@babylonjs/core 7.53.3 → 7.54.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/AudioV2/abstractAudio/abstractAudioBus.d.ts +2 -3
- package/AudioV2/abstractAudio/abstractAudioBus.js.map +1 -1
- package/AudioV2/abstractAudio/abstractSound.d.ts +2 -3
- package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
- package/AudioV2/abstractAudio/audioEngineV2.d.ts +11 -1
- package/AudioV2/abstractAudio/audioEngineV2.js +14 -1
- package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
- package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.d.ts +1 -1
- package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js.map +1 -1
- package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +4 -2
- package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +13 -13
- package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
- package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.d.ts +5 -2
- package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.js +11 -9
- package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.js.map +1 -1
- package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.d.ts +5 -2
- package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.js +11 -9
- package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.js.map +1 -1
- package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.d.ts +1 -1
- package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.js +2 -2
- package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.js.map +1 -1
- package/AudioV2/webAudio/subNodes/webAudioBaseSubGraph.d.ts +3 -3
- package/AudioV2/webAudio/subNodes/webAudioBaseSubGraph.js +9 -9
- package/AudioV2/webAudio/subNodes/webAudioBaseSubGraph.js.map +1 -1
- package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.d.ts +2 -2
- package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js +11 -11
- package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js.map +1 -1
- package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js +11 -10
- package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js.map +1 -1
- package/AudioV2/webAudio/webAudioBus.d.ts +6 -6
- package/AudioV2/webAudio/webAudioBus.js +27 -8
- package/AudioV2/webAudio/webAudioBus.js.map +1 -1
- package/AudioV2/webAudio/webAudioEngine.d.ts +19 -7
- package/AudioV2/webAudio/webAudioEngine.js +43 -29
- package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
- package/AudioV2/webAudio/webAudioMainBus.d.ts +3 -5
- package/AudioV2/webAudio/webAudioMainBus.js +11 -12
- package/AudioV2/webAudio/webAudioMainBus.js.map +1 -1
- package/AudioV2/webAudio/webAudioMainOut.d.ts +4 -1
- package/AudioV2/webAudio/webAudioMainOut.js +6 -4
- package/AudioV2/webAudio/webAudioMainOut.js.map +1 -1
- package/AudioV2/webAudio/webAudioNode.d.ts +2 -2
- package/AudioV2/webAudio/webAudioNode.js.map +1 -1
- package/AudioV2/webAudio/webAudioStaticSound.d.ts +7 -7
- package/AudioV2/webAudio/webAudioStaticSound.js +29 -29
- package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
- package/AudioV2/webAudio/webAudioStreamingSound.d.ts +6 -6
- package/AudioV2/webAudio/webAudioStreamingSound.js +27 -27
- package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
- package/AudioV2/webAudio/webAudioUnmuteUI.d.ts +15 -0
- package/AudioV2/webAudio/webAudioUnmuteUI.js +46 -0
- package/AudioV2/webAudio/webAudioUnmuteUI.js.map +1 -0
- package/Behaviors/Meshes/pointerDragBehavior.js +10 -0
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.d.ts +4 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js +10 -7
- package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
- package/DeviceInput/webDeviceInputSystem.js +21 -3
- package/DeviceInput/webDeviceInputSystem.js.map +1 -1
- package/Engines/abstractEngine.js +5 -11
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/thinEngine.d.ts +2 -1
- package/Engines/thinEngine.js +10 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +2 -1
- package/Engines/webgpuEngine.js +3 -2
- package/Engines/webgpuEngine.js.map +1 -1
- package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js +3 -0
- package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js +6 -0
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.d.ts +16 -1
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js +33 -1
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.d.ts +6 -6
- package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js +31 -4
- package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js.map +1 -1
- package/FlowGraph/flowGraphCoordinator.d.ts +21 -1
- package/FlowGraph/flowGraphCoordinator.js +51 -2
- package/FlowGraph/flowGraphCoordinator.js.map +1 -1
- package/FlowGraph/flowGraphParser.js +3 -0
- package/FlowGraph/flowGraphParser.js.map +1 -1
- package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js +4 -4
- package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js +4 -4
- package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +4 -4
- package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js +25 -15
- package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +6 -6
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +4 -2
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js +2 -0
- package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js +2 -0
- package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js +4 -2
- package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/clearBlock.js +4 -4
- package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +4 -4
- package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js +2 -2
- package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/{Rendering/cullObjectsBlock.d.ts → cullObjectsBlock.d.ts} +3 -3
- package/FrameGraph/Node/Blocks/{Rendering/cullObjectsBlock.js → cullObjectsBlock.js} +4 -4
- package/FrameGraph/Node/Blocks/cullObjectsBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/executeBlock.js +1 -2
- package/FrameGraph/Node/Blocks/executeBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/index.d.ts +1 -1
- package/FrameGraph/Node/Blocks/index.js +1 -1
- package/FrameGraph/Node/Blocks/index.js.map +1 -1
- package/FrameGraph/Node/Blocks/resourceContainerBlock.js +16 -16
- package/FrameGraph/Node/Blocks/resourceContainerBlock.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraphBlock.d.ts +1 -1
- package/FrameGraph/Node/nodeRenderGraphBlock.js +5 -4
- package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.js +4 -4
- package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -0
- package/FrameGraph/Tasks/PostProcesses/bloomTask.js +2 -2
- package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +2 -2
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +4 -4
- package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
- package/FrameGraph/index.d.ts +1 -1
- package/FrameGraph/index.js +1 -1
- package/FrameGraph/index.js.map +1 -1
- package/Gizmos/gizmo.js +25 -17
- package/Gizmos/gizmo.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +4 -0
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +4 -3
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +26 -17
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/shadowMapBlock.js +8 -0
- package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +2 -0
- package/Materials/Node/nodeMaterial.js +6 -1
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBlock.js +11 -2
- package/Materials/Node/nodeMaterialBlock.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildState.js +41 -13
- package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildStateSharedData.d.ts +11 -1
- package/Materials/Node/nodeMaterialBuildStateSharedData.js +11 -1
- package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +1 -1
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +1 -0
- package/Materials/PBR/pbrSubSurfaceConfiguration.js +3 -0
- package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
- package/Materials/material.js +1 -1
- package/Materials/material.js.map +1 -1
- package/Meshes/Node/Blocks/conditionBlock.d.ts +4 -0
- package/Meshes/Node/Blocks/conditionBlock.js +19 -8
- package/Meshes/Node/Blocks/conditionBlock.js.map +1 -1
- package/Misc/decorators.js +2 -2
- package/Misc/decorators.js.map +1 -1
- package/Misc/sceneSerializer.js +2 -0
- package/Misc/sceneSerializer.js.map +1 -1
- package/Physics/v2/Plugins/havokPlugin.js +1 -0
- package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
- package/PostProcesses/subSurfaceScatteringPostProcess.d.ts +3 -0
- package/PostProcesses/subSurfaceScatteringPostProcess.js +16 -1
- package/PostProcesses/subSurfaceScatteringPostProcess.js.map +1 -1
- package/Rendering/subSurfaceConfiguration.js +5 -1
- package/Rendering/subSurfaceConfiguration.js.map +1 -1
- package/Shaders/ShadersInclude/backgroundFragmentDeclaration.js +3 -1
- package/Shaders/ShadersInclude/backgroundFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/backgroundUboDeclaration.js +3 -1
- package/Shaders/ShadersInclude/backgroundUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/backgroundVertexDeclaration.js +3 -1
- package/Shaders/ShadersInclude/backgroundVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/bakedVertexAnimation.js +3 -1
- package/Shaders/ShadersInclude/bakedVertexAnimation.js.map +1 -1
- package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js +3 -1
- package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/bayerDitherFunctions.js +3 -1
- package/Shaders/ShadersInclude/bayerDitherFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/bonesDeclaration.js +3 -1
- package/Shaders/ShadersInclude/bonesDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/bonesVertex.js +3 -1
- package/Shaders/ShadersInclude/bonesVertex.js.map +1 -1
- package/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.js +3 -1
- package/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js +3 -1
- package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.js +3 -1
- package/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/bumpFragment.js +3 -1
- package/Shaders/ShadersInclude/bumpFragment.js.map +1 -1
- package/Shaders/ShadersInclude/bumpFragmentFunctions.js +3 -1
- package/Shaders/ShadersInclude/bumpFragmentFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js +3 -1
- package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/bumpVertex.js +3 -1
- package/Shaders/ShadersInclude/bumpVertex.js.map +1 -1
- package/Shaders/ShadersInclude/bumpVertexDeclaration.js +3 -1
- package/Shaders/ShadersInclude/bumpVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/clipPlaneFragment.js +3 -1
- package/Shaders/ShadersInclude/clipPlaneFragment.js.map +1 -1
- package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js +3 -1
- package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2.js +3 -1
- package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2.js.map +1 -1
- package/Shaders/ShadersInclude/clipPlaneVertex.js +3 -1
- package/Shaders/ShadersInclude/clipPlaneVertex.js.map +1 -1
- package/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js +3 -1
- package/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/clipPlaneVertexDeclaration2.js +3 -1
- package/Shaders/ShadersInclude/clipPlaneVertexDeclaration2.js.map +1 -1
- package/Shaders/ShadersInclude/decalFragment.js +3 -1
- package/Shaders/ShadersInclude/decalFragment.js.map +1 -1
- package/Shaders/ShadersInclude/decalFragmentDeclaration.js +3 -1
