@babylonjs/core 7.5.0 → 7.6.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (230) hide show
  1. package/Audio/sound.js +3 -0
  2. package/Audio/sound.js.map +1 -1
  3. package/Bones/bone.js +1 -1
  4. package/Bones/bone.js.map +1 -1
  5. package/Buffers/storageBuffer.d.ts +2 -2
  6. package/Buffers/storageBuffer.js.map +1 -1
  7. package/Cameras/arcRotateCamera.js +3 -0
  8. package/Cameras/arcRotateCamera.js.map +1 -1
  9. package/Cameras/camera.js +1 -1
  10. package/Cameras/camera.js.map +1 -1
  11. package/Cameras/flyCamera.js +3 -0
  12. package/Cameras/flyCamera.js.map +1 -1
  13. package/Cameras/followCamera.js +4 -0
  14. package/Cameras/followCamera.js.map +1 -1
  15. package/Cameras/freeCamera.js +3 -0
  16. package/Cameras/freeCamera.js.map +1 -1
  17. package/Engines/Extensions/index.d.ts +0 -3
  18. package/Engines/Extensions/index.js +0 -3
  19. package/Engines/Extensions/index.js.map +1 -1
  20. package/Engines/WebGPU/Extensions/index.d.ts +0 -3
  21. package/Engines/WebGPU/Extensions/index.js +0 -3
  22. package/Engines/WebGPU/Extensions/index.js.map +1 -1
  23. package/Engines/abstractEngine.d.ts +0 -51
  24. package/Engines/abstractEngine.js +7 -3
  25. package/Engines/abstractEngine.js.map +1 -1
  26. package/Engines/engine.js +5 -2
  27. package/Engines/engine.js.map +1 -1
  28. package/Engines/nativeEngine.js +2 -2
  29. package/Engines/nativeEngine.js.map +1 -1
  30. package/Engines/thinEngine.functions.d.ts +0 -10
  31. package/Engines/thinEngine.functions.js +0 -19
  32. package/Engines/thinEngine.functions.js.map +1 -1
  33. package/Engines/thinEngine.js +18 -1
  34. package/Engines/thinEngine.js.map +1 -1
  35. package/Engines/webgpuEngine.d.ts +54 -2
  36. package/Engines/webgpuEngine.js +147 -0
  37. package/Engines/webgpuEngine.js.map +1 -1
  38. package/Inputs/scene.inputManager.d.ts +1 -0
  39. package/Inputs/scene.inputManager.js +1 -0
  40. package/Inputs/scene.inputManager.js.map +1 -1
  41. package/Lights/directionalLight.js +3 -0
  42. package/Lights/directionalLight.js.map +1 -1
  43. package/Lights/hemisphericLight.js +3 -0
  44. package/Lights/hemisphericLight.js.map +1 -1
  45. package/Lights/light.js +1 -1
  46. package/Lights/light.js.map +1 -1
  47. package/Lights/pointLight.js +3 -0
  48. package/Lights/pointLight.js.map +1 -1
  49. package/Lights/spotLight.js +3 -0
  50. package/Lights/spotLight.js.map +1 -1
  51. package/Materials/Node/Blocks/Dual/clipPlanesBlock.d.ts +1 -1
  52. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
  53. package/Materials/Node/Blocks/Dual/currentScreenBlock.d.ts +1 -1
  54. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  55. package/Materials/Node/Blocks/Dual/fogBlock.d.ts +1 -1
  56. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  57. package/Materials/Node/Blocks/Dual/imageSourceBlock.d.ts +1 -1
  58. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +9 -3
  59. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  60. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.d.ts +1 -1
  61. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  62. package/Materials/Node/Blocks/Dual/sceneDepthBlock.d.ts +1 -1
  63. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  64. package/Materials/Node/Blocks/Dual/textureBlock.d.ts +2 -2
  65. package/Materials/Node/Blocks/Dual/textureBlock.js +13 -3
  66. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  67. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +1 -1
  68. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  69. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.d.ts +1 -1
  70. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  71. package/Materials/Node/Blocks/Fragment/screenSizeBlock.d.ts +1 -1
  72. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
  73. package/Materials/Node/Blocks/Fragment/shadowMapBlock.d.ts +1 -1
  74. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
  75. package/Materials/Node/Blocks/Input/animatedInputBlockTypes.d.ts +2 -1
  76. package/Materials/Node/Blocks/Input/animatedInputBlockTypes.js +1 -0
  77. package/Materials/Node/Blocks/Input/animatedInputBlockTypes.js.map +1 -1
  78. package/Materials/Node/Blocks/Input/inputBlock.d.ts +1 -1
  79. package/Materials/Node/Blocks/Input/inputBlock.js +16 -0
  80. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  81. package/Materials/Node/Blocks/PBR/anisotropyBlock.d.ts +1 -1
  82. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  83. package/Materials/Node/Blocks/PBR/clearCoatBlock.d.ts +1 -1
  84. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  85. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.d.ts +1 -1
  86. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  87. package/Materials/Node/Blocks/PBR/reflectionBlock.d.ts +1 -1
  88. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  89. package/Materials/Node/Blocks/PBR/refractionBlock.d.ts +1 -1
  90. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  91. package/Materials/Node/Blocks/Vertex/lightInformationBlock.d.ts +1 -1
  92. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
  93. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.d.ts +1 -1
  94. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
  95. package/Materials/Node/Blocks/baseMathBlock.js +2 -4
  96. package/Materials/Node/Blocks/baseMathBlock.js.map +1 -1
  97. package/Materials/Node/Blocks/triPlanarBlock.d.ts +1 -1
  98. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  99. package/Materials/Node/Blocks/trigonometryBlock.d.ts +3 -1
  100. package/Materials/Node/Blocks/trigonometryBlock.js +6 -0
  101. package/Materials/Node/Blocks/trigonometryBlock.js.map +1 -1
  102. package/Materials/Node/nodeMaterial.d.ts +6 -3
  103. package/Materials/Node/nodeMaterial.js +9 -6
  104. package/Materials/Node/nodeMaterial.js.map +1 -1
  105. package/Materials/Node/nodeMaterialBlock.d.ts +1 -1
  106. package/Materials/Node/nodeMaterialBlock.js +1 -1
  107. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  108. package/Materials/Node/nodeMaterialBlockConnectionPoint.d.ts +34 -14
  109. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +87 -9
  110. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  111. package/Materials/Node/nodeMaterialBuildState.d.ts +1 -1
  112. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  113. package/Materials/Textures/Loaders/ktxTextureLoader.js +1 -1
  114. package/Materials/Textures/Loaders/ktxTextureLoader.js.map +1 -1
  115. package/Materials/Textures/htmlElementTexture.d.ts +0 -1
  116. package/Materials/Textures/htmlElementTexture.js +7 -2
  117. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  118. package/Materials/Textures/videoTexture.js +4 -2
  119. package/Materials/Textures/videoTexture.js.map +1 -1
  120. package/Materials/effect.functions.d.ts +1 -1
  121. package/Materials/effect.functions.js +4 -4
  122. package/Materials/effect.functions.js.map +1 -1
  123. package/Materials/effect.js +1 -1
  124. package/Materials/effect.js.map +1 -1
  125. package/Materials/effect.webgl.functions.js +2 -2
  126. package/Materials/effect.webgl.functions.js.map +1 -1
  127. package/Materials/imageProcessingConfiguration.js +3 -0
  128. package/Materials/imageProcessingConfiguration.js.map +1 -1
  129. package/Materials/materialPluginBase.js +3 -0
  130. package/Materials/materialPluginBase.js.map +1 -1
  131. package/Materials/shaderMaterial.js +18 -8
  132. package/Materials/shaderMaterial.js.map +1 -1
  133. package/Maths/math.color.d.ts +85 -82
  134. package/Maths/math.color.js +34 -27
  135. package/Maths/math.color.js.map +1 -1
  136. package/Maths/math.vector.d.ts +202 -202
  137. package/Maths/math.vector.js +133 -130
  138. package/Maths/math.vector.js.map +1 -1
  139. package/Maths/tensor.d.ts +44 -42
  140. package/Maths/tensor.js.map +1 -1
  141. package/Meshes/Compression/dracoCompression.d.ts +7 -0
  142. package/Meshes/Compression/dracoCompression.js +14 -0
  143. package/Meshes/Compression/dracoCompression.js.map +1 -1
  144. package/Meshes/instancedMesh.js +3 -0
  145. package/Meshes/instancedMesh.js.map +1 -1
  146. package/Meshes/transformNode.js +1 -1
  147. package/Meshes/transformNode.js.map +1 -1
  148. package/Misc/dumpTools.js +11 -0
  149. package/Misc/dumpTools.js.map +1 -1
  150. package/Misc/fileTools.d.ts +9 -9
  151. package/Misc/fileTools.js +17 -15
  152. package/Misc/fileTools.js.map +1 -1
  153. package/Misc/tools.d.ts +5 -0
  154. package/Misc/tools.js +9 -0
  155. package/Misc/tools.js.map +1 -1
  156. package/Misc/typeStore.d.ts +4 -0
  157. package/Misc/typeStore.js +11 -0
  158. package/Misc/typeStore.js.map +1 -1
  159. package/NOTICE.md +8 -0
  160. package/Particles/baseParticleSystem.js +3 -0
  161. package/Particles/baseParticleSystem.js.map +1 -1
  162. package/Particles/computeShaderParticleSystem.d.ts +2 -2
  163. package/Particles/computeShaderParticleSystem.js.map +1 -1
  164. package/Physics/v1/Plugins/ammoJSPlugin.js +39 -10
  165. package/Physics/v1/Plugins/ammoJSPlugin.js.map +1 -1
  166. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +3 -0
  167. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  168. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +4 -0
  169. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
  170. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.d.ts +7 -0
  171. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js +40 -20
  172. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js.map +1 -1
  173. package/Rendering/prePassRenderer.js +3 -0
  174. package/Rendering/prePassRenderer.js.map +1 -1
  175. package/Shaders/ShadersInclude/screenSpaceRayTrace.js +8 -0
  176. package/Shaders/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
  177. package/Shaders/fluidRenderingRender.fragment.js +11 -2
  178. package/Shaders/fluidRenderingRender.fragment.js.map +1 -1
  179. package/Shaders/screenSpaceReflection2.fragment.js +7 -1
  180. package/Shaders/screenSpaceReflection2.fragment.js.map +1 -1
  181. package/Shaders/sprites.fragment.d.ts +2 -0
  182. package/Shaders/sprites.fragment.js +8 -1
  183. package/Shaders/sprites.fragment.js.map +1 -1
  184. package/Shaders/sprites.vertex.d.ts +2 -0
  185. package/Shaders/sprites.vertex.js +4 -0
  186. package/Shaders/sprites.vertex.js.map +1 -1
  187. package/Shaders/ssao2.fragment.js +1 -1
  188. package/Shaders/ssao2.fragment.js.map +1 -1
  189. package/Sprites/spriteManager.d.ts +3 -0
  190. package/Sprites/spriteManager.js +11 -0
  191. package/Sprites/spriteManager.js.map +1 -1
  192. package/Sprites/spriteRenderer.d.ts +11 -3
  193. package/Sprites/spriteRenderer.js +49 -32
  194. package/Sprites/spriteRenderer.js.map +1 -1
  195. package/XR/features/WebXRNearInteraction.d.ts +6 -0
  196. package/XR/features/WebXRNearInteraction.js +14 -2
  197. package/XR/features/WebXRNearInteraction.js.map +1 -1
  198. package/XR/webXRManagedOutputCanvas.d.ts +2 -0
  199. package/XR/webXRManagedOutputCanvas.js +14 -6
  200. package/XR/webXRManagedOutputCanvas.js.map +1 -1
  201. package/abstractScene.js +3 -0
  202. package/abstractScene.js.map +1 -1
  203. package/assets/glslang/glslang.js +113 -0
  204. package/assets/glslang/glslang.wasm +0 -0
  205. package/assets/twgsl/twgsl.js +53 -0
  206. package/assets/twgsl/twgsl.wasm +0 -0
  207. package/node.d.ts +2 -1
  208. package/node.js +5 -1
  209. package/node.js.map +1 -1
  210. package/package.json +1 -1
  211. package/scene.js +3 -0
  212. package/scene.js.map +1 -1
  213. package/Engines/Extensions/engine.externalTexture.d.ts +0 -18
  214. package/Engines/Extensions/engine.externalTexture.js +0 -10
  215. package/Engines/Extensions/engine.externalTexture.js.map +0 -1
  216. package/Engines/Extensions/engine.storageBuffer.d.ts +0 -39
  217. package/Engines/Extensions/engine.storageBuffer.js +0 -16
  218. package/Engines/Extensions/engine.storageBuffer.js.map +0 -1
  219. package/Engines/Extensions/engine.textureSampler.d.ts +0 -12
  220. package/Engines/Extensions/engine.textureSampler.js +0 -6
  221. package/Engines/Extensions/engine.textureSampler.js.map +0 -1
  222. package/Engines/WebGPU/Extensions/engine.externalTexture.d.ts +0 -28
  223. package/Engines/WebGPU/Extensions/engine.externalTexture.js +0 -18
  224. package/Engines/WebGPU/Extensions/engine.externalTexture.js.map +0 -1
  225. package/Engines/WebGPU/Extensions/engine.storageBuffer.d.ts +0 -50
  226. package/Engines/WebGPU/Extensions/engine.storageBuffer.js +0 -88
  227. package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +0 -1
  228. package/Engines/WebGPU/Extensions/engine.textureSampler.d.ts +0 -22
  229. package/Engines/WebGPU/Extensions/engine.textureSampler.js +0 -9
  230. package/Engines/WebGPU/Extensions/engine.textureSampler.js.map +0 -1
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{ WebXRFeaturesManager, WebXRFeatureName } from \"../webXRFeaturesManager\";\r\nimport type { WebXRControllerPointerSelection } from \"./WebXRControllerPointerSelection\";\r\nimport type { WebXRSessionManager } from \"../webXRSessionManager\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { CreateSphere } from \"../../Meshes/Builders/sphereBuilder\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { WebXRInput } from \"../webXRInput\";\r\nimport type { WebXRInputSource } from \"../webXRInputSource\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { WebXRControllerComponent } from \"../motionController/webXRControllerComponent\";\r\nimport type { IndicesArray, Nullable } from \"../../types\";\r\nimport { Vector3, Quaternion, TmpVectors } from \"../../Maths/math.vector\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { PickingInfo } from \"../../Collisions/pickingInfo\";\r\nimport { WebXRAbstractFeature } from \"./WebXRAbstractFeature\";\r\nimport { UtilityLayerRenderer } from \"../../Rendering/utilityLayerRenderer\";\r\nimport type { WebXRAbstractMotionController } from \"../motionController/webXRAbstractMotionController\";\r\nimport { BoundingSphere } from \"../../Culling/boundingSphere\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { StandardMaterial } from \"../../Materials/standardMaterial\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport { NodeMaterial } from \"../../Materials/Node/nodeMaterial\";\r\nimport type { Material } from \"../../Materials/material\";\r\nimport { Animation } from \"../../Animations/animation\";\r\nimport { QuadraticEase, EasingFunction } from \"../../Animations/easing\";\r\n// side effects\r\nimport \"../../Meshes/subMesh.project\";\r\n\r\ntype ControllerData = {\r\n xrController?: WebXRInputSource;\r\n squeezeComponent?: WebXRControllerComponent;\r\n selectionComponent?: WebXRControllerComponent;\r\n onButtonChangedObserver?: Nullable<Observer<WebXRControllerComponent>>;\r\n onSqueezeButtonChangedObserver?: Nullable<Observer<WebXRControllerComponent>>;\r\n onFrameObserver?: Nullable<Observer<XRFrame>>;\r\n meshUnderPointer: Nullable<AbstractMesh>;\r\n nearInteractionTargetMesh: Nullable<AbstractMesh>;\r\n pick: Nullable<PickingInfo>;\r\n stalePick: Nullable<PickingInfo>;\r\n id: number;\r\n touchCollisionMesh: AbstractMesh;\r\n touchCollisionMeshFunction: (isTouch: boolean) => void;\r\n hydrateCollisionMeshFunction: (isHydration: boolean) => void;\r\n currentAnimationState: ControllerOrbAnimationState;\r\n grabRay: Ray;\r\n nearInteraction: boolean;\r\n hoverInteraction: boolean;\r\n grabInteraction: boolean;\r\n downTriggered: boolean;\r\n // event support\r\n eventListeners?: { [event in XREventType]?: (event: XRInputSourceEvent) => void };\r\n pickedPointVisualCue: AbstractMesh;\r\n _worldScaleObserver?: Nullable<Observer<{ previousScaleFactor: number; newScaleFactor: number }>>;\r\n};\r\n\r\n// Tracks the interaction animation state when using a motion controller with a near interaction orb\r\nenum ControllerOrbAnimationState {\r\n /**\r\n * Orb is invisible\r\n */\r\n DEHYDRATED,\r\n /**\r\n * Orb is visible and inside the hover range\r\n */\r\n HOVER,\r\n /**\r\n * Orb is visible and touching a near interaction target\r\n */\r\n TOUCH,\r\n}\r\n\r\n/**\r\n * Where should the near interaction mesh be attached to when using a motion controller for near interaction\r\n */\r\nexport enum WebXRNearControllerMode {\r\n /**\r\n * Motion controllers will not support near interaction\r\n */\r\n DISABLED = 0,\r\n /**\r\n * The interaction point for motion controllers will be inside of them\r\n */\r\n CENTERED_ON_CONTROLLER = 1,\r\n /**\r\n * The interaction point for motion controllers will be in front of the controller\r\n */\r\n CENTERED_IN_FRONT = 2,\r\n}\r\n\r\n/**\r\n * Options interface for the near interaction module\r\n */\r\nexport interface IWebXRNearInteractionOptions {\r\n /**\r\n * If provided, this scene will be used to render meshes.