@babylonjs/core 7.53.2 → 7.54.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1278) hide show
  1. package/AudioV2/abstractAudio/abstractSound.d.ts +1 -1
  2. package/AudioV2/abstractAudio/abstractSound.js +12 -12
  3. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  4. package/AudioV2/abstractAudio/audioEngineV2.d.ts +11 -1
  5. package/AudioV2/abstractAudio/audioEngineV2.js +14 -1
  6. package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
  7. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.d.ts +15 -8
  8. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js +23 -11
  9. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js.map +1 -1
  10. package/AudioV2/abstractAudio/staticSound.js +8 -0
  11. package/AudioV2/abstractAudio/staticSound.js.map +1 -1
  12. package/AudioV2/abstractAudio/staticSoundInstance.d.ts +2 -0
  13. package/AudioV2/abstractAudio/staticSoundInstance.js.map +1 -1
  14. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.d.ts +4 -4
  15. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js +3 -3
  16. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js.map +1 -1
  17. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.d.ts +23 -16
  18. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js +3 -3
  19. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js.map +1 -1
  20. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.d.ts +13 -6
  21. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js.map +1 -1
  22. package/AudioV2/abstractAudio/subProperties/spatialAudio.d.ts +13 -8
  23. package/AudioV2/abstractAudio/subProperties/spatialAudio.js +18 -14
  24. package/AudioV2/abstractAudio/subProperties/spatialAudio.js.map +1 -1
  25. package/AudioV2/abstractAudio/subProperties/spatialAudioListener.d.ts +10 -6
  26. package/AudioV2/abstractAudio/subProperties/spatialAudioListener.js +7 -3
  27. package/AudioV2/abstractAudio/subProperties/spatialAudioListener.js.map +1 -1
  28. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +7 -5
  29. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +15 -15
  30. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
  31. package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.d.ts +3 -0
  32. package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.js +4 -2
  33. package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.js.map +1 -1
  34. package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.d.ts +3 -0
  35. package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.js +4 -2
  36. package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.js.map +1 -1
  37. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js +14 -13
  38. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js.map +1 -1
  39. package/AudioV2/webAudio/webAudioEngine.d.ts +12 -0
  40. package/AudioV2/webAudio/webAudioEngine.js +16 -2
  41. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  42. package/AudioV2/webAudio/webAudioMainOut.d.ts +3 -0
  43. package/AudioV2/webAudio/webAudioMainOut.js +4 -2
  44. package/AudioV2/webAudio/webAudioMainOut.js.map +1 -1
  45. package/AudioV2/webAudio/webAudioStaticSound.d.ts +4 -0
  46. package/AudioV2/webAudio/webAudioStaticSound.js +14 -0
  47. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  48. package/AudioV2/webAudio/webAudioUnmuteUI.d.ts +15 -0
  49. package/AudioV2/webAudio/webAudioUnmuteUI.js +45 -0
  50. package/AudioV2/webAudio/webAudioUnmuteUI.js.map +1 -0
  51. package/Behaviors/Meshes/pointerDragBehavior.js +10 -0
  52. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  53. package/Cameras/Inputs/BaseCameraPointersInput.d.ts +4 -1
  54. package/Cameras/Inputs/BaseCameraPointersInput.js +10 -7
  55. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  56. package/DeviceInput/webDeviceInputSystem.js +21 -3
  57. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  58. package/Engines/abstractEngine.js +2 -3
  59. package/Engines/abstractEngine.js.map +1 -1
  60. package/Engines/thinEngine.d.ts +2 -1
  61. package/Engines/thinEngine.js +10 -2
  62. package/Engines/thinEngine.js.map +1 -1
  63. package/Engines/webgpuEngine.d.ts +2 -1
  64. package/Engines/webgpuEngine.js +3 -2
  65. package/Engines/webgpuEngine.js.map +1 -1
  66. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js +3 -0
  67. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js.map +1 -1
  68. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js +1 -1
  69. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
  70. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.d.ts +16 -1
  71. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js +33 -1
  72. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -1
  73. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js +4 -4
  74. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js.map +1 -1
  75. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js +4 -4
  76. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js.map +1 -1
  77. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js +2 -2
  78. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js.map +1 -1
  79. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +4 -4
  80. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
  81. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js +25 -15
  82. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js.map +1 -1
  83. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +6 -6
  84. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  85. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +4 -2
  86. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  87. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js +2 -0
  88. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js.map +1 -1
  89. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js +2 -0
  90. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js.map +1 -1
  91. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js +4 -2
  92. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js.map +1 -1
  93. package/FrameGraph/Node/Blocks/Textures/clearBlock.js +4 -4
  94. package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
  95. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +4 -4
  96. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
  97. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js +2 -2
  98. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js.map +1 -1
  99. package/FrameGraph/Node/Blocks/{Rendering/cullObjectsBlock.d.ts → cullObjectsBlock.d.ts} +3 -3
  100. package/FrameGraph/Node/Blocks/{Rendering/cullObjectsBlock.js → cullObjectsBlock.js} +4 -4
  101. package/FrameGraph/Node/Blocks/cullObjectsBlock.js.map +1 -0
  102. package/FrameGraph/Node/Blocks/executeBlock.js +1 -2
  103. package/FrameGraph/Node/Blocks/executeBlock.js.map +1 -1
  104. package/FrameGraph/Node/Blocks/index.d.ts +1 -1
  105. package/FrameGraph/Node/Blocks/index.js +1 -1
  106. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  107. package/FrameGraph/Node/Blocks/resourceContainerBlock.js +16 -16
  108. package/FrameGraph/Node/Blocks/resourceContainerBlock.js.map +1 -1
  109. package/FrameGraph/Node/nodeRenderGraphBlock.d.ts +1 -1
  110. package/FrameGraph/Node/nodeRenderGraphBlock.js +5 -4
  111. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  112. package/FrameGraph/Tasks/Layers/baseLayerTask.js +4 -4
  113. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  114. package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -0
  115. package/FrameGraph/Tasks/PostProcesses/bloomTask.js +2 -2
  116. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
  117. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +2 -2
  118. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
  119. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +4 -4
  120. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
  121. package/FrameGraph/index.d.ts +1 -1
  122. package/FrameGraph/index.js +1 -1
  123. package/FrameGraph/index.js.map +1 -1
  124. package/Gizmos/gizmo.js +25 -17
  125. package/Gizmos/gizmo.js.map +1 -1
  126. package/Lights/IES/iesLoader.d.ts +1 -1
  127. package/Lights/IES/iesLoader.js +1 -1
  128. package/Lights/IES/iesLoader.js.map +1 -1
  129. package/Lights/Shadows/shadowGenerator.d.ts +2 -2
  130. package/Lights/Shadows/shadowGenerator.js +2 -2
  131. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  132. package/Lights/spotLight.d.ts +1 -1
  133. package/Lights/spotLight.js +1 -1
  134. package/Lights/spotLight.js.map +1 -1
  135. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.d.ts +1 -1
  136. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js +1 -1
  137. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js.map +1 -1
  138. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.d.ts +1 -1
  139. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +1 -1
  140. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  141. package/Materials/PBR/pbrBaseMaterial.d.ts +2 -2
  142. package/Materials/PBR/pbrBaseMaterial.js +2 -2
  143. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  144. package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +1 -0
  145. package/Materials/PBR/pbrSubSurfaceConfiguration.js +3 -0
  146. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  147. package/Materials/Textures/Loaders/basisTextureLoader.d.ts +1 -0
  148. package/Materials/Textures/Loaders/basisTextureLoader.js +1 -0
  149. package/Materials/Textures/Loaders/basisTextureLoader.js.map +1 -1
  150. package/Materials/Textures/Loaders/exrTextureLoader.d.ts +5 -4
  151. package/Materials/Textures/Loaders/exrTextureLoader.js +5 -4
  152. package/Materials/Textures/Loaders/exrTextureLoader.js.map +1 -1
  153. package/Materials/material.js +1 -1
  154. package/Materials/material.js.map +1 -1
  155. package/Maths/math.scalar.d.ts +1 -0
  156. package/Maths/math.scalar.functions.d.ts +9 -0
  157. package/Maths/math.scalar.functions.js +11 -0
  158. package/Maths/math.scalar.functions.js.map +1 -1
  159. package/Meshes/Node/Blocks/conditionBlock.d.ts +4 -0
  160. package/Meshes/Node/Blocks/conditionBlock.js +19 -8
  161. package/Meshes/Node/Blocks/conditionBlock.js.map +1 -1
  162. package/Meshes/Node/Blocks/geometryEaseBlock.d.ts +96 -0
  163. package/Meshes/Node/Blocks/geometryEaseBlock.js +318 -0
  164. package/Meshes/Node/Blocks/geometryEaseBlock.js.map +1 -0
  165. package/Meshes/Node/index.d.ts +1 -0
  166. package/Meshes/Node/index.js +1 -0
  167. package/Meshes/Node/index.js.map +1 -1
  168. package/Meshes/csg2.d.ts +3 -3
  169. package/Meshes/csg2.js +3 -3
  170. package/Meshes/csg2.js.map +1 -1
  171. package/Meshes/lattice.d.ts +2 -2
  172. package/Meshes/lattice.js +5 -4
  173. package/Meshes/lattice.js.map +1 -1
  174. package/Meshes/lattice.material.d.ts +2 -2
  175. package/Meshes/lattice.material.js +2 -2
  176. package/Meshes/lattice.material.js.map +1 -1
  177. package/Meshes/mesh.d.ts +2 -2
  178. package/Meshes/mesh.js +2 -2
  179. package/Meshes/mesh.js.map +1 -1
  180. package/Misc/decorators.js +2 -2
  181. package/Misc/decorators.js.map +1 -1
  182. package/Misc/fileTools.d.ts +1 -1
  183. package/Misc/fileTools.js +1 -1
  184. package/Misc/fileTools.js.map +1 -1
  185. package/Physics/v2/Plugins/havokPlugin.js +1 -0
  186. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  187. package/PostProcesses/subSurfaceScatteringPostProcess.d.ts +3 -0
  188. package/PostProcesses/subSurfaceScatteringPostProcess.js +16 -1
  189. package/PostProcesses/subSurfaceScatteringPostProcess.js.map +1 -1
  190. package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +4 -0
  191. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +11 -16
  192. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  193. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.d.ts +6 -1
  194. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +7 -1
  195. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  196. package/Rendering/subSurfaceConfiguration.js +5 -1
  197. package/Rendering/subSurfaceConfiguration.js.map +1 -1
  198. package/Shaders/ShadersInclude/backgroundFragmentDeclaration.js +3 -1
  199. package/Shaders/ShadersInclude/backgroundFragmentDeclaration.js.map +1 -1
  200. package/Shaders/ShadersInclude/backgroundUboDeclaration.js +3 -1
  201. package/Shaders/ShadersInclude/backgroundUboDeclaration.js.map +1 -1
  202. package/Shaders/ShadersInclude/backgroundVertexDeclaration.js +3 -1
  203. package/Shaders/ShadersInclude/backgroundVertexDeclaration.js.map +1 -1
  204. package/Shaders/ShadersInclude/bakedVertexAnimation.js +3 -1
  205. package/Shaders/ShadersInclude/bakedVertexAnimation.js.map +1 -1
  206. package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js +3 -1
  207. package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -1
  208. package/Shaders/ShadersInclude/bayerDitherFunctions.js +3 -1
  209. package/Shaders/ShadersInclude/bayerDitherFunctions.js.map +1 -1
  210. package/Shaders/ShadersInclude/bonesDeclaration.js +3 -1
  211. package/Shaders/ShadersInclude/bonesDeclaration.js.map +1 -1
  212. package/Shaders/ShadersInclude/bonesVertex.js +3 -1
  213. package/Shaders/ShadersInclude/bonesVertex.js.map +1 -1
  214. package/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.js +3 -1
  215. package/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.js.map +1 -1
  216. package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js +3 -1
  217. package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js.map +1 -1
  218. package/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.js +3 -1
  219. package/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.js.map +1 -1
  220. package/Shaders/ShadersInclude/bumpFragment.js +3 -1
  221. package/Shaders/ShadersInclude/bumpFragment.js.map +1 -1
  222. package/Shaders/ShadersInclude/bumpFragmentFunctions.js +3 -1
  223. package/Shaders/ShadersInclude/bumpFragmentFunctions.js.map +1 -1
  224. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js +3 -1
  225. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -1
  226. package/Shaders/ShadersInclude/bumpVertex.js +3 -1
  227. package/Shaders/ShadersInclude/bumpVertex.js.map +1 -1
  228. package/Shaders/ShadersInclude/bumpVertexDeclaration.js +3 -1
  229. package/Shaders/ShadersInclude/bumpVertexDeclaration.js.map +1 -1
  230. package/Shaders/ShadersInclude/clipPlaneFragment.js +3 -1
  231. package/Shaders/ShadersInclude/clipPlaneFragment.js.map +1 -1
  232. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js +3 -1
  233. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js.map +1 -1
  234. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2.js +3 -1
  235. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2.js.map +1 -1
  236. package/Shaders/ShadersInclude/clipPlaneVertex.js +3 -1
  237. package/Shaders/ShadersInclude/clipPlaneVertex.js.map +1 -1
  238. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js +3 -1
  239. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js.map +1 -1
  240. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration2.js +3 -1
  241. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration2.js.map +1 -1
  242. package/Shaders/ShadersInclude/decalFragment.js +3 -1
  243. package/Shaders/ShadersInclude/decalFragment.js.map +1 -1
  244. package/Shaders/ShadersInclude/decalFragmentDeclaration.js +3 -1
  245. package/Shaders/ShadersInclude/decalFragmentDeclaration.js.map +1 -1
  246. package/Shaders/ShadersInclude/decalVertexDeclaration.js +3 -1
  247. package/Shaders/ShadersInclude/decalVertexDeclaration.js.map +1 -1
  248. package/Shaders/ShadersInclude/defaultFragmentDeclaration.js +3 -1
  249. package/Shaders/ShadersInclude/defaultFragmentDeclaration.js.map +1 -1