- package/Shaders/ShadersInclude/decalFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/decalVertexDeclaration.js +3 -1
- package/Shaders/ShadersInclude/decalVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/defaultFragmentDeclaration.js +3 -1
- package/Shaders/ShadersInclude/defaultFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/defaultUboDeclaration.js +3 -1
- package/Shaders/ShadersInclude/defaultUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/defaultVertexDeclaration.js +3 -1
- package/Shaders/ShadersInclude/defaultVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/depthPrePass.js +3 -1
- package/Shaders/ShadersInclude/depthPrePass.js.map +1 -1
- package/Shaders/ShadersInclude/diffusionProfile.js +3 -1
- package/Shaders/ShadersInclude/diffusionProfile.js.map +1 -1
- package/Shaders/ShadersInclude/fibonacci.js +3 -2
- package/Shaders/ShadersInclude/fibonacci.js.map +1 -1
- package/Shaders/ShadersInclude/fogFragment.js +3 -1
- package/Shaders/ShadersInclude/fogFragment.js.map +1 -1
- package/Shaders/ShadersInclude/fogFragmentDeclaration.js +3 -1
- package/Shaders/ShadersInclude/fogFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/fogVertex.js +3 -1
- package/Shaders/ShadersInclude/fogVertex.js.map +1 -1
- package/Shaders/ShadersInclude/fogVertexDeclaration.js +3 -1
- package/Shaders/ShadersInclude/fogVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/fresnelFunction.js +3 -1
- package/Shaders/ShadersInclude/fresnelFunction.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplatting.js +3 -1
- package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplattingFragmentDeclaration.js +3 -1
- package/Shaders/ShadersInclude/gaussianSplattingFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js +3 -1
- package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js +3 -1
- package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/geometryUboDeclaration.js +3 -1
- package/Shaders/ShadersInclude/geometryUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/geometryVertexDeclaration.js +3 -1
- package/Shaders/ShadersInclude/geometryVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/harmonicsFunctions.js +3 -1
- package/Shaders/ShadersInclude/harmonicsFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/hdrFilteringFunctions.js +3 -1
- package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/helperFunctions.js +3 -1
- package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/imageProcessingCompatibility.js +3 -1
- package/Shaders/ShadersInclude/imageProcessingCompatibility.js.map +1 -1
- package/Shaders/ShadersInclude/imageProcessingDeclaration.js +3 -1
- package/Shaders/ShadersInclude/imageProcessingDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/imageProcessingFunctions.js +3 -1
- package/Shaders/ShadersInclude/imageProcessingFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/importanceSampling.js +3 -1
- package/Shaders/ShadersInclude/importanceSampling.js.map +1 -1
- package/Shaders/ShadersInclude/instancesDeclaration.js +3 -1
- package/Shaders/ShadersInclude/instancesDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/instancesVertex.js +3 -1
- package/Shaders/ShadersInclude/instancesVertex.js.map +1 -1
- package/Shaders/ShadersInclude/intersectionFunctions.js +3 -1
- package/Shaders/ShadersInclude/intersectionFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/kernelBlurFragment.js +3 -1
- package/Shaders/ShadersInclude/kernelBlurFragment.js.map +1 -1
- package/Shaders/ShadersInclude/kernelBlurFragment2.js +3 -1
- package/Shaders/ShadersInclude/kernelBlurFragment2.js.map +1 -1
- package/Shaders/ShadersInclude/kernelBlurVaryingDeclaration.js +3 -1
- package/Shaders/ShadersInclude/kernelBlurVaryingDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/kernelBlurVertex.js +3 -1
- package/Shaders/ShadersInclude/kernelBlurVertex.js.map +1 -1
- package/Shaders/ShadersInclude/lightFragment.js +3 -1
- package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
- package/Shaders/ShadersInclude/lightFragmentDeclaration.js +3 -1
- package/Shaders/ShadersInclude/lightFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/lightUboDeclaration.js +3 -1
- package/Shaders/ShadersInclude/lightUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/lightVxFragmentDeclaration.js +3 -1
- package/Shaders/ShadersInclude/lightVxFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/lightVxUboDeclaration.js +3 -1
- package/Shaders/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/lightsFragmentFunctions.js +3 -1
- package/Shaders/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/lineUboDeclaration.js +3 -1
- package/Shaders/ShadersInclude/lineUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/lineVertexDeclaration.js +3 -1
- package/Shaders/ShadersInclude/lineVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/logDepthDeclaration.js +3 -1
- package/Shaders/ShadersInclude/logDepthDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/logDepthFragment.js +3 -1
- package/Shaders/ShadersInclude/logDepthFragment.js.map +1 -1
- package/Shaders/ShadersInclude/logDepthVertex.js +3 -1
- package/Shaders/ShadersInclude/logDepthVertex.js.map +1 -1
- package/Shaders/ShadersInclude/ltcHelperFunctions.js +3 -1
- package/Shaders/ShadersInclude/ltcHelperFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/mainUVVaryingDeclaration.js +3 -1
- package/Shaders/ShadersInclude/mainUVVaryingDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/meshFragmentDeclaration.js +3 -1
- package/Shaders/ShadersInclude/meshFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/meshUboDeclaration.js +3 -1
- package/Shaders/ShadersInclude/meshUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/meshVertexDeclaration.js +3 -1
- package/Shaders/ShadersInclude/meshVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/morphTargetsVertex.js +3 -1
- package/Shaders/ShadersInclude/morphTargetsVertex.js.map +1 -1
- package/Shaders/ShadersInclude/morphTargetsVertexDeclaration.js +3 -1
- package/Shaders/ShadersInclude/morphTargetsVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/morphTargetsVertexGlobal.js +3 -1
- package/Shaders/ShadersInclude/morphTargetsVertexGlobal.js.map +1 -1
- package/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration.js +3 -1
- package/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/mrtFragmentDeclaration.js +3 -1
- package/Shaders/ShadersInclude/mrtFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/oitDeclaration.js +3 -1
- package/Shaders/ShadersInclude/oitDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/oitFragment.js +3 -1
- package/Shaders/ShadersInclude/oitFragment.js.map +1 -1
- package/Shaders/ShadersInclude/packingFunctions.js +3 -1
- package/Shaders/ShadersInclude/packingFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBRDFFunctions.js +3 -1
- package/Shaders/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js +3 -1
- package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockAlphaFresnel.js +3 -1
- package/Shaders/ShadersInclude/pbrBlockAlphaFresnel.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockAmbientOcclusion.js +3 -1
- package/Shaders/ShadersInclude/pbrBlockAmbientOcclusion.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockAnisotropic.js +3 -1
- package/Shaders/ShadersInclude/pbrBlockAnisotropic.js.map +1 -1
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- package/ShadersWGSL/depth.fragment.js.map +1 -1
- package/ShadersWGSL/depth.vertex.js +3 -1
- package/ShadersWGSL/depth.vertex.js.map +1 -1
- package/ShadersWGSL/depthBoxBlur.fragment.js +3 -1
- package/ShadersWGSL/depthBoxBlur.fragment.js.map +1 -1
- package/ShadersWGSL/depthOfFieldMerge.fragment.js +3 -1
- package/ShadersWGSL/depthOfFieldMerge.fragment.js.map +1 -1
- package/ShadersWGSL/displayPass.fragment.js +3 -1
- package/ShadersWGSL/displayPass.fragment.js.map +1 -1
- package/ShadersWGSL/extractHighlights.fragment.js +3 -1
- package/ShadersWGSL/extractHighlights.fragment.js.map +1 -1
- package/ShadersWGSL/filter.fragment.js +3 -1
- package/ShadersWGSL/filter.fragment.js.map +1 -1
- package/ShadersWGSL/fluidRenderingBilateralBlur.fragment.js +3 -1
- package/ShadersWGSL/fluidRenderingBilateralBlur.fragment.js.map +1 -1
- package/ShadersWGSL/fluidRenderingParticleDepth.fragment.js +3 -1
- package/ShadersWGSL/fluidRenderingParticleDepth.fragment.js.map +1 -1
- package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js +3 -1
- package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js.map +1 -1
- package/ShadersWGSL/fluidRenderingParticleDiffuse.fragment.js +3 -1
- package/ShadersWGSL/fluidRenderingParticleDiffuse.fragment.js.map +1 -1
- package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js +3 -1
- package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js.map +1 -1
- package/ShadersWGSL/fluidRenderingParticleThickness.fragment.js +3 -1
- package/ShadersWGSL/fluidRenderingParticleThickness.fragment.js.map +1 -1
- package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js +3 -1
- package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js.map +1 -1
- package/ShadersWGSL/fluidRenderingRender.fragment.js +3 -1
- package/ShadersWGSL/fluidRenderingRender.fragment.js.map +1 -1
- package/ShadersWGSL/fluidRenderingStandardBlur.fragment.js +3 -1
- package/ShadersWGSL/fluidRenderingStandardBlur.fragment.js.map +1 -1
- package/ShadersWGSL/fxaa.fragment.js +3 -1
- package/ShadersWGSL/fxaa.fragment.js.map +1 -1
- package/ShadersWGSL/fxaa.vertex.js +3 -1
- package/ShadersWGSL/fxaa.vertex.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.fragment.js +3 -1
- package/ShadersWGSL/gaussianSplatting.fragment.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.vertex.js +3 -1
- package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
- package/ShadersWGSL/geometry.fragment.js +3 -1
- package/ShadersWGSL/geometry.fragment.js.map +1 -1
- package/ShadersWGSL/geometry.vertex.js +3 -1
- package/ShadersWGSL/geometry.vertex.js.map +1 -1
- package/ShadersWGSL/glowBlurPostProcess.fragment.js +3 -1
- package/ShadersWGSL/glowBlurPostProcess.fragment.js.map +1 -1
- package/ShadersWGSL/glowMapGeneration.fragment.js +3 -1
- package/ShadersWGSL/glowMapGeneration.fragment.js.map +1 -1
- package/ShadersWGSL/glowMapGeneration.vertex.js +3 -1
- package/ShadersWGSL/glowMapGeneration.vertex.js.map +1 -1
- package/ShadersWGSL/glowMapMerge.fragment.js +3 -1
- package/ShadersWGSL/glowMapMerge.fragment.js.map +1 -1
- package/ShadersWGSL/glowMapMerge.vertex.js +3 -1
- package/ShadersWGSL/glowMapMerge.vertex.js.map +1 -1
- package/ShadersWGSL/gpuUpdateParticles.compute.js +3 -1
- package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
- package/ShadersWGSL/grain.fragment.js +3 -1
- package/ShadersWGSL/grain.fragment.js.map +1 -1
- package/ShadersWGSL/greasedLine.fragment.js +3 -1
- package/ShadersWGSL/greasedLine.fragment.js.map +1 -1
- package/ShadersWGSL/greasedLine.vertex.js +3 -1
- package/ShadersWGSL/greasedLine.vertex.js.map +1 -1
- package/ShadersWGSL/hdrFiltering.fragment.js +3 -1
- package/ShadersWGSL/hdrFiltering.fragment.js.map +1 -1
- package/ShadersWGSL/hdrFiltering.vertex.js +3 -1
- package/ShadersWGSL/hdrFiltering.vertex.js.map +1 -1
- package/ShadersWGSL/hdrIrradianceFiltering.fragment.js +3 -1
- package/ShadersWGSL/hdrIrradianceFiltering.fragment.js.map +1 -1
- package/ShadersWGSL/hdrIrradianceFiltering.vertex.js +3 -1
- package/ShadersWGSL/hdrIrradianceFiltering.vertex.js.map +1 -1