\r\n */\r\n customUtilityLayerScene?: Scene;\r\n /**\r\n * Should meshes created here be added to a utility layer or the main scene\r\n */\r\n useUtilityLayer?: boolean;\r\n /**\r\n * The xr input to use with this near interaction\r\n */\r\n xrInput: WebXRInput;\r\n /**\r\n * Enable near interaction on all controllers instead of switching between them\r\n */\r\n enableNearInteractionOnAllControllers?: boolean;\r\n /**\r\n * The preferred hand to give the near interaction to. This will be prioritized when the controller initialize.\r\n * If switch is enabled, it will still allow the user to switch between the different controllers\r\n */\r\n preferredHandedness?: XRHandedness;\r\n /**\r\n * Disable switching the near interaction from one controller to the other.\r\n * If the preferred hand is set it will be fixed on this hand, and if not it will be fixed on the first controller added to the scene\r\n */\r\n disableSwitchOnClick?: boolean;\r\n\r\n /**\r\n * Far interaction feature to toggle when near interaction takes precedence\r\n */\r\n farInteractionFeature?: WebXRControllerPointerSelection;\r\n\r\n /**\r\n * Near interaction mode for motion controllers\r\n */\r\n nearInteractionControllerMode?: WebXRNearControllerMode;\r\n\r\n /**\r\n * Optional material for the motion controller orb, if enabled\r\n */\r\n motionControllerOrbMaterial?: Material;\r\n}\r\n\r\n/**\r\n * A module that will enable near interaction near interaction for hands and motion controllers of XR Input Sources\r\n */\r\nexport class WebXRNearInteraction extends WebXRAbstractFeature {\r\n private static _IdCounter = 200;\r\n\r\n private _tmpRay: Ray = new Ray(new Vector3(), new Vector3());\r\n\r\n private _attachController = (xrController: WebXRInputSource) => {\r\n if (this._controllers[xrController.uniqueId]) {\r\n // already attached\r\n return;\r\n }\r\n // get two new meshes\r\n const { touchCollisionMesh, touchCollisionMeshFunction, hydrateCollisionMeshFunction } = this._generateNewTouchPointMesh();\r\n const selectionMesh = this._generateVisualCue();\r\n\r\n this._controllers[xrController.uniqueId] = {\r\n xrController,\r\n meshUnderPointer: null,\r\n nearInteractionTargetMesh: null,\r\n pick: null,\r\n stalePick: null,\r\n touchCollisionMesh,\r\n touchCollisionMeshFunction: touchCollisionMeshFunction,\r\n hydrateCollisionMeshFunction: hydrateCollisionMeshFunction,\r\n currentAnimationState: ControllerOrbAnimationState.DEHYDRATED,\r\n grabRay: new Ray(new Vector3(), new Vector3()),\r\n hoverInteraction: false,\r\n nearInteraction: false,\r\n grabInteraction: false,\r\n downTriggered: false,\r\n id: WebXRNearInteraction._IdCounter++,\r\n pickedPointVisualCue: selectionMesh,\r\n };\r\n\r\n this._controllers[xrController.uniqueId]._worldScaleObserver =\r\n this._controllers[xrController.uniqueId]._worldScaleObserver ||\r\n this._xrSessionManager.onWorldScaleFactorChangedObservable.add((values) => {\r\n if (values.newScaleFactor !== values.previousScaleFactor) {\r\n this._controllers[xrController.uniqueId].touchCollisionMesh.dispose();\r\n this._controllers[xrController.uniqueId].pickedPointVisualCue.dispose();\r\n\r\n const { touchCollisionMesh, touchCollisionMeshFunction, hydrateCollisionMeshFunction } = this._generateNewTouchPointMesh();\r\n this._controllers[xrController.uniqueId].touchCollisionMesh = touchCollisionMesh;\r\n this._controllers[xrController.uniqueId].touchCollisionMeshFunction = touchCollisionMeshFunction;\r\n this._controllers[xrController.uniqueId].hydrateCollisionMeshFunction = hydrateCollisionMeshFunction;\r\n this._controllers[xrController.uniqueId].pickedPointVisualCue = this._generateVisualCue();\r\n }\r\n });\r\n\r\n if (this._attachedController) {\r\n if (\r\n !this._options.enableNearInteractionOnAllControllers &&\r\n this._options.preferredHandedness &&\r\n xrController.inputSource.handedness === this._options.preferredHandedness\r\n ) {\r\n this._attachedController = xrController.uniqueId;\r\n }\r\n } else {\r\n if (!this._options.enableNearInteractionOnAllControllers) {\r\n this._attachedController = xrController.uniqueId;\r\n }\r\n }\r\n switch (xrController.inputSource.targetRayMode) {\r\n case \"tracked-pointer\":\r\n return this._attachNearInteractionMode(xrController);\r\n case \"gaze\":\r\n return null;\r\n case \"screen\":\r\n return null;\r\n }\r\n };\r\n\r\n private _controllers: {\r\n [controllerUniqueId: string]: ControllerData;\r\n } = {};\r\n private _scene: Scene;\r\n\r\n private _attachedController: string;\r\n\r\n private _farInteractionFeature: Nullable<WebXRControllerPointerSelection> = null;\r\n\r\n /**\r\n * The module's name\r\n */\r\n public static readonly Name = WebXRFeatureName.NEAR_INTERACTION;\r\n /**\r\n * The (Babylon) version of this module.\r\n * This is an integer representing the implementation version.\r\n * This number does not correspond to the WebXR specs version\r\n */\r\n public static readonly Version = 1;\r\n\r\n /**\r\n * default color of the selection ring\r\n */\r\n public selectionMeshDefaultColor: Color3 = new Color3(0.8, 0.8, 0.8);\r\n /**\r\n * This color will be applied to the selection ring when selection is triggered\r\n */\r\n public selectionMeshPickedColor: Color3 = new Color3(0.3, 0.3, 1.0);\r\n\r\n /**\r\n * constructs a new background remover module\r\n * @param _xrSessionManager the session manager for this module\r\n * @param _options read-only options to be used in this module\r\n */\r\n constructor(\r\n _xrSessionManager: WebXRSessionManager,\r\n private readonly _options: IWebXRNearInteractionOptions\r\n ) {\r\n super(_xrSessionManager);\r\n this._scene = this._xrSessionManager.scene;\r\n if (this._options.nearInteractionControllerMode === undefined) {\r\n this._options.nearInteractionControllerMode = WebXRNearControllerMode.CENTERED_IN_FRONT;\r\n }\r\n\r\n if (this._options.farInteractionFeature) {\r\n this._farInteractionFeature = this._options.farInteractionFeature;\r\n }\r\n }\r\n\r\n /**\r\n * Attach this feature\r\n * Will usually be called by the features manager\r\n *\r\n * @returns true if successful.\r\n */\r\n public override attach(): boolean {\r\n if (!super.attach()) {\r\n return false;\r\n }\r\n\r\n this._options.xrInput.controllers.forEach(this._attachController);\r\n this._addNewAttachObserver(this._options.xrInput.onControllerAddedObservable, this._attachController);\r\n this._addNewAttachObserver(this._options.xrInput.onControllerRemovedObservable, (controller) => {\r\n // REMOVE the controller\r\n this._detachController(controller.uniqueId);\r\n });\r\n\r\n this._scene.constantlyUpdateMeshUnderPointer = true;\r\n return true;\r\n }\r\n\r\n /**\r\n * Detach this feature.\r\n * Will usually be called by the features manager\r\n *\r\n * @returns true if successful.\r\n */\r\n public override detach(): boolean {\r\n if (!super.detach()) {\r\n return false;\r\n }\r\n\r\n Object.keys(this._controllers).forEach((controllerId) => {\r\n this._detachController(controllerId);\r\n });\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Will get the mesh under a specific pointer.\r\n * `scene.meshUnderPointer` will only return one mesh - either left or right.\r\n * @param controllerId the controllerId to check\r\n * @returns The mesh under pointer or null if no mesh is under the pointer\r\n */\r\n public getMeshUnderPointer(controllerId: string): Nullable<AbstractMesh> {\r\n if (this._controllers[controllerId]) {\r\n return this._controllers[controllerId].meshUnderPointer;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n /**\r\n * Get the xr controller that correlates to the pointer id in the pointer event\r\n *\r\n * @param id the pointer id to search for\r\n * @returns the controller that correlates to this id or null if not found\r\n */\r\n public getXRControllerByPointerId(id: number): Nullable<WebXRInputSource> {\r\n const keys = Object.keys(this._controllers);\r\n\r\n for (let i = 0; i < keys.length; ++i) {\r\n if (this._controllers[keys[i]].id === id) {\r\n return this._controllers[keys[i]].xrController || null;\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * This function sets webXRControllerPointerSelection feature that will be disabled when\r\n * the hover range is reached for a mesh and will be reattached when not in hover range.\r\n * This is used to remove the selection rays when moving.\r\n * @param farInteractionFeature the feature to disable when finger is in hover range for a mesh\r\n */\r\n public setFarInteractionFeature(farInteractionFeature: Nullable<WebXRControllerPointerSelection>) {\r\n this._farInteractionFeature = farInteractionFeature;\r\n }\r\n\r\n /**\r\n * Filter used for near interaction pick and hover\r\n * @param mesh the mesh candidate to be pick-filtered\r\n * @returns if the mesh should be included in the list of candidate meshes for near interaction\r\n */\r\n private _nearPickPredicate(mesh: AbstractMesh): boolean {\r\n return mesh.isEnabled() && mesh.isVisible && mesh.isPickable && mesh.isNearPickable;\r\n }\r\n\r\n /**\r\n * Filter used for near interaction grab\r\n * @param mesh the mesh candidate to be pick-filtered\r\n * @returns if the mesh should be included in the list of candidate meshes for near interaction\r\n */\r\n private _nearGrabPredicate(mesh: AbstractMesh): boolean {\r\n return mesh.isEnabled() && mesh.isVisible && mesh.isPickable && mesh.isNearGrabbable;\r\n }\r\n\r\n /**\r\n * Filter used for any near interaction\r\n * @param mesh the mesh candidate to be pick-filtered\r\n * @returns if the mesh should be included in the list of candidate meshes for near interaction\r\n */\r\n private _nearInteractionPredicate(mesh: AbstractMesh): boolean {\r\n return mesh.isEnabled() && mesh.isVisible && mesh.isPickable && (mesh.isNearPickable || mesh.isNearGrabbable);\r\n }\r\n\r\n private _controllerAvailablePredicate(mesh: AbstractMesh, controllerId: string): boolean {\r\n let parent: TransformNode = mesh;\r\n\r\n while (parent) {\r\n if (parent.reservedDataStore && parent.reservedDataStore.nearInteraction && parent.reservedDataStore.nearInteraction.excludedControllerId === controllerId) {\r\n return false;\r\n }\r\n parent = parent.parent as TransformNode;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _handleTransitionAnimation(controllerData: ControllerData, newState: ControllerOrbAnimationState) {\r\n if (\r\n controllerData.currentAnimationState === newState ||\r\n this._options.nearInteractionControllerMode !== WebXRNearControllerMode.CENTERED_IN_FRONT ||\r\n !!controllerData.xrController?.inputSource.hand\r\n ) {\r\n return;\r\n }\r\n\r\n // Don't always break to allow for animation fallthrough on rare cases of multi-transitions\r\n if (newState > controllerData.currentAnimationState) {\r\n switch (controllerData.currentAnimationState) {\r\n case ControllerOrbAnimationState.DEHYDRATED: {\r\n controllerData.hydrateCollisionMeshFunction(true);\r\n if (newState === ControllerOrbAnimationState.HOVER) {\r\n break;\r\n }\r\n }\r\n // eslint-disable-next-line no-fallthrough\r\n case ControllerOrbAnimationState.HOVER: {\r\n controllerData.touchCollisionMeshFunction(true);\r\n if (newState === ControllerOrbAnimationState.TOUCH) {\r\n break;\r\n }\r\n }\r\n }\r\n } else {\r\n switch (controllerData.currentAnimationState) {\r\n case ControllerOrbAnimationState.TOUCH: {\r\n controllerData.touchCollisionMeshFunction(false);\r\n if (newState === ControllerOrbAnimationState.HOVER) {\r\n break;\r\n }\r\n }\r\n // eslint-disable-next-line no-fallthrough\r\n case ControllerOrbAnimationState.HOVER: {\r\n controllerData.hydrateCollisionMeshFunction(false);\r\n if (newState === ControllerOrbAnimationState.DEHYDRATED) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n controllerData.currentAnimationState = newState;\r\n }\r\n\r\n private readonly _hoverRadius = 0.1;\r\n private readonly _pickRadius = 0.02;\r\n private readonly _controllerPickRadius = 0.03; // The radius is slightly larger here to make it easier to manipulate since it's not tied to the hand position\r\n private readonly _nearGrabLengthScale = 5;\r\n\r\n private _processTouchPoint(id: string, position: Vector3, orientation: Quaternion) {\r\n const controllerData = this._controllers[id];\r\n\r\n // Position and orientation could be temporary values, se we take care of them before calling any functions that use temporary vectors/quaternions\r\n controllerData.grabRay.origin.copyFrom(position);\r\n orientation.toEulerAnglesToRef(TmpVectors.Vector3[0]);\r\n controllerData.grabRay.direction.copyFrom(TmpVectors.Vector3[0]);\r\n\r\n if (this._options.nearInteractionControllerMode === WebXRNearControllerMode.CENTERED_IN_FRONT && !controllerData.xrController?.inputSource.hand) {\r\n // offset the touch point in the direction the transform is facing\r\n controllerData.xrController!.getWorldPointerRayToRef(this._tmpRay);\r\n controllerData.grabRay.origin.addInPlace(this._tmpRay.direction.scale(0.05));\r\n }\r\n\r\n controllerData.grabRay.length = this._nearGrabLengthScale * this._hoverRadius * this._xrSessionManager.worldScalingFactor;\r\n controllerData.touchCollisionMesh.position.copyFrom(controllerData.grabRay.origin).scaleInPlace(this._xrSessionManager.worldScalingFactor);\r\n }\r\n\r\n protected _onXRFrame(_xrFrame: XRFrame) {\r\n Object.keys(this._controllers).forEach((id) => {\r\n // only do this for the selected pointer\r\n const controllerData = this._controllers[id];\r\n const handData = controllerData.xrController?.inputSource.hand;\r\n // If near interaction is not enabled/available for this controller, return early\r\n if (\r\n (!this._options.enableNearInteractionOnAllControllers && id !== this._attachedController) ||\r\n !controllerData.xrController ||\r\n (!handData && (!this._options.nearInteractionControllerMode || !controllerData.xrController.inputSource.gamepad))\r\n ) {\r\n controllerData.pick = null;\r\n return;\r\n }\r\n controllerData.hoverInteraction = false;\r\n controllerData.nearInteraction = false;\r\n\r\n // Every frame check collisions/input\r\n if (controllerData.xrController) {\r\n if (handData) {\r\n const xrIndexTip = handData.get(\"index-finger-tip\");\r\n if (xrIndexTip) {\r\n const indexTipPose = _xrFrame.getJointPose!(xrIndexTip, this._xrSessionManager.referenceSpace);\r\n if (indexTipPose && indexTipPose.transform) {\r\n const axisRHSMultiplier = this._scene.useRightHandedSystem ? 1 : -1;\r\n TmpVectors.Vector3[0].set(indexTipPose.transform.position.x, indexTipPose.transform.position.y, indexTipPose.transform.position.z * axisRHSMultiplier);\r\n TmpVectors.Quaternion[0].set(\r\n indexTipPose.transform.orientation.x,\r\n indexTipPose.transform.orientation.y,\r\n indexTipPose.transform.orientation.z * axisRHSMultiplier,\r\n indexTipPose.transform.orientation.w * axisRHSMultiplier\r\n );\r\n\r\n this._processTouchPoint(id, TmpVectors.Vector3[0], TmpVectors.Quaternion[0]);\r\n }\r\n }\r\n } else if (controllerData.xrController.inputSource.gamepad && this._options.nearInteractionControllerMode !== WebXRNearControllerMode.DISABLED) {\r\n let controllerPose = controllerData.xrController.pointer;\r\n if (controllerData.xrController.grip && this._options.nearInteractionControllerMode === WebXRNearControllerMode.CENTERED_ON_CONTROLLER) {\r\n controllerPose = controllerData.xrController.grip;\r\n }\r\n\r\n this._processTouchPoint(id, controllerPose.position, controllerPose.rotationQuaternion!);\r\n }\r\n } else {\r\n return;\r\n }\r\n\r\n const accuratePickInfo = (originalScenePick: Nullable<PickingInfo>, utilityScenePick: Nullable<PickingInfo>): Nullable<PickingInfo> => {\r\n let pick = null;\r\n if (!utilityScenePick || !utilityScenePick.hit) {\r\n // No hit in utility scene\r\n pick = originalScenePick;\r\n } else if (!originalScenePick || !originalScenePick.hit) {\r\n // No hit in original scene\r\n pick = utilityScenePick;\r\n } else if (utilityScenePick.distance < originalScenePick.distance) {\r\n // Hit is closer in utility scene\r\n pick = utilityScenePick;\r\n } else {\r\n // Hit is closer in original scene\r\n pick = originalScenePick;\r\n }\r\n return pick;\r\n };\r\n const populateNearInteractionInfo = (nearInteractionInfo: Nullable<PickingInfo>): PickingInfo => {\r\n let result = new PickingInfo();\r\n\r\n let nearInteractionAtOrigin = false;\r\n const nearInteraction = nearInteractionInfo && nearInteractionInfo.pickedPoint && nearInteractionInfo.hit;\r\n if (nearInteractionInfo?.pickedPoint) {\r\n nearInteractionAtOrigin = nearInteractionInfo.pickedPoint.x === 0 && nearInteractionInfo.pickedPoint.y === 0 && nearInteractionInfo.pickedPoint.z === 0;\r\n }\r\n if (nearInteraction && !nearInteractionAtOrigin) {\r\n result = nearInteractionInfo!;\r\n }\r\n return result;\r\n };\r\n\r\n // Don't perform touch logic while grabbing, to prevent triggering touch interactions while in the middle of a grab interaction\r\n // Dont update cursor logic either - the cursor should already be visible for the grab to be in range,\r\n // and in order to maintain its position on the target mesh it is parented for the duration of the grab.