  250. package/Shaders/ShadersInclude/defaultUboDeclaration.js +3 -1
  251. package/Shaders/ShadersInclude/defaultUboDeclaration.js.map +1 -1
  252. package/Shaders/ShadersInclude/defaultVertexDeclaration.js +3 -1
  253. package/Shaders/ShadersInclude/defaultVertexDeclaration.js.map +1 -1
  254. package/Shaders/ShadersInclude/depthPrePass.js +3 -1
  255. package/Shaders/ShadersInclude/depthPrePass.js.map +1 -1
  256. package/Shaders/ShadersInclude/diffusionProfile.js +3 -1
  257. package/Shaders/ShadersInclude/diffusionProfile.js.map +1 -1
  258. package/Shaders/ShadersInclude/fibonacci.js +3 -2
  259. package/Shaders/ShadersInclude/fibonacci.js.map +1 -1
  260. package/Shaders/ShadersInclude/fogFragment.js +3 -1
  261. package/Shaders/ShadersInclude/fogFragment.js.map +1 -1
  262. package/Shaders/ShadersInclude/fogFragmentDeclaration.js +3 -1
  263. package/Shaders/ShadersInclude/fogFragmentDeclaration.js.map +1 -1
  264. package/Shaders/ShadersInclude/fogVertex.js +3 -1
  265. package/Shaders/ShadersInclude/fogVertex.js.map +1 -1
  266. package/Shaders/ShadersInclude/fogVertexDeclaration.js +3 -1
  267. package/Shaders/ShadersInclude/fogVertexDeclaration.js.map +1 -1
  268. package/Shaders/ShadersInclude/fresnelFunction.js +3 -1
  269. package/Shaders/ShadersInclude/fresnelFunction.js.map +1 -1
  270. package/Shaders/ShadersInclude/gaussianSplatting.js +3 -1
  271. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  272. package/Shaders/ShadersInclude/gaussianSplattingFragmentDeclaration.js +3 -1
  273. package/Shaders/ShadersInclude/gaussianSplattingFragmentDeclaration.js.map +1 -1
  274. package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js +3 -1
  275. package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js.map +1 -1
  276. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js +3 -1
  277. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -1
  278. package/Shaders/ShadersInclude/geometryUboDeclaration.js +3 -1
  279. package/Shaders/ShadersInclude/geometryUboDeclaration.js.map +1 -1
  280. package/Shaders/ShadersInclude/geometryVertexDeclaration.js +3 -1
  281. package/Shaders/ShadersInclude/geometryVertexDeclaration.js.map +1 -1
  282. package/Shaders/ShadersInclude/harmonicsFunctions.js +3 -1
  283. package/Shaders/ShadersInclude/harmonicsFunctions.js.map +1 -1
  284. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +3 -1
  285. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  286. package/Shaders/ShadersInclude/helperFunctions.js +3 -1
  287. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  288. package/Shaders/ShadersInclude/imageProcessingCompatibility.js +3 -1
  289. package/Shaders/ShadersInclude/imageProcessingCompatibility.js.map +1 -1
  290. package/Shaders/ShadersInclude/imageProcessingDeclaration.js +3 -1
  291. package/Shaders/ShadersInclude/imageProcessingDeclaration.js.map +1 -1
  292. package/Shaders/ShadersInclude/imageProcessingFunctions.js +3 -1
  293. package/Shaders/ShadersInclude/imageProcessingFunctions.js.map +1 -1
  294. package/Shaders/ShadersInclude/importanceSampling.js +3 -1
  295. package/Shaders/ShadersInclude/importanceSampling.js.map +1 -1
  296. package/Shaders/ShadersInclude/instancesDeclaration.js +3 -1
  297. package/Shaders/ShadersInclude/instancesDeclaration.js.map +1 -1
  298. package/Shaders/ShadersInclude/instancesVertex.js +3 -1
  299. package/Shaders/ShadersInclude/instancesVertex.js.map +1 -1
  300. package/Shaders/ShadersInclude/intersectionFunctions.js +3 -1
  301. package/Shaders/ShadersInclude/intersectionFunctions.js.map +1 -1
  302. package/Shaders/ShadersInclude/kernelBlurFragment.js +3 -1
  303. package/Shaders/ShadersInclude/kernelBlurFragment.js.map +1 -1
  304. package/Shaders/ShadersInclude/kernelBlurFragment2.js +3 -1
  305. package/Shaders/ShadersInclude/kernelBlurFragment2.js.map +1 -1
  306. package/Shaders/ShadersInclude/kernelBlurVaryingDeclaration.js +3 -1
  307. package/Shaders/ShadersInclude/kernelBlurVaryingDeclaration.js.map +1 -1
  308. package/Shaders/ShadersInclude/kernelBlurVertex.js +3 -1
  309. package/Shaders/ShadersInclude/kernelBlurVertex.js.map +1 -1
  310. package/Shaders/ShadersInclude/lightFragment.js +3 -1
  311. package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
  312. package/Shaders/ShadersInclude/lightFragmentDeclaration.js +3 -1
  313. package/Shaders/ShadersInclude/lightFragmentDeclaration.js.map +1 -1
  314. package/Shaders/ShadersInclude/lightUboDeclaration.js +3 -1
  315. package/Shaders/ShadersInclude/lightUboDeclaration.js.map +1 -1
  316. package/Shaders/ShadersInclude/lightVxFragmentDeclaration.js +3 -1
  317. package/Shaders/ShadersInclude/lightVxFragmentDeclaration.js.map +1 -1
  318. package/Shaders/ShadersInclude/lightVxUboDeclaration.js +3 -1
  319. package/Shaders/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
  320. package/Shaders/ShadersInclude/lightsFragmentFunctions.js +3 -1
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  1259. package/ShadersWGSL/sprites.vertex.js +3 -1
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  1261. package/ShadersWGSL/ssao2.fragment.js +3 -1
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  1263. package/ShadersWGSL/ssaoCombine.fragment.js +3 -1
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  1265. package/ShadersWGSL/subSurfaceScattering.fragment.d.ts +9 -0
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  1268. package/ShadersWGSL/taa.fragment.js +3 -1
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  1274. package/package.json +1 -1
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  1276. package/FrameGraph/Tasks/Rendering/cullObjectsTask.js.map +0 -1
  1277. /package/FrameGraph/Tasks/{Rendering → Misc}/cullObjectsTask.d.ts +0 -0
  1278. /package/FrameGraph/Tasks/{Rendering → Misc}/cullObjectsTask.js +0 -0
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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport type { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { EventState, Observer } from \"../../Misc/observable\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport type { PointerInfo, PointerTouch } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n\r\n/**\r\n * Base class for Camera Pointer Inputs.\r\n * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts\r\n * for example usage.\r\n */\r\nexport abstract class BaseCameraPointersInput implements ICameraInput<Camera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public abstract camera: Camera;\r\n\r\n /**\r\n * Whether keyboard modifier keys are pressed at time of last mouse event.\r\n */\r\n protected _altKey: boolean;\r\n protected _ctrlKey: boolean;\r\n protected _metaKey: boolean;\r\n protected _shiftKey: boolean;\r\n\r\n /**\r\n * Which mouse buttons were pressed at time of last mouse event.\r\n * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons\r\n */\r\n protected _buttonsPressed: number;\r\n\r\n private _currentActiveButton: number = -1;\r\n private _contextMenuBind: EventListener;\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera move.\r\n */\r\n @serialize()\r\n public buttons = [0, 1, 2];\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n // eslint-disable-next-line prefer-rest-params\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n const engine = this.camera.getEngine();\r\n const element = engine.getInputElement();\r\n let previousPinchSquaredDistance = 0;\r\n let previousMultiTouchPanPosition: Nullable<PointerTouch> = null;\r\n\r\n this._pointA = null;\r\n this._pointB = null;\r\n\r\n this._altKey = false;\r\n this._ctrlKey = false;\r\n this._metaKey = false;\r\n this._shiftKey = false;\r\n this._buttonsPressed = 0;\r\n\r\n this._pointerInput = (p) => {\r\n const evt = <IPointerEvent>p.event;\r\n const isTouch = evt.pointerType === \"touch\";\r\n\r\n if (p.type !== PointerEventTypes.POINTERMOVE && this.buttons.indexOf(evt.button) === -1) {\r\n return;\r\n }\r\n\r\n const srcElement = <HTMLElement>evt.target;\r\n\r\n this._altKey = evt.altKey;\r\n this._ctrlKey = evt.ctrlKey;\r\n this._metaKey = evt.metaKey;\r\n this._shiftKey = evt.shiftKey;\r\n this._buttonsPressed = evt.buttons;\r\n\r\n if (engine.isPointerLock) {\r\n const offsetX = evt.movementX;\r\n const offsetY = evt.movementY;\r\n\r\n this.onTouch(null, offsetX, offsetY);\r\n this._pointA = null;\r\n this._pointB = null;\r\n } else if (\r\n p.type !== PointerEventTypes.POINTERDOWN &&\r\n p.type !== PointerEventTypes.POINTERDOUBLETAP &&\r\n isTouch &&\r\n this._pointA?.pointerId !== evt.pointerId &&\r\n this._pointB?.pointerId !== evt.pointerId\r\n ) {\r\n return; // If we get a non-down event for a touch that we're not tracking, ignore it\r\n } else if (p.type === PointerEventTypes.POINTERDOWN && (this._currentActiveButton === -1 || isTouch)) {\r\n try {\r\n srcElement?.setPointerCapture(evt.pointerId);\r\n } catch (e) {\r\n //Nothing to do with the error. Execution will continue.\r\n }\r\n\r\n if (this._pointA === null) {\r\n this._pointA = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n pointerId: evt.pointerId,\r\n type: evt.pointerType,\r\n };\r\n } else if (this._pointB === null) {\r\n this._pointB = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n pointerId: evt.pointerId,\r\n type: evt.pointerType,\r\n };\r\n } else {\r\n return; // We are already tracking two pointers so ignore this one\r\n }\r\n\r\n if (this._currentActiveButton === -1 && !isTouch) {\r\n this._currentActiveButton = evt.button;\r\n }\r\n this.onButtonDown(evt);\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n element && element.focus();\r\n }\r\n } else if (p.type === PointerEventTypes.POINTERDOUBLETAP) {\r\n this.onDoubleTap(evt.pointerType);\r\n } else if (p.type === PointerEventTypes.POINTERUP && (this._currentActiveButton === evt.button || isTouch)) {\r\n try {\r\n srcElement?.releasePointerCapture(evt.pointerId);\r\n } catch (e) {\r\n //Nothing to do with the error.\r\n }\r\n\r\n if (!isTouch) {\r\n this._pointB = null; // Mouse and pen are mono pointer\r\n }\r\n\r\n //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,\r\n //but emptying completely pointers collection is required to fix a bug on iPhone :\r\n //when changing orientation while pinching camera,\r\n //one pointer stay pressed forever if we don't release all pointers\r\n //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected\r\n if (engine._badOS) {\r\n this._pointA = this._pointB = null;\r\n } else {\r\n //only remove the impacted pointer in case of multitouch allowing on most\r\n //platforms switching from rotate to zoom and pan seamlessly.\r\n if (this._pointB && this._pointA && this._pointA.pointerId == evt.pointerId) {\r\n this._pointA = this._pointB;\r\n this._pointB = null;\r\n } else if (this._pointA && this._pointB && this._pointB.pointerId == evt.pointerId) {\r\n this._pointB = null;\r\n } else {\r\n this._pointA = this._pointB = null;\r\n }\r\n }\r\n\r\n if (previousPinchSquaredDistance !== 0 || previousMultiTouchPanPosition) {\r\n // Previous pinch data is populated but a button has been lifted\r\n // so pinch has ended.\r\n this.onMultiTouch(\r\n this._pointA,\r\n this._pointB,\r\n previousPinchSquaredDistance,\r\n 0, // pinchSquaredDistance\r\n previousMultiTouchPanPosition,\r\n null // multiTouchPanPosition\r\n );\r\n previousPinchSquaredDistance = 0;\r\n previousMultiTouchPanPosition = null;\r\n }\r\n\r\n this._currentActiveButton = -1;\r\n this.onButtonUp(evt);\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n } else if (p.type === PointerEventTypes.POINTERMOVE) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n\r\n // One button down\r\n if (this._pointA && this._pointB === null) {\r\n const offsetX = evt.clientX - this._pointA.x;\r\n const offsetY = evt.clientY - this._pointA.y;\r\n this._pointA.x = evt.clientX;\r\n this._pointA.y = evt.clientY;\r\n this.onTouch(this._pointA, offsetX, offsetY);\r\n }\r\n // Two buttons down: pinch\r\n else if (this._pointA && this._pointB) {\r\n const ed = this._pointA.pointerId === evt.pointerId ? this._pointA : this._pointB;\r\n ed.x = evt.clientX;\r\n ed.y = evt.clientY;\r\n const distX = this._pointA.x - this._pointB.x;\r\n const distY = this._pointA.y - this._pointB.y;\r\n const pinchSquaredDistance = distX * distX + distY * distY;\r\n const multiTouchPanPosition = {\r\n x: (this._pointA.x + this._pointB.x) / 2,\r\n y: (this._pointA.y + this._pointB.y) / 2,\r\n pointerId: evt.pointerId,\r\n type: p.type,\r\n };\r\n\r\n this.onMultiTouch(this._pointA, this._pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition);\r\n\r\n previousMultiTouchPanPosition = multiTouchPanPosition;\r\n previousPinchSquaredDistance = pinchSquaredDistance;\r\n }\r\n }\r\n };\r\n\r\n this._observer = this.camera\r\n .getScene()\r\n ._inputManager._addCameraPointerObserver(\r\n this._pointerInput,\r\n PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE | PointerEventTypes.POINTERDOUBLETAP\r\n );\r\n\r\n this._onLostFocus = () => {\r\n this._pointA = this._pointB = null;\r\n previousPinchSquaredDistance = 0;\r\n previousMultiTouchPanPosition = null;\r\n this.onLostFocus();\r\n };\r\n\r\n this._contextMenuBind = (evt: Event) => this.onContextMenu(evt as PointerEvent);\r\n\r\n element && element.addEventListener(\"contextmenu\", this._contextMenuBind, false);\r\n\r\n const hostWindow = this.camera.getScene().getEngine().getHostWindow();\r\n\r\n if (hostWindow) {\r\n Tools.RegisterTopRootEvents(hostWindow, [{ name: \"blur\", handler: this._onLostFocus }]);\r\n }\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._onLostFocus) {\r\n const hostWindow = this.camera.getScene().getEngine().getHostWindow();\r\n if (hostWindow) {\r\n Tools.UnregisterTopRootEvents(hostWindow, [{ name: \"blur\", handler: this._onLostFocus }]);\r\n }\r\n }\r\n\r\n if (this._observer) {\r\n this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);\r\n this._observer = null;\r\n\r\n if (this._contextMenuBind) {\r\n const inputElement = this.camera.getScene().getEngine().getInputElement();\r\n inputElement && inputElement.removeEventListener(\"contextmenu\", this._contextMenuBind);\r\n }\r\n\r\n this._onLostFocus = null;\r\n }\r\n\r\n this._altKey = false;\r\n this._ctrlKey = false;\r\n this._metaKey = false;\r\n this._shiftKey = false;\r\n this._buttonsPressed = 0;\r\n this._currentActiveButton = -1;\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"BaseCameraPointersInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"pointers\";\r\n }\r\n\r\n /**\r\n * Called on pointer POINTERDOUBLETAP event.\r\n * Override this method to provide functionality on POINTERDOUBLETAP event.\r\n * @param type type of event\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public onDoubleTap(type: string) {}\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n /**\r\n * Called on pointer POINTERMOVE event if only a single touch is active.\r\n * Override this method to provide functionality.\r\n * @param point The current position of the pointer\r\n * @param offsetX The offsetX of the pointer when the event occurred\r\n * @param offsetY The offsetY of the pointer when the event occurred\r\n */\r\n public onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void {}\r\n\r\n /**\r\n * Called on pointer POINTERMOVE event if multiple touches are active.\r\n * Override this method to provide functionality.\r\n * @param _pointA First point in the pair\r\n * @param _pointB Second point in the pair\r\n * @param previousPinchSquaredDistance Sqr Distance between the points the last time this event was fired (by this input)\r\n * @param pinchSquaredDistance Sqr Distance between the points this time\r\n * @param previousMultiTouchPanPosition Previous center point between the points\r\n * @param multiTouchPanPosition Current center point between the points\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public onMultiTouch(\r\n _pointA: Nullable<PointerTouch>,\r\n _pointB: Nullable<PointerTouch>,\r\n previousPinchSquaredDistance: number,\r\n pinchSquaredDistance: number,\r\n previousMultiTouchPanPosition: Nullable<PointerTouch>,\r\n multiTouchPanPosition: Nullable<PointerTouch>\r\n ): void {}\r\n\r\n /**\r\n * Called on JS contextmenu event.\r\n * Override this method to provide functionality.\r\n * @param evt the event to be handled\r\n */\r\n public onContextMenu(evt: PointerEvent): void {\r\n evt.preventDefault();\r\n }\r\n\r\n /**\r\n * Called each time a new POINTERDOWN event occurs. Ie, for each button\r\n * press.\r\n * Override this method to provide functionality.\r\n * @param _evt Defines the event to track\r\n */\r\n public onButtonDown(_evt: IPointerEvent): void {}\r\n\r\n /**\r\n * Called each time a new POINTERUP event occurs. Ie, for each button\r\n * release.\r\n * Override this method to provide functionality.\r\n * @param _evt Defines the event to track\r\n */\r\n public onButtonUp(_evt: IPointerEvent): void {}\r\n\r\n /**\r\n * Called when window becomes inactive.\r\n * Override this method to provide functionality.\r\n */\r\n public onLostFocus(): void {}\r\n\r\n private _pointerInput: (p: PointerInfo, s: EventState) => void;\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _onLostFocus: Nullable<(e: FocusEvent) => any>;\r\n private _pointA: Nullable<PointerTouch>;\r\n private _pointB: Nullable<PointerTouch>;\r\n}\r\n"]}