- package/ShadersWGSL/highlights.fragment.js +3 -1
- package/ShadersWGSL/highlights.fragment.js.map +1 -1
- package/ShadersWGSL/iblCdfDebug.fragment.js +3 -1
- package/ShadersWGSL/iblCdfDebug.fragment.js.map +1 -1
- package/ShadersWGSL/iblCdfx.fragment.js +3 -1
- package/ShadersWGSL/iblCdfx.fragment.js.map +1 -1
- package/ShadersWGSL/iblCdfy.fragment.js +3 -1
- package/ShadersWGSL/iblCdfy.fragment.js.map +1 -1
- package/ShadersWGSL/iblCombineVoxelGrids.fragment.js +3 -1
- package/ShadersWGSL/iblCombineVoxelGrids.fragment.js.map +1 -1
- package/ShadersWGSL/iblGenerateVoxelMip.fragment.js +3 -1
- package/ShadersWGSL/iblGenerateVoxelMip.fragment.js.map +1 -1
- package/ShadersWGSL/iblIcdf.fragment.js +3 -1
- package/ShadersWGSL/iblIcdf.fragment.js.map +1 -1
- package/ShadersWGSL/iblScaledLuminance.fragment.js +3 -1
- package/ShadersWGSL/iblScaledLuminance.fragment.js.map +1 -1
- package/ShadersWGSL/iblShadowAccumulation.fragment.js +3 -1
- package/ShadersWGSL/iblShadowAccumulation.fragment.js.map +1 -1
- package/ShadersWGSL/iblShadowDebug.fragment.js +3 -1
- package/ShadersWGSL/iblShadowDebug.fragment.js.map +1 -1
- package/ShadersWGSL/iblShadowGBufferDebug.fragment.js +3 -1
- package/ShadersWGSL/iblShadowGBufferDebug.fragment.js.map +1 -1
- package/ShadersWGSL/iblShadowSpatialBlur.fragment.js +3 -1
- package/ShadersWGSL/iblShadowSpatialBlur.fragment.js.map +1 -1
- package/ShadersWGSL/iblShadowVoxelTracing.fragment.js +3 -1
- package/ShadersWGSL/iblShadowVoxelTracing.fragment.js.map +1 -1
- package/ShadersWGSL/iblShadowsCombine.fragment.js +3 -1
- package/ShadersWGSL/iblShadowsCombine.fragment.js.map +1 -1
- package/ShadersWGSL/iblVoxelGrid.fragment.js +3 -1
- package/ShadersWGSL/iblVoxelGrid.fragment.js.map +1 -1
- package/ShadersWGSL/iblVoxelGrid.vertex.js +3 -1
- package/ShadersWGSL/iblVoxelGrid.vertex.js.map +1 -1
- package/ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment.js +3 -1
- package/ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment.js.map +1 -1
- package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.js +3 -1
- package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.js.map +1 -1
- package/ShadersWGSL/iblVoxelSlabDebug.fragment.js +3 -1
- package/ShadersWGSL/iblVoxelSlabDebug.fragment.js.map +1 -1
- package/ShadersWGSL/iblVoxelSlabDebug.vertex.js +3 -1
- package/ShadersWGSL/iblVoxelSlabDebug.vertex.js.map +1 -1
- package/ShadersWGSL/imageProcessing.fragment.js +4 -2
- package/ShadersWGSL/imageProcessing.fragment.js.map +1 -1
- package/ShadersWGSL/kernelBlur.fragment.js +3 -1
- package/ShadersWGSL/kernelBlur.fragment.js.map +1 -1
- package/ShadersWGSL/kernelBlur.vertex.js +3 -1
- package/ShadersWGSL/kernelBlur.vertex.js.map +1 -1
- package/ShadersWGSL/layer.fragment.js +3 -1
- package/ShadersWGSL/layer.fragment.js.map +1 -1
- package/ShadersWGSL/layer.vertex.js +3 -1
- package/ShadersWGSL/layer.vertex.js.map +1 -1
- package/ShadersWGSL/lensFlare.fragment.js +3 -1
- package/ShadersWGSL/lensFlare.fragment.js.map +1 -1
- package/ShadersWGSL/lensFlare.vertex.js +3 -1
- package/ShadersWGSL/lensFlare.vertex.js.map +1 -1
- package/ShadersWGSL/line.fragment.js +3 -1
- package/ShadersWGSL/line.fragment.js.map +1 -1
- package/ShadersWGSL/line.vertex.js +3 -1
- package/ShadersWGSL/line.vertex.js.map +1 -1
- package/ShadersWGSL/lod.fragment.js +3 -1
- package/ShadersWGSL/lod.fragment.js.map +1 -1
- package/ShadersWGSL/lodCube.fragment.js +3 -1
- package/ShadersWGSL/lodCube.fragment.js.map +1 -1
- package/ShadersWGSL/meshUVSpaceRenderer.fragment.js +3 -1
- package/ShadersWGSL/meshUVSpaceRenderer.fragment.js.map +1 -1
- package/ShadersWGSL/meshUVSpaceRenderer.vertex.js +3 -1
- package/ShadersWGSL/meshUVSpaceRenderer.vertex.js.map +1 -1
- package/ShadersWGSL/meshUVSpaceRendererFinaliser.fragment.js +3 -1
- package/ShadersWGSL/meshUVSpaceRendererFinaliser.fragment.js.map +1 -1
- package/ShadersWGSL/meshUVSpaceRendererFinaliser.vertex.js +3 -1
- package/ShadersWGSL/meshUVSpaceRendererFinaliser.vertex.js.map +1 -1
- package/ShadersWGSL/meshUVSpaceRendererMasker.fragment.js +3 -1
- package/ShadersWGSL/meshUVSpaceRendererMasker.fragment.js.map +1 -1
- package/ShadersWGSL/meshUVSpaceRendererMasker.vertex.js +3 -1
- package/ShadersWGSL/meshUVSpaceRendererMasker.vertex.js.map +1 -1
- package/ShadersWGSL/motionBlur.fragment.js +4 -2
- package/ShadersWGSL/motionBlur.fragment.js.map +1 -1
- package/ShadersWGSL/oitBackBlend.fragment.js +3 -1
- package/ShadersWGSL/oitBackBlend.fragment.js.map +1 -1
- package/ShadersWGSL/oitFinal.fragment.js +3 -1
- package/ShadersWGSL/oitFinal.fragment.js.map +1 -1
- package/ShadersWGSL/outline.fragment.js +3 -1
- package/ShadersWGSL/outline.fragment.js.map +1 -1
- package/ShadersWGSL/outline.vertex.js +3 -1
- package/ShadersWGSL/outline.vertex.js.map +1 -1
- package/ShadersWGSL/particles.fragment.js +3 -1
- package/ShadersWGSL/particles.fragment.js.map +1 -1
- package/ShadersWGSL/particles.vertex.js +3 -1
- package/ShadersWGSL/particles.vertex.js.map +1 -1
- package/ShadersWGSL/pass.fragment.js +3 -1
- package/ShadersWGSL/pass.fragment.js.map +1 -1
- package/ShadersWGSL/passCube.fragment.js +3 -1
- package/ShadersWGSL/passCube.fragment.js.map +1 -1
- package/ShadersWGSL/pbr.fragment.js +6 -1
- package/ShadersWGSL/pbr.fragment.js.map +1 -1
- package/ShadersWGSL/pbr.vertex.js +3 -1
- package/ShadersWGSL/pbr.vertex.js.map +1 -1
- package/ShadersWGSL/picking.fragment.js +3 -1
- package/ShadersWGSL/picking.fragment.js.map +1 -1
- package/ShadersWGSL/picking.vertex.js +3 -1
- package/ShadersWGSL/picking.vertex.js.map +1 -1
- package/ShadersWGSL/postprocess.vertex.js +3 -1
- package/ShadersWGSL/postprocess.vertex.js.map +1 -1
- package/ShadersWGSL/procedural.vertex.js +3 -1
- package/ShadersWGSL/procedural.vertex.js.map +1 -1
- package/ShadersWGSL/rgbdDecode.fragment.js +3 -1
- package/ShadersWGSL/rgbdDecode.fragment.js.map +1 -1
- package/ShadersWGSL/rgbdEncode.fragment.js +3 -1
- package/ShadersWGSL/rgbdEncode.fragment.js.map +1 -1
- package/ShadersWGSL/rsmFullGlobalIllumination.fragment.js +3 -1
- package/ShadersWGSL/rsmFullGlobalIllumination.fragment.js.map +1 -1
- package/ShadersWGSL/rsmGlobalIllumination.fragment.js +3 -1
- package/ShadersWGSL/rsmGlobalIllumination.fragment.js.map +1 -1
- package/ShadersWGSL/screenSpaceReflection2.fragment.js +4 -2
- package/ShadersWGSL/screenSpaceReflection2.fragment.js.map +1 -1
- package/ShadersWGSL/screenSpaceReflection2Blur.fragment.js +3 -1
- package/ShadersWGSL/screenSpaceReflection2Blur.fragment.js.map +1 -1
- package/ShadersWGSL/screenSpaceReflection2BlurCombiner.fragment.js +3 -1
- package/ShadersWGSL/screenSpaceReflection2BlurCombiner.fragment.js.map +1 -1
- package/ShadersWGSL/shadowMap.fragment.js +3 -1
- package/ShadersWGSL/shadowMap.fragment.js.map +1 -1
- package/ShadersWGSL/shadowMap.vertex.js +3 -1
- package/ShadersWGSL/shadowMap.vertex.js.map +1 -1
- package/ShadersWGSL/sharpen.fragment.js +3 -1
- package/ShadersWGSL/sharpen.fragment.js.map +1 -1
- package/ShadersWGSL/sprites.fragment.js +3 -1
- package/ShadersWGSL/sprites.fragment.js.map +1 -1
- package/ShadersWGSL/sprites.vertex.js +3 -1
- package/ShadersWGSL/sprites.vertex.js.map +1 -1
- package/ShadersWGSL/ssao2.fragment.js +3 -1
- package/ShadersWGSL/ssao2.fragment.js.map +1 -1
- package/ShadersWGSL/ssaoCombine.fragment.js +3 -1
- package/ShadersWGSL/ssaoCombine.fragment.js.map +1 -1
- package/ShadersWGSL/subSurfaceScattering.fragment.d.ts +9 -0
- package/ShadersWGSL/subSurfaceScattering.fragment.js +77 -0
- package/ShadersWGSL/subSurfaceScattering.fragment.js.map +1 -0
- package/ShadersWGSL/taa.fragment.js +3 -1
- package/ShadersWGSL/taa.fragment.js.map +1 -1
- package/ShadersWGSL/tonemap.fragment.js +3 -1
- package/ShadersWGSL/tonemap.fragment.js.map +1 -1
- package/ShadersWGSL/vrDistortionCorrection.fragment.js +3 -1
- package/ShadersWGSL/vrDistortionCorrection.fragment.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +9 -2
- package/scene.js +9 -2
- package/scene.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/cullObjectsBlock.js.map +0 -1
- package/FrameGraph/Tasks/Rendering/cullObjectsTask.js.map +0 -1
- /package/FrameGraph/Tasks/{Rendering → Misc}/cullObjectsTask.d.ts +0 -0
- /package/FrameGraph/Tasks/{Rendering → Misc}/cullObjectsTask.js +0 -0
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import type { _WebAudioEngine } from "./webAudioEngine";
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constructor(engine: _WebAudioEngine, parentElement?: HTMLElement);
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export class _WebAudioUnmuteUI {
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constructor(engine, parentElement) {
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this._style.appendChild(document.createTextNode(`.babylonUnmute{position:absolute;top:${top}px;margin-left:20px;height:40px;width:60px;background-color:rgba(51,51,51,0.7);background-image:url("data:image/svg+xml;charset=UTF-8,%3Csvg%20version%3D%221.1%22%20xmlns%3D%22http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%22%20width%3D%2239%22%20height%3D%2232%22%20viewBox%3D%220%200%2039%2032%22%3E%3Cpath%20fill%3D%22white%22%20d%3D%22M9.625%2018.938l-0.031%200.016h-4.953q-0.016%200-0.031-0.016v-12.453q0-0.016%200.031-0.016h4.953q0.031%200%200.031%200.016v12.453zM12.125%207.688l8.719-8.703v27.453l-8.719-8.719-0.016-0.047v-9.938zM23.359%207.875l1.406-1.406%204.219%204.203%204.203-4.203%201.422%201.406-4.219%204.219%204.219%204.203-1.484%201.359-4.141-4.156-4.219%204.219-1.406-1.422%204.219-4.203z%22%3E%3C%2Fpath%3E%3C%2Fsvg%3E");background-size:80%;background-repeat:no-repeat;background-position:center;background-position-y:4px;border:none;outline:none;transition:transform 0.125s ease-out;cursor:pointer;z-index:9999;}.babylonUnmute:hover{transform:scale(1.05)}`));
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document.head.appendChild(this._style);
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this._button = document.createElement("button");
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dispose() {
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}
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}
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//# sourceMappingURL=webAudioUnmuteUI.js.map