\r\n if (!controllerData.grabInteraction) {\r\n let pick = null;\r\n\r\n // near interaction hover\r\n let utilitySceneHoverPick = null;\r\n if (this._options.useUtilityLayer && this._utilityLayerScene) {\r\n utilitySceneHoverPick = this._pickWithSphere(\r\n controllerData,\r\n this._hoverRadius * this._xrSessionManager.worldScalingFactor,\r\n this._utilityLayerScene,\r\n (mesh: AbstractMesh) => this._nearInteractionPredicate(mesh)\r\n );\r\n }\r\n const originalSceneHoverPick = this._pickWithSphere(\r\n controllerData,\r\n this._hoverRadius * this._xrSessionManager.worldScalingFactor,\r\n this._scene,\r\n (mesh: AbstractMesh) => this._nearInteractionPredicate(mesh)\r\n );\r\n\r\n const hoverPickInfo = accuratePickInfo(originalSceneHoverPick, utilitySceneHoverPick);\r\n if (hoverPickInfo && hoverPickInfo.hit) {\r\n pick = populateNearInteractionInfo(hoverPickInfo);\r\n if (pick.hit) {\r\n controllerData.hoverInteraction = true;\r\n }\r\n }\r\n\r\n // near interaction pick\r\n if (controllerData.hoverInteraction) {\r\n let utilitySceneNearPick = null;\r\n const radius = (handData ? this._pickRadius : this._controllerPickRadius) * this._xrSessionManager.worldScalingFactor;\r\n if (this._options.useUtilityLayer && this._utilityLayerScene) {\r\n utilitySceneNearPick = this._pickWithSphere(controllerData, radius, this._utilityLayerScene, (mesh: AbstractMesh) => this._nearPickPredicate(mesh));\r\n }\r\n const originalSceneNearPick = this._pickWithSphere(controllerData, radius, this._scene, (mesh: AbstractMesh) => this._nearPickPredicate(mesh));\r\n const pickInfo = accuratePickInfo(originalSceneNearPick, utilitySceneNearPick);\r\n const nearPick = populateNearInteractionInfo(pickInfo);\r\n if (nearPick.hit) {\r\n // Near pick takes precedence over hover interaction\r\n pick = nearPick;\r\n controllerData.nearInteraction = true;\r\n }\r\n }\r\n\r\n controllerData.stalePick = controllerData.pick;\r\n controllerData.pick = pick;\r\n\r\n // Update mesh under pointer\r\n if (controllerData.pick && controllerData.pick.pickedPoint && controllerData.pick.hit) {\r\n controllerData.meshUnderPointer = controllerData.pick.pickedMesh;\r\n controllerData.pickedPointVisualCue.position.copyFrom(controllerData.pick.pickedPoint);\r\n controllerData.pickedPointVisualCue.isVisible = true;\r\n\r\n if (this._farInteractionFeature && this._farInteractionFeature.attached) {\r\n this._farInteractionFeature._setPointerSelectionDisabledByPointerId(controllerData.id, true);\r\n }\r\n } else {\r\n controllerData.meshUnderPointer = null;\r\n controllerData.pickedPointVisualCue.isVisible = false;\r\n\r\n if (this._farInteractionFeature && this._farInteractionFeature.attached) {\r\n this._farInteractionFeature._setPointerSelectionDisabledByPointerId(controllerData.id, false);\r\n }\r\n }\r\n }\r\n\r\n // Update the interaction animation. Only updates if the visible touch mesh is active\r\n let state = ControllerOrbAnimationState.DEHYDRATED;\r\n if (controllerData.grabInteraction || controllerData.nearInteraction) {\r\n state = ControllerOrbAnimationState.TOUCH;\r\n } else if (controllerData.hoverInteraction) {\r\n state = ControllerOrbAnimationState.HOVER;\r\n }\r\n this._handleTransitionAnimation(controllerData, state);\r\n });\r\n }\r\n\r\n private get _utilityLayerScene() {\r\n return this._options.customUtilityLayerScene || UtilityLayerRenderer.DefaultUtilityLayer.utilityLayerScene;\r\n }\r\n\r\n private _generateVisualCue() {\r\n const sceneToRenderTo = this._options.useUtilityLayer ? this._options.customUtilityLayerScene || UtilityLayerRenderer.DefaultUtilityLayer.utilityLayerScene : this._scene;\r\n const selectionMesh = CreateSphere(\r\n \"nearInteraction\",\r\n {\r\n diameter: 0.0035 * 3 * this._xrSessionManager.worldScalingFactor,\r\n },\r\n sceneToRenderTo\r\n );\r\n selectionMesh.bakeCurrentTransformIntoVertices();\r\n selectionMesh.isPickable = false;\r\n selectionMesh.isVisible = false;\r\n selectionMesh.rotationQuaternion = Quaternion.Identity();\r\n const targetMat = new StandardMaterial(\"targetMat\", sceneToRenderTo);\r\n targetMat.specularColor = Color3.Black();\r\n targetMat.emissiveColor = this.selectionMeshDefaultColor;\r\n targetMat.backFaceCulling = false;\r\n selectionMesh.material = targetMat;\r\n\r\n return selectionMesh;\r\n }\r\n\r\n private _isControllerReadyForNearInteraction(id: number) {\r\n if (this._farInteractionFeature) {\r\n return this._farInteractionFeature._getPointerSelectionDisabledByPointerId(id);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _attachNearInteractionMode(xrController: WebXRInputSource) {\r\n const controllerData = this._controllers[xrController.uniqueId];\r\n const pointerEventInit: PointerEventInit = {\r\n pointerId: controllerData.id,\r\n pointerType: \"xr-near\",\r\n };\r\n controllerData.onFrameObserver = this._xrSessionManager.onXRFrameObservable.add(() => {\r\n if (\r\n (!this._options.enableNearInteractionOnAllControllers && xrController.uniqueId !== this._attachedController) ||\r\n !controllerData.xrController ||\r\n (!controllerData.xrController.inputSource.hand && (!this._options.nearInteractionControllerMode || !controllerData.xrController.inputSource.gamepad))\r\n ) {\r\n return;\r\n }\r\n if (controllerData.pick) {\r\n controllerData.pick.ray = controllerData.grabRay;\r\n }\r\n\r\n if (controllerData.pick && this._isControllerReadyForNearInteraction(controllerData.id)) {\r\n this._scene.simulatePointerMove(controllerData.pick, pointerEventInit);\r\n }\r\n\r\n // Near pick pointer event\r\n if (controllerData.nearInteraction && controllerData.pick && controllerData.pick.hit) {\r\n if (!controllerData.nearInteractionTargetMesh) {\r\n this._scene.simulatePointerDown(controllerData.pick, pointerEventInit);\r\n controllerData.nearInteractionTargetMesh = controllerData.meshUnderPointer;\r\n controllerData.downTriggered = true;\r\n }\r\n } else if (controllerData.nearInteractionTargetMesh && controllerData.stalePick) {\r\n this._scene.simulatePointerUp(controllerData.stalePick, pointerEventInit);\r\n controllerData.downTriggered = false;\r\n controllerData.nearInteractionTargetMesh = null;\r\n }\r\n });\r\n\r\n const grabCheck = (pressed: boolean) => {\r\n if (\r\n this._options.enableNearInteractionOnAllControllers ||\r\n (xrController.uniqueId === this._attachedController && this._isControllerReadyForNearInteraction(controllerData.id))\r\n ) {\r\n if (controllerData.pick) {\r\n controllerData.pick.ray = controllerData.grabRay;\r\n }\r\n if (pressed && controllerData.pick && controllerData.meshUnderPointer && this._nearGrabPredicate(controllerData.meshUnderPointer)) {\r\n controllerData.grabInteraction = true;\r\n controllerData.pickedPointVisualCue.isVisible = false;\r\n this._scene.simulatePointerDown(controllerData.pick, pointerEventInit);\r\n controllerData.downTriggered = true;\r\n } else if (!pressed && controllerData.pick && controllerData.grabInteraction) {\r\n this._scene.simulatePointerUp(controllerData.pick, pointerEventInit);\r\n controllerData.downTriggered = false;\r\n controllerData.grabInteraction = false;\r\n controllerData.pickedPointVisualCue.isVisible = true;\r\n }\r\n } else {\r\n if (pressed && !this._options.enableNearInteractionOnAllControllers && !this._options.disableSwitchOnClick) {\r\n this._attachedController = xrController.uniqueId;\r\n }\r\n }\r\n };\r\n\r\n if (xrController.inputSource.gamepad) {\r\n const init = (motionController: WebXRAbstractMotionController) => {\r\n controllerData.squeezeComponent = motionController.getComponent(\"grasp\");\r\n if (controllerData.squeezeComponent) {\r\n controllerData.onSqueezeButtonChangedObserver = controllerData.squeezeComponent.onButtonStateChangedObservable.add((component) => {\r\n if (component.changes.pressed) {\r\n const pressed = component.changes.pressed.current;\r\n grabCheck(pressed);\r\n }\r\n });\r\n } else {\r\n controllerData.selectionComponent = motionController.getMainComponent();\r\n controllerData.onButtonChangedObserver = controllerData.selectionComponent.onButtonStateChangedObservable.add((component) => {\r\n if (component.changes.pressed) {\r\n const pressed = component.changes.pressed.current;\r\n grabCheck(pressed);\r\n }\r\n });\r\n }\r\n };\r\n if (xrController.motionController) {\r\n init(xrController.motionController);\r\n } else {\r\n xrController.onMotionControllerInitObservable.add(init);\r\n }\r\n } else {\r\n // use the select and squeeze events\r\n const selectStartListener = (event: XRInputSourceEvent) => {\r\n if (\r\n controllerData.xrController &&\r\n event.inputSource === controllerData.xrController.inputSource &&\r\n controllerData.pick &&\r\n this._isControllerReadyForNearInteraction(controllerData.id) &&\r\n controllerData.meshUnderPointer &&\r\n this._nearGrabPredicate(controllerData.meshUnderPointer)\r\n ) {\r\n controllerData.grabInteraction = true;\r\n controllerData.pickedPointVisualCue.isVisible = false;\r\n this._scene.simulatePointerDown(controllerData.pick, pointerEventInit);\r\n controllerData.downTriggered = true;\r\n }\r\n };\r\n\r\n const selectEndListener = (event: XRInputSourceEvent) => {\r\n if (\r\n controllerData.xrController &&\r\n event.inputSource === controllerData.xrController.inputSource &&\r\n controllerData.pick &&\r\n this._isControllerReadyForNearInteraction(controllerData.id)\r\n ) {\r\n this._scene.simulatePointerUp(controllerData.pick, pointerEventInit);\r\n controllerData.grabInteraction = false;\r\n controllerData.pickedPointVisualCue.isVisible = true;\r\n controllerData.downTriggered = false;\r\n }\r\n };\r\n\r\n controllerData.eventListeners = {\r\n selectend: selectEndListener,\r\n selectstart: selectStartListener,\r\n };\r\n\r\n this._xrSessionManager.session.addEventListener(\"selectstart\", selectStartListener);\r\n this._xrSessionManager.session.addEventListener(\"selectend\", selectEndListener);\r\n }\r\n }\r\n\r\n private _detachController(xrControllerUniqueId: string) {\r\n const controllerData = this._controllers[xrControllerUniqueId];\r\n if (!controllerData) {\r\n return;\r\n }\r\n if (controllerData.squeezeComponent) {\r\n if (controllerData.onSqueezeButtonChangedObserver) {\r\n controllerData.squeezeComponent.onButtonStateChangedObservable.remove(controllerData.onSqueezeButtonChangedObserver);\r\n }\r\n }\r\n if (controllerData.selectionComponent) {\r\n if (controllerData.onButtonChangedObserver) {\r\n controllerData.selectionComponent.onButtonStateChangedObservable.remove(controllerData.onButtonChangedObserver);\r\n }\r\n }\r\n if (controllerData.onFrameObserver) {\r\n this._xrSessionManager.onXRFrameObservable.remove(controllerData.onFrameObserver);\r\n }\r\n if (controllerData.eventListeners) {\r\n Object.keys(controllerData.eventListeners).forEach((eventName: string) => {\r\n const func = controllerData.eventListeners && controllerData.eventListeners[eventName as XREventType];\r\n if (func) {\r\n this._xrSessionManager.session.removeEventListener(eventName as XREventType, func as any);\r\n }\r\n });\r\n }\r\n controllerData.touchCollisionMesh.dispose();\r\n controllerData.pickedPointVisualCue.dispose();\r\n\r\n this._xrSessionManager.runInXRFrame(() => {\r\n if (!controllerData.downTriggered) {\r\n return;\r\n }\r\n // Fire a pointerup in case controller was detached before a pointerup event was fired\r\n const pointerEventInit: PointerEventInit = {\r\n pointerId: controllerData.id,\r\n pointerType: \"xr-near\",\r\n };\r\n this._scene.simulatePointerUp(new PickingInfo(), pointerEventInit);\r\n });\r\n\r\n // remove world scale observer\r\n if (controllerData._worldScaleObserver) {\r\n this._xrSessionManager.onWorldScaleFactorChangedObservable.remove(controllerData._worldScaleObserver);\r\n }\r\n\r\n // remove from the map\r\n delete this._controllers[xrControllerUniqueId];\r\n if (this._attachedController === xrControllerUniqueId) {\r\n // check for other controllers\r\n const keys = Object.keys(this._controllers);\r\n if (keys.length) {\r\n this._attachedController = keys[0];\r\n } else {\r\n this._attachedController = \"\";\r\n }\r\n }\r\n }\r\n\r\n private _generateNewTouchPointMesh() {\r\n const worldScale = this._xrSessionManager.worldScalingFactor;\r\n // populate information for near hover, pick and pinch\r\n const meshCreationScene = this._options.useUtilityLayer ? this._options.customUtilityLayerScene || UtilityLayerRenderer.DefaultUtilityLayer.utilityLayerScene : this._scene;\r\n\r\n const touchCollisionMesh = CreateSphere(\"PickSphere\", { diameter: 1 * worldScale }, meshCreationScene);\r\n touchCollisionMesh.isVisible = false;\r\n\r\n // Generate the material for the touch mesh visuals\r\n if (this._options.motionControllerOrbMaterial) {\r\n touchCollisionMesh.material = this._options.motionControllerOrbMaterial;\r\n } else {\r\n NodeMaterial.ParseFromSnippetAsync(\"8RUNKL#3\", meshCreationScene).then((nodeMaterial) => {\r\n touchCollisionMesh.material = nodeMaterial;\r\n });\r\n }\r\n\r\n const easingFunction = new QuadraticEase();\r\n easingFunction.setEasingMode(EasingFunction.EASINGMODE_EASEINOUT);\r\n\r\n // Adjust the visual size based off of the size of the touch collision orb.\r\n // Having the size perfectly match for hover gives a more accurate tell for when the user will start interacting with the target\r\n // Sizes for other states are somewhat arbitrary, as they are based on what feels nice during an interaction\r\n const hoverSizeVec = new Vector3(this._controllerPickRadius, this._controllerPickRadius, this._controllerPickRadius).scaleInPlace(worldScale);\r\n const touchSize = this._controllerPickRadius * (4 / 3);\r\n const touchSizeVec = new Vector3(touchSize, touchSize, touchSize).scaleInPlace(worldScale);\r\n const hydrateTransitionSize = this._controllerPickRadius * (7 / 6);\r\n const hydrateTransitionSizeVec = new Vector3(hydrateTransitionSize, hydrateTransitionSize, hydrateTransitionSize).scaleInPlace(worldScale);\r\n const touchHoverTransitionSize = this._controllerPickRadius * (4 / 5);\r\n const touchHoverTransitionSizeVec = new Vector3(touchHoverTransitionSize, touchHoverTransitionSize, touchHoverTransitionSize).scaleInPlace(worldScale);\r\n const hoverTouchTransitionSize = this._controllerPickRadius * (3 / 2);\r\n const hoverTouchTransitionSizeVec = new Vector3(hoverTouchTransitionSize, hoverTouchTransitionSize, hoverTouchTransitionSize).scaleInPlace(worldScale);\r\n\r\n const touchKeys = [\r\n { frame: 0, value: hoverSizeVec },\r\n { frame: 10, value: hoverTouchTransitionSizeVec },\r\n { frame: 18, value: touchSizeVec },\r\n ];\r\n const releaseKeys = [\r\n { frame: 0, value: touchSizeVec },\r\n { frame: 10, value: touchHoverTransitionSizeVec },\r\n { frame: 18, value: hoverSizeVec },\r\n ];\r\n const hydrateKeys = [\r\n { frame: 0, value: Vector3.ZeroReadOnly },\r\n { frame: 12, value: hydrateTransitionSizeVec },\r\n { frame: 15, value: hoverSizeVec },\r\n ];\r\n const dehydrateKeys = [\r\n { frame: 0, value: hoverSizeVec },\r\n { frame: 10, value: Vector3.ZeroReadOnly },\r\n { frame: 15, value: Vector3.ZeroReadOnly },\r\n ];\r\n\r\n const touchAction = new Animation(\"touch\", \"scaling\", 60, Animation.ANIMATIONTYPE_VECTOR3, Animation.ANIMATIONLOOPMODE_CONSTANT);\r\n const releaseAction = new Animation(\"release\", \"scaling\", 60, Animation.ANIMATIONTYPE_VECTOR3, Animation.ANIMATIONLOOPMODE_CONSTANT);\r\n const hydrateAction = new Animation(\"hydrate\", \"scaling\", 60, Animation.ANIMATIONTYPE_VECTOR3, Animation.ANIMATIONLOOPMODE_CONSTANT);\r\n const dehydrateAction = new Animation(\"dehydrate\", \"scaling\", 60, Animation.ANIMATIONTYPE_VECTOR3, Animation.ANIMATIONLOOPMODE_CONSTANT);\r\n\r\n touchAction.setEasingFunction(easingFunction);\r\n