1
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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport type { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { EventState, Observer } from \"../../Misc/observable\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport type { PointerInfo, PointerTouch } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n\r\n/**\r\n * Base class for Camera Pointer Inputs.\r\n * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts\r\n * for example usage.\r\n */\r\nexport abstract class BaseCameraPointersInput implements ICameraInput<Camera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public abstract camera: Camera;\r\n\r\n /**\r\n * Whether keyboard modifier keys are pressed at time of last mouse event.\r\n */\r\n protected _altKey: boolean;\r\n protected _ctrlKey: boolean;\r\n protected _metaKey: boolean;\r\n protected _shiftKey: boolean;\r\n\r\n /**\r\n * Which mouse buttons were pressed at time of last mouse event.\r\n * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons\r\n */\r\n protected _buttonsPressed: number;\r\n\r\n /**\r\n * Which pointer ID is currently down (only for mouse events, not used for touch events)\r\n */\r\n private _currentMousePointerIdDown: number = -1;\r\n private _contextMenuBind: EventListener;\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera move.\r\n */\r\n @serialize()\r\n public buttons = [0, 1, 2];\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n // eslint-disable-next-line prefer-rest-params\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n const engine = this.camera.getEngine();\r\n const element = engine.getInputElement();\r\n let previousPinchSquaredDistance = 0;\r\n let previousMultiTouchPanPosition: Nullable<PointerTouch> = null;\r\n\r\n this._pointA = null;\r\n this._pointB = null;\r\n\r\n this._altKey = false;\r\n this._ctrlKey = false;\r\n this._metaKey = false;\r\n this._shiftKey = false;\r\n this._buttonsPressed = 0;\r\n\r\n this._pointerInput = (p) => {\r\n const evt = <IPointerEvent>p.event;\r\n const isTouch = evt.pointerType === \"touch\";\r\n\r\n if (p.type !== PointerEventTypes.POINTERMOVE && this.buttons.indexOf(evt.button) === -1) {\r\n return;\r\n }\r\n\r\n const srcElement = <HTMLElement>evt.target;\r\n\r\n this._altKey = evt.altKey;\r\n this._ctrlKey = evt.ctrlKey;\r\n this._metaKey = evt.metaKey;\r\n this._shiftKey = evt.shiftKey;\r\n this._buttonsPressed = evt.buttons;\r\n\r\n if (engine.isPointerLock) {\r\n const offsetX = evt.movementX;\r\n const offsetY = evt.movementY;\r\n\r\n this.onTouch(null, offsetX, offsetY);\r\n this._pointA = null;\r\n this._pointB = null;\r\n } else if (\r\n p.type !== PointerEventTypes.POINTERDOWN &&\r\n p.type !== PointerEventTypes.POINTERDOUBLETAP &&\r\n isTouch &&\r\n this._pointA?.pointerId !== evt.pointerId &&\r\n this._pointB?.pointerId !== evt.pointerId\r\n ) {\r\n return; // If we get a non-down event for a touch that we're not tracking, ignore it\r\n } else if (p.type === PointerEventTypes.POINTERDOWN && (this._currentMousePointerIdDown === -1 || isTouch)) {\r\n try {\r\n srcElement?.setPointerCapture(evt.pointerId);\r\n } catch (e) {\r\n //Nothing to do with the error. Execution will continue.\r\n }\r\n\r\n if (this._pointA === null) {\r\n this._pointA = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n pointerId: evt.pointerId,\r\n type: evt.pointerType,\r\n };\r\n } else if (this._pointB === null) {\r\n this._pointB = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n pointerId: evt.pointerId,\r\n type: evt.pointerType,\r\n };\r\n } else {\r\n return; // We are already tracking two pointers so ignore this one\r\n }\r\n\r\n if (this._currentMousePointerIdDown === -1 && !isTouch) {\r\n this._currentMousePointerIdDown = evt.pointerId;\r\n }\r\n this.onButtonDown(evt);\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n element && element.focus();\r\n }\r\n } else if (p.type === PointerEventTypes.POINTERDOUBLETAP) {\r\n this.onDoubleTap(evt.pointerType);\r\n } else if (p.type === PointerEventTypes.POINTERUP && (this._currentMousePointerIdDown === evt.pointerId || isTouch)) {\r\n try {\r\n srcElement?.releasePointerCapture(evt.pointerId);\r\n } catch (e) {\r\n //Nothing to do with the error.\r\n }\r\n\r\n if (!isTouch) {\r\n this._pointB = null; // Mouse and pen are mono pointer\r\n }\r\n\r\n //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,\r\n //but emptying completely pointers collection is required to fix a bug on iPhone :\r\n //when changing orientation while pinching camera,\r\n //one pointer stay pressed forever if we don't release all pointers\r\n //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected\r\n if (engine._badOS) {\r\n this._pointA = this._pointB = null;\r\n } else {\r\n //only remove the impacted pointer in case of multitouch allowing on most\r\n //platforms switching from rotate to zoom and pan seamlessly.\r\n if (this._pointB && this._pointA && this._pointA.pointerId == evt.pointerId) {\r\n this._pointA = this._pointB;\r\n this._pointB = null;\r\n } else if (this._pointA && this._pointB && this._pointB.pointerId == evt.pointerId) {\r\n this._pointB = null;\r\n } else {\r\n this._pointA = this._pointB = null;\r\n }\r\n }\r\n\r\n if (previousPinchSquaredDistance !== 0 || previousMultiTouchPanPosition) {\r\n // Previous pinch data is populated but a button has been lifted\r\n // so pinch has ended.\r\n this.onMultiTouch(\r\n this._pointA,\r\n this._pointB,\r\n previousPinchSquaredDistance,\r\n 0, // pinchSquaredDistance\r\n previousMultiTouchPanPosition,\r\n null // multiTouchPanPosition\r\n );\r\n previousPinchSquaredDistance = 0;\r\n previousMultiTouchPanPosition = null;\r\n }\r\n\r\n this._currentMousePointerIdDown = -1;\r\n this.onButtonUp(evt);\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n } else if (p.type === PointerEventTypes.POINTERMOVE) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n\r\n // One button down\r\n if (this._pointA && this._pointB === null) {\r\n const offsetX = evt.clientX - this._pointA.x;\r\n const offsetY = evt.clientY - this._pointA.y;\r\n this._pointA.x = evt.clientX;\r\n this._pointA.y = evt.clientY;\r\n this.onTouch(this._pointA, offsetX, offsetY);\r\n }\r\n // Two buttons down: pinch\r\n else if (this._pointA && this._pointB) {\r\n const ed = this._pointA.pointerId === evt.pointerId ? this._pointA : this._pointB;\r\n ed.x = evt.clientX;\r\n ed.y = evt.clientY;\r\n const distX = this._pointA.x - this._pointB.x;\r\n const distY = this._pointA.y - this._pointB.y;\r\n const pinchSquaredDistance = distX * distX + distY * distY;\r\n const multiTouchPanPosition = {\r\n x: (this._pointA.x + this._pointB.x) / 2,\r\n y: (this._pointA.y + this._pointB.y) / 2,\r\n pointerId: evt.pointerId,\r\n type: p.type,\r\n };\r\n\r\n this.onMultiTouch(this._pointA, this._pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition);\r\n\r\n previousMultiTouchPanPosition = multiTouchPanPosition;\r\n previousPinchSquaredDistance = pinchSquaredDistance;\r\n }\r\n }\r\n };\r\n\r\n this._observer = this.camera\r\n .getScene()\r\n ._inputManager._addCameraPointerObserver(\r\n this._pointerInput,\r\n PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE | PointerEventTypes.POINTERDOUBLETAP\r\n );\r\n\r\n this._onLostFocus = () => {\r\n this._pointA = this._pointB = null;\r\n previousPinchSquaredDistance = 0;\r\n previousMultiTouchPanPosition = null;\r\n this.onLostFocus();\r\n };\r\n\r\n this._contextMenuBind = (evt: Event) => this.onContextMenu(evt as PointerEvent);\r\n\r\n element && element.addEventListener(\"contextmenu\", this._contextMenuBind, false);\r\n\r\n const hostWindow = this.camera.getScene().getEngine().getHostWindow();\r\n\r\n if (hostWindow) {\r\n Tools.RegisterTopRootEvents(hostWindow, [{ name: \"blur\", handler: this._onLostFocus }]);\r\n }\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._onLostFocus) {\r\n const hostWindow = this.camera.getScene().getEngine().getHostWindow();\r\n if (hostWindow) {\r\n Tools.UnregisterTopRootEvents(hostWindow, [{ name: \"blur\", handler: this._onLostFocus }]);\r\n }\r\n }\r\n\r\n if (this._observer) {\r\n this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);\r\n this._observer = null;\r\n\r\n if (this._contextMenuBind) {\r\n const inputElement = this.camera.getScene().getEngine().getInputElement();\r\n inputElement && inputElement.removeEventListener(\"contextmenu\", this._contextMenuBind);\r\n }\r\n\r\n this._onLostFocus = null;\r\n }\r\n\r\n this._altKey = false;\r\n this._ctrlKey = false;\r\n this._metaKey = false;\r\n this._shiftKey = false;\r\n this._buttonsPressed = 0;\r\n this._currentMousePointerIdDown = -1;\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"BaseCameraPointersInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"pointers\";\r\n }\r\n\r\n /**\r\n * Called on pointer POINTERDOUBLETAP event.\r\n * Override this method to provide functionality on POINTERDOUBLETAP event.\r\n * @param type type of event\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public onDoubleTap(type: string) {}\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n /**\r\n * Called on pointer POINTERMOVE event if only a single touch is active.\r\n * Override this method to provide functionality.\r\n * @param point The current position of the pointer\r\n * @param offsetX The offsetX of the pointer when the event occurred\r\n * @param offsetY The offsetY of the pointer when the event occurred\r\n */\r\n public onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void {}\r\n\r\n /**\r\n * Called on pointer POINTERMOVE event if multiple touches are active.\r\n * Override this method to provide functionality.\r\n * @param _pointA First point in the pair\r\n * @param _pointB Second point in the pair\r\n * @param previousPinchSquaredDistance Sqr Distance between the points the last time this event was fired (by this input)\r\n * @param pinchSquaredDistance Sqr Distance between the points this time\r\n * @param previousMultiTouchPanPosition Previous center point between the points\r\n * @param multiTouchPanPosition Current center point between the points\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public onMultiTouch(\r\n _pointA: Nullable<PointerTouch>,\r\n _pointB: Nullable<PointerTouch>,\r\n previousPinchSquaredDistance: number,\r\n pinchSquaredDistance: number,\r\n previousMultiTouchPanPosition: Nullable<PointerTouch>,\r\n multiTouchPanPosition: Nullable<PointerTouch>\r\n ): void {}\r\n\r\n /**\r\n * Called on JS contextmenu event.\r\n * Override this method to provide functionality.\r\n * @param evt the event to be handled\r\n */\r\n public onContextMenu(evt: PointerEvent): void {\r\n evt.preventDefault();\r\n }\r\n\r\n /**\r\n * Called each time a new POINTERDOWN event occurs. Ie, for each button\r\n * press.\r\n * Override this method to provide functionality.\r\n * @param _evt Defines the event to track\r\n */\r\n public onButtonDown(_evt: IPointerEvent): void {}\r\n\r\n /**\r\n * Called each time a new POINTERUP event occurs. Ie, for each button\r\n * release.\r\n * Override this method to provide functionality.\r\n * @param _evt Defines the event to track\r\n */\r\n public onButtonUp(_evt: IPointerEvent): void {}\r\n\r\n /**\r\n * Called when window becomes inactive.\r\n * Override this method to provide functionality.\r\n */\r\n public onLostFocus(): void {}\r\n\r\n private _pointerInput: (p: PointerInfo, s: EventState) => void;\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _onLostFocus: Nullable<(e: FocusEvent) => any>;\r\n private _pointA: Nullable<PointerTouch>;\r\n private _pointB: Nullable<PointerTouch>;\r\n}\r\n"]}
@@ -477,12 +477,30 @@ export class WebDeviceInputSystem {
477
477
  }
478
478
  }
479
479
  const pointer = this._inputs[deviceType]?.[deviceSlot];
480
- if (pointer && pointer[evt.button + 2] !== 0) {
480
+ let button = evt.button;
481
+ let shouldProcessPointerUp = pointer && pointer[button + 2] !== 0;
482
+ // Workaround for an issue in Firefox on MacOS only where the browser allows the user to change left button
483
+ // actions into right button actions by holding down control. If the user starts a drag with the control button
484
+ // down, then lifts control, then releases the mouse, we'll get mismatched up and down events (the down will be
485
+ // the right button, and the up will be the left button). In that specific case, where we get an up from a button
486
+ // which didn't have a corresponding down, and we are in Firefox on MacOS, we should process the up event as if it
487
+ // was from the other button.
488
+ // Ideally this would be fixed in Firefox so that if you start a drag with the control button down, then the button
489
+ // passed along to both pointer down and up would be the right button regardless of the order in which control and the
490
+ // mouse button were released.
491
+ // If Firefox makes a fix to ensure this is the case, this workaround can be removed.
492
+ // Relevant forum thread: https://forum.babylonjs.com/t/camera-pan-getting-stuck-in-firefox/57158
493
+ if (!shouldProcessPointerUp && this._isUsingFirefox && this._usingMacOS && pointer) {
494
+ // Try the other button (left or right button)
495
+ button = button === 2 ? 0 : 2;
496
+ shouldProcessPointerUp = pointer[button + 2] !== 0;
497
+ }
498
+ if (shouldProcessPointerUp) {
481
499
  const previousHorizontal = pointer[PointerInput.Horizontal];
482
500
  const previousVertical = pointer[PointerInput.Vertical];
483
501
  pointer[PointerInput.Horizontal] = evt.clientX;
484
502
  pointer[PointerInput.Vertical] = evt.clientY;
485
- pointer[evt.button + 2] = 0;
503
+ pointer[button + 2] = 0;
486
504
  const deviceEvent = evt;
487
505
  if (evt.pointerId === undefined) {
488
506
  evt.pointerId = this._mouseId;
@@ -494,7 +512,7 @@ export class WebDeviceInputSystem {
494
512
  // NOTE: The +2 used here to is because PointerInput has the same value progression for its mouse buttons as PointerEvent.button
495
513
  // However, we have our X and Y values front-loaded to group together the touch inputs but not break this progression
496
514
  // EG. ([X, Y, Left-click], Middle-click, etc...)