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{"version":3,"file":"webAudioUnmuteUI.js","sourceRoot":"","sources":["../../../../../dev/core/src/AudioV2/webAudio/webAudioUnmuteUI.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAGxD;;;GAGG;AACH,MAAM,OAAO,iBAAiB;IAK1B,gBAAgB;IAChB,YAAmB,MAAuB,EAAE,aAA2B;QAL/D,YAAO,GAAgC,IAAI,CAAC;QAE5C,WAAM,GAA+B,IAAI,CAAC;QAwC1C,oBAAe,GAAG,GAAG,EAAE;YAC3B,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE,CAAC;gBAChB,OAAO;YACX,CAAC;YAED,IAAI,IAAI,CAAC,OAAO,CAAC,KAAK,KAAK,SAAS,EAAE,CAAC;gBACnC,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,OAAO,GAAG,MAAM,CAAC;YACxC,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,OAAO,GAAG,OAAO,CAAC;YACzC,CAAC;QACL,CAAC,CAAC;QA9CE,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,MAAM,MAAM,GAAG,aAAa,IAAI,WAAW,CAAC,iBAAiB,EAAE,eAAe,EAAE,EAAE,aAAa,IAAI,QAAQ,CAAC,IAAI,CAAC;QACjH,MAAM,GAAG,GAAG,CAAC,MAAM,EAAE,SAAS,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC;QAE1C,IAAI,CAAC,MAAM,GAAG,QAAQ,CAAC,aAAa,CAAC,OAAO,CAAC,CAAC;QAC9C,IAAI,CAAC,MAAM,CAAC,WAAW,CACnB,QAAQ,CAAC,cAAc,CACnB,wCAAwC,GAAG,u8BAAu8B,CACr/B,CACJ,CAAC;QACF,QAAQ,CAAC,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAEvC,IAAI,CAAC,OAAO,GAAG,QAAQ,CAAC,aAAa,CAAC,QAAQ,CAAC,CAAC;QAChD,IAAI,CAAC,OAAO,CAAC,SAAS,GAAG,eAAe,CAAC;QACzC,IAAI,CAAC,OAAO,CAAC,EAAE,GAAG,qBAAqB,CAAC;QAExC,IAAI,CAAC,OAAO,CAAC,gBAAgB,CAAC,OAAO,EAAE,GAAG,EAAE;YACxC,IAAI,CAAC,OAAO,CAAC,MAAM,EAAE,CAAC;QAC1B,CAAC,CAAC,CAAC;QAEH,MAAM,CAAC,WAAW,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QAEjC,IAAI,CAAC,OAAO,CAAC,sBAAsB,CAAC,GAAG,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;IAClE,CAAC;IAED,gBAAgB;IACT,OAAO;QACV,IAAI,CAAC,OAAO,EAAE,MAAM,EAAE,CAAC;QACvB,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;QAEpB,IAAI,CAAC,MAAM,EAAE,MAAM,EAAE,CAAC;QACtB,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC;QAEnB,IAAI,CAAC,OAAO,CAAC,sBAAsB,CAAC,cAAc,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;IAC7E,CAAC;CAaJ","sourcesContent":["import type { Nullable } from \"../../types\";\nimport { EngineStore } from \"../../Engines/engineStore\";\nimport type { _WebAudioEngine } from \"./webAudioEngine\";\n\n/**\n * Adds a UI button that starts the audio engine's underlying audio context when the user presses it.\n * @internal\n */\nexport class _WebAudioUnmuteUI {\n private _button: Nullable<HTMLButtonElement> = null;\n private _engine: _WebAudioEngine;\n private _style: Nullable<HTMLStyleElement> = null;\n\n /** @internal */\n public constructor(engine: _WebAudioEngine, parentElement?: HTMLElement) {\n this._engine = engine;\n const parent = parentElement || EngineStore.LastCreatedEngine?.getInputElement()?.parentElement || document.body;\n const top = (parent?.offsetTop || 0) + 20;\n\n this._style = document.createElement(\"style\");\n this._style.appendChild(\n document.createTextNode(\n `.babylonUnmute{position:absolute;top:${top}px;margin-left:20px;height:40px;width:60px;background-color:rgba(51,51,51,0.7);background-image:url(\"data:image/svg+xml;charset=UTF-8,%3Csvg%20version%3D%221.1%22%20xmlns%3D%22http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%22%20width%3D%2239%22%20height%3D%2232%22%20viewBox%3D%220%200%2039%2032%22%3E%3Cpath%20fill%3D%22white%22%20d%3D%22M9.625%2018.938l-0.031%200.016h-4.953q-0.016%200-0.031-0.016v-12.453q0-0.016%200.031-0.016h4.953q0.031%200%200.031%200.016v12.453zM12.125%207.688l8.719-8.703v27.453l-8.719-8.719-0.016-0.047v-9.938zM23.359%207.875l1.406-1.406%204.219%204.203%204.203-4.203%201.422%201.406-4.219%204.219%204.219%204.203-1.484%201.359-4.141-4.156-4.219%204.219-1.406-1.422%204.219-4.203z%22%3E%3C%2Fpath%3E%3C%2Fsvg%3E\");background-size:80%;background-repeat:no-repeat;background-position:center;background-position-y:4px;border:none;outline:none;transition:transform 0.125s ease-out;cursor:pointer;z-index:9999;}.babylonUnmute:hover{transform:scale(1.05)}`\n )\n );\n document.head.appendChild(this._style);\n\n this._button = document.createElement(\"button\");\n this._button.className = \"babylonUnmute\";\n this._button.id = \"babylonUnmuteButton\";\n\n this._button.addEventListener(\"click\", () => {\n this._engine.unlock();\n });\n\n parent.appendChild(this._button);\n\n this._engine.stateChangedObservable.add(this._onStateChanged);\n }\n\n /** @internal */\n public dispose(): void {\n this._button?.remove();\n this._button = null;\n\n this._style?.remove();\n this._style = null;\n\n this._engine.stateChangedObservable.removeCallback(this._onStateChanged);\n }\n\n private _onStateChanged = () => {\n if (!this._button) {\n return;\n }\n\n if (this._engine.state === \"running\") {\n this._button.style.display = \"none\";\n } else {\n this._button.style.display = \"block\";\n }\n };\n}\n"]}
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@@ -215,6 +215,16 @@ export class PointerDragBehavior {
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|
215
215
|
}
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216
216
|
return;
|
|
217
217
|
}
|
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218
|
+
// If we are dragging and the user presses another button on the same pointer, end the drag. Otherwise,
|
|
219
|
+
// tracking when the drag should end becomes very complex.
|
|
220
|
+
// gizmo.ts has similar behavior.
|
|
221
|
+
if (this.dragging &&
|
|
222
|
+
this.currentDraggingPointerId == pointerInfo.event.pointerId &&
|
|
223
|
+
pointerInfo.event.button !== -1 &&
|
|
224
|
+
pointerInfo.event.button !== this._activeDragButton) {
|
|
225
|
+
this.releaseDrag();
|
|
226
|
+
return;
|
|
227
|
+
}
|
|
218
228
|
if (pointerInfo.type == PointerEventTypes.POINTERDOWN) {
|
|
219
229
|
if (this.startAndReleaseDragOnPointerEvents &&
|
|
220
230
|
!this.dragging &&
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { Behavior } from \"../../Behaviors/behavior\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { TmpVectors, Vector3 } from \"../../Maths/math.vector\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { PivotTools } from \"../../Misc/pivotTools\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { CreatePlane } from \"../../Meshes/Builders/planeBuilder\";\r\n\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events\r\n */\r\nexport class PointerDragBehavior implements Behavior<AbstractMesh> {\r\n private static _AnyMouseId = -2;\r\n /**\r\n * Abstract mesh the behavior is set on\r\n */\r\n public attachedNode: AbstractMesh;\r\n protected _dragPlane: Mesh;\r\n private _scene: Scene;\r\n private _pointerObserver: Nullable<Observer<PointerInfo>>;\r\n private _beforeRenderObserver: Nullable<Observer<Scene>>;\r\n private static _PlaneScene: Scene;\r\n private _useAlternatePickedPointAboveMaxDragAngleDragSpeed = -1.1;\r\n private _activeDragButton: number = -1;\r\n private _activePointerInfo: Nullable<PointerInfo>;\r\n /**\r\n * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)\r\n */\r\n public maxDragAngle = 0;\r\n /**\r\n * Butttons that can be used to initiate a drag\r\n */\r\n public dragButtons = [0, 1, 2];\r\n /**\r\n * @internal\r\n */\r\n public _useAlternatePickedPointAboveMaxDragAngle = false;\r\n /**\r\n * Get or set the currentDraggingPointerId\r\n * @deprecated Please use currentDraggingPointerId instead\r\n */\r\n public get currentDraggingPointerID(): number {\r\n return this.currentDraggingPointerId;\r\n }\r\n public set currentDraggingPointerID(currentDraggingPointerID: number) {\r\n this.currentDraggingPointerId = currentDraggingPointerID;\r\n }\r\n /**\r\n * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)\r\n */\r\n public currentDraggingPointerId = -1;\r\n /**\r\n * The last position where the pointer hit the drag plane in world space\r\n */\r\n public lastDragPosition: Vector3;\r\n /**\r\n * If the behavior is currently in a dragging state\r\n */\r\n public dragging = false;\r\n /**\r\n * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)\r\n */\r\n public dragDeltaRatio = 0.2;\r\n /**\r\n * If the drag plane orientation should be updated during the dragging (Default: true)\r\n */\r\n public updateDragPlane = true;\r\n // Debug mode will display drag planes to help visualize behavior\r\n private _debugMode = false;\r\n private _moving = false;\r\n /**\r\n * Fires each time the attached mesh is dragged with the pointer\r\n * * delta between last drag position and current drag position in world space\r\n * * dragDistance along the drag axis\r\n * * dragPlaneNormal normal of the current drag plane used during the drag\r\n * * dragPlanePoint in world space where the drag intersects the drag plane\r\n *\r\n * (if validatedDrag is used, the position of the attached mesh might not equal dragPlanePoint)\r\n */\r\n public onDragObservable = new Observable<{\r\n delta: Vector3;\r\n dragPlanePoint: Vector3;\r\n dragPlaneNormal: Vector3;\r\n dragDistance: number;\r\n pointerId: number;\r\n pointerInfo: Nullable<PointerInfo>;\r\n }>();\r\n /**\r\n * Fires each time a drag begins (eg. mouse down on mesh)\r\n * * dragPlanePoint in world space where the drag intersects the drag plane\r\n *\r\n * (if validatedDrag is used, the position of the attached mesh might not equal dragPlanePoint)\r\n */\r\n public onDragStartObservable = new Observable<{ dragPlanePoint: Vector3; pointerId: number; pointerInfo: Nullable<PointerInfo> }>();\r\n /**\r\n * Fires each time a drag ends (eg. mouse release after drag)\r\n * * dragPlanePoint in world space where the drag intersects the drag plane\r\n *\r\n * (if validatedDrag is used, the position of the attached mesh might not equal dragPlanePoint)\r\n */\r\n public onDragEndObservable = new Observable<{ dragPlanePoint: Vector3; pointerId: number; pointerInfo: Nullable<PointerInfo> }>();\r\n /**\r\n * Fires each time behavior enabled state changes\r\n */\r\n public onEnabledObservable = new Observable<boolean>();\r\n\r\n /**\r\n * If the attached mesh should be moved when dragged\r\n */\r\n public moveAttached = true;\r\n\r\n /**\r\n * If the drag behavior will react to drag events (Default: true)\r\n */\r\n public set enabled(value: boolean) {\r\n if (value != this._enabled) {\r\n this.onEnabledObservable.notifyObservers(value);\r\n }\r\n this._enabled = value;\r\n }\r\n\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n private _enabled = true;\r\n\r\n /**\r\n * If pointer events should start and release the drag (Default: true)\r\n */\r\n public startAndReleaseDragOnPointerEvents = true;\r\n /**\r\n * If camera controls should be detached during the drag\r\n */\r\n public detachCameraControls = true;\r\n\r\n /**\r\n * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)\r\n */\r\n public useObjectOrientationForDragging = true;\r\n\r\n private _options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 };\r\n\r\n /**\r\n * Gets the options used by the behavior\r\n */\r\n public get options(): { dragAxis?: Vector3; dragPlaneNormal?: Vector3 } {\r\n return this._options;\r\n }\r\n\r\n /**\r\n * Sets the options used by the behavior\r\n */\r\n public set options(options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options;\r\n }\r\n\r\n /**\r\n * Creates a pointer drag behavior that can be attached to a mesh\r\n * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)\r\n * @param options.dragAxis\r\n * @param options.dragPlaneNormal\r\n */\r\n constructor(options?: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options ? options : {};\r\n\r\n let optionCount = 0;\r\n if (this._options.dragAxis) {\r\n optionCount++;\r\n }\r\n if (this._options.dragPlaneNormal) {\r\n optionCount++;\r\n }\r\n if (optionCount > 1) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Multiple drag modes specified in dragBehavior options. Only one expected\";\r\n }\r\n }\r\n\r\n /**\r\n * Predicate to determine if it is valid to move the object to a new position when it is moved.\r\n * In the case of rotation gizmo, target contains the angle.