releaseAction.setEasingFunction(easingFunction);\r\n hydrateAction.setEasingFunction(easingFunction);\r\n dehydrateAction.setEasingFunction(easingFunction);\r\n\r\n touchAction.setKeys(touchKeys);\r\n releaseAction.setKeys(releaseKeys);\r\n hydrateAction.setKeys(hydrateKeys);\r\n dehydrateAction.setKeys(dehydrateKeys);\r\n\r\n const touchCollisionMeshFunction = (isTouch: boolean) => {\r\n const action = isTouch ? touchAction : releaseAction;\r\n meshCreationScene.beginDirectAnimation(touchCollisionMesh, [action], 0, 18, false, 1);\r\n };\r\n\r\n const hydrateCollisionMeshFunction = (isHydration: boolean) => {\r\n const action = isHydration ? hydrateAction : dehydrateAction;\r\n if (isHydration) {\r\n touchCollisionMesh.isVisible = true;\r\n }\r\n meshCreationScene.beginDirectAnimation(touchCollisionMesh, [action], 0, 15, false, 1, () => {\r\n if (!isHydration) {\r\n touchCollisionMesh.isVisible = false;\r\n }\r\n });\r\n };\r\n\r\n return { touchCollisionMesh, touchCollisionMeshFunction, hydrateCollisionMeshFunction };\r\n }\r\n\r\n private _pickWithSphere(controllerData: ControllerData, radius: number, sceneToUse: Scene, predicate: (mesh: AbstractMesh) => boolean): Nullable<PickingInfo> {\r\n const pickingInfo = new PickingInfo();\r\n pickingInfo.distance = +Infinity;\r\n\r\n if (controllerData.touchCollisionMesh && controllerData.xrController) {\r\n const position = controllerData.touchCollisionMesh.position;\r\n const sphere = BoundingSphere.CreateFromCenterAndRadius(position, radius);\r\n\r\n for (let meshIndex = 0; meshIndex < sceneToUse.meshes.length; meshIndex++) {\r\n const mesh = sceneToUse.meshes[meshIndex];\r\n if (!predicate(mesh) || !this._controllerAvailablePredicate(mesh, controllerData.xrController.uniqueId)) {\r\n continue;\r\n }\r\n const result = WebXRNearInteraction.PickMeshWithSphere(mesh, sphere);\r\n\r\n if (result && result.hit && result.distance < pickingInfo.distance) {\r\n pickingInfo.hit = result.hit;\r\n pickingInfo.pickedMesh = mesh;\r\n pickingInfo.pickedPoint = result.pickedPoint;\r\n pickingInfo.aimTransform = controllerData.xrController.pointer;\r\n pickingInfo.gripTransform = controllerData.xrController.grip || null;\r\n pickingInfo.originMesh = controllerData.touchCollisionMesh;\r\n pickingInfo.distance = result.distance;\r\n pickingInfo.bu = result.bu;\r\n pickingInfo.bv = result.bv;\r\n pickingInfo.faceId = result.faceId;\r\n pickingInfo.subMeshId = result.subMeshId;\r\n }\r\n }\r\n }\r\n return pickingInfo;\r\n }\r\n\r\n /**\r\n * Picks a mesh with a sphere\r\n * @param mesh the mesh to pick\r\n * @param sphere picking sphere in world coordinates\r\n * @param skipBoundingInfo a boolean indicating if we should skip the bounding info check\r\n * @returns the picking info\r\n */\r\n public static PickMeshWithSphere(mesh: AbstractMesh, sphere: BoundingSphere, skipBoundingInfo = false): PickingInfo {\r\n const subMeshes = mesh.subMeshes;\r\n const pi = new PickingInfo();\r\n const boundingInfo = mesh.getBoundingInfo();\r\n\r\n if (!mesh._generatePointsArray()) {\r\n return pi;\r\n }\r\n\r\n if (!mesh.subMeshes || !boundingInfo) {\r\n return pi;\r\n }\r\n\r\n if (!skipBoundingInfo && !BoundingSphere.Intersects(boundingInfo.boundingSphere, sphere)) {\r\n return pi;\r\n }\r\n\r\n const result = TmpVectors.Vector3[0];\r\n const tmpVec = TmpVectors.Vector3[1];\r\n const tmpRay = new Ray(Vector3.Zero(), Vector3.Zero(), 1);\r\n\r\n let distance = +Infinity;\r\n let tmp, tmpDistanceSphereToCenter, tmpDistanceSurfaceToCenter, intersectionInfo;\r\n const center = TmpVectors.Vector3[2];\r\n const worldToMesh = TmpVectors.Matrix[0];\r\n worldToMesh.copyFrom(mesh.getWorldMatrix());\r\n worldToMesh.invert();\r\n Vector3.TransformCoordinatesToRef(sphere.center, worldToMesh, center);\r\n\r\n for (let index = 0; index < subMeshes.length; index++) {\r\n const subMesh = subMeshes[index];\r\n\r\n subMesh.projectToRef(center, <Vector3[]>mesh._positions, <IndicesArray>mesh.getIndices(), tmpVec);\r\n\r\n Vector3.TransformCoordinatesToRef(tmpVec, mesh.getWorldMatrix(), tmpVec);\r\n tmp = Vector3.Distance(tmpVec, sphere.center);\r\n\r\n // Check for finger inside of mesh\r\n tmpDistanceSurfaceToCenter = Vector3.Distance(tmpVec, mesh.getAbsolutePosition());\r\n tmpDistanceSphereToCenter = Vector3.Distance(sphere.center, mesh.getAbsolutePosition());\r\n if (tmpDistanceSphereToCenter !== -1 && tmpDistanceSurfaceToCenter !== -1 && tmpDistanceSurfaceToCenter > tmpDistanceSphereToCenter) {\r\n tmp = 0;\r\n tmpVec.copyFrom(sphere.center);\r\n }\r\n\r\n if (tmp !== -1 && tmp < distance) {\r\n distance = tmp;\r\n\r\n // ray between the sphere center and the point on the mesh\r\n Ray.CreateFromToToRef(sphere.center, tmpVec, tmpRay);\r\n tmpRay.length = distance * 2;\r\n intersectionInfo = tmpRay.intersectsMesh(mesh);\r\n\r\n result.copyFrom(tmpVec);\r\n }\r\n }\r\n\r\n if (distance < sphere.radius) {\r\n pi.hit = true;\r\n pi.distance = distance;\r\n pi.pickedMesh = mesh;\r\n pi.pickedPoint = result.clone();\r\n if (intersectionInfo && intersectionInfo.bu !== null && intersectionInfo.bv !== null) {\r\n pi.faceId = intersectionInfo.faceId;\r\n pi.subMeshId = intersectionInfo.subMeshId;\r\n pi.bu = intersectionInfo.bu;\r\n pi.bv = intersectionInfo.bv;\r\n }\r\n }\r\n\r\n return pi;\r\n }\r\n}\r\n\r\n//Register the plugin\r\nWebXRFeaturesManager.AddWebXRFeature(\r\n WebXRNearInteraction.Name,\r\n (xrSessionManager, options) => {\r\n return () => new WebXRNearInteraction(xrSessionManager, options);\r\n },\r\n WebXRNearInteraction.Version,\r\n true\r\n);\r\n"]}
1
+ 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{ WebXRFeaturesManager, WebXRFeatureName } from \"../webXRFeaturesManager\";\r\nimport type { WebXRControllerPointerSelection } from \"./WebXRControllerPointerSelection\";\r\nimport type { WebXRSessionManager } from \"../webXRSessionManager\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { CreateSphere } from \"../../Meshes/Builders/sphereBuilder\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { WebXRInput } from \"../webXRInput\";\r\nimport type { WebXRInputSource } from \"../webXRInputSource\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { WebXRControllerComponent } from \"../motionController/webXRControllerComponent\";\r\nimport type { IndicesArray, Nullable } from \"../../types\";\r\nimport { Vector3, Quaternion, TmpVectors } from \"../../Maths/math.vector\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { PickingInfo } from \"../../Collisions/pickingInfo\";\r\nimport { WebXRAbstractFeature } from \"./WebXRAbstractFeature\";\r\nimport { UtilityLayerRenderer } from \"../../Rendering/utilityLayerRenderer\";\r\nimport type { WebXRAbstractMotionController } from \"../motionController/webXRAbstractMotionController\";\r\nimport { BoundingSphere } from \"../../Culling/boundingSphere\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { StandardMaterial } from \"../../Materials/standardMaterial\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport { NodeMaterial } from \"../../Materials/Node/nodeMaterial\";\r\nimport type { Material } from \"../../Materials/material\";\r\nimport { Animation } from \"../../Animations/animation\";\r\nimport { QuadraticEase, EasingFunction } from \"../../Animations/easing\";\r\n// side effects\r\nimport \"../../Meshes/subMesh.project\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\ntype ControllerData = {\r\n xrController?: WebXRInputSource;\r\n squeezeComponent?: WebXRControllerComponent;\r\n selectionComponent?: WebXRControllerComponent;\r\n onButtonChangedObserver?: Nullable<Observer<WebXRControllerComponent>>;\r\n onSqueezeButtonChangedObserver?: Nullable<Observer<WebXRControllerComponent>>;\r\n onFrameObserver?: Nullable<Observer<XRFrame>>;\r\n meshUnderPointer: Nullable<AbstractMesh>;\r\n nearInteractionTargetMesh: Nullable<AbstractMesh>;\r\n pick: Nullable<PickingInfo>;\r\n stalePick: Nullable<PickingInfo>;\r\n id: number;\r\n touchCollisionMesh: AbstractMesh;\r\n touchCollisionMeshFunction: (isTouch: boolean) => void;\r\n hydrateCollisionMeshFunction: (isHydration: boolean) => void;\r\n currentAnimationState: ControllerOrbAnimationState;\r\n grabRay: Ray;\r\n nearInteraction: boolean;\r\n hoverInteraction: boolean;\r\n grabInteraction: boolean;\r\n downTriggered: boolean;\r\n // event support\r\n eventListeners?: { [event in XREventType]?: (event: XRInputSourceEvent) => void };\r\n pickedPointVisualCue: AbstractMesh;\r\n _worldScaleObserver?: Nullable<Observer<{ previousScaleFactor: number; newScaleFactor: number }>>;\r\n};\r\n\r\n// Tracks the interaction animation state when using a motion controller with a near interaction orb\r\nenum ControllerOrbAnimationState {\r\n /**\r\n * Orb is invisible\r\n */\r\n DEHYDRATED,\r\n /**\r\n * Orb is visible and inside the hover range\r\n */\r\n HOVER,\r\n /**\r\n * Orb is visible and touching a near interaction target\r\n */\r\n TOUCH,\r\n}\r\n\r\n/**\r\n * Where should the near interaction mesh be attached to when using a motion controller for near interaction\r\n */\r\nexport enum WebXRNearControllerMode {\r\n /**\r\n * Motion controllers will not support near interaction\r\n */\r\n DISABLED = 0,\r\n /**\r\n * The interaction point for motion controllers will be inside of them\r\n */\r\n CENTERED_ON_CONTROLLER = 1,\r\n /**\r\n * The interaction point for motion controllers will be in front of the controller\r\n */\r\n CENTERED_IN_FRONT = 2,\r\n}\r\n\r\n/**\r\n * Options interface for the near interaction module\r\n */\r\nexport interface IWebXRNearInteractionOptions {\r\n /**\r\n * If provided, this scene will be used to render meshes.\r\n */\r\n customUtilityLayerScene?: Scene;\r\n /**\r\n * Should meshes created here be added to a utility layer or the main scene\r\n */\r\n useUtilityLayer?: boolean;\r\n /**\r\n * The xr input to use with this near interaction\r\n */\r\n xrInput: WebXRInput;\r\n /**\r\n * Enable near interaction on all controllers instead of switching between them\r\n */\r\n enableNearInteractionOnAllControllers?: boolean;\r\n /**\r\n * The preferred hand to give the near interaction to. This will be prioritized when the controller initialize.\r\n * If switch is enabled, it will still allow the user to switch between the different controllers\r\n */\r\n preferredHandedness?: XRHandedness;\r\n /**\r\n * Disable switching the near interaction from one controller to the other.\r\n * If the preferred hand is set it will be fixed on this hand, and if not it will be fixed on the first controller added to the scene\r\n */\r\n disableSwitchOnClick?: boolean;\r\n\r\n /**\r\n * Far interaction feature to toggle when near interaction takes precedence\r\n */\r\n farInteractionFeature?: WebXRControllerPointerSelection;\r\n\r\n /**\r\n * Near interaction mode for motion controllers\r\n */\r\n nearInteractionControllerMode?: WebXRNearControllerMode;\r\n\r\n /**\r\n * Optional material for the motion controller orb, if enabled\r\n */\r\n motionControllerOrbMaterial?: Material;\r\n\r\n /**\r\n * If provided, this URL will be used by Node Material to generate the material for the motion controller orb\r\n * If not provided, a snippet will be downloaded from the Babylon.js snippet server CDN.\r\n * The NME JSON file can be found here - https://github.com/BabylonJS/Assets/blob/master/nme/nearInteractionTouchMaterial.json\r\n */\r\n motionControllerTouchMaterialSnippetUrl?: string;\r\n}\r\n\r\n/**\r\n * A module that will enable near interaction near interaction for hands and motion controllers of XR Input Sources\r\n */\r\nexport class WebXRNearInteraction extends WebXRAbstractFeature {\r\n private static _IdCounter = 200;\r\n\r\n private _tmpRay: Ray = new Ray(new Vector3(), new Vector3());\r\n\r\n private _attachController = (xrController: WebXRInputSource) => {\r\n if (this._controllers[xrController.uniqueId]) {\r\n // already attached\r\n return;\r\n }\r\n // get two new meshes\r\n const { touchCollisionMesh, touchCollisionMeshFunction, hydrateCollisionMeshFunction } = this._generateNewTouchPointMesh();\r\n const selectionMesh = this._generateVisualCue();\r\n\r\n this._controllers[xrController.uniqueId] = {\r\n xrController,\r\n meshUnderPointer: null,\r\n nearInteractionTargetMesh: null,\r\n pick: null,\r\n stalePick: null,\r\n touchCollisionMesh,\r\n touchCollisionMeshFunction: touchCollisionMeshFunction,\r\n hydrateCollisionMeshFunction: hydrateCollisionMeshFunction,\r\n currentAnimationState: ControllerOrbAnimationState.DEHYDRATED,\r\n grabRay: new Ray(new Vector3(), new Vector3()),\r\n hoverInteraction: false,\r\n nearInteraction: false,\r\n grabInteraction: false,\r\n downTriggered: false,\r\n id: WebXRNearInteraction._IdCounter++,\r\n pickedPointVisualCue: selectionMesh,\r\n };\r\n\r\n this._controllers[xrController.uniqueId]._worldScaleObserver =\r\n this._controllers[xrController.uniqueId]._worldScaleObserver ||\r\n this._xrSessionManager.onWorldScaleFactorChangedObservable.add((values) => {\r\n if (values.newScaleFactor !== values.previousScaleFactor) {\r\n this._controllers[xrController.uniqueId].touchCollisionMesh.dispose();\r\n this._controllers[xrController.uniqueId].pickedPointVisualCue.dispose();\r\n\r\n const { touchCollisionMesh, touchCollisionMeshFunction, hydrateCollisionMeshFunction } = this._generateNewTouchPointMesh();\r\n this._controllers[xrController.uniqueId].touchCollisionMesh = touchCollisionMesh;\r\n this._controllers[xrController.uniqueId].touchCollisionMeshFunction = touchCollisionMeshFunction;\r\n this._controllers[xrController.uniqueId].hydrateCollisionMeshFunction = hydrateCollisionMeshFunction;\r\n this._controllers[xrController.uniqueId].pickedPointVisualCue = this._generateVisualCue();\r\n }\r\n });\r\n\r\n if (this._attachedController) {\r\n if (\r\n !this._options.enableNearInteractionOnAllControllers &&\r\n this._options.preferredHandedness &&\r\n xrController.inputSource.handedness === this._options.preferredHandedness\r\n ) {\r\n this._attachedController = xrController.uniqueId;\r\n }\r\n } else {\r\n if (!this._options.enableNearInteractionOnAllControllers) {\r\n this._attachedController = xrController.uniqueId;\r\n }\r\n }\r\n switch (xrController.inputSource.targetRayMode) {\r\n case \"tracked-pointer\":\r\n return this._attachNearInteractionMode(xrController);\r\n case \"gaze\":\r\n return null;\r\n case \"screen\":\r\n return null;\r\n }\r\n };\r\n\r\n private _controllers: {\r\n [controllerUniqueId: string]: ControllerData;\r\n } = {};\r\n private _scene: Scene;\r\n\r\n private _attachedController: string;\r\n\r\n private _farInteractionFeature: Nullable<WebXRControllerPointerSelection> = null;\r\n\r\n /**\r\n * The module's name\r\n */\r\n public static readonly Name = WebXRFeatureName.NEAR_INTERACTION;\r\n /**\r\n * The (Babylon) version of this module.\r\n * This is an integer representing the implementation version.\r\n * This number does not correspond to the WebXR specs version\r\n */\r\n public static readonly Version = 1;\r\n\r\n /**\r\n * default color of the selection ring\r\n */\r\n public selectionMeshDefaultColor: Color3 = new Color3(0.8, 0.8, 0.8);\r\n /**\r\n * This color will be applied to the selection ring when selection is triggered\r\n */\r\n public selectionMeshPickedColor: Color3 = new Color3(0.3, 0.3, 1.0);\r\n\r\n /**\r\n * constructs a new background remover module\r\n * @param _xrSessionManager the session manager for this module\r\n * @param _options read-only options to be used in this module\r\n */\r\n constructor(\r\n _xrSessionManager: WebXRSessionManager,\r\n private readonly _options: IWebXRNearInteractionOptions\r\n ) {\r\n super(_xrSessionManager);\r\n this._scene = this._xrSessionManager.scene;\r\n if (this._options.nearInteractionControllerMode === undefined) {\r\n this._options.nearInteractionControllerMode = WebXRNearControllerMode.CENTERED_IN_FRONT;\r\n }\r\n\r\n if (this._options.farInteractionFeature) {\r\n this._farInteractionFeature = this._options.farInteractionFeature;\r\n }\r\n }\r\n\r\n /**\r\n * Attach this feature\r\n * Will usually be called by the features manager\r\n *\r\n * @returns true if successful.\r\n */\r\n public override attach(): boolean {\r\n if (!super.attach()) {\r\n return false;\r\n }\r\n\r\n this._options.xrInput.controllers.forEach(this._attachController);\r\n this._addNewAttachObserver(this._options.xrInput.onControllerAddedObservable, this._attachController);\r\n this._addNewAttachObserver(this._options.xrInput.onControllerRemovedObservable, (controller) => {\r\n // REMOVE the controller\r\n this._detachController(controller.uniqueId);\r\n });\r\n\r\n this._scene.constantlyUpdateMeshUnderPointer = true;\r\n return true;\r\n }\r\n\r\n /**\r\n * Detach this feature.