497
- deviceEvent.inputIndex = evt.button + 2;
515
+ deviceEvent.inputIndex = button + 2;
498
516
  if (deviceType === DeviceType.Mouse && this._mouseId >= 0 && this._elementToAttachTo.hasPointerCapture?.(this._mouseId)) {
499
517
  this._elementToAttachTo.releasePointerCapture(this._mouseId);
500
518
  }
@@ -1 +1 @@
1
- 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type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { IPointerEvent, IUIEvent } from \"../Events/deviceInputEvents\";\r\nimport { IsNavigatorAvailable } from \"../Misc/domManagement\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport type { Nullable } from \"../types\";\r\nimport { DeviceEventFactory } from \"./eventFactory\";\r\nimport { DeviceType, PointerInput } from \"./InputDevices/deviceEnums\";\r\nimport type { IDeviceInputSystem } from \"./inputInterfaces\";\r\n\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nconst MAX_KEYCODES = 255;\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nconst MAX_POINTER_INPUTS = Object.keys(PointerInput).length / 2;\r\n\r\n/** @internal */\r\nexport class WebDeviceInputSystem implements IDeviceInputSystem {\r\n // Private Members\r\n private _inputs: Array<{ [deviceSlot: number]: Array<number> }> = [];\r\n private _gamepads: Array<DeviceType>;\r\n private _keyboardActive: boolean = false;\r\n private _pointerActive: boolean = false;\r\n private _elementToAttachTo: HTMLElement;\r\n private _metaKeys: Array<number>;\r\n private readonly _engine: AbstractEngine;\r\n private readonly _usingSafari: boolean = Tools.IsSafari();\r\n // Found solution for determining if MacOS is being used here:\r\n // https://stackoverflow.com/questions/10527983/best-way-to-detect-mac-os-x-or-windows-computers-with-javascript-or-jquery\r\n private readonly _usingMacOS: boolean = IsNavigatorAvailable() && /(Mac|iPhone|iPod|iPad)/i.test(navigator.platform);\r\n\r\n private _onDeviceConnected: (deviceType: DeviceType, deviceSlot: number) => void;\r\n private _onDeviceDisconnected: (deviceType: DeviceType, deviceSlot: number) => void;\r\n private _onInputChanged: (deviceType: DeviceType, deviceSlot: number, eventData: IUIEvent) => void;\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _keyboardDownEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _keyboardUpEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _keyboardBlurEvent = (evt: any) => {};\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerMoveEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerDownEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerUpEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerCancelEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerCancelTouch = (pointerId: number) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerLeaveEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerWheelEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerBlurEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerMacOSChromeOutEvent = (evt: any) => {};\r\n private _wheelEventName: string;\r\n private _eventsAttached: boolean = false;\r\n\r\n private _mouseId = -1;\r\n private readonly _isUsingFirefox = IsNavigatorAvailable() && navigator.userAgent && navigator.userAgent.indexOf(\"Firefox\") !== -1;\r\n private readonly _isUsingChromium = IsNavigatorAvailable() && navigator.userAgent && navigator.userAgent.indexOf(\"Chrome\") !== -1;\r\n\r\n // Array to store active Pointer ID values; prevents issues with negative pointerIds\r\n private _activeTouchIds: Array<number>;\r\n private _maxTouchPoints: number = 0;\r\n\r\n private _pointerInputClearObserver: Nullable<Observer<AbstractEngine>> = null;\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _gamepadConnectedEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _gamepadDisconnectedEvent = (evt: any) => {};\r\n\r\n private _eventPrefix: string;\r\n\r\n /**\r\n * Constructor for the WebDeviceInputSystem\r\n * @param engine Engine to reference\r\n * @param onDeviceConnected Callback to execute when device is connected\r\n * @param onDeviceDisconnected Callback to execute when device is disconnected\r\n * @param onInputChanged Callback to execute when input changes on device\r\n */\r\n constructor(\r\n engine: AbstractEngine,\r\n onDeviceConnected: (deviceType: DeviceType, deviceSlot: number) => void,\r\n onDeviceDisconnected: (deviceType: DeviceType, deviceSlot: number) => void,\r\n onInputChanged: (deviceType: DeviceType, deviceSlot: number, eventData: IUIEvent) => void\r\n ) {\r\n this._eventPrefix = Tools.GetPointerPrefix(engine);\r\n this._engine = engine;\r\n\r\n this._onDeviceConnected = onDeviceConnected;\r\n this._onDeviceDisconnected = onDeviceDisconnected;\r\n this._onInputChanged = onInputChanged;\r\n\r\n // If we need a pointerId, set one for future use\r\n this._mouseId = this._isUsingFirefox ? 0 : 1;\r\n\r\n this._enableEvents();\r\n\r\n if (this._usingMacOS) {\r\n this._metaKeys = [];\r\n }\r\n\r\n // Set callback to enable event handler switching when inputElement changes\r\n if (!this._engine._onEngineViewChanged) {\r\n this._engine._onEngineViewChanged = () => {\r\n this._enableEvents();\r\n };\r\n }\r\n }\r\n\r\n // Public functions\r\n /**\r\n * Checks for current device input value, given an id and input index. Throws exception if requested device not initialized.\r\n * @param deviceType Enum specifying device type\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @param inputIndex Id of input to be checked\r\n * @returns Current value of input\r\n */\r\n public pollInput(deviceType: DeviceType, deviceSlot: number, inputIndex: number): number {\r\n const device = this._inputs[deviceType][deviceSlot];\r\n\r\n if (!device) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw `Unable to find device ${DeviceType[deviceType]}`;\r\n }\r\n\r\n if (deviceType >= DeviceType.DualShock && deviceType <= DeviceType.DualSense) {\r\n this._updateDevice(deviceType, deviceSlot, inputIndex);\r\n }\r\n\r\n const currentValue = device[inputIndex];\r\n if (currentValue === undefined) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw `Unable to find input ${inputIndex} for device ${DeviceType[deviceType]} in slot ${deviceSlot}`;\r\n }\r\n\r\n if (inputIndex === PointerInput.Move) {\r\n Tools.Warn(`Unable to provide information for PointerInput.Move. Try using PointerInput.Horizontal or PointerInput.Vertical for move data.`);\r\n }\r\n\r\n return currentValue;\r\n }\r\n\r\n /**\r\n * Check for a specific device in the DeviceInputSystem\r\n * @param deviceType Type of device to check for\r\n * @returns bool with status of device's existence\r\n */\r\n public isDeviceAvailable(deviceType: DeviceType): boolean {\r\n return this._inputs[deviceType] !== undefined;\r\n }\r\n\r\n /**\r\n * Dispose of all the eventlisteners\r\n */\r\n public dispose(): void {\r\n // Callbacks\r\n this._onDeviceConnected = () => {};\r\n this._onDeviceDisconnected = () => {};\r\n this._onInputChanged = () => {};\r\n delete this._engine._onEngineViewChanged;\r\n\r\n if (this._elementToAttachTo) {\r\n this._disableEvents();\r\n }\r\n }\r\n\r\n /**\r\n * Enable listening for user input events\r\n */\r\n private _enableEvents(): void {\r\n const inputElement = this?._engine.getInputElement();\r\n if (inputElement && (!this._eventsAttached || this._elementToAttachTo !== inputElement)) {\r\n // Remove events before adding to avoid double events or simultaneous events on multiple canvases\r\n this._disableEvents();\r\n\r\n // If the inputs array has already been created, zero it out to before setting up events\r\n if (this._inputs) {\r\n for (const inputs of this._inputs) {\r\n if (inputs) {\r\n for (const deviceSlotKey in inputs) {\r\n const deviceSlot = +deviceSlotKey;\r\n const device = inputs[deviceSlot];\r\n if (device) {\r\n for (let inputIndex = 0; inputIndex < device.length; inputIndex++) {\r\n device[inputIndex] = 0;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._elementToAttachTo = inputElement;\r\n // Set tab index for the inputElement to the engine's canvasTabIndex, if and only if the element's tab index is -1\r\n this._elementToAttachTo.tabIndex = this._elementToAttachTo.tabIndex !== -1 ? this._elementToAttachTo.tabIndex : this._engine.canvasTabIndex;\r\n this._handleKeyActions();\r\n this._handlePointerActions();\r\n this._handleGamepadActions();\r\n this._eventsAttached = true;\r\n\r\n // Check for devices that are already connected but aren't registered. Currently, only checks for gamepads and mouse\r\n this._checkForConnectedDevices();\r\n }\r\n }\r\n\r\n /**\r\n * Disable listening for user input events\r\n */\r\n private _disableEvents(): void {\r\n if (this._elementToAttachTo) {\r\n // Blur Events\r\n this._elementToAttachTo.removeEventListener(\"blur\", this._keyboardBlurEvent);\r\n this._elementToAttachTo.removeEventListener(\"blur\", this._pointerBlurEvent);\r\n\r\n // Keyboard Events\r\n this._elementToAttachTo.removeEventListener(\"keydown\", this._keyboardDownEvent);\r\n this._elementToAttachTo.removeEventListener(\"keyup\", this._keyboardUpEvent);\r\n\r\n // Pointer Events\r\n this._elementToAttachTo.removeEventListener(this._eventPrefix + \"move\", this._pointerMoveEvent);\r\n this._elementToAttachTo.removeEventListener(this._eventPrefix + \"down\", this._pointerDownEvent);\r\n this._elementToAttachTo.removeEventListener(this._eventPrefix + \"up\", this._pointerUpEvent);\r\n this._elementToAttachTo.removeEventListener(this._eventPrefix + \"cancel\", this._pointerCancelEvent);\r\n this._elementToAttachTo.removeEventListener(this._eventPrefix + \"leave\", this._pointerLeaveEvent);\r\n this._elementToAttachTo.removeEventListener(this._wheelEventName, this._pointerWheelEvent);\r\n if (this._usingMacOS && this._isUsingChromium) {\r\n this._elementToAttachTo.removeEventListener(\"lostpointercapture\", this._pointerMacOSChromeOutEvent);\r\n }\r\n\r\n // Gamepad Events\r\n window.removeEventListener(\"gamepadconnected\", this._gamepadConnectedEvent);\r\n window.removeEventListener(\"gamepaddisconnected\", this._gamepadDisconnectedEvent);\r\n }\r\n\r\n if (this._pointerInputClearObserver) {\r\n this._engine.onEndFrameObservable.remove(this._pointerInputClearObserver);\r\n }\r\n\r\n this._eventsAttached = false;\r\n }\r\n\r\n /**\r\n * Checks for existing connections to devices and register them, if necessary\r\n * Currently handles gamepads and mouse\r\n */\r\n private _checkForConnectedDevices(): void {\r\n if (navigator.getGamepads) {\r\n const gamepads = navigator.getGamepads();\r\n\r\n for (const gamepad of gamepads) {\r\n if (gamepad) {\r\n this._addGamePad(gamepad);\r\n }\r\n }\r\n }\r\n\r\n // If the device in use has mouse capabilities, pre-register mouse\r\n if (typeof matchMedia === \"function\" && matchMedia(\"(pointer:fine)\").matches) {\r\n // This will provide a dummy value for the cursor position and is expected to be overridden when the first mouse event happens.\r\n // There isn't any good way to get the current position outside of a pointer event so that's why this was done.\r\n this._addPointerDevice(DeviceType.Mouse, 0, 0, 0);\r\n }\r\n }\r\n\r\n // Private functions\r\n /**\r\n * Add a gamepad to the DeviceInputSystem\r\n * @param gamepad A single DOM Gamepad object\r\n */\r\n private _addGamePad(gamepad: any): void {\r\n const deviceType = this._getGamepadDeviceType(gamepad.id);\r\n const deviceSlot = gamepad.index;\r\n\r\n this._gamepads = this._gamepads || new Array<DeviceType>(gamepad.index + 1);\r\n this._registerDevice(deviceType, deviceSlot, gamepad.buttons.length + gamepad.axes.length);\r\n\r\n this._gamepads[deviceSlot] = deviceType;\r\n }\r\n\r\n /**\r\n * Add pointer device to DeviceInputSystem\r\n * @param deviceType Type of Pointer to add\r\n * @param deviceSlot Pointer ID (0 for mouse, pointerId for Touch)\r\n * @param currentX Current X at point of adding\r\n * @param currentY Current Y at point of adding\r\n */\r\n private _addPointerDevice(deviceType: DeviceType, deviceSlot: number, currentX: number, currentY: number): void {\r\n if (!this._pointerActive) {\r\n this._pointerActive = true;\r\n }\r\n this._registerDevice(deviceType, deviceSlot, MAX_POINTER_INPUTS);\r\n const pointer = this._inputs[deviceType][deviceSlot]; /* initialize our pointer position immediately after registration */\r\n pointer[0] = currentX;\r\n pointer[1] = currentY;\r\n }\r\n\r\n /**\r\n * Add device and inputs to device array\r\n * @param deviceType Enum specifying device type\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @param numberOfInputs Number of input entries to create for given device\r\n */\r\n private _registerDevice(deviceType: DeviceType, deviceSlot: number, numberOfInputs: number): void {\r\n if (deviceSlot === undefined) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw `Unable to register device ${DeviceType[deviceType]} to undefined slot.`;\r\n }\r\n\r\n if (!this._inputs[deviceType]) {\r\n this._inputs[deviceType] = {};\r\n }\r\n\r\n if (!this._inputs[deviceType][deviceSlot]) {\r\n const device = new Array<number>(numberOfInputs);\r\n\r\n device.fill(0);\r\n\r\n this._inputs[deviceType][deviceSlot] = device;\r\n this._onDeviceConnected(deviceType, deviceSlot);\r\n }\r\n }\r\n\r\n /**\r\n * Given a specific device name, remove that device from the device map\r\n * @param deviceType Enum specifying device type\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n */\r\n private _unregisterDevice(deviceType: DeviceType, deviceSlot: number): void {\r\n if (this._inputs[deviceType][deviceSlot]) {\r\n delete this._inputs[deviceType][deviceSlot];\r\n this._onDeviceDisconnected(deviceType, deviceSlot);\r\n }\r\n }\r\n\r\n /**\r\n * Handle all actions that come from keyboard interaction\r\n */\r\n private _handleKeyActions(): void {\r\n this._keyboardDownEvent = (evt) => {\r\n if (!this._keyboardActive) {\r\n this._keyboardActive = true;\r\n this._registerDevice(DeviceType.Keyboard, 0, MAX_KEYCODES);\r\n }\r\n\r\n const kbKey = this._inputs[DeviceType.Keyboard][0];\r\n if (kbKey) {\r\n kbKey[evt.keyCode] = 1;\r\n\r\n const deviceEvent = evt as IUIEvent;\r\n deviceEvent.inputIndex = evt.keyCode;\r\n\r\n if (this._usingMacOS && evt.metaKey && evt.key !