\r\n * @param target destination position or desired angle delta\r\n * @returns boolean for whether or not it is valid to move\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public validateDrag = (target: Vector3) => {\r\n return true;\r\n };\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"PointerDrag\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n private _tmpVector = new Vector3(0, 0, 0);\r\n private _alternatePickedPoint = new Vector3(0, 0, 0);\r\n private _worldDragAxis = new Vector3(0, 0, 0);\r\n private _targetPosition = new Vector3(0, 0, 0);\r\n private _attachedToElement: boolean = false;\r\n /**\r\n * Attaches the drag behavior the passed in mesh\r\n * @param ownerNode The mesh that will be dragged around once attached\r\n * @param predicate Predicate to use for pick filtering\r\n */\r\n public attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void {\r\n this._scene = ownerNode.getScene();\r\n ownerNode.isNearGrabbable = true;\r\n this.attachedNode = ownerNode;\r\n\r\n // Initialize drag plane to not interfere with existing scene\r\n if (!PointerDragBehavior._PlaneScene) {\r\n if (this._debugMode) {\r\n PointerDragBehavior._PlaneScene = this._scene;\r\n } else {\r\n PointerDragBehavior._PlaneScene = new Scene(this._scene.getEngine(), { virtual: true });\r\n PointerDragBehavior._PlaneScene.detachControl();\r\n this._scene.onDisposeObservable.addOnce(() => {\r\n PointerDragBehavior._PlaneScene.dispose();\r\n (<any>PointerDragBehavior._PlaneScene) = null;\r\n });\r\n }\r\n }\r\n this._dragPlane = CreatePlane(\r\n \"pointerDragPlane\",\r\n { size: this._debugMode ? 1 : 10000, updatable: false, sideOrientation: Mesh.DOUBLESIDE },\r\n PointerDragBehavior._PlaneScene\r\n );\r\n\r\n // State of the drag\r\n this.lastDragPosition = new Vector3(0, 0, 0);\r\n\r\n const pickPredicate = predicate\r\n ? predicate\r\n : (m: AbstractMesh) => {\r\n return this.attachedNode == m || m.isDescendantOf(this.attachedNode);\r\n };\r\n\r\n this._pointerObserver = this._scene.onPointerObservable.add((pointerInfo) => {\r\n if (!this.enabled) {\r\n // If behavior is disabled before releaseDrag is ever called, call it now.\r\n if (this._attachedToElement) {\r\n this.releaseDrag();\r\n }\r\n\r\n return;\r\n }\r\n\r\n if (pointerInfo.type == PointerEventTypes.POINTERDOWN) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n !this.dragging &&\r\n pointerInfo.pickInfo &&\r\n pointerInfo.pickInfo.hit &&\r\n pointerInfo.pickInfo.pickedMesh &&\r\n pointerInfo.pickInfo.pickedPoint &&\r\n pointerInfo.pickInfo.ray &&\r\n pickPredicate(pointerInfo.pickInfo.pickedMesh)\r\n ) {\r\n if (this._activeDragButton === -1 && this.dragButtons.indexOf(pointerInfo.event.button) !== -1) {\r\n this._activeDragButton = pointerInfo.event.button;\r\n this._activePointerInfo = pointerInfo;\r\n this._startDrag((<IPointerEvent>pointerInfo.event).pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);\r\n }\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERUP) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n this.currentDraggingPointerId == (<IPointerEvent>pointerInfo.event).pointerId &&\r\n (this._activeDragButton === pointerInfo.event.button || this._activeDragButton === -1)\r\n ) {\r\n this.releaseDrag();\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERMOVE) {\r\n const pointerId = (<IPointerEvent>pointerInfo.event).pointerId;\r\n\r\n // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved\r\n if (this.currentDraggingPointerId === PointerDragBehavior._AnyMouseId && pointerId !== PointerDragBehavior._AnyMouseId) {\r\n const evt = <IPointerEvent>pointerInfo.event;\r\n const isMouseEvent = evt.pointerType === \"mouse\" || (!this._scene.getEngine().hostInformation.isMobile && evt instanceof MouseEvent);\r\n if (isMouseEvent) {\r\n if (this._lastPointerRay[this.currentDraggingPointerId]) {\r\n this._lastPointerRay[pointerId] = this._lastPointerRay[this.currentDraggingPointerId];\r\n delete this._lastPointerRay[this.currentDraggingPointerId];\r\n }\r\n this.currentDraggingPointerId = pointerId;\r\n }\r\n }\r\n\r\n // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()\r\n if (!this._lastPointerRay[pointerId]) {\r\n this._lastPointerRay[pointerId] = new Ray(new Vector3(), new Vector3());\r\n }\r\n if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {\r\n this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);\r\n this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);\r\n\r\n if (this.currentDraggingPointerId == pointerId && this.dragging) {\r\n this._moveDrag(pointerInfo.pickInfo.ray);\r\n }\r\n }\r\n }\r\n });\r\n\r\n this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n if (this._moving && this.moveAttached) {\r\n let needMatrixUpdate = false;\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Slowly move mesh to avoid jitter\r\n this._targetPosition.subtractToRef(this.attachedNode.absolutePosition, this._tmpVector);\r\n this._tmpVector.scaleInPlace(this.dragDeltaRatio);\r\n this.attachedNode.getAbsolutePosition().addToRef(this._tmpVector, this._tmpVector);\r\n if (this.validateDrag(this._tmpVector)) {\r\n this.attachedNode.setAbsolutePosition(this._tmpVector);\r\n needMatrixUpdate = true;\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n if (needMatrixUpdate) {\r\n this.attachedNode.computeWorldMatrix();\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Force release the drag action by code.\r\n */\r\n public releaseDrag() {\r\n if (this.dragging) {\r\n this.dragging = false;\r\n this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerId, pointerInfo: this._activePointerInfo });\r\n }\r\n\r\n this.currentDraggingPointerId = -1;\r\n this._activeDragButton = -1;\r\n this._activePointerInfo = null;\r\n this._moving = false;\r\n\r\n // Reattach camera controls\r\n if (this.detachCameraControls && this._attachedToElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.getClassName() === \"ArcRotateCamera\") {\r\n const arcRotateCamera = this._scene.activeCamera as ArcRotateCamera;\r\n arcRotateCamera.attachControl(\r\n arcRotateCamera.inputs ? arcRotateCamera.inputs.noPreventDefault : true,\r\n arcRotateCamera._useCtrlForPanning,\r\n arcRotateCamera._panningMouseButton\r\n );\r\n } else {\r\n this._scene.activeCamera.attachControl(this._scene.activeCamera.inputs ? this._scene.activeCamera.inputs.noPreventDefault : true);\r\n }\r\n this._attachedToElement = false;\r\n }\r\n }\r\n\r\n private _startDragRay = new Ray(new Vector3(), new Vector3());\r\n private _lastPointerRay: { [key: number]: Ray } = {};\r\n /**\r\n * Simulates the start of a pointer drag event on the behavior\r\n * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)\r\n * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)\r\n * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)\r\n */\r\n public startDrag(pointerId: number = PointerDragBehavior._AnyMouseId, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n this._startDrag(pointerId, fromRay, startPickedPoint);\r\n\r\n let lastRay = this._lastPointerRay[pointerId];\r\n if (pointerId === PointerDragBehavior._AnyMouseId) {\r\n lastRay = this._lastPointerRay[<any>Object.keys(this._lastPointerRay)[0]];\r\n }\r\n\r\n if (lastRay) {\r\n // if there was a last pointer ray drag the object there\r\n this._moveDrag(lastRay);\r\n }\r\n }\r\n\r\n protected _startDrag(pointerId: number, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n if (!this._scene.activeCamera || this.dragging || !this.attachedNode) {\r\n return;\r\n }\r\n\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Create start ray from the camera to the object\r\n if (fromRay) {\r\n this._startDragRay.direction.copyFrom(fromRay.direction);\r\n this._startDragRay.origin.copyFrom(fromRay.origin);\r\n } else {\r\n this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);\r\n this.attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);\r\n this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);\r\n }\r\n\r\n this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);\r\n\r\n const pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);\r\n if (pickedPoint) {\r\n this.dragging = true;\r\n this.currentDraggingPointerId = pointerId;\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerId, pointerInfo: this._activePointerInfo });\r\n this._targetPosition.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n // Detatch camera controls\r\n if (this.detachCameraControls && this._scene.activeCamera && this._scene.activeCamera.inputs && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.inputs.attachedToElement) {\r\n this._scene.activeCamera.detachControl();\r\n this._attachedToElement = true;\r\n } else {\r\n this._attachedToElement = false;\r\n }\r\n }\r\n } else {\r\n this.releaseDrag();\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n\r\n private _dragDelta = new Vector3();\r\n protected _moveDrag(ray: Ray) {\r\n this._moving = true;\r\n const pickedPoint = this._pickWithRayOnDragPlane(ray);\r\n\r\n if (pickedPoint) {\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n\r\n if (this.updateDragPlane) {\r\n this._updateDragPlanePosition(ray, pickedPoint);\r\n }\r\n let dragLength = 0;\r\n // depending on the drag mode option drag accordingly\r\n if (this._options.dragAxis) {\r\n // Convert local drag axis to world if useObjectOrientationForDragging\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis)\r\n : this._worldDragAxis.copyFrom(this._options.dragAxis);\r\n // Project delta drag from the drag plane onto the drag axis\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);\r\n\r\n this._worldDragAxis.normalize();\r\n dragLength = Vector3.Dot(this._tmpVector, this._worldDragAxis);\r\n this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);\r\n } else {\r\n dragLength = this._dragDelta.length();\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);\r\n }\r\n this._targetPosition.addInPlace(this._dragDelta);\r\n this.onDragObservable.notifyObservers({\r\n dragDistance: dragLength,\r\n delta: this._dragDelta,\r\n dragPlanePoint: pickedPoint,\r\n dragPlaneNormal: this._dragPlane.forward,\r\n pointerId: this.currentDraggingPointerId,\r\n pointerInfo: this._activePointerInfo,\r\n });\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n }\r\n\r\n private _pickWithRayOnDragPlane(ray: Nullable<Ray>) {\r\n if (!ray) {\r\n return null;\r\n }\r\n\r\n // Calculate angle between plane normal and ray\r\n let angle = Math.acos(Vector3.Dot(this._dragPlane.forward, ray.direction));\r\n // Correct if ray is casted from oposite side\r\n if (angle > Math.PI / 2) {\r\n angle = Math.PI - angle;\r\n }\r\n\r\n // If the angle is too perpendicular to the plane pick another point on the plane where it is looking\r\n if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {\r\n if (this._useAlternatePickedPointAboveMaxDragAngle) {\r\n // Invert ray direction along the towards object axis\r\n this._tmpVector.copyFrom(ray.direction);\r\n this.attachedNode.absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);\r\n this._alternatePickedPoint.normalize();\r\n this._alternatePickedPoint.scaleInPlace(this._useAlternatePickedPointAboveMaxDragAngleDragSpeed * Vector3.Dot(this._alternatePickedPoint, this._tmpVector));\r\n this._tmpVector.addInPlace(this._alternatePickedPoint);\r\n\r\n // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point\r\n const dot = Vector3.Dot(this._dragPlane.forward, this._tmpVector);\r\n this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);\r\n this._alternatePickedPoint.addInPlace(this._tmpVector);\r\n this._alternatePickedPoint.addInPlace(this.attachedNode.absolutePosition);\r\n return this._alternatePickedPoint;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n // use an infinite plane instead of ray picking a mesh that must be updated every frame\r\n const planeNormal = this._dragPlane.forward;\r\n const planePosition = this._dragPlane.position;\r\n const dotProduct = ray.direction.dot(planeNormal);\r\n if (Math.abs(dotProduct) < Epsilon) {\r\n // Ray and plane are parallel, no intersection\r\n return null;\r\n }\r\n\r\n planePosition.subtractToRef(ray.origin, TmpVectors.Vector3[0]);\r\n const t = TmpVectors.Vector3[0].dot(planeNormal) / dotProduct;\r\n // Ensure the intersection point is in front of the ray (t must be positive)\r\n if (t < 0) {\r\n // Intersection point is behind the ray\r\n return null;\r\n }\r\n\r\n // Calculate the intersection point using the parameter t\r\n ray.direction.scaleToRef(t, TmpVectors.Vector3[0]);\r\n const intersectionPoint = ray.origin.add(TmpVectors.Vector3[0]);\r\n return intersectionPoint;\r\n }\r\n\r\n // Variables to avoid instantiation in the below method\r\n private _pointA = new Vector3(0, 0, 0);\r\n private _pointC = new Vector3(0, 0, 0);\r\n private _localAxis = new Vector3(0, 0, 0);\r\n private _lookAt = new Vector3(0, 0, 0);\r\n // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera\r\n private _updateDragPlanePosition(ray: Ray, dragPlanePosition: Vector3) {\r\n this._pointA.copyFrom(dragPlanePosition);\r\n if (this._options.dragAxis) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragAxis);\r\n\r\n // Calculate plane normal that is the cross product of local axis and (eye-dragPlanePosition)\r\n ray.origin.subtractToRef(this._pointA, this._pointC);\r\n this._pointC.normalize();\r\n if (Math.abs(Vector3.Dot(this._localAxis, this._pointC)) > 0.999) {\r\n // the drag axis is colinear with the (eye to position) ray. The cross product will give jittered values.