const leftOffset = this._halfDome ? -0.5 : 0.0;\r\n this._onBeforeCameraRenderObserver = this._scene.onBeforeCameraRenderObservable.add((camera) => {\r\n let isRightCamera = camera.isRightCamera;\r\n if (this._crossEye) {\r\n isRightCamera = !isRightCamera;\r\n }\r\n if (isRightCamera) {\r\n this._texture.uOffset = rightOffset;\r\n } else {\r\n this._texture.uOffset = leftOffset;\r\n }\r\n });\r\n break;\r\n }\r\n case TextureDome.MODE_TOPBOTTOM:\r\n // in half-dome mode the vScale should be double of 360 texture\r\n // Use 0.99999 to boost perf by not switching program\r\n this._texture.vScale = this._halfDome ? 0.99999 : 0.5;\r\n this._onBeforeCameraRenderObserver = this._scene.onBeforeCameraRenderObservable.add((camera) => {\r\n let isRightCamera = camera.isRightCamera;\r\n // allow \"cross-eye\" if left and right were switched in this mode\r\n if (this._crossEye) {\r\n isRightCamera = !isRightCamera;\r\n }\r\n this._texture.vOffset = isRightCamera ? 0.5 : 0.0;\r\n });\r\n break;\r\n }\r\n }\r\n\r\n /**\r\n * Releases resources associated with this node.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\r\n */\r\n public dispose(doNotRecurse?: boolean, disposeMaterialAndTextures = false): void {\r\n this._texture.dispose();\r\n this._mesh.dispose();\r\n this._material.dispose();\r\n\r\n this._scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);\r\n this.onLoadErrorObservable.clear();\r\n this.onLoadObservable.clear();\r\n\r\n super.dispose(doNotRecurse, disposeMaterialAndTextures);\r\n }\r\n}\r\n"]}
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1
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+
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type { Scene } from \"../scene\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { BackgroundMaterial } from \"../Materials/Background/backgroundMaterial\";\r\nimport { CreateSphere } from \"../Meshes/Builders/sphereBuilder\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Axis } from \"../Maths/math\";\r\n\r\nimport type { Camera } from \"../Cameras/camera\";\r\n\r\n/**\r\n * Display a 360/180 degree texture on an approximately spherical surface, useful for VR applications or skyboxes.\r\n * As a subclass of TransformNode, this allow parenting to the camera or multiple textures with different locations in the scene.\r\n * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.\r\n * Potential additions to this helper include zoom and and non-infinite distance rendering effects.\r\n */\r\nexport abstract class TextureDome<T extends Texture> extends TransformNode {\r\n /**\r\n * Define the source as a Monoscopic panoramic 360/180.\r\n */\r\n public static readonly MODE_MONOSCOPIC = 0;\r\n /**\r\n * Define the source as a Stereoscopic TopBottom/OverUnder panoramic 360/180.\r\n */\r\n public static readonly MODE_TOPBOTTOM = 1;\r\n /**\r\n * Define the source as a Stereoscopic Side by Side panoramic 360/180.\r\n */\r\n public static readonly MODE_SIDEBYSIDE = 2;\r\n\r\n private _halfDome: boolean = false;\r\n private _crossEye: boolean = false;\r\n\r\n protected _useDirectMapping = false;\r\n\r\n /**\r\n * The texture being displayed on the sphere\r\n */\r\n protected _texture: T;\r\n\r\n /**\r\n * Gets the texture being displayed on the sphere\r\n */\r\n public get texture(): T {\r\n return this._texture;\r\n }\r\n\r\n /**\r\n * Sets the texture being displayed on the sphere\r\n */\r\n public set texture(newTexture: T) {\r\n if (this._texture === newTexture) {\r\n return;\r\n }\r\n this._texture = newTexture;\r\n if (this._useDirectMapping) {\r\n this._texture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._texture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._material.diffuseTexture = this._texture;\r\n } else {\r\n this._texture.coordinatesMode = Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation\r\n this._texture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._material.reflectionTexture = this._texture;\r\n }\r\n this._changeTextureMode(this._textureMode);\r\n }\r\n\r\n /**\r\n * The skybox material\r\n */\r\n protected _material: BackgroundMaterial;\r\n\r\n /**\r\n * The surface used for the dome\r\n */\r\n protected _mesh: Mesh;\r\n /**\r\n * Gets the mesh used for the dome.