== \"Meta\") {\r\n if (!this._metaKeys.includes(evt.keyCode)) {\r\n this._metaKeys.push(evt.keyCode);\r\n }\r\n }\r\n\r\n this._onInputChanged(DeviceType.Keyboard, 0, deviceEvent);\r\n }\r\n };\r\n\r\n this._keyboardUpEvent = (evt) => {\r\n if (!this._keyboardActive) {\r\n this._keyboardActive = true;\r\n this._registerDevice(DeviceType.Keyboard, 0, MAX_KEYCODES);\r\n }\r\n\r\n const kbKey = this._inputs[DeviceType.Keyboard][0];\r\n if (kbKey) {\r\n kbKey[evt.keyCode] = 0;\r\n\r\n const deviceEvent = evt as IUIEvent;\r\n deviceEvent.inputIndex = evt.keyCode;\r\n\r\n if (this._usingMacOS && evt.key === \"Meta\" && this._metaKeys.length > 0) {\r\n for (const keyCode of this._metaKeys) {\r\n const deviceEvent: IUIEvent = DeviceEventFactory.CreateDeviceEvent(DeviceType.Keyboard, 0, keyCode, 0, this, this._elementToAttachTo);\r\n kbKey[keyCode] = 0;\r\n this._onInputChanged(DeviceType.Keyboard, 0, deviceEvent);\r\n }\r\n this._metaKeys.splice(0, this._metaKeys.length);\r\n }\r\n\r\n this._onInputChanged(DeviceType.Keyboard, 0, deviceEvent);\r\n }\r\n };\r\n\r\n this._keyboardBlurEvent = () => {\r\n if (this._keyboardActive) {\r\n const kbKey = this._inputs[DeviceType.Keyboard][0];\r\n\r\n for (let i = 0; i < kbKey.length; i++) {\r\n if (kbKey[i] !== 0) {\r\n kbKey[i] = 0;\r\n\r\n const deviceEvent: IUIEvent = DeviceEventFactory.CreateDeviceEvent(DeviceType.Keyboard, 0, i, 0, this, this._elementToAttachTo);\r\n\r\n this._onInputChanged(DeviceType.Keyboard, 0, deviceEvent);\r\n }\r\n }\r\n if (this._usingMacOS) {\r\n this._metaKeys.splice(0, this._metaKeys.length);\r\n }\r\n }\r\n };\r\n\r\n this._elementToAttachTo.addEventListener(\"keydown\", this._keyboardDownEvent);\r\n this._elementToAttachTo.addEventListener(\"keyup\", this._keyboardUpEvent);\r\n this._elementToAttachTo.addEventListener(\"blur\", this._keyboardBlurEvent);\r\n }\r\n\r\n /**\r\n * Handle all actions that come from pointer interaction\r\n */\r\n private _handlePointerActions(): void {\r\n // If maxTouchPoints is defined, use that value. Otherwise, allow for a minimum for supported gestures like pinch\r\n this._maxTouchPoints = (IsNavigatorAvailable() && navigator.maxTouchPoints) || 2;\r\n if (!this._activeTouchIds) {\r\n this._activeTouchIds = new Array<number>(this._maxTouchPoints);\r\n }\r\n\r\n for (let i = 0; i < this._maxTouchPoints; i++) {\r\n this._activeTouchIds[i] = -1;\r\n }\r\n\r\n this._pointerMoveEvent = (evt) => {\r\n const deviceType = this._getPointerType(evt);\r\n let deviceSlot = deviceType === DeviceType.Mouse ? 0 : this._activeTouchIds.indexOf(evt.pointerId);\r\n\r\n // In the event that we're getting pointermove events from touch inputs that we aren't tracking,\r\n // look for an available slot and retroactively connect it.\r\n if (deviceType === DeviceType.Touch && deviceSlot === -1) {\r\n const idx = this._activeTouchIds.indexOf(-1);\r\n\r\n if (idx >= 0) {\r\n deviceSlot = idx;\r\n this._activeTouchIds[idx] = evt.pointerId;\r\n // Because this is a \"new\" input, inform the connected callback\r\n this._onDeviceConnected(deviceType, deviceSlot);\r\n } else {\r\n // We can't find an open slot to store new pointer so just return (can only support max number of touches)\r\n Tools.Warn(`Max number of touches exceeded. Ignoring touches in excess of ${this._maxTouchPoints}`);\r\n return;\r\n }\r\n }\r\n\r\n if (!this._inputs[deviceType]) {\r\n this._inputs[deviceType] = {};\r\n }\r\n\r\n if (!this._inputs[deviceType][deviceSlot]) {\r\n this._addPointerDevice(deviceType, deviceSlot, evt.clientX, evt.clientY);\r\n }\r\n\r\n const pointer = this._inputs[deviceType][deviceSlot];\r\n if (pointer) {\r\n const deviceEvent = evt as IPointerEvent;\r\n deviceEvent.inputIndex = PointerInput.Move;\r\n\r\n pointer[PointerInput.Horizontal] = evt.clientX;\r\n pointer[PointerInput.Vertical] = evt.clientY;\r\n\r\n // For touches that aren't started with a down, we need to set the button state to 1\r\n if (deviceType === DeviceType.Touch && pointer[PointerInput.LeftClick] === 0) {\r\n pointer[PointerInput.LeftClick] = 1;\r\n }\r\n\r\n if (evt.pointerId === undefined) {\r\n evt.pointerId = this._mouseId;\r\n }\r\n\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n\r\n // Lets Propagate the event for move with same position.\r\n if (!this._usingSafari && evt.button !== -1) {\r\n deviceEvent.inputIndex = evt.button + 2;\r\n pointer[evt.button + 2] = pointer[evt.button + 2] ? 0 : 1; // Reverse state of button if evt.button has value\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n }\r\n }\r\n };\r\n\r\n this._pointerDownEvent = (evt) => {\r\n const deviceType = this._getPointerType(evt);\r\n let deviceSlot = deviceType === DeviceType.Mouse ? 0 : evt.pointerId;\r\n\r\n if (deviceType === DeviceType.Touch) {\r\n // See if this pointerId is already using an existing slot\r\n // (possible on some devices which raise the pointerMove event before the pointerDown event, e.g. when using a pen)\r\n let idx = this._activeTouchIds.indexOf(evt.pointerId);\r\n if (idx === -1) {\r\n // If the pointerId wasn't already using a slot, find an open one\r\n idx = this._activeTouchIds.indexOf(-1);\r\n }\r\n\r\n if (idx >= 0) {\r\n deviceSlot = idx;\r\n this._activeTouchIds[idx] = evt.pointerId;\r\n } else {\r\n // We can't find an open slot to store new pointer so just return (can only support max number of touches)\r\n Tools.Warn(`Max number of touches exceeded. Ignoring touches in excess of ${this._maxTouchPoints}`);\r\n return;\r\n }\r\n }\r\n\r\n if (!this._inputs[deviceType]) {\r\n this._inputs[deviceType] = {};\r\n }\r\n\r\n if (!this._inputs[deviceType][deviceSlot]) {\r\n this._addPointerDevice(deviceType, deviceSlot, evt.clientX, evt.clientY);\r\n } else if (deviceType === DeviceType.Touch) {\r\n this._onDeviceConnected(deviceType, deviceSlot);\r\n }\r\n\r\n const pointer = this._inputs[deviceType][deviceSlot];\r\n if (pointer) {\r\n const previousHorizontal = pointer[PointerInput.Horizontal];\r\n const previousVertical = pointer[PointerInput.Vertical];\r\n\r\n if (deviceType === DeviceType.Mouse) {\r\n // Mouse; Set pointerId if undefined\r\n if (evt.pointerId === undefined) {\r\n evt.pointerId = this._mouseId;\r\n }\r\n\r\n if (!document.pointerLockElement) {\r\n try {\r\n this._elementToAttachTo.setPointerCapture(this._mouseId);\r\n } catch (e) {\r\n // DO NOTHING\r\n }\r\n }\r\n } else {\r\n // Touch; Since touches are dynamically assigned, only set capture if we have an id\r\n if (evt.pointerId && !document.pointerLockElement) {\r\n try {\r\n this._elementToAttachTo.setPointerCapture(evt.pointerId);\r\n } catch (e) {\r\n // DO NOTHING\r\n }\r\n }\r\n }\r\n\r\n pointer[PointerInput.Horizontal] = evt.clientX;\r\n pointer[PointerInput.Vertical] = evt.clientY;\r\n pointer[evt.button + 2] = 1;\r\n\r\n const deviceEvent = evt as IUIEvent;\r\n\r\n // NOTE: The +2 used here to is because PointerInput has the same value progression for its mouse buttons as PointerEvent.button\r\n // However, we have our X and Y values front-loaded to group together the touch inputs but not break this progression\r\n // EG. ([X, Y, Left-click], Middle-click, etc...)\r\n deviceEvent.inputIndex = evt.button + 2;\r\n\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n\r\n if (previousHorizontal !== evt.clientX || previousVertical !== evt.clientY) {\r\n deviceEvent.inputIndex = PointerInput.Move;\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n }\r\n }\r\n };\r\n\r\n this._pointerUpEvent = (evt) => {\r\n const deviceType = this._getPointerType(evt);\r\n const deviceSlot = deviceType === DeviceType.Mouse ? 0 : this._activeTouchIds.indexOf(evt.pointerId);\r\n\r\n if (deviceType === DeviceType.Touch) {\r\n // If we're getting a pointerup event for a touch that isn't active, just return.\r\n if (deviceSlot === -1) {\r\n return;\r\n } else {\r\n this._activeTouchIds[deviceSlot] = -1;\r\n }\r\n }\r\n\r\n const pointer = this._inputs[deviceType]?.[deviceSlot];\r\n if (pointer && pointer[evt.button + 2] !== 0) {\r\n const previousHorizontal = pointer[PointerInput.Horizontal];\r\n const previousVertical = pointer[PointerInput.Vertical];\r\n\r\n pointer[PointerInput.Horizontal] = evt.clientX;\r\n pointer[PointerInput.Vertical] = evt.clientY;\r\n pointer[evt.button + 2] = 0;\r\n\r\n const deviceEvent = evt as IUIEvent;\r\n\r\n if (evt.pointerId === undefined) {\r\n evt.pointerId = this._mouseId;\r\n }\r\n\r\n if (previousHorizontal !== evt.clientX || previousVertical !== evt.clientY) {\r\n deviceEvent.inputIndex = PointerInput.Move;\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n }\r\n\r\n // NOTE: The +2 used here to is because PointerInput has the same value progression for its mouse buttons as PointerEvent.button\r\n // However, we have our X and Y values front-loaded to group together the touch inputs but not break this progression\r\n // EG. ([X, Y, Left-click], Middle-click, etc...)\r\n deviceEvent.inputIndex = evt.button + 2;\r\n\r\n if (deviceType === DeviceType.Mouse && this._mouseId >= 0 && this._elementToAttachTo.hasPointerCapture?.(this._mouseId)) {\r\n this._elementToAttachTo.releasePointerCapture(this._mouseId);\r\n } else if (evt.pointerId && this._elementToAttachTo.hasPointerCapture?.(evt.pointerId)) {\r\n this._elementToAttachTo.releasePointerCapture(evt.pointerId);\r\n }\r\n\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n\r\n if (deviceType === DeviceType.Touch) {\r\n this._onDeviceDisconnected(deviceType, deviceSlot);\r\n }\r\n }\r\n };\r\n\r\n this._pointerCancelTouch = (pointerId: number) => {\r\n const deviceSlot = this._activeTouchIds.indexOf(pointerId);\r\n\r\n // If we're getting a pointercancel event for a touch that isn't active, just return\r\n if (deviceSlot === -1) {\r\n return;\r\n }\r\n\r\n if (this._elementToAttachTo.hasPointerCapture?.(pointerId)) {\r\n this._elementToAttachTo.releasePointerCapture(pointerId);\r\n }\r\n\r\n this._inputs[DeviceType.Touch][deviceSlot][PointerInput.LeftClick] = 0;\r\n\r\n const deviceEvent: IUIEvent = DeviceEventFactory.CreateDeviceEvent(DeviceType.Touch, deviceSlot, PointerInput.LeftClick, 0, this, this._elementToAttachTo, pointerId);\r\n\r\n this._onInputChanged(DeviceType.Touch, deviceSlot, deviceEvent);\r\n\r\n this._activeTouchIds[deviceSlot] = -1;\r\n this._onDeviceDisconnected(DeviceType.Touch, deviceSlot);\r\n };\r\n\r\n this._pointerCancelEvent = (evt) => {\r\n if (evt.pointerType === \"mouse\") {\r\n const pointer = this._inputs[DeviceType.Mouse][0];\r\n\r\n if (this._mouseId >= 0 && this._elementToAttachTo.hasPointerCapture?.(this._mouseId)) {\r\n this._elementToAttachTo.releasePointerCapture(this._mouseId);\r\n }\r\n\r\n for (let inputIndex = PointerInput.LeftClick; inputIndex <= PointerInput.BrowserForward; inputIndex++) {\r\n if (pointer[inputIndex] === 1) {\r\n pointer[inputIndex] = 0;\r\n\r\n const deviceEvent: IUIEvent = DeviceEventFactory.CreateDeviceEvent(DeviceType.Mouse, 0, inputIndex, 0, this, this._elementToAttachTo);\r\n\r\n this._onInputChanged(DeviceType.Mouse, 0, deviceEvent);\r\n }\r\n }\r\n } else {\r\n this._pointerCancelTouch(evt.pointerId);\r\n }\r\n };\r\n\r\n this._pointerLeaveEvent = (evt) => {\r\n if (evt.pointerType === \"pen\") {\r\n // If a pen leaves the hover range detectible by the hardware this event is raised and we need to cancel the operation\r\n // Note that pen operations are treated as touch operations\r\n this._pointerCancelTouch(evt.pointerId);\r\n }\r\n };\r\n\r\n // Set Wheel Event Name, code originally from scene.inputManager\r\n this._wheelEventName =\r\n \"onwheel\" in document.createElement(\"div\")\r\n ? \"wheel\" // Modern browsers support \"wheel\"\r\n : (<any>document).onmousewheel !== undefined\r\n ? \"mousewheel\" // Webkit and IE support at least \"mousewheel\"\r\n : \"DOMMouseScroll\"; // let's assume that remaining browsers are older Firefox\r\n\r\n // Code originally in scene.inputManager.ts\r\n // Chrome reports warning in console if wheel listener doesn't set an explicit passive option.\r\n // IE11 only supports captureEvent:boolean, not options:object, and it defaults to false.\r\n // Feature detection technique copied from: https://github.com/github/eventlistener-polyfill (MIT license)\r\n let passiveSupported = false;\r\n const noop = function () {};\r\n\r\n try {\r\n const options = Object.defineProperty({}, \"passive\", {\r\n get: function () {\r\n passiveSupported = true;\r\n },\r\n });\r\n\r\n this._elementToAttachTo.addEventListener(\"test\", noop, options);\r\n this._elementToAttachTo.removeEventListener(\"test\", noop, options);\r\n } catch (e) {\r\n /* */\r\n }\r\n\r\n this._pointerBlurEvent = () => {\r\n // Handle mouse buttons\r\n if (this.isDeviceAvailable(DeviceType.Mouse)) {\r\n const pointer = this._inputs[DeviceType.Mouse][0];\r\n\r\n if (this._mouseId >= 0 && this._elementToAttachTo.hasPointerCapture?.(this._mouseId)) {\r\n this._elementToAttachTo.releasePointerCapture(this._mouseId);\r\n }\r\n\r\n for (let inputIndex = PointerInput.LeftClick; inputIndex <= PointerInput.BrowserForward; inputIndex++) {\r\n if (pointer[inputIndex] === 1) {\r\n pointer[inputIndex] = 0;\r\n\r\n const deviceEvent: IUIEvent = DeviceEventFactory.CreateDeviceEvent(DeviceType.Mouse, 0, inputIndex, 0, this, this._elementToAttachTo);\r\n\r\n this._onInputChanged(DeviceType.Mouse, 0, deviceEvent);\r\n }\r\n }\r\n }\r\n\r\n // Handle Active Touches\r\n if (this.isDeviceAvailable(DeviceType.Touch)) {\r\n const pointer = this._inputs[DeviceType.Touch];\r\n\r\n for (let deviceSlot = 0; deviceSlot < this._activeTouchIds.length; deviceSlot++) {\r\n const pointerId = this._activeTouchIds[deviceSlot];\r\n\r\n if (this._elementToAttachTo.hasPointerCapture?.(pointerId)) {\r\n this._elementToAttachTo.releasePointerCapture(pointerId);\r\n }\r\n\r\n if (pointerId !== -1 && pointer[deviceSlot]?.