\r\n // A new axis vector need to be computed\r\n if (Math.abs(Vector3.Dot(Vector3.UpReadOnly, this._pointC)) > 0.999) {\r\n this._lookAt.copyFrom(Vector3.Right());\r\n } else {\r\n this._lookAt.copyFrom(Vector3.UpReadOnly);\r\n }\r\n } else {\r\n Vector3.CrossToRef(this._localAxis, this._pointC, this._lookAt);\r\n // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendicular to camera\r\n Vector3.CrossToRef(this._localAxis, this._lookAt, this._lookAt);\r\n this._lookAt.normalize();\r\n }\r\n\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._lookAt, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else if (this._options.dragPlaneNormal) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragPlaneNormal);\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._localAxis, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else {\r\n if (this._scene.activeCamera) {\r\n this._scene.activeCamera.getForwardRay().direction.normalizeToRef(this._localAxis);\r\n }\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._dragPlane.lookAt(this._pointA.add(this._localAxis));\r\n }\r\n // Update the position of the drag plane so it doesn't get out of sync with the node (eg. when moving back and forth quickly)\r\n this._dragPlane.position.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n this._dragPlane.computeWorldMatrix(true);\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this._lastPointerRay = {};\r\n if (this.attachedNode) {\r\n this.attachedNode.isNearGrabbable = false;\r\n }\r\n if (this._pointerObserver) {\r\n this._scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n if (this._beforeRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n }\r\n if (this._dragPlane) {\r\n this._dragPlane.dispose();\r\n }\r\n this.releaseDrag();\r\n }\r\n}\r\n"]}
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1
|
+
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type { Behavior } from \"../../Behaviors/behavior\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { TmpVectors, Vector3 } from \"../../Maths/math.vector\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { PivotTools } from \"../../Misc/pivotTools\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { CreatePlane } from \"../../Meshes/Builders/planeBuilder\";\r\n\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events\r\n */\r\nexport class PointerDragBehavior implements Behavior<AbstractMesh> {\r\n private static _AnyMouseId = -2;\r\n /**\r\n * Abstract mesh the behavior is set on\r\n */\r\n public attachedNode: AbstractMesh;\r\n protected _dragPlane: Mesh;\r\n private _scene: Scene;\r\n private _pointerObserver: Nullable<Observer<PointerInfo>>;\r\n private _beforeRenderObserver: Nullable<Observer<Scene>>;\r\n private static _PlaneScene: Scene;\r\n private _useAlternatePickedPointAboveMaxDragAngleDragSpeed = -1.1;\r\n private _activeDragButton: number = -1;\r\n private _activePointerInfo: Nullable<PointerInfo>;\r\n /**\r\n * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)\r\n */\r\n public maxDragAngle = 0;\r\n /**\r\n * Butttons that can be used to initiate a drag\r\n */\r\n public dragButtons = [0, 1, 2];\r\n /**\r\n * @internal\r\n */\r\n public _useAlternatePickedPointAboveMaxDragAngle = false;\r\n /**\r\n * Get or set the currentDraggingPointerId\r\n * @deprecated Please use currentDraggingPointerId instead\r\n */\r\n public get currentDraggingPointerID(): number {\r\n return this.currentDraggingPointerId;\r\n }\r\n public set currentDraggingPointerID(currentDraggingPointerID: number) {\r\n this.currentDraggingPointerId = currentDraggingPointerID;\r\n }\r\n /**\r\n * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)\r\n */\r\n public currentDraggingPointerId = -1;\r\n /**\r\n * The last position where the pointer hit the drag plane in world space\r\n */\r\n public lastDragPosition: Vector3;\r\n /**\r\n * If the behavior is currently in a dragging state\r\n */\r\n public dragging = false;\r\n /**\r\n * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)\r\n */\r\n public dragDeltaRatio = 0.2;\r\n /**\r\n * If the drag plane orientation should be updated during the dragging (Default: true)\r\n */\r\n public updateDragPlane = true;\r\n // Debug mode will display drag planes to help visualize behavior\r\n private _debugMode = false;\r\n private _moving = false;\r\n /**\r\n * Fires each time the attached mesh is dragged with the pointer\r\n * * delta between last drag position and current drag position in world space\r\n * * dragDistance along the drag axis\r\n * * dragPlaneNormal normal of the current drag plane used during the drag\r\n * * dragPlanePoint in world space where the drag intersects the drag plane\r\n *\r\n * (if validatedDrag is used, the position of the attached mesh might not equal dragPlanePoint)\r\n */\r\n public onDragObservable = new Observable<{\r\n delta: Vector3;\r\n dragPlanePoint: Vector3;\r\n dragPlaneNormal: Vector3;\r\n dragDistance: number;\r\n pointerId: number;\r\n pointerInfo: Nullable<PointerInfo>;\r\n }>();\r\n /**\r\n * Fires each time a drag begins (eg. mouse down on mesh)\r\n * * dragPlanePoint in world space where the drag intersects the drag plane\r\n *\r\n * (if validatedDrag is used, the position of the attached mesh might not equal dragPlanePoint)\r\n */\r\n public onDragStartObservable = new Observable<{ dragPlanePoint: Vector3; pointerId: number; pointerInfo: Nullable<PointerInfo> }>();\r\n /**\r\n * Fires each time a drag ends (eg. mouse release after drag)\r\n * * dragPlanePoint in world space where the drag intersects the drag plane\r\n *\r\n * (if validatedDrag is used, the position of the attached mesh might not equal dragPlanePoint)\r\n */\r\n public onDragEndObservable = new Observable<{ dragPlanePoint: Vector3; pointerId: number; pointerInfo: Nullable<PointerInfo> }>();\r\n /**\r\n * Fires each time behavior enabled state changes\r\n */\r\n public onEnabledObservable = new Observable<boolean>();\r\n\r\n /**\r\n * If the attached mesh should be moved when dragged\r\n */\r\n public moveAttached = true;\r\n\r\n /**\r\n * If the drag behavior will react to drag events (Default: true)\r\n */\r\n public set enabled(value: boolean) {\r\n if (value != this._enabled) {\r\n this.onEnabledObservable.notifyObservers(value);\r\n }\r\n this._enabled = value;\r\n }\r\n\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n private _enabled = true;\r\n\r\n /**\r\n * If pointer events should start and release the drag (Default: true)\r\n */\r\n public startAndReleaseDragOnPointerEvents = true;\r\n /**\r\n * If camera controls should be detached during the drag\r\n */\r\n public detachCameraControls = true;\r\n\r\n /**\r\n * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)\r\n */\r\n public useObjectOrientationForDragging = true;\r\n\r\n private _options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 };\r\n\r\n /**\r\n * Gets the options used by the behavior\r\n */\r\n public get options(): { dragAxis?: Vector3; dragPlaneNormal?: Vector3 } {\r\n return this._options;\r\n }\r\n\r\n /**\r\n * Sets the options used by the behavior\r\n */\r\n public set options(options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options;\r\n }\r\n\r\n /**\r\n * Creates a pointer drag behavior that can be attached to a mesh\r\n * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)\r\n * @param options.dragAxis\r\n * @param options.dragPlaneNormal\r\n */\r\n constructor(options?: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options ? options : {};\r\n\r\n let optionCount = 0;\r\n if (this._options.dragAxis) {\r\n optionCount++;\r\n }\r\n if (this._options.dragPlaneNormal) {\r\n optionCount++;\r\n }\r\n if (optionCount > 1) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Multiple drag modes specified in dragBehavior options. Only one expected\";\r\n }\r\n }\r\n\r\n /**\r\n * Predicate to determine if it is valid to move the object to a new position when it is moved.\r\n * In the case of rotation gizmo, target contains the angle.\r\n * @param target destination position or desired angle delta\r\n * @returns boolean for whether or not it is valid to move\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public validateDrag = (target: Vector3) => {\r\n return true;\r\n };\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"PointerDrag\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n private _tmpVector = new Vector3(0, 0, 0);\r\n private _alternatePickedPoint = new Vector3(0, 0, 0);\r\n private _worldDragAxis = new Vector3(0, 0, 0);\r\n private _targetPosition = new Vector3(0, 0, 0);\r\n private _attachedToElement: boolean = false;\r\n /**\r\n * Attaches the drag behavior the passed in mesh\r\n * @param ownerNode The mesh that will be dragged around once attached\r\n * @param predicate Predicate to use for pick filtering\r\n */\r\n public attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void {\r\n this._scene = ownerNode.getScene();\r\n ownerNode.isNearGrabbable = true;\r\n this.attachedNode = ownerNode;\r\n\r\n // Initialize drag plane to not interfere with existing scene\r\n if (!PointerDragBehavior._PlaneScene) {\r\n if (this._debugMode) {\r\n PointerDragBehavior._PlaneScene = this._scene;\r\n } else {\r\n PointerDragBehavior._PlaneScene = new Scene(this._scene.getEngine(), { virtual: true });\r\n PointerDragBehavior._PlaneScene.detachControl();\r\n this._scene.onDisposeObservable.addOnce(() => {\r\n PointerDragBehavior._PlaneScene.dispose();\r\n (<any>PointerDragBehavior._PlaneScene) = null;\r\n });\r\n }\r\n }\r\n this._dragPlane = CreatePlane(\r\n \"pointerDragPlane\",\r\n { size: this._debugMode ? 1 : 10000, updatable: false, sideOrientation: Mesh.DOUBLESIDE },\r\n PointerDragBehavior._PlaneScene\r\n );\r\n\r\n // State of the drag\r\n this.lastDragPosition = new Vector3(0, 0, 0);\r\n\r\n const pickPredicate = predicate\r\n ? predicate\r\n : (m: AbstractMesh) => {\r\n return this.attachedNode == m || m.isDescendantOf(this.attachedNode);\r\n };\r\n\r\n this._pointerObserver = this._scene.onPointerObservable.add((pointerInfo) => {\r\n if (!this.enabled) {\r\n // If behavior is disabled before releaseDrag is ever called, call it now.