\r\n * Will usually be called by the features manager\r\n *\r\n * @returns true if successful.\r\n */\r\n public override detach(): boolean {\r\n if (!super.detach()) {\r\n return false;\r\n }\r\n\r\n Object.keys(this._controllers).forEach((controllerId) => {\r\n this._detachController(controllerId);\r\n });\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Will get the mesh under a specific pointer.\r\n * `scene.meshUnderPointer` will only return one mesh - either left or right.\r\n * @param controllerId the controllerId to check\r\n * @returns The mesh under pointer or null if no mesh is under the pointer\r\n */\r\n public getMeshUnderPointer(controllerId: string): Nullable<AbstractMesh> {\r\n if (this._controllers[controllerId]) {\r\n return this._controllers[controllerId].meshUnderPointer;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n /**\r\n * Get the xr controller that correlates to the pointer id in the pointer event\r\n *\r\n * @param id the pointer id to search for\r\n * @returns the controller that correlates to this id or null if not found\r\n */\r\n public getXRControllerByPointerId(id: number): Nullable<WebXRInputSource> {\r\n const keys = Object.keys(this._controllers);\r\n\r\n for (let i = 0; i < keys.length; ++i) {\r\n if (this._controllers[keys[i]].id === id) {\r\n return this._controllers[keys[i]].xrController || null;\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * This function sets webXRControllerPointerSelection feature that will be disabled when\r\n * the hover range is reached for a mesh and will be reattached when not in hover range.\r\n * This is used to remove the selection rays when moving.\r\n * @param farInteractionFeature the feature to disable when finger is in hover range for a mesh\r\n */\r\n public setFarInteractionFeature(farInteractionFeature: Nullable<WebXRControllerPointerSelection>) {\r\n this._farInteractionFeature = farInteractionFeature;\r\n }\r\n\r\n /**\r\n * Filter used for near interaction pick and hover\r\n * @param mesh the mesh candidate to be pick-filtered\r\n * @returns if the mesh should be included in the list of candidate meshes for near interaction\r\n */\r\n private _nearPickPredicate(mesh: AbstractMesh): boolean {\r\n return mesh.isEnabled() && mesh.isVisible && mesh.isPickable && mesh.isNearPickable;\r\n }\r\n\r\n /**\r\n * Filter used for near interaction grab\r\n * @param mesh the mesh candidate to be pick-filtered\r\n * @returns if the mesh should be included in the list of candidate meshes for near interaction\r\n */\r\n private _nearGrabPredicate(mesh: AbstractMesh): boolean {\r\n return mesh.isEnabled() && mesh.isVisible && mesh.isPickable && mesh.isNearGrabbable;\r\n }\r\n\r\n /**\r\n * Filter used for any near interaction\r\n * @param mesh the mesh candidate to be pick-filtered\r\n * @returns if the mesh should be included in the list of candidate meshes for near interaction\r\n */\r\n private _nearInteractionPredicate(mesh: AbstractMesh): boolean {\r\n return mesh.isEnabled() && mesh.isVisible && mesh.isPickable && (mesh.isNearPickable || mesh.isNearGrabbable);\r\n }\r\n\r\n private _controllerAvailablePredicate(mesh: AbstractMesh, controllerId: string): boolean {\r\n let parent: TransformNode = mesh;\r\n\r\n while (parent) {\r\n if (parent.reservedDataStore && parent.reservedDataStore.nearInteraction && parent.reservedDataStore.nearInteraction.excludedControllerId === controllerId) {\r\n return false;\r\n }\r\n parent = parent.parent as TransformNode;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _handleTransitionAnimation(controllerData: ControllerData, newState: ControllerOrbAnimationState) {\r\n if (\r\n controllerData.currentAnimationState === newState ||\r\n this._options.nearInteractionControllerMode !== WebXRNearControllerMode.CENTERED_IN_FRONT ||\r\n !!controllerData.xrController?.inputSource.hand\r\n ) {\r\n return;\r\n }\r\n\r\n // Don't always break to allow for animation fallthrough on rare cases of multi-transitions\r\n if (newState > controllerData.currentAnimationState) {\r\n switch (controllerData.currentAnimationState) {\r\n case ControllerOrbAnimationState.DEHYDRATED: {\r\n controllerData.hydrateCollisionMeshFunction(true);\r\n if (newState === ControllerOrbAnimationState.HOVER) {\r\n break;\r\n }\r\n }\r\n // eslint-disable-next-line no-fallthrough\r\n case ControllerOrbAnimationState.HOVER: {\r\n controllerData.touchCollisionMeshFunction(true);\r\n if (newState === ControllerOrbAnimationState.TOUCH) {\r\n break;\r\n }\r\n }\r\n }\r\n } else {\r\n switch (controllerData.currentAnimationState) {\r\n case ControllerOrbAnimationState.TOUCH: {\r\n controllerData.touchCollisionMeshFunction(false);\r\n if (newState === ControllerOrbAnimationState.HOVER) {\r\n break;\r\n }\r\n }\r\n // eslint-disable-next-line no-fallthrough\r\n case ControllerOrbAnimationState.HOVER: {\r\n controllerData.hydrateCollisionMeshFunction(false);\r\n if (newState === ControllerOrbAnimationState.DEHYDRATED) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n controllerData.currentAnimationState = newState;\r\n }\r\n\r\n private readonly _hoverRadius = 0.1;\r\n private readonly _pickRadius = 0.02;\r\n private readonly _controllerPickRadius = 0.03; // The radius is slightly larger here to make it easier to manipulate since it's not tied to the hand position\r\n private readonly _nearGrabLengthScale = 5;\r\n\r\n private _processTouchPoint(id: string, position: Vector3, orientation: Quaternion) {\r\n const controllerData = this._controllers[id];\r\n\r\n // Position and orientation could be temporary values, se we take care of them before calling any functions that use temporary vectors/quaternions\r\n controllerData.grabRay.origin.copyFrom(position);\r\n orientation.toEulerAnglesToRef(TmpVectors.Vector3[0]);\r\n controllerData.grabRay.direction.copyFrom(TmpVectors.Vector3[0]);\r\n\r\n if (this._options.nearInteractionControllerMode === WebXRNearControllerMode.CENTERED_IN_FRONT && !controllerData.xrController?.inputSource.hand) {\r\n // offset the touch point in the direction the transform is facing\r\n controllerData.xrController!.getWorldPointerRayToRef(this._tmpRay);\r\n controllerData.grabRay.origin.addInPlace(this._tmpRay.direction.scale(0.05));\r\n }\r\n\r\n controllerData.grabRay.length = this._nearGrabLengthScale * this._hoverRadius * this._xrSessionManager.worldScalingFactor;\r\n controllerData.touchCollisionMesh.position.copyFrom(controllerData.grabRay.origin).scaleInPlace(this._xrSessionManager.worldScalingFactor);\r\n }\r\n\r\n protected _onXRFrame(_xrFrame: XRFrame) {\r\n Object.keys(this._controllers).forEach((id) => {\r\n // only do this for the selected pointer\r\n const controllerData = this._controllers[id];\r\n const handData = controllerData.xrController?.inputSource.hand;\r\n // If near interaction is not enabled/available for this controller, return early\r\n if (\r\n (!this._options.enableNearInteractionOnAllControllers && id !== this._attachedController) ||\r\n !controllerData.xrController ||\r\n (!handData && (!this._options.nearInteractionControllerMode || !controllerData.xrController.inputSource.gamepad))\r\n ) {\r\n controllerData.pick = null;\r\n return;\r\n }\r\n controllerData.hoverInteraction = false;\r\n controllerData.nearInteraction = false;\r\n\r\n // Every frame check collisions/input\r\n if (controllerData.xrController) {\r\n if (handData) {\r\n const xrIndexTip = handData.get(\"index-finger-tip\");\r\n if (xrIndexTip) {\r\n const indexTipPose = _xrFrame.getJointPose!(xrIndexTip, this._xrSessionManager.referenceSpace);\r\n if (indexTipPose && indexTipPose.transform) {\r\n const axisRHSMultiplier = this._scene.useRightHandedSystem ? 1 : -1;\r\n TmpVectors.Vector3[0].set(indexTipPose.transform.position.x, indexTipPose.transform.position.y, indexTipPose.transform.position.z * axisRHSMultiplier);\r\n TmpVectors.Quaternion[0].set(\r\n indexTipPose.transform.orientation.x,\r\n indexTipPose.transform.orientation.y,\r\n indexTipPose.transform.orientation.z * axisRHSMultiplier,\r\n indexTipPose.transform.orientation.w * axisRHSMultiplier\r\n );\r\n\r\n this._processTouchPoint(id, TmpVectors.Vector3[0], TmpVectors.Quaternion[0]);\r\n }\r\n }\r\n } else if (controllerData.xrController.inputSource.gamepad && this._options.nearInteractionControllerMode !== WebXRNearControllerMode.DISABLED) {\r\n let controllerPose = controllerData.xrController.pointer;\r\n if (controllerData.xrController.grip && this._options.nearInteractionControllerMode === WebXRNearControllerMode.CENTERED_ON_CONTROLLER) {\r\n controllerPose = controllerData.xrController.grip;\r\n }\r\n\r\n this._processTouchPoint(id, controllerPose.position, controllerPose.rotationQuaternion!);\r\n }\r\n } else {\r\n return;\r\n }\r\n\r\n const accuratePickInfo = (originalScenePick: Nullable<PickingInfo>, utilityScenePick: Nullable<PickingInfo>): Nullable<PickingInfo> => {\r\n let pick = null;\r\n if (!utilityScenePick || !utilityScenePick.hit) {\r\n // No hit in utility scene\r\n pick = originalScenePick;\r\n } else if (!originalScenePick || !originalScenePick.hit) {\r\n // No hit in original scene\r\n pick = utilityScenePick;\r\n } else if (utilityScenePick.distance < originalScenePick.distance) {\r\n // Hit is closer in utility scene\r\n pick = utilityScenePick;\r\n } else {\r\n // Hit is closer in original scene\r\n pick = originalScenePick;\r\n }\r\n return pick;\r\n };\r\n const populateNearInteractionInfo = (nearInteractionInfo: Nullable<PickingInfo>): PickingInfo => {\r\n let result = new PickingInfo();\r\n\r\n let nearInteractionAtOrigin = false;\r\n const nearInteraction = nearInteractionInfo && nearInteractionInfo.pickedPoint && nearInteractionInfo.hit;\r\n if (nearInteractionInfo?.pickedPoint) {\r\n nearInteractionAtOrigin = nearInteractionInfo.pickedPoint.x === 0 && nearInteractionInfo.pickedPoint.y === 0 && nearInteractionInfo.pickedPoint.z === 0;\r\n }\r\n if (nearInteraction && !nearInteractionAtOrigin) {\r\n result = nearInteractionInfo!;\r\n }\r\n return result;\r\n };\r\n\r\n // Don't perform touch logic while grabbing, to prevent triggering touch interactions while in the middle of a grab interaction\r\n // Dont update cursor logic either - the cursor should already be visible for the grab to be in range,\r\n // and in order to maintain its position on the target mesh it is parented for the duration of the grab.\r\n if (!controllerData.grabInteraction) {\r\n let pick = null;\r\n\r\n // near interaction hover\r\n let utilitySceneHoverPick = null;\r\n if (this._options.useUtilityLayer && this._utilityLayerScene) {\r\n utilitySceneHoverPick = this._pickWithSphere(\r\n controllerData,\r\n this._hoverRadius * this._xrSessionManager.worldScalingFactor,\r\n this._utilityLayerScene,\r\n (mesh: AbstractMesh) => this._nearInteractionPredicate(mesh)\r\n );\r\n }\r\n const originalSceneHoverPick = this._pickWithSphere(\r\n controllerData,\r\n this._hoverRadius * this._xrSessionManager.worldScalingFactor,\r\n this._scene,\r\n (mesh: AbstractMesh) => this._nearInteractionPredicate(mesh)\r\n );\r\n\r\n const hoverPickInfo = accuratePickInfo(originalSceneHoverPick, utilitySceneHoverPick);\r\n if (hoverPickInfo && hoverPickInfo.hit) {\r\n pick = populateNearInteractionInfo(hoverPickInfo);\r\n if (pick.hit) {\r\n controllerData.hoverInteraction = true;\r\n }\r\n }\r\n\r\n // near interaction pick\r\n if (controllerData.hoverInteraction) {\r\n let utilitySceneNearPick = null;\r\n const radius = (handData ? this._pickRadius : this._controllerPickRadius) * this._xrSessionManager.worldScalingFactor;\r\n if (this._options.useUtilityLayer && this._utilityLayerScene) {\r\n utilitySceneNearPick = this._pickWithSphere(controllerData, radius, this._utilityLayerScene, (mesh: AbstractMesh) => this._nearPickPredicate(mesh));\r\n }\r\n const originalSceneNearPick = this._pickWithSphere(controllerData, radius, this._scene, (mesh: AbstractMesh) => this._nearPickPredicate(mesh));\r\n const pickInfo = accuratePickInfo(originalSceneNearPick, utilitySceneNearPick);\r\n const nearPick = populateNearInteractionInfo(pickInfo);\r\n if (nearPick.hit) {\r\n // Near pick takes precedence over hover interaction\r\n pick = nearPick;\r\n controllerData.nearInteraction = true;\r\n }\r\n }\r\n\r\n controllerData.stalePick = controllerData.pick;\r\n controllerData.pick = pick;\r\n\r\n // Update mesh under pointer\r\n if (controllerData.pick && controllerData.pick.pickedPoint && controllerData.pick.hit) {\r\n controllerData.meshUnderPointer = controllerData.pick.pickedMesh;\r\n controllerData.pickedPointVisualCue.position.copyFrom(controllerData.pick.pickedPoint);\r\n controllerData.pickedPointVisualCue.isVisible = true;\r\n\r\n if (this._farInteractionFeature && this._farInteractionFeature.attached) {\r\n this._farInteractionFeature._setPointerSelectionDisabledByPointerId(controllerData.id, true);\r\n }\r\n } else {\r\n controllerData.meshUnderPointer = null;\r\n controllerData.pickedPointVisualCue.isVisible = false;\r\n\r\n if (this._farInteractionFeature && this._farInteractionFeature.attached) {\r\n this._farInteractionFeature._setPointerSelectionDisabledByPointerId(controllerData.id, false);\r\n }\r\n }\r\n }\r\n\r\n // Update the interaction animation. Only updates if the visible touch mesh is active\r\n let state = ControllerOrbAnimationState.DEHYDRATED;\r\n if (controllerData.grabInteraction || controllerData.nearInteraction) {\r\n state = ControllerOrbAnimationState.TOUCH;\r\n } else if (controllerData.hoverInteraction) {\r\n state = ControllerOrbAnimationState.HOVER;\r\n }\r\n this._handleTransitionAnimation(controllerData, state);\r\n });\r\n }\r\n\r\n private get _utilityLayerScene() {\r\n return this._options.customUtilityLayerScene || UtilityLayerRenderer.DefaultUtilityLayer.utilityLayerScene;\r\n }\r\n\r\n private _generateVisualCue() {\r\n const sceneToRenderTo = this._options.useUtilityLayer ? this._options.customUtilityLayerScene || UtilityLayerRenderer.DefaultUtilityLayer.utilityLayerScene : this._scene;\r\n const selectionMesh = CreateSphere(\r\n \"nearInteraction\",\r\n {\r\n diameter: 0.0035 * 3 * this._xrSessionManager.worldScalingFactor,\r\n },\r\n sceneToRenderTo\r\n );\r\n selectionMesh.bakeCurrentTransformIntoVertices();\r\n selectionMesh.isPickable = false;\r\n selectionMesh.isVisible = false;\r\n selectionMesh.rotationQuaternion = Quaternion.Identity();\r\n const targetMat = new StandardMaterial(\"targetMat\", sceneToRenderTo);\r\n targetMat.specularColor = Color3.Black();\r\n targetMat.emissiveColor = this.selectionMeshDefaultColor;\r\n targetMat.backFaceCulling = false;\r\n selectionMesh.material = targetMat;\r\n\r\n return selectionMesh;\r\n }\r\n\r\n private _isControllerReadyForNearInteraction(id: number) {\r\n if (this._farInteractionFeature) {\r\n return this._farInteractionFeature._getPointerSelectionDisabledByPointerId(id);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _attachNearInteractionMode(xrController: WebXRInputSource) {\r\n const controllerData = this._controllers[xrController.uniqueId];\r\n const pointerEventInit: PointerEventInit = {\r\n pointerId: controllerData.id,\r\n pointerType: \"xr-near\",\r\n };\r\n controllerData.onFrameObserver = this._xrSessionManager.onXRFrameObservable.add(() => {\r\n if (\r\n (!this._options.enableNearInteractionOnAllControllers && xrController.uniqueId !