@babylonjs/core 7.13.1 → 7.13.3

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 (76) hide show
  1. package/Animations/animationGroupMask.d.ts +1 -1
  2. package/Animations/animationKey.d.ts +1 -1
  3. package/Behaviors/Meshes/handConstraintBehavior.d.ts +3 -3
  4. package/Cameras/Inputs/flyCameraMouseInput.d.ts +0 -1
  5. package/Cameras/Inputs/flyCameraMouseInput.js +0 -1
  6. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  7. package/Cameras/arcRotateCamera.d.ts +5 -0
  8. package/Cameras/arcRotateCamera.js +45 -0
  9. package/Cameras/arcRotateCamera.js.map +1 -1
  10. package/Cameras/camera.d.ts +5 -0
  11. package/Cameras/camera.js +7 -0
  12. package/Cameras/camera.js.map +1 -1
  13. package/Collisions/gpuPicker.d.ts +1 -0
  14. package/Collisions/gpuPicker.js +1 -0
  15. package/Collisions/gpuPicker.js.map +1 -1
  16. package/Debug/debugLayer.d.ts +1 -1
  17. package/Decorators/nodeDecorator.d.ts +1 -1
  18. package/DeviceInput/InputDevices/deviceEnums.d.ts +5 -5
  19. package/Engines/Extensions/engine.computeShader.d.ts +1 -1
  20. package/Engines/WebGPU/webgpuConstants.d.ts +39 -39
  21. package/Engines/abstractEngine.js +2 -2
  22. package/Engines/abstractEngine.js.map +1 -1
  23. package/Events/deviceInputEvents.d.ts +1 -1
  24. package/FlowGraph/flowGraph.d.ts +1 -1
  25. package/FlowGraph/flowGraphConnection.d.ts +1 -1
  26. package/Gamepads/dualShockGamepad.d.ts +2 -2
  27. package/Gamepads/xboxGamepad.d.ts +2 -2
  28. package/Gizmos/gizmo.d.ts +2 -2
  29. package/Loading/sceneLoader.d.ts +1 -1
  30. package/Materials/GreasedLine/greasedLineMaterialInterfaces.d.ts +3 -3
  31. package/Materials/Node/Blocks/meshAttributeExistsBlock.d.ts +1 -1
  32. package/Materials/Node/Blocks/waveBlock.d.ts +1 -1
  33. package/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode.d.ts +1 -1
  34. package/Materials/Node/nodeMaterialBlockConnectionPoint.d.ts +2 -2
  35. package/Materials/Textures/internalTexture.d.ts +1 -1
  36. package/Materials/Textures/ktx2decoderTypes.d.ts +1 -1
  37. package/Materials/materialPluginEvent.d.ts +1 -1
  38. package/Materials/meshDebugPluginMaterial.d.ts +1 -1
  39. package/Materials/shaderLanguage.d.ts +1 -1
  40. package/Maths/math.axis.d.ts +2 -2
  41. package/Maths/math.path.d.ts +1 -1
  42. package/Maths/math.vector.d.ts +9 -0
  43. package/Maths/math.vector.js +14 -3
  44. package/Maths/math.vector.js.map +1 -1
  45. package/Meshes/Builders/greasedLineBuilder.d.ts +2 -2
  46. package/Meshes/GreasedLine/greasedLineBaseMesh.d.ts +3 -3
  47. package/Meshes/Node/nodeGeometryBlockConnectionPoint.d.ts +2 -2
  48. package/Meshes/csg.js +12 -0
  49. package/Meshes/csg.js.map +1 -1
  50. package/Meshes/meshSimplification.d.ts +1 -1
  51. package/Misc/assetsManager.d.ts +1 -1
  52. package/Misc/asyncLock.d.ts +24 -0
  53. package/Misc/asyncLock.js +32 -0
  54. package/Misc/asyncLock.js.map +1 -0
  55. package/Misc/copyTextureToTexture.d.ts +1 -1
  56. package/Misc/iInspectable.d.ts +1 -1
  57. package/Misc/index.d.ts +1 -0
  58. package/Misc/index.js +1 -0
  59. package/Misc/index.js.map +1 -1
  60. package/Misc/timer.d.ts +1 -1
  61. package/Misc/virtualJoystick.d.ts +1 -1
  62. package/Particles/gpuParticleSystem.js +1 -0
  63. package/Particles/gpuParticleSystem.js.map +1 -1
  64. package/Particles/pointsCloudSystem.d.ts +1 -1
  65. package/Particles/subEmitter.d.ts +1 -1
  66. package/Physics/physicsHelper.d.ts +2 -2
  67. package/Physics/v2/IPhysicsEnginePlugin.d.ts +8 -8
  68. package/Physics/v2/physicsMaterial.d.ts +1 -1
  69. package/PostProcesses/depthOfFieldEffect.d.ts +1 -1
  70. package/PostProcesses/tonemapPostProcess.d.ts +1 -1
  71. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.d.ts +1 -1
  72. package/XR/features/WebXRHandTracking.d.ts +2 -2
  73. package/XR/features/WebXRNearInteraction.d.ts +1 -1
  74. package/XR/webXRTypes.d.ts +2 -2
  75. package/package.json +1 -1
  76. package/scene.d.ts +1 -1
@@ -1,7 +1,7 @@
1
1
  /**
2
2
  * Enum used to define the mode for an animation group mask
3
3
  */
4
- export declare const enum AnimationGroupMaskMode {
4
+ export declare enum AnimationGroupMaskMode {
5
5
  /**
6
6
  * The mask defines the animatable target names that should be included
7
7
  */
@@ -35,7 +35,7 @@ export interface IAnimationKey {
35
35
  /**
36
36
  * Enum for the animation key frame interpolation type
37
37
  */
38
- export declare const enum AnimationKeyInterpolation {
38
+ export declare enum AnimationKeyInterpolation {
39
39
  /**
40
40
  * Use tangents to interpolate between start and end values.