\r\n if (this._attachedToElement) {\r\n this.releaseDrag();\r\n }\r\n\r\n return;\r\n }\r\n\r\n // If we are dragging and the user presses another button on the same pointer, end the drag. Otherwise,\r\n // tracking when the drag should end becomes very complex.\r\n // gizmo.ts has similar behavior.\r\n if (\r\n this.dragging &&\r\n this.currentDraggingPointerId == (<IPointerEvent>pointerInfo.event).pointerId &&\r\n pointerInfo.event.button !== -1 &&\r\n pointerInfo.event.button !== this._activeDragButton\r\n ) {\r\n this.releaseDrag();\r\n return;\r\n }\r\n\r\n if (pointerInfo.type == PointerEventTypes.POINTERDOWN) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n !this.dragging &&\r\n pointerInfo.pickInfo &&\r\n pointerInfo.pickInfo.hit &&\r\n pointerInfo.pickInfo.pickedMesh &&\r\n pointerInfo.pickInfo.pickedPoint &&\r\n pointerInfo.pickInfo.ray &&\r\n pickPredicate(pointerInfo.pickInfo.pickedMesh)\r\n ) {\r\n if (this._activeDragButton === -1 && this.dragButtons.indexOf(pointerInfo.event.button) !== -1) {\r\n this._activeDragButton = pointerInfo.event.button;\r\n this._activePointerInfo = pointerInfo;\r\n this._startDrag((<IPointerEvent>pointerInfo.event).pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);\r\n }\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERUP) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n this.currentDraggingPointerId == (<IPointerEvent>pointerInfo.event).pointerId &&\r\n (this._activeDragButton === pointerInfo.event.button || this._activeDragButton === -1)\r\n ) {\r\n this.releaseDrag();\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERMOVE) {\r\n const pointerId = (<IPointerEvent>pointerInfo.event).pointerId;\r\n\r\n // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved\r\n if (this.currentDraggingPointerId === PointerDragBehavior._AnyMouseId && pointerId !== PointerDragBehavior._AnyMouseId) {\r\n const evt = <IPointerEvent>pointerInfo.event;\r\n const isMouseEvent = evt.pointerType === \"mouse\" || (!this._scene.getEngine().hostInformation.isMobile && evt instanceof MouseEvent);\r\n if (isMouseEvent) {\r\n if (this._lastPointerRay[this.currentDraggingPointerId]) {\r\n this._lastPointerRay[pointerId] = this._lastPointerRay[this.currentDraggingPointerId];\r\n delete this._lastPointerRay[this.currentDraggingPointerId];\r\n }\r\n this.currentDraggingPointerId = pointerId;\r\n }\r\n }\r\n\r\n // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()\r\n if (!this._lastPointerRay[pointerId]) {\r\n this._lastPointerRay[pointerId] = new Ray(new Vector3(), new Vector3());\r\n }\r\n if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {\r\n this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);\r\n this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);\r\n\r\n if (this.currentDraggingPointerId == pointerId && this.dragging) {\r\n this._moveDrag(pointerInfo.pickInfo.ray);\r\n }\r\n }\r\n }\r\n });\r\n\r\n this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n if (this._moving && this.moveAttached) {\r\n let needMatrixUpdate = false;\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Slowly move mesh to avoid jitter\r\n this._targetPosition.subtractToRef(this.attachedNode.absolutePosition, this._tmpVector);\r\n this._tmpVector.scaleInPlace(this.dragDeltaRatio);\r\n this.attachedNode.getAbsolutePosition().addToRef(this._tmpVector, this._tmpVector);\r\n if (this.validateDrag(this._tmpVector)) {\r\n this.attachedNode.setAbsolutePosition(this._tmpVector);\r\n needMatrixUpdate = true;\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n if (needMatrixUpdate) {\r\n this.attachedNode.computeWorldMatrix();\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Force release the drag action by code.\r\n */\r\n public releaseDrag() {\r\n if (this.dragging) {\r\n this.dragging = false;\r\n this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerId, pointerInfo: this._activePointerInfo });\r\n }\r\n\r\n this.currentDraggingPointerId = -1;\r\n this._activeDragButton = -1;\r\n this._activePointerInfo = null;\r\n this._moving = false;\r\n\r\n // Reattach camera controls\r\n if (this.detachCameraControls && this._attachedToElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.getClassName() === \"ArcRotateCamera\") {\r\n const arcRotateCamera = this._scene.activeCamera as ArcRotateCamera;\r\n arcRotateCamera.attachControl(\r\n arcRotateCamera.inputs ? arcRotateCamera.inputs.noPreventDefault : true,\r\n arcRotateCamera._useCtrlForPanning,\r\n arcRotateCamera._panningMouseButton\r\n );\r\n } else {\r\n this._scene.activeCamera.attachControl(this._scene.activeCamera.inputs ? this._scene.activeCamera.inputs.noPreventDefault : true);\r\n }\r\n this._attachedToElement = false;\r\n }\r\n }\r\n\r\n private _startDragRay = new Ray(new Vector3(), new Vector3());\r\n private _lastPointerRay: { [key: number]: Ray } = {};\r\n /**\r\n * Simulates the start of a pointer drag event on the behavior\r\n * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)\r\n * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)\r\n * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)\r\n */\r\n public startDrag(pointerId: number = PointerDragBehavior._AnyMouseId, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n this._startDrag(pointerId, fromRay, startPickedPoint);\r\n\r\n let lastRay = this._lastPointerRay[pointerId];\r\n if (pointerId === PointerDragBehavior._AnyMouseId) {\r\n lastRay = this._lastPointerRay[<any>Object.keys(this._lastPointerRay)[0]];\r\n }\r\n\r\n if (lastRay) {\r\n // if there was a last pointer ray drag the object there\r\n this._moveDrag(lastRay);\r\n }\r\n }\r\n\r\n protected _startDrag(pointerId: number, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n if (!this._scene.activeCamera || this.dragging || !this.attachedNode) {\r\n return;\r\n }\r\n\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Create start ray from the camera to the object\r\n if (fromRay) {\r\n this._startDragRay.direction.copyFrom(fromRay.direction);\r\n this._startDragRay.origin.copyFrom(fromRay.origin);\r\n } else {\r\n this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);\r\n this.attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);\r\n this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);\r\n }\r\n\r\n this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);\r\n\r\n const pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);\r\n if (pickedPoint) {\r\n this.dragging = true;\r\n this.currentDraggingPointerId = pointerId;\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerId, pointerInfo: this._activePointerInfo });\r\n this._targetPosition.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n // Detatch camera controls\r\n if (this.detachCameraControls && this._scene.activeCamera && this._scene.activeCamera.inputs && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.inputs.attachedToElement) {\r\n this._scene.activeCamera.detachControl();\r\n this._attachedToElement = true;\r\n } else {\r\n this._attachedToElement = false;\r\n }\r\n }\r\n } else {\r\n this.releaseDrag();\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n\r\n private _dragDelta = new Vector3();\r\n protected _moveDrag(ray: Ray) {\r\n this._moving = true;\r\n const pickedPoint = this._pickWithRayOnDragPlane(ray);\r\n\r\n if (pickedPoint) {\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n\r\n if (this.updateDragPlane) {\r\n this._updateDragPlanePosition(ray, pickedPoint);\r\n }\r\n let dragLength = 0;\r\n // depending on the drag mode option drag accordingly\r\n if (this._options.dragAxis) {\r\n // Convert local drag axis to world if useObjectOrientationForDragging\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis)\r\n : this._worldDragAxis.copyFrom(this._options.dragAxis);\r\n // Project delta drag from the drag plane onto the drag axis\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);\r\n\r\n this._worldDragAxis.normalize();\r\n dragLength = Vector3.Dot(this._tmpVector, this._worldDragAxis);\r\n this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);\r\n } else {\r\n dragLength = this._dragDelta.length();\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);\r\n }\r\n this._targetPosition.addInPlace(this._dragDelta);\r\n this.onDragObservable.notifyObservers({\r\n dragDistance: dragLength,\r\n delta: this._dragDelta,\r\n dragPlanePoint: pickedPoint,\r\n dragPlaneNormal: this._dragPlane.forward,\r\n pointerId: this.currentDraggingPointerId,\r\n pointerInfo: this._activePointerInfo,\r\n });\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n }\r\n\r\n private _pickWithRayOnDragPlane(ray: Nullable<Ray>) {\r\n if (!ray) {\r\n return null;\r\n }\r\n\r\n // Calculate angle between plane normal and ray\r\n let angle = Math.acos(Vector3.Dot(this._dragPlane.forward, ray.direction));\r\n // Correct if ray is casted from oposite side\r\n if (angle > Math.PI / 2) {\r\n angle = Math.PI - angle;\r\n }\r\n\r\n // If the angle is too perpendicular to the plane pick another point on the plane where it is looking\r\n if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {\r\n if (this._useAlternatePickedPointAboveMaxDragAngle) {\r\n // Invert ray direction along the towards object axis\r\n this._tmpVector.copyFrom(ray.direction);\r\n this.attachedNode.absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);\r\n this._alternatePickedPoint.normalize();\r\n this._alternatePickedPoint.scaleInPlace(this._useAlternatePickedPointAboveMaxDragAngleDragSpeed * Vector3.Dot(this._alternatePickedPoint, this._tmpVector));\r\n this._tmpVector.addInPlace(this._alternatePickedPoint);\r\n\r\n // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point\r\n const dot = Vector3.Dot(this._dragPlane.forward, this._tmpVector);\r\n this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);\r\n this._alternatePickedPoint.addInPlace(this._tmpVector);\r\n this._alternatePickedPoint.addInPlace(this.attachedNode.absolutePosition);\r\n return this._alternatePickedPoint;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n // use an infinite plane instead of ray picking a mesh that must be updated every frame\r\n const planeNormal = this._dragPlane.forward;\r\n const planePosition = this._dragPlane.position;\r\n const dotProduct = ray.direction.dot(planeNormal);\r\n if (Math.abs(dotProduct) < Epsilon) {\r\n // Ray and plane are parallel, no intersection\r\n return null;\r\n }\r\n\r\n planePosition.subtractToRef(ray.origin, TmpVectors.Vector3[0]);\r\n const t = TmpVectors.Vector3[0].dot(planeNormal) / dotProduct;\r\n // Ensure the intersection point is in front of the ray (t must be positive)\r\n if (t < 0) {\r\n // Intersection point is behind the ray\r\n return null;\r\n }\r\n\r\n // Calculate the intersection point using the parameter t\r\n ray.direction.scaleToRef(t, TmpVectors.Vector3[0]);\r\n const intersectionPoint = ray.origin.add(TmpVectors.Vector3[0]);\r\n return intersectionPoint;\r\n }\r\n\r\n // Variables to avoid instantiation in the below method\r\n private _pointA = new Vector3(0, 0, 0);\r\n private _pointC = new Vector3(0, 0, 0);\r\n private _localAxis = new Vector3(0, 0, 0);\r\n private _lookAt = new Vector3(0, 0, 0);\r\n // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera\r\n private _updateDragPlanePosition(ray: Ray, dragPlanePosition: Vector3) {\r\n this._pointA.copyFrom(dragPlanePosition);\r\n if (this._options.dragAxis) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragAxis);\r\n\r\n // Calculate plane normal that is the cross product of local axis and (eye-dragPlanePosition)\r\n ray.origin.subtractToRef(this._pointA, this._pointC);\r\n this._pointC.normalize();\r\n if (Math.abs(Vector3.Dot(this._localAxis, this._pointC)) > 0.999) {\r\n // the drag axis is colinear with the (eye to position) ray. The cross product will give jittered values.