[PointerInput.LeftClick] === 1) {\r\n pointer[deviceSlot][PointerInput.LeftClick] = 0;\r\n\r\n const deviceEvent: IUIEvent = DeviceEventFactory.CreateDeviceEvent(\r\n DeviceType.Touch,\r\n deviceSlot,\r\n PointerInput.LeftClick,\r\n 0,\r\n this,\r\n this._elementToAttachTo,\r\n pointerId\r\n );\r\n\r\n this._onInputChanged(DeviceType.Touch, deviceSlot, deviceEvent);\r\n\r\n this._activeTouchIds[deviceSlot] = -1;\r\n this._onDeviceDisconnected(DeviceType.Touch, deviceSlot);\r\n }\r\n }\r\n }\r\n };\r\n\r\n this._pointerWheelEvent = (evt) => {\r\n const deviceType = DeviceType.Mouse;\r\n const deviceSlot = 0;\r\n\r\n if (!this._inputs[deviceType]) {\r\n this._inputs[deviceType] = [];\r\n }\r\n\r\n if (!this._inputs[deviceType][deviceSlot]) {\r\n this._pointerActive = true;\r\n this._registerDevice(deviceType, deviceSlot, MAX_POINTER_INPUTS);\r\n }\r\n\r\n const pointer = this._inputs[deviceType][deviceSlot];\r\n if (pointer) {\r\n pointer[PointerInput.MouseWheelX] = evt.deltaX || 0;\r\n pointer[PointerInput.MouseWheelY] = evt.deltaY || evt.wheelDelta || 0;\r\n pointer[PointerInput.MouseWheelZ] = evt.deltaZ || 0;\r\n\r\n const deviceEvent = evt as IUIEvent;\r\n // By default, there is no pointerId for mouse wheel events so we'll add one here\r\n // This logic was originally in the InputManager but was added here to make the\r\n // InputManager more platform-agnostic\r\n if (evt.pointerId === undefined) {\r\n evt.pointerId = this._mouseId;\r\n }\r\n\r\n if (pointer[PointerInput.MouseWheelX] !== 0) {\r\n deviceEvent.inputIndex = PointerInput.MouseWheelX;\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n }\r\n if (pointer[PointerInput.MouseWheelY] !== 0) {\r\n deviceEvent.inputIndex = PointerInput.MouseWheelY;\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n }\r\n if (pointer[PointerInput.MouseWheelZ] !== 0) {\r\n deviceEvent.inputIndex = PointerInput.MouseWheelZ;\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n }\r\n }\r\n };\r\n\r\n // Workaround for MacOS Chromium Browsers for lost pointer capture bug\r\n if (this._usingMacOS && this._isUsingChromium) {\r\n this._pointerMacOSChromeOutEvent = (evt) => {\r\n if (evt.buttons > 1) {\r\n this._pointerCancelEvent(evt);\r\n }\r\n };\r\n this._elementToAttachTo.addEventListener(\"lostpointercapture\", this._pointerMacOSChromeOutEvent);\r\n }\r\n\r\n this._elementToAttachTo.addEventListener(this._eventPrefix + \"move\", this._pointerMoveEvent);\r\n this._elementToAttachTo.addEventListener(this._eventPrefix + \"down\", this._pointerDownEvent);\r\n this._elementToAttachTo.addEventListener(this._eventPrefix + \"up\", this._pointerUpEvent);\r\n this._elementToAttachTo.addEventListener(this._eventPrefix + \"cancel\", this._pointerCancelEvent);\r\n this._elementToAttachTo.addEventListener(this._eventPrefix + \"leave\", this._pointerLeaveEvent);\r\n this._elementToAttachTo.addEventListener(\"blur\", this._pointerBlurEvent);\r\n this._elementToAttachTo.addEventListener(this._wheelEventName, this._pointerWheelEvent, passiveSupported ? { passive: false } : false);\r\n\r\n // Since there's no up or down event for mouse wheel or delta x/y, clear mouse values at end of frame\r\n this._pointerInputClearObserver = this._engine.onEndFrameObservable.add(() => {\r\n if (this.isDeviceAvailable(DeviceType.Mouse)) {\r\n const pointer = this._inputs[DeviceType.Mouse][0];\r\n pointer[PointerInput.MouseWheelX] = 0;\r\n pointer[PointerInput.MouseWheelY] = 0;\r\n pointer[PointerInput.MouseWheelZ] = 0;\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Handle all actions that come from gamepad interaction\r\n */\r\n private _handleGamepadActions(): void {\r\n this._gamepadConnectedEvent = (evt: any) => {\r\n this._addGamePad(evt.gamepad);\r\n };\r\n\r\n this._gamepadDisconnectedEvent = (evt: any) => {\r\n if (this._gamepads) {\r\n const deviceType = this._getGamepadDeviceType(evt.gamepad.id);\r\n const deviceSlot = evt.gamepad.index;\r\n\r\n this._unregisterDevice(deviceType, deviceSlot);\r\n delete this._gamepads[deviceSlot];\r\n }\r\n };\r\n\r\n window.addEventListener(\"gamepadconnected\", this._gamepadConnectedEvent);\r\n window.addEventListener(\"gamepaddisconnected\", this._gamepadDisconnectedEvent);\r\n }\r\n\r\n /**\r\n * Update all non-event based devices with each frame\r\n * @param deviceType Enum specifying device type\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @param inputIndex Id of input to be checked\r\n */\r\n private _updateDevice(deviceType: DeviceType, deviceSlot: number, inputIndex: number): void {\r\n // Gamepads\r\n const gp = navigator.getGamepads()[deviceSlot];\r\n\r\n if (gp && deviceType === this._gamepads[deviceSlot]) {\r\n const device = this._inputs[deviceType][deviceSlot];\r\n\r\n if (inputIndex >= gp.buttons.length) {\r\n device[inputIndex] = gp.axes[inputIndex - gp.buttons.length].valueOf();\r\n } else {\r\n device[inputIndex] = gp.buttons[inputIndex].value;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets DeviceType from the device name\r\n * @param deviceName Name of Device from DeviceInputSystem\r\n * @returns DeviceType enum value\r\n */\r\n private _getGamepadDeviceType(deviceName: string): DeviceType {\r\n if (deviceName.indexOf(\"054c\") !== -1) {\r\n // DualShock 4 Gamepad\r\n return deviceName.indexOf(\"0ce6\") !== -1 ? DeviceType.DualSense : DeviceType.DualShock;\r\n } else if (deviceName.indexOf(\"Xbox One\") !== -1 || deviceName.search(\"Xbox 360\") !== -1 || deviceName.search(\"xinput\") !== -1) {\r\n // Xbox Gamepad\r\n return DeviceType.Xbox;\r\n } else if (deviceName.indexOf(\"057e\") !== -1) {\r\n // Switch Gamepad\r\n return DeviceType.Switch;\r\n }\r\n\r\n return DeviceType.Generic;\r\n }\r\n\r\n /**\r\n * Get DeviceType from a given pointer/mouse/touch event.\r\n * @param evt PointerEvent to evaluate\r\n * @returns DeviceType interpreted from event\r\n */\r\n private _getPointerType(evt: any): DeviceType {\r\n let deviceType = DeviceType.Mouse;\r\n\r\n if (evt.pointerType === \"touch\" || evt.pointerType === \"pen\" || evt.touches) {\r\n deviceType = DeviceType.Touch;\r\n }\r\n\r\n return deviceType;\r\n }\r\n}\r\n"]}
1
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type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { IPointerEvent, IUIEvent } from \"../Events/deviceInputEvents\";\r\nimport { IsNavigatorAvailable } from \"../Misc/domManagement\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport type { Nullable } from \"../types\";\r\nimport { DeviceEventFactory } from \"./eventFactory\";\r\nimport { DeviceType, PointerInput } from \"./InputDevices/deviceEnums\";\r\nimport type { IDeviceInputSystem } from \"./inputInterfaces\";\r\n\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nconst MAX_KEYCODES = 255;\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nconst MAX_POINTER_INPUTS = Object.keys(PointerInput).length / 2;\r\n\r\n/** @internal */\r\nexport class WebDeviceInputSystem implements IDeviceInputSystem {\r\n // Private Members\r\n private _inputs: Array<{ [deviceSlot: number]: Array<number> }> = [];\r\n private _gamepads: Array<DeviceType>;\r\n private _keyboardActive: boolean = false;\r\n private _pointerActive: boolean = false;\r\n private _elementToAttachTo: HTMLElement;\r\n private _metaKeys: Array<number>;\r\n private readonly _engine: AbstractEngine;\r\n private readonly _usingSafari: boolean = Tools.IsSafari();\r\n // Found solution for determining if MacOS is being used here:\r\n // https://stackoverflow.com/questions/10527983/best-way-to-detect-mac-os-x-or-windows-computers-with-javascript-or-jquery\r\n private readonly _usingMacOS: boolean = IsNavigatorAvailable() && /(Mac|iPhone|iPod|iPad)/i.test(navigator.platform);\r\n\r\n private _onDeviceConnected: (deviceType: DeviceType, deviceSlot: number) => void;\r\n private _onDeviceDisconnected: (deviceType: DeviceType, deviceSlot: number) => void;\r\n private _onInputChanged: (deviceType: DeviceType, deviceSlot: number, eventData: IUIEvent) => void;\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _keyboardDownEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _keyboardUpEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _keyboardBlurEvent = (evt: any) => {};\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerMoveEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerDownEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerUpEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerCancelEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerCancelTouch = (pointerId: number) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerLeaveEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerWheelEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerBlurEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerMacOSChromeOutEvent = (evt: any) => {};\r\n private _wheelEventName: string;\r\n private _eventsAttached: boolean = false;\r\n\r\n private _mouseId = -1;\r\n private readonly _isUsingFirefox = IsNavigatorAvailable() && navigator.userAgent && navigator.userAgent.indexOf(\"Firefox\") !== -1;\r\n private readonly _isUsingChromium = IsNavigatorAvailable() && navigator.userAgent && navigator.userAgent.indexOf(\"Chrome\") !== -1;\r\n\r\n // Array to store active Pointer ID values; prevents issues with negative pointerIds\r\n private _activeTouchIds: Array<number>;\r\n private _maxTouchPoints: number = 0;\r\n\r\n private _pointerInputClearObserver: Nullable<Observer<AbstractEngine>> = null;\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _gamepadConnectedEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _gamepadDisconnectedEvent = (evt: any) => {};\r\n\r\n private _eventPrefix: string;\r\n\r\n /**\r\n * Constructor for the WebDeviceInputSystem\r\n * @param engine Engine to reference\r\n * @param onDeviceConnected Callback to execute when device is connected\r\n * @param onDeviceDisconnected Callback to execute when device is disconnected\r\n * @param onInputChanged Callback to execute when input changes on device\r\n */\r\n constructor(\r\n engine: AbstractEngine,\r\n onDeviceConnected: (deviceType: DeviceType, deviceSlot: number) => void,\r\n onDeviceDisconnected: (deviceType: DeviceType, deviceSlot: number) => void,\r\n onInputChanged: (deviceType: DeviceType, deviceSlot: number, eventData: IUIEvent) => void\r\n ) {\r\n this._eventPrefix = Tools.GetPointerPrefix(engine);\r\n this._engine = engine;\r\n\r\n this._onDeviceConnected = onDeviceConnected;\r\n this._onDeviceDisconnected = onDeviceDisconnected;\r\n this._onInputChanged = onInputChanged;\r\n\r\n // If we need a pointerId, set one for future use\r\n this._mouseId = this._isUsingFirefox ? 0 : 1;\r\n\r\n this._enableEvents();\r\n\r\n if (this._usingMacOS) {\r\n this._metaKeys = [];\r\n }\r\n\r\n // Set callback to enable event handler switching when inputElement changes\r\n if (!this._engine._onEngineViewChanged) {\r\n this._engine._onEngineViewChanged = () => {\r\n this._enableEvents();\r\n };\r\n }\r\n }\r\n\r\n // Public functions\r\n /**\r\n * Checks for current device input value, given an id and input index. Throws exception if requested device not initialized.\r\n * @param deviceType Enum specifying device type\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @param inputIndex Id of input to be checked\r\n * @returns Current value of input\r\n */\r\n public pollInput(deviceType: DeviceType, deviceSlot: number, inputIndex: number): number {\r\n const device = this._inputs[deviceType][deviceSlot];\r\n\r\n if (!device) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw `Unable to find device ${DeviceType[deviceType]}`;\r\n }\r\n\r\n if (deviceType >= DeviceType.DualShock && deviceType <= DeviceType.DualSense) {\r\n this._updateDevice(deviceType, deviceSlot, inputIndex);\r\n }\r\n\r\n const currentValue = device[inputIndex];\r\n if (currentValue === undefined) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw `Unable to find input ${inputIndex} for device ${DeviceType[deviceType]} in slot ${deviceSlot}`;\r\n }\r\n\r\n if (inputIndex === PointerInput.Move) {\r\n Tools.Warn(`Unable to provide information for PointerInput.Move. Try using PointerInput.Horizontal or PointerInput.Vertical for move data.`);\r\n }\r\n\r\n return currentValue;\r\n }\r\n\r\n /**\r\n * Check for a specific device in the DeviceInputSystem\r\n * @param deviceType Type of device to check for\r\n * @returns bool with status of device's existence\r\n */\r\n public isDeviceAvailable(deviceType: DeviceType): boolean {\r\n return this._inputs[deviceType] !== undefined;\r\n }\r\n\r\n /**\r\n * Dispose of all the eventlisteners\r\n */\r\n public dispose(): void {\r\n // Callbacks\r\n this._onDeviceConnected = () => {};\r\n this._onDeviceDisconnected = () => {};\r\n this._onInputChanged = () => {};\r\n delete this._engine._onEngineViewChanged;\r\n\r\n if (this._elementToAttachTo) {\r\n this._disableEvents();\r\n }\r\n }\r\n\r\n /**\r\n * Enable listening for user input events\r\n */\r\n private _enableEvents(): void {\r\n const inputElement = this?._engine.getInputElement();\r\n if (inputElement && (!this._eventsAttached || this._elementToAttachTo !== inputElement)) {\r\n // Remove events before adding to avoid double events or simultaneous events on multiple canvases\r\n this._disableEvents();\r\n\r\n // If the inputs array has already been created, zero it out to before setting up events\r\n if (this._inputs) {\r\n for (const inputs of this._inputs) {\r\n if (inputs) {\r\n for (const deviceSlotKey in inputs) {\r\n const deviceSlot = +deviceSlotKey;\r\n const device = inputs[deviceSlot];\r\n if (device) {\r\n for (let inputIndex = 0; inputIndex < device.length; inputIndex++) {\r\n device[inputIndex] = 0;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._elementToAttachTo = inputElement;\r\n // Set tab index for the inputElement to the engine's canvasTabIndex, if and only if the element's tab index is -1\r\n this._elementToAttachTo.tabIndex = this._elementToAttachTo.tabIndex !