41
41
  */
@@ -5,7 +5,7 @@ import type { Behavior } from "../behavior";
5
5
  /**
6
6
  * Zones around the hand
7
7
  */
8
- export declare const enum HandConstraintZone {
8
+ export declare enum HandConstraintZone {
9
9
  /**
10
10
  * Above finger tips
11
11
  */
@@ -26,7 +26,7 @@ export declare const enum HandConstraintZone {
26
26
  /**
27
27
  * Orientations for the hand zones and for the attached node
28
28
  */
29
- export declare const enum HandConstraintOrientation {
29
+ export declare enum HandConstraintOrientation {
30
30
  /**
31
31
  * Orientation is towards the camera
32
32
  */
@@ -39,7 +39,7 @@ export declare const enum HandConstraintOrientation {
39
39
  /**
40
40
  * Orientations for the hand zones and for the attached node
41
41
  */
42
- export declare const enum HandConstraintVisibility {
42
+ export declare enum HandConstraintVisibility {
43
43
  /**
44
44
  * Constraint is always visible
45
45
  */
@@ -46,7 +46,6 @@ export declare class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
46
46
  private _rollObserver;
47
47
  private _previousPosition;
48
48
  private _noPreventDefault;
49
- private _element;
50
49
  /**
51
50
  * Listen to mouse events to control the camera.
52
51
  * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
@@ -119,7 +119,6 @@ export class FlyCameraMouseInput {
119
119
  this.activeButton = e.button;
120
120
  if (!this._noPreventDefault) {
121
121
  e.preventDefault();
122
- this._element.focus();
123
122
  }
124
123
  // This is required to move while pointer button is down
125
124
  if (engine.isPointerLock) {
@@ -1 +1 @@
1
- {"version":3,"file":"flyCameraMouseInput.js","sourceRoot":"","sources":["../../../../../dev/core/src/Cameras/Inputs/flyCameraMouseInput.ts"],"names":[],"mappings":";AACA,OAAO,EAAE,SAAS,EAAE,MAAM,uBAAuB,CAAC;AAGlD,OAAO,EAAE,gBAAgB,EAAE,MAAM,mCAAmC,CAAC;AAGrE,OAAO,EAAE,iBAAiB,EAAE,MAAM,4BAA4B,CAAC;AAE/D,OAAO,EAAE,UAAU,EAAE,MAAM,yBAAyB,CAAC;AACrD,OAAO,EAAE,IAAI,EAAE,MAAM,uBAAuB,CAAC;AAC7C,OAAO,EAAE,KAAK,EAAE,MAAM,kBAAkB,CAAC;AAEzC;;;GAGG;AACH,MAAM,OAAO,mBAAmB;IAsD5B;;;OAGG;IACH;QA/CA;;WAEG;QAEI,YAAO,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAE3B;;WAEG;QACI,eAAU,GAAa,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAEzC;;WAEG;QACI,iBAAY,GAAa,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAE3C;;WAEG;QACI,gBAAW,GAAa,CAAC,CAAC,CAAC,CAAC;QAEnC;;;;;;WAMG;QACI,iBAAY,GAAW,CAAC,CAAC,CAAC;QAEjC;;;WAGG;QAEI,uBAAkB,GAAG,MAAM,CAAC;QAI3B,sBAAiB,GAAuC,IAAI,CAAC;IAQtD,CAAC;IAEhB;;;OAGG;IACI,aAAa,CAAC,gBAA0B;QAC3C,8CAA8C;QAC9C,gBAAgB,GAAG,KAAK,CAAC,gCAAgC,CAAC,SAAS,CAAC,CAAC;QACrE,IAAI,CAAC,iBAAiB,GAAG,gBAAgB,CAAC;QAE1C,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,QAAQ,EAAE,CAAC,aAAa,CAAC,yBAAyB,CAC3E,CAAC,CAAM,EAAE,EAAE;YACP,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC;QAC1B,CAAC,EACD,iBAAiB,CAAC,WAAW,GAAG,iBAAiB,CAAC,SAAS,GAAG,iBAAiB,CAAC,WAAW,CAC9F,CAAC;QAEF,oCAAoC;QACpC,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,MAAM,CAAC,QAAQ,EAAE,CAAC,wBAAwB,CAAC,GAAG,CAAC,GAAG,EAAE;YAC1E,IAAI,IAAI,CAAC,MAAM,CAAC,WAAW,EAAE;gBACzB,IAAI,CAAC,MAAM,CAAC,WAAW,CAAC,IAAI,CAAC,MAAM,CAAC,WAAW,CAAC,CAAC;aACpD;QACL,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;OAEG;IACI,aAAa;QAChB,IAAI,IAAI,CAAC,SAAS,EAAE;YAChB,IAAI,CAAC,MAAM,CAAC,QAAQ,EAAE,CAAC,aAAa,CAAC,4BAA4B,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;YAElF,IAAI,CAAC,MAAM,CAAC,QAAQ,EAAE,CAAC,wBAAwB,CAAC,MAAM,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;YAE3E,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;YACtB,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;YAC1B,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC;YAC9B,IAAI,CAAC,iBAAiB,GAAG,SAAS,CAAC;SACtC;IACL,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,qBAAqB,CAAC;IACjC,CAAC;IAED;;;OAGG;IACI,aAAa;QAChB,OAAO,OAAO,CAAC;IACnB,CAAC;IAED,wDAAwD;IAChD,aAAa,CAAC,CAAM;QACxB,MAAM,CAAC,GAAkB,CAAC,CAAC,KAAK,CAAC;QAEjC,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QAC3B,MAAM,MAAM,GAAG,MAAM,CAAC,SAAS,EAAE,CAAC;QAElC,IAAI,CAAC,IAAI,CAAC,YAAY,IAAI,CAAC,CAAC,WAAW,KAAK,OAAO,EAAE;YACjD,OAAO;SACV;QAED,yDAAyD;QACzD,IAAI,CAAC,CAAC,IAAI,KAAK,iBAAiB,CAAC,WAAW,IAAI,IAAI,CAAC,OAAO,CAAC,OAAO,CAAC,CAAC,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC,EAAE;YACnF,OAAO;SACV;QAED,MAAM,UAAU,GAAgB,CAAC,CAAC,MAAM,CAAC;QAEzC,cAAc;QACd,IAAI,CAAC,CAAC,IAAI,KAAK,iBAAiB,CAAC,WAAW,EAAE;YAC1C,IAAI;gBACA,UAAU,EAAE,iBAAiB,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC;aAC9C;YAAC,OAAO,CAAC,EAAE;gBACR,qDAAqD;aACxD;YAED,IAAI,CAAC,iBAAiB,GAAG;gBACrB,CAAC,EAAE,CAAC,CAAC,OAAO;gBACZ,CAAC,EAAE,CAAC,CAAC,OAAO;aACf,CAAC;YAEF,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC,MAAM,CAAC;YAE7B,IAAI,CAAC,IAAI,CAAC,iBAAiB,EAAE;gBACzB,CAAC,CAAC,cAAc,EAAE,CAAC;gBACnB,IAAI,CAAC,QAAQ,CAAC,KAAK,EAAE,CAAC;aACzB;YAED,wDAAwD;YACxD,IAAI,MAAM,CAAC,aAAa,EAAE;gBACtB,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC;aAC9B;SACJ;QACD,YAAY;aACP,IAAI,CAAC,CAAC,IAAI,KAAK,iBAAiB,CAAC,SAAS,EAAE;YAC7C,IAAI;gBACA,UAAU,EAAE,qBAAqB,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC;aAClD;YAAC,OAAO,CAAC,EAAE;gBACR,qDAAqD;aACxD;YAED,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC,CAAC;YAEvB,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC;YAC9B,IAAI,CAAC,IAAI,CAAC,iBAAiB,EAAE;gBACzB,CAAC,CAAC,cAAc,EAAE,CAAC;aACtB;SACJ;QACD,cAAc;aACT,IAAI,CAAC,CAAC,IAAI,KAAK,iBAAiB,CAAC,WAAW,EAAE;YAC/C,IAAI,CAAC,IAAI,CAAC,iBAAiB,EAAE;gBACzB,IAAI,MAAM,CAAC,aAAa,EAAE;oBACtB,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC;iBAC9B;gBAED,OAAO;aACV;YAED,MAAM,OAAO,GAAG,CAAC,CAAC,OAAO,GAAG,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC;YACrD,MAAM,OAAO,GAAG,CAAC,CAAC,OAAO,GAAG,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC;YAErD,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,OAAO,CAAC,CAAC;YAErC,IAAI,CAAC,iBAAiB,GAAG;gBACrB,CAAC,EAAE,CAAC,CAAC,OAAO;gBACZ,CAAC,EAAE,CAAC,CAAC,OAAO;aACf,CAAC;YAEF,IAAI,CAAC,IAAI,CAAC,iBAAiB,EAAE;gBACzB,CAAC,CAAC,cAAc,EAAE,CAAC;aACtB;SACJ;IACL,CAAC;IAED,gDAAgD;IACxC,YAAY,CAAC,CAAM;QACvB,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QAC3B,MAAM,MAAM,GAAG,MAAM,CAAC,SAAS,EAAE,CAAC;QAElC,IAAI,CAAC,MAAM,CAAC,aAAa,EAAE;YACvB,OAAO;SACV;QAED,MAAM,OAAO,GAAG,CAAC,CAAC,SAAS,CAAC;QAC5B,MAAM,OAAO,GAAG,CAAC,CAAC,SAAS,CAAC;QAE5B,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,OAAO,CAAC,CAAC;QAErC,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC;QAE9B,IAAI,CAAC,IAAI,CAAC,iBAAiB,EAAE;YACzB,CAAC,CAAC,cAAc,EAAE,CAAC;SACtB;IACL,CAAC;IAED;;;;OAIG;IACK,aAAa,CAAC,OAAe,EAAE,OAAe;QAClD,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QAC3B,MAAM,oBAAoB,GAAG,MAAM,CAAC,8BAA8B,EAAE,CAAC;QAErE,OAAO,IAAI,oBAAoB,CAAC;QAEhC,MAAM,CAAC,GAAG,OAAO,GAAG,IAAI,CAAC,kBAAkB,CAAC;QAC5C,MAAM,CAAC,GAAG,OAAO,GAAG,IAAI,CAAC,kBAAkB,CAAC;QAE5C,kCAAkC;QAClC,MAAM,eAAe,GAAG,UAAU,CAAC,oBAAoB,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC,EAAE,MAAM,CAAC,QAAQ,CAAC,CAAC,EAAE,MAAM,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QACjH,IAAI,cAA0B,CAAC;QAE/B,SAAS;QACT,IACI,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE;YACzB,OAAO,CAAC,KAAK,IAAI,CAAC,YAAY,CAAC;QACnC,CAAC,CAAC,EACJ;YACE,2CAA2C;YAC3C,cAAc,GAAG,UAAU,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;YACpD,6BAA6B;YAC7B,eAAe,CAAC,eAAe,CAAC,cAAc,CAAC,CAAC;SACnD;QAED,OAAO;QACP,IACI,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE;YACvB,OAAO,CAAC,KAAK,IAAI,CAAC,YAAY,CAAC;QACnC,CAAC,CAAC,EACJ;YACE,2CAA2C;YAC3C,cAAc,GAAG,UAAU,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;YACpD,2BAA2B;YAC3B,eAAe,CAAC,eAAe,CAAC,cAAc,CAAC,CAAC;YAEhD,6DAA6D;YAC7D,MAAM,KAAK,GAAG,MAAM,CAAC,eAAe,GAAG,MAAM,CAAC,UAAU,CAAC,CAAC,oCAAoC;YAC9F,IAAI,MAAM,CAAC,UAAU,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,QAAQ,CAAC,CAAC,IAAI,MAAM,CAAC,QAAQ,CAAC,CAAC,GAAG,KAAK,EAAE;gBAC9E,MAAM,YAAY,GAAG,MAAM,CAAC,oBAAoB,GAAG,CAAC,CAAC,CAAC;gBACtD,2CAA2C;gBAC3C,cAAc,GAAG,UAAU,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC,EAAE,YAAY,CAAC,CAAC;gBAC/D,2BAA2B;gBAC3B,eAAe,CAAC,eAAe,CAAC,cAAc,CAAC,CAAC;aACnD;SACJ;QAED,QAAQ;QACR,IACI,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE;YACxB,OAAO,CAAC,KAAK,IAAI,CAAC,YAAY,CAAC;QACnC,CAAC,CAAC,EACJ;YACE,2CAA2C;YAC3C,cAAc,GAAG,UAAU,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;YACrD,iBAAiB;YACjB,MAAM,CAAC,UAAU,IAAI,CAAC,CAAC;YACvB,6BAA6B;YAC7B,eAAe,CAAC,eAAe,CAAC,cAAc,CAAC,CAAC;SACnD;QAED,qDAAqD;QACrD,eAAe,CAAC,kBAAkB,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC;IACxD,CAAC;CACJ;AAnRU;IADN,SAAS,EAAE;oDACe;AA+BpB;IADN,SAAS,EAAE;+DACuB;AAsPjC,gBAAiB,CAAC,qBAAqB,CAAC,GAAG,mBAAmB,CAAC","sourcesContent":["import type { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { FlyCamera } from \"../../Cameras/flyCamera\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Quaternion } from \"../../Maths/math.vector\";\r\nimport { Axis } from \"../../Maths/math.axis\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n/**\r\n * Listen to mouse events to control the camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FlyCameraMouseInput implements ICameraInput<FlyCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FlyCamera;\r\n\r\n /**\r\n * Defines if touch is enabled. (Default is true.)\r\n */\r\n public touchEnabled: boolean;\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera rotation.\r\n */\r\n @serialize()\r\n public buttons = [0, 1, 2];\r\n\r\n /**\r\n * Assign buttons for Yaw control.\r\n */\r\n public buttonsYaw: number[] = [-1, 0, 1];\r\n\r\n /**\r\n * Assign buttons for Pitch control.\r\n */\r\n public buttonsPitch: number[] = [-1, 0, 1];\r\n\r\n /**\r\n * Assign buttons for Roll control.\r\n */\r\n public buttonsRoll: number[] = [2];\r\n\r\n /**\r\n * Detect if any button is being pressed while mouse is moved.\r\n * -1 = Mouse locked.\r\n * 0 = Left button.\r\n * 1 = Middle Button.\r\n * 2 = Right Button.\r\n */\r\n public activeButton: number = -1;\r\n\r\n /**\r\n * Defines the pointer's angular sensibility, to control the camera rotation speed.\r\n * Higher values reduce its sensitivity.