\r\n */\r\n public get mesh(): Mesh {\r\n return this._mesh;\r\n }\r\n\r\n /**\r\n * A mesh that will be used to mask the back of the dome in case it is a 180 degree movie.\r\n */\r\n private _halfDomeMask: Mesh;\r\n\r\n /**\r\n * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values \"zoom in\" and higher values \"zoom out\".\r\n * Also see the options.resolution property.\r\n */\r\n public get fovMultiplier(): number {\r\n return this._material.fovMultiplier;\r\n }\r\n public set fovMultiplier(value: number) {\r\n this._material.fovMultiplier = value;\r\n }\r\n\r\n protected _textureMode = TextureDome.MODE_MONOSCOPIC;\r\n /**\r\n * Gets or set the current texture mode for the texture. It can be:\r\n * * TextureDome.MODE_MONOSCOPIC : Define the texture source as a Monoscopic panoramic 360.\r\n * * TextureDome.MODE_TOPBOTTOM : Define the texture source as a Stereoscopic TopBottom/OverUnder panoramic 360.\r\n * * TextureDome.MODE_SIDEBYSIDE : Define the texture source as a Stereoscopic Side by Side panoramic 360.\r\n */\r\n public get textureMode(): number {\r\n return this._textureMode;\r\n }\r\n /**\r\n * Sets the current texture mode for the texture. It can be:\r\n * * TextureDome.MODE_MONOSCOPIC : Define the texture source as a Monoscopic panoramic 360.\r\n * * TextureDome.MODE_TOPBOTTOM : Define the texture source as a Stereoscopic TopBottom/OverUnder panoramic 360.\r\n * * TextureDome.MODE_SIDEBYSIDE : Define the texture source as a Stereoscopic Side by Side panoramic 360.\r\n */\r\n public set textureMode(value: number) {\r\n if (this._textureMode === value) {\r\n return;\r\n }\r\n\r\n this._changeTextureMode(value);\r\n }\r\n\r\n /**\r\n * Is it a 180 degrees dome (half dome) or 360 texture (full dome)\r\n */\r\n public get halfDome(): boolean {\r\n return this._halfDome;\r\n }\r\n\r\n /**\r\n * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.\r\n */\r\n public set halfDome(enabled: boolean) {\r\n this._halfDome = enabled;\r\n this._halfDomeMask.setEnabled(enabled);\r\n this._changeTextureMode(this._textureMode);\r\n }\r\n\r\n /**\r\n * Set the cross-eye mode. If set, images that can be seen when crossing eyes will render correctly\r\n */\r\n public set crossEye(enabled: boolean) {\r\n this._crossEye = enabled;\r\n this._changeTextureMode(this._textureMode);\r\n }\r\n\r\n /**\r\n * Is it a cross-eye texture?\r\n */\r\n public get crossEye(): boolean {\r\n return this._crossEye;\r\n }\r\n\r\n /**\r\n * The background material of this dome.\r\n */\r\n public get material(): BackgroundMaterial {\r\n return this._material;\r\n }\r\n\r\n /**\r\n * Oberserver used in Stereoscopic VR Mode.\r\n */\r\n private _onBeforeCameraRenderObserver: Nullable<Observer<Camera>> = null;\r\n /**\r\n * Observable raised when an error occurred while loading the texture\r\n */\r\n public onLoadErrorObservable = new Observable<string>();\r\n /**\r\n * Observable raised when the texture finished loading\r\n */\r\n public onLoadObservable = new Observable<void>();\r\n\r\n /**\r\n * Create an instance of this class and pass through the parameters to the relevant classes- Texture, StandardMaterial, and Mesh.\r\n * @param name Element's name, child elements will append suffixes for their own names.