== -1 ? this._elementToAttachTo.tabIndex : this._engine.canvasTabIndex;\r\n this._handleKeyActions();\r\n this._handlePointerActions();\r\n this._handleGamepadActions();\r\n this._eventsAttached = true;\r\n\r\n // Check for devices that are already connected but aren't registered. Currently, only checks for gamepads and mouse\r\n this._checkForConnectedDevices();\r\n }\r\n }\r\n\r\n /**\r\n * Disable listening for user input events\r\n */\r\n private _disableEvents(): void {\r\n if (this._elementToAttachTo) {\r\n // Blur Events\r\n this._elementToAttachTo.removeEventListener(\"blur\", this._keyboardBlurEvent);\r\n this._elementToAttachTo.removeEventListener(\"blur\", this._pointerBlurEvent);\r\n\r\n // Keyboard Events\r\n this._elementToAttachTo.removeEventListener(\"keydown\", this._keyboardDownEvent);\r\n this._elementToAttachTo.removeEventListener(\"keyup\", this._keyboardUpEvent);\r\n\r\n // Pointer Events\r\n this._elementToAttachTo.removeEventListener(this._eventPrefix + \"move\", this._pointerMoveEvent);\r\n this._elementToAttachTo.removeEventListener(this._eventPrefix + \"down\", this._pointerDownEvent);\r\n this._elementToAttachTo.removeEventListener(this._eventPrefix + \"up\", this._pointerUpEvent);\r\n this._elementToAttachTo.removeEventListener(this._eventPrefix + \"cancel\", this._pointerCancelEvent);\r\n this._elementToAttachTo.removeEventListener(this._eventPrefix + \"leave\", this._pointerLeaveEvent);\r\n this._elementToAttachTo.removeEventListener(this._wheelEventName, this._pointerWheelEvent);\r\n if (this._usingMacOS && this._isUsingChromium) {\r\n this._elementToAttachTo.removeEventListener(\"lostpointercapture\", this._pointerMacOSChromeOutEvent);\r\n }\r\n\r\n // Gamepad Events\r\n window.removeEventListener(\"gamepadconnected\", this._gamepadConnectedEvent);\r\n window.removeEventListener(\"gamepaddisconnected\", this._gamepadDisconnectedEvent);\r\n }\r\n\r\n if (this._pointerInputClearObserver) {\r\n this._engine.onEndFrameObservable.remove(this._pointerInputClearObserver);\r\n }\r\n\r\n this._eventsAttached = false;\r\n }\r\n\r\n /**\r\n * Checks for existing connections to devices and register them, if necessary\r\n * Currently handles gamepads and mouse\r\n */\r\n private _checkForConnectedDevices(): void {\r\n if (navigator.getGamepads) {\r\n const gamepads = navigator.getGamepads();\r\n\r\n for (const gamepad of gamepads) {\r\n if (gamepad) {\r\n this._addGamePad(gamepad);\r\n }\r\n }\r\n }\r\n\r\n // If the device in use has mouse capabilities, pre-register mouse\r\n if (typeof matchMedia === \"function\" && matchMedia(\"(pointer:fine)\").matches) {\r\n // This will provide a dummy value for the cursor position and is expected to be overridden when the first mouse event happens.\r\n // There isn't any good way to get the current position outside of a pointer event so that's why this was done.\r\n this._addPointerDevice(DeviceType.Mouse, 0, 0, 0);\r\n }\r\n }\r\n\r\n // Private functions\r\n /**\r\n * Add a gamepad to the DeviceInputSystem\r\n * @param gamepad A single DOM Gamepad object\r\n */\r\n private _addGamePad(gamepad: any): void {\r\n const deviceType = this._getGamepadDeviceType(gamepad.id);\r\n const deviceSlot = gamepad.index;\r\n\r\n this._gamepads = this._gamepads || new Array<DeviceType>(gamepad.index + 1);\r\n this._registerDevice(deviceType, deviceSlot, gamepad.buttons.length + gamepad.axes.length);\r\n\r\n this._gamepads[deviceSlot] = deviceType;\r\n }\r\n\r\n /**\r\n * Add pointer device to DeviceInputSystem\r\n * @param deviceType Type of Pointer to add\r\n * @param deviceSlot Pointer ID (0 for mouse, pointerId for Touch)\r\n * @param currentX Current X at point of adding\r\n * @param currentY Current Y at point of adding\r\n */\r\n private _addPointerDevice(deviceType: DeviceType, deviceSlot: number, currentX: number, currentY: number): void {\r\n if (!this._pointerActive) {\r\n this._pointerActive = true;\r\n }\r\n this._registerDevice(deviceType, deviceSlot, MAX_POINTER_INPUTS);\r\n const pointer = this._inputs[deviceType][deviceSlot]; /* initialize our pointer position immediately after registration */\r\n pointer[0] = currentX;\r\n pointer[1] = currentY;\r\n }\r\n\r\n /**\r\n * Add device and inputs to device array\r\n * @param deviceType Enum specifying device type\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @param numberOfInputs Number of input entries to create for given device\r\n */\r\n private _registerDevice(deviceType: DeviceType, deviceSlot: number, numberOfInputs: number): void {\r\n if (deviceSlot === undefined) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw `Unable to register device ${DeviceType[deviceType]} to undefined slot.`;\r\n }\r\n\r\n if (!this._inputs[deviceType]) {\r\n this._inputs[deviceType] = {};\r\n }\r\n\r\n if (!this._inputs[deviceType][deviceSlot]) {\r\n const device = new Array<number>(numberOfInputs);\r\n\r\n device.fill(0);\r\n\r\n this._inputs[deviceType][deviceSlot] = device;\r\n this._onDeviceConnected(deviceType, deviceSlot);\r\n }\r\n }\r\n\r\n /**\r\n * Given a specific device name, remove that device from the device map\r\n * @param deviceType Enum specifying device type\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n */\r\n private _unregisterDevice(deviceType: DeviceType, deviceSlot: number): void {\r\n if (this._inputs[deviceType][deviceSlot]) {\r\n delete this._inputs[deviceType][deviceSlot];\r\n this._onDeviceDisconnected(deviceType, deviceSlot);\r\n }\r\n }\r\n\r\n /**\r\n * Handle all actions that come from keyboard interaction\r\n */\r\n private _handleKeyActions(): void {\r\n this._keyboardDownEvent = (evt) => {\r\n if (!this._keyboardActive) {\r\n this._keyboardActive = true;\r\n this._registerDevice(DeviceType.Keyboard, 0, MAX_KEYCODES);\r\n }\r\n\r\n const kbKey = this._inputs[DeviceType.Keyboard][0];\r\n if (kbKey) {\r\n kbKey[evt.keyCode] = 1;\r\n\r\n const deviceEvent = evt as IUIEvent;\r\n deviceEvent.inputIndex = evt.keyCode;\r\n\r\n if (this._usingMacOS && evt.metaKey && evt.key !== \"Meta\") {\r\n if (!this._metaKeys.includes(evt.keyCode)) {\r\n this._metaKeys.push(evt.keyCode);\r\n }\r\n }\r\n\r\n this._onInputChanged(DeviceType.Keyboard, 0, deviceEvent);\r\n }\r\n };\r\n\r\n this._keyboardUpEvent = (evt) => {\r\n if (!this._keyboardActive) {\r\n this._keyboardActive = true;\r\n this._registerDevice(DeviceType.Keyboard, 0, MAX_KEYCODES);\r\n }\r\n\r\n const kbKey = this._inputs[DeviceType.Keyboard][0];\r\n if (kbKey) {\r\n kbKey[evt.keyCode] = 0;\r\n\r\n const deviceEvent = evt as IUIEvent;\r\n deviceEvent.inputIndex = evt.keyCode;\r\n\r\n if (this._usingMacOS && evt.key === \"Meta\" && this._metaKeys.length > 0) {\r\n for (const keyCode of this._metaKeys) {\r\n const deviceEvent: IUIEvent = DeviceEventFactory.CreateDeviceEvent(DeviceType.Keyboard, 0, keyCode, 0, this, this._elementToAttachTo);\r\n kbKey[keyCode] = 0;\r\n this._onInputChanged(DeviceType.Keyboard, 0, deviceEvent);\r\n }\r\n this._metaKeys.splice(0, this._metaKeys.length);\r\n }\r\n\r\n this._onInputChanged(DeviceType.Keyboard, 0, deviceEvent);\r\n }\r\n };\r\n\r\n this._keyboardBlurEvent = () => {\r\n if (this._keyboardActive) {\r\n const kbKey = this._inputs[DeviceType.Keyboard][0];\r\n\r\n for (let i = 0; i < kbKey.length; i++) {\r\n if (kbKey[i] !== 0) {\r\n kbKey[i] = 0;\r\n\r\n const deviceEvent: IUIEvent = DeviceEventFactory.CreateDeviceEvent(DeviceType.Keyboard, 0, i, 0, this, this._elementToAttachTo);\r\n\r\n this._onInputChanged(DeviceType.Keyboard, 0, deviceEvent);\r\n }\r\n }\r\n if (this._usingMacOS) {\r\n this._metaKeys.splice(0, this._metaKeys.length);\r\n }\r\n }\r\n };\r\n\r\n this._elementToAttachTo.addEventListener(\"keydown\", this._keyboardDownEvent);\r\n this._elementToAttachTo.addEventListener(\"keyup\", this._keyboardUpEvent);\r\n this._elementToAttachTo.addEventListener(\"blur\", this._keyboardBlurEvent);\r\n }\r\n\r\n /**\r\n * Handle all actions that come from pointer interaction\r\n */\r\n private _handlePointerActions(): void {\r\n // If maxTouchPoints is defined, use that value. Otherwise, allow for a minimum for supported gestures like pinch\r\n this._maxTouchPoints = (IsNavigatorAvailable() && navigator.maxTouchPoints) || 2;\r\n if (!this._activeTouchIds) {\r\n this._activeTouchIds = new Array<number>(this._maxTouchPoints);\r\n }\r\n\r\n for (let i = 0; i < this._maxTouchPoints; i++) {\r\n this._activeTouchIds[i] = -1;\r\n }\r\n\r\n this._pointerMoveEvent = (evt) => {\r\n const deviceType = this._getPointerType(evt);\r\n let deviceSlot = deviceType === DeviceType.Mouse ? 0 : this._activeTouchIds.indexOf(evt.pointerId);\r\n\r\n // In the event that we're getting pointermove events from touch inputs that we aren't tracking,\r\n // look for an available slot and retroactively connect it.\r\n if (deviceType === DeviceType.Touch && deviceSlot === -1) {\r\n const idx = this._activeTouchIds.indexOf(-1);\r\n\r\n if (idx >= 0) {\r\n deviceSlot = idx;\r\n this._activeTouchIds[idx] = evt.pointerId;\r\n // Because this is a \"new\" input, inform the connected callback\r\n this._onDeviceConnected(deviceType, deviceSlot);\r\n } else {\r\n // We can't find an open slot to store new pointer so just return (can only support max number of touches)\r\n Tools.Warn(`Max number of touches exceeded. Ignoring touches in excess of ${this._maxTouchPoints}`);\r\n return;\r\n }\r\n }\r\n\r\n if (!this._inputs[deviceType]) {\r\n this._inputs[deviceType] = {};\r\n }\r\n\r\n if (!this._inputs[deviceType][deviceSlot]) {\r\n this._addPointerDevice(deviceType, deviceSlot, evt.clientX, evt.clientY);\r\n }\r\n\r\n const pointer = this._inputs[deviceType][deviceSlot];\r\n if (pointer) {\r\n const deviceEvent = evt as IPointerEvent;\r\n deviceEvent.inputIndex = PointerInput.Move;\r\n\r\n pointer[PointerInput.Horizontal] = evt.clientX;\r\n pointer[PointerInput.Vertical] = evt.clientY;\r\n\r\n // For touches that aren't started with a down, we need to set the button state to 1\r\n if (deviceType === DeviceType.Touch && pointer[PointerInput.LeftClick] === 0) {\r\n pointer[PointerInput.LeftClick] = 1;\r\n }\r\n\r\n if (evt.pointerId === undefined) {\r\n evt.pointerId = this._mouseId;\r\n }\r\n\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n\r\n // Lets Propagate the event for move with same position.\r\n if (!this._usingSafari && evt.button !== -1) {\r\n deviceEvent.inputIndex = evt.button + 2;\r\n pointer[evt.button + 2] = pointer[evt.button + 2] ? 0 : 1; // Reverse state of button if evt.button has value\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n }\r\n }\r\n };\r\n\r\n this._pointerDownEvent = (evt) => {\r\n const deviceType = this._getPointerType(evt);\r\n let deviceSlot = deviceType === DeviceType.Mouse ? 0 : evt.pointerId;\r\n\r\n if (deviceType === DeviceType.Touch) {\r\n // See if this pointerId is already using an existing slot\r\n // (possible on some devices which raise the pointerMove event before the pointerDown event, e.g. when using a pen)\r\n let idx = this._activeTouchIds.indexOf(evt.pointerId);\r\n if (idx === -1) {\r\n // If the pointerId wasn't already using a slot, find an open one\r\n idx = this._activeTouchIds.indexOf(-1);\r\n }\r\n\r\n if (idx >= 0) {\r\n deviceSlot = idx;\r\n this._activeTouchIds[idx] = evt.pointerId;\r\n } else {\r\n // We can't find an open slot to store new pointer so just return (can only support max number of touches)\r\n Tools.Warn(`Max number of touches exceeded. Ignoring touches in excess of ${this._maxTouchPoints}`);\r\n return;\r\n }\r\n }\r\n\r\n if (!this._inputs[deviceType]) {\r\n this._inputs[deviceType] = {};\r\n }\r\n\r\n if (!this._inputs[deviceType][deviceSlot]) {\r\n this._addPointerDevice(deviceType, deviceSlot, evt.clientX, evt.clientY);\r\n } else if (deviceType === DeviceType.Touch) {\r\n this._onDeviceConnected(deviceType, deviceSlot);\r\n }\r\n\r\n const pointer = this._inputs[deviceType][deviceSlot];\r\n if (pointer) {\r\n const previousHorizontal = pointer[PointerInput.Horizontal];\r\n const previousVertical = pointer[PointerInput.Vertical];\r\n\r\n if (deviceType === DeviceType.Mouse) {\r\n // Mouse; Set pointerId if undefined\r\n if (evt.pointerId === undefined) {\r\n evt.pointerId = this._mouseId;\r\n }\r\n\r\n if (!document.pointerLockElement) {\r\n try {\r\n this._elementToAttachTo.setPointerCapture(this._mouseId);\r\n } catch (e) {\r\n // DO NOTHING\r\n }\r\n }\r\n } else {\r\n // Touch; Since touches are dynamically assigned, only set capture if we have an id\r\n if (evt.pointerId && !document.pointerLockElement) {\r\n try {\r\n this._elementToAttachTo.setPointerCapture(evt.pointerId);\r\n } catch (e) {\r\n // DO NOTHING\r\n }\r\n }\r\n }\r\n\r\n pointer[PointerInput.Horizontal] = evt.clientX;\r\n pointer[PointerInput.Vertical] = evt.clientY;\r\n pointer[evt.button + 2] = 1;\r\n\r\n const deviceEvent = evt as IUIEvent;\r\n\r\n // NOTE: The +2 used here to is because PointerInput has the same value progression for its mouse buttons as PointerEvent.button\r\n // However, we have our X and Y values front-loaded to group together the touch inputs but not break this progression\r\n // EG. ([X, Y, Left-click], Middle-click, etc...)\r\n deviceEvent.inputIndex = evt.button + 2;\r\n\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n\r\n if (previousHorizontal !== evt.clientX || previousVertical !== evt.clientY) {\r\n deviceEvent.inputIndex = PointerInput.Move;\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n }\r\n }\r\n };\r\n\r\n this._pointerUpEvent = (evt) => {\r\n const deviceType = this._getPointerType(evt);\r\n const deviceSlot = deviceType === DeviceType.Mouse ? 0 : this._activeTouchIds.indexOf(evt.pointerId);\r\n\r\n if (deviceType === DeviceType.Touch) {\r\n // If we're getting a pointerup event for a touch that isn't active, just return.\r\n if (deviceSlot === -1) {\r\n return;\r\n } else {\r\n this._activeTouchIds[deviceSlot] = -1;\r\n }\r\n }\r\n\r\n const pointer = this._inputs[deviceType]?.[deviceSlot];\r\n let button = evt.button;\r\n let shouldProcessPointerUp = pointer && pointer[button + 2] !