== this._attachedController) ||\r\n !controllerData.xrController ||\r\n (!controllerData.xrController.inputSource.hand && (!this._options.nearInteractionControllerMode || !controllerData.xrController.inputSource.gamepad))\r\n ) {\r\n return;\r\n }\r\n if (controllerData.pick) {\r\n controllerData.pick.ray = controllerData.grabRay;\r\n }\r\n\r\n if (controllerData.pick && this._isControllerReadyForNearInteraction(controllerData.id)) {\r\n this._scene.simulatePointerMove(controllerData.pick, pointerEventInit);\r\n }\r\n\r\n // Near pick pointer event\r\n if (controllerData.nearInteraction && controllerData.pick && controllerData.pick.hit) {\r\n if (!controllerData.nearInteractionTargetMesh) {\r\n this._scene.simulatePointerDown(controllerData.pick, pointerEventInit);\r\n controllerData.nearInteractionTargetMesh = controllerData.meshUnderPointer;\r\n controllerData.downTriggered = true;\r\n }\r\n } else if (controllerData.nearInteractionTargetMesh && controllerData.stalePick) {\r\n this._scene.simulatePointerUp(controllerData.stalePick, pointerEventInit);\r\n controllerData.downTriggered = false;\r\n controllerData.nearInteractionTargetMesh = null;\r\n }\r\n });\r\n\r\n const grabCheck = (pressed: boolean) => {\r\n if (\r\n this._options.enableNearInteractionOnAllControllers ||\r\n (xrController.uniqueId === this._attachedController && this._isControllerReadyForNearInteraction(controllerData.id))\r\n ) {\r\n if (controllerData.pick) {\r\n controllerData.pick.ray = controllerData.grabRay;\r\n }\r\n if (pressed && controllerData.pick && controllerData.meshUnderPointer && this._nearGrabPredicate(controllerData.meshUnderPointer)) {\r\n controllerData.grabInteraction = true;\r\n controllerData.pickedPointVisualCue.isVisible = false;\r\n this._scene.simulatePointerDown(controllerData.pick, pointerEventInit);\r\n controllerData.downTriggered = true;\r\n } else if (!pressed && controllerData.pick && controllerData.grabInteraction) {\r\n this._scene.simulatePointerUp(controllerData.pick, pointerEventInit);\r\n controllerData.downTriggered = false;\r\n controllerData.grabInteraction = false;\r\n controllerData.pickedPointVisualCue.isVisible = true;\r\n }\r\n } else {\r\n if (pressed && !this._options.enableNearInteractionOnAllControllers && !this._options.disableSwitchOnClick) {\r\n this._attachedController = xrController.uniqueId;\r\n }\r\n }\r\n };\r\n\r\n if (xrController.inputSource.gamepad) {\r\n const init = (motionController: WebXRAbstractMotionController) => {\r\n controllerData.squeezeComponent = motionController.getComponent(\"grasp\");\r\n if (controllerData.squeezeComponent) {\r\n controllerData.onSqueezeButtonChangedObserver = controllerData.squeezeComponent.onButtonStateChangedObservable.add((component) => {\r\n if (component.changes.pressed) {\r\n const pressed = component.changes.pressed.current;\r\n grabCheck(pressed);\r\n }\r\n });\r\n } else {\r\n controllerData.selectionComponent = motionController.getMainComponent();\r\n controllerData.onButtonChangedObserver = controllerData.selectionComponent.onButtonStateChangedObservable.add((component) => {\r\n if (component.changes.pressed) {\r\n const pressed = component.changes.pressed.current;\r\n grabCheck(pressed);\r\n }\r\n });\r\n }\r\n };\r\n if (xrController.motionController) {\r\n init(xrController.motionController);\r\n } else {\r\n xrController.onMotionControllerInitObservable.add(init);\r\n }\r\n } else {\r\n // use the select and squeeze events\r\n const selectStartListener = (event: XRInputSourceEvent) => {\r\n if (\r\n controllerData.xrController &&\r\n event.inputSource === controllerData.xrController.inputSource &&\r\n controllerData.pick &&\r\n this._isControllerReadyForNearInteraction(controllerData.id) &&\r\n controllerData.meshUnderPointer &&\r\n this._nearGrabPredicate(controllerData.meshUnderPointer)\r\n ) {\r\n controllerData.grabInteraction = true;\r\n controllerData.pickedPointVisualCue.isVisible = false;\r\n this._scene.simulatePointerDown(controllerData.pick, pointerEventInit);\r\n controllerData.downTriggered = true;\r\n }\r\n };\r\n\r\n const selectEndListener = (event: XRInputSourceEvent) => {\r\n if (\r\n controllerData.xrController &&\r\n event.inputSource === controllerData.xrController.inputSource &&\r\n controllerData.pick &&\r\n this._isControllerReadyForNearInteraction(controllerData.id)\r\n ) {\r\n this._scene.simulatePointerUp(controllerData.pick, pointerEventInit);\r\n controllerData.grabInteraction = false;\r\n controllerData.pickedPointVisualCue.isVisible = true;\r\n controllerData.downTriggered = false;\r\n }\r\n };\r\n\r\n controllerData.eventListeners = {\r\n selectend: selectEndListener,\r\n selectstart: selectStartListener,\r\n };\r\n\r\n this._xrSessionManager.session.addEventListener(\"selectstart\", selectStartListener);\r\n this._xrSessionManager.session.addEventListener(\"selectend\", selectEndListener);\r\n }\r\n }\r\n\r\n private _detachController(xrControllerUniqueId: string) {\r\n const controllerData = this._controllers[xrControllerUniqueId];\r\n if (!controllerData) {\r\n return;\r\n }\r\n if (controllerData.squeezeComponent) {\r\n if (controllerData.onSqueezeButtonChangedObserver) {\r\n controllerData.squeezeComponent.onButtonStateChangedObservable.remove(controllerData.onSqueezeButtonChangedObserver);\r\n }\r\n }\r\n if (controllerData.selectionComponent) {\r\n if (controllerData.onButtonChangedObserver) {\r\n controllerData.selectionComponent.onButtonStateChangedObservable.remove(controllerData.onButtonChangedObserver);\r\n }\r\n }\r\n if (controllerData.onFrameObserver) {\r\n this._xrSessionManager.onXRFrameObservable.remove(controllerData.onFrameObserver);\r\n }\r\n if (controllerData.eventListeners) {\r\n Object.keys(controllerData.eventListeners).forEach((eventName: string) => {\r\n const func = controllerData.eventListeners && controllerData.eventListeners[eventName as XREventType];\r\n if (func) {\r\n this._xrSessionManager.session.removeEventListener(eventName as XREventType, func as any);\r\n }\r\n });\r\n }\r\n controllerData.touchCollisionMesh.dispose();\r\n controllerData.pickedPointVisualCue.dispose();\r\n\r\n this._xrSessionManager.runInXRFrame(() => {\r\n if (!controllerData.downTriggered) {\r\n return;\r\n }\r\n // Fire a pointerup in case controller was detached before a pointerup event was fired\r\n const pointerEventInit: PointerEventInit = {\r\n pointerId: controllerData.id,\r\n pointerType: \"xr-near\",\r\n };\r\n this._scene.simulatePointerUp(new PickingInfo(), pointerEventInit);\r\n });\r\n\r\n // remove world scale observer\r\n if (controllerData._worldScaleObserver) {\r\n this._xrSessionManager.onWorldScaleFactorChangedObservable.remove(controllerData._worldScaleObserver);\r\n }\r\n\r\n // remove from the map\r\n delete this._controllers[xrControllerUniqueId];\r\n if (this._attachedController === xrControllerUniqueId) {\r\n // check for other controllers\r\n const keys = Object.keys(this._controllers);\r\n if (keys.length) {\r\n this._attachedController = keys[0];\r\n } else {\r\n this._attachedController = \"\";\r\n }\r\n }\r\n }\r\n\r\n private _generateNewTouchPointMesh() {\r\n const worldScale = this._xrSessionManager.worldScalingFactor;\r\n // populate information for near hover, pick and pinch\r\n const meshCreationScene = this._options.useUtilityLayer ? this._options.customUtilityLayerScene || UtilityLayerRenderer.DefaultUtilityLayer.utilityLayerScene : this._scene;\r\n\r\n const touchCollisionMesh = CreateSphere(\"PickSphere\", { diameter: 1 * worldScale }, meshCreationScene);\r\n touchCollisionMesh.isVisible = false;\r\n\r\n // Generate the material for the touch mesh visuals\r\n if (this._options.motionControllerOrbMaterial) {\r\n touchCollisionMesh.material = this._options.motionControllerOrbMaterial;\r\n } else {\r\n let parsePromise: Promise<NodeMaterial>;\r\n if (this._options.motionControllerTouchMaterialSnippetUrl) {\r\n parsePromise = NodeMaterial.ParseFromFileAsync(\"motionControllerTouchMaterial\", this._options.motionControllerTouchMaterialSnippetUrl, meshCreationScene);\r\n } else {\r\n parsePromise = NodeMaterial.ParseFromSnippetAsync(\"8RUNKL#3\", meshCreationScene);\r\n }\r\n parsePromise\r\n .then((mat) => {\r\n touchCollisionMesh.material = mat;\r\n })\r\n .catch((err) => {\r\n Logger.Warn(`Error creating touch material in WebXRNearInteraction: ${err}`);\r\n });\r\n }\r\n\r\n const easingFunction = new QuadraticEase();\r\n easingFunction.setEasingMode(EasingFunction.EASINGMODE_EASEINOUT);\r\n\r\n // Adjust the visual size based off of the size of the touch collision orb.\r\n // Having the size perfectly match for hover gives a more accurate tell for when the user will start interacting with the target\r\n // Sizes for other states are somewhat arbitrary, as they are based on what feels nice during an interaction\r\n const hoverSizeVec = new Vector3(this._controllerPickRadius, this._controllerPickRadius, this._controllerPickRadius).scaleInPlace(worldScale);\r\n const touchSize = this._controllerPickRadius * (4 / 3);\r\n const touchSizeVec = new Vector3(touchSize, touchSize, touchSize).scaleInPlace(worldScale);\r\n const hydrateTransitionSize = this._controllerPickRadius * (7 / 6);\r\n const hydrateTransitionSizeVec = new Vector3(hydrateTransitionSize, hydrateTransitionSize, hydrateTransitionSize).scaleInPlace(worldScale);\r\n const touchHoverTransitionSize = this._controllerPickRadius * (4 / 5);\r\n const touchHoverTransitionSizeVec = new Vector3(touchHoverTransitionSize, touchHoverTransitionSize, touchHoverTransitionSize).scaleInPlace(worldScale);\r\n const hoverTouchTransitionSize = this._controllerPickRadius * (3 / 2);\r\n const hoverTouchTransitionSizeVec = new Vector3(hoverTouchTransitionSize, hoverTouchTransitionSize, hoverTouchTransitionSize).scaleInPlace(worldScale);\r\n\r\n const touchKeys = [\r\n { frame: 0, value: hoverSizeVec },\r\n { frame: 10, value: hoverTouchTransitionSizeVec },\r\n { frame: 18, value: touchSizeVec },\r\n ];\r\n const releaseKeys = [\r\n { frame: 0, value: touchSizeVec },\r\n { frame: 10, value: touchHoverTransitionSizeVec },\r\n { frame: 18, value: hoverSizeVec },\r\n ];\r\n const hydrateKeys = [\r\n { frame: 0, value: Vector3.ZeroReadOnly },\r\n { frame: 12, value: hydrateTransitionSizeVec },\r\n { frame: 15, value: hoverSizeVec },\r\n ];\r\n const dehydrateKeys = [\r\n { frame: 0, value: hoverSizeVec },\r\n { frame: 10, value: Vector3.ZeroReadOnly },\r\n { frame: 15, value: Vector3.ZeroReadOnly },\r\n ];\r\n\r\n const touchAction = new Animation(\"touch\", \"scaling\", 60, Animation.ANIMATIONTYPE_VECTOR3, Animation.ANIMATIONLOOPMODE_CONSTANT);\r\n const releaseAction = new Animation(\"release\", \"scaling\", 60, Animation.ANIMATIONTYPE_VECTOR3, Animation.ANIMATIONLOOPMODE_CONSTANT);\r\n const hydrateAction = new Animation(\"hydrate\", \"scaling\", 60, Animation.ANIMATIONTYPE_VECTOR3, Animation.ANIMATIONLOOPMODE_CONSTANT);\r\n const dehydrateAction = new Animation(\"dehydrate\", \"scaling\", 60, Animation.ANIMATIONTYPE_VECTOR3, Animation.ANIMATIONLOOPMODE_CONSTANT);\r\n\r\n touchAction.setEasingFunction(easingFunction);\r\n releaseAction.setEasingFunction(easingFunction);\r\n hydrateAction.setEasingFunction(easingFunction);\r\n dehydrateAction.setEasingFunction(easingFunction);\r\n\r\n touchAction.setKeys(touchKeys);\r\n releaseAction.setKeys(releaseKeys);\r\n hydrateAction.setKeys(hydrateKeys);\r\n dehydrateAction.setKeys(dehydrateKeys);\r\n\r\n const touchCollisionMeshFunction = (isTouch: boolean) => {\r\n const action = isTouch ? touchAction : releaseAction;\r\n meshCreationScene.beginDirectAnimation(touchCollisionMesh, [action], 0, 18, false, 1);\r\n };\r\n\r\n const hydrateCollisionMeshFunction = (isHydration: boolean) => {\r\n const action = isHydration ? hydrateAction : dehydrateAction;\r\n if (isHydration) {\r\n touchCollisionMesh.isVisible = true;\r\n }\r\n meshCreationScene.beginDirectAnimation(touchCollisionMesh, [action], 0, 15, false, 1, () => {\r\n if (!isHydration) {\r\n touchCollisionMesh.isVisible = false;\r\n }\r\n });\r\n };\r\n\r\n return { touchCollisionMesh, touchCollisionMeshFunction, hydrateCollisionMeshFunction };\r\n }\r\n\r\n private _pickWithSphere(controllerData: ControllerData, radius: number, sceneToUse: Scene, predicate: (mesh: AbstractMesh) => boolean): Nullable<PickingInfo> {\r\n const pickingInfo = new PickingInfo();\r\n pickingInfo.distance = +Infinity;\r\n\r\n if (controllerData.touchCollisionMesh && controllerData.xrController) {\r\n const position = controllerData.touchCollisionMesh.position;\r\n const sphere = BoundingSphere.CreateFromCenterAndRadius(position, radius);\r\n\r\n for (let meshIndex = 0; meshIndex < sceneToUse.meshes.length; meshIndex++) {\r\n const mesh = sceneToUse.meshes[meshIndex];\r\n if (!predicate(mesh) || !this._controllerAvailablePredicate(mesh, controllerData.xrController.uniqueId)) {\r\n continue;\r\n }\r\n const result = WebXRNearInteraction.PickMeshWithSphere(mesh, sphere);\r\n\r\n if (result && result.hit && result.distance < pickingInfo.distance) {\r\n pickingInfo.hit = result.hit;\r\n pickingInfo.pickedMesh = mesh;\r\n pickingInfo.pickedPoint = result.pickedPoint;\r\n pickingInfo.aimTransform = controllerData.xrController.pointer;\r\n pickingInfo.gripTransform = controllerData.xrController.grip || null;\r\n pickingInfo.originMesh = controllerData.touchCollisionMesh;\r\n pickingInfo.distance = result.distance;\r\n pickingInfo.bu = result.bu;\r\n pickingInfo.bv = result.bv;\r\n pickingInfo.faceId = result.faceId;\r\n pickingInfo.subMeshId = result.subMeshId;\r\n }\r\n }\r\n }\r\n return pickingInfo;\r\n }\r\n\r\n /**\r\n * Picks a mesh with a sphere\r\n * @param mesh the mesh to pick\r\n * @param sphere picking sphere in world coordinates\r\n * @param skipBoundingInfo a boolean indicating if we should skip the bounding info check\r\n * @returns the picking info\r\n */\r\n public static PickMeshWithSphere(mesh: AbstractMesh, sphere: BoundingSphere, skipBoundingInfo = false): PickingInfo {\r\n const subMeshes = mesh.subMeshes;\r\n const pi = new PickingInfo();\r\n const boundingInfo = mesh.getBoundingInfo();\r\n\r\n if (!mesh._generatePointsArray()) {\r\n return pi;\r\n }\r\n\r\n if (!mesh.subMeshes || !boundingInfo) {\r\n return pi;\r\n }\r\n\r\n if (!skipBoundingInfo && !BoundingSphere.Intersects(boundingInfo.boundingSphere, sphere)) {\r\n return pi;\r\n }\r\n\r\n const result = TmpVectors.Vector3[0];\r\n const tmpVec = TmpVectors.Vector3[1];\r\n const tmpRay = new Ray(Vector3.Zero(), Vector3.Zero(), 1);\r\n\r\n let distance = +Infinity;\r\n let tmp, tmpDistanceSphereToCenter, tmpDistanceSurfaceToCenter, intersectionInfo;\r\n const center = TmpVectors.Vector3[2];\r\n const worldToMesh = TmpVectors.Matrix[0];\r\n worldToMesh.copyFrom(mesh.getWorldMatrix());\r\n worldToMesh.invert();\r\n Vector3.TransformCoordinatesToRef(sphere.center, worldToMesh, center);\r\n\r\n for (let index = 0; index < subMeshes.length; index++) {\r\n const subMesh = subMeshes[index];\r\n\r\n subMesh.projectToRef(center, <Vector3[]>mesh._positions, <IndicesArray>mesh.getIndices(), tmpVec);\r\n\r\n Vector3.TransformCoordinatesToRef(tmpVec, mesh.getWorldMatrix(), tmpVec);\r\n tmp = Vector3.Distance(tmpVec, sphere.center);\r\n\r\n // Check for finger inside of mesh\r\n tmpDistanceSurfaceToCenter = Vector3.Distance(tmpVec, mesh.getAbsolutePosition());\r\n tmpDistanceSphereToCenter = Vector3.Distance(sphere.center, mesh.getAbsolutePosition());\r\n if (tmpDistanceSphereToCenter !== -1 && tmpDistanceSurfaceToCenter !== -1 && tmpDistanceSurfaceToCenter > tmpDistanceSphereToCenter) {\r\n tmp = 0;\r\n tmpVec.copyFrom(sphere.center);\r\n }\r\n\r\n if (tmp !== -1 && tmp < distance) {\r\n distance = tmp;\r\n\r\n // ray between the sphere center and the point on the mesh\r\n Ray.CreateFromToToRef(sphere.center, tmpVec, tmpRay);\r\n tmpRay.length = distance * 2;\r\n intersectionInfo = tmpRay.intersectsMesh(mesh);\r\n\r\n result.copyFrom(tmpVec);\r\n }\r\n }\r\n\r\n if (distance < sphere.radius) {\r\n pi.hit = true;\r\n pi.distance = distance;\r\n pi.pickedMesh = mesh;\r\n pi.pickedPoint = result.clone();\r\n if (intersectionInfo && intersectionInfo.bu !== null && intersectionInfo.bv !== null) {\r\n pi.faceId = intersectionInfo.faceId;\r\n pi.subMeshId = intersectionInfo.subMeshId;\r\n pi.bu = intersectionInfo.bu;\r\n pi.bv = intersectionInfo.bv;\r\n }\r\n }\r\n\r\n return pi;\r\n }\r\n}\r\n\r\n//Register the plugin\r\nWebXRFeaturesManager.AddWebXRFeature(\r\n WebXRNearInteraction.Name,\r\n (xrSessionManager, options) => {\r\n return () => new WebXRNearInteraction(xrSessionManager, options);\r\n },\r\n WebXRNearInteraction.Version,\r\n true\r\n);\r\n"]}
@@ -48,6 +48,7 @@ export declare class WebXRManagedOutputCanvas implements WebXRRenderTarget {
48
48
  * Observers registered here will be triggered when the xr layer was initialized
49
49
  */
50
50
  onXRLayerInitObservable: Observable<XRWebGLLayer>;
51
+ private _canvasCompatiblePromise;
51
52
  /**
52
53
  * Initializes the canvas to be added/removed upon entering/exiting xr
53
54
  * @param _xrSessionManager The XR Session manager
@@ -58,6 +59,7 @@ export declare class WebXRManagedOutputCanvas implements WebXRRenderTarget {
58
59
  * Disposes of the object
59
60
  */
60
61
  dispose(): void;
62
+ private _makeCanvasCompatibleAsync;
61
63
  /**
62
64
  * Initializes a XRWebGLLayer to be used as the session's baseLayer.