\r\n * @param textureUrlOrElement defines the url(s) or the (video) HTML element to use\r\n * @param options An object containing optional or exposed sub element properties\r\n * @param options.resolution\r\n * @param options.clickToPlay\r\n * @param options.autoPlay\r\n * @param options.loop\r\n * @param options.size\r\n * @param options.poster\r\n * @param options.faceForward\r\n * @param options.useDirectMapping\r\n * @param options.halfDomeMode\r\n * @param options.crossEyeMode\r\n * @param options.generateMipMaps\r\n * @param options.mesh\r\n * @param scene\r\n * @param onError\r\n */\r\n constructor(\r\n name: string,\r\n textureUrlOrElement: string | string[] | HTMLVideoElement,\r\n options: {\r\n resolution?: number;\r\n clickToPlay?: boolean;\r\n autoPlay?: boolean;\r\n loop?: boolean;\r\n size?: number;\r\n poster?: string;\r\n faceForward?: boolean;\r\n useDirectMapping?: boolean;\r\n halfDomeMode?: boolean;\r\n crossEyeMode?: boolean;\r\n generateMipMaps?: boolean;\r\n mesh?: Mesh;\r\n },\r\n scene: Scene,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected onError: Nullable<(message?: string, exception?: any) => void> = null\r\n ) {\r\n super(name, scene);\r\n\r\n scene = this.getScene();\r\n\r\n // set defaults and manage values\r\n name = name || \"textureDome\";\r\n options.resolution = Math.abs(options.resolution as any) | 0 || 32;\r\n options.clickToPlay = Boolean(options.clickToPlay);\r\n options.autoPlay = options.autoPlay === undefined ? true : Boolean(options.autoPlay);\r\n options.loop = options.loop === undefined ? true : Boolean(options.loop);\r\n options.size = Math.abs(options.size as any) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);\r\n\r\n if (options.useDirectMapping === undefined) {\r\n this._useDirectMapping = true;\r\n } else {\r\n this._useDirectMapping = options.useDirectMapping;\r\n }\r\n\r\n if (options.faceForward === undefined) {\r\n options.faceForward = true;\r\n }\r\n\r\n this._setReady(false);\r\n if (!options.mesh) {\r\n this._mesh = CreateSphere(name + \"_mesh\", { segments: options.resolution, diameter: options.size, updatable: false, sideOrientation: Mesh.BACKSIDE }, scene);\r\n } else {\r\n this._mesh = options.mesh;\r\n }\r\n // configure material\r\n const material = (this._material = new BackgroundMaterial(name + \"_material\", scene));\r\n material.useEquirectangularFOV = true;\r\n material.fovMultiplier = 1.0;\r\n material.opacityFresnel = false;\r\n\r\n const texture = this._initTexture(textureUrlOrElement, scene, options);\r\n this.texture = texture;\r\n\r\n // configure mesh\r\n this._mesh.material = material;\r\n this._mesh.parent = this;\r\n\r\n // create a (disabled until needed) mask to cover unneeded segments of 180 texture.\r\n this._halfDomeMask = CreateSphere(\"\", { slice: 0.5, diameter: options.size * 0.98, segments: options.resolution * 2, sideOrientation: Mesh.BACKSIDE }, scene);\r\n this._halfDomeMask.rotate(Axis.X, -Math.PI / 2);\r\n // set the parent, so it will always be positioned correctly AND will be disposed when the main sphere is disposed\r\n this._halfDomeMask.parent = this._mesh;\r\n this._halfDome = !!options.halfDomeMode;\r\n // enable or disable according to the settings\r\n this._halfDomeMask.setEnabled(this._halfDome);\r\n this._crossEye = !!options.crossEyeMode;\r\n\r\n // create\r\n this._texture.anisotropicFilteringLevel = 1;\r\n this._texture.onLoadObservable.addOnce(() => {\r\n this._setReady(true);\r\n });\r\n\r\n // Initial rotation\r\n if (options.faceForward && scene.activeCamera) {\r\n const camera = scene.activeCamera;\r\n\r\n const forward = Vector3.Forward();\r\n const direction = Vector3.TransformNormal(forward, camera.getViewMatrix());\r\n direction.normalize();\r\n\r\n this.rotation.y = Math.acos(Vector3.Dot(forward, direction));\r\n }\r\n\r\n this._changeTextureMode(this._textureMode);\r\n }\r\n\r\n protected abstract _initTexture(urlsOrElement: string | string[] | HTMLElement, scene: Scene, options: any): T;\r\n\r\n protected _changeTextureMode(value: number): void {\r\n this._scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);\r\n this._textureMode = value;\r\n\r\n // Default Setup and Reset.