\r\n // A new axis vector need to be computed\r\n if (Math.abs(Vector3.Dot(Vector3.UpReadOnly, this._pointC)) > 0.999) {\r\n this._lookAt.copyFrom(Vector3.Right());\r\n } else {\r\n this._lookAt.copyFrom(Vector3.UpReadOnly);\r\n }\r\n } else {\r\n Vector3.CrossToRef(this._localAxis, this._pointC, this._lookAt);\r\n // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendicular to camera\r\n Vector3.CrossToRef(this._localAxis, this._lookAt, this._lookAt);\r\n this._lookAt.normalize();\r\n }\r\n\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._lookAt, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else if (this._options.dragPlaneNormal) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragPlaneNormal);\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._localAxis, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else {\r\n if (this._scene.activeCamera) {\r\n this._scene.activeCamera.getForwardRay().direction.normalizeToRef(this._localAxis);\r\n }\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._dragPlane.lookAt(this._pointA.add(this._localAxis));\r\n }\r\n // Update the position of the drag plane so it doesn't get out of sync with the node (eg. when moving back and forth quickly)\r\n this._dragPlane.position.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n this._dragPlane.computeWorldMatrix(true);\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this._lastPointerRay = {};\r\n if (this.attachedNode) {\r\n this.attachedNode.isNearGrabbable = false;\r\n }\r\n if (this._pointerObserver) {\r\n this._scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n if (this._beforeRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n }\r\n if (this._dragPlane) {\r\n this._dragPlane.dispose();\r\n }\r\n this.releaseDrag();\r\n }\r\n}\r\n"]}
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@@ -25,7 +25,10 @@ export declare abstract class BaseCameraPointersInput implements ICameraInput<Ca
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* https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
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* Which pointer ID is currently down (only for mouse events, not used for touch events)
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/**
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* Defines the buttons associated with the input to handle camera move.
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@@ -9,7 +9,10 @@ import { PointerEventTypes } from "../../Events/pointerEvents.js";
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*/
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export class BaseCameraPointersInput {
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constructor() {
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/**
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* Which pointer ID is currently down (only for mouse events, not used for touch events)
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*/
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this._currentMousePointerIdDown = -1;
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/**
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* Defines the buttons associated with the input to handle camera move.
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@@ -59,7 +62,7 @@ export class BaseCameraPointersInput {
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this._pointB?.pointerId !== evt.pointerId) {
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return; // If we get a non-down event for a touch that we're not tracking, ignore it
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}
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-
else if (p.type === PointerEventTypes.POINTERDOWN && (this.
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else if (p.type === PointerEventTypes.POINTERDOWN && (this._currentMousePointerIdDown === -1 || isTouch)) {
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try {
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srcElement?.setPointerCapture(evt.pointerId);
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@@ -85,8 +88,8 @@ export class BaseCameraPointersInput {
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else {
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return; // We are already tracking two pointers so ignore this one
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}
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if (this.
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this.
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+
if (this._currentMousePointerIdDown === -1 && !isTouch) {
|
|
92
|
+
this._currentMousePointerIdDown = evt.pointerId;
|
|
90
93
|
}
|
|
91
94
|
this.onButtonDown(evt);
|
|
92
95
|
if (!noPreventDefault) {
|
|
@@ -97,7 +100,7 @@ export class BaseCameraPointersInput {
|
|
|
97
100
|
else if (p.type === PointerEventTypes.POINTERDOUBLETAP) {
|
|
98
101
|
this.onDoubleTap(evt.pointerType);
|
|
99
102
|
}
|
|
100
|
-
else if (p.type === PointerEventTypes.POINTERUP && (this.
|
|
103
|
+
else if (p.type === PointerEventTypes.POINTERUP && (this._currentMousePointerIdDown === evt.pointerId || isTouch)) {
|
|
101
104
|
try {
|
|
102
105
|
srcElement?.releasePointerCapture(evt.pointerId);
|
|
103
106
|
}
|
|
@@ -138,7 +141,7 @@ export class BaseCameraPointersInput {
|
|
|
138
141
|
previousPinchSquaredDistance = 0;
|
|
139
142
|
previousMultiTouchPanPosition = null;
|
|
140
143
|
}
|
|
141
|
-
this.
|
|
144
|
+
this._currentMousePointerIdDown = -1;
|
|
142
145
|
this.onButtonUp(evt);
|
|
143
146
|
if (!noPreventDefault) {
|
|
144
147
|
evt.preventDefault();
|
|
@@ -216,7 +219,7 @@ export class BaseCameraPointersInput {
|
|
|
216
219
|
this._metaKey = false;
|
|
217
220
|
this._shiftKey = false;
|
|
218
221
|
this._buttonsPressed = 0;
|
|
219
|
-
this.
|
|
222
|
+
this._currentMousePointerIdDown = -1;
|
|
220
223
|
}
|
|
221
224
|
/**
|
|
222
225
|
* Gets the class name of the current input.
|
|
@@ -1 +1 @@
|
|
|
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 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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+
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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"]}
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@@ -477,12 +477,30 @@ export class WebDeviceInputSystem {
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}
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}
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const pointer = this._inputs[deviceType]?.[deviceSlot];
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-
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let button = evt.button;
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let shouldProcessPointerUp = pointer && pointer[button + 2] !== 0;
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// Workaround for an issue in Firefox on MacOS only where the browser allows the user to change left button
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// actions into right button actions by holding down control. If the user starts a drag with the control button
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// down, then lifts control, then releases the mouse, we'll get mismatched up and down events (the down will be
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// the right button, and the up will be the left button). In that specific case, where we get an up from a button
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// which didn't have a corresponding down, and we are in Firefox on MacOS, we should process the up event as if it
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// was from the other button.
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// Ideally this would be fixed in Firefox so that if you start a drag with the control button down, then the button
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// passed along to both pointer down and up would be the right button regardless of the order in which control and the
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// mouse button were released.
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// If Firefox makes a fix to ensure this is the case, this workaround can be removed.
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// Relevant forum thread: https://forum.babylonjs.com/t/camera-pan-getting-stuck-in-firefox/57158
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if (!shouldProcessPointerUp && this._isUsingFirefox && this._usingMacOS && pointer) {
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// Try the other button (left or right button)
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button = button === 2 ? 0 : 2;
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shouldProcessPointerUp = pointer[button + 2] !== 0;
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}
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if (shouldProcessPointerUp) {
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const previousHorizontal = pointer[PointerInput.Horizontal];
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const previousVertical = pointer[PointerInput.Vertical];
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pointer[PointerInput.Horizontal] = evt.clientX;
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pointer[PointerInput.Vertical] = evt.clientY;
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pointer[
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pointer[button + 2] = 0;
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const deviceEvent = evt;
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if (evt.pointerId === undefined) {
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evt.pointerId = this._mouseId;
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@@ -494,7 +512,7 @@ export class WebDeviceInputSystem {
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// NOTE: The +2 used here to is because PointerInput has the same value progression for its mouse buttons as PointerEvent.button
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// However, we have our X and Y values front-loaded to group together the touch inputs but not break this progression
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// EG. ([X, Y, Left-click], Middle-click, etc...)
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deviceEvent.inputIndex =
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deviceEvent.inputIndex = button + 2;
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if (deviceType === DeviceType.Mouse && this._mouseId >= 0 && this._elementToAttachTo.hasPointerCapture?.(this._mouseId)) {
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this._elementToAttachTo.releasePointerCapture(this._mouseId);
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}
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