63
65
  * @param xrSession xr session
@@ -63,6 +63,7 @@ export class WebXRManagedOutputCanvas {
63
63
  _xrSessionManager.onXRSessionEnded.add(() => {
64
64
  this._removeCanvas();
65
65
  });
66
+ this._makeCanvasCompatibleAsync();
66
67
  }
67
68
  /**
68
69
  * Disposes of the object
@@ -71,6 +72,18 @@ export class WebXRManagedOutputCanvas {
71
72
  this._removeCanvas();
72
73
  this._setManagedOutputCanvas(null);
73
74
  }
75
+ _makeCanvasCompatibleAsync() {
76
+ this._canvasCompatiblePromise = new Promise((resolve) => {
77
+ if (this.canvasContext && this.canvasContext.makeXRCompatible) {
78
+ this.canvasContext.makeXRCompatible().then(() => {
79
+ resolve();
80
+ });
81
+ }
82
+ else {
83
+ resolve();
84
+ }
85
+ });
86
+ }
74
87
  /**
75
88
  * Initializes a XRWebGLLayer to be used as the session's baseLayer.
76
89
  * @param xrSession xr session
@@ -83,12 +96,7 @@ export class WebXRManagedOutputCanvas {
83
96
  this.onXRLayerInitObservable.notifyObservers(this.xrLayer);
84
97
  return this.xrLayer;
85
98
  };
86
- // support canvases without makeXRCompatible
87
- if (!this.canvasContext.makeXRCompatible) {
88
- return Promise.resolve(createLayer());
89
- }
90
- return this.canvasContext
91
- .makeXRCompatible()
99
+ return this._canvasCompatiblePromise
92
100
  .then(
93
101
  // catch any error and continue. When using the emulator is throws this error for no apparent reason.
94
102
  () => { }, () => {
@@ -1 +1 @@
1
- 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type { Nullable } from \"../types\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { WebXRRenderTarget } from \"./webXRTypes\";\r\nimport type { WebXRSessionManager } from \"./webXRSessionManager\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport type { WebXRLayerWrapper } from \"./webXRLayerWrapper\";\r\nimport { WebXRWebGLLayerWrapper } from \"./webXRWebGLLayer\";\r\n\r\n/**\r\n * Configuration object for WebXR output canvas\r\n */\r\nexport class WebXRManagedOutputCanvasOptions {\r\n /**\r\n * An optional canvas in case you wish to create it yourself and provide it here.\r\n * If not provided, a new canvas will be created\r\n */\r\n public canvasElement?: HTMLCanvasElement;\r\n /**\r\n * Options for this XR Layer output\r\n */\r\n public canvasOptions?: XRWebGLLayerInit;\r\n /**\r\n * CSS styling for a newly created canvas (if not provided)\r\n */\r\n public newCanvasCssStyle?: string;\r\n\r\n /**\r\n * Get the default values of the configuration object\r\n * @param engine defines the engine to use (can be null)\r\n * @returns default values of this configuration object\r\n */\r\n public static GetDefaults(engine?: AbstractEngine): WebXRManagedOutputCanvasOptions {\r\n const defaults = new WebXRManagedOutputCanvasOptions();\r\n defaults.canvasOptions = {\r\n antialias: true,\r\n depth: true,\r\n stencil: engine ? engine.isStencilEnable : true,\r\n alpha: true,\r\n framebufferScaleFactor: 1,\r\n };\r\n\r\n defaults.newCanvasCssStyle = \"position:absolute; bottom:0px;right:0px;z-index:10;width:90%;height:100%;background-color: #000000;\";\r\n\r\n return defaults;\r\n }\r\n}\r\n/**\r\n * Creates a canvas that is added/removed from the webpage when entering/exiting XR\r\n */\r\nexport class WebXRManagedOutputCanvas implements WebXRRenderTarget {\r\n private _canvas: Nullable<HTMLCanvasElement> = null;\r\n private _engine: Nullable<AbstractEngine> = null;\r\n private _originalCanvasSize: {\r\n width: number;\r\n height: number;\r\n };\r\n\r\n /**\r\n * Rendering context of the canvas which can be used to display/mirror xr content\r\n */\r\n public canvasContext: WebGLRenderingContext;\r\n\r\n /**\r\n * xr layer for the canvas\r\n */\r\n public xrLayer: Nullable<XRWebGLLayer> = null;\r\n\r\n private _xrLayerWrapper: Nullable<WebXRLayerWrapper> = null;\r\n\r\n /**\r\n * Observers registered here will be triggered when the xr layer was initialized\r\n */\r\n public onXRLayerInitObservable: Observable<XRWebGLLayer> = new Observable();\r\n\r\n /**\r\n * Initializes the canvas to be added/removed upon entering/exiting xr\r\n * @param _xrSessionManager The XR Session manager\r\n * @param _options optional configuration for this canvas output. defaults will be used if not provided\r\n */\r\n constructor(\r\n _xrSessionManager: WebXRSessionManager,\r\n private _options: WebXRManagedOutputCanvasOptions = WebXRManagedOutputCanvasOptions.GetDefaults()\r\n ) {\r\n this._engine = _xrSessionManager.scene.getEngine();\r\n this._engine.onDisposeObservable.addOnce(() => {\r\n this._engine = null;\r\n });\r\n\r\n if (!_options.canvasElement) {\r\n const canvas = document.createElement(\"canvas\");\r\n canvas.style.cssText = this._options.newCanvasCssStyle || \"position:absolute; bottom:0px;right:0px;\";\r\n this._setManagedOutputCanvas(canvas);\r\n } else {\r\n this._setManagedOutputCanvas(_options.canvasElement);\r\n }\r\n\r\n _xrSessionManager.onXRSessionInit.add(() => {\r\n this._addCanvas();\r\n });\r\n\r\n _xrSessionManager.onXRSessionEnded.add(() => {\r\n this._removeCanvas();\r\n });\r\n }\r\n\r\n /**\r\n * Disposes of the object\r\n */\r\n public dispose() {\r\n this._removeCanvas();\r\n this._setManagedOutputCanvas(null);\r\n }\r\n\r\n /**\r\n * Initializes a XRWebGLLayer to be used as the session's baseLayer.\r\n * @param xrSession xr session\r\n * @returns a promise that will resolve once the XR Layer has been created\r\n */\r\n public async initializeXRLayerAsync(xrSession: XRSession): Promise<XRWebGLLayer> {\r\n const createLayer = () => {\r\n this.xrLayer = new XRWebGLLayer(xrSession, this.canvasContext, this._options.canvasOptions);\r\n this._xrLayerWrapper = new WebXRWebGLLayerWrapper(this.xrLayer);\r\n this.onXRLayerInitObservable.notifyObservers(this.xrLayer);\r\n return this.xrLayer;\r\n };\r\n\r\n // support canvases without makeXRCompatible\r\n if (!(this.canvasContext as any).makeXRCompatible) {\r\n return Promise.resolve(createLayer());\r\n }\r\n\r\n return (this.canvasContext as any)\r\n .makeXRCompatible()\r\n .then(\r\n // catch any error and continue. When using the emulator is throws this error for no apparent reason.\r\n () => {},\r\n () => {\r\n // log the error, continue nonetheless!\r\n Tools.Warn(\"Error executing makeXRCompatible. This does not mean that the session will work incorrectly.\");\r\n }\r\n )\r\n .then(() => {\r\n return createLayer();\r\n });\r\n }\r\n\r\n private _addCanvas() {\r\n if (this._canvas && this._engine && this._canvas !== this._engine.getRenderingCanvas()) {\r\n document.body.appendChild(this._canvas);\r\n }\r\n if (this.xrLayer) {\r\n this._setCanvasSize(true);\r\n } else {\r\n this.onXRLayerInitObservable.addOnce(() => {\r\n this._setCanvasSize(true);\r\n });\r\n }\r\n }\r\n\r\n private _removeCanvas() {\r\n if (this._canvas && this._engine && document.body.contains(this._canvas) && this._canvas !== this._engine.getRenderingCanvas()) {\r\n document.body.removeChild(this._canvas);\r\n }\r\n this._setCanvasSize(false);\r\n }\r\n\r\n private _setCanvasSize(init: boolean = true, xrLayer = this._xrLayerWrapper) {\r\n if (!this._canvas || !this._engine) {\r\n return;\r\n }\r\n if (init) {\r\n if (xrLayer) {\r\n if (this._canvas !== this._engine.getRenderingCanvas()) {\r\n this._canvas.style.width = xrLayer.getWidth() + \"px\";\r\n this._canvas.style.height = xrLayer.getHeight() + \"px\";\r\n } else {\r\n this._engine.setSize(xrLayer.getWidth(), xrLayer.getHeight());\r\n }\r\n }\r\n } else {\r\n if (this._originalCanvasSize) {\r\n if (this._canvas !== this._engine.getRenderingCanvas()) {\r\n this._canvas.style.width = this._originalCanvasSize.width + \"px\";\r\n this._canvas.style.height = this._originalCanvasSize.height + \"px\";\r\n } else {\r\n this._engine.setSize(this._originalCanvasSize.width, this._originalCanvasSize.height);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _setManagedOutputCanvas(canvas: Nullable<HTMLCanvasElement>) {\r\n this._removeCanvas();\r\n if (!canvas) {\r\n this._canvas = null;\r\n (this.canvasContext as any) = null;\r\n } else {\r\n this._originalCanvasSize = {\r\n width: canvas.offsetWidth,\r\n height: canvas.offsetHeight,\r\n };\r\n this._canvas = canvas;\r\n this.canvasContext = <any>this._canvas.getContext(\"webgl2\");\r\n if (!this.canvasContext) {\r\n this.canvasContext = <any>this._canvas.getContext(\"webgl\");\r\n }\r\n }\r\n }\r\n}\r\n"]}
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type { Nullable } from \"../types\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { WebXRRenderTarget } from \"./webXRTypes\";\r\nimport type { WebXRSessionManager } from \"./webXRSessionManager\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport type { WebXRLayerWrapper } from \"./webXRLayerWrapper\";\r\nimport { WebXRWebGLLayerWrapper } from \"./webXRWebGLLayer\";\r\n\r\n/**\r\n * Configuration object for WebXR output canvas\r\n */\r\nexport class WebXRManagedOutputCanvasOptions {\r\n /**\r\n * An optional canvas in case you wish to create it yourself and provide it here.\r\n * If not provided, a new canvas will be created\r\n */\r\n public canvasElement?: HTMLCanvasElement;\r\n /**\r\n * Options for this XR Layer output\r\n */\r\n public canvasOptions?: XRWebGLLayerInit;\r\n /**\r\n * CSS styling for a newly created canvas (if not provided)\r\n */\r\n public newCanvasCssStyle?: string;\r\n\r\n /**\r\n * Get the default values of the configuration object\r\n * @param engine defines the engine to use (can be null)\r\n * @returns default values of this configuration object\r\n */\r\n public static GetDefaults(engine?: AbstractEngine): WebXRManagedOutputCanvasOptions {\r\n const defaults = new WebXRManagedOutputCanvasOptions();\r\n defaults.canvasOptions = {\r\n antialias: true,\r\n depth: true,\r\n stencil: engine ? engine.isStencilEnable : true,\r\n alpha: true,\r\n framebufferScaleFactor: 1,\r\n };\r\n\r\n defaults.newCanvasCssStyle = \"position:absolute; bottom:0px;right:0px;z-index:10;width:90%;height:100%;background-color: #000000;\";\r\n\r\n return defaults;\r\n }\r\n}\r\n/**\r\n * Creates a canvas that is added/removed from the webpage when entering/exiting XR\r\n */\r\nexport class WebXRManagedOutputCanvas implements WebXRRenderTarget {\r\n private _canvas: Nullable<HTMLCanvasElement> = null;\r\n private _engine: Nullable<AbstractEngine> = null;\r\n private _originalCanvasSize: {\r\n width: number;\r\n height: number;\r\n };\r\n\r\n /**\r\n * Rendering context of the canvas which can be used to display/mirror xr content\r\n */\r\n public canvasContext: WebGLRenderingContext;\r\n\r\n /**\r\n * xr layer for the canvas\r\n */\r\n public xrLayer: Nullable<XRWebGLLayer> = null;\r\n\r\n private _xrLayerWrapper: Nullable<WebXRLayerWrapper> = null;\r\n\r\n /**\r\n * Observers registered here will be triggered when the xr layer was initialized\r\n */\r\n public onXRLayerInitObservable: Observable<XRWebGLLayer> = new Observable();\r\n\r\n private _canvasCompatiblePromise: Promise<void>;\r\n\r\n /**\r\n * Initializes the canvas to be added/removed upon entering/exiting xr\r\n * @param _xrSessionManager The XR Session manager\r\n * @param _options optional configuration for this canvas output. defaults will be used if not provided\r\n */\r\n constructor(\r\n _xrSessionManager: WebXRSessionManager,\r\n private _options: WebXRManagedOutputCanvasOptions = WebXRManagedOutputCanvasOptions.GetDefaults()\r\n ) {\r\n this._engine = _xrSessionManager.scene.getEngine();\r\n this._engine.onDisposeObservable.addOnce(() => {\r\n this._engine = null;\r\n });\r\n\r\n if (!_options.canvasElement) {\r\n const canvas = document.createElement(\"canvas\");\r\n canvas.style.cssText = this._options.newCanvasCssStyle || \"position:absolute; bottom:0px;right:0px;\";\r\n this._setManagedOutputCanvas(canvas);\r\n } else {\r\n this._setManagedOutputCanvas(_options.canvasElement);\r\n }\r\n\r\n _xrSessionManager.onXRSessionInit.add(() => {\r\n this._addCanvas();\r\n });\r\n\r\n _xrSessionManager.onXRSessionEnded.add(() => {\r\n this._removeCanvas();\r\n });\r\n\r\n this._makeCanvasCompatibleAsync();\r\n }\r\n\r\n /**\r\n * Disposes of the object\r\n */\r\n public dispose() {\r\n this._removeCanvas();\r\n this._setManagedOutputCanvas(null);\r\n }\r\n\r\n private _makeCanvasCompatibleAsync() {\r\n this._canvasCompatiblePromise = new Promise<void>((resolve) => {\r\n if (this.canvasContext && (this.canvasContext as any).makeXRCompatible) {\r\n (this.canvasContext as any).makeXRCompatible().then(() => {\r\n resolve();\r\n });\r\n } else {\r\n resolve();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Initializes a XRWebGLLayer to be used as the session's baseLayer.\r\n * @param xrSession xr session\r\n * @returns a promise that will resolve once the XR Layer has been created\r\n */\r\n public async initializeXRLayerAsync(xrSession: XRSession): Promise<XRWebGLLayer> {\r\n const createLayer = () => {\r\n this.xrLayer = new XRWebGLLayer(xrSession, this.canvasContext, this._options.canvasOptions);\r\n this._xrLayerWrapper = new WebXRWebGLLayerWrapper(this.xrLayer);\r\n this.onXRLayerInitObservable.notifyObservers(this.xrLayer);\r\n return this.xrLayer;\r\n };\r\n\r\n return this._canvasCompatiblePromise\r\n .then(\r\n // catch any error and continue. When using the emulator is throws this error for no apparent reason.\r\n () => {},\r\n () => {\r\n // log the error, continue nonetheless!\r\n Tools.Warn(\"Error executing makeXRCompatible. This does not mean that the session will work incorrectly.\");\r\n }\r\n )\r\n .then(() => {\r\n return createLayer();\r\n });\r\n }\r\n\r\n private _addCanvas() {\r\n if (this._canvas && this._engine && this._canvas !== this._engine.getRenderingCanvas()) {\r\n document.body.appendChild(this._canvas);\r\n }\r\n if (this.xrLayer) {\r\n this._setCanvasSize(true);\r\n } else {\r\n this.onXRLayerInitObservable.addOnce(() => {\r\n this._setCanvasSize(true);\r\n });\r\n }\r\n }\r\n\r\n private _removeCanvas() {\r\n if (this._canvas && this._engine && document.body.contains(this._canvas) && this._canvas !== this._engine.getRenderingCanvas()) {\r\n document.body.removeChild(this._canvas);\r\n }\r\n this._setCanvasSize(false);\r\n }\r\n\r\n private _setCanvasSize(init: boolean = true, xrLayer = this._xrLayerWrapper) {\r\n if (!this._canvas || !this._engine) {\r\n return;\r\n }\r\n if (init) {\r\n if (xrLayer) {\r\n if (this._canvas !== this._engine.getRenderingCanvas()) {\r\n this._canvas.style.width = xrLayer.getWidth() + \"px\";\r\n this._canvas.style.height = xrLayer.getHeight() + \"px\";\r\n } else {\r\n this._engine.setSize(xrLayer.getWidth(), xrLayer.getHeight());\r\n }\r\n }\r\n } else {\r\n if (this._originalCanvasSize) {\r\n if (this._canvas !== this._engine.getRenderingCanvas()) {\r\n this._canvas.style.width = this._originalCanvasSize.width + \"px\";\r\n this._canvas.style.height = this._originalCanvasSize.height + \"px\";\r\n } else {\r\n this._engine.setSize(this._originalCanvasSize.width, this._originalCanvasSize.height);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _setManagedOutputCanvas(canvas: Nullable<HTMLCanvasElement>) {\r\n this._removeCanvas();\r\n if (!canvas) {\r\n this._canvas = null;\r\n (this.canvasContext as any) = null;\r\n } else {\r\n this._originalCanvasSize = {\r\n width: canvas.offsetWidth,\r\n height: canvas.offsetHeight,\r\n };\r\n this._canvas = canvas;\r\n this.canvasContext = <any>this._canvas.getContext(\"webgl2\");\r\n if (!this.canvasContext) {\r\n this.canvasContext = <any>this._canvas.getContext(\"webgl\");\r\n }\r\n }\r\n }\r\n}\r\n"]}
package/abstractScene.js CHANGED
@@ -1,3 +1,4 @@
1
+ import { RegisterClass } from "./Misc/typeStore.js";
1
2
  /**
2
3
  * Base class of the scene acting as a container for the different elements composing a scene.