\r\n */\r\n @serialize()\r\n public angularSensibility = 1000.0;\r\n\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _rollObserver: Nullable<Observer<Scene>>;\r\n private _previousPosition: Nullable<{ x: number; y: number }> = null;\r\n private _noPreventDefault: boolean | undefined;\r\n private _element: HTMLElement;\r\n\r\n /**\r\n * Listen to mouse events to control the camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\n constructor() {}\r\n\r\n /**\r\n * Attach the mouse control to the HTML DOM element.\r\n * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n // eslint-disable-next-line prefer-rest-params\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n this._noPreventDefault = noPreventDefault;\r\n\r\n this._observer = this.camera.getScene()._inputManager._addCameraPointerObserver(\r\n (p: any) => {\r\n this._pointerInput(p);\r\n },\r\n PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE\r\n );\r\n\r\n // Correct Roll by rate, if enabled.\r\n this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(() => {\r\n if (this.camera.rollCorrect) {\r\n this.camera.restoreRoll(this.camera.rollCorrect);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._observer) {\r\n this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);\r\n\r\n this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);\r\n\r\n this._observer = null;\r\n this._rollObserver = null;\r\n this._previousPosition = null;\r\n this._noPreventDefault = undefined;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name.\r\n */\r\n public getClassName(): string {\r\n return \"FlyCameraMouseInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input's friendly name.\r\n */\r\n public getSimpleName(): string {\r\n return \"mouse\";\r\n }\r\n\r\n // Track mouse movement, when the pointer is not locked.\r\n private _pointerInput(p: any): void {\r\n const e = <IPointerEvent>p.event;\r\n\r\n const camera = this.camera;\r\n const engine = camera.getEngine();\r\n\r\n if (!this.touchEnabled && e.pointerType === \"touch\") {\r\n return;\r\n }\r\n\r\n // Mouse is moved but an unknown mouse button is pressed.\r\n if (p.type !== PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {\r\n return;\r\n }\r\n\r\n const srcElement = <HTMLElement>e.target;\r\n\r\n // Mouse down.\r\n if (p.type === PointerEventTypes.POINTERDOWN) {\r\n try {\r\n srcElement?.setPointerCapture(e.pointerId);\r\n } catch (e) {\r\n // Nothing to do with the error. Execution continues.\r\n }\r\n\r\n this._previousPosition = {\r\n x: e.clientX,\r\n y: e.clientY,\r\n };\r\n\r\n this.activeButton = e.button;\r\n\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n this._element.focus();\r\n }\r\n\r\n // This is required to move while pointer button is down\r\n if (engine.isPointerLock) {\r\n this._onMouseMove(p.event);\r\n }\r\n }\r\n // Mouse up.\r\n else if (p.type === PointerEventTypes.POINTERUP) {\r\n try {\r\n srcElement?.releasePointerCapture(e.pointerId);\r\n } catch (e) {\r\n // Nothing to do with the error. Execution continues.\r\n }\r\n\r\n this.activeButton = -1;\r\n\r\n this._previousPosition = null;\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n // Mouse move.\r\n else if (p.type === PointerEventTypes.POINTERMOVE) {\r\n if (!this._previousPosition) {\r\n if (engine.isPointerLock) {\r\n this._onMouseMove(p.event);\r\n }\r\n\r\n return;\r\n }\r\n\r\n const offsetX = e.clientX - this._previousPosition.x;\r\n const offsetY = e.clientY - this._previousPosition.y;\r\n\r\n this._rotateCamera(offsetX, offsetY);\r\n\r\n this._previousPosition = {\r\n x: e.clientX,\r\n y: e.clientY,\r\n };\r\n\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n }\r\n\r\n // Track mouse movement, when pointer is locked.\r\n private _onMouseMove(e: any): void {\r\n const camera = this.camera;\r\n const engine = camera.getEngine();\r\n\r\n if (!engine.isPointerLock) {\r\n return;\r\n }\r\n\r\n const offsetX = e.movementX;\r\n const offsetY = e.movementY;\r\n\r\n this._rotateCamera(offsetX, offsetY);\r\n\r\n this._previousPosition = null;\r\n\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n\r\n /**\r\n * Rotate camera by mouse offset.\r\n * @param offsetX\r\n * @param offsetY\r\n */\r\n private _rotateCamera(offsetX: number, offsetY: number): void {\r\n const camera = this.camera;\r\n const handednessMultiplier = camera._calculateHandednessMultiplier();\r\n\r\n offsetX *= handednessMultiplier;\r\n\r\n const x = offsetX / this.angularSensibility;\r\n const y = offsetY / this.angularSensibility;\r\n\r\n // Initialize to current rotation.\r\n const currentRotation = Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);\r\n let rotationChange: Quaternion;\r\n\r\n // Pitch.\r\n if (\r\n this.buttonsPitch.some((v) => {\r\n return v === this.activeButton;\r\n })\r\n ) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.X, y);\r\n // Apply Pitch to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n\r\n // Yaw.\r\n if (\r\n this.buttonsYaw.some((v) => {\r\n return v === this.activeButton;\r\n })\r\n ) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Y, x);\r\n // Apply Yaw to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n\r\n // Add Roll, if banked turning is enabled, within Roll limit.\r\n const limit = camera.bankedTurnLimit + camera._trackRoll; // Defaults to 90° plus manual roll.\r\n if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {\r\n const bankingDelta = camera.bankedTurnMultiplier * -x;\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Z, bankingDelta);\r\n // Apply Yaw to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n }\r\n\r\n // Roll.\r\n if (\r\n this.buttonsRoll.some((v) => {\r\n return v === this.activeButton;\r\n })\r\n ) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Z, -x);\r\n // Track Rolling.\r\n camera._trackRoll -= x;\r\n // Apply Pitch to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n\r\n // Apply rotationQuaternion to Euler camera.rotation.\r\n currentRotation.toEulerAnglesToRef(camera.rotation);\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FlyCameraMouseInput\"] = FlyCameraMouseInput;\r\n"]}