== 0;\r\n\r\n // Workaround for an issue in Firefox on MacOS only where the browser allows the user to change left button\r\n // actions into right button actions by holding down control. If the user starts a drag with the control button\r\n // down, then lifts control, then releases the mouse, we'll get mismatched up and down events (the down will be\r\n // the right button, and the up will be the left button). In that specific case, where we get an up from a button\r\n // which didn't have a corresponding down, and we are in Firefox on MacOS, we should process the up event as if it\r\n // was from the other button.\r\n // Ideally this would be fixed in Firefox so that if you start a drag with the control button down, then the button\r\n // passed along to both pointer down and up would be the right button regardless of the order in which control and the\r\n // mouse button were released.\r\n // If Firefox makes a fix to ensure this is the case, this workaround can be removed.\r\n // Relevant forum thread: https://forum.babylonjs.com/t/camera-pan-getting-stuck-in-firefox/57158\r\n if (!shouldProcessPointerUp && this._isUsingFirefox && this._usingMacOS && pointer) {\r\n // Try the other button (left or right button)\r\n button = button === 2 ? 0 : 2;\r\n\r\n shouldProcessPointerUp = pointer[button + 2] !== 0;\r\n }\r\n\r\n if (shouldProcessPointerUp) {\r\n const previousHorizontal = pointer[PointerInput.Horizontal];\r\n const previousVertical = pointer[PointerInput.Vertical];\r\n\r\n pointer[PointerInput.Horizontal] = evt.clientX;\r\n pointer[PointerInput.Vertical] = evt.clientY;\r\n pointer[button + 2] = 0;\r\n\r\n const deviceEvent = evt as IUIEvent;\r\n\r\n if (evt.pointerId === undefined) {\r\n evt.pointerId = this._mouseId;\r\n }\r\n\r\n if (previousHorizontal !== evt.clientX || previousVertical !== evt.clientY) {\r\n deviceEvent.inputIndex = PointerInput.Move;\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n }\r\n\r\n // NOTE: The +2 used here to is because PointerInput has the same value progression for its mouse buttons as PointerEvent.button\r\n // However, we have our X and Y values front-loaded to group together the touch inputs but not break this progression\r\n // EG. ([X, Y, Left-click], Middle-click, etc...)\r\n deviceEvent.inputIndex = button + 2;\r\n\r\n if (deviceType === DeviceType.Mouse && this._mouseId >= 0 && this._elementToAttachTo.hasPointerCapture?.(this._mouseId)) {\r\n this._elementToAttachTo.releasePointerCapture(this._mouseId);\r\n } else if (evt.pointerId && this._elementToAttachTo.hasPointerCapture?.(evt.pointerId)) {\r\n this._elementToAttachTo.releasePointerCapture(evt.pointerId);\r\n }\r\n\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n\r\n if (deviceType === DeviceType.Touch) {\r\n this._onDeviceDisconnected(deviceType, deviceSlot);\r\n }\r\n }\r\n };\r\n\r\n this._pointerCancelTouch = (pointerId: number) => {\r\n const deviceSlot = this._activeTouchIds.indexOf(pointerId);\r\n\r\n // If we're getting a pointercancel event for a touch that isn't active, just return\r\n if (deviceSlot === -1) {\r\n return;\r\n }\r\n\r\n if (this._elementToAttachTo.hasPointerCapture?.(pointerId)) {\r\n this._elementToAttachTo.releasePointerCapture(pointerId);\r\n }\r\n\r\n this._inputs[DeviceType.Touch][deviceSlot][PointerInput.LeftClick] = 0;\r\n\r\n const deviceEvent: IUIEvent = DeviceEventFactory.CreateDeviceEvent(DeviceType.Touch, deviceSlot, PointerInput.LeftClick, 0, this, this._elementToAttachTo, pointerId);\r\n\r\n this._onInputChanged(DeviceType.Touch, deviceSlot, deviceEvent);\r\n\r\n this._activeTouchIds[deviceSlot] = -1;\r\n this._onDeviceDisconnected(DeviceType.Touch, deviceSlot);\r\n };\r\n\r\n this._pointerCancelEvent = (evt) => {\r\n if (evt.pointerType === \"mouse\") {\r\n const pointer = this._inputs[DeviceType.Mouse][0];\r\n\r\n if (this._mouseId >= 0 && this._elementToAttachTo.hasPointerCapture?.(this._mouseId)) {\r\n this._elementToAttachTo.releasePointerCapture(this._mouseId);\r\n }\r\n\r\n for (let inputIndex = PointerInput.LeftClick; inputIndex <= PointerInput.BrowserForward; inputIndex++) {\r\n if (pointer[inputIndex] === 1) {\r\n pointer[inputIndex] = 0;\r\n\r\n const deviceEvent: IUIEvent = DeviceEventFactory.CreateDeviceEvent(DeviceType.Mouse, 0, inputIndex, 0, this, this._elementToAttachTo);\r\n\r\n this._onInputChanged(DeviceType.Mouse, 0, deviceEvent);\r\n }\r\n }\r\n } else {\r\n this._pointerCancelTouch(evt.pointerId);\r\n }\r\n };\r\n\r\n this._pointerLeaveEvent = (evt) => {\r\n if (evt.pointerType === \"pen\") {\r\n // If a pen leaves the hover range detectible by the hardware this event is raised and we need to cancel the operation\r\n // Note that pen operations are treated as touch operations\r\n this._pointerCancelTouch(evt.pointerId);\r\n }\r\n };\r\n\r\n // Set Wheel Event Name, code originally from scene.inputManager\r\n this._wheelEventName =\r\n \"onwheel\" in document.createElement(\"div\")\r\n ? \"wheel\" // Modern browsers support \"wheel\"\r\n : (<any>document).onmousewheel !== undefined\r\n ? \"mousewheel\" // Webkit and IE support at least \"mousewheel\"\r\n : \"DOMMouseScroll\"; // let's assume that remaining browsers are older Firefox\r\n\r\n // Code originally in scene.inputManager.ts\r\n // Chrome reports warning in console if wheel listener doesn't set an explicit passive option.\r\n // IE11 only supports captureEvent:boolean, not options:object, and it defaults to false.\r\n // Feature detection technique copied from: https://github.com/github/eventlistener-polyfill (MIT license)\r\n let passiveSupported = false;\r\n const noop = function () {};\r\n\r\n try {\r\n const options = Object.defineProperty({}, \"passive\", {\r\n get: function () {\r\n passiveSupported = true;\r\n },\r\n });\r\n\r\n this._elementToAttachTo.addEventListener(\"test\", noop, options);\r\n this._elementToAttachTo.removeEventListener(\"test\", noop, options);\r\n } catch (e) {\r\n /* */\r\n }\r\n\r\n this._pointerBlurEvent = () => {\r\n // Handle mouse buttons\r\n if (this.isDeviceAvailable(DeviceType.Mouse)) {\r\n const pointer = this._inputs[DeviceType.Mouse][0];\r\n\r\n if (this._mouseId >= 0 && this._elementToAttachTo.hasPointerCapture?.(this._mouseId)) {\r\n this._elementToAttachTo.releasePointerCapture(this._mouseId);\r\n }\r\n\r\n for (let inputIndex = PointerInput.LeftClick; inputIndex <= PointerInput.BrowserForward; inputIndex++) {\r\n if (pointer[inputIndex] === 1) {\r\n pointer[inputIndex] = 0;\r\n\r\n const deviceEvent: IUIEvent = DeviceEventFactory.CreateDeviceEvent(DeviceType.Mouse, 0, inputIndex, 0, this, this._elementToAttachTo);\r\n\r\n this._onInputChanged(DeviceType.Mouse, 0, deviceEvent);\r\n }\r\n }\r\n }\r\n\r\n // Handle Active Touches\r\n if (this.isDeviceAvailable(DeviceType.Touch)) {\r\n const pointer = this._inputs[DeviceType.Touch];\r\n\r\n for (let deviceSlot = 0; deviceSlot < this._activeTouchIds.length; deviceSlot++) {\r\n const pointerId = this._activeTouchIds[deviceSlot];\r\n\r\n if (this._elementToAttachTo.hasPointerCapture?.(pointerId)) {\r\n this._elementToAttachTo.releasePointerCapture(pointerId);\r\n }\r\n\r\n if (pointerId !== -1 && pointer[deviceSlot]?.[PointerInput.LeftClick] === 1) {\r\n pointer[deviceSlot][PointerInput.LeftClick] = 0;\r\n\r\n const deviceEvent: IUIEvent = DeviceEventFactory.CreateDeviceEvent(\r\n DeviceType.Touch,\r\n deviceSlot,\r\n PointerInput.LeftClick,\r\n 0,\r\n this,\r\n this._elementToAttachTo,\r\n pointerId\r\n );\r\n\r\n this._onInputChanged(DeviceType.Touch, deviceSlot, deviceEvent);\r\n\r\n this._activeTouchIds[deviceSlot] = -1;\r\n this._onDeviceDisconnected(DeviceType.Touch, deviceSlot);\r\n }\r\n }\r\n }\r\n };\r\n\r\n this._pointerWheelEvent = (evt) => {\r\n const deviceType = DeviceType.Mouse;\r\n const deviceSlot = 0;\r\n\r\n if (!this._inputs[deviceType]) {\r\n this._inputs[deviceType] = [];\r\n }\r\n\r\n if (!this._inputs[deviceType][deviceSlot]) {\r\n this._pointerActive = true;\r\n this._registerDevice(deviceType, deviceSlot, MAX_POINTER_INPUTS);\r\n }\r\n\r\n const pointer = this._inputs[deviceType][deviceSlot];\r\n if (pointer) {\r\n pointer[PointerInput.MouseWheelX] = evt.deltaX || 0;\r\n pointer[PointerInput.MouseWheelY] = evt.deltaY || evt.wheelDelta || 0;\r\n pointer[PointerInput.MouseWheelZ] = evt.deltaZ || 0;\r\n\r\n const deviceEvent = evt as IUIEvent;\r\n // By default, there is no pointerId for mouse wheel events so we'll add one here\r\n // This logic was originally in the InputManager but was added here to make the\r\n // InputManager more platform-agnostic\r\n if (evt.pointerId === undefined) {\r\n evt.pointerId = this._mouseId;\r\n }\r\n\r\n if (pointer[PointerInput.MouseWheelX] !== 0) {\r\n deviceEvent.inputIndex = PointerInput.MouseWheelX;\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n }\r\n if (pointer[PointerInput.MouseWheelY] !== 0) {\r\n deviceEvent.inputIndex = PointerInput.MouseWheelY;\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n }\r\n if (pointer[PointerInput.MouseWheelZ] !== 0) {\r\n deviceEvent.inputIndex = PointerInput.MouseWheelZ;\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n }\r\n }\r\n };\r\n\r\n // Workaround for MacOS Chromium Browsers for lost pointer capture bug\r\n if (this._usingMacOS && this._isUsingChromium) {\r\n this._pointerMacOSChromeOutEvent = (evt) => {\r\n if (evt.buttons > 1) {\r\n this._pointerCancelEvent(evt);\r\n }\r\n };\r\n this._elementToAttachTo.addEventListener(\"lostpointercapture\", this._pointerMacOSChromeOutEvent);\r\n }\r\n\r\n this._elementToAttachTo.addEventListener(this._eventPrefix + \"move\", this._pointerMoveEvent);\r\n this._elementToAttachTo.addEventListener(this._eventPrefix + \"down\", this._pointerDownEvent);\r\n this._elementToAttachTo.addEventListener(this._eventPrefix + \"up\", this._pointerUpEvent);\r\n this._elementToAttachTo.addEventListener(this._eventPrefix + \"cancel\", this._pointerCancelEvent);\r\n this._elementToAttachTo.addEventListener(this._eventPrefix + \"leave\", this._pointerLeaveEvent);\r\n this._elementToAttachTo.addEventListener(\"blur\", this._pointerBlurEvent);\r\n this._elementToAttachTo.addEventListener(this._wheelEventName, this._pointerWheelEvent, passiveSupported ? { passive: false } : false);\r\n\r\n // Since there's no up or down event for mouse wheel or delta x/y, clear mouse values at end of frame\r\n this._pointerInputClearObserver = this._engine.onEndFrameObservable.add(() => {\r\n if (this.isDeviceAvailable(DeviceType.Mouse)) {\r\n const pointer = this._inputs[DeviceType.Mouse][0];\r\n pointer[PointerInput.MouseWheelX] = 0;\r\n pointer[PointerInput.MouseWheelY] = 0;\r\n pointer[PointerInput.MouseWheelZ] = 0;\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Handle all actions that come from gamepad interaction\r\n */\r\n private _handleGamepadActions(): void {\r\n this._gamepadConnectedEvent = (evt: any) => {\r\n this._addGamePad(evt.gamepad);\r\n };\r\n\r\n this._gamepadDisconnectedEvent = (evt: any) => {\r\n if (this._gamepads) {\r\n const deviceType = this._getGamepadDeviceType(evt.gamepad.id);\r\n const deviceSlot = evt.gamepad.index;\r\n\r\n this._unregisterDevice(deviceType, deviceSlot);\r\n delete this._gamepads[deviceSlot];\r\n }\r\n };\r\n\r\n window.addEventListener(\"gamepadconnected\", this._gamepadConnectedEvent);\r\n window.addEventListener(\"gamepaddisconnected\", this._gamepadDisconnectedEvent);\r\n }\r\n\r\n /**\r\n * Update all non-event based devices with each frame\r\n * @param deviceType Enum specifying device type\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @param inputIndex Id of input to be checked\r\n */\r\n private _updateDevice(deviceType: DeviceType, deviceSlot: number, inputIndex: number): void {\r\n // Gamepads\r\n const gp = navigator.getGamepads()[deviceSlot];\r\n\r\n if (gp && deviceType === this._gamepads[deviceSlot]) {\r\n const device = this._inputs[deviceType][deviceSlot];\r\n\r\n if (inputIndex >= gp.buttons.length) {\r\n device[inputIndex] = gp.axes[inputIndex - gp.buttons.length].valueOf();\r\n } else {\r\n device[inputIndex] = gp.buttons[inputIndex].value;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets DeviceType from the device name\r\n * @param deviceName Name of Device from DeviceInputSystem\r\n * @returns DeviceType enum value\r\n */\r\n private _getGamepadDeviceType(deviceName: string): DeviceType {\r\n if (deviceName.indexOf(\"054c\") !== -1) {\r\n // DualShock 4 Gamepad\r\n return deviceName.indexOf(\"0ce6\") !== -1 ? DeviceType.DualSense : DeviceType.DualShock;\r\n } else if (deviceName.indexOf(\"Xbox One\") !== -1 || deviceName.search(\"Xbox 360\") !== -1 || deviceName.search(\"xinput\") !== -1) {\r\n // Xbox Gamepad\r\n return DeviceType.Xbox;\r\n } else if (deviceName.indexOf(\"057e\") !== -1) {\r\n // Switch Gamepad\r\n return DeviceType.Switch;\r\n }\r\n\r\n return DeviceType.Generic;\r\n }\r\n\r\n /**\r\n * Get DeviceType from a given pointer/mouse/touch event.\r\n * @param evt PointerEvent to evaluate\r\n * @returns DeviceType interpreted from event\r\n */\r\n private _getPointerType(evt: any): DeviceType {\r\n let deviceType = DeviceType.Mouse;\r\n\r\n if (evt.pointerType === \"touch\" || evt.pointerType === \"pen\" || evt.touches) {\r\n deviceType = DeviceType.Touch;\r\n }\r\n\r\n return deviceType;\r\n }\r\n}\r\n"]}
@@ -777,13 +777,13 @@ export class AbstractEngine {
777
777
  */
778
778
  // Not mixed with Version for tooling purpose.
779
779
  static get NpmPackage() {
780
- return "babylonjs@7.53.2";
780
+ return "babylonjs@7.54.0";
781
781
  }
782
782
  /**
783
783
  * Returns the current version of the framework
784
784
  */
785
785
  static get Version() {
786
- return "7.53.2";
786
+ return "7.54.0";
787
787
  }
788
788
  /**
789
789
  * Gets the HTML canvas attached with the current webGL context
@@ -1101,7 +1101,6 @@ export class AbstractEngine {
1101
1101
  options.deterministicLockstep = options.deterministicLockstep ?? false;
1102
1102
  options.lockstepMaxSteps = options.lockstepMaxSteps ?? 4;
1103
1103
  options.timeStep = options.timeStep ?? 1 / 60;
1104
- options.audioEngine = options.audioEngine ?? false;
1105
1104
  options.stencil = options.stencil ?? true;
1106
1105
  this._audioContext = options.audioEngineOptions?.audioContext ?? null;
1107
1106
  this._audioDestination = options.audioEngineOptions?.audioDestination ?? null;