3
4
  * This class is dynamically extended by the different components of the scene increasing
@@ -171,4 +172,6 @@ AbstractScene._BabylonFileParsers = {};
171
172
  * Stores the list of available individual parsers in the application.
172
173
  */
173
174
  AbstractScene._IndividualBabylonFileParsers = {};
175
+ // Register Class Name
176
+ RegisterClass("BABYLON.AbstractScene", AbstractScene);
174
177
  //# sourceMappingURL=abstractScene.js.map
@@ -1 +1 @@
1
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type { Scene } from \"./scene\";\r\nimport type { Nullable } from \"./types\";\r\nimport type { AbstractMesh } from \"./Meshes/abstractMesh\";\r\nimport type { TransformNode } from \"./Meshes/transformNode\";\r\nimport type { Geometry } from \"./Meshes/geometry\";\r\nimport type { Skeleton } from \"./Bones/skeleton\";\r\nimport type { MorphTargetManager } from \"./Morph/morphTargetManager\";\r\nimport type { AssetContainer } from \"./assetContainer\";\r\nimport type { IParticleSystem } from \"./Particles/IParticleSystem\";\r\nimport type { AnimationGroup } from \"./Animations/animationGroup\";\r\nimport type { BaseTexture } from \"./Materials/Textures/baseTexture\";\r\nimport type { Material } from \"./Materials/material\";\r\nimport type { MultiMaterial } from \"./Materials/multiMaterial\";\r\nimport type { AbstractActionManager } from \"./Actions/abstractActionManager\";\r\nimport type { Camera } from \"./Cameras/camera\";\r\nimport type { Light } from \"./Lights/light\";\r\nimport type { Node } from \"./node\";\r\nimport type { PostProcess } from \"./PostProcesses/postProcess\";\r\nimport type { Animation } from \"./Animations/animation\";\r\n\r\n/**\r\n * Defines how the parser contract is defined.\r\n * These parsers are used to parse a list of specific assets (like particle systems, etc..)\r\n */\r\nexport type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;\r\n\r\n/**\r\n * Defines how the individual parser contract is defined.\r\n * These parser can parse an individual asset\r\n */\r\nexport type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;\r\n\r\n/**\r\n * Base class of the scene acting as a container for the different elements composing a scene.\r\n * This class is dynamically extended by the different components of the scene increasing\r\n * flexibility and reducing coupling\r\n */\r\nexport abstract class AbstractScene {\r\n /**\r\n * Stores the list of available parsers in the application.\r\n */\r\n private static _BabylonFileParsers: { [key: string]: BabylonFileParser } = {};\r\n\r\n /**\r\n * Stores the list of available individual parsers in the application.\r\n */\r\n private static _IndividualBabylonFileParsers: { [key: string]: IndividualBabylonFileParser } = {};\r\n\r\n /**\r\n * Adds a parser in the list of available ones\r\n * @param name Defines the name of the parser\r\n * @param parser Defines the parser to add\r\n */\r\n public static AddParser(name: string, parser: BabylonFileParser): void {\r\n this._BabylonFileParsers[name] = parser;\r\n }\r\n\r\n /**\r\n * Gets a general parser from the list of available ones\r\n * @param name Defines the name of the parser\r\n * @returns the requested parser or null\r\n */\r\n public static GetParser(name: string): Nullable<BabylonFileParser> {\r\n if (this._BabylonFileParsers[name]) {\r\n return this._BabylonFileParsers[name];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Adds n individual parser in the list of available ones\r\n * @param name Defines the name of the parser\r\n * @param parser Defines the parser to add\r\n */\r\n public static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void {\r\n this._IndividualBabylonFileParsers[name] = parser;\r\n }\r\n\r\n /**\r\n * Gets an individual parser from the list of available ones\r\n * @param name Defines the name of the parser\r\n * @returns the requested parser or null\r\n */\r\n public static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser> {\r\n if (this._IndividualBabylonFileParsers[name]) {\r\n return this._IndividualBabylonFileParsers[name];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Parser json data and populate both a scene and its associated container object\r\n * @param jsonData Defines the data to parse\r\n * @param scene Defines the scene to parse the data for\r\n * @param container Defines the container attached to the parsing sequence\r\n * @param rootUrl Defines the root url of the data\r\n */\r\n public static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void {\r\n for (const parserName in this._BabylonFileParsers) {\r\n if (Object.prototype.hasOwnProperty.call(this._BabylonFileParsers, parserName)) {\r\n this._BabylonFileParsers[parserName](jsonData, scene, container, rootUrl);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the list of root nodes (ie. nodes with no parent)\r\n */\r\n public rootNodes: Node[] = [];\r\n\r\n /** All of the cameras added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n */\r\n public cameras: Camera[] = [];\r\n\r\n /**\r\n * All of the lights added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n */\r\n public lights: Light[] = [];\r\n\r\n /**\r\n * All of the (abstract) meshes added to this scene\r\n */\r\n public meshes: AbstractMesh[] = [];\r\n\r\n /**\r\n * The list of skeletons added to the scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/bonesSkeletons\r\n */\r\n public skeletons: Skeleton[] = [];\r\n\r\n /**\r\n * All of the particle systems added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/particles/particle_system/particle_system_intro\r\n */\r\n public particleSystems: IParticleSystem[] = [];\r\n\r\n /**\r\n * Gets a list of Animations associated with the scene\r\n */\r\n public animations: Animation[] = [];\r\n\r\n /**\r\n * All of the animation groups added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/animation/groupAnimations\r\n */\r\n public animationGroups: AnimationGroup[] = [];\r\n\r\n /**\r\n * All of the multi-materials added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/multiMaterials\r\n */\r\n public multiMaterials: MultiMaterial[] = [];\r\n\r\n /**\r\n * All of the materials added to this scene\r\n * In the context of a Scene, it is not supposed to be modified manually.\r\n * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.\r\n * Note also that the order of the Material within the array is not significant and might change.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/materials_introduction\r\n */\r\n public materials: Material[] = [];\r\n\r\n /**\r\n * The list of morph target managers added to the scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/dynamicMeshMorph\r\n */\r\n public morphTargetManagers: MorphTargetManager[] = [];\r\n\r\n /**\r\n * The list of geometries used in the scene.\r\n */\r\n public geometries: Geometry[] = [];\r\n\r\n /**\r\n * All of the transform nodes added to this scene\r\n * In the context of a Scene, it is not supposed to be modified manually.\r\n * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.\r\n * Note also that the order of the TransformNode within the array is not significant and might change.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/transforms/parent_pivot/transform_node\r\n */\r\n public transformNodes: TransformNode[] = [];\r\n\r\n /**\r\n * ActionManagers available on the scene.\r\n * @deprecated\r\n */\r\n public actionManagers: AbstractActionManager[] = [];\r\n\r\n /**\r\n * Textures to keep.\r\n */\r\n public textures: BaseTexture[] = [];\r\n\r\n /** @internal */\r\n protected _environmentTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Texture used in all pbr material as the reflection texture.\r\n * As in the majority of the scene they are the same (exception for multi room and so on),\r\n * this is easier to reference from here than from all the materials.\r\n */\r\n public get environmentTexture(): Nullable<BaseTexture> {\r\n return this._environmentTexture;\r\n }\r\n\r\n public set environmentTexture(value: Nullable<BaseTexture>) {\r\n this._environmentTexture = value;\r\n }\r\n\r\n /**\r\n * The list of postprocesses added to the scene\r\n */\r\n public postProcesses: PostProcess[] = [];\r\n\r\n /**\r\n * @returns all meshes, lights, cameras, transformNodes and bones\r\n */\r\n public getNodes(): Array<Node> {\r\n let nodes: Node[] = [];\r\n nodes = nodes.concat(this.meshes);\r\n nodes = nodes.concat(this.lights);\r\n nodes = nodes.concat(this.cameras);\r\n nodes = nodes.concat(this.transformNodes); // dummies\r\n this.skeletons.forEach((skeleton) => (nodes = nodes.concat(skeleton.bones)));\r\n return nodes;\r\n }\r\n}\r\n"]}
1
+ 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type { Scene } from \"./scene\";\r\nimport type { Nullable } from \"./types\";\r\nimport type { AbstractMesh } from \"./Meshes/abstractMesh\";\r\nimport type { TransformNode } from \"./Meshes/transformNode\";\r\nimport type { Geometry } from \"./Meshes/geometry\";\r\nimport type { Skeleton } from \"./Bones/skeleton\";\r\nimport type { MorphTargetManager } from \"./Morph/morphTargetManager\";\r\nimport type { AssetContainer } from \"./assetContainer\";\r\nimport type { IParticleSystem } from \"./Particles/IParticleSystem\";\r\nimport type { AnimationGroup } from \"./Animations/animationGroup\";\r\nimport type { BaseTexture } from \"./Materials/Textures/baseTexture\";\r\nimport type { Material } from \"./Materials/material\";\r\nimport type { MultiMaterial } from \"./Materials/multiMaterial\";\r\nimport type { AbstractActionManager } from \"./Actions/abstractActionManager\";\r\nimport type { Camera } from \"./Cameras/camera\";\r\nimport type { Light } from \"./Lights/light\";\r\nimport type { Node } from \"./node\";\r\nimport type { PostProcess } from \"./PostProcesses/postProcess\";\r\nimport type { Animation } from \"./Animations/animation\";\r\nimport { RegisterClass } from \"./Misc/typeStore\";\r\n\r\n/**\r\n * Defines how the parser contract is defined.\r\n * These parsers are used to parse a list of specific assets (like particle systems, etc..)\r\n */\r\nexport type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;\r\n\r\n/**\r\n * Defines how the individual parser contract is defined.\r\n * These parser can parse an individual asset\r\n */\r\nexport type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;\r\n\r\n/**\r\n * Base class of the scene acting as a container for the different elements composing a scene.\r\n * This class is dynamically extended by the different components of the scene increasing\r\n * flexibility and reducing coupling\r\n */\r\nexport abstract class AbstractScene {\r\n /**\r\n * Stores the list of available parsers in the application.\r\n */\r\n private static _BabylonFileParsers: { [key: string]: BabylonFileParser } = {};\r\n\r\n /**\r\n * Stores the list of available individual parsers in the application.\r\n */\r\n private static _IndividualBabylonFileParsers: { [key: string]: IndividualBabylonFileParser } = {};\r\n\r\n /**\r\n * Adds a parser in the list of available ones\r\n * @param name Defines the name of the parser\r\n * @param parser Defines the parser to add\r\n */\r\n public static AddParser(name: string, parser: BabylonFileParser): void {\r\n this._BabylonFileParsers[name] = parser;\r\n }\r\n\r\n /**\r\n * Gets a general parser from the list of available ones\r\n * @param name Defines the name of the parser\r\n * @returns the requested parser or null\r\n */\r\n public static GetParser(name: string): Nullable<BabylonFileParser> {\r\n if (this._BabylonFileParsers[name]) {\r\n return this._BabylonFileParsers[name];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Adds n individual parser in the list of available ones\r\n * @param name Defines the name of the parser\r\n * @param parser Defines the parser to add\r\n */\r\n public static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void {\r\n this._IndividualBabylonFileParsers[name] = parser;\r\n }\r\n\r\n /**\r\n * Gets an individual parser from the list of available ones\r\n * @param name Defines the name of the parser\r\n * @returns the requested parser or null\r\n */\r\n public static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser> {\r\n if (this._IndividualBabylonFileParsers[name]) {\r\n return this._IndividualBabylonFileParsers[name];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Parser json data and populate both a scene and its associated container object\r\n * @param jsonData Defines the data to parse\r\n * @param scene Defines the scene to parse the data for\r\n * @param container Defines the container attached to the parsing sequence\r\n * @param rootUrl Defines the root url of the data\r\n */\r\n public static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void {\r\n for (const parserName in this._BabylonFileParsers) {\r\n if (Object.prototype.hasOwnProperty.call(this._BabylonFileParsers, parserName)) {\r\n this._BabylonFileParsers[parserName](jsonData, scene, container, rootUrl);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the list of root nodes (ie. nodes with no parent)\r\n */\r\n public rootNodes: Node[] = [];\r\n\r\n /** All of the cameras added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n */\r\n public cameras: Camera[] = [];\r\n\r\n /**\r\n * All of the lights added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n */\r\n public lights: Light[] = [];\r\n\r\n /**\r\n * All of the (abstract) meshes added to this scene\r\n */\r\n public meshes: AbstractMesh[] = [];\r\n\r\n /**\r\n * The list of skeletons added to the scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/bonesSkeletons\r\n */\r\n public skeletons: Skeleton[] = [];\r\n\r\n /**\r\n * All of the particle systems added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/particles/particle_system/particle_system_intro\r\n */\r\n public particleSystems: IParticleSystem[] = [];\r\n\r\n /**\r\n * Gets a list of Animations associated with the scene\r\n */\r\n public animations: Animation[] = [];\r\n\r\n /**\r\n * All of the animation groups added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/animation/groupAnimations\r\n */\r\n public animationGroups: AnimationGroup[] = [];\r\n\r\n /**\r\n * All of the multi-materials added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/multiMaterials\r\n */\r\n public multiMaterials: MultiMaterial[] = [];\r\n\r\n /**\r\n * All of the materials added to this scene\r\n * In the context of a Scene, it is not supposed to be modified manually.\r\n * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.\r\n * Note also that the order of the Material within the array is not significant and might change.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/materials_introduction\r\n */\r\n public materials: Material[] = [];\r\n\r\n /**\r\n * The list of morph target managers added to the scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/dynamicMeshMorph\r\n */\r\n public morphTargetManagers: MorphTargetManager[] = [];\r\n\r\n /**\r\n * The list of geometries used in the scene.\r\n */\r\n public geometries: Geometry[] = [];\r\n\r\n /**\r\n * All of the transform nodes added to this scene\r\n * In the context of a Scene, it is not supposed to be modified manually.\r\n * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.\r\n * Note also that the order of the TransformNode within the array is not significant and might change.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/transforms/parent_pivot/transform_node\r\n */\r\n public transformNodes: TransformNode[] = [];\r\n\r\n /**\r\n * ActionManagers available on the scene.\r\n * @deprecated\r\n */\r\n public actionManagers: AbstractActionManager[] = [];\r\n\r\n /**\r\n * Textures to keep.\r\n */\r\n public textures: BaseTexture[] = [];\r\n\r\n /** @internal */\r\n protected _environmentTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Texture used in all pbr material as the reflection texture.\r\n * As in the majority of the scene they are the same (exception for multi room and so on),\r\n * this is easier to reference from here than from all the materials.\r\n */\r\n public get environmentTexture(): Nullable<BaseTexture> {\r\n return this._environmentTexture;\r\n }\r\n\r\n public set environmentTexture(value: Nullable<BaseTexture>) {\r\n this._environmentTexture = value;\r\n }\r\n\r\n /**\r\n * The list of postprocesses added to the scene\r\n */\r\n public postProcesses: PostProcess[] = [];\r\n\r\n /**\r\n * @returns all meshes, lights, cameras, transformNodes and bones\r\n */\r\n public getNodes(): Array<Node> {\r\n let nodes: Node[] = [];\r\n nodes = nodes.concat(this.meshes);\r\n nodes = nodes.concat(this.lights);\r\n nodes = nodes.concat(this.cameras);\r\n nodes = nodes.concat(this.transformNodes); // dummies\r\n this.skeletons.forEach((skeleton) => (nodes = nodes.concat(skeleton.bones)));\r\n return nodes;\r\n }\r\n}\r\n\r\n// Register Class Name\r\nRegisterClass(\"BABYLON.AbstractScene\", AbstractScene);\r\n"]}