1
+ {"version":3,"file":"flyCameraMouseInput.js","sourceRoot":"","sources":["../../../../../dev/core/src/Cameras/Inputs/flyCameraMouseInput.ts"],"names":[],"mappings":";AACA,OAAO,EAAE,SAAS,EAAE,MAAM,uBAAuB,CAAC;AAGlD,OAAO,EAAE,gBAAgB,EAAE,MAAM,mCAAmC,CAAC;AAGrE,OAAO,EAAE,iBAAiB,EAAE,MAAM,4BAA4B,CAAC;AAE/D,OAAO,EAAE,UAAU,EAAE,MAAM,yBAAyB,CAAC;AACrD,OAAO,EAAE,IAAI,EAAE,MAAM,uBAAuB,CAAC;AAC7C,OAAO,EAAE,KAAK,EAAE,MAAM,kBAAkB,CAAC;AAEzC;;;GAGG;AACH,MAAM,OAAO,mBAAmB;IAqD5B;;;OAGG;IACH;QA9CA;;WAEG;QAEI,YAAO,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAE3B;;WAEG;QACI,eAAU,GAAa,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAEzC;;WAEG;QACI,iBAAY,GAAa,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAE3C;;WAEG;QACI,gBAAW,GAAa,CAAC,CAAC,CAAC,CAAC;QAEnC;;;;;;WAMG;QACI,iBAAY,GAAW,CAAC,CAAC,CAAC;QAEjC;;;WAGG;QAEI,uBAAkB,GAAG,MAAM,CAAC;QAI3B,sBAAiB,GAAuC,IAAI,CAAC;IAOtD,CAAC;IAEhB;;;OAGG;IACI,aAAa,CAAC,gBAA0B;QAC3C,8CAA8C;QAC9C,gBAAgB,GAAG,KAAK,CAAC,gCAAgC,CAAC,SAAS,CAAC,CAAC;QACrE,IAAI,CAAC,iBAAiB,GAAG,gBAAgB,CAAC;QAE1C,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,QAAQ,EAAE,CAAC,aAAa,CAAC,yBAAyB,CAC3E,CAAC,CAAM,EAAE,EAAE;YACP,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC;QAC1B,CAAC,EACD,iBAAiB,CAAC,WAAW,GAAG,iBAAiB,CAAC,SAAS,GAAG,iBAAiB,CAAC,WAAW,CAC9F,CAAC;QAEF,oCAAoC;QACpC,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,MAAM,CAAC,QAAQ,EAAE,CAAC,wBAAwB,CAAC,GAAG,CAAC,GAAG,EAAE;YAC1E,IAAI,IAAI,CAAC,MAAM,CAAC,WAAW,EAAE;gBACzB,IAAI,CAAC,MAAM,CAAC,WAAW,CAAC,IAAI,CAAC,MAAM,CAAC,WAAW,CAAC,CAAC;aACpD;QACL,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;OAEG;IACI,aAAa;QAChB,IAAI,IAAI,CAAC,SAAS,EAAE;YAChB,IAAI,CAAC,MAAM,CAAC,QAAQ,EAAE,CAAC,aAAa,CAAC,4BAA4B,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;YAElF,IAAI,CAAC,MAAM,CAAC,QAAQ,EAAE,CAAC,wBAAwB,CAAC,MAAM,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;YAE3E,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;YACtB,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;YAC1B,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC;YAC9B,IAAI,CAAC,iBAAiB,GAAG,SAAS,CAAC;SACtC;IACL,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,qBAAqB,CAAC;IACjC,CAAC;IAED;;;OAGG;IACI,aAAa;QAChB,OAAO,OAAO,CAAC;IACnB,CAAC;IAED,wDAAwD;IAChD,aAAa,CAAC,CAAM;QACxB,MAAM,CAAC,GAAkB,CAAC,CAAC,KAAK,CAAC;QAEjC,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QAC3B,MAAM,MAAM,GAAG,MAAM,CAAC,SAAS,EAAE,CAAC;QAElC,IAAI,CAAC,IAAI,CAAC,YAAY,IAAI,CAAC,CAAC,WAAW,KAAK,OAAO,EAAE;YACjD,OAAO;SACV;QAED,yDAAyD;QACzD,IAAI,CAAC,CAAC,IAAI,KAAK,iBAAiB,CAAC,WAAW,IAAI,IAAI,CAAC,OAAO,CAAC,OAAO,CAAC,CAAC,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC,EAAE;YACnF,OAAO;SACV;QAED,MAAM,UAAU,GAAgB,CAAC,CAAC,MAAM,CAAC;QAEzC,cAAc;QACd,IAAI,CAAC,CAAC,IAAI,KAAK,iBAAiB,CAAC,WAAW,EAAE;YAC1C,IAAI;gBACA,UAAU,EAAE,iBAAiB,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC;aAC9C;YAAC,OAAO,CAAC,EAAE;gBACR,qDAAqD;aACxD;YAED,IAAI,CAAC,iBAAiB,GAAG;gBACrB,CAAC,EAAE,CAAC,CAAC,OAAO;gBACZ,CAAC,EAAE,CAAC,CAAC,OAAO;aACf,CAAC;YAEF,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC,MAAM,CAAC;YAE7B,IAAI,CAAC,IAAI,CAAC,iBAAiB,EAAE;gBACzB,CAAC,CAAC,cAAc,EAAE,CAAC;aACtB;YAED,wDAAwD;YACxD,IAAI,MAAM,CAAC,aAAa,EAAE;gBACtB,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC;aAC9B;SACJ;QACD,YAAY;aACP,IAAI,CAAC,CAAC,IAAI,KAAK,iBAAiB,CAAC,SAAS,EAAE;YAC7C,IAAI;gBACA,UAAU,EAAE,qBAAqB,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC;aAClD;YAAC,OAAO,CAAC,EAAE;gBACR,qDAAqD;aACxD;YAED,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC,CAAC;YAEvB,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC;YAC9B,IAAI,CAAC,IAAI,CAAC,iBAAiB,EAAE;gBACzB,CAAC,CAAC,cAAc,EAAE,CAAC;aACtB;SACJ;QACD,cAAc;aACT,IAAI,CAAC,CAAC,IAAI,KAAK,iBAAiB,CAAC,WAAW,EAAE;YAC/C,IAAI,CAAC,IAAI,CAAC,iBAAiB,EAAE;gBACzB,IAAI,MAAM,CAAC,aAAa,EAAE;oBACtB,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC;iBAC9B;gBAED,OAAO;aACV;YAED,MAAM,OAAO,GAAG,CAAC,CAAC,OAAO,GAAG,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC;YACrD,MAAM,OAAO,GAAG,CAAC,CAAC,OAAO,GAAG,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC;YAErD,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,OAAO,CAAC,CAAC;YAErC,IAAI,CAAC,iBAAiB,GAAG;gBACrB,CAAC,EAAE,CAAC,CAAC,OAAO;gBACZ,CAAC,EAAE,CAAC,CAAC,OAAO;aACf,CAAC;YAEF,IAAI,CAAC,IAAI,CAAC,iBAAiB,EAAE;gBACzB,CAAC,CAAC,cAAc,EAAE,CAAC;aACtB;SACJ;IACL,CAAC;IAED,gDAAgD;IACxC,YAAY,CAAC,CAAM;QACvB,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QAC3B,MAAM,MAAM,GAAG,MAAM,CAAC,SAAS,EAAE,CAAC;QAElC,IAAI,CAAC,MAAM,CAAC,aAAa,EAAE;YACvB,OAAO;SACV;QAED,MAAM,OAAO,GAAG,CAAC,CAAC,SAAS,CAAC;QAC5B,MAAM,OAAO,GAAG,CAAC,CAAC,SAAS,CAAC;QAE5B,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,OAAO,CAAC,CAAC;QAErC,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC;QAE9B,IAAI,CAAC,IAAI,CAAC,iBAAiB,EAAE;YACzB,CAAC,CAAC,cAAc,EAAE,CAAC;SACtB;IACL,CAAC;IAED;;;;OAIG;IACK,aAAa,CAAC,OAAe,EAAE,OAAe;QAClD,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QAC3B,MAAM,oBAAoB,GAAG,MAAM,CAAC,8BAA8B,EAAE,CAAC;QAErE,OAAO,IAAI,oBAAoB,CAAC;QAEhC,MAAM,CAAC,GAAG,OAAO,GAAG,IAAI,CAAC,kBAAkB,CAAC;QAC5C,MAAM,CAAC,GAAG,OAAO,GAAG,IAAI,CAAC,kBAAkB,CAAC;QAE5C,kCAAkC;QAClC,MAAM,eAAe,GAAG,UAAU,CAAC,oBAAoB,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC,EAAE,MAAM,CAAC,QAAQ,CAAC,CAAC,EAAE,MAAM,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QACjH,IAAI,cAA0B,CAAC;QAE/B,SAAS;QACT,IACI,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE;YACzB,OAAO,CAAC,KAAK,IAAI,CAAC,YAAY,CAAC;QACnC,CAAC,CAAC,EACJ;YACE,2CAA2C;YAC3C,cAAc,GAAG,UAAU,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;YACpD,6BAA6B;YAC7B,eAAe,CAAC,eAAe,CAAC,cAAc,CAAC,CAAC;SACnD;QAED,OAAO;QACP,IACI,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE;YACvB,OAAO,CAAC,KAAK,IAAI,CAAC,YAAY,CAAC;QACnC,CAAC,CAAC,EACJ;YACE,2CAA2C;YAC3C,cAAc,GAAG,UAAU,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;YACpD,2BAA2B;YAC3B,eAAe,CAAC,eAAe,CAAC,cAAc,CAAC,CAAC;YAEhD,6DAA6D;YAC7D,MAAM,KAAK,GAAG,MAAM,CAAC,eAAe,GAAG,MAAM,CAAC,UAAU,CAAC,CAAC,oCAAoC;YAC9F,IAAI,MAAM,CAAC,UAAU,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,QAAQ,CAAC,CAAC,IAAI,MAAM,CAAC,QAAQ,CAAC,CAAC,GAAG,KAAK,EAAE;gBAC9E,MAAM,YAAY,GAAG,MAAM,CAAC,oBAAoB,GAAG,CAAC,CAAC,CAAC;gBACtD,2CAA2C;gBAC3C,cAAc,GAAG,UAAU,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC,EAAE,YAAY,CAAC,CAAC;gBAC/D,2BAA2B;gBAC3B,eAAe,CAAC,eAAe,CAAC,cAAc,CAAC,CAAC;aACnD;SACJ;QAED,QAAQ;QACR,IACI,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE;YACxB,OAAO,CAAC,KAAK,IAAI,CAAC,YAAY,CAAC;QACnC,CAAC,CAAC,EACJ;YACE,2CAA2C;YAC3C,cAAc,GAAG,UAAU,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;YACrD,iBAAiB;YACjB,MAAM,CAAC,UAAU,IAAI,CAAC,CAAC;YACvB,6BAA6B;YAC7B,eAAe,CAAC,eAAe,CAAC,cAAc,CAAC,CAAC;SACnD;QAED,qDAAqD;QACrD,eAAe,CAAC,kBAAkB,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC;IACxD,CAAC;CACJ;AAjRU;IADN,SAAS,EAAE;oDACe;AA+BpB;IADN,SAAS,EAAE;+DACuB;AAoPjC,gBAAiB,CAAC,qBAAqB,CAAC,GAAG,mBAAmB,CAAC","sourcesContent":["import type { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { FlyCamera } from \"../../Cameras/flyCamera\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Quaternion } from \"../../Maths/math.vector\";\r\nimport { Axis } from \"../../Maths/math.axis\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n/**\r\n * Listen to mouse events to control the camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FlyCameraMouseInput implements ICameraInput<FlyCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FlyCamera;\r\n\r\n /**\r\n * Defines if touch is enabled. (Default is true.)\r\n */\r\n public touchEnabled: boolean;\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera rotation.\r\n */\r\n @serialize()\r\n public buttons = [0, 1, 2];\r\n\r\n /**\r\n * Assign buttons for Yaw control.\r\n */\r\n public buttonsYaw: number[] = [-1, 0, 1];\r\n\r\n /**\r\n * Assign buttons for Pitch control.\r\n */\r\n public buttonsPitch: number[] = [-1, 0, 1];\r\n\r\n /**\r\n * Assign buttons for Roll control.\r\n */\r\n public buttonsRoll: number[] = [2];\r\n\r\n /**\r\n * Detect if any button is being pressed while mouse is moved.\r\n * -1 = Mouse locked.\r\n * 0 = Left button.\r\n * 1 = Middle Button.\r\n * 2 = Right Button.\r\n */\r\n public activeButton: number = -1;\r\n\r\n /**\r\n * Defines the pointer's angular sensibility, to control the camera rotation speed.\r\n * Higher values reduce its sensitivity.\r\n */\r\n @serialize()\r\n public angularSensibility = 1000.0;\r\n\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _rollObserver: Nullable<Observer<Scene>>;\r\n private _previousPosition: Nullable<{ x: number; y: number }> = null;\r\n private _noPreventDefault: boolean | undefined;\r\n\r\n /**\r\n * Listen to mouse events to control the camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\n constructor() {}\r\n\r\n /**\r\n * Attach the mouse control to the HTML DOM element.\r\n * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n // eslint-disable-next-line prefer-rest-params\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n this._noPreventDefault = noPreventDefault;\r\n\r\n this._observer = this.camera.getScene()._inputManager._addCameraPointerObserver(\r\n (p: any) => {\r\n this._pointerInput(p);\r\n },\r\n PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE\r\n );\r\n\r\n // Correct Roll by rate, if enabled.