\r\n this._texture.uScale = 1;\r\n this._texture.vScale = 1;\r\n this._texture.uOffset = 0;\r\n this._texture.vOffset = 0;\r\n this._texture.vAng = 0;\r\n\r\n switch (value) {\r\n case TextureDome.MODE_MONOSCOPIC:\r\n if (this._halfDome) {\r\n this._texture.uScale = 2;\r\n this._texture.uOffset = -1;\r\n }\r\n break;\r\n case TextureDome.MODE_SIDEBYSIDE: {\r\n // in half-dome mode the uScale should be double of 360 texture\r\n // Use 0.99999 to boost perf by not switching program\r\n this._texture.uScale = this._halfDome ? 0.99999 : 0.5;\r\n const rightOffset = this._halfDome ? 0.0 : 0.5;\r\n const leftOffset = this._halfDome ? -0.5 : 0.0;\r\n this._onBeforeCameraRenderObserver = this._scene.onBeforeCameraRenderObservable.add((camera) => {\r\n let isRightCamera = camera.isRightCamera;\r\n if (this._crossEye) {\r\n isRightCamera = !isRightCamera;\r\n }\r\n if (isRightCamera) {\r\n this._texture.uOffset = rightOffset;\r\n } else {\r\n this._texture.uOffset = leftOffset;\r\n }\r\n });\r\n break;\r\n }\r\n case TextureDome.MODE_TOPBOTTOM:\r\n // in half-dome mode the vScale should be double of 360 texture\r\n // Use 0.99999 to boost perf by not switching program\r\n this._texture.vScale = this._halfDome ? 0.99999 : 0.5;\r\n this._onBeforeCameraRenderObserver = this._scene.onBeforeCameraRenderObservable.add((camera) => {\r\n let isRightCamera = camera.isRightCamera;\r\n // allow \"cross-eye\" if left and right were switched in this mode\r\n if (this._crossEye) {\r\n isRightCamera = !isRightCamera;\r\n }\r\n this._texture.vOffset = isRightCamera ? 0.5 : 0.0;\r\n });\r\n break;\r\n }\r\n }\r\n\r\n /**\r\n * Releases resources associated with this node.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\r\n */\r\n public dispose(doNotRecurse?: boolean, disposeMaterialAndTextures = false): void {\r\n this._texture.dispose();\r\n this._mesh.dispose();\r\n this._material.dispose();\r\n\r\n this._scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);\r\n this.onLoadErrorObservable.clear();\r\n this.onLoadObservable.clear();\r\n\r\n super.dispose(doNotRecurse, disposeMaterialAndTextures);\r\n }\r\n}\r\n"]}
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@@ -5,7 +5,7 @@ import { PickingInfo } from "../Collisions/pickingInfo";
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import { Vector2 } from "../Maths/math.vector";
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import type { AbstractMesh } from "../Meshes/abstractMesh";
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import type { IMouseEvent, IPointerEvent } from "../Events/deviceInputEvents";
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import type { Scene } from "../scene";
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/**
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* Class used to manage all inputs for the scene.
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*/
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@@ -173,4 +173,3 @@ export declare class InputManager {
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*/
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_invalidateMesh(mesh: AbstractMesh): void;
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}
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export {};
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