\r\n this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(() => {\r\n if (this.camera.rollCorrect) {\r\n this.camera.restoreRoll(this.camera.rollCorrect);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._observer) {\r\n this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);\r\n\r\n this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);\r\n\r\n this._observer = null;\r\n this._rollObserver = null;\r\n this._previousPosition = null;\r\n this._noPreventDefault = undefined;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name.\r\n */\r\n public getClassName(): string {\r\n return \"FlyCameraMouseInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input's friendly name.\r\n */\r\n public getSimpleName(): string {\r\n return \"mouse\";\r\n }\r\n\r\n // Track mouse movement, when the pointer is not locked.\r\n private _pointerInput(p: any): void {\r\n const e = <IPointerEvent>p.event;\r\n\r\n const camera = this.camera;\r\n const engine = camera.getEngine();\r\n\r\n if (!this.touchEnabled && e.pointerType === \"touch\") {\r\n return;\r\n }\r\n\r\n // Mouse is moved but an unknown mouse button is pressed.\r\n if (p.type !== PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {\r\n return;\r\n }\r\n\r\n const srcElement = <HTMLElement>e.target;\r\n\r\n // Mouse down.\r\n if (p.type === PointerEventTypes.POINTERDOWN) {\r\n try {\r\n srcElement?.setPointerCapture(e.pointerId);\r\n } catch (e) {\r\n // Nothing to do with the error. Execution continues.\r\n }\r\n\r\n this._previousPosition = {\r\n x: e.clientX,\r\n y: e.clientY,\r\n };\r\n\r\n this.activeButton = e.button;\r\n\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n\r\n // This is required to move while pointer button is down\r\n if (engine.isPointerLock) {\r\n this._onMouseMove(p.event);\r\n }\r\n }\r\n // Mouse up.\r\n else if (p.type === PointerEventTypes.POINTERUP) {\r\n try {\r\n srcElement?.releasePointerCapture(e.pointerId);\r\n } catch (e) {\r\n // Nothing to do with the error. Execution continues.\r\n }\r\n\r\n this.activeButton = -1;\r\n\r\n this._previousPosition = null;\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n // Mouse move.\r\n else if (p.type === PointerEventTypes.POINTERMOVE) {\r\n if (!this._previousPosition) {\r\n if (engine.isPointerLock) {\r\n this._onMouseMove(p.event);\r\n }\r\n\r\n return;\r\n }\r\n\r\n const offsetX = e.clientX - this._previousPosition.x;\r\n const offsetY = e.clientY - this._previousPosition.y;\r\n\r\n this._rotateCamera(offsetX, offsetY);\r\n\r\n this._previousPosition = {\r\n x: e.clientX,\r\n y: e.clientY,\r\n };\r\n\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n }\r\n\r\n // Track mouse movement, when pointer is locked.\r\n private _onMouseMove(e: any): void {\r\n const camera = this.camera;\r\n const engine = camera.getEngine();\r\n\r\n if (!engine.isPointerLock) {\r\n return;\r\n }\r\n\r\n const offsetX = e.movementX;\r\n const offsetY = e.movementY;\r\n\r\n this._rotateCamera(offsetX, offsetY);\r\n\r\n this._previousPosition = null;\r\n\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n\r\n /**\r\n * Rotate camera by mouse offset.\r\n * @param offsetX\r\n * @param offsetY\r\n */\r\n private _rotateCamera(offsetX: number, offsetY: number): void {\r\n const camera = this.camera;\r\n const handednessMultiplier = camera._calculateHandednessMultiplier();\r\n\r\n offsetX *= handednessMultiplier;\r\n\r\n const x = offsetX / this.angularSensibility;\r\n const y = offsetY / this.angularSensibility;\r\n\r\n // Initialize to current rotation.\r\n const currentRotation = Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);\r\n let rotationChange: Quaternion;\r\n\r\n // Pitch.\r\n if (\r\n this.buttonsPitch.some((v) => {\r\n return v === this.activeButton;\r\n })\r\n ) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.X, y);\r\n // Apply Pitch to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n\r\n // Yaw.\r\n if (\r\n this.buttonsYaw.some((v) => {\r\n return v === this.activeButton;\r\n })\r\n ) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Y, x);\r\n // Apply Yaw to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n\r\n // Add Roll, if banked turning is enabled, within Roll limit.\r\n const limit = camera.bankedTurnLimit + camera._trackRoll; // Defaults to 90° plus manual roll.\r\n if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {\r\n const bankingDelta = camera.bankedTurnMultiplier * -x;\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Z, bankingDelta);\r\n // Apply Yaw to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n }\r\n\r\n // Roll.\r\n if (\r\n this.buttonsRoll.some((v) => {\r\n return v === this.activeButton;\r\n })\r\n ) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Z, -x);\r\n // Track Rolling.\r\n camera._trackRoll -= x;\r\n // Apply Pitch to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n\r\n // Apply rotationQuaternion to Euler camera.rotation.\r\n currentRotation.toEulerAnglesToRef(camera.rotation);\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FlyCameraMouseInput\"] = FlyCameraMouseInput;\r\n"]}
@@ -238,6 +238,10 @@ export declare class ArcRotateCamera extends TargetCamera {
238
238
  * Define if double tap/click is used to restore the previously saved state of the camera.
239
239
  */
240
240
  useInputToRestoreState: boolean;
241
+ /**
242
+ * Factor for restoring information interpolation. default is 0 = off. Any value \< 0 or \> 1 will disable interpolation.
243
+ */
244
+ restoreStateInterpolationFactor: number;
241
245
  /** @internal */
242
246
  _viewMatrix: Matrix;
243
247
  /** @internal */
@@ -260,6 +264,7 @@ export declare class ArcRotateCamera extends TargetCamera {
260
264
  */
261
265
  mapPanning: boolean;
262
266
  private _bouncingBehavior;
267
+ private _progressiveRestore;
263
268
  /**
264
269
  * Gets the bouncing behavior of the camera if it has been enabled.
265
270
  * @see https://doc.babylonjs.com/features/featuresDeepDive/behaviors/cameraBehaviors#bouncing-behavior
@@ -492,6 +492,10 @@ export class ArcRotateCamera extends TargetCamera {
492
492
  * Define if double tap/click is used to restore the previously saved state of the camera.
493
493
  */
494
494
  this.useInputToRestoreState = true;
495
+ /**
496
+ * Factor for restoring information interpolation. default is 0 = off. Any value \< 0 or \> 1 will disable interpolation.
497
+ */
498
+ this.restoreStateInterpolationFactor = 0;
495
499
  /** @internal */
496
500
  this._viewMatrix = new Matrix();
497
501
  /**
@@ -503,6 +507,8 @@ export class ArcRotateCamera extends TargetCamera {
503
507
  * Defines if camera will eliminate transform on y axis.
504
508
  */
505
509
  this.mapPanning = false;
510
+ // restoring state progressively
511
+ this._progressiveRestore = false;
506
512
  /**
507
513
  * Observable triggered when the transform node target has been changed on the camera.
508
514
  */
@@ -621,6 +627,15 @@ export class ArcRotateCamera extends TargetCamera {
621
627
  * Restored camera state. You must call storeState() first
622
628
  */
623
629
  _restoreStateValues() {
630
+ if (this.hasStateStored() && this.restoreStateInterpolationFactor > Epsilon && this.restoreStateInterpolationFactor < 1) {
631
+ this._progressiveRestore = true;
632
+ this.inertialAlphaOffset = 0;
633
+ this.inertialBetaOffset = 0;
634
+ this.inertialRadiusOffset = 0;
635
+ this.inertialPanningX = 0;
636
+ this.inertialPanningY = 0;
637
+ return true;
638
+ }
624
639
  if (!super._restoreStateValues()) {
625
640
  return false;
626
641
  }
@@ -695,6 +710,33 @@ export class ArcRotateCamera extends TargetCamera {
695
710
  return;
696
711
  }
697
712
  this.inputs.checkInputs();
713
+ // progressive restore
714
+ if (this._progressiveRestore) {
715
+ const dt = this._scene.getEngine().getDeltaTime() / 1000;
716
+ const t = 1 - Math.pow(2, -dt / this.restoreStateInterpolationFactor);
717
+ const mod = 2 * Math.PI;
718
+ // can't use tmp vector here because of assignment
719
+ this.setTarget(Vector3.Lerp(this.getTarget(), this._storedTarget, t));
720
+ this.alpha %= mod;
721
+ this.beta %= mod;
722
+ this.alpha += ((this._storedAlpha % mod) - this.alpha) * t;
723
+ this.beta += ((this._storedBeta % mod) - this.beta) * t;
724
+ this.radius += (this._storedRadius - this.radius) * t;
725
+ Vector2.LerpToRef(this.targetScreenOffset, this._storedTargetScreenOffset, t, this.targetScreenOffset);
726
+ // stop restoring when wihtin close range or when user starts interacting
727
+ if ((Vector3.DistanceSquared(this.getTarget(), this._storedTarget) < Epsilon &&
728
+ Math.pow((this._storedAlpha % mod) - (this.alpha % mod), 2) < Epsilon &&
729
+ Math.pow((this._storedBeta % mod) - (this.beta % mod), 2) < Epsilon &&
730
+ Math.pow(this._storedRadius - this.radius, 2) < Epsilon &&
731
+ Vector2.Distance(this.targetScreenOffset, this._storedTargetScreenOffset) < Epsilon) ||
732
+ this.inertialAlphaOffset !== 0 ||
733
+ this.inertialBetaOffset !== 0 ||
734
+ this.inertialRadiusOffset !== 0 ||
735
+ this.inertialPanningX !== 0 ||
736
+ this.inertialPanningY !== 0) {
737
+ this._progressiveRestore = false;
738
+ }
739
+ }
698
740
  // Inertia
699
741
  if (this.inertialAlphaOffset !== 0 || this.inertialBetaOffset !== 0 || this.inertialRadiusOffset !== 0) {
700
742
  const directionModifier = this.invertRotation ? -1 : 1;
@@ -1135,6 +1177,9 @@ __decorate([
1135
1177
  __decorate([
1136
1178
  serialize()
1137
1179
  ], ArcRotateCamera.prototype, "useInputToRestoreState", void 0);
1180
+ __decorate([
1181
+ serialize()
1182
+ ], ArcRotateCamera.prototype, "restoreStateInterpolationFactor", void 0);
1138
1183
  // Register Class Name
1139
1184
  RegisterClass("BABYLON.ArcRotateCamera", ArcRotateCamera);
1140
1185
  //# sourceMappingURL=arcRotateCamera.js.map